VCDiamondFinder
VCDiamondFinder
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1182087#Comment_1182087
I think Demogorgon needs a buff/rework, i feel like some killers need nerfs instead of buffs, Doc & Freddy for example are Ez mode when playing as Killer right now, from my experience.
I feel killers are fine for now, Demogorgon I dont see a lot of so I feel a rework would help, i dont seen a way to improve the Demogorgon without changing perks or abilities
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1182087#Comment_1182087
Work your way up to rank 1 as a killer without using what you feel is your top 5 killers. Then come back and let us all know how balanced killers are.
If I wanted I could, I've never had an issue playing killer, my problem is it gets boring playing for 3 hours getting 4k's every match, its stale for the killer after a couple matches honestly
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@WhTe_Tygre_DBD said:
Yh they do
How so? I cant think of a killer, that if played correctly, that needs a buff
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I can agree with that, sound can be a little bad some maps, sound that sounds good
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@Goldengeartwo said:
https://forum.deadbydaylight.com/en/discussion/comment/663507#Comment_663507
That’d be nice. It’s just currently it’s hardly worth using anything besides add-ons revolving around her Ambush.
Speaking of that, a Rare add-on that made Ambush silent would be nice.
Like getting rid of the growling noise? That would be a little unfair since you wouldn't hear her lunge or even her her terror radius nor see her red light, maybe make it more delayed or if they make it iridescent once you put a bear trap on somebody even after they take it off when you longer it makes 2 yous, one copy one real, to ambush on person
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@Goldengeartwo said:
https://forum.deadbydaylight.com/en/discussion/comment/663491#Comment_663491
Her add-ons need to be more useful. Currently it’s just a pool of trash.
That's fair, maybe fix a few and introduce a few more?
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/663491#Comment_663491
The Trapper has one of the highest kill rates in the game (he's top 3 with Hag and Hillbilly with kill rate). He is fine as is.
Thanks for that statistic, I did not know that about the Trapper, I just said that based on not seeing him that often
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@Goldengeartwo said:
Some Killers do. I think Pig and Trapper need help.
Pig is fine to me, the trapper could use a bit of help but not a huge buff or change
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/663279#Comment_663279
This idea will discourage and punish camping harder than it does now. Gives survivors more time to do stuff when a guy is hooked and being camped and allows them extra gen time with the additional 10 seconds.
I agree it will discourage and punish them, but with that you're just making the game a longer version if what it is, it wont stop them from camping completely
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/663227#Comment_663227
What? You're giving the killer more time meaning he has more of a chance to get the survivors. There is no scenario where more game time doesn't benefit the killer. If anything, the killer needs to learn how to chase correctly. More hook time would be necessary to prevent camping and punish it. It as a whole improves the game for both sides.
Okay, there are you're mostly right but that just hurts survivors more than make the game balanced for the killer, especially when the survivors end up in a 3 gen situation. While the killer does need to learn to end chases correctly if you applied that logic to every aspect of killers we wouldn't be asking is they needed a buff or a better tutorial or something, sorry to say nothing will prevent camping unless you add a stun or a way for the survivor to physically move or teleport the killer, on paper is sounds like a win-win but in practice is has holes, but like I said not a horrible idea
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@Dr_Trauts said:
simple answer. yes, killers need a buff.
How do they need a buff then?
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/662871#Comment_662871
Increase gen times by 20 seconds, increase hook times by 30 seconds.
If you increase gen times you extend the game longer which can either be really good or really bad for killers, if you're a killer that has trouble with ending chases it will just extend it longer and make it not much more fun, or if a survivor crew 3-gens themselves and the killer is good at patrolling it become impossible to even get them done without a sacrifice or 2, or a barindead killer, it's not a bad idea I'm just not sure how well it would work out
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@Horus said:
So nerf gens
And how do you do that?
