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Warcrafter4

Warcrafter4

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Warcrafter4
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  • @Pulsar said:

    Nurse is the dam that holds the rest of the roster back.

    People said the exact same thing about billy before his gutting.

    Did gutting Billy change anything?

    If not do you think doing the same to the nurse will change anything?

    The truth is that nothing is holding the roster back other then the developers themselves.

  • People really seem to forget how easily login numbers are manipulated along with how many free accounts the game has.

    Remember its still is a free game on game pass and the whole free weekends/login rewards/epic games fiasco makes logins an unreliable metric.

    Plus to further prove the point login bonuses one person can be counted multiple times for claiming the rewards on various systems counts as a new login for each one.

    So just because 2 million login doesn't mean anywhere 2 million play.

  • @adam1233467 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853605#Comment_2853605

    The problem insn't me, is my team who kill themselfs on the hook when is a nurse btw

    I was referring to the 2nd part were you said you can't do anything against the nurse.

    "when one of my team does not disconnect, she is using double range, literally you have nothing to do. I never thought it would be so boring to play against a nurse..."

  • She isn't an unbeatable just requires you to play differently.

    Plus if SBMM worked at all you'd be having even fair and fun games against her as its pure mind games vs mind games.

    Her stomping you consistently is indicative of Match Making being the issue as you shouldn't be put against Nurses so far better then you that you can't do anything against her.

  • Shadow born should be reworked and the devs should just put in an FoV slider.

    A rework idea is to just make it have the wraith's ""All Seeing" spirit" add-ons effect to see generator progression based off of generator aura intensity while outside of chase after X seconds(Stealth auto ends chases so it might as well be just outside of chase).

    Then just rework ""All Seeing" Spirit" to reveal the auras of all survivors while stealth-ed when a generator is completed or after you hook a survivor for 6 seconds.

    It would be a QoL upgrade for the FoV and make Shadow born a proper info perk like the rest of wraith's perks plus make ""All Seeing" spirit" worth being an ultra rare.

  • @mr7ba_bk_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2851345#Comment_2851345

    Think with me, If you see a little detail that reminds you a character you really like, and at the end, this character doesn't appear, would you be happy? This can be toxic only if fnaf fans exaggerating, and this is not the case, I think

    That is called setting yourself up for disappointment by expecting to see something somewhere that has no logical reason to include it.

    As DbD has a heavy "Flesh, Blood, and Mud" theming to it where robotics really don't fit in due to lacking 2 out of the 3. I doubt even the terminator robots would fit despite being such iconic monsters with imitation flesh/blood.

  • They are a fairly pointless change and more or less just done just so the devs can say they reworked clown to shut everyone up about it.

    That or if they actually think it was a good idea to give the worst killer a self sabotaging new power...Idk which is worse for DbD.

    Anyways the Idea that the clown who is one of the most basic M1 killer's in the game having multiple simple powers is a good idea.

    It was just done as wrong as possible without effecting his original power/base stats.

  • @Ruma said:

    Then why is everyone complaining about RPD, Midwich and maps like that?

    If its a casual game for ya all, and you dont think its possible to play competive anyway, why bother about advantages the other sides may have? Just enjoy the map aestethics etc if its not competive anyway.

    Hmmmmmmmm

    People can not care about balance and still not find either map fun.

  • This really goes to show much much DbD's art style has been lost over the years.

    As despite being lower quality model these screen shots just look better due to having a strong art style.

  • @Pulsar said:

    Is it bad that I assume this is gonna make the cheating problem worse?

    Its free to play but not free to keep unlike what epic did.

    Aka even if it does making cheating worse its only for the weekend.

  • Is it already time for the annual FNAF fan spam on the DbD forums?

  • I just noticed looking at the numbers is that the company is really pulling out all the stops to try to get players back for this but the numbers are still in the red.

    We have a free week of play, A new licensed chapter, A sale on effectively everything but the newest chapter, and yet the numbers still are going down.

    I am starting to get the feeling the developers are getting worried by the player count numbers.

  • @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843911#Comment_2843911

    That's where latency and short range blinks come in, there's no anticipation if she can charge her blink for a half second and wreck you then next.

    Nurse has no counter play in Mid to short distance ranges, cause she can blink twice faster than you can juke, not to mention the small latency on both sides that makes the nurse blink faster than what you can see on your screen.

    All the Nurse has to do is catch up to you in mid to close range in order to land a SURE AND EXACT PINPOINT HIT.

    The only way a nurse can mess up is if she always swings in the first blink trying to overreach or doesn't see where she's going.

    Dude the game is based around melee attacks/melee range abilities.

