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TheMruczek

TheMruczek

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TheMruczek
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  • @Wulfasger said:

    Since i started the game, Trapper was always one of my favourites to play with but as the whole community we can agree on that he is kind a weak and always on low tier list. Playing with him especially against survs with comms is really bad. So i brought an opinion to give him a little bit of advantage.

    First of all he needs to travel around the map to be efficient with his own power right? But reaaaallly "unrealisticly" survivors can easily disarm his traps WITH THEIR OWN HANDS -which is not recommended in real life to do that...- an action like that needs an RNG to be failed but this is gonna make things more random and not fun to play as survivor also. So i got an idea to give Trapper a little bit of safety in variaty of perspectives. Countering killers skills with items are introduced that, this mechanic is not far away from us. Such as vaccine for the big pink pea head and Plague etc etc. All of the killers has some advantage over survivors such as gaining red puke or make survs lose time with vaccines as such.

    Trapper has 6 traps now in map no matter what happens so here is my solution to make his traps a little bit more dangerous and hard to counter. Holding m1 for 2 seconds is the most cheesy way to counter such an important thing for killers tbh.. Let's spawn at least 6 or 8 sticks around the map like traps and survivors can see the sticks aura like Trapper. And make their pick up range a little bit more wider than being caught on the trap -just to deny trapping sticks strat- and this can count as an item like vaccine and you can disarm one or two traps with it then it breaks and respawns another stick for like 30 seconds after it breaks. Because it really makes no sense to disarm traps without doing anything just holding m1 for 2 seconds. Is he gonna patrol the gens? chase people? protect hex -if he uses one-? or just try to collect his disarmed traps and find new spot for them that are not exposed? Survivors also need to do something and lose more time and effort for it to counter his ability.This can also give survivors a new side object to do and try to think between carrying a stick or keep the item they brought would helpful for them.

    Even such a mechanic added like that can cause Trapper spawns with 1 trap only and he would be fine. He already has a great setup time weakness and disarming it without doing anything is just ruining the killer itself. He can even have some add-ons that increases stick spawn times even more to add a little bit of power to his late/mid game.

    TLDR: add spawned sticks to game to disarm traps with them only which breaks and spawns after a short amount of time.

    I honestly would give Trapper 10 traps and make them spawn more in center of map. Increase time it takes to disarm trap and make his terror radius smaller to 24m so he isn't as easily detected by sound. And to top it all give him his iridescent stone as base kit. Is isn't super op but it would make so survivors do not deny his power, only delay it a bit. I think tho without a complete rework it would be hard for him to even come close to b tier. As for stick i dunno if it would a good solution since most survivors use dead hard on traps and they would see stick just like sadako's condemned.

  • @ThatOneDemoPlayer said:

    In 8 Trails, CoH was brought into The Trial 3 times.

    If my math is correct, which it probably isn't, then it has been used around 2% of the time.

    What happened? CoH is still good.

    I'm not complaining, less CoH is always good, but the Perk was nerfed from 'OP' to 'Very Good', so why'd it pretty much die?

    I dunno, i still find coh pretty often in my games.

  • @N8dog said:

    You use the gamer tag of "DEAD HARD=VIRGIN" and now you're whining about it on the forum? Dude, you are a salty, toxic prick. I hope you get NOTHING but "bully with friends" groups EVERY time you play killer. You deserve it for your rotten attitude.

    I mean thank you?

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931589#Comment_2931589

    Map offerings... So, now you're whining because they sent you to Autoheaven...

    I gotta get my popcorn, brb.

    Yes Gas Heaven and Blood Lodge are def very balanced maps and i love playing on them ;D

  • @Aneurysm said:

    It's the fault of the devs that dead hard exists in its current state, not survivors. You expect people to not run extremely strong things that are freely made available to them, in a PvP game? Why? Out of the kindness of their heart?

    No ofc not. Again i just run my name as joke pointing at dh

  • @RakimSockem said:

    But you still killed half the team and I assume got 1 or 2 hooks on the ones who lives so..... 4 Dead Hards wasn't OP and it ended in a fair match. What's the issue here?

    I dunno, maybe frustration from how many times it saved their asses. This perk is so cheap for no good reason.

