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Toblerone007

Toblerone007

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Toblerone007
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  • NOED isn't unbalanced but is unfun to play against. Doing totems or not in solo/swf isn't indicative of skill. I could make huge plays and run the killer much longer than they can afford to, to get downed to NOED and be camped with no chance of getting off the hook unless the team finds the random totem spawn in time.

    I believe this perk is dated like old ruin was. Strong against lesser skilled survivors but almost useless at high level.

    The most anticlimatic experiences I've had in this game have mostly involved this perk NOED. I would love to see a compromise that rewards a good killer and not a bad killer. The token system is my favourite compromise.

    Just my two cents.

  • @Buckoben said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948330#Comment_1948330

    This game has lost 25,000 players during peak hours in the span of a month and it is steadily bleeding players.

    if you go day by day and check the peak of each since the release of the patch there is about a drop of a 1,000 players per day.

    https://us.v-cdn.net/6030815/uploads/4W9OPL52BMPX/untitled-282-29.png

    This is not the sign of a game doing well.

    Went to ######### right at the twins release. Go figure. What a waste.

  • @[Deleted User] said:

    The only part that makes him worth playing over the Huntress is the quickscope. Remove that and you make him trash even more than he is.

    He's just badly designed. Needs a rework but it must not remove his identity. He still needs to be the killer with a strong 1v1 and grudge against a survivor.

    I think the main reason playing against him sucks is the limited control of your survivor when you're shot. Could start brainstorming from there.

    Don't change quickscope then. Change the cancel ads time. The free zoning because he can spam ads is what's most unfun about him.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946606#Comment_1946606

    Ok so you don't know what the game is about then. As a survivor you should be in no way on equal footing as a killer.

    Only as an effective team should survivors pose a challenge to killers, hence you'd expect for at least half if not three of your team to die in that setting. Making escape intense, gameplay scary and killers powerful.

    Survivor is more fun when you have to escape the killer not run the killer around wasting time, these are two different experiences.

    It has nothing to do with fetish it has to do with horror, pvp or otherwise, if you want an esports game where you just abuse mechanics better than someone else does, then there are plenty of them arleady, its thematic experience that makes games interesting. Otherwise you could have stickman A chases stickman B in a game of PVP tag, thats not what this is.

    DBD is a horror game, PVP sore loser babies are ruining the game experience because they are screaming for balance in an asymetric game. The keyword here is ASYMETRIC horror survival.

    If you queue to have equal oportunity as a solo survivor as you would a killer player then I say again I don't think you understand what this game is about.

    You'll have to agree to disagree then. I've seen your discussions you've started and one of them is basically how do I play Myers. I rest my case. I've played this game for thousands of hours and I what keeps me coming back is the fact I have equal opportunity to outplay the killer and the killer has to outplay me and vice versa.

    At rank 1 I don't ever see players wanting to roleplay a horror experience. What I do see is skilled players engaging in a pvp experience winning some, losing some. I'll see the same names throughout the week.

    I don't think you understand what this game is about. Again, I don't want to be in your sick fetish of being empowered over other people. Making you feel big. You lobbied up as killer - not god. You don't get to pass judgement over the trial because you chose the chaser role.

    " if you want an esports game where you just abuse mechanics better than someone else does" LOL

    Shame club penguin shut down.

    Why is the MMR being rolled out? If it's not a pvp game then why rate players based on skill? Perhaps your idea of the game is lesser than mine?

  • OP - You pretty much said all the weaknesses for Nurse. The greatest in my opinion is dead hard.

    Now I get your frustrations completely when you verse a good nurse player and every blink they do is textbook and out of your control. The current desync on live patch is making nurse pretty much impossible to beat (if they're decent). I'm being hit by nurse and the red stain is still several metres away. Pretty much unplayable.

    I see your posts all the time on this forum and you always give fair thought level headed responses and you deserve the same respect. My question to you is how do you make the nurse balanced? While they can phase through walls instantly there is always going to be players that perfect the blinks rendering it almost uncounterable.

    I agree with you nurse has never been balanced. You only ever win if they're missing blinks.

    @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945283#Comment_1945283

    I generally agree, I think it would be healthier for the game just to allow in game voice option and we can start to balance around that being status quo.

    Right now the level of play is completely split and it throws any chance of balance right out the window.

