Warcrafter4
Warcrafter4
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O look a another nerf to billy, leatherface, michael, ghost face, Oni,NOED, Devour hope, make your choice, iron maiden, rancor, Dragon graspe, and all instant down/exposed addons.
Please tell me this is bait.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1660512#Comment_1660512
Wat? Attacking the unhooker while being bodyblocked by the BT person who's supposed to be unhooking makes attacking the unhooker (the guy unhooking) impossible to attack...
I'm reading that right?
You having a stroke sir?
No and others are able to read and understand mine just fine.
Please don't make light of strokes.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1660475#Comment_1660475
It all hinges on your Terror Radius being there or not. If it's there, you suffer the effects. Not, then you don't.
And as someone already said, attacking the unhooker is usually the better solution in close quarters. You get a hook trade or grab in best case scenario. Worse you slap the hook, and they both get away scott free.
There's also the less straight forward approach where the unhooker gets stricken with Make Your Choice but I'm assuming this is some sort of exit gates are open scenario and killer is desperately trying to secure a single paltry kill. In which case, you massively already [BAD WORD] up the entire match.
I am having a hard time even understanding what your trying to say as your comment seems to be talking to three different people but you only quoted me.
Anyways none of that really seems to address any issues brought up by anyone so I am even more confused as what does trying to attack the unhooker have anything to do with being body blocked by the BT person making attacking the unhooker impossible unless your nurse/spirit?
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@Tactless_Ninja said:
Borrowed Time has so many counters now. They introduced TWO status effects to completely counter it, and there's still the timer you could exploit. Just wait 20 seconds and hit.
And yeah, Freddy avatar. Lmao.
Ya you mean status effects that are very restrictive in their use(some being entirely reliant on survivors actions to even inflict), not on most killers, and counting out 20 seconds in a game as chaotic as DbD is easier said then done.
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Its kinda redudant atm due to bugs causing the scratch marks to disappear randomly sometimes near instantly.
So for the moment there's no reason to run it as a bug can more or less gives everyone the perk.
But even without the bug making it redundant its just not a very strong perk against most killers who can keep track of you aka most red rank killers.
Edit: Another way of seeing it even for scratch marks is would you rather run "Light Weight" or run "Dance With Me" which can make you have no scratch marks while running after fast vaulting or leaving a locker for 3 seconds every 40 seconds which can be stacked with quick and quiet for Houdini moments.
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So this is the nurse/deathlinger/huntress/Mirror michaels instant lose if more then 1 survivor have it perk?
7% movement speed permanently and can be stacked with no mither and resistance for becoming unsluggable with bonus action speed in everything with no additional downside.
This is completely game breaking.
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I voted for plague the moment I saw that one of the options was "Too much counter-play." as one of the reasons why they are weak because the plague is the poster girl of have WAY TOO MUCH counter-play.
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I think its partially due to the final level's survivor challange to reach the end is:
Engineer's guild:
Complete 6 generators with another survivor.
So if people who play infrequantly want to get it done before the rift is over "Prove Thyself" is a great perk to do it with.
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Wiggling out of a killer's graspe is balanced around it only having a 4% success rate simular to unhooking yourself.
The devs have also gone through a phase where hooks were permanently breakable and flashlights could instantly safe someone from the killer's grasp.
Both turned out to be so overpowered that they both had to be removed from the game.
Effectively there's no way to buff survivor's saving each other from the killer's grasp which wouldn't be overpowered(Its also why sabotage can never be truly balanced as well).
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@csandman1977 said:
We all know there are some perks in this game that are just absolutely irritating for the other side to face. These are some of my thoughts. Please keep in mind that although i do favor the killer side as that is the side i started playing with, i do play both sides nearly equally. (Yes I'm admitting to my bias but also explaining that i take both sides into consideration)
Object of Obsession. Strong perk that pretty much breaks the game with 4 people in constant communication. I feel the problem is the aura reading. Way too much information is given. I propose switching auras to killer instinct notifications. You still know generally where the other person is but cant watch as trapper and hag place traps or know for sure what the survivor is doing. Just seems more fair to me.
