SuzuKR
SuzuKR
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- SuzuKR
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Comments
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@CLB198 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761955#Comment_2761955
Current map generation goes for balance, yet still spawns LT walls three in a row or 4 pallets on the map.
This would most definitely cause massive, yet fixable, issues.
Instead of basing it off matchmaking, it needs to be fixed in general via tile weighting logic. For example, a shack can never ever spawn connected into an LT tile or a jungle gym. LT walls can never ever spawn connected to more than one LT in a row. LT walls can never ever spawn connected to a jungle gym. Jungle gyms can never ever spawn connected to a jungle gym. For a certain multi-tile zone, the maximum "point" distribution is A, and the minimum point distribution is B, and the maximum possible for the entire map is C. So on and so forth. This would stop things like there being only 4 pallets on the entire map, things like there being 29 pallets on the entire map, there being way too big of dead zones from the start of the game, and there being overpowered tile setups.
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There is no way this would not cause massive issues.
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ily Karu <3
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Unironically skill issue.
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Skill issue get good.
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@Bigbawi said:
You guys must not play as killer too often, getting kills as The Trickster is too easy since he got buffed, a nerf is needed, it's pretty skilless.
You’re bad at the game.
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As long as the unhooked survivor can’t bodyblock for the unhooker, sure.
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Morons BMing and then getting slapped by karma, probably. Or overly altruistic against NOED without getting rid of the Hex first.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2760605#Comment_2760605
I long for the day where game forums refuse to engage the trolls and the belligerents that crowd out healthy dialogue about the game.
:(
But boredom + funny posts = neurons go brrr
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Sounds like skill issue.
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Playing better counters all of these. Get better,
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mfw there's people that actually think old Sabo was balanced or even remotely healthy design
I guess nothing's impossible in this world.
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@BirdSpirit said:
https://forum.deadbydaylight.com/en/discussion/comment/2759331#Comment_2759331
??? I didn't say the timer speed was abuse....?
There is no situation that is abuse.
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BHVR is capable of telling the difference. They have people specifically for reviewing cheaters, who are well-aware of what kinds of shenanigans they can pull off.
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Has nothing to do with balance or whatnot. I think she’s fairly well balanced for the most part. But I’m extremely sensitive to jumpscares and her Phantasm Traps send my heartbeat through the roof and ends up being really stressful.
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No. Pretty much every single one of these are insanely busted or poor design.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2759790#Comment_2759790
I'd be fine with that too honestly but that would just be a straight buff to survivors which would mostly benefit solos, which certainly isn't a bad thing, but base killer mechanics would need a buff to go along with that. Since bringing solos more in line with swfs would make most killers feel absurdly weak.
Well yeah, the idea is solo is buffed to SWF level of info, and then killer is buffed and rebalanced around everyone having that info, since existence of SWF is unavoidable. Thus no more juggling balance between solo and SWF (which never works out).
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Because she is an anti loop killer, not an area defense killer.
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Survivors should not have any unique abilities at all that affect gameplay. BP bonuses maybe, sure. Eg, Bill gets extra Boldness, Dwight gets extra Objective, etc.
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Stop leaving matches so often.
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This is very specifically not being done because it makes balancing an absolute nightmare.
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This thread implies that camping needs a nerf. It doesn’t. Make Kindred base, but that’s basically it. There is no excuse for losing to reckless camping if Kindred is base, and nerfing strategic camping is stupid. Stuff like this would literally kill the game.
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Good thing this insanely busted failure of a design no longer exists.
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This thread is pointless. If there's no reasoning for why people want perks removed, there's no reason to care.
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People really underestimate how deadly weapons are, huh. The literal most important rule of fighting is if one side has a knife, you don't. That's how you end up dead or crippled. Which would also apply to other weapons. It doesn't matter if the killer is a novice, they're still a killer without qualms about killing.
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@DeadSacrifice said:
https://forum.deadbydaylight.com/en/discussion/comment/2759352#Comment_2759352
Well some of us are going of them without the Entitys power
Edited my post earlier to factor that in:
Even without the steroids, having a weapon is a massive difference. It doesn’t matter if they’re an idiot that doesn’t know how to use it properly, they still have a lethal weapon. One wrong injury and you’re dying. And they don’t have qualms about killing. So they wouldn’t have issues going for killing blows immediately.
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He needs to not break his own chains.
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People are ignoring literally every single one of these killers is on magical super steroids from a literal evil Eldritch world-devouring god.
Even without the steroids, having a weapon is a massive difference. It doesn’t matter if they’re an idiot that doesn’t know how to use it properly, they still have a lethal weapon. One wrong injury and you’re dying. And they don’t have qualms about killing. So they wouldn’t have issues going for killing blows immediately.
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Increasing profits for a transphobic creator?
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”Why does BHVR not listen to the community?”
Community: [Suggesting things that would literally kill the game]
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@BirdSpirit said:
https://forum.deadbydaylight.com/en/discussion/comment/2757475#Comment_2757475
The instances described in other comments that warrant having a timer if within X range of the killer.
??? The AFK timer speed is fine as is. That’s not abuse, that’s called working as intended.
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@Gwinty said:
Wow, this is pretty decent.
First of all there should be a balanced 50/50 chance of outcome for any match that is played. However that should not come from "camping" as a "valid tactic" but rather be a base design around the more fun parts of the game: Chasing, hit-and-run, cool use of powers and so on.
The problem is that camping and tunneling is a low risk, high reward option. Same as when survivors pre-drop and hold shift+w. These options are boring because you rarely see their risk and thus write them down as unfair and yes, they are not good. Neither "shift+w" nor camping the first person to death adds to the game.