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@Just_Playing said:
https://forum.deadbydaylight.com/en/discussion/comment/604390#Comment_604390
So i see with you comment you aren't really a high rank player. First of all yes maybe Adrenalin is a end game perk but its not really hard too surviver until all gens are done if you know how to play. And i never said we can balance this game 100% but we could balance this game much better. Yes surviver would have problems on the other rangs on beginn but that is normal i mean surviver are in the moment the stronger side and if we would change that they would have problems to beginn but is that a reason why we should let this game so unbalanced ??? it shouldn't be easy as surviver it should be harder to escape but it isn't. I mean rework some pallets not remove them. 10 or more save pallets is to hard for a killer we need mindgame pallets so we can do something against good survivers. Maybe for you on rank 10 or idk its for you easy but play on rank 1 killer some matches then you see it isn't.
You know everybody keeps saying to get to rank 1 like it's some sort of way to dismiss others opinions, and you probably aren't but it feels like you're saying I don't have a complete sense of the game. For me I don't play every day, I play with friends and when I'm bored, so it shouldn't have to be a grind to get perks and frustrating losses because the killer decides to camp or tunnel. I find it hard to pip at rank 13 let alone rank 10 survivor, but maybe I'm bad at playing survivor. And honestly I feel that people complain about survivors because 1 or 2 escape maybe all of them, but it shouldn't be that every game is only 1 maybe 2 escape, it should be how it is, yeah some pallets could use changes, but I can promise you that changing pallets and perks, with buffing killers will only make the game unplayable for the people who don't put every waking moment into this game. I like playing it, but honestly I just feel it's in an tender place where if you tip the scale a little its gonna make everybody freak out and make one side too overpowered
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/583750#Comment_583750
I wonder how long it’ll take @VCDiamondFinder to reach the stage where they’re stunned just how much hard work it takes just to pip even against a mix of green and purple ranks.
Look @VCDiamondFinder is kinda right in theory. You can do well/ok with any killer of your choosing if you’re prepared to accept that it takes a huge amount of hard work, and even then you can exert a lot of high skill and still suffer A LOT of embarrassing losses.
Oh, and for the record, old Freddy was incredibly viable against high ranks. Most just didn’t know it. If you didn’t focus too greatly on chases, and worked on denying survivors gen repairs, you could wear the group down and take advantage of their desperation.
I really wish you were right but I've been facing green and a couple purple rankes, and aside from the flashlight save that was MY FAULT, I honestly cant say playing killer is any fun because it's way too easy. In survivor I have to worry about doing everything to pip even once, and survivors depip just from being tunneled, I just played 3 matches as a survivor and pipped once because I got tunneled and camped off the bat and didn't have time to even live. Sure killer can be hard but when I sit there and look at the higher rank killers and see something wrong they tend to blame survivors being too OP. And yeah losing is apart of the game, but it isn't fun to play 20 games as killer and have only 1 survivor live, I don't see it as fun (I have a stream I had about this) and it's not really making things better when killers call for nerfin survivors only survival tool. And Freddy in my opinion was bad, he's a lot of fun now but it took time to make him truly a massive threat without seeing him as a free win.
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@Just_Playing said:
https://forum.deadbydaylight.com/en/discussion/comment/593243#Comment_593243
So where should i begin First: i don't want all save pallets nerfed i want mindgameable pallets not save or unsave pallets. Idk where i said "remove all save pallets" but ok i just mean that you should have 6 or 7 save pallets but not 10 or 11 save pallets. Perks like Balanced landing, or Adrenalin have no counter some perks like Dstrike have a counter but wait 60 sec until Dstrike is over is just a ridicoulis time waste and in that time they can easy finish 1 or 2 gens. Perks like overcharge or pop goes the weasel doesn't really slow the game down. Yes we need to nerf the surviver because if you don't play nurse or spirit it´s ridicoulis how long a good surviver can chase a killer even the killer is good. i don't think you play on rank 1 as killer but if no pls go on rank 1 play somematches and i hope then you will get what i mean.