    Exactly. Something for solo q's to communicate. That would make the game so much easier to balance.

  • @danielmaster87 said:

    I'm so tired of seeing this OP perk. If all 4 survivors have Dead Hards they're almost unbeatable. It's used as basically a third health state, which is insane. And while survivors with bad connections are locked out of using it in this way, we're not gonna take that into account because that's a different issue. "But you can bait it out." Not all the time. PC survivors will literally have a macro on the button so they can never get punished for waiting too long to use it. And even without that, they usually have a godlike connection to the server, allowing them to use it exactly as the killer swings anyway. Some people say Sprint Burst is the best exhaustion perk, Balanced, Lithe, but the best players know it's Dead Hard. It's the only exhaustion perk that gives literal invincibility frames, making them go through the killer's body, over bear traps, etc. That's not even remotely fair.

    I've got 2 ideas for it:

    Nerf it: Only let survivors use it once a match, or if you need a compromise, once between hook states.

    Rework it: I don't know what it would be, but just not the same perk as it is now.

    But it needs to be fixed ASAP. It's carrying way too many survivors out of games they pretty much deserved to lose in. It's their 3rd chance, 4th chance, 5th chance getaway perk. It's like DS where you're absolutely undaunted by the killer as you do a gen in his face while injured, and then you get the benefit and the killer gets more and more wasted time. I don't know how this perk ever made it to live.

    Remember it's more so if the killers connection is good enough to use DH to make them miss a swing. As soon as the ping is high for killer you cannot use it reactively anymore. Can we get a nerf to high ping killers?

    I wouldn't say dead hard is better than sprint burst imo, however, it is definitely more versatile than sprint burst. It's not really a third health state because you get very little distance from the killer with it.

    You do realise it's not a walk in the park using dead hard to its full potential. The ones where they hit the window on an obtuse angle and manage a fast vault with it being the only option to not get hit? Those are clutch moments and its what keeps people coming back.

    I do agree it's 40 second exhaustion is pretty generous, however, it shouldn't be a one time use perk. It's not THAT good.

  • @Lexilogo said:

    No, Keys aren't comparable to Devour Hope.

    1. Survivor item slots aren't really comparable to Perks anyway. They're generally considered less valuable, as even at red ranks Survivors can walk into trials with empty hands and still do fine. Alternatively, Survivors can be handed a Key at total random via a Chest, without investment prior to the match starting.
    2. A Key with Blood Amber equipped will always give value even if you never find the Hatch. A cleansed Devour will no longer give any value for the rest of the match, and if it got cleansed before you reached 3 tokens that value is effectively 0.
    3. Devour Hope requires Killers to get at least five hooks across the duration of the match and requires them to avoid defending them whenever Survivors go for a rescue, which I think we can all agree is a bigger burden than the Survivor's conditions of needing (5 - # of dead survivors) Generators repaired.
    4. Devour Hope gives adequate warning to the Survivor team that it's coming, as the 3-hook bonus might as well shoot a spotlight into the sky with DO BONES emblazoned on the clouds above. Killers only have the item in Survivor lobbies as a warning that the Key might be used, and even then their only real recourse is just to be insanely paranoid and play as sweaty as possible, or play kinda nastily and tunnel the hell out of whoever has the Key.
    5. It doesn't matter how much you memorise Totem locations as a Killer main, that won't really change Devour's chances of being discovered and cleansed. This is NOT the case for Keys, which will become much better if you know where the Hatch can spawn. This multiplies further with SWF comms, which we should acknowledge and account for.
    6. Even when Devour goes off, it's only considered a "win condition" in a proverbial sense. The Killer still needs to find each and every individual Survivor before Devour is cleansed and down them as normal. Using a Key allows Survivors to escape immediately upon finding the open hatch.
    7. Come on, don't cite statistics just because they're convenient. Nobody's argument against Keys has been "they're a massively dominant strategy that always lets Survivors win", just like that was nobody's argument against Object, or Dying Light, or etc. Just because the "WIN" button on the arcade machine sometimes isn't there doesn't make its existence good game design.

    Nice comment. Thoroughly explains and covers everything trying to compare the two. Devour/undying is definitely not as strong as keys purely speaking for the win condition being kills/escapes.

    I agree with OP's statement of keys =/= old moris though. That said, I do want the keys nerfed with haste.

