Warcrafter4
Warcrafter4
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- Warcrafter4
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1817307#Comment_1817307
I don't really care about whether you take it seriously or not, I just want to flood the forums with messages like this so devs realize there's still a problem with their design.
My point is that these type of threads can't be taken seriously due to how often "Tunneling" and "Camping" are used as an excuse for losing.
Ultimately what I am getting at is that the developers have probably realized this and are ignoring it because of how endlessness false claims there are on this forum.
PS. Baseline Anti camp was tried twice across two PTBs and it was abused so badly by survivors on both it ended up being removed. They have never tried it sense because of the abuse as well.
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Every time I see people make these threads all it reminds me of is the endless amount of survivors complaining that I am camping them when I am on the opposite side of the map running their teammate over as blight.
Or
Them telling me I tunneled them to death after I killed them for my 12th and final possible hook.
Sorry to say but I really can't take these threads seriously given how many survivors constantly blame the killer for Camping/Tunneling when the killer doesn't.
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@NomiNomad said:
Cosmetics are a bit of a hot topic around here, but they're the way the dev's make most of their money. If cosmetics didn't sell, the DLC's would likely cost more or you couldn't get them with Iri Shards. I'd rather have some optional $5-$10 cosmetics be sold then boot up the price of the DLC's.
Cosmetics and DLC prices are independent of each other.
This is a False Equivalence fallacy to consider that they effect the other's prices.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1816812#Comment_1816812
I do think it’s intentionally actually.
I think they want players to never separate Victor and Charlotte super far from each other.
It also completely undermines them being separable to begin with.
Whats' the point in switching to victor whose hyper mobile(150%) if he's still chained to a 115% killer?
This ironically makes them un-viable outside of
slugging/camping(The locker change heavily hit their slugging). -
@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1817150#Comment_1817150
And possibly provide some sort of justification for her power? Not that I don't absolutely love it and her overall design, but it's extremely noticeable the disconnect between her power and her life, much unlike The Doctor.
I mean with such a cool concept as someone's last breath!? BHVR what are you waiting for?
I also feel like they should also probably address her possessed marionette est animations and overall supernatural powers that have nothing to do with the last breath such as levitation/psychic attacks she uses to break pallets.
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Given how much the developers seem to want to forget the nurse exists...
I doubt any exist or will ever exist.
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When I play killer and 2 people DC before the 3rd gen is done I generally speaking just make that a farm game as its usually not worth playing normally at that point.
I say generally speaking because if you were stalking me with a flashlight all game I might not be kind to you.
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While not myself directly I have had to point out to survivors in end game chat how devour hope works because they accused the killer of cheating by moring them despite devour hope going off.
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Its an Mindbogglingly strict conditional perk:
- It has a get 2 hits
- With a basic attack
- Then while within 20-30 seconds
- A SURVIVOR must get(Condition as it requires the enemy team to complete)
- A skill check which is random.
- The skill check must be a good skill check.(Great skill checks don't trigger it)
- On a generator.
- While that generator is still being actively repaired
This has 3 conditions to allow its other 5 conditions to even be considered and one of which IS RANDOM.
This is one of the single most restrictive perks in the game
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Another issue is that survivors just in general need to stop harassing killers.
Whenever a killer makes a mistake in game survivors taunt them.
Whenever a killer has a bad game they get insulted endlessly in end game chat.
Whenever a killer plays in a way a survivor doesn't like they get told things no one should ever be told.
Whenever a killer plays in a way a survivor DOES(No tunnel/camping of any kind) like they get told they played in a way they didn't like and look at the above.
Whenever killer plays a character they like survivors harass them for playing it(Try playing doctor/legion for a week....)
Whenever a killer plays well they get harassed to no end in end game chat and even out of the game.
None of these even consider things like SWF imbalance or match making which only exacerbates the above issues
What I am trying to get at is part of the issue is the community itself as boy does it make people not want to touch killer with a 12 foot pole.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1813502#Comment_1813502
Didn't the devs say they don't hand pick questions, and instead go off of votes?
If so this outright proves they lied to us.
You expected anything else from a question involving something that was promised to would help killers?
I mean husks were promised a long time ago as a killer QoL change and never happen.
I fully expect their "Early game collapse" to have met the same fate.