    Every killer is disadvantaged at long range(To varying degrees) and the entire point of a chase is to get into close range where they do have the advantage over the survivors.

    Its the fundamental basis the entire game and its why killers are faster then survivors either base or with powers.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2842574#Comment_2842574

    Well I don't think it should be common for you to pick up condemn kills. But condemn certainly isn't very pressuring as it stands. Survivors don't really need to interact with tvs except to remove condemn because Sadako teleporting to a tv puts it on a longer and is very telegraphed that it's easy enough to get distance while she's in animation.

    Also remember healthy survivors with tapes are effectively immune to being moried as interacting with TVs takes so little time that you should never get hit twice before you use the right TV.

    So survivors as it currently stands can just ignore the mechanic entirely until max stacks then just rush past the killer to remove it.

  • They even brought a saloon map offering sending them to a SWF sided map.

    Coordination of generators being done can make the map effectively unlossable for the survivors (by leaving gallows+Main building for last with one off in a distant corner) but uncoordinated survivors can easily make it unwinnable for themselves.

  • I'd laugh its its the saloon breakable wall bug again but now on badham.

    If that's the case then It really goes to show that those types of breakable walls should just be normal walls instead.

  • I swear DbD's code is haunted at this point as so many ghosts of the past keep coming back!

    Joking aside But good catch on figuring out what perk was causing the crash.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2838744#Comment_2838744

    It's not the same. It's up ten percent or more if any one month is compared to the same twelve months prior. For instance in your January example: January 2022's 40,000 is greater than January 2021's 36,000.

    The Steam Charts does not make me think DBD is dying. It makes me think that the peaks DBD reached during Summer 2021 were so insane for a game like this and was so high that even though the game clearly has more users than a year ago over the last six months (or the year before) that it somehow looks bad. These arguments look like bad analytics to me.

    And VHS hasn't accomplished anything. Dowsey's back to playing DBD religiously if yall want to go there. He's all aboard the Sadako hype train and I'm glad he's releasing more content.

    VHS has been down for a while due to hackers attacking their servers.

    Plus VHS hasn't even gotten past closed beta so its a bit premature to call it.

  • @TypicalIllusion said:

    so forcing yourself to die is fun? atleast cross off players have a brain and we popped all gens at once and we 4 outed

    I'd rather them just fix the boxes which have always been an issue for pig instead of just banning people.

    As banning people for doing it is just trying to hide the issue instead of addressing it.

  • I like the add-ons but two of the basekit changes need work.

    The Chainsaw Sprinting speed should come with a proportional amount of base turning rate up so billy maintains his current basekit turning. Faster movement speed but no turning rate increase just means billy while faster has less control aka it would make him work like he had pre-buff "Adrenalin Vile" baseline.

    He just doesn't need a longer charge rate in general as he's gameplay is already clunky enough as it.

    Let alone if he's going to have overheat as the longer he needs to charge the more quickly he overheats and thus the longer between chainsaws he has as a penalty to avoid over heating.

    But overall the best rework would be a full revert with minor add-on changes.

  • @Brimp said:

    I hope your cousin is ok, but you're expecting way too much out of a dev team that took 5 years to add colorblindness settings despite unreal engine has integrated colorblindnes mode they can nearly copy paste into the game.

    Don't forget the literal "Fix Stretch Rez" Button(Aka Confine Resolution button) they refused to press as well in that time...

  • @Lord_Xylum said:

    If a Killer stands within 16m of a hook for longer than a minute, they shouldn't be allowed to injure/down other Survivors until the hooked Survivor is rescued and 24m away from the Killer.

    Facecampers should be punished. Primarily Bubbas.

    They have tried the proximity based anti camp mechanics multiple times before.

    Want to know why they don't exist in the game? Its because survivors abused every single last one of them the devs ever tried to implement.

    There is no possible way to stop/punish camping without it being abuse-able by the survivors and thus no baseline anti camp will ever exist.

  • @Heartbound said:

    I'll never understand why killers are routinely close enough to the hook to trigger BT. It's a waste of time to circle the hook unless you're chasing a survivor. If you catch a survivor running in on the approach you injure them as they get to the hooked survivor and then down them after they rescue.

    The real prize is being off and doing your own thing, seeing that the hooked survivor has been rescued and returning to the hook before they can fully heal. That can be devastating.

    The terror radius requirement got removed nearly a year ago in 4.7.0.

  • @brokedownpalace said:

    No. It would literally just reward tunnelers and campers at minimum 25% more bp lol.

    I have a question:

    Why do you care how much BP your opponent gets?

    How much BP they get is irrelevant to you.

