Visionmaker
Visionmaker
About
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- Visionmaker
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Comments
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/607862#Comment_607862
When I play killer every survivor has it, because it is still one of the strongest perks in the game and currently it has little to no counterplay apart from slugging.
Run MYC. Don't tunnel and go for the savior instead.
The fact that you readily have behavioral changes as a counter is enough counterplay for any perk. What counterplay is there to NOED? The counterplay is cleansing totems. But "I don't want to" is what you are essentially telling me.
Furthermore, DS does not make the list of top perks used even before its nerf. You are noticing it more because of confirmation bias. This is because you don't like to and won't counterplay against it, and thus, DS serves its purpose. I repeat: DS is effective against you because you refuse to counterplay. This is not a reason to nerf it.
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Killers will be frustrated by any perk that gives them significant difficulty in killing.
- This is not a reason to nerf DS.
There are multiple frustrating combinations in this game.
- This is not a reason to nerf DS.
There are many perks that do not exactly fit your idea of its "intended" purpose.
- This is not a reason to nerf DS.
Facts:
- DS's purpose is to give survivors a chance to be freed from the Killer's grasp within 60s of being unhooked.
- DS stuns once.
- DS has the opportunity to proc for a survivor at most twice per game.
- Screwing around with DS is an invitation for the Killer to slug and put the survivor on a time out.
- DS needs no nerf unless the data suggests it.
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Yes if it helps the game expand.
No if it makes everything else more expensive with a higher focus on microtransactions.
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I'd prefer the hatch only spawning for the last survivor or when 4-5 gens are completed.
The camping nonsense, both by killers and survivors who find the hatch, is what makes it unfun. Killers have an advantage in finding/returning to the hatch simply on the basis that they can use their power and speed to find/reach it before the survivor. On the other hand, survivors can pitch a tent at the hatch and let teammates die, or vanish into thin air with keys. Pretty "unbalanced" if you ask me.
The last survivor will have a better/fair chance when the hatch spawn is truly random and we won't have to bother with making the exit gates any easier for the last one standing.
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I wouldn't.
They should be buffed to be good individually before considering nerfing what's already balanced/viable.
If you don't think they're OP in a combo, why suggest making them worse?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/602298#Comment_602298
You do not want to get into a numbers war with me. Go ahead, tell me that Survivors should be able to 1v1 Killers, you seem like that kind of guy. Do not tempt me to actually put some effort into debating you.
Numbers? Survivors 1v1ing Killers? Debate?
I have no idea what you are getting at. There is nothing of value to discuss. But if you want to go on a power role rant and make broad conclusions over a couple of screenshots, then be my guest.
I'll get the popcorn ready.
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@Tzeentchling9 said:
Wow, I read the posts before actually looking at the photos. So I was expecting swearing, injury threats, death threats, unwanted sexual intercourse threats, yeast infection wishes, etc. You know, only SOME of the things I see Survivors throw around in the chat all the time.
He called you guys toxic, swf, losers, and low ranks. Big toxic, much wow.
Edit: Oh excuse me, he called you garbage too. Totally equates to what was mentioned above.
Here's one for the bonfire!
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/602298#Comment_602298
Survivors bad, buff killers.
*27 upvotes*
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@Mushwin said:
Because i am fed up of campers, and those who tunnel. And Op fricken killers.
Be careful, we don't use those words around here.
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Play Civ 5.
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/602135#Comment_602135
Lol, so you are completely ignoring killer's skills?
Guess next time killer gets a 4K i should ask for survivors to be buffed.
Even the Rank 13, who appears to have either been camped or did absolutely nothing all game, got out alive.
Cringe.
@Pulsar said:
Honestly, this just shows that killers need buffs. If 4 survivors power far surpasses the killer's, then it might be time to change some things.
Wow. 10 upvotes. 0 critical thinking. This shows nothing but a salty guy who had a bad game.
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Honestly it outlines more about how little solo survivors get rather than how much SWF gets, and how utterly redundant and unimaginative most of the survivor perks are.
The fact that people are so obsessed with punishing players for playing with their friends rather than improving gameplay for those who enjoy playing alone will drive the game to the ground.
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Love how salty Killers always gotta cry SWF for every bad game they get. Biggest boogeyman in the game.
