Tsulan
Tsulan
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2716757#Comment_2716757
The hook's deserved. The kill is not. Survivors have to be hooked three times for a reason.
Getting a hook in means nothing, since the game is designed to disallow infinite looping/running. If we want to allow survivors to die on first hook, or normalise it, killers need a veritable crapton of nerfs to accommodate.
Good point! Survivors "should" be hooked 3 times for a reason. This totals at 12 hooks. Meanwhile 4 survivors have to push out 5 gens. Following your logic, survivors are in for a long overdue nerf.
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2716761#Comment_2716761
Nope, because guess what? That M1 holder impacts him or herself only. The killer can still hunt, other survivors can still do their own stuff.
But a killer goes camping, and -everyone- loses all interaction.
Because a m1 holder doesn´t impact the game only for himself. Since gens are progressed for everyone. Not individually. Even though its an interesting concept, that each survivor would have to complete 5 gens individually. Which would outbalance the above mentioned 12 hook issue. But i think 20 gens in total would be a bit to much. Survivors would only do gens, which doesn´t vary much from what they do now, but still. Maybe something in between, or even better: a additional objective instead of so many gens. But this belongs to another thread.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2716722#Comment_2716722
You already gave the reasons: there's no BP, and it's incredibly boring.
'but it's boring for the killer too!'
That just makes it worse, since it's the killer that instigates it. Camping is the killer's choice, the killer's fault, and if it needs to be discouraged via punishment, it'll be the killer that has to be punished.
You know what also gives little BP and is boring? Holding m1 until the gates are powered. Not engaging in player interaction and just focusing gens. By your logic, this also "has" to be punished.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2716722#Comment_2716722
Because camping and tunneling give them kills they don’t deserve, same as noed, and they rank up and they feel they’re semigods, and finally they play with survs better than them and they come here crying 24/7
What do you mean with undeserved? A hatch escape would be something undeserved, because its complete RNG where the hatch spawns.
But the killer got that hook in a normal chase. So why wouldn´t it be deserved?
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WHY should killers be punished for camping?
- Because the camped survivors don´t get a lot of bloodpoints? Same goes for the camping killer.
- Because getting camped is boring? Well guess what its like for the killer.
- Because camped survivors lower their mmr? A high mmr isn´t exactly something people should strive for. At least if they want to have any sort of fun.
When survivors only push gens (because its their only objective, asside from totems, chests, hook rescues and heals) and even camp them, its considered as playing efficiently. But when killers camp their only objective its considered something worthy of punishment? Like... really?
So i ask again, WHY should killers be punished for camping?
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@Myla said:
TP? Toiler paper?
Toilet Paper OP! pls nerf!
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2713366#Comment_2713366
Because shadowstep can be destroyed. Again if you gave it a global cooldown that would give the killer plenty of room to get things done in between boon uses. Anyway if we are balancing while taking indoor maps into account surely pigs boxes need a nerf? They can lead to almost guaranteed death if the survivor gets unlucky on a map like midwich or RPD
Only if the teammates continue to pump gens while the trap is placed.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2713182#Comment_2713182
Tbf is that a problem with shadowstep or indoor maps? You could say the same thing about IW/lucky break for example.
Though boons going between floors is also stupid (looking at you RPD library)
Indoor maps should be taken into consideration regarding balancing.
A survivor with Iron Will and Shadowstep is on a indoor map to killers what Spirit was to survivors. How can one be considered OP and the other one not?
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2713163#Comment_2713163
Oh I agree. I’ve said multiple times in the past that there should be a global 45-60 second cooldown on boons once one is snuffed to give the killer some breathing room.
But I don’t want to see shadowstep and exponential destroyed because COH is too strong
People only consider COH strong, because they haven´t realized how powerful Shadowstep is on indoor maps. Its just one steamer compilation away from becoming meta.
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@Phasmamain said:
If boons were unusable on hexes then you could bring a full hex build to make them completely useless. Plus it already takes longer to bless a hex especially if you bring thrill of the hunt
Boons need some kind of downside.
Remember, Hex perks are supposed to be high risk, high reward perks. Now if those hex perks, that are gone forever after cleansing them, are considered high reward, then what are boons?
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I mean, what did people expect? That they would still face her on a regular basis after the nerf?
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2710858#Comment_2710858
lol? Do the 2 window shack again and watch how every survivor will run there with Overcome so you will never be able to catch a survivor again
And to OP:
https://us.v-cdn.net/6030815/uploads/7MR1O0RMRYNZ/grafik.png
DBD is pretty fine, although there was a drop, we are still at a level 10% ABOVE May 2021 where DBD cracked the 40k mark for the first time. If you blend out the July hype the last year has been pretty stable and growing
And Im pretty sure you all refer to the "SWF time queue" which grows at like 5pm as people are finishing their work and play together. This has been a thing like 3 years now
The playerbase has been in a continuous decline in the last 6 months.