I also agree that the Entity feeds on despair and no longer wants to play with the hopeless. She is a malicious things and wants to torture the survivors. As such I never had a problem with "second chance" perks for survivors. I only have a problem when they abuse a "second chance perk" for something else (body-blocking with BT, often while complaining about tunneling when they then get slugged for this).
Decisive Strike was not overnerfed per se. The problem back than was that the game was unable to detect when a survivor was no longer tunneled and survivor were still able to use this perk for offensive purposes (abusing second chance perks, remember) like unhooking or finishing a generator in the Killers face. The question here is: How is it tunneling when you can run to an unhook?
I am fine with your idea for Decisive Strike. Let the Killer hit a fatigue like Legion or Nurse when you blow them with that shard of glass, I am also fine with no scratches, however keep the blood. There should be a difference between DS and Lucky Break. I would even go so fare to remove the time limit if we keep the limitation (no unhooking) and add another mechanic: Once another survivor is hooked your DS deactivates like when the time ran out.
For pure camping we need a different option and a more dual aproache: Punish Killers who camp while at the same time reward Killers who go hunting with somebody on the hook. This is the reason I like "BBQ & Chilly" as well a "Hex: Devour Hope" as both encourage this. Just slowing the hook timer would not do this justice as the person on the hook is still getting the short end of the stick.
Also you are right: The game can not be balanced around 4 people playing SWF on discord. There are too many greys like 2-1-1, 3-1, 2-2 lobbies. Most time I encounter 2-1-1, 3-1 lobbies and thus balancing around the rare 4 stack is just...unwise.
Tunneling/camping are both high risk when done recklessly. Which is good. It is literally never low risk outside of situations it would be stupid to not camp or tunnel.
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There is literally no situation in which infinite hook timers would not break the game in every single way. No.
Also the premise of the idea is under a flawed assumption that camping itself is an issue. It’s not. Kindred should be basekit so people can see if someone is being camped and thus work on gens, so solo has no excuse to waste time doing other shenanigans. Camping is easily punishable when done recklessly. It is stupid to punish camping in smart situations where it would be literally stupid to not camp.
Reckless camping like first to death is not rewarding unless the other survivors are morons and suicide for unhooks.
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There are literally dozens of issues with this idea. Keeping people hostage, drawing out an already boring mechanic (repairing) to be even longer, not stopping people who want to camp from camping, killing off the game at higher levels of gameplay where not being able to force second stage/death on hook is beyond insanely exploitable, three gen situations, drawing out the game in general to ridiculous lengths, etc.
Absolutely, absolutely no.
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This is an incredibly huge nerf to killer. Infinite hook timer would legit kill the game against better opponents. Camping is an important strategy and a crucial one for securing second stage or death on hook in specific situations.
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It makes no sense to nerf her though.
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Sniping isn’t meant to be easy. Get better at predicting survivor movement.
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Cause it’s mind numbingly boring. I don’t give a crap if 5 Anniversary Cakes were burned, I refuse to farm.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2757501#Comment_2757501
Yea those make sense.
At least you’re consistent in your support for random buffs for no reason to balanced mechanics, unlike some others in this thread earlier.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2757490#Comment_2757490
One second really isn't significant.
Unless your going for a basement hook or something you likely will never see it being an issue.
I’m glad you think a free 6.25% is insignificant, which means you also support every single one of the following unless you’re a hypocrite:
• Repair time increased from 80 to 85 seconds per gen
• Healing time increased from 16 to 17 seconds per health state
• Hook state timers reduced from 60 to 56.25 seconds per hook state
• Cleansing/blessing a totem is increased to 14 to 14.875 seconds
• Blessing a Hex totem is increased from 24 to 25.5 seconds
• Self-recovery (until the 95% default cap) increased from 30.4 seconds to 32.3 seconds
• Opening an Exit Gate increased from 20 seconds to 21.25 seconds
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@Tr1nity said:
Without the great skill checks, it would have just been a survivor nerf.
Also one second is barely any time, if they can hit all the skillchecks.
??????
How is getting the exact same time a nerf? The good skillchecks are basically the entirety of the circle for the skillcheck. There is absolutely no way you can miss those realistically. If you still miss them, that is literally your fault. 1s is significant. Don’t pretend otherwise.
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He needs to be fixed to not break his own chains so he doesn’t get punished for playing well. Other than that, he’s a fairly solid killer although a lot weaker against coordination cause of how his power works.
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@BirdSpirit said:
I think slowing down the timer would be fine just to avoid abuse.
??? What abuse
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@RayneC said:
Literally, all half of you are doing is just assuming I want the killer nerfed for no apparent reason, but that's cool cause no one ever really listens, looking through this you can tell who actually gets the genuine concern and gives valuable input (like adults) and who doesn't so thanks to those who actually have something to input <3
Get better.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2757221#Comment_2757221
You could make that argument about the hook skill checks being a buff for Killer since it takes the Survivor slightly longer to kill themselves on hook.
Also, thanks for insulting me. I really appreciate that.
You could try not hiding wanting a free unnecessary significant buff behind helping the impaired. It’s pretty gross of you to use impaired peoples’ issues like that.
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It’s literally not meant to stop tunneling. It’s meant to disincentivize it once.
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This is literally your own fault.
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Bad bait.
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???? Pinhead needs buffs, not nerfs. He needs to not break his own chains. Get better.
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Why is this even a thread? It is literally not up for debate. None of your opinions are relevant on this matter.
Not_Queen from BHVR has explicitly stated it is cheating, AND has told Fog Whisperers to not do it or risk a ban, but that they are not taking action for it currently because first, no way to catch it (outside of someone doing it on a stream or whatnot), and second, there are a lot bigger priorities.