SunderMun
SunderMun
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Yeah it all looks so bad. The new HUD needs to go; idk how they could possible think the mobile game UI look would work in a modern game.
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Also pallets don't feel right to use; it's like much more than animation and models were changed. Vacuum feels impossible meanwhile I had it to a T for a long time. Sometimes I'll run past a pallet spamming space and it'll not go down.
Dead Hard is worse than usual, too.
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Idk about that but my first game for this update, I came across a Japanese killer VPNing to the UK.
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@EclipsedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1919404#Comment_1919404
Being healed by a Survivor doesn’t deactivate Decisive Strike for you, you healing another Survivor does though. Your suggestion in your last paragraph seems like an interesting idea by the way, but I think the way it’s meant to be used now is so that you get far away from the Killer after using it and once you think you’re out of the clear, heal, repair, or cleanse to your heart’s content.
Ah, so it's another case of whoever writes the flavour text not knowing how to word things, or being told incorrectly how it works. (It is evident that communication has always been pretty bad among their team, after all) Thanks for clearing that up.
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@Orionbash said:
Its because the devs are notoriously killer-sided and whined and whined until the devs gave survivors another nerf. While this doesn't affect me too much as I don't often run DS unless its been tunnel city all day, I worry for weaker players that use it regularly to avoid being taken out of the game quickly.
There's also loads of problems with the new DS and the definitions aren't defined. What does "healing" mean? If a killer hooks another survivor shortly after you get unhooked and you start to heal, but the killer comes back to tunnel, is your DS now deactivated even though you didn't finish the heal? If the killer pops your gen near your hook and you tap it so it doesn't regress even further while deciding whether or not to wait for DS to run out, is that going to cause DS to deactivate? If a teammate heals you for a second (Even though you don't want them to) does that deactivate DS?
It seems like this nerf to DS isn't going to be noticeable against camping killers who choose to tunnel, but will be abused by killers who proxy or just run back to the hook to tunnel. Hell, we could even look at a new type of tunneling called, "bait tunneling" where the killer makes the survivor think he's not going to come for them so they tap a gen or start to heal or something and then immediately the killer runs back to tunnel the survivor whose DS is now expired.
It just wasn't thought about from all angles and was just another way to appease the ever increasingly whiney killer main crowd who refuse to get decent at the game and instead just want nerfs.
This, tbh. Too many factors that aren't defined.
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These perks both need changes; the OoO change is pretty awesome, imo. It removes control for the survivor (which was honestly the issue with the perk as they got the information whenever they wanted) but also allows some new counterplay to perks like I'm All Ears and Nurse's Calling, which is a fun interaction, imo.
The DS change is the most stupid suggestion ever given to the devs, and they're likely going for it, which is depressing. I've hardly played this game in the past month because it feels like a mess for both roles, and with these changes coming I'm likely not to play any more at all soon. Until a month ago, I was playing minimum 40 hours a week...for a very long time...
I don't run DS myself, but the fact that it can function to counter tunneling in some cases and causes there to be an obsession means I have a chance at not being tunneled to death because I had a good chase and the killer wants me out of the game at all cost (which happens way too often)
The changes don't do anything to change the fact that being tunneled and doing well despite the tunnel means that you're punished with an empty perk slot, meanwhile they add the punishment that being healed by someone with an obscenely good healing build like We'll Make It + Desperate Measures + Botany Knowledge and a Ranger Med-Kit when the killer was just outside the basement on the moment of unhooking would mean that DS is now deactivated, even if the killer commits to the already unhooked person.
The healing caveat needs removing, and a new one in which being in chase pauses the timer and the proposed factors double the rate of regression for the timer (not completely deactivate it) needs to be added for this to have any real function as an anti tunneling perk.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/1917489#Comment_1917489
The o0o change isnt final yet but you do realize that every 30 seconds after bbq the survivor will see your aura?
Thats what i am getting from the perk
Yep, BBQ, Nurse's, I'm All Ears would all activate it. Which is incredibly interesting, imo. If it turns out not to be oppressive, I might actually run it as these perks aren't all that rare and it's a good counter. Not that I've been playing this past month...maybe 5 games, because the game feels trash on both roles.
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It wouldn't be fit for purpose as anti-tunneling. Good survivors who get tunneled off the hook but manage to get a good run will be punished with a wasted perk slot still, meanwhile the aggressive plays are slightly nerfed, but probably not enough.
Just make it double speed drop in those circumstances, and pause if being chased. Easy.
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WHat changes did they announce for DS and OoO?
Idc about OoO, it needs to be hard nerfed, but any potential change to DS is scary in that the existence of an obsession provides a form of safety net from scummy plays right now.
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@Healthore77992 said:
'It rewards killers for playing poorly with cheap kills. A good killer doesn’t need it.'
Absolutely everyone who thinks like this are bad at the game. DH, DS, BT, UB rewards you for making bad play, you could never get away with it if you weren't using them.
I swear survivors are the worst lol, never saw that much entitlement in any other game, dumb creatures.
BT is a necessary exception in the perks you listed, but I say this and don't use DH, DS or UB. :)
In fact, I would like for DH to be hard nerfed.
