Vetrathene
Vetrathene
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Yeah I couldn't see ######### on it.
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But why can't they just fix the loops? Why make a breakable wall? Its something that will take time instead of just removing the problem in the first place.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/130785/item-retention-and-killer-addons
The counterpart to survivor items for killers isn't addons. It's their power. You don't lose your power after every match. Boom, I just balanced your entire world.
I get what you are trying to say, but items are enhancements to survivors base power of currently being the power role. The addons are a killers enhancements. If one can keep it, so should the other.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1101979#Comment_1101979
Two points to correct, as they said the overall bonus from toolboxes will be less than before. So, if you need 60 seconds with any given toolbox now, you will need 65 seconds after the change for example. But the 15 seconds buff will be finished within 5 seconds for example (that would be like the BNP effect, so bad example, but you get it).
So first: Franklins will actually have less impact. It is less charges, so less loss after a hit. As the overall progress will be less you get from a toolbox, so the increased speed bonus overall, that you beat out of a toolbox, will be less as well.
Second: Also to your calculation with the half charges sample: that won't be the case, the overall bonus in seconds per gen will be less than before, so "which is already way more then a normal toolbox speeds up" will not be happening
I'm also pretty sure that new toolboxes are stronger against low map pressure killers. You will still have 1-2 gens pop if you don't run into at least 3 survivors in the beginning. So the first gen pops until the first hook anyway, without toolboxes. Normally then the second gen pops after the second hook. And after that, when the killer normally starts to put some pressure and having constantly one on the hook and one in a chase or unhooking, then you can use the toolboxes and the next gens pop fast too. At least that is my fear. Let's see how it works out, but I'm starting to think about playing nurse with Surveillance/Ruin...
And genrush isn't dead, pretty sure.
@Dead_by_David17 at least your comment is not benefitial at all...
@Pythonheir did you notice that the difference of keeping the items is now like half a charge that you can spend more than before? you could stop using the item before it is empty. that's really not that horrific. Especially since you gonna lose all your addons now... And regarding the hook sabotage: we STILL don't know anything about numbers. You might be standing at the right hook by chance, if the killer doesn't walk to your hook, you won't be able to run with the killer and tap-destroy the hook, pretty sure. So let's test this first and see how ez it will be to bully the killer.
So you mean most of the killers in the game who don't have pressure or ability to get around the map will be ######### by this update most likely? More then likely as even when the devs try to help they can't just nerf survivors without making them stronger instead.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1100490#Comment_1100490
I wasn't talking about killers in general, I was talking specifically about killers at low ranks - who happen to have the kind of kill rate that matches your horror-genre expectations, from what I understand. There's a difference between a challenge and impossible odds. People "git gud" when faced with a challenge - they quit when faced with impossible odds.
Also, this is a game, not a movie. Player experience should be priority. The biggest mistake that anyone can make when adapting something from one medium to another is not respecting each one as its own medium. Games shouldn't feel like the movies they're based on if that makes the game not fun to play.
But its really not that fun for killers right now, and with matchmaking the way it is its making it even worse. The real problem that it comes down for me is the fact that the devs care more about new players fun, especially survivors fun over killer fun. The more I see the more it seems to me that the devs are more interested in high turnover like a terrible fast food place then trying to make a good game with a strong and consistent player base.
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Another second chance perk for killers.
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#killerfunmatters
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Survivors use DS, BT, DH, Adrenaline. They use SWF and comms. They have looping, pallets, god windows. I say do whatever you want as killer, they certainly will abuse everything they can as survivors in the power role.
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Yeah I miss it being peer to peer. Sure I got a couple really bad matches, but overall it was a lot more consistent and fluid under that system.
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@Name_Unavailable said:
New DS is one of the best change in the game. Killers dont know tunneling is the worst thing in the game (Yes it worse than a survivor pressing crouch button multiple times). Since this change came out it really helped the gameplay. No changes to this perk needed.
