Tactless_Ninja
Tactless_Ninja
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Oh c'mon. You don't want to snap that toxic Dweets arm like a chicken bone? Or see David's back snapped as the killer pantomimes it like a Mexican Wrestler?
Being broken all match is a huge disadvantage as well.
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Maybe have two Mori animations? First one breaks the survivor, second actually kills them. Many people have stated they want it to be a two hook thing.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1137780#Comment_1137780
That is of course the eternal struggle isn't it. When you play killer you want those 4ks as a win, when I play survivor I want to escape.
If I dominate in a match I sometimes let them all go. It's not about winning, it's about POWER.
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Imagine being salty for being downed by NOED by a killer who can normally hit you with a one hit down when you're already injured, and on death hook. Lol.
That's a typical Myers game for me.
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Working on gens is suicide when they're zero percent progress, and only one other person who's doing nothing.
Only strategy is one guy god loops the killer for a minute straight while you do a gen, you have a key (only works if 3 gens are done), or wait till one of you is found. And even then the killer could be slugging.
A lockout timer could be implemented where the EGC activates on it's own. Although with no doors or hatch powered. Would be entirely killer sided, but that's moot point when they're already winning.
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The voice chat in F13 was terrible.
Besides the obvious balancing issues, (lol my friends a killer, time to betray everyone then farm), there was still no reason to use in-game chat when playing with a friend group. And if it was a mechanic the killer could take advantage of, there was even LESS reason to use it.
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I dunno. Adds an element of chaos to leaving gens. You're not guaranteed to walk away clean. Some skillchecks are one after another.
Besides that, you sure Huntresses Lullaby wasn't in effect?
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@Rex_Huin said:
https://forum.deadbydaylight.com/en/discussion/134773/funny-detail-idea-for-clowns-mori
I always thought it would be good if he had a fake mori where he just honks them on the nose Mr Miyagi style and they can run off again.
FRIENDSHIP
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Game needs deadzone correction options.
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Swap powers with the Clown. He could use a buff.
Rrrrrrrrrhehaheheeeh
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@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1135989#Comment_1135989
you don’t need to know the exact centimetre someone is. The swf compass strategy with callouts that I have created is more than enough and better than kindred in every way, remember kindred is only while hooked for solo queue people. While swf have a perma solution. So it’s not showing more than words then. Gate aures should be nerfed, people need to put in effort swf or not and look for where they are before gens done.
your next point is solo should be blind so they can be sacrificed for swf? I don’t get it. Solo has problems but can have less problems. I also run with a no mic swf sometimes and everyone is coordinated enough without buffs, but need the extra push. Solo won’t have problems if they behave like my no mic team after a while.
only scenario you can’t save a hooked person is if their face camping with no bt on the team, or leather face. Every other scenario only has benefit. It’s odds at red rank is close to 0 and doesn’t make kindred pointless for that sole fact. Even if their rank 20 with higher odds, it’s pointless because it happened to not work that particular game. It’s like saying escaping is pointless because I can’t do it every time. I don’t want to hook save because it doesn’t work 100%.
I stated the devs will buff killers after people are more like swf... that’s what he gets in return. Try asking the devs their plan and why the topic is worded as ( what happened to closing the gap)
people seeing a different map will mean 4 separate servers and people shouldn’t be able to interact with eachother. Never seen another way because it’s broken and no way a killer can chase on 4 maps. A landmark is a loop or location, so you’re saying 4 different maps aka servers.
While you can make perfect callouts to your friends about killer position and map coordinates, having a glowing outline leaves little to the imagination. Then it all comes down to simply how long they take to catch up to you. It's shallow.
The game shouldn't be balanced around something that only takes away. And what it takes away is killer agency. Their list of options dwindle when it comes down to a list of conditions and responses. The killer leaves and finds someone else on a gen. You can see exactly who it is, where, their position, and if they're running back towards you which they won't because you're glowing like the sun. Killers capitalize on mistakes. There are no mistakes with glowing auras.
Even if solo was matched 1 to 1 with swf ability, it can still turn and bite you in the ass. They're not your friend because they loaded in with you. Although alternatiatively I've seen great saves by randos in public games so it's not exclusive to one or the other. You can still not play like ######### even without comms.
