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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • I mean who would fall for deception if there are scratchmarks leading away from the locker.

    Also it already was nerfed, now you can't enter the locker after activating it for 3 seconds.

    Rip fun deception/ quick and quiet build

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823868#Comment_1823868

    U can be sad all u want. But old thana helps a lot, especially the weak Legion.

    There was no buff to it. They just removed the healing part. Now it sucks and not many ppl use it.

    I main Legion and i actually done the math.

    Not completly correct but a very simplified way to see it is that 4% of 80 charges gen time is more then 16% of 16 charges healtime.

    New thana is better then old thana unless survivors drop everything to heal and in that scenario you would win no matter which thana you use

    I really wish some people would actually think about things instead of just blindly following the mass

  • I have this too from time to time.

    Although i will say that once i started to verify my cache after every update I almost never experience any bugs so it's not that bad of a thing to be reminded to verify them from time to time

  • Viktor is bassicly a heat seeking huntress hatchet

  • Consistant is the word you're looking for.

    It's not that consistant.

    It is very very good, but you'll have to take the games where both totems gets cleansed a minute into the match cause you got unlucky

    On the flip side it can also never be cleansed and just win the game on the spot if you can keep pressure up

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822184#Comment_1822184

    That's why they should stop nerfing killer perks. Thanataphobia was great on the wraith.

    But when tru3 consistently 4k w the wraith w thanataphobia, the devs decided to nerf it.

    It's so sad to see people still think thana got nerfed.

    New thana is better then old thana in almost every scenario. Marginally better, barrely noticable. But still better. Do the math if you don't believe me.

    The only time old thana was better is when all survivors stop doing gens and constantly heal at which point you should already have won

    Also 1 person won't be the difference of decision making in this game even if that person plays for a living. Especially with how much BHVR likes to work with statistics

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821953#Comment_1821953

    Isn't claiming most players enjoy a change of pace a form of generalizing?

    no because of the word most

    If i said "players like a change of pace" then it would be

    But "most" is so wonderfully vague that it cancels out the generalizingination

  • Just in time for the next update

  • Lol apperently killers trying to play around keys is extra dirty.

    Don't bring unfun items if you don't want an unfun time

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821146#Comment_1821146

    This disease also makes it so you have no strong add-ons at all so...

    Pick your poison:

    Strong add-ons but limited quantity.

    or

    Mediocre/Underwhelming add-ons but with a near infinite quantity.

    Honestly toy sword and rat liver do more then half the irridecents in this game.

    No strong addons at all is a hard argument to sell if your common does more work then some characters irridecents.

    If anything all killers should be like this were their commons are really strong mechanically and the rarer ones are to ad niche effects.

    Every killer should have a toy sword

  • That is one swf group out of 10 000ths of players. Don't generalize my dude.

    Most players can apriciate the change of pace a meme build brings

  • I wish my main had this so called disease where you bassicly have infinite of your best addons.

    Like ow noes all my best addons are dirt cheap and supercommon

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820619#Comment_1820619

    Yeah, because even the weakest killer is going to have all 4 survivors alive, by the end of the game. Come on. I mean, it doesn't bug me, really, as I already have that achievement. Found a killer who was farming once and he let us all escape that way. But I like being objective when I propose something.

    Plus, I say it would end up being the biggest part of the problem, was it to be that way. If hatch spawned as usable when all 5 gens were done, there would be no need for survivors to A) look for exit gates, B) Reach them, C) Open them.

    I'm sorry i don't see what difference it makes for the achievement. For the hatch to spawn now all generators have to be completed if all survivors are still alive.

    There is literally zero difference for the achievement.

    No it wouldn't, it would be mostly used by the last survivor to get out once the killer closes the hatch. Or to circumvent opening the exit gates and avoiding certain perks.

    Would about be as usefull as mori's are now

  • One thing i would change is to have some form of slug detector by base. Her kit heavenly encourages slugging and playing her without deerstalker just means people will get lost and end up dying on the floor.

    Which sucks for both sides. I have stopped playing them untill i got deerstalker. It's horrible playing them without it imo

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820539#Comment_1820539

    What you are missing on that, tho, is that such a change would make the "Where have they gone" achievement impossible to get. And I don't think devs can touch already established achievements.

    How would that make it impossible?

    Once all gens are done the hatch spawns as normal and if everyone is still alive they can escape together

    It would be exactly the same as it is now actually which is the nice part

  • Make it so the hatch only spawns when there is one survivor left or the gens are done.

    Problem solved. Still is an easy escape after the killer closed the hatch and no more matches where 1-3 survivors suddenly just dissapear even though they didn't do their objectives.

