Vetrathene
Vetrathene
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No, for me the peak of unfun was when there was bucket loads of pallets, DS was in the game, and super vacuum pallets existed. It was a horrible, horrible time for killer and when the devs where extra super survivor sided. Instead of just regular survivor sided like they are now.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1866281#Comment_1866281
Okay I won't. A lot of killer perks aren't "counterable" either they can only be mitigated. They don't get touched either because they don't need to be. BBQ cannot be countered as you say only "mitigated" as you say. And its been that way for a lot longer than current DS.
DS and Unbreakable isn't invincible, what kind of silly argument is that. If DS+Unbreakable were invincible we'd have a 100% survivor escape rate.
Go in a locker. Countered. Boom. And its 60 seconds of invincibilty. You can't pick them up, but you can't leave them down either. Its a free escape.
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@TheMythicalCat said:
Ruin Undying was way more oppressive.
No, it wasn't. It still had counterplay. Very rough, hard counterplay, I admit, but counterplay. DS+Unbreakable still has none.
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@Aztreonam78 said:
Developers seem to not hear the killers' complaints about survivors' meta perks which is already affecting the game in general. Less and less people are wishing to play Killer right now which leads to Survivor matchmaking becoming horrendous. People should wait 5 or even more minutes to get a lobby and play with crouching Ash and self caring Claudettes. Newbies want to plat the game too, but due to lack of killers, they are matched against rank 1 Spirit who absolutely destroys them..
Yeah, you would think the insane queue times for survivors would tip them off there is a problem with people wanting to play killer.
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@Shirokinukatsukami said:
DS is not uncounterable neither is it unchanged.
What's the counter then? And don't say slugging. Thats mitigation. And only if they don't have unbreakable. If they have unbreakable its complete invincibility with no counterplay.
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@Saltjar34 said:
The problem with We Are Legion is that it feels like a limited version of Mint Rag Hag. If the lockers are in dead zones that survivors never go to, it's basically just means of transport. It does however make Iron Maiden easier to use for Legion as well as keeping their theme of always being able to find survivors in lockers.
Now a problem with wolf in sheep's clothing is that SWF wrecks them. Even just staying away from their teammates or grouping up into a group of 4 is enough to deny them of this power. I have an idea and I based this off TF2's Spy and Among Us' Impostor. Basically while disguised and 12 seconds after exiting the disguise, all survivors will suffer from exposed so that Legion can reap the benefits of just a moment of deception.
I agree Wolf In Sheep's Clothing is a problem with SWF. My counter argument though is so many things are broken by SWF because this game is not balanced around team's being able to communicate. So honestly, I'm kind of in the air about it. As For We are Legion I think it could use some tweaks, but I was trying to keep it thematic with thier backstory as high school students, while keeping it different from Freddy's teleport.
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Its likely because these survivors have been babied by thier own similar combination of DS+Unbreakable and are finally feeling the other end of that burn.
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@JustHeretoHaveFun said:
I just played 3 matches as Killer and got absolutely destroyed every time. I'm not tilted, the survivors played well, it's not their fault I'm being matched with them, but they were ridiculously good and I was ridiculously not. I'm a green rank Hag main.
I feel like garbage now and I don't really know how to not feel like garbage after times like this. I'm sure most red rank killers went through stuff like this, how do I get better without feeling awful about myself?
Its hard to tell convince yourself that your not trash. I know I do. But honestly the best way to approach it is each match is practice for the next. Try to learn what you did wrong, but also what you did well. See what your strengths are. Try to play both sides to understand how they interact with each other. After a loss, take some time, take a few deep breaths, and just give yourself a bit. Take a long break if you need to. Wins can always come later.
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I find them boring from either side. I don't think they're design is very good in terms of appearance either. A good try at a different type of killer, but overall a very meh response to them.
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If we can't change your mind, why are you posting in here?