Borrowed Time. This is a needed perk against camping but is also often used to unsafe hook when killer has no intention of camping. I feel like a small timer before the perk activates 10 or so seconds to give the killer time to leave. Also, the endurance effect should activate regardless. If the killer isnt near it wont matter anyway.
DS - Shorten the timer to 20-30 seconds at most. Pause timer while in chase or downed. Anti-tunnel, and also anti-momentum killer. Possibly cause perk to deacticate in exit gates
No Mither - dont notifiy killer of the broken status. Or just keep survivor exposed all game. (Kind of funny against a stalking Ghostface wasting time for the instadown)
Unbreakabill - If survivor gets up on their own, remove the recover speed. Similar to stagger reduction on balanced landing. Although with DS changes this probably doesnt need changing.
Alert - not really a problem but should really just give a noise notification.
You have to avoid the permanently active while downed to avoid situations where the hatch is no where near the exit gate but the exit gate is 99ed or near it and the last survivor has DS.
If DS is permanent while slugged the killer will literally have to slug the survivor to death so they don't escape.
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The devs have confirmed on one of their personal streams that this is in fact a bug(It happened to one of the devs playing blight on said stream) that they are trying to fix.
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@BigBrainMegMain said:
The day DS gets nerfed, killers will start complaining about Dead Hard, or Borrowed Time or back on Sprint Burst and then beg for an Unbreakable nerf.
It will never be enough with killers, ever.
Being honest most people's issues with Unbreakable come from it stacking with DS.
So by fixing DS it in theory should also fix people's issues with Unbreakable as well.
I never understood the Dead Hard hate but my main survivor is David so I probably have a conflict of interest when it comes down to discussing it.
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Ghost Face.
Its insanely frustrating to loop him and reveal him constantly only for him to get a multiple survivor expose and win the game because my teammates are potatoes 70% of the time I face him who never look around despite knowing its Ghost Face.
Its less personal performance playing against him and just my teammates being dumb against him in nearly every single game I play vs him.
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@shelobster said:
Solo queue is unplayable.
Even at red ranks all I see are bush Blendettes and people disconnecting left and right. Every fifth or so games either the killer or 1-3 survivors are AFK. When everyone is present and not DCing I'll get Iri Head Huntresses (seriously just got 4 in a row) that tunnel everyone to death one by one or survivors with keys hiding in a locker all game hoping to get the hatch.
As a killer my queue times are 15-30mins with CP enabled and most lobbies are 4 person SWF groups with meta builds making the game as unfun as possible but finding another game would take so long that you'll take it and then regret it.
There's just no fun left for me. I don't even know how to fix it since it's the other players that make the game so bad. I feel like the only way this game can be played these days is by being as toxic as possible and that's not how I want to play so I'll just leave.
I know this isn't exactly interesting I just wanted to vent a little before I go. Maybe I'll be back if some appropriate changes are made to SWF and solo players. Until then thank you and hope the rest of you can still find some good in this game.
Part of the issue with killer's playing dirty is that they kinda have to against meta perk using survivors and since there probably will never be a SWF indicator killers pretty much have to assume everyone is SWF or get stomped.
Mind you some killers are jerks either way but the developers not touching the survivor meta perks has created an arms race between killers and survivors.
Killer meta perks get changed vastly more often then survivor meta perks so it forces killers to try ever harder to compete and given how the recent tournament went...Ya no one can blame killers for try harder after seeing that onesided dumpster fire.
Also if the devs every read this my message to you is this:
Randomly nerfing killers and/or their perks makes them try harder and thus punishes solos/casual swf even more so please lay off on them as you're hurting both sides in the end.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654898#Comment_1654898
You dont even need to be out of postion you could see him coming and a pallet could be 10 meters away but you can make it. All he has to do is press m2.