@Orion said:
Adrenaline, Decisive Strike, Borrowed Time, Lithe, Self-Care...
And you wonder why the killer is slightly pissed? I'm not saying his attitude is OK, but it didn't come out of nowhere.
Considering that the only non-meta perk he used was HDH, I don't think he has that much room to complain.
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He's an M1 Killer whose clunky power does nothing for him outside of location scanning and getting the first hit. After Freddy's rework, he is literally the only Killer whose power becomes 100% worthless in a chase.
At the very least, survivors are permanently exposed if they choose to deny Plague's power in chases. Legion prevents them from healing for about 20 seconds.
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This does need to happen.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/589407#Comment_589407
The easy piping is what frustrates others in solo Q and pushes them away aswell.
That can't be farther from the truth.
Pipping "too easily" is literally the lowest on the list of reasons why solo queue is frustrating. Actually it's not even on the list because it isn't true.
Post your rank and maybe then you'll have an argument going.
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@anarchy753 said:
Personally I can't understand why escaping is 5k instead of 7 or even the full 8k. Survival score events are pathetic and it's basically impossible to cap them even getting every score event possible.
And the survival struggle points aren't even 1k. It's some weird ass amount like 891.
It's a tragedy.
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@purebalance7 said:
https://forum.deadbydaylight.com/en/discussion/comment/586178#Comment_586178
I'm gay and I use the word. It really has grown beyond that like most words do.
Yeah and in my community, I'm free to use the N word.
But everywhere else and toward anyone else, there is a definitive history that I have never had a part in and will never truly understand. Just because I am and whatever closed off community I am in is comfortable with its use doesn't give me free right to throw it around where ever I please.
This is BHVR's game and BHVR's property. It isn't a private chatroom or home. I believe they set the standard.
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I find the intervals harsh, but I agree, BHVR should put its foot down against verbal abuse and derogatory slurs.
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@Mc_Harty said:
Your idea seems reasonable. I didn't see that post from Peanits. Now I'm questioning how long it'll take for them to find a solution.
Because until then, there's no reason to play survivor for me. It's already a mess playing solo.
Yeah, it is disappointing how little attention was paid to it.
Yep, solo survivor doesn't really have much going for it especially after rank reset when we're thrown back into potato tiers.
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Yes and no? It's optionally a team-game.
Unless you recorded your match, no one can say whether that guy is right.
When I do notice a Killer tunneling a teammate on their last hook, I do understand their death will tremendously lower our chances of survival, so I have taken hits and distracted them at my own expense.
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@Raptorrotas said:
While your changes seem reasonable, (adding half of the bp/s to a specific event) theres two scores i dont quite understand:
- Harbinger, triggers at the same time as your new Hope!-score and is more importantly just an extension of the gate opened score.
- "Rescued" and the interpretation that "Harbinger" triggers when the hatch is closed seem weird. Survivors shouldnt be rewarded for failing to do stuff.
It's done to give a little extra BP to push survivors to start the EGC over leaving gates at 99.
The gate opening scoring is not enough incentive partially because it is tied to the Objective category, which is easily maxed with Prove Thyself, co-op, gen rush. Also, the BP for the gate opening event is earned through progression (i.e. 99ing the switch earns 99% of the BP), rather than completion. With that said, changing the gate opening scoring event to be only earned at completion would accomplish something similar.
Harbinger isn't awarded to the survivor if they get the hatch. It given to the survivor that starts the EGC. If, for example, the killer closes the hatch, it's the killer who started the EGC.
For the Rescued event, in part it is because struggle points are removed (making it pointless to hang on when the game is already lost), and to encourage survivors to be rescued than kill themselves on hook.
Suffering through failure needs to be made more appealing than D/Cing or intentionally dying on hook to start a new match. Furthermore, the game is designed for 2 survivors to die each match on average. Being hooked isn't necessarily failure. It is, to a large degree, expected and intended. Letting yourself die in the first minute of the game is not. So yes, ironically, some failures need to be rewarded because it is often more profitable to play abnormally by giving up and ruining the game for everyone else otherwise.
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Thanks fam. I pray to the DBD sky daddies for more BP.
In hindsight, maybe I should've posted this in PTB feedback(?) or suggestions.
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It's fun seeing you walk back and play hide n seek tho.
