Warcrafter4
Warcrafter4
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The survivors would just ban either the Game or Hawkins meanwhile the killer can only ban one of the following:
Haddon, Ormond, Coldwind farms, Lerys(If blight/Ranged), Spring wood, Red Forest(All non mobility killers).
Survivors would just have map offerings for 2 of them so the killer is forcibly set to a survivor sided map even with the bans.
This just makes SWF better sadly due to the more polarizing maps tend to be heavily survivor sided while also being more numerous and the few killer sided ones can easily be banned due to how few of them there are.
TLDR: This doesn't work due to the game having too many survivor sided/Killer hosing maps while not having enough killer sided ones to even out the new chances.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1755012#Comment_1755012
They don't count DCs - they throw those games out. As for hook suicides - I thought that's what killers wanted, easy games.
They didn't say for this years statistics that they removed DC games this time around which is why the red rank KR is hyper inflated compared to last year's statistics.
I Mean FFS Demo has about the same KR has last year's billy(Aka full power billy) something is off about that.
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@oh_0k said:
Well the devs were probably expecting people to actually play the game and not spend their time looking at the smallest details
Not much else you can do while on the ground recovering or hanging on the hook/Doing generators with no TR against non stealth killers as survivor.
Also not much else you can do while waiting for survivors to actually leave once they have the exit gates open or when your waiting for the game to end after death hooking the last survivor as killer.
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@valvarez4 said:
That”s because they can”t improve killers more, they have 70% of kill rate yet. Also the only counterplay against some killers/addons/campers is genrushing.
Given those statistics include first hook suicides and DC games its hard to take those stats seriously.
A survivor DCing in a game pretty much dooms their 3 teammates to death so even without the DC itself counting as a kill it still gives a 75% KR.
Also before you say about "what if the killer DCS" if the killer players DC at the same proportional rate aka 1/4th as much then its still heavily inflates the KR
4 survivor DCing across 4 games dooms 12 teammates.
1 killer DC only gives 4 survivors an escape.
DC games cause KR hyperinflation.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1754947#Comment_1754947
Why don't you take your own medicine for killer? You want to ignore the stats because they are not approved by killers? Talking about me being a bad survivor and you can say such. And anyone that is honest knows gens are not going to fly against a rank 1 killer that is loaded down with gen slowdown perks. Most of the time they don't get done and killer has another easy victory to add to their tabs.
if you want to use the KR stats when they say the nurse is in dire needs for buffs.
If you support those stats for killer nerfs you'd also would have to support buffing nurse because that's what the stats say she needs.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1752829#Comment_1752829
There’s not a single trail of irony in that post. It’s the literal truth. Exactly how it is.
My point was its ironic and hypocritical of you to call them out for doing something while also doing it yourself.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1752795#Comment_1752795
This is precisely why they praise each other and pet each other’s heads. They play 2 rank 20 matches a month and they’re like “ooof dud survivers iz 2 ez”
I'm guessing the irony is lost on you?
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@sudintlink said:
Doesn't PS only work once? In the description it made it sound like you can only use it once but I might be wrong
Its worded like MoM where you have to reactivate it for it to do anything again but isn't permanently disabled unlike DS.
Aka it says deactivates instead of disabled.
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For me it depends:
I had a game on handond field against 3 DS/unbreakable with a flashlight and 3 medkits with horrible gen spawns making any 3 gen set up impossible.
I got a 2k that game so I considered it a win and the survivors lost their minds that 2 of them somehow died with all that with no tunneling or camping.
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@Pennywise said:
The problem with making it 4k instead of merciless is you would just take an ebony mori, so it would be too easy. I agree though that merciless is also too difficult on some killers in red ranks when you compare it to what survivors have to do, which is simply survive the game.
They could just make it a 4k with the 3 killer specific perks and no offerings for it to work.
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Surge has always been a perk with 2 too many conditions out of its 5 conditions.