See I don't think you actually understand what I meant, with pallets being removed, removing more won't do anything. BL and Adrenaline? What counter do you suggest they have? Because 1 works only at the end and the other doesn't work if you have exhaustion, so any killer chase they can only be used once unless you let them escape. The thing is if you wanna balance the game at rank 1 then you make it unbalanced at other ranks, the game should should be balanced at all ranks but you can't do that, no game is balanced at all points. And I have issues surviving at rank 10 as survivor because killers are hard to play against when you aren't good, so I play killer and am pretty much 4k everyday, it's not a challenge, and I feel rank 1 would just be a longer version of the same and if not then I need to get better not complain the game isn't balanced because I'm not that good
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@Just_Playing said:
the main problems is that you have against strong survivers long chases and the gens are too easy to be finished. We need something that slows the gens or a second objectiv that would be a great buff for killers or not so many save pallets that you can mindgame them. and a another problems are the perks some surviver perks are stronger then the killer perks then many of them has no counter and perks like bbq, ruin or noed has counters that aren't that hard.
I'll do this in parts
Slow the game down huh, Overcharge? Ruin? Haunted Ground (opinion)? BBQ? Some perks don't say they slow gens but add a ton of pressure and make staying on one gen harder, also strong survivors? So the ones that belong at a Red rank? We need to counter survivors that are good at the game?
A second objective would be cool but removing pallets still isn't an answer, also save pallets? That all of them, so if you think a way to balance the game is to remove a survivors only 100% defence against killers is kiiiiiiinda stupid. Unless you mean safe pallets in that case you mean to have only 1 or 2? Cause then that would leave almost 5 pallets in a map, unless you want more unsafe ones that nobody will use.
Perks? Like? Adrenaline is only good after gens are done, Sprint Burst is useful for escaping a killer as soon as they see you but doesn't always work, Self-Care is just better than a med-kit. What other perk is stronger than a killers? If you can figure out who has what perks then it should be fine. But what do you suggest they do? Remove them? Nerf them? To what extent? Also counters? Like what? You hit them and they can't use it? Killers perks are easy to counter only if you expect them so is it that hard to expect killers to expect a player running these strong perks?
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/590940#Comment_590940
Then play Pig in high rank with your opinion.
You seem like a Pig main, so lemme break it down for you, she's isn't as strong as she used to be which is true, but when you have 4 head traps and a limited amount of time to get them off, it made playing survivor so much harder then it needed to be, she doesn't need the ability to have all 4 survivors in head traps with the in ability to leave without dying, complete gens without dying and paired with NOED and Ruin made the game all that less fun against Pig. Also I have a friend who plays Pig abd has played her at the Red and Purple ranks and he says he has no problem dealing with survivors
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@Freudentrauma said:
Inspired by a Rammstein song title:
Don't die before I do (Survivor)
You can't stand watching others die. You start the Trial with two Tokens. Each time you are put on a hook, you lose one Token. When you unhook another survivor, you can press the Activate Ability button to spend a Tokens to lose one hook state, while the unhooked survivor gains one back. You unhook other survivors 40/30/20% slower.
Nice I really like it
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@Spicybarbecue said:
killers need buffed in order to compete with SWF as 90% of games are SWF now and those games last 3-4 min max.
it's a bad sign when the only killers that are viable vs SWF are completetly OP.
either buff killers to the same power level of Nurse or completetly rework all the maps, removeing littrerally 50-60% of pallets. that's legit how strong killers need to be right now to compete.
any easier solution would be to just remove SWF from the game entirely.
Really? Granted I play Billy but I haven't had issues with SWF, some killers need a boost but not to the point where survivors have almost nothing left, removing even more pallets are a bad thing considering there are like 8 in a map at max, also removing SWF is stupid because there would be no communication. Also didn't provide ideas for a buff to any killer so you tried but D-
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@ShyN3ko said:
I only said how the ms should be.
I didnt talk about the time.
Legion should have 6 m/s for 12 s and the next chain hit give him only +8 s.