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Billy is fine.
NOED has always been problematic in that it rewards bad play.
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@chadbeastofprey said:
i can nearly always call when a killer will be console by how bad or tunnel-y they play...console killers are not better lol.
You forgot about the fact that they have a higher latency by default, too. Very fun to be playing against a killer getting handheld because the servers are trash.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1890606#Comment_1890606
2-3 seconds? Where do you live?!?
I live in the UK, with a good connection to the game. (consistent 30-40 ping) It's laggy killers; VPNing, console and Eastern European/Russian killers tend to have a high latency to the UK specific server.
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Ikr, it's painful that this happens with console killers constantly.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890609#Comment_1890609
Then it should automatically hit them instead of doing literally nothing over and over and over.
That's what's meant to happen, and what these survivors expect should you mess up the timing.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890591#Comment_1890591
If they committed then they wouldn't let go to mess up the grab. They KNOW i can't grab them.
This has literally been a tactic since the game as P2P, because it makes it harder to grab, but not impossible.
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Look, I've had plenty of grabs cucked by the servers, but I've also had plenty of times where I've been grabbed while running a good 2-3 seconds after I finished a fast vault.
This isn't an exploit; it's blind luck when it works in one's favour.
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@PassarinoT said:
Every time I update the game- including PTB, I get a random crash at some point or another stating some excuse and it persists until I verify the game file integrity and practically download another update. Does anybody else CONSTANTLY go through this?
I know a couple of people who have to, for DBD only, because of the way the files are packed.
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@Meg_Survivor said:
Im sorry but claudettes in dbd are literallly NEVER good! in my opinion they are the worst teamates in the game....they never help with gens all they do is run around the map doing nothing. I could run the killer for a long time during the game and once the killer finally downs me and hooks me NO GENS ever get done and all they do is hide behind rocks healing. Kindred is really a good perk to use when you have horrible teamates, the stuff claudettes do while running kindred is just horrible. Im sorry to say it but its a shame to call yourself a Claudette Main unless your honestly REALLY GOOD.
Claudettes are either total bots or Gods. There is no inbetween.
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They aren't using macros.
You bind it to scroll wheel, which means you can't use it to flashlight save unless you go afk. A friend and I do it exclusively to annoy a killer who's being an ass, also. Nothing wrong with it.
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@2LuvRias said:
Once you get to Red ranks its ALOT less common. I recommend you focus on getting there, whilst some red ranks have they're own issues and the games more sweaty you won't need to put up with P3 Clauds self caring In the corner.
It's really not less common.
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Spirit, Slinger, Freddy, Hag, Twins, Executioner.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1866675#Comment_1866675
well when i'm in chase right away after deep wounds and have not stopped running, it does not get darker. however if i stop running (to mind game or what not) it does. so my comment still stands, and no "GREYING" the screen can make it very hard to navigate in dark areas.
Deep wounds makes you blind over time.
I didn't like the old BT effect, but it was still possible to see when under it.
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@Aztreonam78 said:
I wish if the upcoming rank rewards were Iridescent Shards instead of just Bloodpoints. Those 250k Bloodpoints can be obtained easily by just playing Killer 4-5 times with BBQ and pudding, they don't feel special, but iri shards..
I have to agree, tbh.
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@JPA said:
Do they have vastly different range? I had no idea. For me it feels the same hitting someone as PH as it does with Clown (despite the fact they're blades are about 1m+ difference in length!
Apart from Freddy and Nurse, who very clearly have longer lunges when you play them, there is no real difference outside of the fact that the first person perspective makes it feel different, but this difference can make you feel you're closer than you are, etc.
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Blight; the FOV always makes survivors feel closer than they are. (and for some reason my frame drops get worse when I play him)
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@SOLOKILLER2601 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864303#Comment_1864303
I honestly dont mind the oppression in solos yes it sucks wen u get potatoes but u actually start feeling the pressure from the killers
You mean you literally can't do anything because your solos go looking for totems but also go down instantly, so the tinkerer almost always ends up leading to your gen and you can't do anything about it, so it's auto-lose and probably a de-pip.
I wouldn't mind it if matchmaking were functional. But it's not, and it probably can't ever be, even with MMR.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864244#Comment_1864244
Adding a dlc is not a nerf. Doctor was nerfed. Billy was nerfed. U calling a rework as if it's a buff. It's not a buff. It's a nerf.
Yes survivors got some nerf too by map reworks.
Thanataphobia, lullaby, PGTW, mori, undying, and some others I can't think of right now we're all nerfs.
Keys were supposed to be nerfed but it's not.
The nerf is heavily sided on the killers than survivors. It is not equal.
Doctor was mega buffed, ######### are you talking about lmao. If someone knows his timing perfectly, he can guarantee a free hit at almost any pallet in the game. And he has map pressure aplenty, now.
As for nerfs being 'more on killers...' you may want to look at more patchnotes from the last year, tbh.