Killers without the swf problem are already wildly effective when played to their strengths. Even low tier picks can 4k against an uncoordinated squad. What buffs can you honestly give them that won't throw the scales off even further? Billy is said to be the most balanced killer. He's a one hit down with no cooldown. That's ....fair? But he can consistently make playing swf a chore so it's ok guys.
Here's a definitive answer for totems. You have 4 people and 5 totems. If all 4 people do a single totem, NOED will never activate should one person do a second Totem. Surely everyone can do at least one totem right? You also have 2 perks and an item that show you exactly where totems are. Totems are not protected enough.
The level shifting thing could be client-side. They already have something similar with the moving heads in the Shrine.
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@Peanits said:
Turning invisible would definitely cross the line into giving survivors magical powers, which isn't something we're looking to do.
They already have heat vision like Superman.
I want cold breath on my Jeff. To like, freeze them in place while I teabag.
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@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1135866#Comment_1135866
Buffing solo doesn’t buff swf if kindred loses its killer detection at least and you seem to miss the point that it’s to make solo more like swf. Swf shouldn’t be using kindred in the first place, so it’s not like a free perk if they have something they already had, which is awareness. There was already no need for bond, but bond still will help with no comms because kindred requires a hook... think it’s also ok to have a useless perk, since many others are. and crystal bead is still op to find hatch gens totems gates hooks basement and reveal it to the whole team, something swf still benefits from. I honestly don’t understand how you base that off of anything.
if no one saves with kindred you have troll teammates or you’re at rank 20... what is your point.
If you have a totem counter and there’s 2 totems left and you know ones ruin, it can tell you that the other could be devour of hope etc so it’s noteworthy to know... even if it’s just a dull one.
the game works better when there’s ambiguity, but swf doesn’t have that and it’s a topic about solo vs swf with it being off topic to say these things. It’s all for balance and what the devs stupidly said about closing the gap so killers get buffed. Noobs can still be immersed at rank 20 and not understand these signs anyway, or have a advanced option list to choose them.
Not cod style if you get it with every game including dead by daylight console messages with party invites and end game screen text....people are babies if they don’t want verbal assault with a provided mute button. It’s just some people don’t want to engage in conversation or conflict. But that happens anyway and in the end the mute button is no different than having no comms. Unless you feel as though he could telepathically speak to you and you feel offended thinking about what he’s saying, knowing what he sounds like.
An aura shows a lot more than words can. There's a difference between saying he's near a watertower and spatially seeing where they are. I can see exactly where an exit gate is at endgame while hooked, with no previous knowledge of where it was because of auras. Auras should be nerfed in general but they only buffed them because of this false equivalency between swf and solo.
Solo always presents the problems of being solo. Swf groups even take advantage of that, letting the solo take the heat in endgame.
I don't save people if the danger outweighs the benefit. You don't need to be a troll to allow someone to be sacrificed for the greater good. Greater good being my escape. There's no bonus or benefit to getting everyone out like in Payday.
Yes the gameplay is all about awareness. So what does the killer get in return if all survivors know where each other are at all times and know when every totem done and know where every gen is? Part of the gen problem is people moving back in to work on a gen when they've already moved away and the killer is oblivious. Are they getting surveillance at base kit? The game is about awareness after all. More one hit downs? People love those. Slugging? Oof. They keep ratcheting up the gameplay to match swf (which is already broken) then the result is an even more broken game. Just to match.
The best way to deal with swf is to just delete it. Either that or mess around with what they see so that that your friends are like an unreliable narrator.....wait that's a good idea....what if the level had the same basic layout but everyone seen different landmarks? :o
Yeah I'll fold on the communication bit. No avoiding people being ######### I suppose.
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Mori's are seen as unsportsmanlike. You sack someone and remove them from the game. Back to waiting 15 minutes for a game.
And yeah, if your main strategy against a certain killer is just to die, there's an issue.
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John Carpenter's The Thing.
Spooky Antarctic Outpost. Flamethrower for survivors you can only use on other survivors. Bloodtest to restore sanity.....also insanity mechanic.
Killer mimicin, clonin, transformin, spoopin, barkan (as doggo).
We have The Shape. Now it will be The Shapeless.
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Name checks out.
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@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1135747#Comment_1135747
I think you’re in the wrong topic because this is about being more equal to swf...
kindred taking guesswork outa the match pshhh don’t know what the topics about clearly.