But according to you, that's something good?
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2709780#Comment_2709780
Like you said, hexes are much powerful and there is only one boon perk that’s good. The other two aren’t. So a one time use would make those two useless at that point. One thing I would like to see is if it was like plaything. You see the boon totem highlighted from some distance like plaything. Cool down would be good too or killers breaking the totem. It would give them petiemento easier too so that’s good
Likewise only 1 hex perk is good. The rest are mediocre or borderline useless.
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@Gwinty said:
Huh?
Pinhead is totally fine. He just needs a lot of time to get the most out of him. Finally a Killer with slowdown where I can run less regression perks and more fun perks. I have tons of fun with this Killer and no complains.
Sure, good survivors will dodge your chain and juggle the box but then again: Do not go that high on the MMR, play for more hooks and less kills and you will soon find yourself in a good MMR. Pinhead is not on the level of Nurse or Blight but that is not the point.
For me he is a fun Killer, 9/10 would Killer again.
In other words: "enjoy losing with him until you reach a lower mmr"
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This sounds like you would have a lot more fun playing killer instead!
Enjoy!
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2706295#Comment_2706295
Also, Tru3 is not that good. He makes a lot of mistakes, but it was covered up by the previous skittles-matchmaking system. Now that he actually plays against people closer to his level, he has bad games about half the time. Which is exactly what should happen.
And he was playing a weaker killer, Legion. Not every killer has the same kill potential as Nurse, thank god.
Since he´s playing against people of his skill level, doesn´t it look weird how they utterly destroyed him?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2705826#Comment_2705826
Where in my comments did I say killers are OP tho? I don't believe anything is "OP" in the game, besides some perks who need adjustments and some maps.
I find it funny that a week ago there was a thread where everyone was saying we shouldnt balance the game around streamers because Otz said playing killer wasn't as bad as everyone says, but now people agree with him again. Curious.
Can you quote me on that?
Anyway, its just like Spirit vs Iron Will + Shadow Step. One was considered OP and totally unfair, while the other one is considered fine. But both are effectively the same thing.
Or NOED and Adrenaline. One is considered a cheap perk, that gives free kills, while the other one is considered absolutely fine.
Or Undying and Boons...
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2705734#Comment_2705734
So for you, a balanced game is someone being able to get 50 wins in the row?
https://forum.deadbydaylight.com/en/discussion/comment/2705753#Comment_2705753
Do you have an official stat on that "solo is never been easier bc too many escape?" because I do not remember seeing one from an official source, just random people posting it "i win a lot" with no evidence at all.
Game needs to be balanced around hooks, not kills. Someone who got 2 hooks but killed those 2 survivors with it, looks balanced on the stats, when the game wasn´t balanced at all.
Never said kill streaks are a sign of being balanced. But people take things from over a year ago, when they claim that killers are currently OP. The end of kill streaks just proves this. Oh and since you ask, some of those streamers are doing escape streaks. Even after the sbmmr started. Balanced, huh?
Yeah, we haven´t gotten any official stats in 2 years. Thats why i said: "Of course, my perception of the game might greatly vary from everyone elses. But, for example. When Otz played survivor. His escape rate was also drastically higher than what most people claim."
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2705753#Comment_2705753
Go ahead and quote me. I hate tunneling and camping, butI know it’s part of the game. I do hope we get a fix for facecamping, though. Survivor is harder than it used to be... We have less pallets, nerf to toolboxes, anti loop killers, etc. Killer has definitely gotten easier over the years. The game is far from perfect, but it’s definitely more balanced than people want to claim.
We got a fix for facecamping years ago (swivel hooks).
Killer has gotten easier on some points, but harder on others. Killers getting their first hook by the time survivors completed 3 gens wasn´t a widespread phenomenon until recently. Despite toolboxes and BNPs getting nerfed. Survivors just learned that holding m1 is the most effective strategy.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2705734#Comment_2705734
You aren't meant to win every game, so that's a good thing. Those streamers win more than they those.
Can i quote you, when survivors complain about getting camped or tunneled?
On a more serious note, my escape rate as solo survivor has never been higher. Of course, my perception of the game might greatly vary from everyone elses. But, for example. When Otz played survivor. His escape rate was also drastically higher than what most people claim.
Maybe survivor just isn´t as hard anymore.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2705610#Comment_2705610
No, it's not. Even good killers will win most of the time against SWF teams.
This must be the reason why streamers are still doing their kill streak runs...
