Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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I like the perk. It's not superstrong or anything. But if you build around it you can make it work.
It's not a perk you can just slap on every killer though so it won't be used that often
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1648700#Comment_1648700
Exactly.
New player comes in- new player has fun- new player spends cash on cosmetics- player becomes familiar with the game- player gets frustrated after reaching reds- player quits.
Revolving door
Exept that players don't quit half as often as the doom forum tellers like you to believe
The game has problems, every game has problems. And like most other game forums, this one grossly exaggerates the problems.
It's really not that bad. Over half of the frustrations wouldn't even be there if the game wasen't this addicting and people learned to take a breather
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"What i do think is that all the balancing that has been done so far and is still going on on the PTB is stuff aimed at people between the ranks of 13-6."
So for the mayority of players then?
They know perfectly how the game goes and wisely opted out trying to perfectly balance an asymetrical game with a ton of variaty and focus on making it as playable as possible for everybody
This game would not be doing so well if they only balanced at higher ranks
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Legion is actually the easiest killer to do this i feel.
You don't need to actually down them while exposed, just hit them with fatal frenzy to complete that part of the challenge easilly no matter how well the survivors can loop
Then it's just getting 5 hooks and a kill with a mori/rancor and your set
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Am i the only one who doesn't concidder using strong builds toxic?
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You mean to say the charges of the medkits are bugged now. Just when a perk releases that restores said charges?
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Heh who knows, maybe they didn't change DS cause they are in the mids of remaking it
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@Pepsidot said:
Survivors dislike slugging (more than they do when hooked) because:
- You can be slugged more times than you can be hooked, and in quick succession.
- You can spend twice as long bleeding on the floor than you can on a hook (can spend 4 mins on floor).
- Being a slug can be frustrating. Killers often slug for a 4k or simply to be toxic, then hook you when you're about to bleed out. Slugging can be associated with that and the most 'tryhard' killers, builds, slug builds etc. It has a 'boring' reputation. (Ever gone against a Nurse main with a few thousand hours using a pure slug build?). Makes survivors feel helpless if they're repeatedly slugged and in quick succession.
- It can heavily prolong matches which are often already lost. Some survivors would just rather be hooked, die and move on. End our suffering. We don't wanna be slugged, healed to injured state only to have a short chase (against a Nurse or other strong killer), be slugged again and repeat. We feel powerless, useless and the exciting gameplay consists of bleeding out on the floor...
You asked. That's why slugging can be boring.
I will say that i find most slug perks poorly designed.
Almost all of them focus on hiding the slug from their teammates while you actually want someone waste time to pick them up
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The reason it's so weak right now is because it counters its counter.
It only adds 2.5 seconds now but if they buff it it that will go up too. They can't make it stronger without simultaniously make it's counter weaker. It's already the best play to ignore thana rather then heal up
They are changing it so they can buff it. Even if they only ad 1% to the other action speed it would be a better perk then it is now
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@ALostPuppy said:
Maybe people dislike it because you are literally laying on the ground being completely useless? Not to mention that if you're getting proxied and used as bait and someone tries to come and pick you up, you're usually going right back on the ground thanks to the killer and you have to recover all over again and hope someone else gets to you. Or BETTER YET he'll chase the guy for a while and THEN come pick you up. The amount of time you'd spend literally doing nothing but staring at your survivor on the ground. A very fun gaming experience indeed.
as opposed by hanging on a hook being completely useless, and if your getting proxied and used as bait and someone unhooks you you go back on the hook and on top of that you're dead next hook instead of the slugging where you still have all your hooks left?
That's the thing that struck me as odd. that the alternitive is worse. With the exeption when a killer is legit trying to bleed you out
And waiting after you go down happens all the time in multiplayer games.
In Last Year a game simular to DbD you have to wait to respawn and then wait again untill someone get's you back after dying.
In shooters there is usually a 10-15 second respawn time
In League it can take longer then a minute to respawn
What makes it so much more unfun in this game then other ones?
This isn't me trying to bash you or anything. I legit don't understand what's so bad about it.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643414#Comment_1643414
You seem to be under the impression you're talking to the survivors of your previous match....
Some people don't come back until everyone is a slug. Some people don't slug when there's only 2 people left. How exactly are you telling the survivors that you'll come back for them and NOT slug?
So what I'm getting from you and others is that slugging as a whole isn't really disliked but when killers specificly try to force a bleed out.
Okay i can understand that. That bassicly answers my question
I still think that slugging when done properly is the best way to do well as killer while not ruining the survivors fun completly
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I don't understand it either.
It's a build that loses all it's power if the killer doesn't pressure gens. It does nothing if the killer camps or tunnels.
It's teaching and allowing killers to play nice. Survivors should be praising this
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643394#Comment_1643394
If I'm spending 4 minutes bleeding out on the ground I'm not playing the game, I'm wasting time.
