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@Captain_Doomsday said:
If a problem is still relevant, I ENCOURAGE necromancy. It highlights the history of the issue, and ideally brings back a thread that actually provided useful feedback on it.
And rank reset is still happening, with most people still not liking it.
If it is still relevant, you make a new thread. Necrobumping is generally frowned upon across all forums.
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@se05239 said:
Buffing the Doctor would make the game less fun for survivors and that's not something Behavior's going to risk. He's already considered one of the most annoying killers for survivors to face, especially if you're going for the three-gen strat.
Sounds like grounds for a re-work to me!
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Unlikely, as there is an add-on for Freddy that does what you are looking for and actually gives hard numbers, so it wouldn't make sense if those hard numbers were inaccurate because M&A altered them.
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Solution 1: Never. That would make hooking someone near a box arguably worse than it already is because while you will never get it off on that box, you can always guarantee that you will get the box off in a short time since you never have to worry about searching all four boxes, and you already searched a box in no time at all.
Solution 2: Tampered Timer would be absurd. In scenarios where the Trapped Survivor is unhooked after their Trap goes active, you only need to crouch tunnel someone for a minute to take them out of the game completely. You don't even have to do it for the full minute. Just do it for some time, hook them, and then do it again a little more when unhooked, and they are done.
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@[Deleted User] said:
Mh there is a similar thread to this one.
I don't think LF is in need of a rework, his power is an instadown and together with pwyf you will surprise survivors. LF is one of the killers i started to learn the game with. Yes he has weakness and when you learn about them it is not easy but once you get around that there is very little survivors can actually do.
If at all he needs little QoL changes for example let the reving of the chainsaw not slow him down as much and fix the bar of the chainsaw just let the power rip as soon as it is filled and he will be good to go.
Trapper is actually in a very good spot imo, check people like otzdarva who is a trapper main and plays him most in red ranks. Sorry I don't feel like there is much of an issue.
To me the killers that are in need of a rework the most are
Doctor and his therapy patients the cringe teenagers.
His power is very lackluster, survivors get locked into animations and even when you hit it before the vault, they can still vault it. That is just so idiotic and also the fact that you slow down so much when you want to use his power.. I don't even bother to say that he is probably one if not the most addon-reliant killer there is. Even when you see great killers such as otz play doc it is sweat for the entire match.
Legion? Well I like that you fixed them and that you stopped people from making a game horrible for all others but the way they are right now, makes his power feel utterly useless.
Sure one can play around with "stbfl" but in the end when one plays legion it just feels wrong. The vaults are so slow that i have the feeling that fatboy clown would do that faster. That nerf overdid it for him imo.
As far as Trapper, I don't think "X player can play Trapper well" is a good argument because it doesn't analyze what about the Trapper works or doesn't work; all it does is blanket cover any discussion with the gameplay experiences of one person.
I think Trapper's mechanics are from a vision of DBD that is not consistent with how the game is played today. I think he needs to be updated as though he were a character made for today's game instead of back when DBD was still in beta.
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@Dr_Smith_ said:
https://forum.deadbydaylight.com/en/discussion/comment/571422#Comment_571422
You can't wake up, if the killer is chasing you.
So, how can you know, which pallet is real?
Small Game gives you some idea.
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@tehshadowman33 said:
https://forum.deadbydaylight.com/en/discussion/comment/572221#Comment_572221
I mean, that's reasonable, but I imagine from a coding perspective that might not be entirely easy as there's nothing else in the game that pauses the EGC timer.
We only have mechanisms that "slow" the EGC timer, which means they'd have to program a way to actually "pause" it.
Considering that Reverse Bear Traps already have the means to pause timers for a variety of reasons, I refuse to believe that this would be even remotely difficult to program.
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Honestly, I'd rather the nerf simply be undone and the EGC timer simply pause while someone is wearing an RBT thing.
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@Mister_xD said:
@TAG i would agree on that for everything besides ultra rares. those items / add ons / offerings are supposed to be gamechanging, which is what earned them their title as ultra rare.
just take a look at them:
Ultra rare add ons allow the killer to use their power in completely different ways than usual. Trapper is able to just have undisarmable traps, since anyone touching them would get injured while they just reset themselves automatically shortly after. Wraith is able to gain exact knowedge of Survivors whereabouts while being able to easily ambush them with his silenced bell, etc.
survivors have ultra rare items that drastically change how the game is played. the key allows for an early escape, while also giving them various information on the trial / killer and the rainbowmap allows them to gain a lot of very good map knowledge - they even trump the killer's map knowledge with it.
ebony moris also cut down the time it takes to complete the trial, for the killer that is.
