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Warcrafter4

Warcrafter4

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Warcrafter4
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  • @miketheratguy said:

    I don't want anything in the game can legitimately be described as "overpowered". That goes for both sides.

    For hexes they are more getting at that they should all be:

    "Ignore at your own peril." (Ruin) or "Do bones or die" (Devour Hope/NOED)

    Style of perks which only ruin and devour hope(And NOED in a round about way) currently are.

    Hexes NEED to be stronger then normal perks because unlike normal perks they can be destroyed which is a massive inherent downside.

  • Bill's realm could be based off of Bill's sacrifice:

    In Left 4 Dead 2 bill's sacrifice required you to power I believe 5 generators to get the bridge to come down and go back up.

    Bill canonically sacrifices himself to get the last generator back up and running once it breaks mid escape.

    So Bill's realm could be a entity twisted but smaller version of that area with two bridges(There was only one in Left 4 dead 2) and the bridges are the exit gates that you'd need to turn on the power generators to open the large fences blocking them off.

  • They are a good idea executed poorly:

    They were originally suggested to the devs by the community as a way for the killer to mold the map to their favor with things like short cuts, but with the downside of survivors also being able to use them.

    However every single breakable wall that's currently in the game favors the survivors despite it being a mechanic only the killer can interact with:

    Most short cuts are never opened due to favoring the survivors too much making breaking them actively detrimental. These walls are also known as "Noob Traps" as they actively punish people who don't know to avoid breaking them.

    As other pointed out most of them are just pre dropped god pallets you are forced to waste time breaking.


    So what was exposed to be a fun mechanic to make killer more interesting to drive people to play killer; the developers have screwed up so badly its addition only ever hinders the killer and drives more people way from killer

  • I never liked when people try to use the "Its unfun" argument as justification to try to get a killer nerfed.

    What is fun or not is purely subjective and thus has no place in(Attempted) objective information focused balance decisions.

    Personally I find The Clown to be boring to go against(I don't like predropping and I can't time going in and out to avoid the anti loop like I can for The Doctor/Deathslinger) and I suck at facing him but even I know he still needs buffs.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207638#Comment_2207638

    I can't speak much for the specifics of pre-buff Wraith with perks, I wasn't that familiar with him before. Subjectively I just know that I enjoyed playing against him because I didn't mind the challenge and found him to be one of the cooler, more balanced killers. It's only now after he's gotten stronger, can go without using the bell (his one reliable tell), is guaranteed a hit as long as he uncloaks within like ten feet of you, etc., that I find him incredibly cheap and frustrating to play against. Most of the players follow the same pattern now as well, which is cloak, find, uncloak, hit, repeat. There's not much gameplay, it's just guessing and hoping for the best.

    Yesterday night I played a game against him (granted he was red rank thanks to the matchmaking bug, but still): It was down to myself and two other survivors on Crotus Prenn. He slugged one and as I tried to make my way around the structure for the save he hooked another. My perks showed that he then spent the next 30 seconds or so walking back and forth between them. The hooked one died so he went over to hang out by the slugged one. I knew that I was screwed so I walked back in the other direction. I ran across a hex totem and broke it. Just in that time he'd managed to appear out of nowhere and clobber me to the dying state. I had no warning. No sound, no bell, no blur, no anything. He was camping when his aura disappeared, so I assumed (my mistake I guess) that he was waiting for me to take the bait. I didn't, and before I even knew what was happening I was now on the ground. Short of hiding like a ######### or spinning my camera in a mad 360 to try to catch his blur on a dark map (and if I saw his blur he would have been too close anyway) I don't know what I could have done to avoid that scenario. Maybe if he used his bell I at least would have had warning, same with if I'd had all of three seconds to catch him uncloaking. Nope, just one second he's on the other side of a large structure baiting a slug, and the next second I'm slugged too. That's not playing, that's just creeping around, hoping for the best.

    This just sounds like both a match making problem and you getting to face people who actually play wraith as his playstyle never changed for people who actually mained him.

    Cloaking Hit and run was always a thing same goes for Cloaking Chases.

    Ultimately nothing has changed about wraith other then you going against good/great wraiths that are above your skill which the match making threw you to die from.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207593#Comment_2207593

    Wraith has been improved, period. Saying that a bunch of people just independently chose to bag on him for arbitrary reasons ignores their arguments. Which are, that facing him now feels overly cheap. Free hits are lame and he's become much more difficult to avoid so those free hits are now quite common.

