Warcrafter4
Warcrafter4
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Mine would be 2 for survivors would first be Distortion:
I would change it so it has its current effect plus when you safely unhook a survivor you get another token.
Max of 3 tokens regardless of perk level.
The other for survivors is that Bond:
My change would be to make the aura reveal applies to the entire team. Or alternatively just other survivors within the radious
For the 2 killers i would change Predator:
I would change its effect to leave an additional wavy entity spiderleg like pearl white trail with a thick black outline that is a perfect reflection of the survivor's path but only lasts for 2/3/4 seconds.
The other for killer would be Huntress Lullaby:
My 3 buffs to it would be making its effect stacks up to only 3 tokens but each tokens is more powerful. It would have a small effect at 0 tokens. Finally it would pervent great skill check bonus progression as a minor bonus.
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If we are allowed to say removed mechanics mine would be the pre-nerf Brand New Part which if all 4 survivors brought one can literally end the game in 60 seconds.
How the devs ever thought that was a good idea I will never know.
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The only issues with the instant down hatches is the ability to bypass the downside with the extra hatchet add-ons.
Without the extra hatchets its a fair and high skill add-on that rewards a huntress who have good aim.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1288700#Comment_1288700
Killers have numerous powerful iri's that have not been nerfed, or have even been buffed. :)
Survivors have keys.
That's it.
You say that like survivor's iris weren't stronger then killer's iri's for most of their existence along with some literally ending games in under a min.
With pre-nerf BNP I think the fastest I have seen in videos were the gates being powered in 52 seconds.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1288024#Comment_1288024
Okay, genuine question, how often do you camp?
It feels like you're very biased here and do not realize this perk idea is
A) Not in game or going to be, necessarily
B) VERY situational. Just don't camp. Even without a chase factor, the circumstances required and the reward given are hardly enough to make a good killer get destroyed. Go find someone on a gen, and let them unhook. It's not that hard.
Side Note: Try and make forum posts legible, yours gave me a stroke and a half trying to figure what it was conveying with how little punctuation there was.
I don't camp at all unless the gates are open.
Secondly the idea behind it is just rotten given how I pointed out its easily abused in the right set ups.
Also gen speeds being too fast has always been an issue with the game to the point, that the devs are constantly having to reduce gen speed bonuses due to them ending games far too quickly.
Even having to halfing great skill checks bonus progression recently due to the bonus progression ending games too fast, along with creating the game speed divide between low levels and high levels.
I am sorry if I base my opinion off of what little evidence we have from the developers but, its what I find to be the best way of seeing if an idea will work when applied to the game currently.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/1286790#Comment_1286790
Except that didn’t involve what the chaser emblem does. That’s the problem with everyone just responding “this was tried before and survivors abused it”. No, it really wasn’t as it was very poorly done. If the killer is in chase, or another survivor is within 16m, the chaser emblem is not penalized. I imagine a perk like this would be based off the same criteria as that. I’m not really arguing for or against the perk, just pointing the difference out. As far as I know, that old test was just based solely off the killer being near the hook. Of course that wouldn’t work.
Your the one who amended it to have the not be in a chase part so you are in fact trying to argue for it by changing it to make it valid.
So my comment was as its written it will be abused on 2nd stage hooks because 50% gen speed buff with only 2 people on gens act as if there were 3 which in a situation where someone is on 2nd stage there will be someone off a gen to try to save them regardless.
Remember even 45% gen speed for 1 min from old toolboxes was considered so overpowered that it had to be nerfed out of the game so why would this be any different.
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@PassarinoT said:
Just thought that with everybody complaining of camping, a perk could be used to remedy it a little bit. Ofc, this is just a concept.
(Insert stupid perk name):
While hooked, the perk activates.
While active:
- If the killer is within 16 meters for more than 4 seconds, the killer receives a 1% hindered status and all survivors gain 30/40/50% on repair speed.
- If the killer is within 8 meters for more than 6 seconds, the killer receives a 2% hindered status and all survivors gain 50/75/100% on repairs.
Note: These effects are separate and do not stack.
The hindered status is less to affect the killer, more to indicate that they are giving survivors a greater chance to finish gens.
The gen repair part is to help give survivors more to make use of when someone is being camped.
As a player of both sides, I can assure you that camping is a detrimental tactic as killer. This perk concept will hopefully teach more killers to camp less, and grant survivors a bonus if a player is being camped and also encourage to not risk the save over completing an objective.