But I'm not talking about bleeding out. I'm talking about slugging for pressure. I'm coming back to hook you the second i got my hit/pallet.
If anything saving survivors from other survivors who ragequit at first down sounds like a reason more to slug
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@bm33 said:
Total time on hook is 2 minutes and you can speed up the process to not take a full 2 minutes. Slugging it takes 4 minutes to bleed out and you can't speed up the process. Give me an option to speed up the bleed out process and I won't mind being slugged, until then it's obnoxious.
If you are that eager to get out of the game then why are you playing at all?
@lucid4444 said:
Because it's not a hook.
- You get points for unhooking, almost nothing for healing someone off the ground
- when it's down to 2 people left and 3 gens left, there's literally 0% chance you win. So if he slugs, everyone is just waiting for the timer to go down.
- if he hooked instead, it would either kill the person or at least give the other survivor points for unhooking.
I can understand that it's boring when there are only 2 people left. I usually don't bother with that and just see who gets to the hatch first
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@BigTimeGamer said:
Hanging on a hook means the killer is most likely to leave for another, leaving you to be saved and keep playing
sitting on the ground as bait moving as slow as a snail
there is a difference, prob more reasoning I could go into but go play a game, get slugged all game and tell me you had fun
I don't know
When i play killer this scenario happens really often
When i down a survivor and i see another one i will 95% of the time go chase that survivor untill i get a hit or pallet, to then return to the slug who is most of the time getting healed
Then i chase the healer for another hit and usually at that time the slug gets picked up.
Result? 3 injured people is a lot of pressure for me. 3 survivors had the chance to interact with me and during all that time only 1 survivor was possibly on a gen. All while no-one is closer to being out of the game.
Matches where the killer slugs are usually the most fun for me as they usually mean more chases
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I'm very excited about the trail of torment buff. It's going to lead to some fun interactions i think. Especially with blindness builds
All the rest seem like fine changes. Wonder how much difference Cruel Limits will make. Probably not that much but still curious. small changes like that can be decieving.
Kinda scared about blood pact though . Screams swf bully time, but on the other hand if 2 survivors have to stick together that means at most only 2 survivors are on gens. Probably will be fine but will be something you have to keep in the back of your mind as killer
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One of the best tips i ever had was that you don't have to hold forward during your dash.
You lose a bit of speed but get a lot more controll
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This build is actually one of the biggest blessings survivors have had.
It's very strong but for it to work killers need to pressure gens.
Aka the moment they tunnel or camp the build loses all it's power if the survivors play right
Just do bones. As in all of them. Once people have adepted and every survivor actually starts doing this then it won't be so overbearing anymore
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Maybe they are testing for Chucky.
Shut up i can dream
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I am having fun whenever I play killer yes.
Also from what you said it sounds like you really need to learn to drop chases
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1640270#Comment_1640270
For the record, I DO think Clown is better than Blight, but that might be some extreme bias.
Lol 😂
I think it would be very hard to detirmine who's better actually
Seing how Clown goes all the way to chase power with minimal mobility and Blight goes all the way to mobility with less chase power
They both do such different things
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1639358#Comment_1639358
you genuinely made me laugh saying it was test for skill
I mean am i wrong?
If you don't have enough chase skill to back Legion up they are terrible
If you are able to get hits at most tiles just using mindgames they can snowball pretty hard.
Are you saying being able to get hits against survivors using just your m1 isn't skillfull?
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Lol so many people trying to concince you Blight is better then Clown
This isn't a clown is better then blight post. It's just a player prefering the playstyle of a killer they already mastered to the playstyle of a killer they still are learning
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Legion is a good test for your skill as a killer.
His power is for injuring, delaying and information. But the actual downs you have to earn with your m1 skill
If you are a good chaser fully using mindgames and trying to catch people of guard then Legion is decent.
Not amazing or anything but you can win most matches.
If somebody puts Legion in thrash tier that most often then not means their m1 game is thrash tier
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Look at this survivor with their wheelchair perks again
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Fun fact you don't even need to down people for the exposed hot triggers
Play Legion and Rancor find your obsession in the end game, fatal frenzy them and then down them for the mori. Probably the easiest way to do this challenge
Assuming you have devour and rancor on Legion ofcourse
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@Floppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1633202#Comment_1633202
It is unbalanced the development team has even made statements about it in previous vids as well as in statements about bug fixes. The fact that they want to balance it means that they intend to improve on it though recently they have made few efforts to improve the balance. If they were to keep the game the same for "the ones that enjoy the game" would be completely financially irresponsible. The new platforms and allowing them to play together has helped the game. But if they didn't intend to improve on the game ie. Change it then they wouldn't get new players and the new players is were the money is. Cosmetics and graphics are top priority atm but if this game wants to be around in 5 years it will need to make balance changes and it will need to get more players. Right now as this game stands I can't reccomend it to friends simply put because of the toxic community among other things. When someone tries to make an honest effort to improve the game instead of hearing and being respectful they out right say "spoken like a survivor when the person who posted just wanted to talk about it but as I scroll through the comments I see no real ideas or help/feedback. This may not of helped you but i hope it did. Please have a good one.