And killers having too much counter-play is literally a response you can put in the current survey for a killer being TOO WEAK!
The plague has a strong power in theory but because her power is almost entirely determind by the survivors she is one of the weakest killers in practice in the game.
Yes if you get caught out(If he's close enough to shoot at 18(13-14 realistically due to travel time and you running away) meters with direct LoS then you were caught out as that's how his power works) then you get smacked but that is also true with most killers.
In the same situation with an oni you go splat, billy can see that you saw you own demise, blight will run you over, Leather face would show you the pain train, The wraith would go ding dong your dead, the nurse and spirit would make you say nani before you died, and ext.
If he's close enough to shoot(18 max and 13-14 meters realistically) out in the open with direct LoS away from a pallet nearly any killer could hit you there.
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@catnip18 said:
I love coming to the forums, killer mains not understanding basic mechanics and still complaining is always entertaining
Given that 90% of the community and even most streamers with thousands of hours didn't know until Almo(?)(Or was it Peanits(?)...One of the red labeled users) pointed that out months ago.
Its NOT a very intuitive mechanic nor is it one even easily quantified in game for the killer:
At normal regen rates a generator being blocked for 16 seconds(From thrilling tremors) would have 4 seconds worth of regression which usually has no visual indication if it was working or not for the killer role.
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Steve.
They are all pretty much useless or have a massive downside that outweighs the positives.
He also has a conditional perk(Second Wind only activates if unhooked) with a secondary condition(Healing another(s) survivor for 1 total health state) that needs to be met to activate it AND IT HAS A DOWNSIDE!(Broken for 30-34 seconds after being unhooked)
Otherwise I'd vote for Ace but given that "Ace in the Hole" is now the only way to farm(Or retain) add-ons in trails themselves it means it has a use along with plunderers unlike anything Steve has.
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It'll probably be nerfed by the time it goes live given the patch seems to just be a "screw killers" patch...Again.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/195327/how-to-fix-generator-slowdown-perks
We could.
Or we could not nerf generator progression perks for Killers and instead look at generator repair speeds and stacking efficiency for Survivors. But that's just crazy talk.
First things first: This is NOT a nerf as if this suggestion were to go through they'd buff thana and dying light since they no longer would have to worry about stacking and thus could make both stronger individually.
Secondly the devs have said repeatedly they won't be nerfing base solo generator repair speeds anymore and they have already nerfed stacking efficiency exponetially past the first 2(Previously 4 man gens took ~ 28.5 seconds and now they take ~36.36)
Why I say we should address the slow down stacking as its been the boogeyman of the development team since they looked at thana the last time.
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I have been having this too.
One of the more egregious ones being a rank 4 solo survivor matched with a team of three rank 16 survivors against a rank 11 clown.
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he's personally very fun for me to go against mainly because I like the madness mechanics he bring to the gameplay along with forcing you to change how you loop.
He is however along with Legion are noob stompers so newer players always have immense issues against him while everyone else is does ok against them.
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Mine would be a map altering killer based off of a combination of Terraria's corruption and crimson.
Imagine corruption/crimson thorns and teeth coming out of the ground hindering survivors who try to loop in corrupted areas by either spawning slowing corruption thorns or making killer only doors out of the crimson teeth that block off normal paths for survivors but not for the killer.
Also the survivor would be the mechanic because she has been kidnapped by the eldritch once before and the dryad is already in a different crossover.
Also one of the rules the devs have stated for survivors is that they'd need to be familiar with modern technology so the mechanic makes the most sense.
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The perk doesn't really help you unless the survivor camps the pallet after being hit as the sprint burst when hit makes them move at 6 meters a second for 3 seconds making a distance of 18 meters.
