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Th3Nightmare

Th3Nightmare

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Th3Nightmare
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  • @not_Queen said:
    You get the DG mask in DBD when you own Deathgarden on Steam.
    If you had a pre-order, you should have received a steam code by email.
    If you have the Beta version it won't work.

    I did the Pre-Order but did not activate the KEY on STEAM ... hahaha its funny: D
    Thx not_queen <3

  • @Dwight_Confusion said:
    Why post about that game here?

    I'm 100% not getting that game.

    Because they also correspond with deathgarden: D

  • @lasombra1979 said:
    Yeah this is going to end up well.

    In the lower ranks, killers do typically manhandle survivors. As you get more experience with the game and better perks, the scales are much more in the survivors favor, esp if you are running SWF. As this issue has been debated many times in these forums already, I will not go into too much detail on all the arguements. I suggest reading some of the threads on this topic.

    That said, I highly doubt you will see those changes you want in the game.

    Thankfully someone answered honestly, because if new people or 20 ranks complain about the game because the killers "are very strong" if you make changes for them, officially those who have many hours in the game is a suicide xD

  • @Mrbombastic said:
    Top priority buff list
    1.Wraith
    2.Freddy
    3.Piggy
    4.Leatherface

    and doctor, billy, nurse... after of them

  • @GT_Legend2 said:
    I’d like to see some simple changes, some ideas are:

    1) Don’t spawn the Macabre Boxes into the map until a trap is placed on someone’s head. My idea was for them to appear similar to the Wraith, where fire engulfs from the ground and with it shows the Macabre box.

    2) Don’t show he Aura of the Macabre Boxes until the timer is tripped

    3) give the pig 3 traps by default, but allow her to reuse each trap once more, but she would have to go to each of the boxes to hope to find one, spending time in hope to gain some back

    4) give her ambush attack a bit more of a scare, right now, people see the Macabre Boxes and anticipate the ambush, or will even just look for a crouching killer, not a 7ft tall killer like the Trapper or Huntress, so a change to the unexpected ambush attack would be awesome! :chuffed:

    She needs a rework, she is in a bad situation: her addons are useless, her power "useless", jigsaw boxes (skill checks simple and no mechanics) "useless" ...
    In my opinion, he needs a rework as well as trapper, witch and company.

  • @no_username said:
    I dont think they will have the PTB up for that long this mostly because i think that the devs wanted us to get used to the new things in the patch. 

    The PTB of the clown lasted 9 days.

  • Squeezing the head I have the following idea, it may be very similar to the one provided:

    • The 2.5 seconds of silence is eliminated from its base power and new mechanics is added to its madness.

    MADNESS I

    • In pursuit the survivor suffers electrical convulsions and hallucinations. Has a 25% of chase appears a skill check random (by its power) that if the survivor fails falls into an "electrocuted" and suffers a penalty of silence of X seconds.

    MADNESS II and III

    • Same as madness I but increased numbers.

    What do you think?

  • @Nickenzie said:
    Here I am again with Doctor buffs because I literally have no life :P

    So, I heard a lot of feedback from you guys from my last Doctor thread and I'm here to make him more of a threat. My goal is to make him low-high or mid-high tier killer with these changes so hopefully you all will enjoy! :)

    Treatment:
    -Reduced the charge time for the "Shock Therapy" to 1 second with a 1 second CD after using his power.
    -The Doctor isn't slowed while charging his "Shock Therapy".
    -Movement speed is increased to 115%.

    Madness I:
    -Survivors have a 25% chance every 30 seconds to have a madness skill check appear on their screen, missing it will cause the survivor to scream. This will be cancelled if the survivor is interacting with a action that has skill checks.
    -Madness skill checks will have a 50% chance to trigger instead of a regular skill check.
    -Static will cover the corners of the screen slightly.

    Madness II:
    -Survivors have a 50% chance every 30 seconds to have a madness skill check appear on their screen, missing it will cause the survivor to scream. If the survivor is interacting with a action that has skill checks while a madness skill check triggers, instead the survivor will fail the action as if (s)he failed a skill check.
    -Madness skill checks will have a 75% chance to trigger instead of a regular skill check.
    -Static will cover the corners of the screen moderately and slightly cover the sides of the screen slightly.