(Flaps hands around) totem counter has one single purpose. Errr no. It lets everyone know how many their are for inner strength, noed, any hex used and teammates getting bp from hunting them along with medal points that’s equal to 20% gen repair and any other perk that might be like inner strength in the future. Everyone’s stupid though and you’re superior :/
chase incicater a nerf to killers 😰 (doesn’t read topic title)
a text chat like white noise is best. But comms is no problem except for game canon that can be worked around anyway and introverts
Buffing solo buffs swf. What do you not get about this? They use the same perks. And kindred is a huge buff with zero drawbacks. Except now you have space for an extra perk. No need for crystal bead, no need for bond or any other aura perks. It's another workaround to actually using the perks in your arsenal and further distilling it into the same 4 meta perks. It's self sabotage. That doesn't even include the perks that already give the killer position away.
It's true playing solo isn't playing like an swf, but there's also another layer which is expecting those other random players to act like a team. If you have kindred basekit, and no one saves you, what is your argument then?
Hexes announce themselves when they're in effect. They also glow. I'm pretty sure if I don't have the dumbs that I can use maths to figure out at least one totem isn't yet broken. And the meta that Nancy needs a free heal is frankly annoying.
Chase indicator is 100% certainty. The game at it's core works better when there's ambiguity. It's a horror game. Even the Obsession shouldn't have it. I've already said you have a variety of other indicators at your disposal. Besides, you know immediately they're not chasing your friends when they're on your ass.
I'm sure you miss being called a patronizing name that is a corruption of an African country, but for everyone else who doesn't want that CoD style horse #########, an in-game pre-made message system would work wonderfully.
I'm not Superior I'm Tactless. :l
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As killer using Noed sometimes feel required. I've gone too many matches playing fairly and not camping hook only to have 4 survivors running out the door.
And survivor I've been tunneled to death too many times. So now I run DS as a stop gap to at least have a chance to get away.
Doesn't seem all that malevolent when it comes down to it. The players are their own worst enemy.
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When I slapped a Claudette who jumped off the hook and put her back in the basement.
I'm a bad bad killer. U_U
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1116241#Comment_1116241
It's actually very simple, this is what I would have done:
Kindred basekit: noone wastes time running to a hook when the killer is camping or someone else is closer
Totem counter: noone wastes time trying to find the "last dull totem" when it already got cleansed by someone else
Chase indicator: well, obviously more efficient on gens
Ofc, this will make killer games much harder against solos. But that's not a problem, because this allows actually to buff killers. My 1St step of buffing killers would be to finally introduce a second must do objective for survivors which gives killers more time.
I'll quote this since it sums up all the other points.
Kindred basekit would take all the guesswork out of a match. No reason to leave a gen if I know 100% what the situation is. Throwing in a vacuous hand wavey statement like "pshh a secondary objective will fix this" is dishonest and frankly patronizing.
Totem counter only has one single purpose and that's to let everyone know that NOED can never possibly proc. It's a counter for a single perk. I can't even relay how persistently stupid this idea has been. It has no other purpose.
Chase indicator is yet another nerf to killers. There's already terror radius or changing health states to indicate what is going on. Or hell even just using your eyes to see them. It's redundant when you already have so much feedback. Only serves to nerf stealth killers who already have a bad hand against spine chill.
As for comms and the language barrier, games like Monster Hunter or Killing Floor give you access to simple phrases you can select. If they implemented any kind of communication system for in-game, that is by and far the best choice.
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Said I was using op perks. He kept triggering Iron Maiden.
Another said I was cheating for finding him in a locker. That time it was Spies from the Shadows.
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Glutes and Tree Leaves
Crouch over 150 times at an open exit gate. Must be done in a single trial.
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@TTVfbYTigTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1135410#Comment_1135410
Self care used to take 20 seconds, medkit heal/other survivor healing took 10 seconds, and we'll make it took like 5 seconds. Self-care isn't a "selfish" perk (clever?) - it can be used to the benefit of a team (in solo queue), if it's used at the right time. So, if you were going to introduce free thana for killers, then you would have to introduce free self-care for survivors, and it would have to be buffed. Doesn't make sense.
The benefit was that someone would heal themselves freeing up another person to do gens. This was constant pressure on gens and as a result they were done faster.
Currently it's faster to heal your teammate yourself. And this Thanataphobia-like debuff doesn't impede action speeds like healing. So the change here is the frequency for the need to heal versus before when it was largely unnecessary.