    You may not find him frustrating, but plenty of others do.

    Wraith is just more consistant then before but old wraith with a single windstorm add-on is ironically more powerful then the current one.

    As windstorm never actually had a penalty(The penalty value on all tiers was Zero) making prechange wraith the stronger version as he moved faster while uncloaking.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207593#Comment_2207593

    People are talking about Demo bieng strong. I can understand wraith because they did not need to make his already long lunge even longer but demo?

    Checking the changes wraith's lunge is completely unchanged so idk what you are talking about.

  • @KA149108 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207593#Comment_2207593

    I don't have any comments about Demo but Wraith I'd crazy now.

    Wraith is the same as before because all they did was remove movement speed from his windstorm add-ons and added it baseline.

    Pre-change Wraith and post change Wraith have identical movement speeds if prechange wraith used a single windstorm add-on.

    I bring up Demo as both Wraith and Demo are flavor of the month killers to complain about despite not much changing for either.

  • Wraith and demo are both flavor of the month killers for people to complain about.

    I give it 4 weeks before people stop talking about Wraith/Demo being strong entirely.


    PS. Wraith didn't get stronger its just he no longer requires running his windstorm add-ons as you can reach the same speed he has now before the change with a single windstorm add-on.

  • While this hasn't happened to me personally My friend whom I can confirm it happened to them repeatedly on PC.

    Along with it seemingly happening to several survivors in my games have been getting this as they have been disconnecting at seemingly random times regardless of whats' actually going on(DCing while working on a generator/DCing while just walking even when we are winning/ext) or what platform they are on(PC/Other).

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202941#Comment_2202941

    I always see people mention his animations but I'm not 100% sure what they mean by it - do you think you could explain it?

    I've always just assumed it was because they made his 1st person animations match up with how he moves in third person (He limps and when he breaks pallets he looks down with his saw and so on)

    I have walked with a limp in the past and trust me my vision has never bobbed like billy's camera ever has even when the limp was at its worst.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2203004#Comment_2203004

    Infectious Fright is not "stronger" on others, it is simply oppressive.

    Its a snowball perk:

    Its all or nothing much like Devour hope and much like devour hope how you distance yourselves counters it.

    As splitting up is one of the strongest things survivors can do to complete generators also counters infectious fight in the same way it counters legion.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202850#Comment_2202850

    Yes, Infectious Fright is also a really bad designed Perk. Useless on most Killers, but on Killers like Billy, Nurse or especially Oni way too oppressive.

    Its Infectious fright is a snowball perk so it makes sense it would be good on snowball killers.

    I mean its a plague perk for a reason.

    Also due to how extremely different killers are its ok if a perk is useless on some and stronger on others.

  • Its considered to be BM but its really hard to see doing it so Elodie's/Yun-Jin exclusively being BM given how deafening their hook screams are.

  • Blight is harder to learn and is buggier.

    However Blight is overall much stronger and lets you pull off silly plays once mastered and has undying as an unlock which is still a somewhat meta killer perk.


    Trickster is deceptively simple and is fairly add-on dependent(Reducing the amount of knifes needed for damage add-on is borderline required).

    Trickster is overall much weaker and the best ways to play him is also the least interesting way due to having everything fun being overbalanced like "Main Event". Also his perks other then starstruck haven't had any real impact and starstruck is very meme.

  • @PanicSquid said:

    (Speculation ahead, I'm not a dev)

    They don't want killer special attacks to interact with killer perks. Imagine how busted Surge would be if it worked on Bubba's chainsaw, or if Trickster's knives affected Save the Best for Last, or a Huntress cross-mapping a hatchet with Knockout.

    First before the nerf(Which they lied about saying they were buffing it) knockout did work with huntress' hatchets and it was fine.

    Second Surge wouldn't be any better on bubba given that it has a 40 second cooldown so even if it did work with the chain saw it wouldn't do much.

    Lastly STBFL's effect only works on cooldowns as it doesn't actually increase the attack speed at all. So how WOULD it even work with knifes unless your talking about the cooldown from main event?

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2194037#Comment_2194037

    Ehm... kicking isn't worth it as u may have survivors in your back hopping on the gen again as well as the distance you give a survivor when stopping for a gen, like a free headon stun.

    Regarding the change, I was responding to the "benefit" of allowing to combine pop with ruin which I think is OP.