    Madness III:
    -The survivor cannot interact with anything except pallets, windows, and lockers. Additionally the survivors' items are disabled.
    -Survivors have a 75% chance every 30 seconds to have a madness skill check appear on their screen, missing it will cause the survivor to scream. The madness skill check will have success zones reduced by 25%. (If for some reason you were able to interact with something... If the survivor is interacting with a action that has skill checks while a madness skill check triggers, instead the survivor will fail the action as if (s)he failed a skill check.)
    -Madness skill checks will have a 100% chance to trigger instead of a regular skill check (If for some reason you were able to interact with something).
    -Static will cover the corners of the screen considerably and moderately cover the sides of the screen slightly.

    Snap Out Of It:
    -When at Madness III, you can perform this action which takes 20 seconds. While performing this action, you are immune to the random madness skill checks that appear every 20 seconds.
    -When you complete this action, your madness is reset back to tier II.

    I know the Doctor isn't far off from being a great killer and I know some of you guys may say he's in a great spot. However I LITERALLY never see him in high ranks and hopefully this will push him to being more viable as being the true disrupter that he's meant to be. Please leave me feedback and no hate mail, please?

    Edit: Why the Doctor needs buffs...

    I suppose they should remove the 2.5 seconds of silence from their base power and include a new chase mechanics depending on the level of the survivor's madness.

  • @Nickenzie said:
    Here I am again with Doctor buffs because I literally have no life :P

    So, I heard a lot of feedback from you guys from my last Doctor thread and I'm here to make him more of a threat. My goal is to make him low-high or mid-high tier killer with these changes so hopefully you all will enjoy! :)

    Treatment:
    -Reduced the charge time for the "Shock Therapy" to 1 second with a 1 second CD after using his power.
    -The Doctor isn't slowed while charging his "Shock Therapy".
    -Movement speed is increased to 115%.

    Madness I:
    -Survivors have a 25% chance every 30 seconds to have a madness skill check appear on their screen, missing it will cause the survivor to scream. This will be cancelled if the survivor is interacting with a action that has skill checks.
    -Madness skill checks will have a 50% chance to trigger instead of a regular skill check.
    -Static will cover the corners of the screen slightly.

    Madness II:
    -Survivors have a 50% chance every 30 seconds to have a madness skill check appear on their screen, missing it will cause the survivor to scream. If the survivor is interacting with a action that has skill checks while a madness skill check triggers, instead the survivor will fail the action as if (s)he failed a skill check.
    -Madness skill checks will have a 75% chance to trigger instead of a regular skill check.
    -Static will cover the corners of the screen moderately and slightly cover the sides of the screen slightly.

    Madness III:
    -The survivor cannot interact with anything except pallets, windows, and lockers. Additionally the survivors' items are disabled.
    -Survivors have a 75% chance every 30 seconds to have a madness skill check appear on their screen, missing it will cause the survivor to scream. The madness skill check will have success zones reduced by 25%. (If for some reason you were able to interact with something... If the survivor is interacting with a action that has skill checks while a madness skill check triggers, instead the survivor will fail the action as if (s)he failed a skill check.)
    -Madness skill checks will have a 100% chance to trigger instead of a regular skill check (If for some reason you were able to interact with something).
    -Static will cover the corners of the screen considerably and moderately cover the sides of the screen slightly.

    Snap Out Of It:
    -When at Madness III, you can perform this action which takes 20 seconds. While performing this action, you are immune to the random madness skill checks that appear every 20 seconds.
    -When you complete this action, your madness is reset back to tier II.

    I know the Doctor isn't far off from being a great killer and I know some of you guys may say he's in a great spot. However I LITERALLY never see him in high ranks and hopefully this will push him to being more viable as being the true disrupter that he's meant to be. Please leave me feedback and no hate mail, please?

    Edit: Why the Doctor needs buffs...