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1820630#Comment_1820630
Avoid survivors that have been rescued within the last 60 seconds, and don't slug anyone. They will never get to use their perks on me. Also please bring BT because you're guaranteed to not get any use out of it. So 75% of their perks are useless against me. Yeah I realize that for some killers they feel it is necessary to slug, camp or tunnel. I just don't.
Yes, just allow survivors to have 3 perks that make them invincible each time they are taken off hook. The horrible thing is the best choice if you think someone has this perk combo is too pick them up so you can at least get rid of DS. Which is a problem, as there is no counterplay, nor even any mitigation. Theres also the fact things get crazy and it can be hard to keep track of who has been unhooked when you are suddenly swarmed by three survivors after finding one who was not hooked. Or just pulling someone off a gen after hooking another survivor. Or getting DSed by someone who is full health because they dove into a locker even though you didn't tunnel them.
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*eats popcorn*
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9/10 games are survivors using DS+Unbreakable and its super boring.
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@Almo said:
This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.
Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.
I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.
In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.
Honestly this is a change that I think is not lazy. It can be frustrating sometimes on killers like Legion who got a lot of use out these perks working on what is basically an enhanced basic attack. But overall I think it was a good change and does make things easier for everyone in the long run, both the devs and the players.
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DS. Unbreakable. Hatch. SWF.
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Not a fan. It’s a worthless offering now. Not useless, just not worth paying for or even using.
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yep. It’s this kind of crap is why DS gets so much flak. It’s a get out of jail free card, especially if you have unbreakable. Honestly the second nerfed version of DS was the most balanced. Generally only one person got it, it could be mitigated with enduring, and counter played with juggling in the right conditions. And the fact enduring got nerfed when no one was asking for it just makes it seem like there devs really want DS to be an invincibility perk. It’s frustrating and anti-fun. But the devs only seem to care about survivor fun.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815018#Comment_1815018
Umm the grass is way better now maybe not in autohaven but idk about that and hitting people while in lockers isn't good for the game and breakable walls should be broken down and instantly they benefit people seem to look at cause instead of effect
I hate the new grass. It looks ugly and traps are super visible in it.
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@BattleCast said:
Offerings aren’t meant to act as free wins for either side anyway. At most offerings are supposed to act as minor buffs like the luck offerings.
Thats actually a pretty recent change overall from the devs, originally offerings where supposed to have a large impact on the game. And some still do, like map offerings. And in my experience are usually used by survivors to get a map favorable to them.
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I find them lazy and ill timed. They make the offering worthless.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1804862#Comment_1804862
It's been nerfed multiple times,like making it an obsession perk, nerfing the stun duration stuff like that so your point is?
DS was nerfed once, and then given a buff. It was claimed and thought of a nerf at the the time, but the longer I've seen it in action the better I realize its gotten. Now the original DS was more powerful then the current one. I freely admit that. But the second change was actually a nerf. Usually only the obsession would get it off. And you could juggle them to a hook. Now no hook juggle, and everyone on the team who has DS will get to use it if they are downed and picked up withing 60 seconds. And if they mix it with Unbreakable, they are literally invincible. The old DS, even the original, had counterplay, thanks to juggling, as well as true mitigation with Enduring. Then they nerfed enduring, and it was obviously done just to make DS even better. And now the new DS is a menace and needs to actually be nerfed. As well as all second change perks need to be made so they can no longer work together, just like the devs want to do with slow down perks for killers.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1814981#Comment_1814981
It should have been done much earlier, if you ask me, but you've got to be happy with what you are given. I don't personally care about getting dev feedback for it, to be honest. You and me have both played this game, do you really feel like there is a need for devs to word why the change was necessary? I know I don't.
Less about why it was necessary honestly, and more the process and decision making that led to such a "simple" nerf.
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Queue times so you don't have to wait 20 minutes for a game. Though thats more a problem with the number of killers...so buff killers and make them less stressful by making the game take longer?