  • The issue overall with tunneling/camping isn't just Circle of Healing its the fact that chases/split pressure as a whole is one of worst things the killer can do.

    While Circle of Healing is responsible for exacerbating the issue the devs themselves have caused it by both nerfing killers and their split pressure perks:

    Pop got both directly and indirectly nerfed with both its duration being reduced along with perks that counter it being introduced such as flash mine(Pop only goes off at the end of the kick so the stun+ two kicks can deny a pop easily) and repressed alliance.

    This means you both have less time to split pressure with pop while getting the regression off and it makes it less reliable to get said regression off if you try to split pressure.

    Meanwhile Ruin got indirectly nerfed from the existence of boons as survivors are now much more aggressive at getting rid of totems to place their boons.

    A split pressure killer nerf was Billy as he can't just keep sawing his way around from one area to another without risking overheating forcing him to commit to a chase without his power...Which is usually on the weakest survivor aka who just got unhooked as he can't use his insta down.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2834161#Comment_2834161

    Well it would certainly help abit. I do kind of side with the devs about the tiers, I wouldn't mind just 2 tiers (so imagine tier 2 didnt exist you just had a weak and stronger version)

    If I could choose I'd rather a faster way to earn BP than less things to spend BP on. I like collecting my addons, offerings etc. Especially to create meme builds but removing tiers wont help with that

    I don't think the devs actually believe what they said about was the reason for keeping perk tiers.

    My theory is that they don't do it because Perk tiers are probably hard coded(Aka easy to make but hard to change) into the game and would take a immense of effort to actually remove.

    As we'd need 3 times as many perks as we have now for the grind to get back to where it currently is. Which with the release rate would take nearly a decade to reach. That's more then enough time to figure out a more permanent solution.

  • Did you ever play or heck even see the original wraith?

    His power was useless and had the largest terror radius in the game at 40.

    It was pretty objective.

  • Its effectively a perk that has been nerfed 3 separate times:

    Self heal speed went from 75% to 50%.

    Medkit self healing efficiency went from 100% to 20%

    Time to heal in general was increased from 12 seconds to 16.

    Also from what I hear in Asian regions before Circle of Healing's release it was still a meta perk even after getting nerfed hard 3 times.

    So no it doesn't need a buff or at least not to its healing speed.

  • I'd say I'd rather not find out right now.

    We are already have healing being too fast as it is and at 100% it would theoretically be 3 times healing speed when combined with Circle of Healing.

    If Circle of Healing didn't exist them it might be fine to test but we have had multiple self healing perks nerfed for being too good before:

    Selfcare being changed from 75% to 50% with med-kit self healing efficiency going from 100% to 20%.

    Then you have the meaningless Circle of Healing nerf that added all of 2 seconds to the heal.

    Faster self healing has always been a dangerous stat.

  • I feel like DbD's art-style as a whole has died, with nearly everything new that's coming out looks like its in a completely different art style from the original art work.

  • @Via said:

    i mean how tf you gonna catch survivors without that sprintburst and it makes cloacking tottaly usless

    Yep and we even have proof of that as pre mega buff Wraith didn't have the post stealth sprintburst baseline(It was weaker and an add-on) and he was considered F tier.

    Without it he was the objectively worst character in the game.

  • Plague is fair to a fault:

    While she does deny traditional healing she gives pools which heal survivors at 4 times the normal healing speed:

    8 seconds of one survivor's time vs 16 seconds of 2 survivors' time(32 seconds total).

    Plus the survivors are in near complete control of when/how she can use corrupt purge.

    The survivor's control over Plague reached the point the devs have been forced to give the plague some control over corrupt purge(Baseline free corrupted pool) and buff literally every single stat vile purge has to make her playable.

    Her being so good in this meta is simply symptomatic(No pun intended) of how overpowered Circle of Healing is and how much it break the game's healing mechanics.

  • @jesterkind said:

    Billy's major problem is his lack of good addons, and imo that his post-bump stun is way too punishing.

    Overheat is nothing, I don't really care if they improve it or remove it, but taking it out won't fix anything since it's not causing him any problems.

    The main issue with overheating is that it only really punishes people who are trying to learn Billy at this point which is more then enough of a reason to get rid of it.

    If it does nothing but hurt people trying to learn Billy then it serves no purpose in the game other then to discourage people from playing Billy.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2830063#Comment_2830063

    That is not accurate, at all.

    OP's last thread was about 2 specific killers who acted badly (a Clown instantly blaming his loss on a non-existent SWF and a Blight who DCed despite using some of his best add-ons) and the pictures clearly show that. Besides, OP never once called them toxic.