you wont see anything really gamechanging below the ultra rare rarity, so anything that has said quality, needs to also be meeting those standarts or drop in quality.
now for the last part, i have seen it aswell and its some funny coincidence xD. however, we do not know any of the context. he was complaining about ebony moris and getting camped a lot recently, so he might have played with his friends in a 4 man SWF. they might aswell have played toxic, having the killers switch to moris or camping them. or maybe they were just extremely unlucky - we cant tell for sure.
now, here is my context: i usually play solo Survivor as claudette, usually somehwere between purple and red ranks. i dont bring items into the trial, instead i try to collect new items during the trial ang get them out of it. i am not running any prestige clothes, instead i have dark clothing and try to be as stealthy as possible. like i said, i do not see many red moris in my surivor games - in the last couple of monthy i think i saw one pig running an ebony mori with ultra rare add ons aswell... thats it.
all i was saying was, that i personally rarely run into those.
The problem is that being game-changing is not an excuse to be overpowered. Rarity does not and should not stop something from being overpowered.
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No need to rely on my recollection anymore:
https://forum.deadbydaylight.com/en/discussion/comment/570086
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From what I remember (IIRC):
-A series of add-ons from Common to I think Rare (?) that replaces Dream Snares with Dream Pallets; higher rarity ones add a Survivor aura for X seconds when they use a Dream Pallet
-A series of add-ons at that further speeds up the Gen Teleport cooldown for each sleeping Survivor
-A series of add-ons (the Blocks) that add debuffs when someone steps on a Dream Snare (I believe they go from Common to Very Rare: Hemorrhaging for 30 seconds, Blindness for 60 seconds, Hemorrhaging for 60 seconds, and Hemorrhaging for 60 seconds that persists even if the Survivor is healthy)
-A series of add-ons that give an action speed penalty for Sleeping Survivors (similar to pre-rework Freddy but weaker)
-Common add-on that reduces the effectiveness of Dream Snares in exchange for blood points
-Very Rare add-on that makes all gens bleed when Freddy starts a teleport (so you do not know which one he is going to) at the cost of losing the ability to cancel the teleport
-Very Rare that gives an action speed penalty to all Survivors (awake or asleep) for each sleeping Survivor; I believe there is a downside, but I forget what it is
-Very Rare that reduces the range at which awake Survivors can see Freddy (I believe they can only see him fully at 16 meters, and he is completely invisible further than 24 meters)
-Ultra Rare that makes all Survivors start asleep, and failed Skill Checks can no longer wake up Survivors
-Ultra Rare that makes the Obsession permanently asleep
Apologies for any errors; I too am a console nerd.
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Drop Ebony Moris to Very Rare, and I'd be on board.
@Mister_xD said:
@CheersTC that would completely defeat the purpose of moris in the first place.
that addition could just be in a killers basekit aswell, there woudl be no point in using ebony moris anymore, since you would gain no benefit from them - besides a cool kill animation instead of the lame sacrifice animation.
honestly, what is with you guys and mori nerfs? ebony moris are ultra rare offerings - they get used once and then they are gone, no matter weather the killer used them or not. and lets be honest, how often do you see ebony moris games? i honestly cant remember the last time played against one, thats how often i personally run into them.
those offerings are ultra rare for a reason, they greatly impact the game, just like keys do. yet, they are way more restricted to use than keys. the current version of the ebony mori is fine imo. killers can kill you fast, but honestly, why would they? if they were trying to tryhard, ebony moris arent the best way to go, you get emblem penalities and a lot less BP from them. the only reason why i personally use them would be for fun / if i want to teach that obvious 4 man SWF team with flashlights / toolboxes a lesson.
I don't believe Rarity is a good balancing measure because rarity is not something that matters once a game starts.
Plus, you say "Oh, I rarely run into them, so why worry?", and another thread on the first page is complaining about running into too many ebony moris. Which one gets to have their claim matter more?
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/569892#Comment_569892
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Here's a list of everything.
Thank you, my friend.
And yeah, what the hell is with a Very Rare add-on (Z-Block) only giving hemorrhaging? Healthy hemorrhaging sounds like barely an upgrade.
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Can someone put up the list of addons?
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It sucks showing the game to my friends on console because I play without headphones so they can hear, so I play much worse than I normally do (which is already not great to begin win) as a result.
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Apologies for the double post (damn forum issues preventing me from editing posts), but come to think of it, that would kinda serve as a hard counter to Myers and Ghostface in the same way that Toolboxes dunk on Bear Traps and Adrenaline dunks on current Freddy. Not sure I really like that.