So one person just loops the killer within 16 meters of the person on the hook(With camaraderie to extend the time by 34 seconds per 2nd hook stage per survivor) so their buddies can gen rush the ever living day lights out of the game?
Distance alone won't work sense survivors have abused distance based anti camping mechanics in the past to the point they got removed from the game entirely.
Also giving a 100% gen speed to the entire team on any perk that doesn't have a MASSIVE GAME LOSING DOWNSIDE should NEVER exist no matter what.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1285313#Comment_1285313
I'd just be happy with it slowly recharging while holding a blink so you don't 99% yourself and waste 3 blinks worth of charge in a single go.
That and bug fixes so she is actually playable a majority of the time.
@Esparza The cooldown doesn't add any level of skill to using Nurse, it just punishes you extra hard for everything you do. What skill is there in sitting by watching survivors run in straight lines because that's all it takes to run a Nurse around for a long time if they aren't using the range/cd addons. There are just so many fundamental problems with adding a cooldown to her power, and it shows very very much just how janky it makes her kit.
I'd be more ok with the red bar if it only appeared after you hit someone so it doesn't effect how fast you move around the map just in chases.
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@Dead_by_Gadfly said:
And actually, that answers the healine of this thread, "bad killers" get to red ranks because survivors do really silly things sometimes. If no survivors ever made any mistakes, very few killers would make it out of yellow.
Also another issue is players using killers they are bad at due to stacking dailies.
I am not very good with billy(I'd be about a rank 15 at most with him if I mained him) sense I can't control his dash properly but I can reach purple ranks with huntress/trapper.
So when i get called a baby killer with billy I really don't take to personally sense I know I am terrible with him.
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If I subtracted the amount of pigs and clowns i have seen from each other and then divided it by 2 it still would be over twice as many times as I have seen the nurse sense her
Nerf"Rework". -
@Akito said:
https://forum.deadbydaylight.com/en/discussion/comment/1280466#Comment_1280466
I actually would prefer a key combination you have to press like ">>^ADW" You have to do it fast and after completing one combination another follows 5 seconds later with even more keys to press. I would like that. Imagine how many people (even not on drugs) would die :)
Simple way to say that your idea is gameplay wise boring af. Isn't it enough holding 80 endless seconds m1 for a gen? Can we stop implementing things were people have to press buttuns for hours like the never ending story.
Button mashing as it currently stands isn't fun either and hurts people's hands so I don't see your point.
For the devs have you considered having the button mashing being replaced entirely with periodic(~ every 8 seconds after the previous one was completed/failed) skill checks and failing X number of them in a row kills you but you can also hold space to give up.
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More: The Nurse and The Doctor(My personal favorite to play against).
Why: Its simply due to both actually forcing you to play differently in fun ways and embodies the devs original idea of the killer dictating the game-play of the survivors.
For the Nurse I always loved the junking you can do against the nurse and it felt genuinely rewarding instead of running around the same pallet for the X^5 time.
For the Doctor I always loved his madness effects on survivors along with his detection abilities makes games with him high action. He also changes how you do pallets if the doctor is any good which is also a plus.
Less: The Spirit and Ghost Face.
Why: The Spirit's game-play for survivors can be described as a guessing game and given her addons makes it worse makes playing against her rather boring.
For ghost face is if your paying any form of attention he is just an M1 killer and his best way to play isn't even to use his expose part of his power at all.
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@Zaitsev72 said:
Or at a minimum allow the killer to move and avert his eyes when picking up a survivor.
You can turn to face a wall before picking people up(So you face a wall while picking them up) and if your still getting flash lighted then its the flashlight bug as it shouldn't be able to do that.
Mind you survivors do not have control over the flashlight bug as far as i know I just wanted to point that out in case it was what you are talking about.
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This bug also has another game breaking side:
If this bug happens with the asylum green half circle room vault(Where you fall down to the outside below after the vault) while in Feral frenzy you have a chance to be stuck in the wall FOR THE REST OF THE MATCH.
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Doctor is annoying but entirely fair.
If you dislike him just run calm spirit which hard counters the the doctor's abilities minus tier 3 madness' interaction lockout.
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BP is my vote sense I have never gotten an event one sense I am always away from DBD for those for one reason or another but they seem like interesting ideas.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1278614#Comment_1278614
So me being wrong about why swf queues take longer is a valid theory as to how much queue times are indicative of the killer-survivor ratio? How exactly?
A theory needs to be tested with scrutiny inorder to try to prove its its true or false and thus if a theory cannot survive the most basic level of scrutiny then either the theory or the way you got to the theory's conclusion is wrong.