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1813711#Comment_1813711
It absolutely is, but that does not hinder many scrubs in this forum to repeat it again, and again, and again .... as if it gets any more true by repeating.
Its less the devs are lazy, and more where they choose to focus thier effort sometimes. As in mori's they decided to just change a number. Wheras the keys are going to get an actual rework with actual new animations. So they are being lazy towards one item and not the other. Which is again, another bit of perception that feels like killers are not as important to the devs as survivors.
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I will not.
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Clown easily. He's so boring and sooooooo bad.
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Its the pace of the game and the face the killer has to focus on one survivor at a time (usually). It would be nice to make it so the killer had more time to wander around the map and get pressure, I think the game needs to be slowed down. I also think second chance perks need to not work together like the devs are trying to make slowdown perks for the killer not work together (Why they won't comment on second chance perks is another problem...).
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1804677#Comment_1804677
Tho I agree with you on the fact that they could have waited for both changes to be ready for deployment, I also am happy with the Mori change being live already. There is a big, huge difference between Moris and keys. If a killer tunnels you (and let's be fair, almost every single killer does) you get downed the second time, and it is game over for you. You just spent less than intended in a match, probably not scoring enough points, and now you gotta search for another one, which had a high chance to turn out the same way. This whole point is non-dependant on own skill, anyway. As a survivor, on the other hand, you gotta wait for at least 3 gens to be done. And if neither the killer nor the survs are incompetent, 3 gens will be done mid game-ish. During that time, you wouldn't simply hide in a locker or wait it out, as there would simply be no point in using a key only for the sake of it.
To put this simply, the Mori nerf had to be pushed out because it was too punishing for survivors, who could easily be killed in the first few minutes, without the chance of doing anything, especially at lower skill levels. Also, as far as my experience has proven, Ebony Moris are FAR more common than a purple key is.
Had to be to be pushed out? Why did it have to be now? And for such a simple (lazy) change, it could have been done much earlier, or simply be done later, during an actual patch. With some actual developer feedback along with it, instead of as just a bullet point at the top of the patch notes?
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1813255#Comment_1813255
Fair enough. Dbd back in 2016 was almost a completely different game I hear so it makes sense the Devs would change their minds on many things. Personally I just wish that this mori change had came way way earlier. For how simple of a change it was, it sure took them a long time to implement it :/
Which is why it feels so odd they would do it in a hotfix instead of a main patch. As well as the fact that people are upset with how broken the game is, and this was only adding fuel to the fire. Its all very confusing and frustrating to me. I haven't played since this change hit, not because I really used Moris much, but I'm just disappointed in the way the devs went around this.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1813197#Comment_1813197
-Hag addon and basekit buff (I think that was in like 2018)
-Addon rework and small base kit adjustment for trapper and wraith
-doctor rework
-Leatherface rework
-Plague buff (gets one corrupted fontain for free)
-Map reworks in general
-Increased healing time for survivors (from 12 to 16 seconds)
-exhaustions doesn't recover anymore while running
-Clown rework will make him way better for sure
That's the ones i can remember right now.
Point is,killers got EXTREMELY buffed throughout the years.
I'm not saying they didn't. I'm saying the last time they got a buff with no fine print on it. I also meant for killers themselves, not just changes to the game. Though those changes have been nice, and have helped. Its still often a stressful mess to play killer though. And what I feel is a breeze to play survivor.
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@AChaoticKiller said:
didn't they say we would get BP depending on our rank upon a reset or am i getting that confused with a post. It was awhile ago so i don't recall.
I don't think they ever made the actual change?
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@Freudentrauma said:
"Now Mori's are an offering, offerings are simple they do one thing and one thing only. If Mori's where to stay as an offering than no idea, rework, or added restrictions were likely to be put on it in the first place since it would complicate them. This is not my personal opinion ask yourself if you really think the devs would make a offering have a similar description as a perk wither it be a bunch of restrictions or requirements for it to work. If your with me on that it's easy to see them not doing any kind of changes like that."