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Sabo is a mechanic that can never be balanced as its always in one of two states:
So strong that it prevents the killer from hooking survivors entirely.
Or
Its so weak its not worth doing.
Why the mechanic is like this is that it denies the other side their main win condition entirely and if it was reliable killers would have to literally mass slug people just so they could get a single hook if not out right slugging people to death.
You know what every survivor "loves" having happen to them.
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Given how overall mediocer most of the last buffs were...
I feel like they should actually try to understand why perks don't currently work first before trying to fix them so they don't end up doing nothing like the cruel limits buff.
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Remember game speed is an issue still and the developers did recognize that gen speeds are an issue to the point that they were working on an early game equivalent of EGC to try to help correct the early game gen speeds without effecting late game.
We don't know if it still is as most killer QoL mechanics mysteriously never get brought up again like husks....
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4 mans are having a heyday right now with keys and the more good survivors doing nothing but 4 man (Wannabe) sweat squads means less good survivors in solo queue.
Ironically them announcing the key nerf and not the mori nerf still negatively effected survivors game's anyways.
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I'd change would make it so if its used for healing it's progression bonus is a flat 2 seconds bonus progression.
Aka it grants a flat 12.5% healing progression if its tokens are used for healing.
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I fully expect the game at its current rate of game breaking bugs to last for 2 more chapters.
Not because of the loss of player interest but given how we are starting to get exponentially greater amounts of bugs with ever worsening negative game play effects.
Aka I doubt the loss of interest will kill the game but the game will become unplayable due to all the game breaking bugs in 2 more chapters.
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@ukenicky said:
Much like keys popping up much more, I'll hazard a guess it has to do with the fact that they're looking on changing Freddy and keys soon.
So naturally, everyone will play Freddy and use keys while they're still strong.
I do hope they won't butcher Freddy but, make some changes that make sense.
They won't give Freddy reasonable changes given their track record with Nurse/Billy.
No reason to expect them to do anything different if they have clearly shown that they didn't learn from the last 2.
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@gatsby said:
Honestly, its just Frenzy looking bugged. Once you spend a couple games getting used to it, Legion is the same Killer as ever. The Lunge range isn't decreased its just the perspective you're looking at it from now makes things look slightly closer than they actually are.
Even from a survivor perspective legion was moving slow.
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It is an exploit and the game itself does punish it with the DC penalty but more should be realistically added.
DCing when its not an emergency is literally punished already and DCing to give your team an advantage is an exploit but I do not know how punishable it is.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1811499#Comment_1811499
making more useless offerings is not a good thing, its boring and limiting of our options.
I don't think this person is worth talking too given them complimenting the survivor main echo chamber in this very thread.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1811791#Comment_1811791
Well too bad I didnt see it. Also even so moris have had 3 times as more posts than one of my kind which is why I brought that up
Ah the old unabashed hypocrite stance.
There is no reason to talk to you anymore.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1811759#Comment_1811759
Funny I don't see many posts doing what I am doing
Dude Zarr0ch made about a half an hour ago and its still on the front page on general.
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Stop complaining about people complaining.
We don't need 50 posts about people complaining about other people complaining on 50 posts.
You're just doing the same thing as the people you're complaining about.
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@Zarr0ch said:
Why do people feel the need to create their own post about mori's when there are already active ones? Is it a need for attention that makes them create a new one instead of replying to existing ones?
+ Before it is said, I understand the irony of me making a post to complain about the posts :)
Why do people need to make posts complaining about people who make posts to complain?
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I fully expect that this code is for the very crude bots found in the tutorial.
So this doesn't mean much unless we can find out if this is more advanced code then whats found/used in the tutorial.
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Nothing is going to stop petty people from being petty.
I mean people still DC on first down even against weaker killers like Wraith and Clown.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806659#Comment_1806659
the radius is pretty short it seems to not be very useful aside from knowing if a teammate is being facecamped. why do you think its too strong?
I am someone who uses Kindred in every single game I play as a solo queue survivor and trust me just knowing if a killer is camping and or which way they are going.
These can help me massively by either knowing I can/should commit to a generator due to camping/teammates looping the killer by the hook.
or
Knowing if the killer is coming in my direction(Usually revealing if they have BBQ or not) so I can hide/leave the area so I don't get caught which is invaluable against the Nurse and Deathslinger where stealth is king.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/212203/whats-the-point-of-moris-now
It's supposedto be a cool death animation not an instant win.
