Terra92
Terra92
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- Terra92
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Your time complaining about people complaining would be better spent complaining to their streams about their complaining. Get them to actually think about their attitudes.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1874443#Comment_1874443
Undying is still a Hex. All affects go when it goes.
It shouldn't, something getting nerfed to this degree. If they haven't made it a passive perk then idk man.
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I think this will just encourage modders to make custom HUDs, this feels like a step back in displaying important information.
Trial and error and all that but sometimes your trial ends up being such an error that you actually encourage third party support to make something way better, you either end up buying their concept to make it official or you make it so that people can customize it to their liking, either way is a win-win tbh.
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Undying is no longer a hex totem itself, so if it goes off in place of another hex, its passive would still be active, right?
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@Mister_Holdout said:
Wow, two extra meters of aura range. Talk about a buff.
Idk about you but knowing exactly where a survivor or two are for the next 14 seconds is pretty good. Makes cleansing a lot harder if you can pressure gens and totems, makes it harder for survivors to sneak around since you can just see them anways.
It's a decent enough perk that now is just permanently there.
Imagine NOED working pretty well with that now, no more instant noed destruction, you get a second chance. At least for a couple fun builds I could see survivors soiling themselves over cleansing a hex totem after NOED is revealed and the hex marker doesn't go away
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You also get vision on players passing by, that's not "nothing." That's HUGE.
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This is all pretty anecdotal, so I'm going to add my own anecdote into the mix because why not?
Some of my friends just got the game on Switch, and I've been playing on PC for about a year and a half now. On and off. It's a love hate relationship for sure.
I know how the matchmaking system works, more or less, so I know when I play with them I'm probably, most likely, going to get matched with a killer who has no idea what they're doing. I don't go into these games thinking I'm going to maintain my rank, I go in to make sure my friends can learn the game so they can catch up to me just a little bit faster.
I'll tell them who the killer is, I'll tell them to do some objectives, and I'll keep an eye out for any unwanted killer playstyles--facecamping or proxy camping just to name the most frustrating things a new player trying out the game would experience. I'll usually tell them what to do in the situation and I'll either be the looper(though I still suck at chases) or the one on the hook.
I don't play to survive or even get a decent score at that point, I just play to make sure my buds don't quit the game because of a few bad experiences. Because there are plenty of multiplayer games out there that can give a fun experience without any of the toxic crap this game offers alongside it. But there's only one duhbuhduh.
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It's mostly balanced. Mostly
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https://youtu.be/iQ3GsCjH2lY@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838344#Comment_1838344
Yes killer induced gen rushing is a thing(I swear scott has done a video on it but I can't find it) and is there to counter perma T3 Michael/Iri head huntress as pretty much everything but rushing gens doesn't matter given the nature of those builds.
As for teammate induced tunneling DS does go to show one of the major flaws in DS' design:
Your teammates screwed you over and yet the killer is the one punished for your own team's mistakes.
Probably this one? ๐ค He's got several good points on both of these.
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The repercussions for "Meta" perks are such:
Any exhaustion perk: exhaustion is a direct repercussion for the perk. A discussion about how long exhaustion cooldown should be is totally open, or putting an extra debuff alongside having exhaustion as a cooldown--perhaps killer perks could apply extra exhaustion restraints? Such as blindness while exhausted, making exhaustion take twice as long, or exhaustion causing players to ramp up to full run speed while exhausted.
Decisive Strike: you have one use. That's it. It makes you the obsession, which honestly I think there should be more downsides to being the obsession if survivors are given points for dying as one.
Adrenaline: is is both an exhaustion perk and only viable for 5 seconds at the very end of the match. Yes it can be a crutch perk when the generators are nearly complete, but it only exists in that 5 second time frame of the entire match. It's a dead perk prior to that point and a dead perk after that. Maybe there's an argument for it to not get healed if you're being carried or on hook.
Borrowed Time: You need to be in the Killer's Terror Radius for it to go off. Any silent killers who can remove their Terror Radius or severely reduce it negate the ability.
Unbreakable: Usually used in conjunction with Decisive Strike to give better odds when a Killer decides to slug instead of take a DS hit. There are really good killer combo perks too, we can't say this one in particular ruins the game unless we want to open the doors to all potential combo perks. This is more of a Killer not wanting to take a measly 3 second stun, especially when no one else is around.