But that's the missed opportunity we are speaking of. Especially Killer offerings have the big advantage, that there is always only one. And it has the opportunity to be quite game changing. That's what Moris always did. Even the change didn't completely nullify it.
The big question is, what you want offerings to be. Blood point wasters, blood point boosters or something far more interesting. I had a suggestion for the Ebony Mori as well. And the core idea was that it could change the general progress a killer makes from beeing per survivor towards a complete linear one with a Token system. It might sound complicated. As complicated as a perk, but it would provide an interesting way that should make it keep interesting for both sides. And that was only one example.
In their new form they seem balanced and they slightly might give the killer something. But that benefit comes with downsides as well like a long Mori animation and not benefitting from hook perks, when using a Mori. And most likely, it's not exciting. The cheer to see the killers Animation just wears off e.g.
That's why I dislike that simple change in the way it's done. Especially because it could have been done much earlier. And the fact that the Cypress Mori stays as it is. I truelly hoped/expected the Devs to adress such an unused offering, when adressing Moris in general. And I don't believe that it was the reasonable change. Not a bad one, but it opened it's own can of worms like how it effects Emblems, bloodpoint gain etc. It's not worth it in it current state and it's not what the Devs claimed, when they talked about Moris and Keys beeing changed in a way to keep them fun and interesting. That's not what happened with Moris. Just a simple and strict nerf. Like I said before.
Well written and thought out. I empathize with this. I wish they had taken more time and had done something much less lazy. But it feels like they got tired of trying other things and just decided to do what was easy. Unfortunately the game is suffering for it.
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Yes, its literally using something that gets you penalized for disconnection. Its something that should not happen. It is an exploit. But like looping, it might be an exploit the devs are fine with. Unfortunately.
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@Anti_Alpha said:
Give them a year or two, then you'll get your 50k bloodpoints for reaching rank 1.
Maybe 3, right? :D
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SOON™
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1811700#Comment_1811700
Because it’s an offering, not an add-on. Last I checked, the vast majority of offerings have little impact on the game and is seemingly intended that way. The only one I can think of that’s actually decent other then old mories was the one that let all survivors spawn together. Even then though, Corrupt often hard counters this if you run it. There was nothing that could counter a Mori lol.
No no, originally they where intended to have impact, but at some point the devs decided they didn't want that. Its fair to say they changed thier mind, which is fine, but its not what was ever intended.
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@CaulDrohn said:
It's really astonishing. Mori's were complained about FOR AGES, and more or less universally agreed that they are problematic. The very change that was implemented now was suggested countless times!
And when it get's finally changed, what happens?
"LaZy NeRf!"
"MoRiS aRe UsElEsS NoW!"
"BuT WhAt AbOuT KeYs?"
"DeVs ArE LaZy!"
I'm so annoyed these days with forum posters, it's unbelievable. Many here are so preoccupied with their opinion, just look at the various mori threads working as perfect echo chambers. It's a neverending circle of dooming everything that the devs do, everything is bad and could have been done so much better, devs only care for cash, game is the worst it has ever been (an outright lie!) and so on and so forth.
But lets look at the mori change now:
What was the MAIN issue with Moris? Lame-Ass tunneling after first hook to get a survivor out of game fast. Thats obviously very unfun for the affected player. That simply is NOT POSSIBLE anymore!!! That alone is GREAT news, which everyone should joy about!
(Technically, the killer can still tunnel a survivor through both hooks and then mori, sure. But that does not differ to much from regular tunneling, which the killer could have done without a mori anyway.)
"But my fix would have been so much better!" WHAT A SHAME!
But lets look at other popular suggestions: Mori after all have been hooked once. You do recognize that it gives the survivors the power to totally deny you any mori kills? If you have just one stealthy / immersed blendette you cannot find, your mori may be totally wasted. THAT would be useless! And if you manage to hook all four, you would be free to tunnel-for-mori the fourth hooked, the very thing that should not be possible anymore, imo.