Surge's conditions:
Down a survivor.
With a basic attack.
With generators in range.
While off of cooldown.
If the generators within range aren't already regressing(removed in the mid chapter patch so it now works with ruin).So it still needs one more condition to be removed for it to be a meta competitive(Not a meta perk but a contender for it) perk(Most likely the basic attack one).
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Practice just getting around the map with his power at first to get used to it both in terms of collision and just learning to chain it.
Using it at loops is MUCH harder(Borderline Nurse tier hard at times) then it appears and its ill advised to try to do when you first get him.
Btw his power outside of loop can let you catch people off due to being able to catch up with people who are moving from one loop to another.
Also just using his power for mobility until you get better is still a good way of using him as messing up a chain while using it for mobility is far less punishing then messing up in a loop.
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This is your 3rd thread in the last 2 weeks about this can you please stop remaking it?
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The Blight is just as hard as the Nurse to learn if you try using his power at loops.
However he's easier to learn if you first try to learn how to chain his power for distance as its a less punishing for failing along with letting you learn how his bounces work in general.
Also he's a normal speed killer at loops if your only using his power for mobility so he can still work well even at lower skill levels.
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I forget who said it but the line I think that best describes AMN is:
"Its a good perk but pallet balance is so bad that any pallet worth using it on is instantly destroyed."
If pallets had better overall balance where killers weren't forced to break all the good ones then AMN would be much better.
Also the ability to remake god pallets is game breaking so that will never happen because we all know the power of shack pallet and I don't think I need to say dealing with it up to 13 times per game like your suggestion would allow be balanced to say the least...
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@Komi said:
A potential soft buff would be allowing a free kobe that stuns the killer if they spent an entire minute standing like 6m next to your hook.
The game had an anti camp feature in the past(Both extended/Paused hook state timers if the killer was too close) but survivors abused it so badly it got removed and all anti camp ideas were scrapped from then on.
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@Fishydevili22 said:
Fellow killers, have you noticed that double pallets have been drifting back into the game. I have had 3 today and was extremely annoyed. I thought they took them out.
Its the "Technically" not double pallets but effective double pallets as the maps seem to be losing their min distance between pallet spawns(Outside of main buildings which are mainly preset).
So its not a double pallet but definition but in essence it is due to 2 pallet loops spawning either right next to each other or on top of each other.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1746859#Comment_1746859
Why go after the kidnapper if the kidnapper can't do gens?
Because they'd rescue the person on the hook who can do gens and they have literally nothing to do but unhook and loop.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1746854#Comment_1746854
The Killer gets free permanent pressure from someone voluntarily not being allowed to do gens.
They also lose all pressure from hooks because if they have to go after the kidnapper then other 2 can gen rush them.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1746841#Comment_1746841
I feel like the downside of not doing gens heavily outweighs the upside of still being able to unhook.
The killer also loses nearly all gen pressure from losing their power along with gen speeds being slowed less because of the kidnapper always getting the save the other 2 survivors can just gen jockey without worry.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1746826#Comment_1746826
Maybe I'm not getting something, but why should I care about the best looper in this case when the best looper is also prohibited from doing gens? You know how some people complain that RBTs don't slow down the game enough? In this case, hostage Victor represents the one Survivor choosing to do boxes forever.
The difference is someone doing boxes can't go for saves all game and also amanda has more powers then just a single bear trap.
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@White_Owl said:
Is it really useful to kidnap the gremlin? You can't do gens or heal, you're basically afk just to spite the killer who btw still moves at 4.6 m/s so it's not that they aren't a threat.
M1 only killers vs 3 survivors on gens and one dedicated Looper/Savoir(The Kidnapper can still unhook people) generally speaking favors the survivors.