    I do not care if i get 2k or 4k, problem is about how dead hard is everywhere and you can't do anything to this perk

  • @Sluzzy said:

    It should be clear by now the Legion buff was entirely too far. The community, especially survivors, is not having a good time against him. There is no counterplay to his power and the amount of time mending all match is absurd. With perks like Sloppy Butcher, Ruin, thanatophobia, and so many of these perks it is literally impossible to do the survivor objective. But most importantly, he is miserable to play against. I would rather play against a Prayer Beads Spirit. I never thought I would ever say such a thing.

    As survivor, the teams have only managed to escape once or twice. All the other matches if you look at the player statuses, the entire team is a broken state or mending state 24x7. He is too fast and zero counterplay to his power.

    As killer, I played about 5 matches. In 3 of those matches the survivors were paralyzed and I won all 5. I quit playing because it was clearly too easy.

    Sure, the new music is nice but it is not a fair game. I hope we get an announcement soon of a correction patch.

    No? Legion is fine high c tier killer that could use buff or two but he has counterplay and he is fun to play. I do not see point in nerfing him

  • @Tiufal said:

    If we would delete DH, players would use Sprintburst. Next thing would be killers complaining about SB being OP. This is surely much better. Hilarious.

    I would rather face sb that dh tbh

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/321486/man-do-i-#########-love-dead-hard-and-survivors-meta-so-so-much-3

    Amazing, survivors use perks to help them, and manage to get 2 escapes....so broken

    Ok dude, i don't care about kills in trial. I just pointed out how survivors' meta is a bad joke. Map offerings, dead hard etc.

  • @FilthyLegionMain said:

    Blood Echo on Legion is a godsend considering what their purpose is.

    Thx for tip. I will try to use it.

  • @katoptris said:

    If you're so worried about dead hard then run exhaustion add ons.

    This tip is only usefull in dead zones and open spaces. They can just press e to window/pallet and can't do anything about it.

    @Marigoria said:

    You got a 2k as a crap tier killer and you still crying.....

    Lmaooo ok i just wrote how i don't care if i will get 2k or 4k. I focused on how Dead Hard is just stupidly unfair and there is nothing you can do about it unless you are in open dead zone.

  • @TeabaggingGhostface said:

    Tombstone completely ignores dead hard, since it kills outright

    Thx for tip, damn good thing that i have so many stacks of tombstone add ons saved on myers ;D

  • @TATAMATA said:

    bruh u got a 2k, the match was basically a tie. Tf do u want a 4k every single match

    Lol stop taking the game too seriously

    Nah, it is not about 4k every match. This is my 3rd day of playing legion and the fact that i got 2k against sweaty swf is more than enough for me.

    It is more so how e perk is so frustrating to deal with.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2930705#Comment_2930705

    "I more so run it as a joke"

    Bro, you called them pathetic in chat, and virgins as your name, pay attention, you didn't call them pathetic in chat as a "joke".

    Also

    Half of their perks are off-meta but you've completely missed that because you're so fixated on Dead Hard.

    Mhmm...sorry this match really got me pissed about e perk

  • @IamFran said:

    I say the same I said in the Ghostface thread. I've played some matches with Legion and they feel like nothing have been done, the only noticeable change is the reduced stun when losing the power by 1 second and the better addons. The 5th hit-down maybe happen only if you are playing against idiots. Their power is still too short in seconds and is still weak against pallet camping, in my opinion the power time should be doubled and the pallet stuns shouldn't disable the power.

    On smaller maps it is more possible to get that sweet 5 hit, i got it on saloon yesterday.

  • @Shaped said:

    Shaming people for using perks = pathetic.

    I more so run it as a joke.

    As for these guys, yes they were pathetic sweaty #########

  • @ReverseVelocity said:

    I don't get the complaints, it sounds dope as hell. I love the atmosphere it adds to the chase.

    Ngl just like you, i really like his chaotic chase music but if ppl are still getting headaches and have to dc against him, it should be toned down.

  • I like his chase music personally.

    But still if ppl have to dc against gf just to not get terrible headache it should get changed.

  • @GoshJosh said:

    Yep. Him, then Freddy (again). And then Hag.

    Why Hag? I understendcase for buffs for Freddy and Myers, but what changes does old tree lady really need?