The other suggestion, enabling mori after like 6 hooks, can be even more unfair. You hook three survivors two times and then inst-mori the fourth survivor on the spot without any hooking. Only the current change ensures that you can't get moried until you hit struggle phase (apart form DH, Rancor, Tombstone, of course).
"Moris are useless now!"
Yes, they are no longer overpowered and will only have a limited impact now. But why on earth is that a bad thing? Imo, there shouldn't be any short tracks for either side, bc thats bad game design. Moris are fixed in this regard now, keys will follow. Moris are now a fancy way of finishing of an already doomed survivor, the way it always should have been, imo. They can still be used as late game DS counters (the time when DS has the most impact, btw). And finally, quite importantly, a secret offering being used is now no longer a reason to quit on loading or suiciding on hook! Moris still have their use, they just cannot be used anymore to get easy wins.
"Keys should have been nerfed as well!"
Would have been nice, sure. But as many others already explained multiple times: Changing keys is just way more work, with many things depending on it (hatch mechanic, addons, possibly new animations). Mori change was just a numbers change, a small change that makes mori trials way more enjoyable (at least for the survivors). It's actually a good thing that the devs decoupled this change from the key changes, bc. we will have the benefit of it now, not in like two month or so. If a change has the potential to improve the game experience greatly, why delay it until another, somewhat similar aspect is fixed as well?
Another thing I want to point out: This change came totally unexpected, and I guess with good reason: many killer players would have spammed their moris if they knew their moris get nerfed soon. Since the key changes will likely be tested in a PTB, changing both moris and keys together would have exactly the proclaimed effect: As soon as the info gets out that key/mori changes will be tested on next PTB, some killer would begin to spam their moris in their trial, how much fun would that be ... just look at the insta-heal addon changes, lobbies were full of insta-medkits before the changes finally kicked in.
"The devs are lazy, do not care for their community / only care for their money."
This argument is just so plain stupid and out-of-touch with reality, it's futile to waste anymore words about that.
So its ok when survivors spammed BNPs and Instahaels before they got nerfed but when its the killers turn it has to be done on the DL to avoid this? I hope this is the case with keys then too, if this is the devs new method of doing things. If they don't, well we know then where thier priorities lie. Also I never said moris where useless, I said they where WORTHLESS. Exact words and all that.
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@Xzan said:
Killer: Take care of 7 Gens, 4 Survivors, pay attention to possible 16 perks. Remember who might have DS, BT etc.
Survivor: Hold M1 while not in a Chase. (And you have 3 potential teammates, while the killer is for himself)
This is an exaggeration, but you get the idea.
Its not wholly inaccurate eitehr though. You have to worry about a lot more and every action as a killer often has to be maximized to get anywhere. You have very few perks that forgive your mistakes (and most of those are still pretty useless). While survivors have perks that allow them to make plenty of mistakes, along with thier team mates who can continue to work while you focus on one. Now, while bad team mates can ######### survivors over, its still a less stressful enviorment either way in my opinion.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1813197#Comment_1813197
Doc id say if I'm being blunt
Mostly true I would say. His was more of a lateral shift then a buff? In some ways he is better, since he dosen't have to switch modes. But he is worse because he dosen't get automatic detection. He is certainly more fair, but I wouldn't really call it a buff?
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Anyone remember the last time we got a killer buff? One that wasn't paired with some downside or nerf? I feel like it was Freddy...
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Please do. You nerfed Moris without any announcment or fanfare, with a really lazy method of doing it. You should do the same to keys. But you won't. They will have new animations and be balanced more carefully. Like all things survivor sided.
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No
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@jotaro said:
https://forum.deadbydaylight.com/en/discussion/comment/1808697#Comment_1808697
No, it's not sloppy or lazy way, this is how moris should've always been. Don't ask me obviously im not part of the dev team so idk how they're working on keys, but they're working on them, and it's most likely a more difficult to do than moris. Btw, pretty sure they announced the gen animations and stuff before the key and mori rework
What is your reasoning behind this is the way they should have always been?
