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Warcrafter4

Warcrafter4

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Warcrafter4
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  • To me the main reason why people wouldn't play them is that their "Tag team" style(Using both Charlotte and Victor together to down) of play is also one of their LEAST effective ways to play.

    Meanwhile only using victor(Thus missing the point of having 2 characters) and going for mass slugs every game is their most effective but least fun(To me) way to play.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739625#Comment_2739625

    That's for all players, including brand new babies. Not the average - high skill level.

    That was also BEFORE the massive survivor buffs/releases.

    This was taken before Circle of Healing's release or the Dead Hard buff/bug(Dead Hard eating powers was confirmed to be a bug).

    So the average kill rate is probably much lower atm.

  • @gendoss said:

    Do bones.

    Killers would if they could as being able to do bones and break them would make Hex:Pentimento a reliable perk.

    Remember doing bones means break said bones and killers can't do that!

  • Given that all healing slows have lost most of their value due to CoH...

    I don't see why not as it doesn't really matter at this point.

  • @TruEternity said:

    Honestly, I can’t complain about his thoughts on most killers. Twins is crazy good, and the ridiculous downplaying most do with them is hilarious. I agree they’re top 5, maybe not 3 but Victor is one of the strongest powers in the game. I’m also glad to see Billy and Slinger up there, as both are still very good killers. People like to over exaggerate their demise. Billy and Slinger both just went from S to A tier killers after each of their respective nerfs.

    Was a good watch, like to see other people’s opinions who know the game.

    Dude Deathslinger was never considered S Tier(Let alone A tier) even before the nerfs by anyone who plays killer as he was simply too slow to win most games as speed is considered the best stat in the game for killers and he has the worst overall speed in the game.

    He's obnoxiously slow as he has the highest amount of self slows in the entire game at NINE from his power let alone for a 110% killer.

    He also can't defend generators very well nor can he reach generators further spread out then a hard 3 gen.

  • @Marigoria said:

    Yes. Lets remove everything from the game and end up with only no mither and monstrous shrine

    To be fair it is confirmed by the bug report team to be bugged as its not meant to eat killer powers(Such as nemesis's whip not breaking pallets if dead harded) or lunges(normal or alt as pig/demo's) as it currently does.

    So a temp removal aka kill switching it until its fixed would be a fair compromise.

  • @lifenotfound582 said:

    We all struggle with at least one camper while playing dead by daylight in a single day. I have a way that we could prevent camping and punish campers.

    =============================================================================What if whenever the Killer is within a certain distance of the hook, it pauses the hook timer until the killer is at least 10 meters away from it. If the hook timer is paused for more than 1 minute either the killer starts losing match points and automatically pips down OR the survivor is given a 100% chance to get off the hook and is effected with endurance for 60 seconds while the survivor is invisible to the killer for 30 seconds.

    Hopefully a few people can give me their honest opinion on this idea, and if you thinks it’s a good idea maybe consider giving it a vote up? Thank you for your time :)

    A multiple versions of this has tried, abused, and now all anti camp punishments are forever on the "Never happening" list.

    You can't make a camping punishment as survivors have proven every single time the devs have tried that they will abuse it until they lose it.

    You have other survivors to blame for the camping mechanics not the killer at this point.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722721#Comment_2722721

    I do: you don’t know what you’re talking about, regardless of experience.

    Their experience at the higher tiers of killer appears to be fake.

    Look at the date/time of the gold/iri killer ranking unlocks. They are both the same.

    This means they never earned them legitimately and most likely unlocked them via the achievement bug a while back.

  • Every time a killer gets gutted because survivors cry for it the more top tier killers you're going to face because of it.

    Seriously though there hasn't been a single killer nerf that has been good for the game's variety in the game's entire history...

    Yet survivors repeat history ad nauseam with begging for killer nerfs.

  • @jamally093 said:

    I find there are two legions the ones that will use frenzy to hit multiple survivors to gain advantage or for stacks on Thantaphobia and the ones that will use frenzy hit one survivor and cancel it so which one are you.