Remember Killers are balanced around their powers helping them in the game as only having 115% + M1 isn't considered to be strong enough to win games.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1746482#Comment_1746482
https://us.v-cdn.net/6030815/uploads/XOBSS6VP4QI2/20201112-212001.jpg
https://us.v-cdn.net/6030815/uploads/01W6X8EIY3L0/20201112-203157.png
How exactly? This is probably the closest you can get Claudette to looking like Élodie and they still look completely different.
if your looking at their face then yes....
However in game you rarely if ever get to look at players faces for longer then a second or two and most people playing killer can recognize the difference between the 2 by either the screams or when they hook them because they get to actually see their front/face.
The front of the character doesn't matter in a game where they are almost never going to be facing you as either survivor or killer.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1746377#Comment_1746377
https://us.v-cdn.net/6030815/uploads/9TT39L4CA5SS/cm-head010-01.png
I took a break from Dbd while the blight debuted and when I came back to see the new killer, all I saw was the back of Elodie's head for most of the game. I thought it was Claudette wearing a cosmetic top that was released while I was gone.
Of course later on I realized that it was different character entirely.
Yep the Glitz and Glamor/Silk and gold set head piece "Curl and Glow" is specifically what I was referring too.
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The issue with her and Claudette's design isn't Claudette's base skin its her cosmetics.
Also keep in mind in game you will not be seeing the front of a survivor in most cased and will primarily be seeing the back and that Silhouettes are the main way people can identity something at a distance.
More specifically "Curl and Glow" which gives her head the same silhouette as Elodie and if shes' also wearing nearly any none overcoat shirt and blue skinny jeans they only difference with the 2's silhouettes is that Elodie has an open mid-drift if viewed from any angel but the front.
This has been a design issue the community has brought up about Claudette's cosmetic design deviating too far from her base is that she's beginning to take up the possible silhouettes for other characters which is what happened with Elodie.
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@bjorksnas said:
2nd highest kill rate, worst killer in the game, sounds about right
Hay people still say the nurse is the strongest killer in the game despite having the objectively poorest preformance of all killer at even the highest ranks.
The devs are insanely selective on what they'd want to use from the stats as "Valid" given that they used the survival rate stats of OoO to try to justify why its not game breaking.
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@Elena said:
Almo comfirmed that her add-ons were getting looked at at some point but no changes to her base-kit because she's somewhat decent.
Just like they said about billy and nurse!
Look how well that went!
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1744802#Comment_1744802
Not necessarily too few killers, might also be an abundance of yellow / brown ranked survivors, so yellow ranked killers get better survivors so they can play at all. Maybe it was a 4-man swf as well.
That's not how that works.
If there were too many survivors of lower ranks then the lower rank killers would be getting survivors of their rank more often not less.
Having too many low rank survivors drags the average rank in a game down not up.
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2 things:
Match making protections for new killers were disabled for some reason.
Not enough killers in your region at that time so the match making threw you into a high priority survivor que. Longer people wait the more lenient match making becomes.
My guess is that there weren't enough killers so the devs decided to throw new killers to the wolves to try to fix the issue instead of fixing why people aren't playing killer.
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@carpet1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/1743041#Comment_1743041
no thats not play game , they ruins others fun like dcing
Given that the twin's power if you don't want to lose it requires you to slug to get the most out of it...
That's like asking why does the Oni slug with their power.
Its just how the killer's power works and the game style it encourages.
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@Wesker09 said:
I'm getting so tired of this what is with killers lately trying to be boring and make survivors miserable as possible bro? LIKEEEEE?
You know some killers like Michael/Oni if they'd want to use their power they would have to slug.
Michael's is on a strict time limit with limited uses per game so he has to slug to get the most out of his limited use power.
Oni literally LOSES their power when they grab a survivor and have to regain it.
So Oni would have to slug to get more then 1 hit/dash off of their power.
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@EvilJoshy said:
In any game, I feel if a character is very powerful in skilled hands then that is a well designed character. A bad character is someone who can be picked up and immediately do very well.
Eh this logic falls apart due to if you have no characters people can pick up and play well then the game will die due to most people not being able to play it.