6 m/s would make sense, because survivors perks like Sprintboost give 6 m/s,too.
Pig should have 8 m/s for 2 s, but she should get an ambush movement speed addon,too.
And the addon give + 1,5 m/s.
And Spirit should have 7 m/s.
Because 7.04 is a weird number.
But Legion should be harder to play with some gameplay change.
But survivors with Sprintboost shouldnt outrun a killer power.
And I agree with the roar sound by pig.
But pig ambush is an ability and not a lunge.
Otherwise you could use it without chrouching.
All I'm saying is she doesn't need a buff, she is fine, it sucks her traps don't do a lot endgame but her "ability" to run with a roar and a lunge like attack, she's fine, you shouldn't need a perk to outrun a killers secondary ability
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/590646#Comment_590646
@ClogWench Imagine if Trapper could reset traps on the ground WITHOUT having to pick them up first. That'd be an amazing QoL buff for Trapper boy.
That would be cool, and maybe attract attention to himself for more people to play, they could also make it so the trap resets after he grabs a survivorfrom the trap automatically
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@ShyN3ko said:
Rework Pig addons and RBT.
I use 2-3 different addons, because many addons are just useless.
And yeah RBT has nothing to do with skill.
Just some kind of RNG.
And the ambush is rly slow.
Legion has 5 ms, Spirit 7,04 ms and Pig has 6,4.
Legion should have 6 ms,Spirit 7 ms and Pig 8 ms.
It's a start, but MS won't always help a killer, I think the Pig is fine, and her ambush is fine as the survivor never really sees her until it's too late and the ambush is activated. I think her box amount needs to be nerfed or the timer on the head trap needs to be longer
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@NuclearBurrito said:
Doctor could be given 10 meters of range and a 1 second shock charge time (up from 9 meters an 1.1 seconds). Speed him up to move at 87.5% MS while charging shock (up from 77%). Tier 3 makes you scream when you start to snap out instead of randomly (no longer screams from just walking around).
Trapper could just have all of his traps on him right off the bat with no arbitrary carrying capacity. The total number of traps could be reduced to compensate (maybe 6?). Also make him not get caught in his own traps. Basically I just agree with @ClogWench
Still theory crafting wraith. I'll get back to you on that
Pig should move at 100% MS while crouched. Removing her RBT requires half the boxes to be searched rounding up (2 by default) instead of a random box.
Leatherface is above
Honestly I like the Doctor part, but I still think is they made it his passive so he could shock survivors he hits as well as survivors doing gens or any action in his heart beat, but you give a better alternative as well that seems fair.
I see the Pig as an annoying killer with no real purpose other than to be Ezio 2.0, I think removing some boxes would help because there are times where you can die because RNG says so, also if you need her movement speed when crouched that would seem fair since she has no heartbeat and has a massive lunge, but maybe take it up a step and if you see her as she lunges you can run a bit after to get out of her attack zone so you don't have to just accept it as she lunges after you
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@twistedmonkey said:
Trapper could do with some love as he is the DBD poster boy.
His problem is setup time so they could have them spawn already set.
Saboing doesn't break them but makes them respawn somewhere on the map as survivors shouldn't be able to remove his power for an amount of time.
Make his bag start with three traps and increase the amount of overall traps by 2.
DH no longer works to go over a set trap as that kills shutting down loops on one of the weaker killers. This should force survivors to use the pallet instead.
Allow him to pick up traps from a distance outside of a chase maybe 16m (or more) so he doesn't have to waste time walking to areas just to pick up his power and can do it while hunting.
Just some QOL improvements to allow pressure from the start and be able to put out more map pressure overall.
I tho k of they spawn set that could be an issue as it would make some of them spawn in very bad places, but if they are randomly put in places similar to a totem that could be progress, maybe forcing survivors into a certain area is kinda bad, maybe though, I like the DH part. I like this trapper set up
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@NuclearBurrito said:
Doctor could be given 10 meters of range and a 1 second shock charge time (up from 9 meters an 1.1 seconds). Speed him up to move at 87.5% MS while charging shock (up from 77%). Tier 3 makes you scream when you start to snap out instead of randomly (no longer screams from just walking around).