  • @pseudechis said:

    Killers should be OP, it should be scary to play survivor and survivors should be afraid of the killer.

    What kind of horror story has a weak killer who fails to catch or kill anyone?

    Do people want an unscary horror game that is just a ring-a-ring a rosey simulator?

    I really think people don't seem to get what this game is about.

    No I queue up to have equal opportunity to perform as killer or survivor. It's a pvp game.

    Go play roleplay games on gmod or fivem if you want that experience. I'm not here to appease your fetish for being the 'big scary killer' and you're guaranteed to win. No thanks.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946438#Comment_1946438

    The game had 5 god pallets added to it.

    There are more pallets on The Game than there are on any other map. 20+ pallets

    Yeah the game pallets is definitely wrong. As is the breakable walls.

    Autohaven though after rework was awful for both pallets and tiles.

  • @Vetrathene said:

    If you want to get rid of camping/tunneling, then looping has to go along with it.

    Woah one of these things are easier to do than the other. Lol

  • @dspaceman20 said:

    I feel its near impossible to react to his shot in time. At least with huntress the speed of the hatchets is enough to react. And to run him it seems like you have to hope he miss the shot.

    I honestly don't have a clue on how to counter him effectively. Any tips on how to handle him?

    In the chase scenario if the Deathslinger is fully competent then there is not hell of a lot you can do as you use resources. Deathslinger will be happy to exhaust the tile you're using then get the shot (or fake ads to m1) when you're forced to move away.

    The biggest success in chase I've had against deathslinger is to fake pallet drops healthy and pre-drop injured. You need to milk pallets as much as they're worth against him though. If you're on a safe pallet always show yourself running away and then turn back if he doesn't break the pallet to waste more time. If on an unsafe pallet dropped stay on it. He will not want to break it therefore run the unsafe pallet as long as you possibly can because he is 110% ms. Remember against deathslinger it's completely up to the skill of the killer because he technically has hit pressure anytime you're in LoS and away from structure which is a lot!

    It kinda plays like spirit except you have more visual cues. If you're against a really good player you're doomed in chase it's out of your hands but the objective is to maximise that time he has committed on you as much as humanly possible.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/227335/killer-mains-must-be-loving-the-new-update

    No.

    It's a desynch issue with the servers. What looks like a BS hit on the survivor's side looks perfectly normal on the killer's. They're not suddenly getting hits across the map.

    In fact, sometimes it's the opposite. Sometimes you'll swing at the survivor's back and somehow whiff because both your sides told a different story, and the server chose them. To the killer, it looks BS, but the survivor probably believes they juked a hit, making noticing it much more difficult.

    Well yes actually.

    The hits may look the same for killer but survivors cannot manage distance correctly if their hitbox is not in the correct position. It still nets easier for killer when survivor players cannot control their mechanics.

  • @TheClownIsKing said:

    Stop being afraid of change!

    Fine.

    How about they revert ALL changes and updates! We’ll go back to just Trapper, Wraith, Billy, Dwight, Claudette, Jake, Meg, MacMillan, Coldwind, and Azarov.

    Happy?!

    I actually cannot stand your grovelling on these forums. You're not going to get a pat on the back from BHVR so stop. There are serious issues with this patch that have affected survivor playability. Not killer vs survivor interaction but the actual mechanics of survivor. I know you're not a survivor player and have no experience with computer programming but please start speaking for yourself. Sick of your posts.

  • @GloryHunter said:

    In my opinion what should happen:

    Freddy: make him work to put people into his dream state and make him a regular visible killer when you're not sleeping.

    Spirit: idk how to fix that

    Noed: leave it as it is. Perhaps give everyone the exposed status when the final gen pops but that would take away the surprise

    This is what should happen:

    Spirit: i don't know how to fix that.

    Lmao.

    Noed should remain the best end game perk, the whole potential infinite duration thing is the only thing that should be looked at (keep the surprise otherwise survivors just hide. Look at the statistics at low ranks. It's a devastating perk for how little the killer contributes for its use.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1935929#Comment_1935929

    It is actually pretty un-manageable in a solo team. Solo is the main problem with NOED.

    and inexperienced survivors. It's a balanced perk but stomps the newbies for free. Not healthy in current state for player retention imo.

  • @GannTM said:

    I swear if they nerf my girl Spirit to the point where she's unfun or unplayable, I will go insane.