  • @XiiOhItsTemiiX said:

    Though demo does seem to be quite balanced around the low-mid matchmaking, where we begin to see issues with demogorgon is when the survivors are aware of what they're doing and how to successfully evade him, first we should go over the classics, add-on basekit.

    From the very start of the PTB with a Demogorgon rework it was requested that Barbs Glasses and Black Heart be put into base kit.

    What did they do?

    Their very first instinct was to nerf it, without giving anything split like they did the rat liver.

    My proposed changes are as follows:

    Decrease Shred hit cooldown by 10%.

    Decrease Shred pallet break cooldown by 10%.

    Increase speed of opening portals by 20%.

    Rework Barbs Glasses, Black Heart, and Rat Liver for these changes as justification.

    Demo without these add-ons can be very clunky, especially to those who have grown addicted to them, even though the add-ons are quite fit as they reward the killer for using their power, that should be something the base kit should do.

    As a Demo main I think only Black Heart should be base kit. Demo already can shred through pallets faster than your average killer, BG just put him on Nemesis and Bubba's level of breaking pallets. I would personally look more into his add ons. There are at least 3 add ons that are useless and at least 4 that are underpowered.

  • @Trickstaaaaa said:

    There is nothing people don't want nerfed in this game lmao. Like turning one of the decent perks into a useless perk. It's not OP, it can be countered. Would you guys rather see more spine chills or DH/BT, since that's the perks I see you guys always complaining about. If anything you guys should put more energy into asking for weak/useless perks to be BUFFED instead of nerfing decent perks.

    "It can be countered"

    Say to GF and Myers players.

  • @GannTM said:

    Alright so I came up with this idea from another game, but I feel like this can put the perk in a healthy spot without completely killing it. So basically, Valorant has a character named Jett where she has a dash ability that is pretty much a get out of jail free card in a bad situation without any planning ahead and it has caused a big unbalanced. In the next patch however, it’s about to get nerfed to where to use the ability, you first have to activate it and then you have 12 seconds to use it otherwise you lose the ability.

    I was thinking Dead Hard can have the same treatment. Basically, while injured, the perk isn’t activated while running until you press E to activate it. Once it is activated, then you can press E again within a X second window (it doesn’t have to be 12 seconds) to use the benefit of the perk. If you don’t use it in that window, you become exhausted.

    Weird nerf. It doesn't adress the main issue of dh, which is distance it gives survivors. I think a better way to nerf dead hard is to make it about dodging attacks. So if you dodge m1 or m2 from killer you gain 4sec speed boost but if you fail at dodging or you try to use it for distance you won't be able to vault pallets or windows for 5sec.

  • @Valik said:

    Nah, kick him into overdrive and throw away the key.

    Make him pathetic early game and a terror late.

    Make him genuinely the most fun killer to play and the most interesting to play against.

    ·        Change lunge animation to better match visual of killer lunging. While retaining his ability to teleport with a 60 second cooldown (Reduced by 2.5 seconds for each generator completed), instead of simply having dream snares or pallets – gain a roster of several powers that cycle upon power use.

    His powers become increased with each generator completed. (/Gen = for each generator completed)

    While in the dream world, survivors have all actions reduced by 5% + 2%/Gen. Glimpse duration while awake and not in chase – down to 1s with a 3s cooldown. He is invisible outside of his terror radius. Always visible while within 16m (-2m/Gen)

     

    Powers only effect and are only visible to survivors that are in the dream world. Gain the following:

    ·        Dream Snares (5 total. 5% slow +2%/Gen for 3 seconds.)

    ·        Dream Pallets (2 + 1/Gen total)

    ·        Dream Furnace (Plague Puke flamethrower that will hurt survivors that are hit with it consistently over its channeling. Lasts for 5s +1s/Gen)

    ·        Dream Arm ( Nemesis whip, but Freddy just elongates his arm. Range is 3m +1/Gen. Long wind-up.)