Trapper could just have all of his traps on him right off the bat with no arbitrary carrying capacity. The total number of traps could be reduced to compensate (maybe 6?). Also make him not get caught in his own traps. Basically I just agree with @ClogWench
Still theory crafting wraith. I'll get back to you on that
Pig should move at 100% MS while crouched. Removing her RBT requires half the boxes to be searched rounding up (2 by default) instead of a random box.
Leatherface is above
MS?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/76520/leatherface-fix
I agree. It's much more productive to push a specific fix than an ideology behind a change. That way you can quantify exactly what it is you want.
Exactly, that and if people list ideas that are plausible then we can send it to the devs, it also makes people think why they say killers need a buff
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@ClogWench said:
Trapper has 6 traps regularly so I assume 6. And yeah you can pick them up after they're disarmed or tripped but NOT after they've been sabotaged.
Interesting, I didn't know that. I would assume if this did happen they would still allow sabotage or else they would have to make it so the survivor has to use a perk or an item to sabo it
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@Ember_Hunter said:
https://forum.deadbydaylight.com/en/discussion/76847/killers-need-a-buff
1.) Pig's nerfs undone or made to be powerful in endgame
2.) Bubba not as powerful as others, easy loops
3.) Trapper takes too long to set traps and find them
4.) Plague not that fun, but should be decent
5.) Doctor is not as effective in chases
6.) Wraith needs buffs (double vault and break cloaked speed please?)
7.) Legion's "buffs" are mostly nerfs except movement speed
That's a lot, so forgive me if I mess this up
1. Not sure what you mean
2. I guess? I haven't seen much Bubba but when I did see him he was only effective once, but how would you propose they buff him?
3. Talked to the first guy, feel free to jump on the convo with us
4. She probably won't be fun until a buff or QoL is introduced, so maybe her vomit downs survivors when broken?
5. As far as I see people just abuse him to get bloodpoints and not 4k's so maybe change his shock mode to a passive and always be on the attack?
6. With his add-ons making his uncloaking silent (specific ones) and affecting his cloaking I think is safe to say his buff would come with a nerf in some form, but what do you mean double vault and break cloak speed?
7. It was something new that just broke him, so I think he is SOL unless they reverse his "buff" but then everybody will complain again
Overall you did what I see a lot which is you stated which killers needed changes but not how to change them (except Wraith) so I had to kinda guess on what a good change would be
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@ClogWench said:
Trapper gets all his traps in his inventory at the start of the match. Traps can be disarmed but NOT sabotaged.
That was quick, sounds good but when a survivor disables a trap can't the trapper just pick it back up? Also what would be the limit of traps in his inventory?
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Thank you very much, I'll check it out asap
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@Mew said:
Most killers need buffs/QOL improvement to aid them at higher ranks (like wraith, doctor, legion, pig, etc.) other killers dont really need anything though, but maybe some add on nerfs/buffs would help (like nerfing Prayer Beads, Omega blink, 3 blink + range add ons, but then buffing other add ons so they arent literally useless.)
I can understand Legion, I liked the Freddy rework, but Wraith is already a pretty good killer in good hands, if his invisibility was nerfed a little I wouldn't mind new or better add-ons that are easy to get, but The Pig is a good killer based in what I saw, she just is a harder killer to play then most and her perks aren't the best, so maybe introducing more viable perks? The Doctor is just a meme at this point, I haven't met anyvify who plays him for any other reasons than farming, but if they wanted to buff him, in my opinion, remove his shock state and make it passive so it does a pulsating shock every 5 seconds to every survivor in his killer radius, and every swing also shocks survivors?