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@Waffleyumboy said:
Just wanted to let everyone know. The only things that we know for certain affect queue times are swf and swf matchmaking. Swf need more room in a lobby so a lot of lobbies are closed off to them. Swf matchmaking begins searching at the highest rank in the party, and since roughly 50% of all survivors are swf, 50% of all survivors are searching for lobbies higher than they should be. Other factors like the ranking system, matchmaking errors, and an incorrect ratio of killers and survivors are purely speculative and so queue times are not valid evidence that these factors exist. Matchmaking could be working fine, the ranking system could be okay, and there could be a healthy ratio of killers and survivors for all we know.
Your edit is you denouncing anyone who brings up valid counter arguments/theories as nitpicking...
I do not think you want to have a proper discussion.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1278482#Comment_1278482
Yes swf queue times are slower than other players'
In theory yes but in practice its probably not the case as outside of excluding 3/4 mans they'd need to be matched with less players then normal which should in theory speed up the match making.
4 man SWF only need to find 1 player that being the killer so they should have in theory faster if not the FASTEST ques not slower ques like you were saying.
with 2 man SWF in my experience there is little to no difference in match making times and outside of 3 man SWF shouldn't effect the match making times of others...AT ALL sense 2 mans can be matched with all other ques but 3 mans(4 doesn't count sense it doesn't search for survivors)..
3 man SWF has in theory the lowest sense they have the most limited pool needing 1 solo survivor ONLY and 1 killer ONLY.
So when examinded SWF should have faster ques and thus unhindered ques.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1278466#Comment_1278466
What? I literally said in my post that swf queue times are hindered by their size and even possibly by their matchmaking. Nowhere did I state they find lobbies quickly.
hin·der 1
(hĭn′dər)
v. hin·dered, hin·der·ing, hin·ders
v.tr.
To obstruct or delay the progress of: a snowfall hindered the mountain climbers; lack of funds that hindered research.
v.intr.
To interfere with action or progress.
By definition to hinder is to slow down.
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@Deadeye said:
If your problem is that you have too many targets to put your BP in, what is your point in saving them? Spend them before you reach the cap.
ô.Ó
Increasing the cap will also help people who prestige their characters to help get them back up to speed faster as even with 1M BP you can still be missing a large number of the powerful perks.
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Its the only exhaustion teachable perk i have unlocked so far so I kinda have to.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1272346#Comment_1272346
There are people like that, but they aren't common. At least in my Region.
Just remember, they feel happy and glad to have ruined someone elses fun. So just remember what kind of miserable person they must be to be happy to act like that.
I forgot to mention it was one of the survivors when they did it to the killer as I have had teammate repeatedly DC just to screw killers over on it even when I wasn't doing it.
Edit:I really do not like when people treat the killer badly it simply ruins the fun of the game.
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Simply put: If ANYONE DC's you auto fail this challenge.
Along with the fact on several maps both agitation and iron grasp combined won't be enough to drag survivors from the side of the map opposite of the basement to get the basement sacrifices.
Also people do in fact DC just to screw people over and i have seen people brag about doing so just to spite the killer in the end game lobby.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1264996#Comment_1264996
Nope you're wrong.
They made it considerably more consistent, while making it extremely more situational and therefore less powerful/impactful.
They did the same thing with ruin. They made it more consistent (it was inconsistent before because good players could hit hex skill checks, while newbie's were getting over punished), but less powerful overall, as it requires active gen pressure.
Clearly you didn't read the dev notes for either of the changes yet, which I linked for you. You are also clearly wrong and blatantly bias about an objective fact that both ruin and Ds were nerfed. So you're pretty much as ill informed as an antivaxxer, and I won't be discussing with you further unless you have some actual points to prove that Ds was buffed & ruin was nerfed while both had reworks with the same design principles in mind.
If its easily argued something was a side grade like with the DS change saying it was nerfed isn't an objective fact.
Also overall effectiveness of ruin has gone down so it was nerfed while also not making it more consistent as It always negated the bonus progression of great skill checks which mind you became a big enough of an issue that the devs had to nerf great skill checks recently because ruin wasn't keeping them in check in anymore.
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@seki23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1272105#Comment_1272105
Basically is how i sayed before, i literally have to de rank and BOWLING baby survivors in order to get it. because i saw many people getting it in rank 15 or so. thanks anyway.
Ya I am sorry but there isn't much you can do for it at high ranks without getting 4 potatoes.
Also sorry if I got some of the details as to why plague can't rank up properly wrong its been a long time sense I saw the review explaining them but what I typed is close enough.