    I like the idea, but yes, it is a good killer with incredible power and I think it is the only killer that is scary. They could change some things in your base kit and make it better. I do not want it to be IMPOSSIBLE to face him but when you play against him, you feel what a problematic killer is.

    If we look at its base power, it has faults:

    • 2.5 seconds of silence quite useless sometimes, because its speed in treatment does not help you to avoid looppings.
    • Madness I, II, III I think it could be otherwise to be more interactive with your power. Because madness at level I is quite ... Meh? even level III ...

    I do not want to say ideas, but I think the devs would like me to look at their kit again and try to change it a bit like the trapper and other killers.

  • @White_Owl said:

    @Th3Nightmare said:

    @White_Owl said:
    Eh, I think Doc is in a very good spot. He is not considered so good because his power has more depth than average and so requires some understanding but believe me he can do very well at rank 1. Obviously not if you play him to make skillchecks harder and make survivors scream, which works only on noobs and potatoes.

    The doctor is effective against new players, but weak in all aspects ... I hope the news devs about the doctor and can be reviewed as well as the trapper, witch, wraith, freddy etc ...

    I guess you didn't read carefully what I wrote.

    If I read it, the doctor is not in a good place without any doubt. It has failures in its basic kit, its power does not help in persecutions, it slows down when it releases its power, it goes very slow in treatment mode ...

    I think it is not in a good place, it has flaws.
    If you do not believe what I write, many players think the same way as me. But it is clear, doctors are hardly seen. Why play with the doctor? Not worth it.

    There are better choices like the clown, the witch, Billy etc ...

  • @White_Owl said:
    Eh, I think Doc is in a very good spot. He is not considered so good because his power has more depth than average and so requires some understanding but believe me he can do very well at rank 1. Obviously not if you play him to make skillchecks harder and make survivors scream, which works only on noobs and potatoes.

    The doctor is effective against new players, but weak in all aspects ... I hope the news devs about the doctor and can be reviewed as well as the trapper, witch, wraith, freddy etc ...

  • I will give my opinion on the current status of doctor. Many players feel ... "frustrated" to face him, could be good and bad. But really, the doctor as most say is not a top tier, I would say low killer, he is only good at avoiding engine repair.

    I would focus on giving him a buff in his power base so that in his persecutions it is more lethal but without being "over power". It is only that, its base power needs to be looked at.

  • @Peanits said:
    I've seen some good doctors that are able to time the shocks to prevent vaults/pallets and get a hit pretty reliably. Is he top tier? No, not really.

    The thing is, most of the suggestions I see attempt to make him more of a chasing killer. I don't really think this is the right way to go about it. Making him a chasing killer is making him something he's not (e.g. Hag is a defensive killer, not designed to be powerful in chases, but powerful in controlling a section of the map). The doctor's power is mostly to find/track survivors and slow down generator progress through madness.

    The only thing I might want to see changed is madness itself. It's too easy to snap out of it, so applying madness to someone and breaking off to keep the pressure up and slow down progress isn't worth doing. It stops them from working on generators, but the second you aren't chasing them they can very easily just snap out of it and go back to working on generators. If the time to snap out of it was increased, or maybe a secondary objective was added to snap out of it, I feel like that would be better.

    Basically, make him his own dude, not just another chase killer. I don't like seeing every killer shuffled towards being chase focused. If his gimmick is being able to control objectives better than other killers and slow them down, that's great, that's his own unique playstyle.

    Thank you very much, peanits! He really needs changes: D
    I'll take a look at the post <3

  • today there will be the safest video on youtube: Community Mash Up.... "amazing video so far..."

  • today there will be the safest video on youtube: Community Mash Up

  • @Master said:

    @Th3Nightmare said:

    @Bravo0413 said:
    Should be an interesting one today.. since they gave next to nothing last week... "vince" a friend of marth88 got an inside look at chpt 9 and told marth that hes going to love what's coming.. 

    this is real? ""vince" a friend of marth88 got an inside look at chpt 9 and told marth that hes going to love what's coming"

    Inside look ike in the Q&A? well....

    What I mean ... is that because he's saying that chapter 9 will be "interesting"?