Sincerely,
ToXiCC Nea
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@Im2Shrewd said:
https://forum.deadbydaylight.com/en/discussion/comment/579830#Comment_579830
Not sure about terror radius but there are WAY too many aura reading perks on both sides, it’s kind of absurd.
Aura reading is the worst thing to happen to a game of hide and seek.
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It's really hard to get my friends into the game, for sure.
There needs to be more flexibility in game-play and more ways to play Killer with friends (i.e. without the need of 5 people in one lobby).
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Solution: hide names in lobbies and only show them post-match.
Easy.
And if you're a popular streamer and people are just guilty of the crime of queuing at the same time you are, then tough cookies. Use it to your advantage for clickbait titles.
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Gideon Meat Plant's basement is already a black hole.
But yes, some maps need it. Lery's would be a good example. Make it darker, include patches of darkness, and reduce the clutter and walls in exchange so that Huntress, GF, and Myers have a better time in it.
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Who would've thought there would be consequences for putting your entire game on public display?
Will we punish people who intentionally put on their nastiest addons and moris for streamers too?
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The old pallets did look good. Wish they'd spice up variety.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/578966#Comment_578966
Where did you get Boys Love from?
The acronym BL is most commonly known as that outside of DBD.
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I see your reasoning, but I'd like to wait to see the survival ratio for these maps before implementing such a change.
While BL was implemented as a counterbalance to infinites, I don't think removal of infinites/map balance is enough justification for its removal.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/577844#Comment_577844
I didn't play Amnesia. Heard of it though. There must be a way to win though, even if it is difficult. I like challenge.
They're dumb AI and they follow scripted pathing, for the most part. You win by playing stealth and sneaking past them to complete the objectives.
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@LordGlint said:
@Visionmaker In your example, would you consider Anima to be the "power role" even though they are MEANT to be beaten?
Yes. Anima is innately stronger, despite being an AI and requires substantial effort for the individual.
In what game should the "power role" not be beaten? Better yet, in what PvP game should one side should not be beaten?
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@LordGlint said:
@Visionmaker Ok, so are bots allowed to be the power role? Think outside the box here. What about even outside videogames. Is the dungeon master in a game of DnD allowed to be the power role?
I don't play DnD.
But sure, the Dealer in most card games is meant to be the "power role". Lottery organizers are in the "power role". AI bosses can be the "power role".
In this example, Anima is closer to a DBD killer than Jason would be:
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@LordGlint said:
@Visionmaker What in your opinion IS the correct use of the term. Try thinking OUTSIDE of this particular game.
"Correct"?
I hate the term. It's incorrect as it is. We are all players, not bots. No one gets to be stronger than the other role, it would be imbalanced and make the game pointless to play as the weaker side.
If you want to nitpick, then you can say L4D2. Survivors are the power role in L4D2. There are 4 survivors vs countless hoards. Survivors hold almost all of the power in L4D2 outside of versus mode.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/577653#Comment_577653
@Mellow7 no, @miaasma Is not talking trash. Someone claiming that a killer being distracted by 1 survivor the entirety of a trial having equal skill is an oxymoron. That type of scenario is a clear example of a skilled survivor going against a total idiot.
And it's a great example of why the use of "power role" is just a meme.
It used to absolve responsibility for the outcome of any game. It implies "Because I play Killer and Killer is supposed to be more powerful, this survivor in my game should be dead", completely ignoring the fact that match ups have to be fair/balanced and account for skill, experience, and strategy.
You don't get to win at the game for clicking the "Killer" button. You have to put in as much work as the other 4 people you're facing to win.
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It's a meme.
At first it was to describe the role of the killer (because it is an asymmetrical game where the most survivors can do is defend themselves from a Killer's attempts at murder), but now it's often taken out of context and used in arguments to reinforce poor game concepts.
What it means is that Killers, by design, hold the upper hand because they can kill and cannot be killed. They are unique, supernatural beings that relentlessly chase down potential victims. Generally, on equal skill, they are more powerful than individual members of the opposing side. In this case, Killers are as powerful as 4 survivors, and more powerful than 3.
When people use "power role" in their posts, it describes Killers as the survivor's role in L4D2 (full agency, full control of the outcome of the game) while making survivors in DBD sound like the common infected (quickly dispensed and at the mercy of sentient players).