...oh wait... i haven´t seen any of those since the release of the sbmmr...
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Those survivors reached the point where holding m1 for 5 minutes and escaping with a "ggez" isn't fulfilling anymore. So they also need to bully the other side, to get their kicks off.
The number of those players is sadly increasing. But be rest assured, that nothing will be done about it. Because it doesn't happen often enough for the devs to notice.
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The sbmmr just revealed how unbalanced the game is. No one can claim now, that they get non stop 4ks or that the game is killer sided.
So it collides with certain people's agendas, and they blame the matchmaking instead of admitting that the game is unbalanced.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2704832#Comment_2704832
Veteran here, with over 5k hours, and the game isn't survivor sided, it's SWF sided.
Solo survivor here with almost 3k hours. It's as survivor sided as it gets.
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SBMMR isn´t the problem. It actually just shows what veterans have been saying for years: the game is as survivor sided as it gets.
So getting rid of SBMMR wouldn´t solve the problem, it would just mask the issue, like it did for years.
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This would benefit killers. We don´t do something like that here.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2702343#Comment_2702343
I'm sorry but survivors using perks = bad
Killers using cheat tactics? Good.
Did... did you really just call those things cheats?
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It used to be the other way around: Killer was easy on low ranks and survivor was easy on high ranks.
Now it looks like survivor is easy on all ranks, while killers struggle.
In regard of your question, if it gets better. No it won´t get better. Don´t believe the BS statements that you just need more experience. Because the timelapse of a killer is like this:
< 100 hours = you think that you just need to learn the basics and you´ll improve.
100 - 300 hours = you get occational good games but still get told after a match, that you need to improve.
300 - 700 hours = you started watching streamers and copy meta builds. Had success with one of those build but you start to get matched with better survivors that also use meta builds and are on coms.
700 -1000 hours = every game is sweatier than the previous one. You can´t play without meta builds or you will lose all gens in less than 4 minutes and even with them, the average time for survivors to complete all gens is around 5 minutes.
> 1000 hours = you realize its not you, but how the game is balanced around the low rank solo survivor experience. At this point you either switch to survivor, because compared to killer its a walk in the park during a sunny day. Or you start playing something else like Civ.
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@Shroompy said:
I really must be playing a different game
Civ?
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@Adjatha said:
"We read your concerns and have applied the same broken validation to survivor vaulting as well. No changes have been made on the killer's end."
"4 out of 5 players love the new hit validation. Therefore we have amplified this to other aspects of the game."
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@SleepyWillo said:
https://us.v-cdn.net/6030815/uploads/LY5TZTCBXBC4/poof.jpg
Yup... Killer is so unplayable now compared to how it was...???
Ah yes, back when killers could ignore DS by dribbling survivors to the hook and where moris could be used in the first down.
Or where the machinegun build was still a thing and every killer could body block the hook in a way that made it impossible for survivors to unhook (aka face camping).
Ruin also had more weight back then, since it required survivors to actually hit great skill checks.
Oh and before i forget it, back then killers didn´t even had to kill to reach rank 1. As long as they passed the 5000 bloodpoint mark in all categories, they had a guaranteed pip.
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@KajdanKi said:
https://forum.deadbydaylight.com/en/discussion/comment/2699130#Comment_2699130
I always love how they react to players' questions :D It's always rude but true in the same time.
Well from what I can tell I am 99% of my time in dbd as a survivor. So I wanted for a game or two try a killer side. I chose Pig as it is only killer I played so far.
I got a premade two times who completely destroyed me. It felt so bad I couldnt even hit anyone :D It did not feel so stressfull several month ago while I was playing a killer.
The truth is that hidden mmr is not working as it should, it does not feel like you get proper enemies, more like it TRIES to do it but in the end it will give you what's left in waiting list :-)
I do hope they will give some hint of where are you with your skill more or less... right now its just guessing.
Maybe the mmr is working perfectly but the balance is off. Showing more and more people how the game really is.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2699130#Comment_2699130
Killer isnt fun how will you fix it.
PlAy SuRvIvOr.......
...or civ!
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Prime time queue is something between 5 and 15 minutes. Thats why i have so much time to browse the forum!
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I just followed a devs advise.
https://www.youtube.com/watch?v=tvRMd7aQ5v4&ab_channel=DeadByDaylightArchivesAfter that i realized how much easier and relaxing the survivor role is. So why bother with the ungrateful killer role, especially when survivors message you after the match and ask you to uninstall?
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No, why should i? It´s a game after all.
Or do people complain when they die in Betafield 2042 or Call of Beauty?
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With Demodoggo out of the way, probably another teleport ability which works by setting up wells over the map. Maybe even with that ring tone, where survivors have a warning what she will emerge from it.