  • @Bravo0413 said:
    Should be an interesting one today.. since they gave next to nothing last week... "vince" a friend of marth88 got an inside look at chpt 9 and told marth that hes going to love what's coming.. 

    this is real? ""vince" a friend of marth88 got an inside look at chpt 9 and told marth that hes going to love what's coming"

  • STOP CRY! and adapt to changes pls.

  • camp is produced for the rush of gens, if u rush or t-bag = camp. That is the rule of the killer

  • @ASpazNamedSteve said:
    Hm, I would have appreciated more feedback on the topic of map design as that's my biggest problem with the game, but eh. Glad someone responded at least, I think Jen raised a lot of good points.

    The better map design is, the less need for bloodlust there is.

    Yeah, redesign the maps is a good option.

  • @Someissues said:
    They can honestly take away Bloodlust but many of the spots would need to be heavily adjusted since they are infinite without it, literally so many spots

    Very disappointed to hear about the Devs on Trapper's part, basically they are telling you to use Trapper bags for every game and that is the only solution. We are only asking to increase his base carrying trap capacity (not starting traps), that wouldn't be overpowered and he is still bad if you don't want to take a bag add-on. So one of your slot is already sacrificed to the bag add-on, forget about using add-ons like increase disarm time etc

    Add-ing a third common bag option does nothing when his base default kit is bad, he will still be bad on Tournaments because you waste so much time picking traps one by one

    Regarding Exhaution people don't understand some spots with Balanced landing makes some spots almost infinite, but required a very experienced survivor and only only 1-2 maps

    Hag rework is good so good job, but trapper is not since his default kit is still not fixed!

    There are still many things in the game unbalanced: maps, many windows, infinities, many pallets on X maps ...

    Also the killers have no defense against the survivors when they begin to repair engines, the ruin does not work is a perk "garbage" ....

  • First, if they play the bloodlust, to get the stacks faster but we get less speed, they should rework many maps and eliminate "infinities" and many windows, as well as some pallets, but the survivors have the ability to defend themselves.

    I think that modifying many of the current maps and correcting some structures will give the killer a great advantage and that the killers appreciate it!

  • @White_Owl said:

    @Th3Nightmare said:
    I think today after 2 years and as the developers said, the game is currently balanced for rank 20.

    This is clearly false.

    In any case, you know what happens when you balance a game only around the top players? That the newer ones will quit in frustration. I already know a couple people that stopped playing because their start was too rough... that would just happen on a bigger scale and only the top players would remain. That's how you kill a game.

    Actually, I know what you're referring to, and you should really see an intermediate balance.

  • @White_Owl said:

    @Th3Nightmare said:
    I think today after 2 years and as the developers said, the game is currently balanced for rank 20.

    This is clearly false.

    In any case, you know what happens when you balance a game only around the top players? That the newer ones will quit in frustration. I already know a couple people that stopped playing because their start was too rough... that would just happen on a bigger scale and only the top players would remain. That's how you kill a game.

    New players endure while players over 2k hours are frustrated by the unbalanced game and stop playing ...

  • @Someissues said:

    @RemoveSWF said:
    Balancing for Rank 20 is why people de-rank to play at Rank 20.

    Rank 20 players are the ones where they quit playing the game after getting destroyed in the first few hours, leaves a negative review on steam and proceed to talk crap about DBD

    from the recent PTB development by the Devs I am starting to see a new light that they are finally trying to balance the game around high rank, cuz at Rank 20 all those new players won't have any tier 3 perks anyway

    the Devs should do more tournaments to show more balance of the game, and balance it around that provided with the feedback from high ranked

    so time will change

    We will have to wait really with the patches of Mid Balance, in September we will have new DLC and then we will have another patch of balance I hope that in that patch more things come so that the game is truly balanced.

  • @RemoveSWF said:
    Balancing for Rank 20 is why people de-rank to play at Rank 20.

    Maybe BHVR should deal with that issue rather than threatening players and changing the game so Rank 15 is the new mimimum.

    Actually, there are very "bad" players in ranges 20, but instead the pip and de-rank system there are pretty good players in ranges 20. This is a big problem too.