    You say that as if the first scenario is even possible most of the time as smart survivors split up to deny legion from Feral Frenzy chaining.

    Most legions want the first but usually end up getting the 2nd.

  • This is a spiteful change that will only hurt normal players without deterring bad players.

    Letting a survivor get slugged to death gives only 50 BP VS a Death hooks 700+(200 Extra for each hookstate skipped).

    So Griefers who are doing it already lose out on most of the kill BP so BP is clearly not a factor to them.

  • @Omans said:

    Devs. Any response? This has been happening for months now.

    I'm not talking about a random hacker popping up every once in a while. It is constant. I'm a streamer on that server. But I can't stream the game anymore.

    ESP and speed hackers can often be found on this server. But the biggest problem right now, which is constant (I am not exaggerating) is a hack where the killer chooses pig with its new Red addon. The one that gives every survivor a trap at the beginning of the match. If you try to disarm the trap it takes 10 minutes. If you disarm the trap, the killer one-shots you and leaves you 4 minutes to die on the ground. The killer is somewhere in the sky.

    I can only assume that this hack is being used to sell high MMR accounts (Who in the world would want to buy one of those, I have no idea, but that's my only idea).

    There are always several of these hackers, and despite each hack being reported hundreds of time, new ones are always being made.

    The Korean server is dying. First, disable that pig addon. It is being used to destroy your game. Second, take the report system more seriously. If an account recieves a ginormous number of reports in a short period of time, and yet I still meet that hacker account weeks later, it makes me wonder why I am even playing this game.

    If i was just a casual player of the game, I would say whatever and go, but i've sunk a decent amount of time into this game while streaming it. Please, at least acknowledge that you are aware how badly the Korean server is being hit right now.

    The game's report system is archaic to say the least as it doesn't save match data(Not video but data points like XYZ positions/action speeds/possible actions/player states/etc).

    Aka the thing that lets the developer's actually catch hackers.

    DbD is one of the only modern PvP games to lack this basic anti cheat/bug feature.

  • @Vampirox said:

    as someone how plays both Survivor and Killer, I dont blame killers for camping and tunneling but when you bring Ruin/Undying and sometimes with Pop only to have your totems broken within 2min of the game and for that reason you start camping thats where my issue resides. That is half of the killers who are doing that recently.

    Killers dont need to stack gen slow downs to have fun, I main spirit with Corrupt/Deadlock/Grim/thrilling as a build Corrupt being the real only slow down i still have fun and still 3-4k no ruin pop.

    "I don't need slowdown" your Build:

    3 slowdown perks and a pseudo slowdown/info perk...

    Literally every single perk you have blocks generators.

    You're not making a good case here.

  • @Impartiality said:

    You’re saying they have double standards? You did something first to made it miserable for them by camping and you know full well that it’s something they won’t like. They reacted in a way which you don’t like.

    Its you who has the double standards. You were both #########

    There is no double standard for the OP.

    The survivors went all out first and the killer reacted in kind.

    The survivors doing it first THEN complaining that they got the logical reaction out of the killer is a double standard.

    Don't go all out if you don't want the other side to react in kind and that goes for everyone.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717855#Comment_2717855

    Well it's not necessarily just my failure. Playing survivor is a team game, which isn't at all helpful at my ranks. Plus, whether or not second chance perks are deserved is another conversation entirely--I'm just talking about Deliverance seeming inconsistent.

    I am sorry that I came off like I was talking about you specifically.

    I meant from the dev's Point of View of the survivors in said situation and why they changed it.

    As it used to work if you were the last survivor but got changed for all the reasons I mentioned(Forced a lot of bleedouts/Wasted everyone's time/Was just not needed with the multiple last chance mechanics).

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717857#Comment_2717857

    I think there's a similar problem shared between survivors and killers in that the most effective strategy is the one with the least interaction possible.