Is there anything else? Object of Obsession is not really Meta, it's used specifically in SWF sweat groups that think being top tier competitive in a party game will get them somewhere. It's a novelty, and novelty wears off quickly.
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The repercussions for "Meta" perks are such:
Any exhaustion perk: exhaustion is a direct repercussion for the perk. A discussion about how long exhaustion cooldown should be is totally open, or putting an extra debuff alongside having exhaustion as a cooldown--perhaps killer perks could apply extra exhaustion restraints? Such as blindness while exhausted, making exhaustion take twice as long, or exhaustion causing players to ramp up to full run speed while exhausted.
Decisive Strike: you have one use. That's it. It makes you the obsession, which honestly I think there should be more downsides to being the obsession if survivors are given points for dying as one.
Adrenaline: is is both an exhaustion perk and only viable for 5 seconds at the very end of the match. Yes it can be a crutch perk when the generators are nearly complete, but it only exists in that 5 second time frame of the entire match. It's a dead perk prior to that point and a dead perk after that. Maybe there's an argument for it to not get healed if you're being carried or on hook.
Borrowed Time: You need to be in the Killer's Terror Radius for it to go off. Any silent killers who can remove their Terror Radius or severely reduce it negate the ability.
Unbreakable: Usually used in conjunction with Decisive Strike to give better odds when a Killer decides to slug instead of take a DS hit. There are really good killer combo perks too, we can't say this one in particular ruins the game unless we want to open the doors to all potential combo perks. This is more of a Killer not wanting to take a measly 3 second stun, especially when no one else is around.
Is there anything else? Object of Obsession is not really Meta, it's used specifically in SWF sweat groups that think being top tier competitive in a party game will get them somewhere. It's a novelty, and novelty wears off quickly.
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in Gears 3 the entire weapon skin set collection would cost more than the base game. It's not like you need the skins to play better, they're just cosmetic.
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Dbd mobile: let's give players a free item.
Dbd community: WoW mOm LoVeS hIm MoRe ThAn Us ๐ข๐ญ๐ญ๐ญ
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1836494#Comment_1836494
You probably need to keep in mind that the devs will most likely change the EGC in the future so it "regresses" right after all the gens has been completed, so imagine that we have the original function of the EGC when it first was announced.
That's never been substantiated, let's not let rumors turn into false promises.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1836608#Comment_1836608
but they didn't learn from their previous mistakes, because now people are using keys more and more because they know time is even more limited supposedly than it was before because the devs said they are still working on it. so what they should have done is to go in and implement the changes to BOTH at the same time and they stop the well now we'll use keys and / or mori's before the change as well as not seeming to favor one side or the other. That would have been learning from their mistakes but because of their mistake with the hey we are nerfing insta-heals and then only nerfing mori's when keys was a conjoined (but not the same) issue they have seemingly shown they favor the survivor and this is why killer mains are upset and many are leaving in general. I agree a change to mori's was needed but they could have made a better change to mori's if they had taken their time with it but nope they wanted to show the survivors they are listening to them and made a quick easy change that has made people now want their 7000 blood points back for each mori they now can't really use.
this is the problem when you implement knee jerk reaction fixes and don't even test them to see what the community thinks as well as will it hurt the game or will it work with the game. and people like you are trying to justify these types of actions when there is no justification (and yes I play both sides and I agree both needed to be changed and I might even go so far as to say this might have been an ok change).
Well you fix one mistake, introduce several others.
That's kind of life, innit?
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1835906#Comment_1835906
any change to keys is going to be a nerf though. thats the thing it will be a nerf, but it won't be a nerf that removes it as the mori was not removed. I understand you might like having it in case what you described happens, and I totally understand it just wish they would have done this better.
https://forum.deadbydaylight.com/en/discussion/comment/1836533#Comment_1836533
ok here is the thing: when they nerfed the insta heals "Hey we are going to change the insta heals in a few weeks and for the next 3 days the changes are on the PTB to be tested" now everyone started using their insta heals in all matches to use them as they were. now go to the live stream where they talked about mori changes "Yes we are contemplating mori changes but we don't want to talk about what those changes are going to be right now. We are also looking at how to change keys." (yes keys were also mentioned that live stream) and suddenly mori's got changed. no warning. so because so many people were using insta heals they decided to warn the survivors and say WHEN they were going to make those changes, but then when it comes to killers and moris they don't say when it will happen and just do it. so NO there was not actual warning and timeline for mori's to be changed, nor were the changes tested on the PTB to get any kind of feedback.