    And it IS about saving time, as chases get finished much faster by not kicking gens. Just imagine you kick every gen everytime it is affected by Ruin instead. Even if there was a perk that allowed you to tap gens to damage them would give survivors a decent headstart each time you chase them off a gen. That's why Ruin tier 1 is still a very good perk

    Here's the thing though:

    That's a fallacy because you WOULD NEVER KICK EVERY TIME RUIN GOES OFF!

    If it saves you time in a situation that never happens then its never actually saving you time.

    Its why that's a debunked argument as it never actually saves you time.

  • @GannTM said:

    2 days ago

    Same here and it was mainly to spam Party streamers with friends who just bought the game so they could get actual perks unlocked.

  • I love lithe but its so hard to use it reliably on a lot of maps unless a killer doesn't kick a strong pallet for whatever reason.

    So i usually end using Dead Hard because its more reliable.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2193951#Comment_2193951

    I think the biggest value of Ruin is actually that you don't have to waste time kicking gens while giving survivors a massive headstart

    With their change you wouldn't have too either and you'd still get the massive stall opportunity.

    Also kicking doesn't account for that much time in a match as you rarely do it. Its used for extra regression and gen pressure.

    Also who keeps on saying its for saving time? That doesn't make sense and it was the old terrible and discredited argument for why surge shouldn't be buffed.

  • @skylerbound said:

    I’m stuck on the Dwight one where you have to hide for a minute in the killers tr. I can’t throw a match to do it lol

    This is more of a "Just pray for impossible skill check Doctor" build as his Terror radius can become half of the dang map giving you it by default most of the time.

  • I mainly liked the look of them as it made every character look different.

    As it currently stands its hard to tell on some killers/survivors if they even have a prestige skin on or not.

  • @thisisntmax said:

    Ruin shouldn't start regressing a gen until after five seconds of a gen being interrupted by a killer.

    That would ironically be a buff to ruin as it would let a killer use both pop and ruin to chase people off generators for insane amounts of regression.

    So instant 25% regression followed by double passive regression!

    It would make Ruin, Undying and, Pop like old forever freddy for everyone! Just imagine legion getting this!

  • @Steel_Eyed said:

    I just learned Sluzzy is one of the top ranked players on Steam. He's literally top fifty and everyone disregards his opinion on here. It's pretty funny.

    https://us.v-cdn.net/6030815/uploads/DO5TS3WTHKJD/sluzzy-2-ohtofu.png

    Here's Sluzzy versus OhToFu for context.

    Sluzzy along with several others on the forums are a case of people wanting to change the game to challenge themselves.

    Instead of taking on the additional challenges the game already offers for whatever reason.

    Just remember one thing about both metaphorical and literal heights: The thinner air makes people go loopy at the very top.

  • @DontNerf said:

    https://forum.deadbydaylight.com/en/discussion/250317/you-know-why-plague-is-the-least-picked

    Just watch otz's plague streak. That will show you how "trash" she is

    Yes and people have beaten dark souls blind folded.

    Does that make dark souls an easy game?

  • @lagosta said:

    If the broken key had a different model, we could use it for aura reading without triggering killers.

    Or something more simple like keys in the lobby(and only in the lobby) glow with the rarity of the item.

    Aka broken keys glow green.

    Dull keys glow purple.

    Skeleton keys glow red/pink.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186527#Comment_2186527

    People would just choose the map seed that is most favorable to them.

    The suggestion flat out said that its only for custom games.

    This change would have no effect on normal gameplay and might actually help developers test out specific map set ups for Bugs and/or balance issues.

  • My guess for the wall charms is possible optimization issues as that would be A LOT, of additional models to load into the map and keep loaded.

    Why the basement hook doesn't have charms I'll never know though.

  • @CluelessWanderer said:

    He basically gets a free hit now. I've done everything to avoid that first uncloak hit but it's almost impossible unless I use Sprint Burst.

    If he caught you out while cloaked he's should to get the hit or else his stealth would be as useless as it was before they made windstorm basekit...The first time!(The mini sprint burst from stealth was the old windstorm add-on's effect).

  • He's also in a fairly good spot for now with fun add-ons and if he did need a buff, making tier 3 stronger wouldn't be what he'd need.

  • Hay its just a "Tech" like what a lot of survivors use when they are around!

  • @Pilot said:

    And what if the stun is instant ?

    Isn't that how it's supposed to work? Or what am I missing here? Are hits supposed to go trough the pallet?