    Your last point doesn't make any sense, to be completely honest. I absolutely despise Trickster from the bottom of my heart, but I don't go around retelling stories of my frustrating matches against him to portray the killer as "toxic".

    It is unreasonable to assume someone would do that in the first place.

    Its actually possible for the clown to not have been talking to the OP at all and was talking to a possible 3 man swf as we don't know as we lack enough info. The op never checked for the others were in a 3 man.

    As for the 2nd the blight was blaming himself for not playing his main.

    The OP's pictures in that thread meant nothing as we lack context.

  • @Nebula said:

    I know, I know, another camping/tunneling post.

    This problem though, is apparent in at least half my games, where the first person to get hooked will be tunneled and or camped out of the game as quickly as possible to turn it into a 3v1.

    This just perpetuates a cycle of survivors complaining about these problems, running meta perks to counter them, then playing killers who don’t do either of these things and punishing them for playing in a more fair manor, turning them into killers who camp and tunnel these survivors out.

    This is a very unhealthy cycle for this game to be in, as it promotes “toxic” behavior and a stale meta. Survivors will run the same 4 perks every game, and killers will get a person out as soon as possible to counter this.

    I understand that this has been a problem for a long, long time, but when it comes to game design, fun should be the first priority. The current state of the game does not promote “fun” interplay between the survivor and killer and 90% of the time, one side of the lobby will be left with a sour taste in their mouth.

    Apologies for the rant, but just wanted to put my thoughts out there.

    The issue with camping/tunneling is that chases and splitting pressure is currently one of the single worst things killers can do.

    Its also for 2 reasons:

    Circle of Healing has more or less killed hit and run/split pressure.

    Killer nerfs/regression perk nerfs to both Pop directly and Ruin indirectly:

    Pop lost its duration giving killers less time to split pressure to get the regression off. This is along with indirect nerfs such as blast mine which can cause the killer's pop to run out before they can use it.

    As remember pop's timer doesn't pause during kicks/stuns so its entirely possible for pop to run out even though the first kick should have activated it.

    Ruin was indirectly nerfed by the introduction of boons which caused nearly every single totem to be booned in a game and thus getting rid of all hexes. Ruin was always a risk but has only gotten worse at it.

    TLDR: New survivor perks/Killer nerfs(Both Killers and their perks) have made camping/tunneling the best option.

    Edit: I didn't go over direct killer nerfs as this is too long as is and they are too numerous.

  • @ObservantOfTime said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828472#Comment_2828472

    You can provide your own Steam ID, that way they can find the match that got flagged and find the person who got reported.

    The devs have been shown to not store any data on a match other then Kills/Escapes so that's not going to happen.

  • I'd honestly rather just have the perk just have "Chest" medkit efficiency or refills "Chest" medkits when you open a chest with one in your hand.

    Chest items would be items you get from chest in a game not ones you bring in and would be a tag/icon on said items.

    So if you get the emergency medkit it can heal you better but can't be used to make medkits you bring into the game overpowered.

    This would also make it better synergies with Ace's perk Ace in the Hole as it would mean the medkits with the add-ons you get from it are even better.

    Also making it so it gives ranger's medkits would be absurd as they are easily one of the single strongest items in the entire game so that's a no go from the start.

  • Given that Dead Hard is literally the only perk in the entire game that can turn a killer's power AGAINST THE KILLER( Examples:Trapper/Pig/Demo/Nemesis).

    Trapper: It can literally turn a loop closed off to the survivors by the killer into a loop that the trapper is locked out of if he doesn't/can't pick up the bear trap. It can literally turn the Trapper's own power against him.

    Pig/Demo: Ends their alternate lunges early denying the bonus distance and forces them to go on their long missed attack cooldowns.

    Demo/Nemesis: Can force the killer's power to not break a pallet while also going on cooldown and force them to do a pallet break action again.

    There is a good reason why it needs to be changed due to its interaction with killer's powers even before you consider Dead Hard for distance.

  • Unhooking has been weird at times but that has always been the case.

    Its also usually only on a select few powers with Deathslinger's being consistently weird: Deathslinger's spear almost exclusively hits the unhooked survivor even when directly hitting the person going for the save.

    That being said Idk where you got that picture from especially since hit boxes in this game are rounded spheres or pills.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826726#Comment_2826726

    Now bestie do me a solid, massive favour and show me where exactly- and I'm talking an exact quote here- I said that Blight should be 4.6m/s. Because what I said, is that the argument of comparing Spirit and Blight makes a better argument for Blight being 4.4 than Spirit being 4.6- nowhere did I say that either argument was good.

    Nice try, you flopped.