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May i suggest the official dbd discord? There you can find a full SWF team in a matter of minutes.
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@Marigoria said:
I'm at 5k+ hours and I've had 2 team mates in the past week who had 10h and 15h respectfully.... why?
The magic word is SKILL based Matchmaking.
Or what the devs think it is.
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What worries me more is the fact that they announce the new chapter almost 3 months before its release.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2698591#Comment_2698591
I think you are biased because you are trying to deflect the point that Undying in its original form was not balanced.
I think there are elements about boons that they could change, but I personally don’t feel that they are the same exact problem as what old undying was. For one, one has to take time out of the main objective to get the effect, undying procs without the killer needed to do anything.
Though once again, I never once said anything about boons. I am just not going to agree with someone saying survivors not doing totems was the reason it got nerfed. Because that is not true at all.
Well the thread is about boons. Thats why i bring them up. Survivors not doing totems was (and still is) the issue. Survivors don´t feel the need to cleanse totems because reasons. I took Small Game and watched how others completely ignored totems once the totem counter was implemented and before boons were released. As it was said in another thread, survivors being lazy is the problem.
All Undying did, was give Ruin more time. Ruin by itself didn´t slowdown gen progress. It still required the killer to chase survivors away from gens. I had tons of matches where i (and the rest of the team) simply ignored Ruin and we pushed all 5 gens out with no problem.
Oh and calling someone biased isn´t a good start for a discussion.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2697339#Comment_2697339
No, the fact that it would procc too many times. Everyone understood why it was nerfed.
I never once brought boons in my argument, so I don't know why you even bring that up. Stop being so biased.
Undying "could procc to often" while boons have no limit of getting relit and i´m biased because i think both things should be treated equally?
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2697302#Comment_2697302
His idea of balance would be to have 20 gens on the map all needing to be fixed and in the end the the gate still can’t be opened because the wiring is #########. There’s no point even responding
My idea of balance would be to balance the game around hooks not kills or hook stages. Survivors being able to complete 60% of their objective by the time the killer gets his first hook (8% of his objective) shouldn´t be a thing.
Or would you even want to play a match if it was the other way around? Killer having completed 60% of his objective (2 kills + 1 hook) while survivors repaired half of their first gen?
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Why not? Survivors that suffer from tunneling would greatly benefit from this deal.
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@Johnny_XMan said:
You’re implying that not looking for totems was the reason it was nerfed.
This perk was broken, period.
What exactly was broken about it?
The fact that it could be relit as often as someone wanted?
The fact that the player could choose where to set it up and relocate its ubication without any problems?
Or the fact that several could be lit around the map?
Ohhh wait... i´m describing Boons...
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2697094#Comment_2697094
kicks should just have a built in -5-10%, pop should boost that by 15%
I agree, kicks should do way more than the meager regression they do know. Especially since killers have to go through a whole kick animation, while survivor can just tap the gen mid chase to stop the regression.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2697094#Comment_2697094
While we're at it we might as well just make generators take 7 hours to repair. /s
Maybe i´m the only one thinking this, but i would actually like to have matches that last more than 5 minutes and consist only of holding m1 with an occational "hit spacebar".
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2697094#Comment_2697094
Each time I think I've seen it all in regards to bad takes, there's a post that still manages to surprise me. Well done.
Why would it be a bad take? Or better said, which one would be the bad take?
I mean, balance is fubar so the devs might actually try something crazy and see how it works.
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@Game4Fun said:
https://forum.deadbydaylight.com/en/discussion/comment/2697094#Comment_2697094
I run into tunelling killers after tunneling killers and then they complain about a perk for survivors that keeps them in the game longer so basically it's like saying they want to fight us but don't want us to fight back they just want it to be super easy for them just to get an easy dub it's already hard when you have teammates who don't do gens they not the ones getting tunneling but quick to call me trash when I say something to the killer who let them go
I actually proposed a perk that doubles (or tripples) the amount of 1 time use perks years ago. Would be a great combination with DS, Unbreakable and Deliverance.
Gen speed is a real problem right now. Killers being able to deal with that, would take a lot of pressure off the killers shoulders and put it where it belongs.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2697094#Comment_2697094
One makes sense and the other one doesnt. DS doesn't affect the killer if they don't tunnel. If it affects you that much, seems like you need to go more for the unhooker?
Could you underline the part where i said DS affects me, please?
So i´ll ask again, do we have a deal?
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@Marigoria said:
Leatherface is fine how he is.
DS on the other hand, I think it should activate after both hook stages, so it can actually counter tunneling.
I´d be ok with DS having 2 uses IF PoP had a 100% gen progress reduction.
Deal?