This means the range of 16 meters the perk has is still a shorter distance then what the survivor can cover just with the hit speed let alone how much distance they will move by just running to the next loop.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1647011#Comment_1647011
Who has no say? Lmao ok buddy.
I don’t know much about how involved he is, but I’ll take his word over yours.
Also, it’s not just him that said something in the link it was stated by another dev that it comes to strategy if the killer happens to find the survivor who still has some of their DS timer available.
The rework Q and A was talking about survivors going out to annoy the killer as live bait with its timer up not as a passive thing.
Aka clicky clicky annoyance playstyle and even in that Q and A thread they flatout say ITS PURPOSE IS ANTI TUNNEL.
Please stop bringing up that debunked screenshot from peanits.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1646841#Comment_1646841
Its old news. I read the forums often.
Have a nice day. 😘
https://us.v-cdn.net/6030815/uploads/KEVPSS7915S3/19a5469e-d992-404a-9efd-1911203245e7.jpeg
That's also from peanits who has no say in balance and every other actual dev has said its anti tunnel so I think every other dev combined overules the community manager on something the dev team made just but a weeeeeeeee little bit.
Aka I trust the words of the people who reworked the perk over peanits who has never repeated that because its most likely 100% wrong.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1644615#Comment_1644615
Please teach me how to counter these "viable starts"
Camping
Slugging
Tunneling
Quickly
ok in order:
Gen rush campers. This is legit the strat from the devs themselves which is also why they can't buff monsterous shrine as it would make this counterplay unworkable in basement builds.
For mass slugging killers like plague, michael, and oni spread out(This also applies to legion as they effectively have no power against spread out survivors). Also unbreakable and calm spirit(To counter infectious fright) exists as teachables you can get.
Tunneling: Do safer unhooks and learn to loop. I have legit ran multiple tunneling killers for 5 gens as a lot but not all killers who only tunnel aren't very good at countering survivors who are good at looping.
Sadly tunneling is how killers can counter gen rushing base kit so if you gen rush expect to get tunneled.
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@LetsPlayTogether said:
How about stopping this whataboutism nonsense?
Its not really whataboutism if people are pointing out that the devs are nerfing perk A for the reason most people want perk B to be nerfed.
People's main complain ultimately boils down to DS lets you do too much while its up with no drawback and guess what was the reason why Pop got nerfed?
There are countless whataboutisms on this forum but this is one of the rare cases where it does not apply.
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@Almo said:
Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.
Yet Decisive Strike goes unchanged despite its complaints more or less being the same?
If your going to do it then please be consistent about it as if Pop Goes the Weasel has that issue then so does Decisive Strike.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643759#Comment_1643759
Who said that and when?
Almo one of the I believe balance? developers said that pretty much the day it came out because of people using it to try to more or less harass killer players who point out legitimate issues with the game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1643085#Comment_1643085
You're ignoring the fact that this game used to be overwhelmingly survivor sided and now it's much more balanced. As of the latest numbers we have the game was actually killer sided.
Unless new stats have been released that I can't find the "latest" stats are about a year old and the devs themselves have said they are bunk.
When we are talking about massively outdated stats that even the devs themselves have said you shouldn't trust those stats then I believe we should stop bringing them up.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1642364#Comment_1642364
Ok I will -_-
...Can we give "small game" Aura reading, that would be great (Diden't even know that perk exist)
Detective's hunch already gives aura reading for totems and in a 32-64(based on perk level) reveal range for 10 seconds after you complete a generator.
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This is why I feel like a realm stagnation collapse should be added in.
At or after the 15 min mark the game will do checks every X minutes where if there is no significant progression on either side's(No hooks/knocked into the dying state no real generator progression(Regressed generator progress is ignored aka ruin can't force this)) objective it will force a stagnation collapse which will force a 4 min timer for survivors to get out or die.
During this collapse the hatch is blocked off and the survivors will still need to finish generators to open the exit gates.
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1640395#Comment_1640395
Or I wasn't paying that much attention to the 3 frames of clip he put in.