    Instant back peddling...

    Classic.

  • @GoodBoyKaru said:

    Spirit is still one of the best killers in the game at 4.4m/s. I and many others can still do very well with her without Add-ons (with @TheGannMan rip) being one of the best I know.

    She takes more practice now than before and some knowledge of survivor pathing and overall playstyles, and yes with 4x Iron Will gamers she can feel kinda... Lackluster at times (meaning "on maps with little to no foliage") however she is still incredibly strong.

    If anything, comparing Blight and Spirit is a more compelling argument for Blight being 4.4 over Spirit being 4.6.

    There is no reason to nerf blight that heavily and its really sad that people agree with that much of a nerf.

    I guess what happened with Billy didn't teach people what kind of monkey's paw wish that will always be.

  • @entitysbreakfast said:

    Wraith players play like **** and there's no counterplay to this add on. It does not feel fun or good to go against. There, that's my whining for the day. BHVR do your job. Just kidding. Or am I? ..... no but i like hate this add on. Thoughts?

    Maybe just listen to the fact he stomps,breaths, and sounds like an elephant and is just as loud?

    If you listen for his foot steps/breathing you'd quickly realize he's the 2nd loudest killer in the game(Only beaten by Demogorgon) even while invisible with the silent bell.

  • Was it a Macmillian map?

    Those maps are known for having a recurring glitched totem spawns that spawn the totem under the map.

    Plus a few other maps have been having glitched totem spawns for a while now.

  • @Aurelle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825828#Comment_2825828

    I mean, killers complain about the meta and if you bring something other than the meta you still get punished for it. Just saying.

    That really doesn't hold water when your build is solely there to be annoying/trolling.

    If you're actively trying to annoy/provoke someone you have no right to complain when they act accordingly.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823514#Comment_2823514

    I've suggested this before, the perks turning into penalizing hexes when kicked. It doesn't fix the problem of putting a boon in the corner of the map during a 3-gen but it solves the other issues with relighting it. Especially since if you kick it and it becomes a hex, it takes longer to boon it again so it's faster to cleanse.

    My suggestion for kicked boons was:

    Circle of Healing: Becomes a hex that gives a -25% healing speed to survivors in the trial while active, stacks up to 5 times at diminishing rates (25% -> 40% -> 50% -> 55% -> 60%).

    Shadow Step: Becomes a hex that gives the killer aura reading on survivors within 6 meters, plus 2m per active shadow step hex.

    Dark Theory: Becomes a hex that gives survivors a stacking 1% movement speed penalty.

    Exponential: Becomes a hex that gives survivors slower recovery rates that stacks up to 5 times at similar numbers to Circle of Healing.

    i feel like boons might need to be separated into different categories:

    Boons and Unstable Boons (Aka Corruptible Boons) .

    Unstable Boons would be the more powerful but can be corrupted by the killer turning them into hexes meanwhile normal boons can't be.

    So Circle of Healing could be an unstable boon causing the corruption downside(and can't be reblessed) if the killer finds it but the weaker but stable boons like shadow step wouldn't be corruptible.

  • A lot of bad perks simply can't be buffed or else they'd break the game.

    Just look at what happened with Boil Over for an example of a survivor perk that should never be buffed.

    As for killer perks Just imagine for example a Basement Bubba using Monsterous Shrine that was buffed to sacrifice survivors 25-50% faster while on the basement hooks.

    Or using your Monstrous Shrine buff idea would disable both DS and BT making the basement completely inescapable.

    It would be incredibly unfun and unhealthy for the game.

  • I feel like it should just be a basic feature of the map just to make the map better for solo queue.

    Also by making it baseline people will learn what it is because it will appear in every map game.

    Finally as it currently stands there's is no reason to use it over any other map add-ons as its the weakest one. That's because it both doesn't make the map's stats better in anyway nor does it help inform the team as much as other add-ons.

  • Yes the ultimate strongest killer ever...

    Clown with 2 brown add-ons running a full totem meme build.

    Truly the strongest killer imaginable...

  • @KateDunson said:

    Alchemist ring needs a downside, maybe make him a 4.4ms killer when using it, like billy addon

    Given how badly that add-on has gone over and the decreasing/removing of most movement speed penalties on add-ons in recent patches such as on both tombstone and tuning guide...

    I doubt they are going to be using movement speed penalties anymore let alone base movement speed ones.

  • I think if we'd ever get an Alma skin that it would be for the nurse instead of Sadako due to licensing.

    Plus the Nurse is imo better because of unrestricted teleports and has seemingly psychic powers to break objects like Alma has,If I am remembering what Alma does correctly.

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