Elitist mentality like this dooms many games/ game generas.
Look at arena shooter genera to see the consequences of this mentality.
Also I am NOT saying every character should be easy or what not its just you'd need to have good entry level characters if you want to have a proper player base.
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Blight have infinitely better mobility then billy due to billy's overheating and that's without any of blights escalating speed add-ons that just make blight flat out faster then pre-gutting Billy ever could dream of being.
Also if you miss with blight you get less of a self stun then with billy and bumping into walls doesn't make you lose your power(For an obvious reasons) making blight ironically less punishing to misuse then current billy in a lot of cases.
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The thick green air makes it almost look like it has a smog which given the theme of the maps is extremely fitting.
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Not enough killers playing when you are in your area is the most likely answer.
There's nothing I can say as to the reason why without other forum members jumping down my throat but as the game has progressed with survivors on average getting better the fun of the killer role as decreased especially for killers like legion who are effectively powerless against good survivors.
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@MadLordJack said:
Yeah, it would actually be a decent perk then. I've thought it should be "powered" instead of "opened" for ages now, because when it works it really works, it just never works because 99ing is the meta.
Also not gonna lie, totally went into this thinking of "Left Behind." Great naming convention. Zero confusion potential.
Ya I feel like its name should be something like:
"Follow me Into the Light"
or
"Follow the Light"
It would make a lot of thematic sense if it was changed to activate when the gens get done and the "The Light is let in"(Quoting the entity from the killer tutorial when it says to stop the gens from "Letting in the light in.").
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1k is a loss.
2k is a tie.
3k is a win.
4k is a dominating win.
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If rework was an option i'd vote for it but as it currently stands they need a consistency buff from said rework(Its hard to make the power more consistent in its current iteration).
As Legion is strong against average to bad survivors but is borderline a powerless M1 killer against good survivors.
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Sadly it doesn't but it would be a cool way of increasing the killer perk diversity if they did for Demo/Blight.
I however don't think it would be a good idea for it to work on the saws as they already break pallets fast and deal double damage.
I think part of Demo's/Blight's power should say that their power based pallet breaks count as kicking a pallet(Potential future proofing with perks that go off of kicked pallets).
Or
Just say Demo's/Blight's power pallet breaks are effected by perks for it to be consistent with what killer powers Brutal Strength effects and which ones it doesn't.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1735270#Comment_1735270
I'll call Gehrman to wake you up from this horrible dream lol
https://forum.deadbydaylight.com/en/discussion/comment/1735279#Comment_1735279
Any souls boss I'll take. Gehrman or Lady Maria would be class from BB. Otherwise Slave Knight Gael or Sister Friede from DS3.
My guess and vote for if Dark Souls get a killer in DbD it will probably be "The Forlorn" due to their eternal wandering between worlds and being their game's respective player hunting NPC.
Also headless cloaked knight wielding dark weapons that scale best off of bleeding(Aka being infused with blood) makes a lot of sense for the game thematically.
PS he's the guy on the "Scholar of the First Sin" steam store page artwork.
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@Izanami said:
https://forum.deadbydaylight.com/en/discussion/comment/1735379#Comment_1735379
Guilty until proven innocent then? Seems like a system with no drawbacks if you ask me. Guess I just can't play the game anymore!
Sadly if the system was the other way around people would just constantly alt f4 every game when they'd want to quit.
Bad actors are why the penalty was added to begin with and bad actors are why it punishes crashing as if it was intentional because they would do it intentionally.
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@NomiNomad said:
Title. Similar to Iridescent Coin on Deathslinger, would Huntress' Iridescent Head be more balanced if it only worked past a certain range? I don't play Deathslinger much, but I've heard this is a pretty bad add-on because of how little range there is for Slinger to actually get that very specific range, but I imagine on Huntress it would be way better. I don't play Huntress much either, so it's just a thought. I mean, her hatchets are the size of School-busses, so maybe it'll never be balanced.