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@seki23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1272075#Comment_1272075
then explain me how to get this achivement because is literally imposible to get it in rank 1 is not by not using your abilites she struggle hard in getting chases points like hard and deviousness and the only way to make it full if farming deviousness to max and the same with chase points, there is literally 0 reason for denying me the achivement in this situation 0.
Plague's issue with her power is with both forms of it:
She prevents healing with her first form of her power and thus not letting you get a lot of malevolent points(Or whatever that emblem is called).
With both the broken status from her first power and her second power she has the issue of ending chases too early or downing survivors outside of chases which heavily impacts how many rank points you'd get from the game.
There is no true suggestions I can think up of off the top of my head as the rank system which governs the achievement is fundamentally flawed as it isn't configured for each killer individually.
However: The devs have said that the ranked system is being reworked into an MMR system which should hopefully fix the achievement requirements...Whenever that happens
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@seki23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1272068#Comment_1272068
is actually hilarious because i didnt even use my fountains till i farmed the last 2, and still has no sense because as u can see i maxed out every single category to the max i didnt stop till i see MAX MAX MAX in every category, is unaceptable.
Mind you this is on a killer by killer basis.
For legion its hard to NOT get adapt legion if you actively try to get it due to the ranking system MASSIVELY overvaluing their power use for rank points.
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The game heavily under values your rank points if you ever use your power.
This means to realistically get adapt plague you can't use your own power at all.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1268280#Comment_1268280
I'm semi on board with this.
I also think SWF is not THAT common as some killers might think.
Even to the devs own satistics there is a SWF group(even if its just a 2 man) in every other game.
While its not every game its still a noticable amount that you really cannot realistically pick up on as a solo player as you inherently dilute the pool by making it so 4 man groups can't be in the same game as you are.
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@SurviveByDaylight said:
I think multiple options should exist for a survivor to get out. Otherwise it wouldn’t be fair as a killer can easily patrol and camp the exit and there’s no match timer so it’s not fair for the survivor. Also you gotta think, Mori’s don’t require much other than a down, hook and another down. Which is easy to get. All you have to do is act like you’re leaving and come back. If they’re high mobility like spirit, billy, a charged oni.. or just a undetectable hook camper like wraith or ghost face looking at a wall pretending to not pay attention being careful not to trigger spine chill listening for the audio cue, it’s just too easy for killers to get the down again. BT doesn’t work. You’re dead. It’s just not fun to cut people’s lives short in a game where they need more than one interaction with the killer.
now from the killers perspective I can understand the frustration with keys. But they’re only realistically usable when there’s 2/3 people alive. Even then they still have to do most of the generators anyways before even using the key. 4/5 gens have to be done. That’s 80% of your objectives done. Killer needs what.... one hook? So 12 hooks has been reduced to 4. That sounds like a 67% objective reduction. Survivors get at most 40% objective reduction with 3/5 gens to be done while still having 2 people left. Enough said. Killers have to do less to use their ultra rare and it’s just an offering. With Survivors it’s an item. And that’s all they have. Where are the survivors ultra rare offerings? Killers got both.
Its not 4 hooks its actually 8.
How so is the fact that for a mori to go off they survivor needs to be:
- Hooked once.
- Downed again after being unhooked.
What this means is you kill them on 2nd hook instead of 3rd sense if the 2 above are true it also means you can hook them for a second time if your not using a mori.
That being said the ebony mori should still only work after all 4 survivors have been hooked.
Cypress/Ivory moris IMO are ok in their current state.
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If I could vote for 2 it would be trapper and billy sense I like the tactics of the trapper but I also like looping billy.
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Ghost face is better even if your just using his shroud to remove the terror radius.
Demo's zone control with his portals is easily the weakest out of the zone control killers(Trapper/Hag) sense he needs to make a new portal to use it THEN take the travel time to reach that area along with leaving a lot of dead portals on the map that count against your limit. The stealth part of it is nearly useless due to how loud the travel is.
Demo needs Save the Best For Last(STBFL) to be good(You can use shred to down the obsession without losing stacks) and if a killer needs a teachable perk from a paid only killer then they aren't going to be better then a killer who doesn't rely on a single perk.
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@Karl_Childers said:
Why would you do anything to show the killer has won with 2K when that’s a draw? Not really following. You shouldn’t win anything with a tie.
This suggestion is mainly to the devs who try to claim 2k is a win so my suggestion if they'd want people to believe it they could make killers win add-ons to show it.