you are looking at things as if just saying they will be changed should have told us that they were changing them three weeks later. no that is just letting people know they are working to find a change that should be there but by looking at the insta-heal nerf and now the mori nerf they only want survivors to know about changes that negatively affect their game but they don't care about the killers what so ever because they just did it and didn't even ask for feedback about this.
another thing is many people were talking about keys and mori's at the same time with both sides saying yes both are overpowered, changing one and then not changing the other or even saying in 4 weeks we will change keys, pushes the idea that the devs are survivor sided. :/
Yes and when that happened people abused the mechanics/items/perks that were being changed and ruined people's games just to give a middle finger to BHVR. Like that kind of attitude is exactly why people don't like violent protesters.
If mori's had been a grand announcement, every game for the next three weeks would have been a tunneling mori hellscape.
Maybe the company is learning from their past mistakes, rather than repeating themselves just for consistency with the community.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/1835972#Comment_1835972
*sigh* no there wasnt. It was out of the blue. I.e one day it wasnt nerfed. Next day to the suprise of many it was nerfed.
Look up when they announced the nerf to insta medkits vs annoucment to mori nerfs then you will know what im talking about.
They mentioned it during livestreams. You'll need to comb through that particular one to find it.
You and people like you need to get over this petty complaint. It makes you all look like a whiny teenager who didn't get the Christmas present they wanted.
Again, you don't have to like the change or that it came without some big ol pomp and circumstance, but it's been announced for a while.
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All killers are based off Trapper, so the hitbox is swinging invisibly like Trapper, while the actual animation is completely off.
This is to maintain consistency between all Killers, who are unique individuals with different heights, sizes, reaches, and above all, abilities. Why we prioritize "consistency" in this regard I will never truly understand, it seems so ass-backwards. Spirit's sword will be behind her butt in the last few frames of animation, practically retracting, and because the actual hitbox was Trapper's swing, not Spirit's swing, it appears as if a phantom attack just hit.
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@Bullettimegod said:
So personally i hardly use moris.. how ever the principal of nerfing moris is pretty laughable and out of the blue.
Now im sure some die hard fanboy is gonna tell me how that was "good for the game" but if moris are getting nerfed with no prior warning, what does that say about the devs?
That was just a bad look.
Just like survivors we killers paid money for this game too and yes im well aware some fanboys are going to be like "balance has never been better" and "there has been survivor nerfs too!!" But still cant help shake the feeling killers are being doodoo on, when they are supposed to be the power role.
There was prior warning, but you and people like you didn't want to read it.
If a city posts on bulletin boards that highway 3 is going to be permanently closed, so you must take highways 2 or 4 to get to work, is it really the city's fault for not "informing" you at your convenience? No it's obviously your fault for not paying attention to your city's future plans.
You have every right to dislike the change, but when you accuse the devs of misconduct, like no one informed you beforehand, like it just came out of the blue, that's slander.
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@Mistercookie said:
I haven't seen many complaints about platforms/console players.
The only thing is certain killers are harder to master on console (aim-wise) and it's harder to '360' on console.
I feel like this post is more about stiring the pot if anything.
Stick around, you'll see plenty more. It's the new common crutch for bad players to blame it on crossplay.
Looking at all the replies, I'm sure you'll see most people here, for whatever reason, have transformed the "PC Master Race" meme into something that should be taken seriously.
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Like others have said, you're playing an X Killer build and expecting it to work for a Y Killer. You need to go with builds that make sense for someone whose switching often between the two. Victor is plenty strong, fastest half-killer in the game, insane lunge speed, ridiculously fast respawn rate, you can't say he needs to have perks also apply to all of that, you're basically asking Twins to be top tier.
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When Elodie came out I started giving out presents to everyone, Plunderer's + Appraisal, probably Ace's perks with that and maybe Bond just to find everyone would be fun. It's fun to give out presents to unsuspecting survivors, and I'd even sacrifice myself to the killer at the end so even the killer gets a holiday gift: my dead corpse.