You can see the corrupt purge timer bar on the power icon itself.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1640351#Comment_1640351
I already addressed how the free fountain is still problematic
Sorry I somehow missed that.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1640337#Comment_1640337
It wouldn’t be so bad so that Plague doesn’t feel handicapped if survivors decide to not cleanse. Perhaps if every time survivors puke they experience hindered for a few seconds? What if vaulting where dramatically slowed down?
My problem is that, yeah, broken survivors go down eventually, but it takes way WAY too long to do so in comparison to gen repair times. So many chases need to be abandoned, but some just absolutely have to be committed to. It’s simply no good that survivors are in an easy to track, 1 hit state if it can take up to half a minute or longer doing laps around 1 loop JUST to get them to drop the pallet. And then do it all again at the next tile.
If survivors don’t want to cleanse, fine. But there needs to be SOMETHING else that assists her in the chase other than what sickness currently does.
They have tried that by giving her the bless apple baseline so she can activate her 2nd power once but its not really enough given that RNG dictates where you can even activate it and only one CP might not even help that much depending on the map.
She is a good killer in both theme and concept but she needs a rework like how the Doctor got:
Keep the general power and thematic idea the same but make both parts of the power more reliable and proactive for the killer instead of reactive to the survivors.
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The plague has too much counterplay in her kit to ever truly be powerful.
She in my opinion needs to be reworked to be more rewarding to the killer player and be less dependent on what the survivors are doing.
In a 4 V 1 the 4 SHOULD NEVER control the 1's power.
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1640189#Comment_1640189
You were the one that sold me on Bond so now I run it all the time but I'm looking at these forums and wondering exactly how many people are solo and how many are SWF? Because if people are going solo without aura perks isn't that a little odd...
I don't get why people don't ruin auras solo(Unless they are either self challenging or doing archives).
I personally play solo and use kindred just so I know what kind of play I should be going for when my teammates are hooked as sticking to a gen when 2 teammates are rushing the hook has won me countless games so I don't know why other's don't.
Also people who complain about camping but don't run Kindred or BT always confuses me as kindred is one of the single best anti camp perks in the game.
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@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1639607#Comment_1639607
on 4 out of 44 maps LUL
Also don't forget a lot of those breakable walls are strictly disadvantageous for the killers to even break so they might as well just be normal walls.
I am looking at you new haddon and midwich where some breakable walls open new loops and shortcuts for survivors.
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O No the Killers can now counter gen rush its da end of da WORLD!!!!!!!!!!!!!!!!!(/sarcasm)
Being honest killers have been dealing with this for over 4 years now survivors "mains" REALLY do not have a right to complain about it if they don't also have an issue with the survivor meta as well.
Also Do Bones.
Its your secondary objective and it can strip the killer of half of their perks in this build with a 50/50 chance to get undying out of the way early.
Also being honest tinkerer being meta means gens are going FAR TOO FAST as if its nearly permanently up it means gens are nearly popping every 30 seconds.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1636579#Comment_1636579
This. Many people will call you biased if you look at things objectively and recognize that one side has it worse (as is almost always the case) because they think being "neutral" or "unbiased" means either praising or bashing both sides in the same sentence.
I feel this so much when I make informational posts and every person from one side or the other jumps down my throat(Like with my 2nd chance perks effect game speed post).
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I do like the idea of ignoring totems having a punishment for survivors baseline but I thing NOED exposed part would be a bit too strong.
Maybe have it so if there are 2+ totems left all killers move 5%-10% faster(Based on still standing totems) when the generators are powered. Its extremely dangerous but not as absurd as NOED base.
As for kindred I think it should be baseline and kindred replaced with a new generic perk.
Or.
Keep kindred's killer aura reveal as part of another perk(Lets just say as part of Premonition or Spine Chill) but make survivors able to see each other when someone is hooked baseline.