Beyond that, most of these perks I would be fine with. The only ones that really concern me outside of what I already mentioned are Boil Over's Wiggle Speed increase, No Mither granting Iridescent Shards, and I'm All Ears seemingly appearing weaker than the current I'm All Ears?
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Perhaps I am overthinking it, but my worry with the Exposed immunity in Vigil is that it could mislead people into incorrectly assuming that they are immune to the chainsaw.
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@George_Soros said:
@ScottJund and @miaasma yea lol like I said, I exaggerated a bit.
Even so, the painfully sweaty attempt of 90% of them to be seen as "masters of DBD" is a laugh. I mean, TrueTalent (God, even the name is cringy) tosses fancy words around ("optimal play", "momentum", "map pressure"... I know these are valid terms but excessive use of it betrays their motives), Otzdarva, who actually is a good player, but such a cocky smartass, Monto, who's at least obnoxious enough to be funny, but feels he has to read up his whole load all the time (thanks buddy, we can read, and know that stuff already anyway), and the list could go on. Just stop.
Or maybe I'm just a hater. Yeah that's probably it.
While there is some truth to what you say, this thread seems to largely just be fueled by salt more than anything, and I am less likely to take it seriously than the people blindly parroting streamers.
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@ZacKdbd said:
https://forum.deadbydaylight.com/en/discussion/comment/568090#Comment_568090
Killer mains crack me up lmfao you guys find everything to cry about. That .09 doesn’t make a huge difference. Learn to play with it just like survivors learn to play with healing debuffs.
This has nothing to do with killer main or survivor main. Why are you making it into such?
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/568481#Comment_568481
You say that like the slowing ability of the clown is tearing up the meta right now and he isn't one of the least lethal killers.
Right, but Clown has nothing else outside of that. Plus, Freddy can trap jungle gyms with no slow-down on his part and with no need to reload, forcing Survivors to cross those parts precariously.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/568283#Comment_568283
My prediction in red ranks players won't get out of sleep state. Instead, if Freddy places snares at loops, people will run over those snares when Freddy is not there and therefore can't capitalize on the slow(Like hag). If you are asleep and Freddy places traps on a loop, you will place pallets down early and since most of loops are too large for a killer capitalize on 15% slow, you will be forced to break the pallet. so in essence, Freddy will be like a worse version of clown. People drop pallets early on clown and people can still get all generators done before all pallets are gone. I think people can react on his teleport even if it was 1 second and even if you use perks like BBQ or Thrilling Tremors to teleport to correct generator, Freddy will be unable to defend hooks when he commits to a teleport, so people can literally just run at hooks with no fear. The fake pallets are interesting, however they require an add-on and I think you can guess which pallets used by terror radius for where other survivors are running. so for example, if there is terror radius chase by killer shack, there's good chance that killer shack pallet is "used up", So you can guess which pallets used up. The irony is that some people might place pallets down for which they think are fake by accident, so that has potential to be abused by Spirit Fury+Enduring. I wouldn't be surprised if fake pallets got weaker after ptb, it just seems that way for killer powers.
Forcing people to repeatedly drop pallets early sounds like that would work in the Killer's favor in the long run, would it not? The good thing about pallets is being able to loop for as long as possible and then dropping the pallet before continuing to the next loop. If you just waste pallet after pallet because you're scared of some slow-down, what saves you later on?
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@[Deleted User] said:
Why does it matter anyway?!
In my opinion pallets aren’t a threat, and are only there to provide survivors with a false sense of security. Take the stun, break the pallet, resume patrol if it looks unlikely it’ll take too much time to resume the chase.
It is weird that you sat that pallets are not a threat, yet they have the power to dissuade the Killer from continuing a chase. What is your definition of "being a threat," then?
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Pretty sure Peanits said that they skipped it because the questions were too similar.
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I don't see any reason not to do it.
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Question: Are y'all playing from one of the four countries where the beta originated from, or did you procure the beta through other means and are playing from a different country?
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@DarkGGhost said:
@TAG If a killer can end one game in 15 (with Q) that's mean that the killer can play 4 game per hour, if the survivor can end a game in 10 ( with Q) that;s mean they can play 6 6 games per hour. Let's say that the average BP for killer is 20-22K ( without BBQ) and survivors is 13-14Kthat's mean that the survivor only make 1-2 K less than the killer. So tell me is this so gif the diffrent so they devs need to give free points to the survivors ?
I'm not asking you to pick numbers based on your best guesses/estimates. I'm asking for actual concrete evidence.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/565739#Comment_565739
@TAG the admin of the DbD Wiki might have some more interest in everything that going around in DbD, than the averange person.