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I have also been thinking about the idea that for the brown or yellow addons being rewarded being higher for yellow add-ons based on the number of hooks you have gotten on the none sacrificed players.
Effectively using the 2k example:
If theres 2 hooks on the other players its a 50% chance at a yellow add-on
But if both of the others are on death hook its a 75% chance at the add-on being yellow.
Its still overall better to get kills but none kill hooks still should add to your "win" prize(s).
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1101502#Comment_1101502
"If it the devs intended for holding a fully charged vile to not reduce your moment speed"
How do you evaluate this conditional?
We haven't gotten the devs word on every mechanic, and we can't just assume they aren't crazy considering their track record.
This is devolving into arguing about semantics on your end.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1101402#Comment_1101402
In the PTB vile purge didn't reduce your movement speed while it was fully charged. Players would immediately charge vile and just hold it while patrolling gens.
This was immediately patched out, reducing the plagues MS while holding vile purge to 110% from 115%.
now again. Is this an exploit fix? Or a nerf? And why?
If it the devs intended for holding a fully charged vile to not reduce your moment speed:
Then changed it to reduce your moment speed while holding it then that's a nerf as its power was reduced due to being too strong at what it was intended to do(Let you hold charge while moving around/not in chase).
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1101208#Comment_1101208
Answer the question in the 2nd comment.
In the specific case of the Plague holding vile purge forever, is that an exploit fix or a nerf and how can you tell?
If your talking about:
https://www.youtube.com/watch?v=ib0Ev8L-6Rs
Then its very clearly a bug sense the plague seem to be incapable of interacting or attacking anymore along with the none charged vile purge doing literally nothing(Couldn't infect survivors nor objects).
I cannot find anything else on the plague that you were talking about.
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@Flarefire_Xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1101208#Comment_1101208
Hmm then DS and NOED should be next
Well i agree on DS(the locker interaction making the killer eat the stun or wait a min is clearly not intended)/
I am curious what is the exploit with noed?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1101099#Comment_1101099
No. Moonwalking Legion was not an exploit. Again there is no bug, thus no exploit.
An exploit is just utilizing a bug to your advantage. Anything that is not that is not an exploit no matter how bullshit. You definitionally cannot have an exploit without first having a bug to exploit. Utilizing intended mechanics is just strategy.
Your definition of nerf is exclusive to the point of uselessness, because ultimately when we play a game we don't play the game the devs intended to make, we play the game the devs actually made.
This is why we don't call SWF in general an exploit. Because regardless of how the mechanic ends up being used, the mechanic itself is intended.
And again it still doesn't matter if saboing the entire map was an exploit or not, because the nerf was to ALL sabotogue methods. There is no "check if the entire map is being sabo'ed" line in the code. It's not the intent that makes something a nerf, but the result.
For example. If the devs said that they were buffing Killers by doubling their hitbox size, would this be a buff or a nerf?
Obviously it would be a nerf, because it would make it far harder for them to loop and would provide negligible benefits by comparison. The devs saying it's a buff is irrelevant because that's not the metric used.
An exploit is using something in an unintended way to your advantage(Taking full advantage of something even if its not intended aka "make full use of and derive benefit from (a resource)."):
Nerfing instant heals because they were too strong for their intended effect is a nerf.
Nerfing nurse for using her power being too strong in the intended way is a nerf.
Removing infinite mending legion because it was caused by a bugged interaction between 2 addons isn't a nerf its literally a bugfix.
This also goes for deep wounds where the mechanic if used intentionally is fine and was changed so if used intentionally it wouldn't result in any noticeable reduction in power(At first anyways they gave up on it once oni came out).
If its being nerfed because of it being used in its intended way is too strong its a nerf.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1101017#Comment_1101017
Not how that works. If you start picking and choosing which changes count as nerfs by any method other than strength evaluation then you run into the No True Scotsman Fallacy.
The sabotage mechanic was intentionally added. There was no bug there. So the outcome of utilizing the mechanic to reach an unwinnable state for the Killer is not an exploit. And even if it was, the change used to fix it is still a nerf.
Just like how making deep wounds use the TR instead of the chase mechanic is a nerf.
Or how making the Killers hitbox randomly shrink in the basement is a nerf.
All of these things are nerfs because they make the effected element weaker. The existence of unbeatable strategies surrounding them makes them MORE of a nerf, not less of one.
You also have to consider that with sabotages the game wasn't designed around a coordinated play as the mechanic was design with realistically only 1 person doing it a game not all 4 players.