    Do you have any idea how many BS hits happen trough pallets against high ping killers? Way, way too many.

    Unbelievable. The killers were having the time of their life abusing the pallets for weeks and now after the fix and the slightest of buffs they're crying their hearts out?

    Kindly bugger off....

    Pallets aren't meant to stun until they begin to fall in the animation.

    Aka your vulnerable for the first .3-.5 seconds of the pallet throw animation.

    Not a large window but its still there.

    Also I have been noticing as survivor a lot of laggy hits this patch myself and laggy swings this patch as killer(aka I hit them then they teleport away onto the ground).

    Including an invincible Adam rubber banding endlessly until the game DCed him.

  • I have had the same thing happen with my laurie but I didn't know if it was a bug or anniversary prep work that went live too soon.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186576#Comment_2186576

    I don't think infinite pallet blocking will be healthy. While I'm not against increasing the range, I don't think a hex should remove resources for as long as it's up.

    There are certainly some uses for blocking nearby pallets. Prevents pallet saves, can catch another nearby survivor off guard, or trapping a survivor in the corner of the map with nothing when they have no other safety to run to.

    I am trying to suggest buffs to keep it within its theme along with the fact that Devour hope/NOED are hexes that removes survivor's resources(in its case how many hits survivors can take/Hook states with Devour as well) as long as they remain up.

    Along with third seal removing aura reading resources as long as its up as well.

    PS. Those are all niche situations where it barely helps as most of those are either in your control or in your favor anyways.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186553#Comment_2186553

    Pallet blocking shouldn't be permanent but there shouldn't be a cooldown. Look at crowd control. That perk can in theory block every window vault at once with no cooldown.

    The cooldown is just so oddly restrictive for a perk that survivors can remove.

    Here's the thing though: Blocking windows is stricktly good for the killer meanwhile blocking pallets after a hit usually isn't unless it lasts for a long time.

    Remember most survivors leave a loop the moment they get hit and either panic drop the pallet wasting it(Good for the killer) or don't and flee letting that pallet loop be used again.

    Blocking off pallets until its cleansed means its strictly an advantage like Crowd Control's effect.

    So even without a cooldown the "Blood Favor" is doing you anything but favors and almost always hurts you in the long run.

  • I feel like it should only remain a hex if the range was doubled(So its the range of the default Terror radius) and the pallet block remained for as long as the totem did.

    So if the totem isn't found theoretically every pallet on the map could be blocked off until its broken.

    Aka making it pseudo break undropped pallets until cleansed.

  • Its not toxic its just annoying when someone stalks you for the entire game to try to get them.

  • Killers mainly need a lot of Quality of Life changes such as the removal of the auto disaim because it legit makes me motion sick on Nurse when the game is constantly wiping me around into endless pointblank misses.

    I mean it was bad enough the survivors could tell the auto disaim was making me sick.

  • @Nomporu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181363#Comment_2181363

    'People with below (so many hours)'s opinions don't matter'

    I have below 300 total across both platforms yeah, none of my opinions are going to change in the next 100 hours.

    Survivor has a lot of good perks and variety, don't know what I'd say 'the best' is, depends on if you're going for altruism or playing more for yourself.

    The killer side I feel has a lot less variety, noed, pop, insidious for the campers, ruin (which i don't have much of a probably with just see it a lot) BBQ&C etc. don't know if i really need to list the ######### everyone knows.

    I rarely see either NOED or insidious at red ranks unless its someone new to said killer or is trolling with bubba.

    If I had killers like that at in my red ranked games I would never leave rank 1-2 as survivor even when messing around.

  • @Tsulan said:

    Next challenge: Get 6 unhooks. Must be safe unhooks. Complete challenge in a single trial.

    You forgot the 2nd part of that:

    The killer must be the cannibal(Leatherface) who has the perk insidious equipped.

  • @[Deleted User] said:

    Spirit addons need a huge nerf, something ala Nurse. It makes no sense a killer with such a strong basekit having also the best set of addons in the game. Even browns are game changing.

    I know people are grasping for straws for trying to get the spirit nerfed but really?

    Her add-ons are what you're complaining about!?

    For context:

    Zori: 5% movement speed while haunting. Good but nothing of note

    Shiawase Amulet: .5 second longer haunting. Barely noticeable.

    Origami Crane. .03 extra charges per second... She needs 5 charges like blight to use her power. Or in other words an extra power every 167 or about one extra power every 3 minutes of constant cooldown and not counting haunting time so realistically once every 10+ minutes. Its a purely placebo add-on.