If by helped the gameplay you mean give the survivors even more power in the non power role? Then yes. But its made things horrible for killers. And tea bagging is way worse then tunneling. Tunneling is an actual strategy, tea bagging is just being rude.
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@magrag156 said:
https://forum.deadbydaylight.com/en/discussion/comment/1098800#Comment_1098800
Ok so is looping but the killer still complains about it.
Looping is technically legitimate in that the devs are fine with it, but the fact is it started as an unintended exploit when the devs made survivor hit boxes smaller then killers (for some illogical reason I am sure), and we got looping. It is abusing a game flaw that makes the killer have to make wider turns around objects then a survivor. Then mix that with quick gen times, plenty of pallets, (thankfully not as many as starting, but still lots), and a ton of second chance perks, and it just makes for hell as someone thats supposed to be the power role.
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@Fibijean said:
Possibly, it has something to do with the fact that killer is easier to pick up. It's easier to do well as killer when neither you nor the survivors know how to play than it is to do well as survivor in the same situation. So if killer strength were balanced around the skills of the average player, rather than the best players, new survivors would get absolutely stomped and stand no chance whatsoever in their games.
So those survivors need to git gud. But seriously, the fact is this game is supposed to be about supernaturally empowered killers tormenting and sacrificing survivors to a malignant entity. Its based off horror movies and thier tropes. It should be difficult for the survivors to get away. In most movies only one person gets away...and then often the killer comes back at the end anyways. But instead the devs are trying to create a 2 for 2 scenario, even though thats not how the horror genre works at all. I'm not say the killer should always get a 4k, I'm saying survivors should be the ones having to struggle the most, not the killer. (I'm also not saying the killer should have it easy, but certainly easier then they have it right now).
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@FrenziedRoach said:
DS does have counterplay, it's called not picking up the survivor.
Leaving somebody bleeding on the ground is viable counterplay as it pulls people off generators longer.
Honestly, I used to be somebody who used to jokingly call DS "Abusive Strike" - right now it's in the best condition it ever has been in, leave it alone.
Best it has ever been does not mean it is not an over powered perk. And honestly I'll take the old new DS then new new ds. At least then It was only one person who got it instantly and I could juggle them to a hook if I was close enough. It had actual counterplay. This one just activates as soon as someone gets off a hook and then is 60 seconds of immunity.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1095810#Comment_1095810
Looks like you tunneled. Unfortunate.
This is the attitude thats a problem. Its tunneling to play effeciently and just playing in general. Its right out of the survivor's rule book for killers.
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"Survivor hitboxes are almost as wide as the killers." But not actually as wide, which is what creates looping. Why don't the devs fix that so that looping is a thing of the past. Its not fun, its repetitive and just makes the killer seem like elmer fudd going against daffy duck.
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This is why I haven't played in over two months
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I think the problem most people have with the so called Aim Dressing is not that it gives free hits, but that it instead steals hits away from killers by forcing thier swings during lunge to try and aim for a spot a survivor was while they are trying to aim where a survivor is going and it ends up causing misses because of that.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1083695#Comment_1083695
He didn't even bother to kick the gen that was in the 90% progression. So to me, when he complains about gen speeds but doesn't even bother to do a very simple task as kicking the gen he loses all credibility. You KNOW for a fact there were more people there, and with him having STBFL you better believe I would have stuck around and searched for the others. Instead he chases the Feng who has every pallet on the map available and accepts defeat.
At this point these kind of videos are a joke. It's almost like he wants the gens to passively regress without doing anything.
The simple task of kicking a gen takes 4 seconds to complete, and can be undone in less then one. Its not always the best idea to kick a gen. Watch other videos and you will see him kicking gens depending on the circumstances and perks.
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@Johnny_XMan said:
Was he deliberately not kicking that gen for content purposes?
I feel like the more this guy posts about gens needing fixing while he ignores gens, the less he is proving his point. Continuing to chase the SAME person for half the match is not a good play.