Iri coin is too hard/Niche(Where it can be used is heavily restricted heavily by which map is chosen) to use to the point of being worthless.
If your argument is based on Iri coin you have lost much like if you brought up Demo's add-ons as Slinger's Pink/Red add-ons are about as under-powered as Demo's.
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@ChainsawsChickenNBBQ said:
You need to look up the definition of the word "challenge"
Spinning a wheel every game to see if you'd get a pallet brute forcing killer isn't challenge its just tedious.
RNG isn't challenging and realistically can never be challenging which is why its an issue.
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The issue with your thanatophobia is that there are several killers were its completely worthless on because SURVIVORS HEAL ANYWAYS.
I have actively advised against his perk to a friend on death slinger due to survivors ALWAYS healing against him due to how insanely powerful his power is against injured survivors.
While it may encourage healing on survivors to get rid of it most of the time they are healing anyways making that part pointless and the actual generator slowdown is negligible which is the case for most killers.
The main killers where thana is good on is legion/plague as survivors healing gives them advantages(Legion gets extra slowdown and plague gets corrupt purge).
I feel the irony of the thana change was that it having the stacking healing speed slow encouraged survivors to heal when they'd normally wouldn't due to not wanting to have the healing speed slow stack too much for when they'd want to heal.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1729711#Comment_1729711
On a screaming lunatic? Teach me your ways, please
One thing I found out about blight is unlike demo his screeches aren't global or semi global.
They actually have a fairly small audio range to them.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1729520#Comment_1729520
(dead hard for distance working as a second chance when the killer outplays you useable even against the strongest killers like nurse)
No, totally no arguments, especially because you can't just stack second chance perks like jenga.
I agree to a degree about distance but also completely disagree against the nurse.
DH for distance can give you to pallets you might not other wise but so can sprint burst and lithe.
Also DH for distance mostly from my experience is an issue with pallet city spawns where the minor distance gain can get you to a pallet no matter what but that's more of an issue with pallet cities existing to begin with.
Without a pallet city DH tends not to give you that many pallets reliably from my experience but that's inherently subjective so you could be right.
Anyways with the nurse its just DH just counters her for distance or just I-frames as its more a sudden jolt and I-frames then the distance gained itself as nurses need accurate blinks and any sudden movement can cause them to lose hits.
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@Aven_Fallen said:
They are a failed concept and should be abandoned. And I am sure Devs know this, but they want to stick with them.
I feel less like a failed concept and more of a failed direction:
Their original concept that the community had was them being purely beneficial to the killer by letting them alter the map in ways that will always help them but the more beneficial ones can also help the survivors a lot as well.
The original concept and direction the community suggested had nuance and trade offs for better breakable walls.
What direction they went in was:
Lets use them to make infinites on every map and slap a wall on it so people won't call it an infinite!
Also lets have walls that might as well make infinites if the killer breaks them because "Player Choice" matters!
Its quiet a far-cry from what the original concept and direction that the community wanted them to be.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1729506#Comment_1729506
LOL
It's fine, you're just showing yours.
UPS, you can see me replies.
You haven't made a proper argument for why it should happen nor have you made one for why its not spiteful.
Killer's BP does not effect you as a survivor in any way shape or form and thus hurting their ability to gain BP from the perk is purely spiteful.
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Being honest I have never really seen a proper argument against Dead Hard in terms of balance.
It is however incredibly annoying for both sides given its glitchyness and tendancy of coming out of no where without always having a proper animation.
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@DanielJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1729451#Comment_1729451
How does it giving bloodpoints effect anything gameplay wise?
it doesn't at all is the answer.
If you see people complaining about the BP part of BBQ they are being spiteful and should be called out on it.
@MikaKim Why are you so spiteful towards killers that you'd want to gut their BP gain?
A loaded question but you already shown your spite.