  • @Th3Nightmare said:

    @TryHardkiller1216 said:
    So I read a guide about Freddy and it showed the best addon combos and best perks. Now I believe he is a good killer with the right addons, but at his core he is weak. So should the devs buff his overall power with no changes to the addons, or give him a rework or buff his power and nerf his addons. What do you guys think? Also I want to hear it from experienced players who are at least rank 10 and lower so I don't have to hear Freddy is op lol. Thanks.

    This game should be balanced around rank 1, if I were a developer I would forget the ranks 20, because they do not know much about the game and based on losing games and playing constantly you can become quite good, but if the game is balanced for 20 .... ranges 1 discriminate killers with many hours, so is the game.

    So that said ... Freddy needs to be reworded and improved.

  • @TryHardkiller1216 said:
    So I read a guide about Freddy and it showed the best addon combos and best perks. Now I believe he is a good killer with the right addons, but at his core he is weak. So should the devs buff his overall power with no changes to the addons, or give him a rework or buff his power and nerf his addons. What do you guys think? Also I want to hear it from experienced players who are at least rank 10 and lower so I don't have to hear Freddy is op lol. Thanks.

    This game should be balanced around rank 1, if I were a developer I would forget the ranks 20, because they do not know much about the game and based on losing games and playing constantly you can become quite good, but if the game is balanced for 20 .... ranges 1 discriminate killers with many hours, so is the game.

  • @Orion said:
    These are three changes I would like to see to The Pig, given my (admittedly limited) experience with her.

    • The timer on Reverse Bear Traps starts as soon as they're placed on a Survivor. I don't know why this is even a thing to begin with, since it effectively gives Survivors the power to disable her ability for as long as they want. In other words, it gives Survivors control over her ability.
    • The Pig's ambush attack no longer makes her roar. I get that it's a fairly long dash attack, but given that she's already slowed while crouching and the attack doesn't even do double damage, I'd say this would make it a true ambush attack.
    • The Pig moves more quickly while crouching through grass and corn. This would make her able to set up ambushes more easily in maps with a lot of grass and corn.
    • Each generator repaired takes off a chunk of time from the Reverse Bear Traps (say, 30 seconds). This would make repairing generators actually dangerous.

    I think these changes alone would make her a better Killer.

    I love this changes, This avoids the rush of gens and that the traps are quite a challenge for the survivors. But it would change something else ... the jigsaw boxes are very easy to find the right key and remove the trap .. some idea to complicate the skill checks of the boxes.

  • @Master said:
    I agree, but you forgot about SWF which definitely needs to be adressed too

    yeah some changes in it too

  • @Spectre_UK said:
    A lot has been said recently about DS and I agree I hate the perk it should be changed or removed but what about NOED the Killer's own version of DS it lets a lot of unskilled Killers do way better than they should and if they won't remove NOED how about a Nerf at the moment it is basically 3 perks in 1.

    1 shot down, 8% reduced cooldown on successful and missed attacks and a 4% speed increase.

    How about don't make it a totem perk and give the Killer a 3/4/5% speed increase for the 3 tiers of the perk for 2mins or time can be adjusted after the last Generator is popped the same as Hope for Survivors then it isn't OP and allowing all these unskilled Killers to be carried by a single perk just the same as Survivors who run DS.

    List to do the devs ^^:

    • Nerf the maps and reduce the pallets
    • Nerf DS
    • Nerf Self-Care
    • Change the time of repair or new objetive

    Thats IT! This game need that and game balanced

  • @Sarief said:
    topic? when it's planned?
    Release of chapter was 1 month ago,
    next chapter in 2 month
    they also need time to test it but so far no announcements...

    in the end of july-august

  • @seeker619 said:
    repairing is mindless. and thats not going to change. When the killer kicks the gen it is too regress the progression on it.. I think a 2nd aspect should be added to that. Not only does it set back the progress x%, but the gen is put into a sabotaged state for the duration of the match. When repairing a sabotaged generator skill checks are x% more likely to occur. Those skill checks are slightly more difficult (smaller success zone). And the skill check doesnt pop up in the middle of the screen. it will be in different spots?

    yeah repair is trash, stupid... and sooo easy. That idea is amazing!
    kicking gens would be a great idea to complicate the repair on that gen!