    For killers, this is in tunnelling and camping. But an under-recognised problem with generators is the co-op penalty. -15% repair speed per other survivor on the same gen accomplishes something it really shouldn't: It makes the safest way to do gens the fastest one.

    A killer can only pressure one gen at a time, so having all survivors split up on separate gens makes their job significantly harder. But that is just flat-out the best way because it rewards the most progress per second for survivors.

    The co-op penalty needs to be changed from -15% per survivor to +15% if there's more than one survivor on a gen, in addition to changing base gen time from 80 to 110. That way, a pair working on a gen is, IIRC, .3 seconds slower than under the current circumstances. This creates a dynamic choice for survivors: Do we spread out and take it slow, but safe, or do we bundle up and risk the killer disrupting us really badly if they find us?

    This'd make pressuring gens much more manageable and would make downing and hooking a survivor put a bigger dent in survivor progress. There would need to be some other adjustments, of course, notably Prove Thyself and Discordance, but I think it's an overall workable solution to give killers more breathing room.

    The issue with removing the co-op speed penalty is that it makes the game unwinnable for the killer in a 3 gen situation.

    Remember even without the penalty it makes all gens only take 40 seconds for 2 survivors and 26.666 seconds for 3 survivors.

    It was implemented because if the killer lost the early generators like what usually happens it means the game usually ends in 40-60 seconds or less as its nearly impossible to defend 3-4 generators that only take 40 seconds or less to complete which is why "Prove Thyself" is so strong.

    They had to INCREASE the co-op penalty from 10% each to 15% last year as it was causing games to end the moment the killer lost the first 2-3 generators and that's before you considered prove Thyself or toolboxes.

  • *laughs in bleeding-out*

    Back when you could do this(Yes it was possible and was purposely removed) it legit just ended up causing bleedouts while wasting both the killer's and survivor's time in most cases.

    Also just think about it like this:

    You failed your main objective aka generators.

    You failed to get hatch.

    (If hatch is closed)You failed to get the gates.

    Why should you get a 3rd/4th chance after failing at all objectives?

  • There is no good reason for why survivors SHOULDN'T be able to see everything the other survivors are bringing.

    Plus this is just a QoL change that's on the long list of long over due QoL changes.

  • @anarchy753 said:

    Remember Me was a useless perk long before No Way Out existed.

    I agree that it should regress exit gates, on top of its already weak effect, but it also desperately needs to lose the condition that it doesn't affect the obsession opening the gate. A weak perk that only extends gate opening time doesn't need a 25% chance to just not go off, often sheerly by accident on the survivors' part.

    Ironically the not effecting the obsession might be the reason why it gets changed:

    The developers have changed all other "Tunnel the Obsession to Death" perks to no longer reward killing the obsession BUT Remember Me.

    So it might get changed due to it being one of the last perks that rewards you for tunneling someone to death.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700934#Comment_2700934

    It's funny that all these nerfs are being called for on survivors, yet when the developers presented the most recent sets of data, it's showing killers as over-performing, not survivor. Also, it's really interesting that there was a tournament recently where all perks were allowed and killers were getting roughly 2 kills per match.

    Then again, this forum can sometimes become an echo chamber.

    Nope because their data means nothing given that they don't balance around their desired numbers.

    Or we'd be seeing mega Nurse/Trickster buffs every patch until they finally reach 50%.

  • @Kyochi said:

    This solution can disincentivise hard camping.

    If the killer is within 24m of a hooked survivor for more than 10 seconds while not in a chase the hook timer will decrease by 75%. This effect will immediately disappear the moment a chase begins with another survivor.

    Hear me out,

    Normally the timer for a full hooked state is 120 seconds when a killer is hard camping the timer will keep going normally and normally that doesn't make the game fun for anyone.

    My solution is since DBD formula is based on additive if we were to decrease the hooked state timer by 75% after the 10-second mark. Survivors will gain an extra 90 seconds on a hooked state due to the idea of even trying to hard camp. so by formulating this the hooked survivor will gain an extra 80 seconds on the hooked state which allows survivors to pretty much fully punish a killer just because of their hard camp and completely disincentivize the killer to even attempt camping without completely losing everything.