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/583970#Comment_583970
Rotten Fields- Shrink the map. The map is literally 90% corn and 10% tiles on the outside of the maps with the killer shack in the middle and a few combines. It makes the matches long and boring while it takes killers with little map pressure a LONG time to traverse the map. Maps between the sizes of Coal Tower (132) and Azarov’s Resting Place (168) are perfect. Red Forest is another one that needs to be shrinked, even more than Rotten Fields.
Crotus Prenn- Make it so there is only one window that is accessible. There is two to three VERY safe windows downstairs and many drop off upstairs that can make it an infinite with Balanced Landing. Not to mention there is FOUR safe pallets in an already safe building. You know there is an issue when killers have to abandon chase when survivors get to that area.
Haddonfield- Literally every building can be an infinite. The Myers’ house is the worst offender along with the basement area where you can see which side of the stairs the killer is coming from. It’s so bad I don’t even know how to change it. The whole map should just be scrapped and re-done. It is so bad I’ll DC sometimes depending on the killer I am playing.
Ormond- Scratch marks are barely visible and auras are very faint. The middle building is pretty bad as well but not as bad as Asylum. It’s a beautiful map but my frames drop heavily on that map.
Off topic but I also HATE the newer jungle gym tile layouts on every map after Yamaoka.
If you watch Scott Jund’s video titled “Operation Styptic Agent” he goes into detail about changes to killers and map changes that I think are very balanced changes. I don’t agree with removing collision from Spirit while phasing but I’m probably bias.
So far I'm with you my guy, but would you mind getting a link to that guys video? I have never heard of him before
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/583797#Comment_583797
Because a trial can be finished way to quick. Have you ever played against survivors that play optimal? I doubt it from what you write.
This will not be fixed with some number tweaking, there needs to be a change at the core mechanics of the game.
And it won't be fixed with a general killer buff, and I have been on both sides if you read every comment, I was a survivor main for a year and had this happen a lot where the killer got gen rushed and the game ended in 5 minutes, the thing is that game there was no pressure, nothing to stop the gen progression, and the killer was swinging widely everywhere, there we plenty of mistakes on his part. I think both sides could use more perks but with survivors getting more specific to help solo or hook effects while killers could use more viable perks, I'm thinking it's not always the killer, but the perks they can use since all the good ones are teachable
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@JawsIsTheNextKiller said:
@VCDiamondFinder - You've been playing for a year so you have picked up killer skills simply by playing survivor. Rank 15-20 is where the new players live but it gets harder from there as you will soon get very experienced solos that only play occasionally plus plenty of casual SWF teams that have an advantage just by using comms.
Ignore people that suggest your opinion doesn't matter if you haven't achieved rank 1. The game needs to be balanced for all ranks.
I understand it'll be harder the lower you go, which is the point if a ranking system (today I'm going to get as low as I can on my stream) but I have a few tests to run on rank 15-20 and so far it makes it impossible to survive if your not someone who is willing to learn everything to win. I've also faced some green ranks recently roughly 5-7 ranks ahead of me and still 4k them, is that just the lobby being weird or SWF?
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/583797#Comment_583797
I’m not in the camp of “killers need a buff”. In general I believe killers are in the most balanced spot they’ve been in ever. Many killer players are very whiny and feel entitled to a 4K every game. You can play Nurse and Spirit and EASILY 4K regardless of players skill.
It’s a lot of maps that need a rework. Haddonfield is WAY too survivor sided and can spawn literal infinities. The Crotus Prenn middle building is the strongest structure in the game, it is terrible and you can loop the killer for the entire game. The Game should not have over 10 safe pallets. When you have the safe room of doom above the bathroom and the two safe pallets beside the hallway of the bathroom and then 8 more scattered around the map it makes it very irritating.
Some maps are just way too damn big like Rotten Fields, Red Forest, and Yamaoka.
DBD is the most balanced it has ever been but map reworks would help A LOT. Killers don’t needs buffs. Although the lower tier ones need changes.