    Also easy to implent

  • I prefer to group up untill I've done 2-3 gens and then start looking to get chased or do totems.

    Some people actually don't care about getting out in 3 minutes and want to play the game.

    And you get a lot more bp by joining up too. In terms of escaping it's the best play. In terms of fun not so much.

  • Balance issues aside i don't think they would want to put that much effort in a killer that already is in the game.

    Just imagine how much work they would have to do to not get stuck everywhere. It would be nurse all over again

  • God i hope this is bait.

    This is like bragging that you tried to steal candy from a toddler even though the toddler won

  • Atleast we have the bunny

  • How to fix tunneling and genrush at the same time

    Step1: Add a repair penalty to injured survivors and a repair boost to the remaining survivors for every dead survivor

    Step 2: tweek the numbers till they are just right

    Step 3: ?????

    Step 4: profit

  • I'm just invisioning Myers doing the flosh while facecampinh

  • What are you guys complaining about? That's like 3 of demo's best addons and you still have some left

  • While kinda ridiculous that 1 perk has so much power. This was avoidable by slugging a bit.

    It's annoying for both survivor and killer but that's how we have to deal with it for now

  • Take a small step to the right

  • The bug seems to be mostly fixed for me after the hotfix, I deffinitivilly go faster in frenzy again

    The lunge still feels really wonky though

  • Crouching stops Victor from telling charlotte where you are so it's not that bad

    there really should have been a tooltip for that though

  • @Emsilyy3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815253#Comment_1815253

    I’d happily have your idea, if hatch challenges were removed from survivor challenges since there are no killer mori challenges except for daily ones.

    I would love for those challenges to dissapear, they are such a pain in the bum.

    That said i feel the key change will be a bit more complex then what i said. Based on what they said

  • @danielmaster87 said:

    I'll do that as soon as they allow me to disable chase music.

    That bug Legion had where they didn't have chase music was so relaxing, it was amazing

  • @Emsilyy3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815072#Comment_1815072

    Yes but no.

    youre saying about ending the game prematurely, yet in most of my games I’m with 3 man or a duo team, and we still have to do gens and stuff to get hatch to spawn.

    I barely ever find keys in chests, but I think that could possibly be removed. But saying they can only be used when hatch is shut or when all gens are done seems a tad stupid. Do you have any other ideas??

    Usually the first gens fly like no bussiness. The last couple of ones are the ones where it counts.

    That you have to finish 3-4 gens is the easy part of the match

    I don't see how it's stupid. If you are unlucky with exit gates you are pretty much doomed when the killer closes the hatch. The key circumvents that

    Ofcourse when you are in swf that isn't as usefull but for solo's who don't have reliable teammates and end up in the 1v1 hatch situation often this would still be picked often

  • @finitethrills said:

    The proper way to limit tunneling is to create an actual, tangible penalty for being injured. Currently, there is zero solid reasons for a killer to let an injured survivor go vs a healthy one, because that injured survivor is just as effective at everything as the healthy one. The only way to limit that survivor currently is to actually down them.

    If being injured carried significant penalties to actions, there'd be a lot more reason to let them go and try to get someone else injured instead.

    It won't eliminate tunneling, but it would provide an actual benefit to NOT tunneling.

    I agree 100%

    All the penalties of being injured right now are purilly chase/tracking based which just makes killers want to go for them more.

    If injured survivors repaired slower then spreading damage would be much more advisable.

    Couple that with a bonus to repair speed for every survivor dead and we could have matches where killers want to go for healthy survivors more and not remove someone out of the game asap

  • @Emsilyy3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814619#Comment_1814619

    I can understand that frustration, but would you say that they should make pink keys more rare, then change the purple keys to being 20 seconds but they can no longer open hatch and instead can be used as aura reading ones etc? Because removing keys completely wouldn’t be fair unless mori’s were removed as well really.

    I don't want them removed.

    What i would do is make them only usable in end game crisis.

    They can be used as a backup when the killer closes the hatch and the 4 man escape achievment is still possible.

    I still want them to have a use. Just not end the game prematurally

  • Nurse needs 643 QoL changes before we can concider nerfing her.

    It's amazing how we have a killer that in theory in miles ahead of any other killer but in practise almost nobody wants to bother with her

  • Honestly giving selfcare an immunity to mangled might be a better solution then just outright saying lol blocked your perk

  • If you catch 2 people at the same loop you can hit one and have the other hit easier. And later in the game when it has somehow noy been cleansed and pallets are running out it can be good too.

    In general though quiet weak. Hex with a cooldown that only works in niche situations or very late in the game.