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Because it's not bad, tbh. Especially against solos. Against an organised SWF that have brains, it's useless because they can either have one person hunt for totems while 2 do gens or have 3 people split evenly around the map so the tinkerer proc can't stop gens from popping, but vs solo teams? It's impossible to coordinate with people you can't communicate with, so it ends up being oppressive.
Personally I didn't have an issue with the perk combo outside of it being oppressive to solo play and being almost every game's perks, meanwhile as survivor I rarely even see an obsession in my games (at rank 1)
That said, Undying now has more synergy with more perks, and that is a fact that I love. devour + undying could end up being pretty popular, which is great, imo.
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It can't be any worse than it was the first time, and tbh, matchmaking has been just as bad in the few games I've played the last week or so.
Fact is, though, that we don't know how they factor a 'win' or 'loss' using the MMR system; if it's straight survive/die, 4k/otherwise, it'll be pointless.
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Remove perk tiers.
This would actually be a two birds one stone case, too - it causes balancing and creativity issues that they have to stick to a tier system (look at undying on release; the aura reading was unnecessary)
Edit: just saw that @ZaKzan has already said the exact same thing.
As well as this, improve the BP offerings, because atm it's a net loss to go for anything that isn't a survivor pudding/escape cake or better, imo.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1860679#Comment_1860679
A tiny ass speed boost you have to time perfectly to avoid Survivors getting the benefit of while needing to remember to change bottle types to go back to dealing with Survivors..... this is a "big buff" to you?
Bruh.
You...realise you could just use both bottles to get the speed boost while survivors get no net benefit and you can use it to get around the map faster. Sure, you'd need to reload more...but it's losing 40% of the time necessary to do this, which more than offsets it.
Moreover, the Clown's only real issue was map pressure; they've given him a means to improve his mobility, which in turn helps his map pressure. He didn't even really need anything much in the first place.
I'm sorry that giving a killer more options and increasing their skill cap is a problem for you, though. :)
@Zeon_99 ...denial of just how big a change this is when he only needed minor help...yikes.
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Quentin face rework when?
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Bhvr: Makes Undying not ridiculously OP vs solo survivors.
Killer only players: OMG survivor sided, even though we're getting big buffs to Clown, as well as some nice minor ones to Trapper, Legion AND Wraith, who we want to be buffed!
Bruh.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1858481#Comment_1858481
Ide say open handed is more of a buff yes its caped at 16m but everyone else can run other perks
LIke I said, it's both a buff and a nerf! I love the bond open handed kindred combo on the rare occasion i play with a group. :D
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Overall good changes. The Clown update is interesting; I'm curious how the add-on changes will be done, too.
I'm a bit torn when it comes to Open Handed because it's a soft nerf, but also a decent buff.
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*looks at ruin+undying; pop; corrupt*
*then looks at dead hard, DS, unbreakable, sprint burst*
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I agree, 100%.
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This doesn't fit with previous leaks from reputable sources like DBDLeaks, etc, so I doubt this is real. Especially a day or two after Almo was going around claiming that NOED's exposed status effect is 'earned.'
Also this NOED change would make it even more BS to go against, lol. And straight nerfing DS timer is such a bad way to go.
Also lol at the idea that Windows could counter pallet Freddy. Never gonna happen.
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https://youtu.be/Im0OvndEuK8
@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1847683#Comment_1847683
Freddy throwing hatchets and flying around? Please tell you have footage of this (to report the hacker and because that sounds hilarious).
I can find the same with Ghostface:
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Is this really a surprise? He's integral to the overall development of all the chapters, isn't he? And we already knew that they plan at least 4 chapters ahead.
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I personally put Freddy and Ghostface in the unfun tier, and Legion in mostly fun, as well as Executioner alongside DS and Twins.
But otherwise I agree with OP's chart.
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Can confirm, yesterday I was consistently being hit well after pallets were down, even having weird delayed stuns and THEN being hit, last night.
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@LiunUK said:
well it increases aura reading range for all survivors but it doesn't benefit you in any way unless you use it with another aura reading perk or effect so the obvious answer would be an built in aura reading effect.
this is my idea
when you or another survivor is cleansing a totem there aura is revealed to all other survivors
everytime a totem is cleansed open handed gains a token (this acts like a counter)
I really like this idea tbh, and it actually gives us the much needed totem counter.
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This thread is comedy gold, tbh.
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I mean sure it is, however it's also a fair perk.
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I find farming really boring and unless the killer actually added me beforehand to have a discussion, I'm usually pretty wary to even trust it as I've seen faking farming used to get free kills etc, in the past.
Id much rather a real game vs a good killer; it's much more interesting. That said, I can't expect it to not be frustrating as we all know what solo queue is like.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1844828#Comment_1844828
I mean, maybe they wanted to drop them, but the game was like "Eeeeh, nope". This has been a case for weeks.
¯\_(ツ)_/¯
Much longer than weeks, tbh.
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Or Bubba. both work.
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Just let survivors earn tokens. 10 seconds (maybe more) in chase = one token, up to 3 at a time.
While we're at it, allow survivors to get Stakeout tokens and Diversion up while in chase, rather than forcing people to play in an inefficient manner, just to get use out of a perk that isn't even viable.