When the entire match is only 3-4 minutes chasing someone for half of it isn't that long. Breaking off to chase someone else, especially on a large map, may end up wasting just as much time.
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Yes, it requires no interaction on the survivor to activate except for an easy skill check. And since Enduring was nerfed, its become even more powerful. It can't be countered, it can only be mitigated, as slugging a survivor means they will likely be picked up anyways. Mixed with lockers and/or unbreakable and it can't even be mitigated.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1083656#Comment_1083656
Because it was at the exit gate and the killer looked straight out into the map instead of facing the side?
Fair enough.
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@AsePlayer said:
The amount of times I've been called a SWF while playing solo queue for just doing something even remotely skillful like a flashlight save is really appalling.
Is it really that hard to believe you've made a mistake and to adapt for the future when you lost as a top tier killer? (Not talking about the mid and low tier bois, you guys need some love).
Blaming SWF just seems to be a dumb blanket statement to validate yourself and every decision you made that match. (Especially when it was solo queue and you were a Nurse at green ranks lol).
Not saying Survivors don't do the same when they lose, but this happened to be my most recent experience on DbD.
Why are people so allergic to wanting to improve?
How is someone getting a flashlight save the killer making a mistake?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1082351#Comment_1082351
If survivors are not given even the SLIGHTEST CHANCE, then this game will die.
Why? Nobody will play survivor just to always 100% lose.
What does that mean for you? No lobbies, no survivors to go against.
Nerfing all perks that give survivors a chance (especially when you can work around them) ... is not healthy for this game.
Survivors have a chance to escape, its called playing the game. Also none of the second chance perks can actually be countered, and only DS can be mitigated. BT to be 'outplayed' is waiting 15 seconds of not hitting them or ignoring them, DS is slugging, but neither is actually a counter. Adrenaline has no counter aside from NOED, but that can actually be countered as well without needing another perk to do it. Dead hard can be baited, unless they are too close to a pallet or window.
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@[Deleted User] said:
Oh yeah, let's just erase any and all chances a survivor might have and give a killer a 4K within the first 2 minutes of a match, every time, without question.
Good way to make survivors quit playing. If nobody plays survivor, you'll have nobody to go up against.
Its funny how entitled some survivors have become when they think DS and BT are the only chances survivors have to get out. I play without both of those perks and escape still. They are just crutch perks.
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@DocFabron said:
The only counter is to not play an M1 killer.
Which means most of the killers are underpowered. It also shouldn't be a game that forces you to play only a small handful of killers just to be strong in what should be the power role.
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@BulletsNonstop said:
I don’t understand why everyone is so upset at losing gens before their first hook. If you hook somebody and end up getting that kill or somehow get a second kill and that’s it, the other two escaped, then you should be happy with that. 1-2 kills sounds balanced to me. You shouldn’t be getting sweeps consistently in ANY game. Otherwise I’m pretty sure that’s clearly evident of an unbalanced game. Survivors should be able to survive somehow. They loop you, you complain. They blow through your gens, once again, more complaining. Just have fun chasing and getting who you can. Killers have the opportunity to get way more points than survivors anyways. I’m getting the vibe people that play killers just want to stomp the whole lobby. How would that be fun for survivors? It’s not all about you. Besides, most likely It’s an organized team that’s blowing through gens so fast. You can’t really do anything about that. If you nerf certain things survivors do or keep fixing things that set them back eventually it’ll be killers having a hard time finding survivors to play against. I already don’t like playing with random people because it can be so much harder. I almost don’t want to play anymore because I find myself last live often or getting put down first and hook camped. Then I leave with 5 thousand blood points and queue up for another game? How was that fun? Solving hook camping by slowing down gens isn’t going to solve the problem because that’ll make it easier for the killer to sit back because he knows you can’t finish the gens before he watches somebody bleed out on the hook. Or it’ll give him way more time to gen camp and they’ll never get done. It’s not like there’s a thousand generators on the map. They’re HIGHLIGHTED for YOU not the survivors. And they have to do the majority of them. Killers are fast, have no heartbeat, can static blast the map until 4 survivors go mad giving up their position, are invisible and have melee range that’s pretty impressive. How is any of that NOT good enough? Jesus... I can’t play with people in this game anymore. I have way more fun dying in Friday 13th from teleporting Jasons than these cry babies that sit there and watch survivors bleed out on the floor or camp hooks 😂 what’s being done about survivor issues with killers? Pssshhh. Please.