The intention is to reward the killer for spreading out. If they injure someone and continue chasing them, there's no generator speed debuff.
If the killer is spreading out, and everyone is getting debuffed, the survivors will need to work more closely together to win.
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@TTVfbYTigTW said:
Some streamers try to throw out this idea as well. The natural balance would be to re-buff self care. Also, 4% slow down doesn't prevent tunneling nor does tunneling make winning easier.
With a team of somewhat competent survivors, 2 (minimum) will escape a killer who tunnels. That's an EZ match. "Hold M1, get out of trial."
Self care was nerfed because people were being too self centered. It's called selfish care for a reason.
When injured, people group up together anyways. They either work together to finish a gen, or heal, or heal then gen, or gen then heal. If they get a natural debuff to gen speeds they might prioritize healing over gen, which would naturally slow the game down as well as shake up the meta.
Game design is about manipulating player behavior.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133823#Comment_1133823
But these things were REMOVED. SWF was ADDED. But well, whatever, it doesnt matter
Nerf SWF, buff solo. This is balancing
You were the one who were complaining about people screaming in chat. Just mute them
Yes swf was added. It's also now the main reason why a lot of people play. You purposely being obtuse?
When you buff solo, you ALSO buff swf because they have the same tools. But you can't buff them to the same levels as "knows where the killer is at all times". You can say buff solo all you want but it takes all the guesswork out of the game if they give totem counters and an orange dorito on top of the killers head. Then they might as well give all the killers guns and we know how that worked out.
Giving in-game voice comms is redundant because people already have it. Muting everyone is redundant when I already have that.
What tactical information are people going to give me when they're being facecamped or waiting for all their teammates to die so they can get hatch? The abuse will outweigh the advantages.
Alright, here's the compromise.
This wouldn't be an issue if they kept the two separate. One matchmaking with comms and allows swf, and another that mode that is randomized with no comms. Randoms get base game, swf get special modifiers that effect the match outcome. I'd be happy with that.
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People are being trolled for having jobs? Oh right it's the DBD forums.
Anyways, my disappointment is immeasurable and my day is ruined.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133937#Comment_1133937
The point was the devs, are trying to prevent people from stacking slowdown perks to increase their chances of 4k-ing. They said something similar to this as to being one of the reasonings for the ruin change during their dev stream.
Before asking if the game needs to be slowed down, keep track of how many kills per game you go over 100 games (realistically this is about a months worth of games, if you want quicker results try 30 games) and see how many kills you get on average. If you are averaging 2 kills per game, then technically you are where the devs want you to be.
If you are not averaging 2 kills per game, then it means you are either very very very unlucky with your matchmaking or are playing against survivors above your skill level.
4k'ing is a killer dominated match. The point of saying 2k was drawing a line in the sand on where they stand. If we don't take that at face value then they really mean something more like 6 hooks a match. They probably didn't say hooks because of all the variables at play like dying first hook or bringing in a mori.
Ruin, if you ever played survivor, had a lot more points to it rather than just slowing the game down. It disabled multiple people on a single gen, enabled gen tapping as a workaround, and effectively made games for lower skill levels unwinnable. Oh and it made totems much harder to keep up as everyone at high levels learned their spawns and destroyed them immediately, making the killer lose a perk seconds into the match. Two if they had NOED. Then they would DC like babies.
I don't know what their plans are for the normal slowdown perks but the concern probably is too much passive pressure. If you stack too much against one side, then it becomes hopeless and they stop playing. Killer will go into a corner, survivor dies on first hook.
If there is not enough pressure, then we get a situation like we're in now where it's simply too easy to escape.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1133936#Comment_1133936
21 survivors against 4 killers.. I think most of them would be able to win.
Just like how people always rush the shooter in a mass shooting am I right?
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Freddy isn't getting nerfed. He has clear rules in place. Stay awake to deny his power.
Billy has stupidly good add-ons and a chainsaw tip a mile wide. He's definitely getting the hammer.
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@mouse0270 said:
The problem is there are slow down perks already, Dying Light, Pop, Thanatophobia, Sloppy, Surge and Corrupt. Adding base debuff like this would be an extreme buff to all of these perks.
If it became baseline, then the perks would be adjusted regardless. Dying + Than they could either cap the effects percentage or make Dying only affect action speeds, and Than affect uninjured survivors like it already does.