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@Kaitlin814 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827139#Comment_1827139
Yikes, insinuating I don't have a critical mind, when I bring up obvious issues with the gameplay of this game.
See you're still not attacking the argument, you're just replying on one point and ignoring the rest. It's not a discussion, it's just talking to a wall that has pre-written signs posted.
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@Kaitlin814 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827049#Comment_1827049
The reference is for people to understand that I know how to pressure gens, do totems, etc. People with very little play time tend to be the ones who urban evade around the map not being productive.
multi-quote exists, you just click quote on each that you want to respond to.
It's understood, unless you state in the title or description, that you know the basics of how to do something regardless of what your opinion on it is. People who post the obvious don't have a critical mind to actually look past that, and instead just point out the obvious because we apparently need to repeat the same thing over and over again like a bunch of babies.
"Do bones" is the strategy against this combo. It's is the best strategy, it is the only viable strategy. Asking the devs to nerf it is like asking a dev to nerf Calm Spirit because it negates Doctor's whole concept. A killer who comes in with this combo in mind must be aware of the risks and downsides, and survivors who play against these killers must keep an eye out for the potential of this happening. Just like survivors have to know the risks behind running Unbreakable/Decisive Strike. But these are all potentials, both sides need to be aware of these combinations and know how to fight against them.
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@Kaitlin814 said:
For reference, I've played the game since release in 2016, and I've accumulated just shy of 3,000 hours over the years.
@Kaitlin814 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826885#Comment_1826885
Well, I knew it wouldn't take long to find the killer main who relies on this crutch build lmao.
wut
Like no offense, but your reference means nothing. You don't have a better or more valid opinion just because you played longer. Your argument should just be the argument.
And that's not even a counter-argument, again you're attacking someone based on your perceived notion of them, you haven't attacked the argument at all. Point still stands, do bones, get rid of 2 perks, the match lasts a little longer but I'm sure you can handle it, after all you've played over three thousand hours, right?
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@aGoodOldRub said:
https://forum.deadbydaylight.com/en/discussion/comment/1825425#Comment_1825425
Sorry I have no idea who scrooge is lol.
Scrooge is a well known fictional/folk character, centered around Christmas time.
Surely you've heard of A Christmas Carol, the ghosts of Christmas Past, Present, and Future? Scrooge McDuck, who is based off Ebenezer Scrooge? Like this is pretty normal western culture stuff, so I'd understand if you're not from the region.
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I love how we hold these really dumb standards for developers. Like if they're not fantastic at the game then they should have no input on the game, they have no credibility.
Like idk man, seems a little dumb to me.
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The first was probably an unfortunate update tic.
The second, I mean everyone knows in the third movie Freddy has arms the length of a giraffe's neck.
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I mean, maybe in higher tier games, but in low tier I can literally walk around the whole map for 5 minutes, not chasing anyone, and a single gen won't get done.
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I love the lullaby, it's actually very calming, which I think adds to the creepiness of it all.
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Generally speaking
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I've had such bad games lately that I've stopped caring. I'm just going for my dailies and archives at the moment, I've had far too many three-man throws, or someone leaving the game early via struggle, or dcing, or a killer tunneling. It's like eh why get mad about it, I'll just play for the dailies and a little bit of the archive and then go play something else.
It's usually better on the weekends for me, but weekday matchups are often just the worst.
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Please don't post as if this applies to everyone in the community. We're not a hive mind. Sorry your games mostly comprise of SWF tryhards but that's more people not understanding the point of the game. Speedrunning isn't fun, for either side.
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@Warcrafter4 said:
Stop complaining about people complaining.
We don't need 50 posts about people complaining about other people complaining on 50 posts.
You're just doing the same thing as the people you're complaining about.
I'm just waiting for the "Stop complaining about people complaining about people complaining about people praising people complaining about people complaining about mori nerfs!" threads to start popping up, that's when it'll get really meta.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1811292#Comment_1811292
Not really, most lockers are near loops. If you aren't right there when Viktor lockertimer runs out the survivor is safe
It's not supposed to be a 100% guaranteed tactic, but it does delay a survivor from moving, which is a really difficult thing to balance in a game. Crowd control is the most frustrating thing to deal with in video games, how do you give the person using it enough of a reward without completely destroying control away from the receiver? There's no definitive answer. People already have issues with Trapper traps, but there are ways around it so it's a high risk high reward tactic.