    Gifted Bambo comb: 15% faster haunting activation time or about a tenth of a second faster. Again a Placebo add-on.

    None of these are game changing and only the Zori(Shoes) are any good.

  • From the (very old) player spread by group(Aka how many people play solo or 2/3/4 man SWF) statistic shown us that 47% of survivors are at least in a 2 man SWF.

    So the likely hood of being in a full solo lobby is astronomically rare.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181099#Comment_2181099

    Blight's is especially annoying because half the time you shouldn't be using your lethal rush.

    Its also frustrating as I would rush into a survivor while patrolling generators.

    Hit them with lethal rush then they would hug a loop not letting me down them with lethal rush.

    So I have legit had games where I maxed out Deviousness as blight but didn't even come close to completing his daily.

  • I feel like killer dailies as a whole need to be looked at as a lot of them don't make sense:

    Blight's daily requires you to DOWN survivors with his power but normal power hits don't count.

    Plague's daily requires you to basic attack max infection survivors but corrupt purge hits don't count.

    Demo's daily requires landing fully charged shreds instead of just landing shreds for some arbitrary reason.

    Getting a chase survivors for 3 minutes as a 110% killers whom mainly down survivors very quickly in chase or aren't in active chase state for most of their chases.

  • Double check it myself and you are correct.

    Idk why the other guy photo-shopped their image to try to gaslight the bug as being a legit feature.

  • If theres two toolboxes and a key I tend to dodge solely based on the logic of:

    If you clearly don't want to play the game with me why should I bother trying to play with you?

    I mean theres really no point in playing those games when their sole purpose it to let someone die then escape with one gen left after they gen rushed the first 4.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179036#Comment_2179036

    If you are a good killer you will know how far you can make it with Legion, it if you mess it up its your mistake, not from the perk. Infectios pairs very well with monitor cuz the bigger radius gives a good intel of where your next target is. Again if you mess up with the range of then its up to you, not the perk. Yes ofc deathslinger and myers are very good with this perk, probably even the best, but doesnt mean other Killers dont benefit from it. If you are used to that perk then the smaller TR can befit very well, you would be surpsied of how often I get some free Kills cuz I catch survivors off guard and off position.

    Ps: Ignore my spelling, I am tired xD

    I have had mixed results with M&A and infectious as it never seems consistent if it will be the small reveal(Due to being able to down while not in a chase such as over walls as Plague or blindsiding someone before they can run as Oni) or the large plus Plague and Bubba really can't make use of the larger reveal they are just too slow.

    But I do get your point about the smaller Terror radius throwing survivors off leading to grabs as I have done it multiple times but I was also originally commented to the OP who was asking why M&A felt underwhelming to them.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2178778#Comment_2178778

    Not really, monitor is really good also on Killers with oneshot abilitys or keeping survivors injured such as Legion, Plague, Oni, Bubba or even Billy.

    Eh not overly for legion as you don't actually want the larger Terror radius while in a chase as it can often lead you to chasing survivors you can't possibly reach in time(Killer Instinct is tied to their radius).

    Also for killers like Plague,Oni, and/or depending on your build Bubba don't actually want a smaller terror radius as they rely heavily on Infectious Fright which reveals survivors inside of your radius thus wanting a normal sized one(Too small you miss survivors too big well look at the top above).

    Anyways the best killers for it are objectively Michael(Again depends on the build)/Deathslinger/Trickster as it lets them more easily ambush the survivors.

    Finally for billy you have add-ons that can outright grant undetectable and unless you're running one of his Ultra rares the apex muffler your chainsaw sound isn't suppressed by M&A.

  • This is not my idea but I forget whose idea it is:

    I'd rather just have the hatch not spawn until all gens are done or if there's only one survivor left.

    If nerfs keys without actually touching the item while also making the 1v1 end game more fair as neither side can see the hatch before it opens and it has zero effect on hatch achievements such as the 4 man hatch escape which requires all generators to be done anyways.

  • Mainly if the SWF has items or not as an itemless SWF is infinitely less frustrating then one with any combinations of these two green toolboxes with a BNP, a key and,/or one or two medkit(s) which I have been seeing a lot.

    The main combo I see is two toolboxes and a key which if its randoms I don't mind but with a SWF's is just a gen rush and 3 man hatch open game unless I play very tunnel/slug happy.

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