    I don't think spirit should get any nerfs. Collision was enough. Only thing would be the stand still trick being nerfed which is only fair imo

  • @TheClownIsKing said:

    It’s not unanimous. Not everyone is unhappy. I so far love every new change, including the HUD. Others also like it.

    CNN coverage. You heard it here first.

  • @Gibberish said:

    BHVR has 2 tenets they hold themselves to absolutely.

    1) When players ask for certain changes, it either never happens or takes years to get done and then is still not quite what the players wanted in the first place.

    2) They make changes nobody asked for in PTB, get widespread negative feedback for those changes, they push it to live anyways.

    Truly a fascinating company.

    Yes and when you get the change after a year you're treated like you're lucky to have gotten it. It's like overly strict parenting. It's awful.

  • @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930996#Comment_1930996

    Well, you need to get a lot of hooks to pip in red ranks so 50%+ (2kills or more) is expected 🤣. Plus as you kill survivors the games gets easier. I think 3k+hatch or 4k gets more and more likely the less survivors there are in the game, and 4escapes are obviously more likely if the Killer doesn't kill anyone at the beginning of the match,

    And yes, playing both sides really is necessary to comprehend the game. Time passes so slowly as a survivor, and you can definitely feel that the time you take to do something like heal or do a totem as opposed to doing a generator. Whereas as a killer, when a survivor heals quickly it seems like it takes 5 seconds. Definitely why people get stressed as killer - their brain is working overtime. If you calm down and think about the raw times things take, you won't stress as much.

    Yep definitely time goes faster. Perception is an amazing thing. You made excellent points it's all correct.

  • Just want to add with doctor he loses movement speed to use his ability. Therefore you can actually react and make a decision. Sometimes you're just dead in some spots against him but more power to a good doctor player.

  • Nice post. Killer kill rates are all above 50% in red ranks. Yes it isn't SWF exclusive but it does say out of all the games you lobby up you are getting above 2 kills every game.

    I've been playing killer a lot lately and I want to emphasis how much playing survivor and mastering it helps so so much with chasing as killer.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930923#Comment_1930923

    We can discuss me later as I am not relevant to how "we" as members of this Forum treat the company and employees that make it available to us.

    Agreed.

  • You make a very well written fully fleshed out argument. I want to remind you that you are a big offender of abusing other people though. Like sociopathic behaviour. Egotistical behaviour. Narcissist behaviour.

    Can't flaunt your thread though.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929498#Comment_1929498

    Hit validation is when the killer swings and the sever determining if the survivors hitbox position was at that location while taking into account latency.

    *facepalm

    I know how it works. I think you're trying to say that killer client should remain calculating hits. Which I strongly disagree with.

  • I'd say 80% of my games (Oceania) so there is very small connections coming overseas for killer. Unlike other regions.

    Can you clarify what you meant by "If it was turned off".

  • @Mr_K said:

    If it was turned off you wouldn't get hit unless you were standing still. Your real position will always be further away from where the killer sees you.

    If what was turned off? If both connections are low latency it's fair game.

  • @Miralis said:

    Hit Validation has always been good up until this update 🤣. well its been good for me anyways.

    Not necessarily. How are you sure you're vsing killers with bad ping in these games? You don't get a ping indicator of the killer's connection anymore.

  • OP you can still take a dedicated hit if your connection as survivor to the server is high latency.

    Obviously if that's not the case it's the killer. Hit validation does not work until it's a vpn killer with 600ms but you can't tell.

    My guess with the programming of hit validation is that they have a threshold ping and they're scared to lower it in case existing ~100ms killers are badly affected. It's a tough problem.

  • I agree. Part of the problem is how little time you can put into the game to be matched with players with 100x more experience than yourself.

    They need to make it harder to climb through the rank system.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926619#Comment_1926619

    The point is that people act like infinites being taken out is some sort of major balancing decision. Pretty much all fighting games launch with certain characters having 100% damage combos that are patched out almost immediately. No reasonable person considers that a “nerf”. Anyways, nitpicking the wording shows that no one on this forum can counter my main point: most people are bad, and balancing for good players would not make a difference in how well low level players perform.