Using a mechanic in an unintended way(All survivors doing it as opposed to one) to gain an advantage is an exploit.
Also no one will argue that moonwalking legion wasn't an exploit as it was using an intended mechanic in unintended way to gain an advantage.
Why I make the difference is that its possible for exploits to be fixed without nerfing a mechanic specifically and if a mechanic is changed solely due to an exploit then its an exploit fix not a nerf.
Also unbeatable strategies aren't meant to exist in the game so their removal can't be considered a nerf due to unbeatable strategies aren't intended.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1100954#Comment_1100954
I don't know... going from 40-second gens to 80-second gens and going from eternally-sabotaged hooks to ones that respawn in 3 minutes are pretty big nerfs for Survivors.
I don't consider removal of permanent hooks sabotages to be a nerf as permanent hook sabotages could result in the game becoming unwinnable for a killer and thus become an exploit.
Removal of exploits are not nerfs.
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Are you trying to prove people who say devs are survivor sided right because a lot of legion nerfs also buffed survivor's endurance status effect....
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My stance on it is:
Exhaustion addons are ok to have but only on a select few killers.
It mainly just means you have to use exhaustion perks early and even as someone who loves Dead hard its fine that a huntress who lands hatches disables it it on some games as its my fault for letting her get her hatchet hits(Or clown with his bottles).
Ultimately it adds variety and forces survivors to change their play-style(use the perk earlier then normal) which is part of the the original game design philosophy that the survivors are all the same because the killer dictates the survivor's game-play.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1088500#Comment_1088500
You know I'm bad with words. It's a HILLBILLY problem because the "centre of balance" is in the top 3 in terms of power. A problem that can be fixed in one of two ways, and one that will inflame the community.
Here's my perspective on that part:
If billy is the gold standard. What the average killer should be and he is in the top 3 indicates MOST killers simply under-perform.
If the majority agrees that he is where the killers should be at and killers like the doctor are being brought up to try to make doctor Billy's equal then I think that with the anecdotal evidence shown by the devs its simply that most killer under perform.
Also from a 2/2 average KR have to be ABOVE 50%(You have to average 0k/4ks into it + depip/death squads almost always getting a 3-4 escape) but at or below 65%.
62.5% should be the sweet spot IMO 62.5 is evenly likely between 2/3k(which means skill dictates if 1k-3k as survivors who out skill a killer generally get a 3 escape) and given 0k/4k exist its the more realistic average %.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1085905#Comment_1085905
So was it never meant to work with Thrilling? Or was this a change that already occurred?
If I am remembering correctly blocked generators cannot regress regardless of the source sense the beginning.
What I think happened is that the passive regression is so awful no one could ever tell it didn't work due to how unnoticeable it usually is in most games.
Gen regression:1 charge(Second) on a regressing generator time is lost for 4 seconds its regressing(2 with ruin).
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You misread what they said:
It wasn't a planned it was clarification of what already happens:
Aka It NEVER worked with ruin.
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@The_Horde said:
Good points, peeps. I'll use it until I unlock better aura reading perks. I'm struggling to find survivors unless they are purposefully trying to distract me so I'll take any perk that gives me an edge.
Should I use whispers over bitter murmur? (I main doc when I play killer.)
Level 3 whispers pretty much means if its active your static blast will always hit someone. Aka it can be considered a semi meta perk option if not an outright meta perk option
Also only if whispers is level 2 or above but even then only whispers level 3 is truly a good perk.
Despite not looking like it the area whispers level 1 covers is over twice as big as level 3
Remember smaller is better for a perk like whispers because its a directionless radar perk that ultimately lets you know where survivors are or aren't if its active or deactivates(let alone its detection matching doctor's static blast ability at level 3).
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When compared to both discordance and tinkerer the difference is that its always better to know when a generator is about to be done rather then afterwards.
Also undetectable from tinkerer can give you free hits/gen grabs depending on how observant the survivor's are.
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@Yamaoka said:
One could also ask: "Still a 4k even though survivors managed to repair 4 gens in less than 3 minutes - how is that fair?!"
It wasn't a 4k...
Also the entire team bombed the hook which was shown if they hadn't they would have finished the last generator(One person alone nearly got the 5th gen done solo before the 4 min mark).
Effectively its a free 3 escape turning into 3k because instead of finishing the last generator everyone threw the game by hook bombing a trapper who had someone in the basement.
If the survivors didn't throw the game there was virtually nothing the killer(Who mind you was a set up trapper with 3 generators close together in a line) could do to stop a 3 escape.