  • @Gibberish said:
    Step 1 ) Make skillchecks significantly harder.
    Not just for repairing generators either.
    Skillchecks as they are now are basically impossible to fail unless you have your eyes closed, even with things like UnnervingPresence and Doctor's Madness going on.

    Step 2 ) Make generators require finding parts before they can be repaired.
    Lets say the 4 pairs of pistons(or whatever they are) that show you how much the generator is progressed.
    Make it so the generators dont start with those pistons, and they need to be found scattered around the level, carried in the survivor's hands back to the generator and installed.

    For each pair of pistons installed, increase the cap of how much the generator can be repaired up to.
    If no pistons are installed at all, the generator outright cannot be repaired.
    If there is only 1 pair of pistons, it can only be repaired up to a cap of 25%, 2 pairs of pistons it can go up to 50%, 3 pairs up to 75%, and only with all 4 pairs of pistons installed can it be repaired to 100%.

    yeah, maybe a hard skill checks (not 100% harder but yeah...)

  • @The_Manlet said:
    Generators are fine. Maybe you could slightly reduce the rate at which group repair/toolbox repair works, but other than that they are fine. The issue is how long chases take at high ranks due to skilled survivors having the ability to 1vs1 the killer due to the killer being mostly reactionary and only able to capitalize on survivor mistakes. Level design needs a complete overhaul.

    Making generators take longer is a crappy band-aid that will just make the game more boring.

    I know that the gens are not problems or maybe if ... the problem is in the pursuit of killer vs survivor, here decides the game, if you have enough pallets on the map (which ranges 1-8) can handle, the 3 survivors are repairing and when you hang your first survivor you have 2-3 engines, 1 HOOK ...

  • @Master said:

    @FrenziedRoach said:
    Unfortunately just upping the time is going to screw with the lower tiers of the game terribly - which are already FUBAR for the survivors.

    Its always funny when I read that.
    With "low ranks" you are talking about beginners but survivors will stay beginners only for very little time (a few hours) before they google and find stuff like "ez juke loop tutorial"

    Fact is that when I play in low rank, I am in insane trouble as killer against SWF (I am a 600 hour player) and when I play survivor the games end so fast its not even funny anymore, even if you go afk because of a call, np^^

    I have 1500 hours of play and when I play killer, I find a survivor and if he knows how to handle the pallets of the map, he makes me lose all the time and they repair all the engines. Very fun and balanced!

  • If the devs delete the bloodlust, say bye the killers.

  • @Esheon said:
    I don't think it would be all that OP if it spawned and walked toward the survivor, but did not turn to follow them when they ran away.

    Of course, very few people seem to know that you can make the illusions disappear just by walking through them. Every time I see a Doctor illusion, I just leave the gen to walk through it, then go back to repairing.

    That's! It is only a waste of time of 1-2 seconds and the doctor will be more terrifying! +1

  • only move toward to survivors and dissapear when HIT (without damage)

  • @popoles said:
    Th3Nightmare said:

    @TeambossFloze said:

     @oke said:
    

    Hallucinations are used by the doc to see where survivors are. It is fine as it is, Doc is already annoying enough to play against as survivor.

    This is true.

    LOL, it's NOTHING more animation. NOT TO IMPROVE IT, but to change an animation.

    IMO, the problem is, that the illusions now stand and face the position the survivor had when they spawned (if that makes sense). But if they were walking towards them, it would show the doctor the exact survivor's location. This is the main problem.

    It is to move the copy of the doctor and make the survivor "scare". Simply, when the copy begins to walk towards the survivor who executes the copy a hit WITHOUT DAMAGE and disappear.

  • @TeambossFloze said:

    @oke said:
    Hallucinations are used by the doc to see where survivors are. It is fine as it is, Doc is already annoying enough to play against as survivor.

    This is true.

    LOL, it's NOTHING more animation. NOT TO IMPROVE IT, but to change an animation.