Oh right, to clarify the original post was only for each injured survivor on an individual basis. It wouldn't spread to the rest of the team. So Thanataphobia would still have a niche.
Pop relies on hooking survivors first. Surge and Corrupt, literally nothing changes?
@Maníaco_da_garrafa : Totems are an endangered species sir. I'd prefer them not to be the center of your genocide campaign.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133724#Comment_1133724
Originally this game was solo only, so no
No one said they have to be removed, it just needs to be balanced, and its possible.
You know, there is this thing called "mute button". I onow this is high-tech stuff, but I think you can do it
Originally there were also infinites and no gen regression and hooks were sabotaged permanently. Your point?
You're balancing around who? The swfs? Then I'll always have to be in a coordinated group. Public will be no more.
Oh gee a mute button something I don't need in a private chat. Big brain here. You eat white cheddar popcorn?
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@ddubuckyee_user said:
I....need....new...dlc....
No they need to dedicate a full year to bug fixing. I also like candy, and gumdrops, and unicorns. And believe vaccinations actually give you damage brain.
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One, people play this game with friends. It's also stated to be a primary reason why they play too.
Two, comms can never not be a thing. Party chat is built into consoles as well so you can't ban third party systems. It's in no way enforceable either.
Three, public comms is a terrible terrible idea. People like to have squawking parakeets or crying babies at all times. Oh and a fan on high settings during a tornado while they struggle with a crinkley bag of chips.
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Ruin auto regresses. If you chase them off a gen.... keep chasing.
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Didn't Ruin reward facecamping? You weren't wasting time because gens weren't being done.
We don't need a Scarecrow killer because we already have a strawman.
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When they nerfed survivors by making their outlines appear on top of gens. Lol.
But honestly, unpopular opinion, Ruin. They can actually balance the game with it outta the way. Having a perk you NEEDED and wasn't optional was very telling to how much of a bandaid it really was. Just hope they fix the gen issue soon ;_;
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@BeHasU said:
It sounds good, but i'm 100% the devs will come and say "pigs doesn't need a buff, he's in a right spot, removing the rng will be broken we can't do that, eat it losers" or something :p
No they plan on touching up her add-ons. So traps and possibly her Ambush add-ons are getting a look at. Maybe my suggestion can be an add-on.
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@toxcitynacl said:
Yeah and you'd have people on PCs crushing people on console...oh the joy. I'd much rather wait for 10 minutes and not have to face some sweaty guy on a PC. Puppers said it best I think on this...not only no, but HELL NO.
And seeing how buggy the game is now on both sides and knowing the current skill set of the developers how well do you think a cross-over game between platforms would work? In case you weren't aware, the dedicated servers on Xbox for example had to be taken down. The current problems with the game would seem like a well oiled machine compared to the FUBAR a crossover would be.
PC players aren't all gaming gods. When Dark Souls dropped on PC the first time, they immediately invented the term artificial difficulty because the majority of them were such scrubs.
DBD is more about positioning than anything else.
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@OrangeJack said:
There would be no point in stalking as gf why would you spend time stalking, not hitting/injuring survivor just to see their aura later when several perks already show your their aura. I'm not gonna hit/chase this survivor so I can see him very clearly later.
It's the setup like it is for any other M1 killer which in this scenario, every killer now is.
You'd immediately counter any mind games behind objects, or be able to juggle multiple survivor locations.
I dunno. He gets a speed boost too. You throw in some suggestions. What is the root issue besides gens being done too fast? Is swf the absolute evil that is tearing this game apart?
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Well, there is an initial rush to get chests opened so it'd be really powerful in early game. Though I can imagine people not risking basement chest as that could lead to being trapped in there.
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@ImMrBloo said:
You'd need to remove a lot of survivor add-ons if that were the case
self healing => borrowed time => insta heal bottle & needle => brand new part
or limit 1 person on the team to bringing a toolbox only, 1 bringing a medkit only
that's the only way that scenario would balance itself out because so many of the survivor perks are beyond broken when there's 4 of them in a match that's running.
Borrowed time negates one hit downs and is supposed to ward tunneling tendencies. If there was no one hit downs, literally nothing changes.
Self care has some clear downsides like noises and Nurses Calling, and if they balanced gens around 2 hit killers then you'd be even more of a potato for using it.