Given that the ebony mori was released without even the first hook requirement they were meant to be a power trip offering.
As of now they have completely lost their purpose and are generally speaking detrimental to use as it takes more time to mori someone then it takes to hook them in most situations.
Also before you bring up DS I'll have to ask this:
Doesn't bringing up countering DS halfway(as it doesn't stop the first DS timer) as an advantage of a ULTRA RARE offering makes it kinda telling how over powered DS is?
Think about it.
Why SHOULD a killer has to bring an ultra rare offering to counter one perk halfway?
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No non basic attack works with exposed.
Its why iron maiden isn't run on huntress for the expose but simply for the faster reload speed.
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I'd only have the survivor aura reading part baseline for solos.
The killer aura reading part being baseline would be too strong.
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I feel like it should spawn 2 "Junk" chests as a trap part of the perk.
The "Junk" chests always have half depleted brown item in them but look identical to the 5 normal chests.
This would make it has the down graded items while also being infinitely easier to code as it just spawns a new object that shares a model with the normal one.
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Yep that's one of the many bugs that haven't been fixed in the hotfix but given the severity of most of the others I'm ok with this one being on the back burner.
Ps it also happens to other characters like Jake.
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Cypress Moris "kill by your own hands" effect should be unchanged but should also given a 150% BP bonus to all categories if you get it off.
Its bad and useless so why not make it a risk/reward BP offering.
Ivory mori should require 2 separate people being hooked for the killer can mori one person they have hooked before.
Ebony Moris should require all 4 survivors being hooked(Downside of the 4th person being tunneled and moried) or Make it so once your unhooked if someone else is hooked you can be moried.
The second Ebon yMori change would mean that if you down and hook multiple survivors you can't instantly mori either the moment they are off the hook but you'd still would need to hook more people to get it.
Survivors who can be moried gained the "Doomed" status which is visible on the hud to all players as a warning that they can be moried(Devour hope doesn't show this until someone gets moried just like its exposed effect).
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@Mandy said:
I know they move at an increased speed in Frenzy - they moves at 5.2m/s, I never disagreed with that. I'm saying I've seen no evidence that their speed is not that currently, I've even tested it myself by running in a straight line with and without frenzy and timing it and it's definitely faster in Frenzy.
The team investigated Legion prior to the hotfix and found the Frenzy speed not to be an issue only the FOV which was fixed in this update. If people have evidence that this isn't the case, that's a different thing, but as yet I've seen no evidence and am unable to replicate it myself.
If your team is using an internal build to test it and lets just say you use a compiler to finish it for a release have you guys tried testing the compiled(aka public) version instead of the internal version?
Aka: If your using a compiler have you tried testing if the compiler is causing the issue?
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Nurse speedwise is effectively a 115% killer(Yes people did the math and found that out) who can pass through objects.
She is realistically no faster then any other killer but given her lurching teleporting style makes her seem faster then she really is.
When she catches up to you in you hold W its no faster(If not slower) then any 115% speed killer doing the same.
LoS and lockers both help against her a lot because of this.
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I feel like they don't make it stack because they don't want survivors to fight over totems too often.
Most Nancy players already get pissed if you take a totem from them if they don't have inner strength enabled just imagine how pissed they'd be if it could stack and they see a teammate doing any totem.
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Honestly I have never been moried by a tombstone mires despite how often they try because lockers exist and flatout prevent the mori.
Yes both tombstone and tombstone piece are countered by jumping into a locker so instead of dying you get hooked as they can't mori you on the ground with the add-ons.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805416#Comment_1805416
Ummmm did you not see all the things it counters?
doesn't matter how fast they are at worst you lost a few seconds, what at best 5 seconds lost? still worth it to ignore DS, FL's, ect. a few extra seconds doesn't make it THAT much worse then final judgement to where they are useless or weak.
it only ignore those ONCE and only AFTER THEY COULD HAVE ALREADY GONE OFF.
Its in all honesty dishonest to consider it a counter to DS if DS has to have a full possible activation time go through before it "Counters" it.
Same applies to the rest.