    ·        Dream Rope ( Longer Nemesis whip with a huge wind-up. On-Hit the survivor is bound by the rope, which stays on them for 3s (+1s/Gen) and acts as a doctor Pacify. 12m Range)

    ·        Dram Magma ( Leave a trail of fire in your wake for 8s +2s/Gen. Survivors that remain in the flames for an extended period of time, they take damage )

    ·        Dream Geyser ( Creates a pillar of blood that acts like terrain for a 6s +2s/Gen)

    ·        Dream Ambuscade ( Become Undetectable and completely invisible with +15% (+4%/Gen) movement speed and cannot attack or interact for 8 seconds. When the ability ends, retain the movement speed for 1 second. )

    ·        Dream Dash ( Demogorgon shred, but slows a great deal before use [-50% for the 1.5 second Channel. Speed of 16m/s and an open time of 0.5s + 0.15s/Gen | 8m - 20m | 4s cooldown on miss, 3s on hit, 2s on pallet or wall break] )

    ·        Dream Scream ( Channel over the course of 12 seconds (-2s/Gen) -75% speed while channeling. Survivors in your terror radius instantly fall asleep. All Oblivious survivors scream, revealing their location )

    ·        Using or channeling an ability slows his movement speed down considerably.

    ·        After use, Freddy cannot use another ability for a 20 second cooldown (-2s/Gen) After which, he gains another random ability that he can use.

    Change normal break action to incorporate gloves. More voice lines desired. Fix face to be less… weird. Dream world to have red hue while in chase with Freddy. New music and lullaby overhaul.

    Crazy? Insane? Realistic?

    yes YES no.

    Would this be the most fun anyone has had playing the game (provided some balancing) I BELIEVE SO.

    I still stand by my idea for mix of old and new Freddy but man you went full crazy mode with your rework.

    I think bhvr would not put so so much effort into one killer, but i like the idea of his power growing as the match progresses.

  • @danielmaster87 said:

    Just gonna put it out there: We could just revert the nerf.

    Well, BHVR could do that, tho it would still make him boring to play and face for the majority of ppl. I just want mix between old and reworked Freddy :(

  • @NemmyMan3000 said:

    Tbh Freddy is pretty unique when it comes to gen pressure, but hella weak when it comes to looping. I havent played freddy pre-rework but from my understanding old freddy seemed funner.

    With Freddy current state and meta perks he can be strong at times or even fun to play.

    What are your thoughts on Freddy? He's one of my favorite horror genre killers and Im just trying to be different when it comes to killer mains. You barely see or hear anybody talk about Freddy and most people take him as an easy win for surv.

    I have the same feelings for Freddy as I do for Wraith. After couple games they become more boring but can still be fun at times.

    I think clocks should stay as they are in their current form but the time to fall asleep should be reduced to 20 or 25sec. Dream pallets could become also base kit, so Freddy would have two options like Clown has his two types of bottles. He could also have more snares. And ofc he NEEDS add on pass, there are like 5 decent add ons and the rest of then are useless or just bad. I still think he is decent killer, at least mid to top c tier.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905149#Comment_2905149

    Tinkerer is bad on it's own, it's only good when paired with other perks and has many counters to it not to mention it's not that great on slow mobility killers or just certain maps in general

    Work on separate and multiple gens, he cant be everywhere. Keep an eye out when it gets to 70%, hide and make him waste time if you want. If a killer drops a chase on you die to tinkerer just follow him and hop on the gen he chases someone off. Use a toolbox when you hit 70% etc.

    I hate how we call a perk you need to combo with too strong and brain dead, nearly all survivor perks are brain dead. Tinkerer is fine, just people are too lazy to play around it...

    How do you play around Blight with ruin+undying+tinkerer? Tinkerer is braindead and very good. It gives you info for free and if you combine it with right perks it is just annoying.

    Yes some Survivor perk are braindead, this is why the Part 1 is for, to help balance them out.

  • @SeannyD115 said:

    Merciless storm making a gen lose 30% is way too strong. If you run current tinkerer with it then it would be easy to get the 30% regression.

    Overcharge just needs a buff so you can't "walk away with the skill check" then it would be a good anti gen tap perk.

    Trail Of Torment change looks more like a nerf compared to the current ToT. 5% regression for 30 seconds of undetectable vs a possible 79 seconds of undetectable and an indicator of a survivor on the gen.

    Agitatation doesn't need a movement speed buff but a pick up buff would be nice.

    Dead lock would be a face camping killers dream. You can't give free regression on the next gen with most progress.

    Well i just tried to make ToT more usefull and simple since it has in in opinion way too many downsides. It highlights the aura of gen, if gen hits 0% of progress you lose undetectable status effect and it has quite a big cooldown from what i remember it's like 60sec.