A killer can hold someone in a locker and have 10 seconds to decide how they're going to utilize that time. Whether it be attack the survivor a distance away and have a bead on where they are, or use that opportunity to break a gen or find someone else. You don't have to focus one survivor at a time, and Charlotte and Viktor are already good at slugging, it just takes hitting everyone once for a very dangerous game to unfold. Healing becomes a priority for a lot of these survivors because the alternative is getting downed by a gnome who runs faster than Usain Bolt.
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You don't need to grab them out of a locker. Usually just keeping them there will give you enough time to down them.
This complaint is like how your lyft or uber driver will drive you to the front of your house, but you're annoyed that they won't drive you into your house.
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@Leachy_Jr said:
It's really not whataboutism, people only use the word whataboutism because "mR sCoTt sAiD iT".
It's more complaining that they weren't addressed at the same time.
Imagine if ruin undying was nerfed and DS UB wasn't (or vice versa), the game would have a massive strength increase on the side that didn't get nerfed. All the time however this massive strength increase could be avoided by simply changing both at the same time.
Also as @chieften333 said, it's gonna take decades before keys are addressed.
Well considering keys have barely been used, due to the way the community behaves around them, prior to the change, it's expected that key usage will increase, possibly skyrocket, before eventually coming back down. There's a massive pile of keys waiting to be used, and now people aren't going to be punished as harshly for using them.
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@Boddy604 said:
Why would you exclude that? It's like the whole point of their design.
"Aside from the Twins being really oppressive in slugging power and general map cover, they're a weaker killer than an afk Wraith."
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I'd like a graphics card upgrade. Like a $500-600 one
Now, hear me out, it seems like it might cost a lot, but it actually isnt. If everyone here gave me $5 each, I'd have enough to pay for it after 100 people donate their hard earned money to my great cause.
This was a gofundme joke please take it as such and have a happy holiday season ๐
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Well for years people have been stocking up unused keys because any time they brought one in, they were guaranteed to be targeted and mori'd.
So we've basically had a cold war's amount of surplus in keys. It'll eventually die out but until key changes come or untill the nukes run out you're probably going to see a lot more.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1808653#Comment_1808653
If you are playing for pips you wouldn't use a mori in the first place.
I'm saying that offering something like that shouldn't punish you to begin with. Why are we punishing killers for offerings? It's stupid, it's reminiscent of old dev habits, coupled with extreme grinding, it's just a negative experience for everyone involved.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1808350#Comment_1808350
You get more points hooking someone twice and then using the mori than hooking someone 3 times.
Yeah but the end screen makes it seem like you dod a bad job.
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@Zaytex said:
People are now complaining that they are ''useless'' and pointless.
But I'd argue that they should be non-impactful, being able to mori someone only after one hook was extremely powerful and oppressive to the survivors.
Mori's being strong isn't healthy for the game, I'm down for them being useless. They just need to nerf keys to the same level and it'll be a much more healthier experience for both sides.
It should be a bonus, a treat for everyone in the game. Cutting out a survivor's impact by 2/3 of a match is devastating for everyone.
I just wish the game wouldn't punish killers for using moris now. They should at least be equal in points, or guarantee capping out in that category after 2 kills.
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@Bard said:
Nope. They're entirely comparable.
Keys can be (mostly) fixed with a single number change.
The hatch stays open for 30 seconds after being opened by a key right now, allowing the entire team to hop out immediately.
Lower that from 30 to 0, meaning only one person can escape like that, and keys are suddenly a lot more reasonable, since they're incredibly selfish and greedy.
Now you just have a situation where keys are saved for the last two survivors, then. The one with the key leaves and the other gets a free open hatch because they're the last survivor on the field. Nothing actually changes about it other than people are abusing the so-called problem in a different way.
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Are they really a counter to keys? Or are they more a punishment to players who bring in keys? We have Franklin's Demise to deal with items if you're inclined to use it.
Like idk man, you say moris are a counter but any time I bring in a key I always hear killers in post-game chat saying it's what I deserve and no mercy for keys. So while technically it might be a counter, with the old way of doing things, it felt more like a punishment.