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Midwich for both survivor and killer as its a map that is somehow equally bad for both sides.
I'd rather play Haddon Field as killer or Hawkins Lab as a survivor then to play Midwich as either.
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An issue with trying to balance around 1 v 1 is the possibility of the survivors auto winning because the killer cant' beat them in a fair fight.
The killer HAS to always have the advantage since their objective has up to 12 different notches on it while survivors only have 5.
Another issue which is subjective is that being honest as someone who has 1 v 1 killers repeatedly and been on teams where the survivors could 1 v 1 them is that its pretty bloody boring since there are no stakes nor real risk/danger in the game.
Another way of seeing it is having teammates 1 v 1 the killer in my games as I just gen jocky(Best way to play to win with teammates who can loop) since I already broke all the totems is just boring as sin as I don't get to really play because of my teammates 1 v 1ing the killer.
Having the killer be favored to win 1 v 1's means I will almost always get my turn to play against the killer instead of just sitting on a generator the entire game.
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Being honest survivor generator aura reveal perks are usually so weak that it would be a nice but situational buff to already under used and in all honesty underpowered perks.
I'm hesitant to give it to maps since they are powerful enough as is; especially the rainbow map.
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@OtakuFreak said:
I feel like one of her add-ons, perhaps ultra rare, should make it so survivors MUST search 2+ boxes in order to get a trap off, so it doesn't come off with the first box and gives the pig more stalling time with her power (reducing RNG for her).
Probably won't be fun for the survivor, but the pig is pretty bad right now.
Given my luck with the boxes that would do literally nothing as RNG can force you to search every box as it is anyways.
What I feel would help her is actually in the suggestion above in the rusty attachments being made base by which forces the survivors to always search 3 boxes to get the trap off.
It removes the RNG that can result in auto wins or loses:
For the survivors having the last box having the key for the survivor if 2+ survivors get it effectively is an auto loss for them and vice versa for the killer for if 2+ survivors get it off on the first try effectively means its an auto loss for her.
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@skarsguts said:
Imagine banning people for leaving a video game match they don't want to play in.
DBD has the most sensitive community I have ever encountered.
A lot of Team based PvP games temp ban people from the que if they rage quit.
For example: Nearly every single moba does.
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@Magerchub said:
https://forum.deadbydaylight.com/en/discussion/comment/1630895#Comment_1630895
I know that. I'm wondering why they didnt make the perk include that though
The devs have begun to remove perks countering killers such as saboteur no longer working on trapper's bear traps.
I doubt it will ever be added even if they weren't simply because the plague doesn't need a nerf(Its arguable she needs a buff to some).
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1630804#Comment_1630804
I would bet the 4 man slug is a lot more common.
Trust me it isn't since i pull off the comback from that myself as often as it happens to me or vice versa if I am the killer.
Let alone the comebacks aren't that rare for streamers given the prevalence of the Unbreakable DS combo.
Also remember that humans have a negativity bias in our memories by our very nature so everyone will remember the bad more often then the good due to it.
Aka you will remember being the victim of the 4 man slug at 5 gen slaughters more often then when they fail miserably against you.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1630787#Comment_1630787
That is hypothetical. You could still say if the killer plays properly they won't allow 5 gens to get done in only a few minutes.
Its just as hypothetical as your 4 man slug with 5 gens is for kill times.
"Those in glass houses shouldn't throw stones"
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1630787#Comment_1630787
I must be the only person who thinks gen times are for the most part fine. If you are going into high ranking games and not running any generator defense perks; it really is on you to get fast downs for pressure. There's plenty of killers you can play that you can 3-4k on without any perks at all. Here's a guy averaging over a 90% win rate perkless at rank 1 with a variety of killers:
Comparing the average killer to the best players in the world is a fool's errand and is completely pointless to bring up.
Some has beaten dark souls blind folded for a world record. Does that make dark souls any easier or counter any point?