As for time killer's time is logically worth 4 times(1 v 4 the one's time is worth more) as much as a survivors and a lot of game can come down to 5 seconds between denying the last generator poping and downing the survivor team or the generator going off and them escaping.
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@AChaoticKiller said:
mori's don't need an extra effect, i understand that compared to their past version they are way stronger but nerfed mori is still strong.
would you call PH's final judgement weak? No it allows you to kill survivors regardless of DS, flashlights, or body blocks. that is current mori's.
not everything needs to be super strong in fact i support the nerf as something is better than nothing, mori's were just too strong and a lot of other idea's had flaws that were exploitable or not fair per individual.
Besides if the nerf was this severe imagine what will happen to keys, from the mod responses it is very likely that it will now take time to open hatch since they mentioned long animations.
PH's final judgement takes half to only a third of the time of a normal mori for it to be viable.
If it was a full mori duration it would be actively detrimental as just hooking the survivor would be faster.
Aka there's a good reason why he has 2 mories one for game play(Final Punishment) and one for style(Mori)
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@valvarez4 said:
Guy, devs were buffing killers and maps and perks for them for so many time, and survs only got nerfs
I can't tell if this is sarcasm or not.
If not look at billy, nurse, the god loop breakable walls and, tell me only survivors have been nerfed.
If you were being sarcastic I am sorry but Poe's law happened.
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Mori nerf was necessary...
But them nerfing them to the point that they are ACTIVELY DETRIMENTAL to use is not as most moris are longer then just hooking the survivor.
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Moris as they are right now are actively detrimental to run as most of them are slower then just hooking survivors,
Also before people bring up they earn you BP they earn a max of 1200 bp on a 7000 bp offering making them have the literal worst possible best outcome of all BP generating offerings.
So no they aren't even useful for BP.
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Not to be rude but given your post history I think the main issue you have with the game is lack of practice with the game's mechanics.
Practice your looping and practice safe unhooks.
That will fix a lot of your issues as learning to loop the killer longer will keep you off the hook for longer.
While learning how to not farm your teammates to death means they will be both more ALIVE to help you and more willing to go out of their way to help you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1802140#Comment_1802140
You realize that The Nurse is a prime example of the Ball of Yarn Almo is describing? Needing to overhaul a massive amount of hitboxes/terrain all for a single Killer? That is why. Every map update, every asset change, they need to take into consideration of The Nurse. There will very likely be oversight because of this, and not simply because "Hey, devs are lazy", but because of an overwhelming amount of information required to make just one thing work.
And even if they give a response, given that it's always going to be an uphill battle with The Nurse, any comments are just going to be lost to the wind.
I'd give them more credit in that regard if they didn't also release Blight and Deathslinger.
Both of them require maps to have good Hitboxes/terrain for them to work properly.
Its becoming increasingly harder to justify developer's inaction with the nurse's needs given that they are increasingly releasing killers who also have those needs.
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I used to see it rarely(About 5-6 times total) but basement Bubba has effectively disappeared with the rework making Bubba actually viable outside of tunneling/camping.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1800238#Comment_1800238
Doesn't matter if it is WHILE healing, it would still be very limited in terms of use. So you think it's healthier for the game to fix slugging by just have a million anti slugging perks? Wow you sound exactly like the devs, don't really want to fix something, so you just make a perk for it 😂
The issue is that slugging helps with the current game speed issues.
It could be add in baseline later down the line once the game speed issues have been resolved but until then no.
Remember slugging is generally speaking the killer trying to stall for time outside of rampage killers like Oni/Michael/Plague and sometimes bubba.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1799177#Comment_1799177
Why does it have to be a perk? It's not OP or anything. If it would be a perk, nobody would use it because it would be SO limited in terms of use. I also edited the thread saying the downed survivor have the option to turn off dragging.
Notice how I said dragging WHILE healing them.
Aka both at once.
But why I don't feel like this should be a baseline mechanic is that its simply anti slug and given how much killers are increasingly needing to slug to not lose...
It simply wouldn't be healthy for the game right now.
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I am sorry but if all of your save require your teammate to use DS to not get them rehooked then you aren't making good saves.
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You try to spite your teammate by denying them their reward for helping so they spite you back by not helping you.
Grants you started an eye for an eye among your own team.