I think keys should be completely reworked so that there is only one key per game(potentially), and the hatch doesn't spawn until the gates are powered(or the last survivor is left alive, which standard procedure, let them fight). Whatever chests are on the field have a chance of spawning a key, but once that key is in play, no more keys can spawn, barring last survivor EGC situations. Franklin's can obviously take it out of play if it ever spawns. Hatch takes 3 continuous seconds to unlock, where afterwards it behaves normally, open for 30 seconds before closing unless closed manually by the killer. If a survivor is hit before the hatch can be opened, they must restart the unlocking animation.
In last survivor EGC situations, when the killer has found the hatch before the survivor, in order to combat the occasional poor door situation, the survivor is given a final chance at finding a key to escape via hatch. All previously opened chests are closed, and all chests have their items reshuffled. One chest is guaranteed to hold a key(randomly decided once EGC starts, never revealed to the player or killer), and the survivor must find that chest in time.
This will hopefully prevent survivors from hiding in a corner because they don't want to give up completely but they have no better option because the gates are far too close to each other, or the killer otherwise has mobility to make up for any distances. This keeps the game going in the most tense ending moments, feeling a little hopeless without feeling utterly so.
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Knowing the position of survivors can be more of a boon than anything.
I can't tell you how many times I've been hooked in the basement and someone rummages through the chest before taking me off hook. How many people run Franklin's? A lot. Any time someone picks up an item. Any time someone rummages through a chest.
Imagine what the perk would be a week, a month from now? No one would bother looking through chests if rarity decrease was a thing. It's already hard enough to find anything decent in the chest that won't put you instantly on someone's ebony mori stockade hitlist.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1804907#Comment_1804907
I'm not lying, I literally said "no on is bringing 4 BNPS", go and check the reply you quoted with your picture, you're the one that made this pedantic, you couldn't even see that I said "no one is using 4 BNPS" and "BNPS aren't being used as much as PGTW" and see that the "no one " was not a literal "no one". I'm not lying, you're just decided which parts of my comment to see or not, doesn't make you any less of a cheater either way.
Unfortunately the entire internet cannot understand anything that isn't straightforward and direct. If you use colorful language like "the evening sky was lit ablaze," some egghead will call you out and say, "no, I was out in the evening and I saw no fire in the sky, you're a liar!"
It's really sad, honestly. Months ago people were complaining that the descriptions for items, add ons, and perks were too vague. "Extremely, slightly" is too imprecise, they wanted exact numbers. While I can sort of see where they're coming from, it creates boring conversation to speak in terms that literally bore me to sleep. I'm literally falling asleep at my desk over these precision-nazis.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1804304#Comment_1804304
Why be nice when the playerbase has been treated like ######### for years? You can't just hug it out in every situation and expect people to change. Yes, it's from the word of a mod, and they are not responsible for the changes, but they are still essentially the messenger, and just like a messenger, they then report back the responses from the message receiver. Nobody ever learns if you baby them all the time.
You ever heard the term, "Don't shoot the messenger?"
Like imagine you getting angry and violent at your post(wo)man for delivering particularly bad news. Oof
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1804567#Comment_1804567
They aren't that rare. But its more the perception that BHVR is giving of favoritism, as well as making Mori's literally do nothing but a (possibly) cool animation.
It's been a topic for ages now, the fact that a Killer can wipe out 2/3rds of a player's game was a bit much, all for getting hooked once. Not everyone can escape a chase, a killer just has to be persistent enough.
My anecdotal experience with moris is that most, most, will tunnel kill to get a 3 man game with 5 generators left. Once one person is dead, generator completion slows to a crawl--unless gens were already almost done, it's so easy to stall gen progression. Hook one, chase one, the last one either leaves their hooked buddy to die or slowly works on a generator.
Many killers think it's unfair for someone to go out so quickly, so they do final hook moris anyways. It's not expected but it is nice to be able to stay in the game a little longer. I think this update reflects many of those thoughts. Rules generally reflect the culture, not the other way around. This applies to video games as well, not just irl.
I don't think mori's should count against the Entity anymore though. If we're gonna make em be final hook anyways why are we taking away points/pips for using the offering?
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I have Doc leveled to 40 and he's got like 8 ebony moris. I don't think I'll ever use em unless I have a daily, but they're not that rare.