Just a thought.
That doesn't make the claim more or less accurate, though. It is still "It's true. Trust me; I run a wiki."
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/565709#Comment_565709
@TAG it was mentioned as a short comment in a dev stream like 2 years ago. I´m not going through 100+ hours of dev streams to find that one...
Did something similar ages ago to proof that face camping doesn´t exist anymore (dev quote). Never again.
Well, how am I supposed to just assume it's true? Without something of substance to go on, it seems like "It's true. Trust me."
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/565512#Comment_565512
I really bothered reading the whole thread. But as i said in my first comment, i agree with @DocOctober since he´s the admin of the DbD Wiki, he has some more perspective.
People should really play both sides extensively and not only some rank 20 matches to proof their point.
I would post the end stats of my last survivor matches. But i doubt that would somehow change your mind, since you are adamant on survivors earning lesser points.
I asked for proof that these claims of Survivors gaining the same amount of BP as Killer in a given period are accurate, so I am open to evidence that changes my mind.
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Big worry I have (from what i saw through others playing) is with the bloodmarket, specifically the Killer side. The fact that you have to get ALL the Killer add-ons from one single market means that the more Killers you unlock, the more add-ons that will clutter the shop and the harder ot will be to get add-ons for a specific Kiiller (let alone good add-ons for said Killer)
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Went online to see, and there seems to be videos up already. Idk.
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Is there currently an NDA on video footage?
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/564891#Comment_564891
Again, I don't care.
The devs made the stats, they know about them. That's ultimately what's important.
Sure, they made stats. Does not mean that they made the stats that you claim.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/564790#Comment_564790
I don't care in the slightest. I do more than enough research for the Wiki already, I'm not going to dig up stats for you that you can google yourself.
Then I simply am not convinced that your claim is reality.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564790#Comment_564790
https://us.v-cdn.net/6030815/uploads/830/UZDBRPD5YVR3.png
This is the average time the game last for killer. So the's say a game last 13 min and you wait 2 min for the next one so a killer can play 4 game per hour. A survivors let's say die every time at 9 min and wait 1 min for the next game he can play 6 game per hour.
That is not what I asked for.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/564784#Comment_564784
There's this thing called Google.
One generally does not ask the other side to prove their argument for them in a debate. :P
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/564775#Comment_564775
Stats the devs released some time ago. The average Killer gained just 1k more than Survivors per game, but already back then Survivors gained more per play session as they generally get more games per hour than a Killer, by inherent design.
Other than that it's really just common sense if you think about it.
I'd like to see those stats, please. Beyond that, it's not common sense because depending on the gap between Survivors and Killers, the amount of games needed to be played to make up the difference may not be reasonable for anyone outside of hardcore BP grinders.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/564748#Comment_564748
That doesn't change the fact that Survivors have the chance to earn more than a Killer over a certain time period.
If they don't take that opportunity, then that's their problem.
As I asked earlier, what is this claim based on?
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/564598#Comment_564598
Wanting to see your friend punished ,doesn't matter for a good reason or not, is wrong.
No it is not. If someone does something worthy of being punished, it is fair to want to see them getting fairly punished. Being your friend should not factor into the equation.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/564711#Comment_564711
So if you were friends with John Wilkes Booth and knew what he was planning, you wouldn't warn Lincoln?
No, because Lincoln would get mad at me for being a snitch and rat me out to JWB. :(
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564713#Comment_564713
In order to maximize your point back was to do thing with the new update will be ok go to the loker and you get points
To maximize bloodpoints, you would still have to do gens. You will get more bloodpoints hiding in a locker than you would have before, but there is no reason to assume that doing so now will net you more points than being proactive.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564694#Comment_564694
They don't have a reason until now
The reason before would have been to maximize bloodpoints. The reason now is still to maximize bloodpoints.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564662#Comment_564662
So survivors with this will 99% the last gen/s and wait to max points
Ah, so additional time for the Killer. Excellent. :P
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564621#Comment_564621
As a survivor, you can get the same point as the killer per hour because as a survivor you can go to the next game after you die. Survivors are a way to easy to play more relaxed.
What do you base this claim on?
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Also, I assume that with Tenacity, you will always be constantly recovering regardless of whether you move or stay still.
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I'm for this idea.
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Survivor DCing/killing themself on hook very early on.
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I will generally only do it if someone either DC'd or killed themself on the hook super early or if multiple people do so in succession.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564601#Comment_564601
Again why they don't need them for items or add-ons and when you collect all the perks you done
You need them for the Bloodweb, obviously. Both sides are equally entitled to Bloodweb access.