    I'm in agreeance for you. If you don't balance something that is abusable by its best players. You lose integrity in the competition.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925220#Comment_1925220

    Taking out infinites that should never have been in the game isn’t a nerf, it’s a fix. And by “everyone be reasonable” I mean the mentality that the truth is always in the middle/ false equivocating. Sometimes the reality is that things fall one way. “Game shouldn’t be balanced around the 1%” translates to we should balance for players who don’t know how to play.

    That is still a nerf. Even if it fixed gameplay. What point are you trying to make? You're stepping on your toes lol.

    Scott I know you think tournaments are laughable currently but in theory if balance got so good and there was equal opportunity to outplay the opponent throughout the match and rng was fully culled. Would it not be a great esport title? I know with current perks and some killer releases seems impossible to achieve but would it be possible?

    How good can this game possibly get to balance what would have to happen?

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/224395/bodyblocking-in-chase

    What do you mean? The fun is in the challenge, and taking a calculated risk to protect your teammates is the heart and soul of the game. I'm not sure I follow your logic.

    Why didn't you abuse him? >:[

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920392#Comment_1920392

    First of all, changes are not only about about whats strong or not, its about whats enjoyable too, having 4 Blendettes Urban Evading at the edges of the map refusing to do gens is not very effective and if it was very prevalent it should be changed (they did, they made Claudette easier to spot). Camping is one of the most frustrating experiences this game has and is way more prevalent than other infuriating things that do get changed.

    Second, against Solos is one of the best strategies there is, I play Solo queue only and camping is very effective against a lot of people because Solo lacks information, in a SWF the victim can and will tell the others to keep pushing gens so the Killer will be punished with 1 Kill because if you stay on gens without pressure you can get them done in the 2 minutes it takes for the guy to die but Solos have to go and check one by one if a rescue is possible losing too much time on gens to be able to punish the Killer effectively.

    Even if every Solo goes to check, sees the camper and decides to go repair gens they have already lost 30-40 seconds each (20 to go check, 20 to get back and resume repairs) and that assuming nobody attempts to trade hooks or wastes time around waiting for the Killer to go away.

    Well said mate.

    That's what this these players are wanting in the long run - not an obscene advantage over killer. I find this game replayable solely because I'm versing a human player(s). I do really want this game to be as balanced as it can be fun.

    OP there is a problem with the core game mechanics that allow this behaviour but you cannot polish a turd. There is no real solution and as for being forced to bring in BT/DS etc. Do you think killer players like bringing regression perks or they are feeling forced/obliged to bring regression perks? Maybe the answer is nerf gen speed and camping/tunelling effectiveness idk. The solution isn't simple.

  • Buffs: Trapper gets his extra trap addon base kit.

    Wraith gets his faster cloaked speed.

    Blight gets his correct POV

    Billy nerfs are reverted (please come back billy players)

    Demo gets his rat liver base kit (maybe tweak it a little idk it's pretty good)

    Nerfs/Reworks: Spirit's - stand still trick is removed by showing an animation to survivors

    Freddy - has a form of cooldown between snare placements (or if he uses them all) if he is to keep all his other versatility

    Deathslinger - gets a larger cooldown if he cancels ads (forcing him to take the shot if he wants the down - no free zoning)

    to compensate his 1v4 he can now shoot generators to regress them (just give him something to macromanage better).

    Huntress - Iri head is changed to only one downing to a snipe (24+m or something)

    Oni - topknot is changed. No more activation time decrease

    Twins - Charlotte now has terror radius when swapped to victor. Victor also has his own terror radius. This is to address the camping issue with them.

  • The suggestion has been made many times and I'm all for it. To address the very fair concerns on queue times and sweat games in swf:


    Casual matches should be a smaller version of ranked. 1-2 (whatever is balanced) against 4 survivors who are all one hookable. You then make the lobby dynamic and you can vote to rematch etc etc. As for playerbase being small I've seen smaller games do it and do it well. More power to the player is never a bad thing. It should be up to choice what I feel like playing in dbd.

    This also addresses any sweatiness. You can't be tunnelled or camped if you're granted only 1 hook each and as killer you don't have to worry about BT, DS etc. No hatch. I'd also make the bleedout like 15 seconds whatever balances to the 1-2 gen condition. A casual gamemode for this game would be cheap to produce and very practical. Hell they could even pull of sandbox and mods and all that good stuff. This game would go nuts.