I will agree the lower end ones could use changes, and sorry for assuming you thought that way, just a lot of comments to read and I get mixed up, but I'm interested to hear what you think could balance maps out for killer and survivor
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@Decarcassor said:
https://forum.deadbydaylight.com/en/discussion/comment/583910#Comment_583910
It mean the base power is underwhelming and among the mountain of crap add-ons there is only 2 or 3 that are good and actually do something. Rarity is irrelevant. Some brown add-ons can be excellent and some red are useless garbage.
Nobody is talking about removing survivor's perks. I'm just making the point that survivors don't rely as much on perks and espcially add-ons as killers do.
Objective wise that's true, but if survivors wanna double pip I can assure you even 4 perks cannot save them, on base power 1v1 is a killers game, 2v1 is the same, 3v1 is a hope for survivors while a 4v1 can go either way, perks and add-ons are what divide the good and bad these days, and if you feel survivors don't rely on perks, looks to prem, borrowed time, adrenalin, lithe, balanced landing, self care. My point would be killers could use a couple more viable perks so it's not always BBQ, NOED, Ruin and a random 4th perk that is pretty much always a hex or a teachable
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@MegMain98 said:
@VCDiamondFinder Killer is easy at lower ranks but once you get to purple and red ranks you see an obvious change in their skill level. You can’t play Leatherface against a good team and expect to win. The only four killers that are very viable against good survivors are Nurse, Spirit, Hag, and Billy. Billy can get looped and destroyed by a good team and Hag takes FOREVER to set up and is countered hard by flashlights. Which leaves only Nurse and Spirit to play if you don’t want to get bullied to an oblivion.
Don’t get me wrong, there are still potatoes at high rank, I can crush potatoes as Plague and Trapper but it doesn’t mean I’m good. You’ll never win as a low or even mid tier killer against survivors who know how to loop. You’re stuck playing the only two viable killers in the game against good survivors.
A lot of times I have to prey on their altruism but if they’re smart they won’t fall for it. They will just get the generators done.
And I get that, but what I'm saying is it shouldn't be 4k everyday easy till rank 10 and then pure frustration to rank 1, but I still think it isn't that hard if you play your cards right and punish the right survivors on the right time, I might just be lucky, but a buff to killers isn't the answer, just like taking even more pallets out and removing safe pallets also isn't the answer, I would love to bounce ideas to balance the game off you since im a survivor minded person just trying to figure out why killers need a buff
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/583672#Comment_583672
@VCDiamondFinder man this one I don't know <3
Although, i hate bright lights in games. I saw a suggestion of the entity trying to stab you but you dodge it. Could be similar where if you hit good it is a struggle if it is a great it attempts to kill you and misses. It would appear as if you and the entity are struggling on goods. If you miss the skill check it can just dig a bit closer to you. Then if you hit a great it is like a ninja dodge. As if you are fighting back against the entity earning yourself more time.
@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/583672#Comment_583672
@VCDiamondFinder man this one I don't know <3
Although, i hate bright lights in games. I saw a suggestion of the entity trying to stab you but you dodge it. Could be similar where if you hit good it is a struggle if it is a great it attempts to kill you and misses. It would appear as if you and the entity are struggling on goods. If you miss the skill check it can just dig a bit closer to you. Then if you hit a great it is like a ninja dodge. As if you are fighting back against the entity earning yourself more time.
That would be really cool, and it would give the hooks a little more animation to make the hooks more lively, but maybe a new save animation would be cool, like with a flashlight the survivor could use it to scare the entity away and the hooked guy jumps off or something like that
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As a survivor who uses borrowed time, I think this perk could be really good for the killer, especially in times when the killer doesn't have NOED, and the save happens right in front of the exit which ends up saving both survivors since you can down them both. However if the issue is turning your back or my scenario, then nerf exposed to roughly 10/15/20 with aura reading to 5/7/9 and a cool down of 40/30/25 so it's a bit balanced but can't be abused
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/583627#Comment_583627
@VCDiamondFinder I am up for different sounds. It allows for more depth.