THe problem I have and I think others do is that its supposed to be an expectation that a killer loses 2 gens and unable to do anything. If that was said on the opposite end, that survivors should expect to lose one player without being able to do anything, it would be seen as madness. And it is madness to force that kind of expectation on anyone, on either side.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1077573#Comment_1077573
It can be countered by slugging, but slugging is countered by Unbreakable and Lockers. This is an endelss circle.
Right now DS should be strictly Anti Tunnel, original purpose of this perk doesnt matter, as half of the mechanics associated with this perk were scrapped.
Just finding someone randomly is a different thing that finding someone doing a gen in your face and then hiding in a locker, or finishing opening an exit gate.
Slugging isn;t a counter as DS is still preventing you from picking them up. Its mitigation.
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Make it so DS deactivates once your outside of the killer's terror radius.
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@Anti_Devs said:
The soul purpose of this game is so friends could play together.....Are you also going to change gta? Call of duty? F13? Like get over swf.....
That is incorrect, the sole purpose of this game is for survivors and killers to go agaisnt each other and see who comes out on top. If the sole purpose was for people to play together in this game, there would only be KYF. Your statement invalidates killers as part of that, because they can't join with an SWF of 3 or less. So really it is showing your bias.
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@andyollolloll said:
Third-party communications used by SWF.
Map sizes=Generator times
Survivor perks that appear in over 80% of team builds as BHVR don't ask questions why they just ruin then, eg DS, BT
Yep, Ruin was a problem, but DS and BT aren't overused, because survivors need to be coddled and make them feel safe.
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Maps and Generator times. Low tier killers getting nerfed for no reason.
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I think with the bonus blood points you should also earn shards for playing against SWF groups. I agree with you on needing to seperate them into two distinct queues, because SWF broke this game a long time ago and I would love to see it stop.
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@[Deleted User] said:
Oh yeah, let's just erase any and all chances a survivor might have and give a killer a 4K within the first 2 minutes of a match, every time, without question.
Good way to make survivors quit playing. If nobody plays survivor, you'll have nobody to go up against.
Survivors did it before DS and BT and Unbreakable came out. They escaped plenty.
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@Waffleyumboy said:
I'm sure killers will have fun in lobby simulator, followed by tunnel simulator.
Broken record: Ruin wasn't required nor was it effective against great survivors.
How to counter DS: Don't grab the unhooked survivor for 60 seconds if you want to avoid the stun, otherwise eat the stun as fast as possible to resume tunneling with ease.
How to counter BT: Don't hit the unhooked survivor for 15 seconds. After that, hit em and hook em so you can continue camping.
How to counter Dead Hard: Don't be a potato and swing at invincible survivors.
How to counter Unbreakable: hook survivors
How to counter Adrenaline: Noed I guess?
How to counter Iron Will: Infectious Fright and Stridor
Those aren't counters, those are at best mitigations, and ignores combinations of those perks that make them impossible to do anything about, such as unbreakable+DS.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1075212#Comment_1075212
This is backed up by the statistics too (the death rate part).
https://us.v-cdn.net/6030815/uploads/803/BQV74LWOF94Z.png
No killer has a kill rate lower than 60%. Meaning that, statistically, killers are more successful than survivors.
Everyone seems to blatantly ignore this though and continues to perpetuate the insidious narrative that killers are massively under powered.
Also these stats have been invalidated by the devs themselves as they say ranks don't matter.
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Not playing it.