    The key here for a successful casual gamemode is high game counts per hour. It needs to be once you're sacrificed the game has the next casual game searching as soon as you hit the hook and as soon as the killer 4k's or survivors escape.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924731#Comment_1924731

    I was going to do a typical Moundshroud and destroy you with the rhetorical hammer, taking each of your poorly thought out statements apart. Someone suggested the velvet glove. This is as close as I can get. There are two kinds of people, those that run into obstacles and redouble their efforts to find a way around them, and those who simply complain.

    There are those that OWN their failures in order to get better. Then there are those that blame anyone and everything else they can. Everyone runs into the same adversity you do, and most people manage to overcome it or at least face it with dignity. You should try that.

    Why doesn't he get the typical Moundshroud. That's not fkin fair.

  • I want to start off by saying how many hours in are you?

    When you first start playing dbd there is a lot to learn very quickly when you get into a chase. You're opening statement was corrupt intervention was up and you were crouching in the corner. I understand that you're relatively new but you need to start to learn the chase mechanics stat. No matter what your first chase with the killer is not tunnelled therefore it is your most important chase! You have no idea what the intentions of the other side are so don't ever feel like getting safely unhooked is a guarantee. It's not.

    My advice is to get used to going next. There is no shame to you whatsoever if you have been farmed/tunnelled without making it to any structure etc. You can't do anything until you're in position. Just go next. You're never going to get to change these players mentality regarding camping/tunnelling because there is no absolute incentive to chase another survivor. It is unlikely that BHVR will find a solution that isn't abusable and doesn't kill the spirit of the game.

    Good luck to you .

  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922448#Comment_1922448

    What exactly does BT do for you, when you are the one getting camped? Kindred would show all other survivors each other and the killer, so it's much better.

    While kindred is a good perk. BT is still infinitely more valuable. It's an insurance perk and not many perks behave like that.

  • It has become DBD jargon to use the term crutches with perks that require zero practice to use effectively. Do they make bad players play good? No. Do they make good players suddenly become miles more advantaged than a similarly skilled opponent? Absolutely and that's where the hate for these perks stem from. The 'I beat you even though there was no level playing field to begin with.'

    So I'd say yes. They exist.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924675#Comment_1924675

    Did you even read the thread? I am not upset over this, just a little confused from a logical standpoint.

    I see your point but your argument would work with many other perks that do unintuitive stuff. You've cherry picked Spine Chill why is that a greater issue than other perks that don't logically make sense. Someone brought up BBQ earlier. Look I've hidden myself behind structure out of LoS from the killer and their power doesn't aura read me, how the hell do they know where I am? The counter for bbq is just as stupid as spine chill. Hopping in a locker miles away from the killer doesn't make any sense as much as having to look behind when approaching a spine chill. See what I mean?

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919210#Comment_1919210

    Keep dreaming? I don't appreciate that comment. I merely explained the logic used when deciding when DS deactivates.

    Also, WHY would you heal someone if the killer is on your back? That's literally asking for them to die and then you.

    That situation of healing while killer is chasing is fairly common especially when it's end game for Survivors or the survivor team has had a collapse. I suppose we'll have to wait and see how this change plays out in these situations because they can be the most intense part of the games. Make or break.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919379#Comment_1919379

    I wouldn't use the words agressive actions because this is more like a dire situation. You don't really want DS to be used to bomb a hook so the killer can pull you and you to DS him. I think this is one example where it is really stupid even though I like when there is action but in the end it was not made for that. But for getting someone up when chased or even healed may be a problem. The way many maps are designed today - very small with lots of vision for the killer, will make this very annoying for the survivors. I mean the killer can keep an eye of survivor easly from far while not chasing him and he can see him when hes healing someone /because the UI tells him eventually/ and wait and jump in the right moment. Personally I think I am going to abuse this change a lot on my wraith. Ill just sneak after a person who got unhooked, Ill just run after him /remember the wraith now is total invis from range/ and the moment he touches someone else or a gen Ill pop up and finish him off. Seems legit abuse

    Sorry I meant progressive. Yeah definitely has some flaws in design but it's a step in the right direction. Current DS is so dumb especially paired with unbreakable.

  • You did medium vault that. Not saying that should of hit but room for improvement on your play there for the future. If you fast vaulted you wouldn't of had that clip. Never rely on medium vaults like that.

    As for hit validation it has done absolutely nothing. Noticed zero difference for bad ping killers before and after. Can only hope that they just go for the most logical option which is server hit calculation.