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@HollowsGrief said:
Ever since they butchered moris I have seen keys during more game than not. Seems the threat of a mori kept them fairly in check, now with that gone they are everywhere. I ended up quitting until keys get fixed, it is so stressful to play as killer when there is a key and I find it just outright not fun.
Yep, I’m taking the same break.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1809160#Comment_1809160
Did you misread my comment by chance? I said specifically that I do think keys should be nerfed.
Yep I did; I apologize. :(
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1809114#Comment_1809114
Moris provide almost a guaranteed 3k + hatch or 4k in a fair match. They impact every match in which the killer is not matched with survivors that are much better than them. Ebony Moris were the single strongest loadout item in the entire game.
Keys can certainly provide easier escapes, and they're therefore strong, but it's usually for just one survivor, and even then it's a minority of matches. Keys are irrelevant if the survivors win easily. Keys are irrelevant if the key is lost or disappears before it can be used (e.g. Franklin's or stashing it because of Franklin's). Keys are irrelevant if the last survivor escapes through the open hatch.
Keys also have many counters. Franklin's (especially with Hoarder), defending gens so that the hatch doesn't even spawn until there's one survivor left, tunneling/camping the person with the key (especially after the hatch spawns), or even dodging the lobby since you can see it before the match starts.
Old Moris had no counters. If matchmaking was fair, it was a 3k + hatch or 4k the overwhelming majority of the time. Keys might be able to salvage a 2k if the killer is slow with the first kill, but that's irrelevant because you can't bring a key to counter a Mori; the match is already loading by the time you can even suspect there's a Mori. You can't even dodge the lobby for the same reason.
Old Moris changed the progression of the match substantially. The second the first survivor gets Mori'd it's almost always a guaranteed 3k + hatch or 4k and the survivors are forced to just suffer a long, slow spiral to defeat. Meanwhile, keys would have almost no bearing on the match until the hatch spawns, and matches often end within seconds of a key being used. Keys are often irrelevant, or maybe the difference between a 4k and 1k/2k/3k. They are not an automatic 0k/1k even if survivors bring four of them, which is what they'd have to be in order to be close to as strong as Moris, even if we forget the most important point of all: Moris are offerings and keys are items. They are not meant to be the same strength. To be consistent with the rest of the game's balance, keys should be clearly stronger than Moris.
I do think that keys should be nerfed. They bother enough people that it would clearly benefit the game. They should still be useful if they're going to stay in the item slot, though.
So your logic is because they bother people they should be left the way they are? Sony don’t we revert Moris back to the way they where for the same reason?
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1809124#Comment_1809124
I mean honestly it didn’t have to be anything more then simple, Moris needed to be nerf, a nerf was made. Done. A simple number changed was all it needed, anyone expecting anything creative or hugely different is at their own fault. The fix was simple therefore it really didn’t deserve that much spotlight other than being included in a hotfix
I have to disagree here. A major change to something that’s been bothering people for awhile should get more then a byline in a horrid patch. Every change to items or offerings that where hotly debated got warning and information and transparency about it. But not this. Why?
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1808882#Comment_1808882
I think you got sloppy confused with simple. The mori nerf was simple.
I meant the execution of how they went about releasing it. And I think it’s lazy in its simplicity.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1808782#Comment_1808782
They should be gone too don't just guess about something not mentioned
They’ve been saying they are going to change them for three years. They nerfed Moris twice now.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1808686#Comment_1808686
They never said they were doing both, doesn’t mean keys wont be nerf, moris were broken, keys are broken. They both need to be nerf Asap, moris just came first, keys will be next have patience.
Been waiting 3 years for these supposed key changes. No updates about how or when. There was no indication they where going to nerf Moris. It was sloppy joe they did it, and if it’s supposedly the animations, why did new generetor animations get one before key animations?