  • @Nick said:
    Maybe a step, or lean towards you. Atleast the hallucinations should have a red glow, just like the killer

    Because really the only "useless" of the doctor are the doctor's copies ... they stay still and do nothing, well reveals the position of the survivor, but they do not have an impact for the survivor. It would be nice to see him moving one step or two with light or something like that.

  • @SadonicShadow said:

    @jiyeonlee said:
    arent you agro people before with ruin?

    this is very 8years old

    your idea is not kind of abandoned

    you are using no one stupid enough to think like this way perk and its too overpowered perk

    Umm...What?

    Typical survivor who has little vision of game and few hours in the game and says that "ruin" is correct and too BROKEN. This is fun.

  • @Master said:

    @jiyeonlee said:
    arent you agro people before with ruin?

    this is very 8years old

    your idea is not kind of abandoned

    you are using no one stupid enough to think like this way perk and its too overpowered perk

    No offense, but seems like you are the 8 years old here :wink:

    Typical survivor who has little vision of game and few hours in the game and says that "ruin" is correct and too BROKEN. This is fun.

  • @seeker619 said:
    repairing is mindless. and thats not going to change. When the killer kicks the gen it is too regress the progression on it.. I think a 2nd aspect should be added to that. Not only does it set back the progress x%, but the gen is put into a sabotaged state for the duration of the match. When repairing a sabotaged generator skill checks are x% more likely to occur. Those skill checks are slightly more difficult (smaller success zone). And the skill check doesnt pop up in the middle of the screen. it will be in different spots?

    Look at this... https://forum.deadbydaylight.com/en/discussion/6067/i-urge-the-developers-to-watch-this-entire-video-reduce-the-max-number-of-pallets#latest

  • @Th3Nightmare said:
    This game at this moments is UNBALANCED, I do not care about the crying of the survivors, but a survivor can know the map and walk around the map and throw ALL the pallets on the map and still the killer has eaten his MOOCs. While the killer, has not done anything in the game, just walk around the map chasing a survivor and breaking 100 pallets also circling like a fool. In addition the speed of repair of the engines is too fast while the killer is in pursuit, this is A JOKE.

    I'm going to be in the "RAGE" state I'm sorry, but really ... Is this game for a TOURNAMENT? NO, not to mention ... the survivors have it all to survive and they do have capabilities to handle themselves on the map WITH the amount of pallets that there are on different maps, the killer is in TOTAL misery ... I hope the developers have given the current status of the game and this 2 year anniversary is a big change for this game, for now I like the next changes of the patch of half balance, but it is INSUFFICIENT!

  • This game at this moments is UNBALANCED, I do not care about the crying of the survivors, but a survivor can know the map and walk around the map and throw ALL the pallets on the map and still the killer has eaten his MOOCs. While the killer, has not done anything in the game, just walk around the map chasing a survivor and breaking 100 pallets also circling like a fool. In addition the speed of repair of the engines is too fast while the killer is in pursuit, this is A JOKE.

  • @seeker619 said:
    Instead of a secondary objective why not just adjust the times?

    Gens 1 takes 160 seconds to repair
    Gen 2; 140 seconds to repair
    Gen 3; 120 seconds to repair
    Gen 4; 100 seconds to repair
    Gen 5; 80 seconds to repair

    So if i understand correctly, it takes 80 seconds to repair a gen. With no addons/boosts.
    And if a second survivor helps on that gen it cuts the time in half, almost?

    How about If a 2nd survivor is helping with a gen it increase the repair speed by 20%. and if a 3rd is helping the 3rd increase the speed by 10%.. so if 3 survivors are working on the 1st gen. The time to complete repair goes from 160seconds to 112 seconds. (30% faster)

    The justification being: Think of it like The 1st Survivor that starts working on the Gen is like the Head Engineer doing all the technical hard stuff, and the others are assisting with minor tasks. idk. spin it anyway you want.

    If we increase the times, it will be very boring to repair, if it was really a challenge the skill tests ... because hitting a skill test is EASY. Its a good idea, i like it +1 but.... i dont know

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