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@ZoneDymo said:
"So, after two weeks, maybe a bit more, I can say that I saw ruin in maybe 10% of the games, at the most."
yeah.... that was the point..... this is a success.
When you give players a ton of options and yert 50% runs A, then somehting is wrong.
They made Ruin a more generic perk to use, that was always the point.
If thats the case when is DS and BT getting nerfed into oblivion just like Ruin?
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I think the gen speed times are too fast for most killers without mobility. But I think just increasing gen times would be boring. I think to make it so survivors and killers interact, survivors should have to find fuel and parts to repair gens, or at least make them repair faster. So Increase base time on gens by 150% but make it that if you find a part or fuel it returns them to 100%, and then 90%, and capping out at 85% for finding three of these items.
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I think survivors having to scavenge fuel and parts from across the map would help things out quite a bit for making them have to interact with the killer while also extending the time it takes to do gens. It might need some work and testing, but I think it would be more interactive for everyone involved and not just an M1 simulator.
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@cipherbay_ said:
killers perks should not be on the same level as survivor perks. its 4 perks against 16
Killers should just get a six perk loadout. Or have their perks be much stronger then survivors. But its sadly the other way around.
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@LetsPlayTogether said:
Just those games with killers not good enough, so they became ruin reliant, changed to even more cheap killer play. The other killers, who were obviously better than those reliant ones, just play like before. Its not the devs fault players werent good enough, so they got ruin reliant, and now are shown how bad they are. Gitgud and shut up. Youre just bad. Accept that.
But its ok for a survivor to be DS reliant to fix their bad plays?
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@Peanits said:
The people working on sound and the people working on cosmetics are two completely different teams. One does the inhibit the other.
But one team may be given more resources then another.
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Yep, been like that for a long time now. Killer issues need to be looked and carefully and considered and tested. Survivor stuff will get changed as soon as physically possible.
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I love the mask change idea a lot personally.
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@ColgateAdvancedWhite said:
https://forum.deadbydaylight.com/en/discussion/comment/1059658#Comment_1059658
Why?
You have already chosen to ignore those mentioned by other posters.
You are not here for a discussion. You're here looking to fight someone.
I'm here to discuss and possibly argue, but I have no desire to fight anyone.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1059644#Comment_1059644
Yep can't agree more. Problem is there's no way to balance around both low rank and high rank because skill is significantly different. They should balance the game around 8 and upwards while still making it fair for new players. Maybe putting them into a group of players who have yet to unlock devotion 1. Ofc SwF would take someone without and let them play with killers who do have it if someone in the team has any lvl of devotion.
I would say around rank 6 myself, but I agree with the spirit of it. Other compettive games do the same thing by balancing around one of the higher ranks but not the highest rank itself. SWF does mess things up, and they should just have it be a separate system from ranked. And then give killers bonus incentives to play it; such as blood points, and especially shards.
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I say just increase all killer move speed by 5%, done.
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@ColgateAdvancedWhite said:
They already do
Name them please.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1059633#Comment_1059633
I can only hope one day they might actually understand that the issue is poor map designs and the unbalanced maps. No map should be heavily favored based on size alone or broken mechanics that can be exploited.
Map Design, Killer Bugs should be the main focus and they should skip a chapter to focus in on these issues. Another massive issue is with the community as a whole. With the High Rank VS Low Rank, Killer Main VS Survivor Main, Hours played or Lack of Hours these have the community divided and at each others throats more often then not.
I feel if the community stopped doing this to one another then maybe people could come together to discuss problems and get the Dev's attention. Yet a lot of the Dev's action are also happening regardless of the outcry from players.
Yeah, it doesn't feel like they listen to the community. I understand if they choose not to follow what the community says, sometimes that's the best idea. Sometimes. But it seems like they don't listen to anyone at all except for low rank survivors who feel like they shouldn't need to get good at the game. That may not be the case, its just the perception I have gathered over the years of playing this game and watching what the devs say and do.