    Problem is that this is one of those perks that are either going to be weak or massivilly overpowered

  • Honestly it's not the balance parts about keys that annoys me. when you get to the clutch part of a match when it usually get's to be the most fun the game just ends with keys. How powerfull they are honestly really doesn't matter. they are funbreakers.

    Worst part is that they break fun for both sides. If i didn't want to deal with mori's i would just play killer.

    With keys either way the game suddenly ends at the most fun part and usually as a survivor it means you got left behind and almost certainly are going to die.

    Ending the match prematurally just isn't fun. it doesn't matter how powerfull it really is

  • The mori change was good, 1 simple fix that dealt with the issue. they could award more bp and have more of an impact on emblems but the chance did what it had to do. Remove the funbreaker.

    The timing of the mori change, not so good. Bassicly warning survivors that their funbreaker is getting changed soon just makes them use them a lot more and it is pretty annoying. Especially seeing how it breaks fun for survivors too who get left behind suddenly. both as survivor and as a killer seeing a key in the lobby is a good indication that the game won't be as fun as it will suddenly end before getting to the fun parts.

    But on itself. Good chance that really should have happened ages ago

  • It is better then people think but the fact that you can trigger it and not get a single generator revealed cause the one skillcheck within the short time frame was a great really makes it inconsistant.

    And with the basic attack requirement it really depends on killers too. Some killers just don't basic attack often enough for it to be worth it.

  • I can see myself boasting to my grandchildren that i use to play the game when there were only 22 killers and just like pokemon it got stale after the original 151 killers

  • You remember that one time you laughed because you clearly saw someone just crouching there

    But you never realise the 100 of times they laughed as you missed them standing still in the open

    Our eyes are adept at seeing movement. Sitting perfectly still when the killer is doing other stuff more often then not works

  • @Aven_Fallen said:

    Its great that you opened the 34th thread about this topic. Very valuable.

    They will change Keys. Moris were stronger than Keys, so its ok if they get changed first. And even if Keys would have been changed first, I am pretty sure that the Survivor Mains would not have opened so many threads. Its just the Killer Mains who complain that their broken stuff is rightfully gone while Key will take a little bit longer.

    That mori's where stronger in terms of balances honestly doesn't matter. Both were fun-killers that ended games prematurally.

    By nerfing mori's first they bassicly unofficially announced keys are following soon and we have the insta heal problem again.

    I'm extremly glad that mori's were nerfed but they really should have waited untill both were ready.

    When they already have a reputation of being survivor sided, stuff like this really doesn't help

    Also no offence. But you're reallly being delusional if you think survivors would not have complained as much if keys were changed first. It would have been exactly the same.

  • It is nececary for most killers in order to get pressure on the survivors. If you were able to win without slugging then you outclassed the survivors you went up against. Simple as that.

    It does become a problem when slugging becomes a win condition rather then a pressure tool though. Although i don't see how they can fix the scummy kind of slugging without gutting the tactical kind

  • @Terra92 said:

    You don't need to grab them out of a locker. Usually just keeping them there will give you enough time to down them.

    This complaint is like how your lyft or uber driver will drive you to the front of your house, but you're annoyed that they won't drive you into your house.

    Not really, most lockers are near loops. If you aren't right there when Viktor lockertimer runs out the survivor is safe

  • Best change that i can think of for keys is to make them only able to unlock the hatch in the end game crisis.

    It can be used to open the hatch after a killer closed it but wont end the game prematurally anymore. It also still makes that one achievement possible.

  • It doesn't really matter how strong it is.

    The point is that just like a mori the key is a fun ender.

    You can be having a fun close game. 1 gen left but you feel you still have a chance to pull it off. 3 survivors left but you have good control over the last gens. It's anyone game. If you play well you win if they play well they win.

    You find a survivor out in the open and start chasing. You need to down them soon . Tention is high. It's all or nothing for both of you.

    Aaand the other 2 escaped with a key. Survivor being chased hopelessly will die as they are left behind . Killer got robbed of his clutch game.

    The above should never happen. No matter how many conditions there are. It completly ruined the climax for both the killer and the survivor(s) left behind.

  • I mean he is the first killer power where we can look through his eyes.

    Who is to say you can't blind hatchets. You havened seen the point of view of hatchets. Have you even tried to blind hatchets or did you just assume it didn't work?

  • Windows of oppertunity is always an amazing perk for solo's. Don't let your pride stop you from taking it . It's more then a training wheel perk

    Never again will you run to a pallet only to realise a teammate used it earlier

  • Yesterday had a key every single match.

    Today nothing, zero, not a single one.

    As long as it's not every single match i can tolerate keys

  • I was able to play Legion no problem today, i was playing with shadowborn though

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