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/577188#Comment_577188
@Visionmaker I think you assume I take the devs perspective. I don't although, I agree Legion was damn near broken with moonwalking. A buff to speed needs to be compensated. She gains map and chase pressure in exchange for a minor nerf. This can be a hatchet taken away or a slight increase of cooldown between hatchet throws. She is losing pressure with the added LOS blockers the boost would help her more. I do not believe killers need to be neutered to gain a slight buff. I do not agree with oh we boosted speed 5% let's take away two hatchets, a leg, and your ability to use bloodlust. I believe all killers should be mid-tier and the survivor sided of maps need to go to be balanced. The methodology of having S-tier killers to compensate Survivor sided maps is not right either.
The difficult part is convincing the devs the value of 5% extra MS. Your reasoning only describes the Huntress, and that's reasonable because she is mid-tier. Not the rest of the sub-115% ms Killers.
If we're talking about just Huntress, I'm fine with Huntress getting 115% ms base speed. On the flip side, I think she should start at 115% and lose ms as she goes down in hatchets. Missing hatchets should be punished and retaining ms for being accurate is fair. By losing 1% ms per hatchet missed, she would be forced to reload or be powerless with low speed if she missed/used too many, just like now.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/577155#Comment_577155
"their powers tweaked to compensate." @Visionmaker since you seem to enjoy putting everything I post down. Why not read the entire suggestion?
I don't know you, so don't take it personally.
I read your suggestion. It's the same methodology the devs used for Legion. You are missing the fact that they take 115% ms as a huge asset and neuter powers in exchange.
The only 115% ms Killer that has a strong power is Billy and arguably Myers. Meanwhile, Huntress is the only 110% that is mid tier. Spirit, Hag, and Nurse getting 115% will be oppressive without severely nerfing their powers.
We'll see whether they continue this pattern with Freddy.
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@Jdsgames said:
All killers should have base 115% movement speed and their powers tweaked to compensate. There is no reason we should attempt to balance or play around different speeds. It limits map design and killer potential.
Yeah... turn Spirit, Nurse, Huntress, and Hag into Legion...
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+1
I support any change that would help people with colorblindness enjoy the game.
Even rudimentary settings would be nice.
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/575779#Comment_575779
Doesn't the same logic apply to a perk like Distortion? I imagine some killer players would like an equivalent of that type of perk. It probably won't be used much by most people, but given how most perks are already designed to be uncompetitive, I don't see it as a problem providing something like that.
It could be tacked onto Insidious.
Insidious:
When outside of a chase for 45/40/35 seconds, your Red Stain, Terror Radius, and Footstep audible range are gradually reduced to 0m over 10 seconds. This effect ends when entering a chase. All effects that reveal your aura will be disrupted and reveal the aura reader's location for 4 seconds.
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@megdonalds said:
Spine chill is fine as it is because you only know if the killer looks into your direction or comes towards you but you don't know from how far or what position. But OoO should get changed tbh, so that it doesn't work on all stealth killers.
OoO needs to be reworked completely, rather than just made weaker.
It is a fine example of why aura reading is unfun and hard to balance.
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Glitches will inevitably also pop up for every Killer each time there are changes to the game.
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@brokedownpalace said:
So many unhelpful responses in here. Guess that's to be expected, though. Can't have a nuanced opinion on Nurse, you either HATE her because you're a survivor main and she's not a free escape or she's perfectly balanced.
I love that people bring up Legion as an example as if only survivors complained about Legion.
PSA: EVERYONE complained about Legion. Many of the most prominent Killer content creators made videos on why old Legion is completely uncounterable. People who played both sides hated Legion. Even Legion mains knew how unfair it was. There were hundreds of memes and thousands of posts made about Legion being the most unfun Killer in DBD.
You'd have to be delusional to think that moon-walking Blood Hound / three-stab down Legion was fair, fun, and balanced and that SuRvIvOR MAiNs were the ones who ruined it.
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OMG HOW AM I SUPPOSED TO HIDE IN THIS GAME
- me using David and Bill as my mains with almost no teachable perks.
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Agreed. It doesn't really make sense to see it through walls unless they have openings like the shack.
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I wouldn't mind there being an anti-stealth perk for Killers.
It'll just show you people how little stealth perks are actually used.
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Spine Chill needs to be nerfed as much as Whispers does.
Spoiler: it doesn't.