There is a difference between trying to improve the game and completly changing it from the ground up though
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1636848#Comment_1636848
It shines best on killers able to get hits in in between tiles. Survivors are either damned if they don’t realise it’s activated and loop any nearby loops with a pallet, or they’re damned trying to run to a further tile out because they’re still likely to be hit before they can get that far.
It’s also AMAZING on The Game when hitting downstairs, but they run upstairs for those safe pallets on the left. It’s just an all around great perk on Gideon. Hit them in the bathroom? That hallway with the two god pallets becomes a death sentence.
Thanks dude, I'll give it a try
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Humanity will always seek out conflict and with how we dominate this world the only meaningfull conflict we have left is with other humans
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1636377#Comment_1636377
I’ve repeatedly explained how Blood Favour is fair and balanced as a hex perk and also having a cooldown, with additional stalling benefits BECAUSE it is a hex, but 100% killer mains don’t want to hear it.
Their main insinuation is unless it blocks all pallets, all the time, so that survivors can NEVER use a pallet, then it’s an unbalanced perk.
How would you best use it? I've been having trouble getting use out of it.
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@ephellon said:
I like the idea. The only problem is that BHVR is over DbD. The "base mechanic" of the game got changed without anyone testing it, and hooks are broken, again. I doubt anyone at BHVR would be able to fix anything, let alone, tweak anything without causing major problems.
I understand the old folks going, "but it apart of the game, go play Last Year," sure, change is scary, kill off Pyramid Head I guess. But on the other hand, something simpler than hooks is available, and could be a saving grace for this game.
Go ahead, @ me, I'm a Killer main that plays survivor only in SWF because randoms are useless. I just think more alternatives should be looked into, like Dorito-boy.
"And could be a saving grace for this game"
See this is imo the flaw in your logic. DbD is nowhere near desperate for this kinda overhaul.
It doesn't need a saving grace, it's not even close to dying.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1633001#Comment_1633001
This is a silly argument. Youre saying because Last Year isnt doing as well as dbd in sales no component of it can be better than dbd. So sales = a better game. By this logic Candy Crush is one of the greatest games ever made. COD Ghosts was better than Battlefield 4. No RPG comes close to being as good as Skyrim. Do you need more examples or can you see why this was a silly thing to say. Idk if ops idea is a good one or not, just that your argument is foolish
Yeah i worded my first post very poorly
Just meant there was a game already that had the mechanic op suggested
The second thing was indeed silly to say. It's more my personall opinion rather then fact
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The trick is to throw pallets earlier then normal. They have to anticipate when you'll throw the pallet to shock you so you just throw it a loop earlier
If they try to shock you too soon you can get another loop in because of the slowdown he recieves
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The problem is that while the game is 4v1 the chases are 1v1
So if the 1v1 is equal then the 4v1 scenario isn't and if the 4v1 scenario is balanced the weaker side of the 1v1 feels powerless
It's a nightmare to balance and it's why assymetrical games aren't done much
DbD actually deserves a ton of praise for making the concept work reasonably well
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1633001#Comment_1633001
The lack of hooks in Last Year is not why the game is not as popular. It is mostly due to bad marketing close to release, and it's over reliance on Discord as a fundamental part of the game.
Didn't mean to say that hooks were the reason last year is not as popular as dbd
Just meant that dbd really isn't that bad that it would need a complete overhaul like that
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Honestly the only thing they need is slightly (!) longer exhaustion timers.
They are bassicly active every chase. it would be nice if they are actually a resource you had to manage.
Nothing too big though, like if you had level 3 vigil and the times would be like they are now i think that would be perfect.
if they don't change them i wouldn't be too fussed though
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I think it would be a nice buff to some aura reading perks.
And it wouldn't change the meta or anything, optimal survivors really won't give up their usual meta perks to be able to see blocked generators
This just makes non meta survivors more viable which is what we all want
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1633497#Comment_1633497
Alright, I checked the wiki for mathematical values. The probability of a key is 7% without plunderer's and 14% with it. Sounds like a very low percentage. Remember that GREEN keys are included.
Yeah it's probably confirmation bias a bit
But do know that there are 3 chest so it's actually ~19.5% without Plunderer and ~36% with it. Still with green keys included ofcourse
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1633456#Comment_1633456
And how often do you find keys in chests? Not very often, right? And even then, you may not even have a chance to even use them during the match.
Moris, however, can always be used and are much more common in matches than finding keys in chests.