  • What moundshroud said is good advice. It isn't a big deal as you get to higher ranks and/or swf. As for the predictable part if you mean if a killer is tunnelling one survivor all game and it gets to end game. Yeah no surprise. However, currently it does not tell a survivor if you're exposed until it's too late. Only perk like this is devour hope and nobody ever complains about that perk.

    I wouldn't compare insta down killers to NOED for two reasons:

    1) Most insta down killers have some form of counterplay available to survivors to them. If you've gone down the survivor has made a mistake or the killer has made a good play.

    2) NOED is a basic attack with almost bloodlust tier 1. That consumes pallets and makes looping much more difficult when they're getting rewarded with bloodlust on top.

    On that last note. It is not at all entitled to feel robbed by this perk. You're supporting the argument that it's poorly designed if so. This perk gets complained about more than anything (it's usually newer players) which is fine. But I want to retort that this perk is wildly unhealthy for the longevity of this game. Note that I do know it's a balanced perk. That doesn't mean it doesn't have means for change. I can give examples to support this if you request.

    You're again right about having all match to counter it but I also want to note that when you climb to high ranked matches with killer players that don't run the perk. You're putting yourself and team at significant disadvantage worrying about totems the entire game. You start an inverse effect where you're not competitive with the killer because you haven't pressured the generators correctly because you're just doing bones.

    Finally, I've looked through some more noed threads on this forum and see your name on a lot of them. You like arguing this topic which is great for discussion but why do you get so snarky at these players? "Get over it" twice. They have just as much right to enjoy the game as you do.

  • @Trashmaster said:

    Noed in it's current state is balanced but also pretty damn bad. It just sits there for the whole match, doing absolutely nothing but encouraging survivors to do bones if they think it is in play.

    Even when the killer gets any value out of it, it's one instadown and one facecamped survivor. Honestly this perk should just be merged with fire up and both of them would finally be good

    The encouraging survivors to do bones if they think it's in play part. Re read that to yourself.

    While NOED is indeed balanced it doesn't make it a well designed perk. I'm all for a last ditch effort for killer end game but at low ranks it just decimates. This game has a player retention issue because it's so hard to get into. This perk doesn't help this game. Do you honestly think it's healthy as is? (don't confuse with balance, deathslinger is balanced. is his gameplay healthy?)

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919444#Comment_1919444

    Survivors don't like slugging because it counters their gen rushing. That's the real reason they hate it.

    But when it comes to the Twins, I don't know why players complain so much about them slugging. Plenty of other killers can slug just as well. It's strange.

    Nah I think it's actually simpler than that. You can't do anything as a slug. It's boring.

  • Not sure how you're having difficulty looping with Victor. His anti-loop potential is just as good as clown just the inverse effect.

    Victor moves at 150% and can down survivors and has a huge lunge. As survivor you are under pressure as soon as he's near because he can technically hit you at any time. You can't loop him. The only play is erratic movement and hoping the victor misses. That's from the survivor perspective.

    As the killer you need to be using victors movement speed as much as possible to your advantage. You have a doomed if you do doomed if you don't mechanics on victor. All you have to do is run him next to the survivor and start charging the pounce. if you suspect you won't get the hit you cancel the pounce and reset. Only commit if you're 100% going to get the hit.

  • Nobody would run it over haunted grounds if that was implemented.

    My favourite idea for changing NOED is a token system for dull totems remaining on the map. Each one cleansed removes a token as does the killer successfully hitting a basic attack on a survivor. Essentially allows a survivor team that has performed well juggle hooks if they cannot find the totems in time.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1918897#Comment_1918897

    So if you get unhooked and killer follows you aka the definition for tunneling and you run run run and there is this guy whos in undying state infront of you already at 90% and you touch him to get him up while the killer is still after you as I said and this IS tunneling, suddenly this does not count as a tunneling because you touched someone ? Yea keep dreaming you may actually wake up one day. The idea is good on definition. The execution it will be problemetic. I can see healing others in general to be a problem.

    That's another good example of why the change isn't perfect. They need to make it so if you're actively in chase you can do aggressive actions. Otherwise they dull out the most intense part of the matches because people are running DS.

    It does sound good on paper but I do see many moments of getting cucked because of limitations you have running ds. Guess we'll have to wait and see. I'm all ears for this change though.

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