  • @EntitySpawn said:

    Tinkerer doesnt need to be changed, it's good.

    I'd say the killer has a better range of meta perks than survivor, while alot need to be buffed killer still has a wider range of meta perks used especially on different killers.

    Some changes are good, scourage perks should add 4 hooks per perk then even if it's not the strongest effect you still get the passive 4extra hooks.

    Edit: another thing they could do is change all perks that require kicking to be triggered on explosion/damaged.

    Having jolt trigger stuff like overcharge, or oppression creating multiple overcharge etc. This would really increase the possibilities of perk combinations

    I don't agree with the statement for Tinkerer. I swear most killers run Tinkerer and it is such a braindead perk. This is why i reworked Tinkerer so it would be usefull while you would still need to work for that info like with BBQ and Thrilling Tremors.

  • @Kurri said:

    Seeing how I use more than a third of the Killer perks across all Killers for various builds, my perspective is significantly different. I find Killers have a vast diversity. I would sooner see Survivor perks to be looked at, because even if I am running a meme build the perks being used is still below half the perk pool.

    Yea i tried to also look at survivors perks in Part 1. As for killers meta, yes it is in way better shape than survivor's meta, i just looked at perks that had some potential or were too braindead to use, same goes for Part 1.

  • @SeannyD115 said:

    Merciless storm making a gen lose 30% is way too strong. If you run current tinkerer with it then it would be easy to get the 30% regression.

    Overcharge just needs a buff so you can't "walk away with the skill check" then it would be a good anti gen tap perk.

    Trail Of Torment change looks more like a nerf compared to the current ToT. 5% regression for 30 seconds of undetectable vs a possible 79 seconds of undetectable and an indicator of a survivor on the gen.

    Agitatation doesn't need a movement speed buff but a pick up buff would be nice.

    Dead lock would be a face camping killers dream. You can't give free regression on the next gen with most progress.

    Merciless storm could work with my version of reworked Tinkerer.

    I decided to rework Deadlock since i don't think it gives you enough of good enough value compared to other slowdown perks.

  • @StarLost said:

    Weirdly, I think the killer meta is actually pretty diverse right now.

    There are a ton of crap perks, but it's not just Ruin+Undying every match. I see a lot of PR, Starstruck, Agitation, DMS, CoB, Pop, some Surge, Devour Hope, Plaything, Pentimento and the like.

    The big outlier is BBQ - as this is the only perk killers have to really help with the ridiculous grind.

    Not saying it isn't. But how often do you run into Jolt when facing a killer? Yea i just tried to think how to make meta more diverse for both sides.

  • @FFirebrandd said:

    Um, so a few spots you mention inflicting the Terrorized status effect but I don't see anywhere where you explain what that does.

    Oh i am sorry. I wrote this down pretty late in night.

    Terrorized status effect makes you heal other survivors 20% slower.

    This is just my idea of new status effect, numbers could be always tweaked if this status effect would be either too weak or too strong

  • @Nikatara69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897413#Comment_2897413

    And... For me was easy to make great skill check... I don't understand your complain... Are u alright?? Maybe just leave game and find another project to play?? Cuz DH is easy to Bite off, and only bad killer complain about DH...

    I love how players like you think that killers complain about dead hard mainly cuz they are bad at waiting it out in open...like lmaooo the main problem of this perk is the fact that everyone uses it for distance and theres nothing you can do unless you are instadowning killer like Bubba or GF.

  • I don't think his power should be rework just like freddy. I think he should go more the same way as clown did. Just improve couple of things and he is good to go.

    Reveal mechanic is terrible and spinechill counters him more than any stealth killers. We could also talk about his cooldown and how survivors on hooks and ground shouldn't reveal him.

  • @[Deleted User] said:

    "hey would take 20 sec to complete and after completing it you would lose health state. If you are injured you are going into deep wound."

    I don't see the point in adding an objective that injures survivors.

    Idk i just though it would fit with dbd's lore as Entity feeding of survivors.

  • @danielmaster87 said:

    It's always a waste of time. The devs don't really care what we think.

    Didn't they change ds and are going to nerf coh for the third time and dead hard in future? Isn't this considered listening? As much as bhvr can do some very nasty things, they do sometimes listen to us in terms of balance

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