In that case would it also have a different look? To really add that effect to make of feel like you're fighting for your life? Like a light comes on your screen or something when you hit a great skill check?
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It seems a lot like make your choice,I think maybe to make it better it could cut the exposed time in half and give the killer and aura seeing ability of whoever unhooked them for 10/20/30 seconds, or maybe even counter borrowed time in some way?
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I for one think the struggle mechanic is okay where it's at since I've never had an issue with it, but the skill check change would be really nice, so I can look around me to feed my team info without having to spam a button, my only question would be if it would have the same sound or a different sound then the skill checks on a gen?
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@Haraak said:
https://forum.deadbydaylight.com/en/discussion/comment/583306#Comment_583306
So you have not idea about playing rank 1 on pc but you are telling us whats strong and what isnt xD
I mean, I'm not? I'm saying killers don't need a buff, we are playing the same game so if you think my point/question is invalid because I didn't drop $1K to play this game on PC then oh well I guess? If that's the case then you really can't talk about killers needing a buff (I know you didn't say it but you seem like a killer main that complains) X3
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@Nea_Death_Experience said:
https://forum.deadbydaylight.com/en/discussion/75483/do-killers-need-a-buff
Once you go purple you will see that killers need a buff
I honestly hope so, cause when I go down their and if the game isn't any different I'll be upset at all the people complaining about killer buffs
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/578457#Comment_578457
Survivors would have to be literally jumping into your arms to be hooked, one after the other or making majorly poor decisions.
The hook process is intentionally longer than the time it takes to do a generator, by a substantial margin. The last time the base generator progress speed was increased(from 70 to 80 seconds), each stage of the hook was increased by 15 seconds not long after(from 45 to 60). It takes a full two minutes for someone who isn't rescued to die on the hook.
Then add in the time for chases, which also keep increasing with no corrosponding increase in the base time for generators to be repaired and killers getting very little in terms of chase-shortening options. All we get is stuff for saving time, not making better use of time.
On paper what you said makes sense, and that's why at rank 1 I can see this being an issue for really good survivors, but what I've noticed and you never mentioned players play style, or the pip system, which if a survivor wants to pip they need to go and save or do every gen and never go down
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@SnakeSound222 said:
I think you should've gotten out of the low ranks and started playing at the red ranks before asking a question like this.
I've stated this a couple times if you haven't seen, but I like reply to everybody, i don't think my opinion is invalid because I haven't played killer much, i have mained survivor at higher ranks, it's pretty much all the same up to purple ranks
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@DoubleTap said:
Killers could collect bones from broken hex and dull totems to repair their hex totems?
It's a good idea, but I feel killers wouldn't care about it when they are busy chasing survivors, maybe make them repair after a certain amount of gens are done?
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@GenSim12345 said:
I do not think Killers need a buff exactly. If anything the maps need a major rework, less safe pallets/Infinites if using lithe/Balanced, and more pallets that are not 100% safe and can be mindgamed.
Though if Killers in general would get a buff and not just say 1 killer, i'd say add a new gameplay mechanic. Maybe something that can slow the game down? Something that can net both sides bloodpoints maybe?
I feel in my experience pallets are fine the way they are, but maybe make the window on the infinites max out at 4 and then it blocked for the game? And maybe since its the killers shack make it more balanced to the killer so when the survivor enters it they slowly lose this mind due to the entity unless on a hook or killers shoulders
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@Captain_Doomsday said:
Yes, but a scaling one. The fastest Killers are currently viable, but the slowest need a way to keep up. I suggest fast-travel points around maps.
I'm interested but don't those killers have teleporting powers or traps? Maybe give killers that have less than 115% speed and give them a 1% movement speed increase with every hit, but it maxes out at 10%? But in return they get a 1% decrease is recovery when missing swings, abilities, or when survivors struggle on their back. Killers should get this option through getting a totem?