This is making my head hurt. You're all still posing this against the normal game. This is a hypothetical situation. Does everyone think the game would function exactly the same except you're even more crippled?
What are gen and action speeds? Are there more status effects? Which killer abilities change? Which get buffs? Does no one know how balancing works?
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@TAG said:
Leatherface and Ghostface would need to be re-worked entirely. Oni probably as well. I could see a case for Billy and Myers to be re-worked too.
Ghostface highlights them the longer they're stalked. They're exposed as in they show up better and you see their aura for a duration. Would also compliment his photography background.
Oni they would turn his dash and charge attack into a large AoE explosion.
Leatherface already has a multi-hit mechanic so they would have to adjust only the values for the speed of the attack and it's duration. Remove bump penalty.
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They should nerf sabotage and buff flashlights more. I want three flashlight tapes together that blind the killer instantly for 5 minutes straight.
But seriously how is going from 180 charges to 30 a disguised buff to toolboxes?
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@TunnelVision said:
How much wood would a woodchuck chuck if a woodchuck could chuck wood?
Now this is just a wasted question because the answer is simple.
If a woodchuck could chuck wood, a woodchuck would chuck as much wood as a woodchuck could chuck.
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What? I suppose you wanted Boorish or Rude ninja?
It's typically the end result not the goal.
Everyone else was putting x everywhere and 420 so I had free reign over making a fairly simple name. The underscore was a little over the top though I'll admit.
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@[Deleted User] said:
“You don’t belong in red ranks”.
Where does anyone get off saying this?
This game isn’t even CLOSE to being balanced, so that statement is null and void.
I have been playing Killer for almost 6 months and I can’t even get above rank 10/9 on console because of how broken this game is, and it has ZERO to do with skill:
- SWF on comms on console. Yeah, skill baby! Not cheap and dirty at all!
- Abusing god loops definitely involves skill!
- Cheesing broken maps that are too large and favor survivors is definitely skill based!
- Cheesing broken areas of maps like crouching to hide in the sunken area of auto haven.
- Using DH to clip through killer during the attack. Yea, skill based!
- Survivors and all their cheesey hide-behind-mommy 2nd chance perks because the can’t man up and play the game without them. Gotta use every cheap and dirty trick in the book!
- Hiding in a locker while DS is active. Not cheese at all!
- and on and on I could go all day long to prove that the majority of survivors do not play fair in a game that is already disadvantageous for killers
I can beat games like Bloodborne and the Souls games, been in the top 5 in various other multiplayer games.
But DBD takes the cake. Unbalanced. Survivor sided. Broken.
And the toxicity of many red rank survivors is the icing. They know how to play cheap and dirty and cheese every broken aspect of this game.
And then many survivors have the audacity to whine and complain.
Don't forget that DCing to deny a killer a 4k or challenge is also legit in their handbook.
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Crab bucket survivors. Like bruh I had a plan, now we're both screwed.
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@IFeelFantastic said:
https://forum.deadbydaylight.com/en/discussion/comment/1126592#Comment_1126592
what have you done... WHAT HAVE YOU DONE? shake
https://forum.deadbydaylight.com/en/discussion/comment/1126598#Comment_1126598
I feel like I made this thread for this kind of response. Well done. I feel the same way you do. I don't take things too too seriously, so I felt that a little light-hearted "confession" was in order (even though I don't play like that, typically, nor support mean-spirited toxic behavior). I don't even mind if killers kill me, nor do I mind when I'm killer and everyone escapes. We have a laid-back approach to the game. Looking at how serious people get, it's sometimes off-putting because we're just here for the actual fun of it.
I told you I spent over $150 in cosmetics.
.....
Uhhh
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Actually scaring people in the game.
I noticed a gen kept getting tapped repeatedly so I stood in the corner as Legion with Insidious. Wouldn't you know it, a line of survivors come crouch walking up the stairs and hop onto the gen. I burst out and stab them all watching as they scattered like cockroaches. One of them messaged me about how I scared the ######### outta them.
There was another game as silent Wraith with distressing. I waited a bit near a busy area and the moment they walked next to me I start phasing in. Would also play around with their TR uncloaking behind a wall then cloaking again into the shadows. Got a 4k and a message with only one word: "Bruh"
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They deactivate automatically when you slug, they jump through the hatch, or when you drop them past the trigger point at the gates. And you need a generator to be done to activate them in the first place.