There's also Franklin's Demise. Just pointing it out.
The spawn rate of keys is actually fairly high
Just yesterday i did the challenge of unlocking 2 chest with ace in the hole
Both the chest had keys and one even had the addon that reserved it after i died so i still have it.
I remember i was trying to farm some flashlights and got legit annoyed at how often i got keys
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The actual effect has not been changed but the text has
So expect it next patch probably
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@Floppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1633202#Comment_1633202
All of these killers require a time investment to be what is effectively a basic two hit killer. At trappers core, he is weak. It takes more time to set a trap, than it takes to disarm it. That in the most basic form, is unbalanced. This is only one of the ways its unbalanced.
And it takes a lot less time to set a trap that succesfullly catches survivors of guard then it is to chase them 2 times. There are killers that are weaker then others but that doesn't make the game unbalanced.
Not to mention that what you said is false, setting time is 2.5 seconds disarming time is 3.5 seconds
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@Floppy said:
Dbd is completely unbalanced i agree the hook system is a pain to work with and needs a rework i also this its funny how some people only come here to drag people through the mud instead of giving real advice or maybe brainstorming ways to make the game better. In all honesty this game won't last if people think of this as "the best we can get" i like the hook system but I really like the idea of not having to deal with flashlight saves and camping or tunneling. Because let's face it if you have to do either of those things your not really good at this game are you? Instead of making excuses like "but dbd said its a strategy" how about you just get better at the game? Most other games do just that by improving. I like the hook method but what if we did something like they do for pyramid head just like they said above to improve the quality of the game. Rather than let it be so unbalanced and given time less than fun more toxic than enjoyable. My friends enjoy the game but no lie over time they play it less and less. I want to change that and bring new fresh players in but as long as the "i don't think you like this as much as you say people" are here they just gonna ruin it for us all.
Dbd is not nearly as unbalanced as many people claim.
It's really on the higher and lower level of play where there are problems. And even then it's not that big of a deal.
There is no perfect balance to achieve in a assymetrical game and completly changing the core mechanics is throwing away 4 years of balancing.
I can say the same that people that are constantly asking for reworks are ruining it for people that are already enjoying the game
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@ClickyClicky said:
On the topic of bugged, is wiggling bugged for anyone else?
Ever since the hotfix it feels like everyone has Boil Over. If you even slightly approach an object as killer you get stuck. This never happened before the hotfix and now out of nowhere its started happening in a few games.
Yeah i got someone with boiled over in Lerys, it was nearly impossible to get through a door
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@Xzan said:
From the wiki:
"Survivors put into the Dying State by your Basic Attack are not revealed to other Survivors when those are standing outside of a range of 32/24/16 metres."
Only works with basic attacks since 4.1.0. I guess that's the reason you could see someone with Empathy.
Empathy used to override this. App this was changed?
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1: reduce the grind for sure.
2: make mori's and keys only usable in the egc and remove other conditions
3: more often perk changes. So many perks would be better with just some small number tweaks. Just look at tinkerer
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And this is why you wait with changes untill people learned how to play.
Survivors have started to figure out what to do against blight
Now we wait to see if Blight can do something against their counterplay
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1633029#Comment_1633029
tbf how many people ask for hatch/moris to be removed and they've been in the game from the start too..
Those are not core elements though.
I'm not against asking for a change like how the hatch was changed and how mori's will get a tweak
But the op is bassicly asking for a completly new game
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1633001#Comment_1633001
Please don’t mistake my post as me not liking DBD. This is just my observation that most of the games problems (perceived or genuine) for both sides can be rooted in the hook system.
I get that DBD needs to differentiate itself from other asymmetrical multiplayer games. Can it do this whilst getting rid of the hooks? I’d like to hope so.
Can i be honest with you. I think you don't like dbd as much as you think you do. You're asking to remove a core gameplay mechanic that was in the game from the very start. Wgere almost everything was build around of
Almost all of the complaints you mentioned aren't really issues and are just part of the game
It's something that happens often though. Dbd has a amazing concept that no other game has been able to do as well and on top of that you can play as your favorite horror movie characters.
It leads to people forcing themself to play this game while they don't actually like it.
If you dislike what's a core concept of the game do you really like the game?
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If you like this then you should go play Last Year. It has exactly that.
It also doing nowhere near as good as dbd.
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@humanbeing1704 said:
unironically I believe the perk should be like 80% or something like that it's low number is lame
Funny enough if those were the numbers Killers would go faster by constantly lunging
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Nowadays i never use it, but back when i had my potato pc it was insanly helpfull
Running the game at 20 fps or lower makes you very vulnerable to 360s and Unrelenting helped.
I would never use it nowadays but it's nice the option is there for people with fps issues.
It could use a buff though. as even in the niche situation above it still wasen't amazing or anything