    So in conclusion, if killers hard camp the whole game hooked survivor survival for a total of 200 seconds instead of 120 seconds but if played normally the timer will stay 120 seconds

    Tried and exploited to the point of being removed permanently.

    @Laluzi said:

    Hmm. I'm not opposed to testing this one out; having it disappear when a chase starts fixes the main exploit that comes hand-in-hand with this concept. And the 10 second grace period doesn't matter too much if you're on your way away from the hook and just had to complete some errands in the area first, provided it also goes away if you leave the area. But I do see some issues.

    -24m is a bit generous, especially towards the end of the game where everything of interest can be clumped in a small area. If you have a hook in a 3-gen, or a hook near a gate, you'd easily trigger this during patrolling. (And I can't say I agree with penalizing endgame camping because there's literally nothing else for the killer to do at that point.)

    -It's not uncommon to have a situation where a killer suspects or knows a survivor is in the area, but doesn't know where exactly they are. In this system, the killer is punished for staying to ferret the hiding player out, but leaving immediately gives the team a free save, which also punishes them. However, this concept wouldn't work by linking the turn-off condition to whether a survivor is in the radius either, because that can be used as a source of information in and of itself.

    It has been tried repeatedly...It got abused no matter what the developers did to it.

    The devs have given up on any baseline anti camp due to survivors finding ways to abuse it every time they tried.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713120#Comment_2713120

    Play Killing Floor for a few months and you'll never have trouble finding the center of your screen ever again.

    Nope as a Killing floor player it doesn't help with huntress and even then the devs had to roll that back as well due to it negatively effecting the game.

    Also even before that Killing Floor had iron sights exist that effectively give you crosshairs which huntress doesn't have.

    Also before you say payday 2 that's just a game where you'd have to earn your crosshairs and most people use them once unlocked...Plus iron sights...again

  • @Phasmamain said:

    Yeah breaking with environment is okay but that’s a big no. It’s like if clown got slowed by his own gas

    Don't give the devs any ideas now.

    They gave clown a bottle that can speed up both the killer and the survivors so its not past them to make the slow bottle effect both sides too.

  • Mine is doctor as I love his Evil Elmo like giggles he makes when stunned.

  • @BadLooperQ said:

    Is BHVR indie level to this date? Considering the amount of licensed they're acquiring nowadays...

    They twice the size of Fromsoftware(Dark souls Devs).

    So if they aren't indie then neither are BHVR.

  • @BreadTube said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708745#Comment_2708745

    That's a ghostface problem & not a stretched res problem.

    <_> its a problem ghost face has because of stretch rez...

    People have literally shown that by turning stretch rez on and off without changing their camera and were able to only reveal GF though for example auto haven walls with stretch rez on.

    So...What are you even talking about?

  • @BreadTube said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708734#Comment_2708734

    Stretch Res just ain't the problem players think it is. Me pointing out they don't have the man power to fix it isn't coddling.

    It literally breaks Ghost Face's power having making him become revealable past walls that he normally can't be revealed through.

    Let alone some fair pallets become unmindgamable god pallets with stretch rez.

  • He's all the above and clunky to boot with him being able to self sabotage successfully landed hooks by walking through them.

    Seriously though why can he break his own power AFTER using it successfully? Its so needless with how hard it is to land to begin with.

  • @ThatGirlKatrina1113 said:

    Could something be created that penalizes killers that tunnel survivors and camp/proxy camp hooks and the basement? Maybe the entity comes and stuns them for a certain amount of time as a penalty for not playing the game correctly?

    The entire point of the basement is that its the massive risk to loop near due to it being a death trap.

    Its meant to help balance out powerful survivor structures such as shack/Main buildings.

  • The issue is that people asked for a NEW Match making system.

    What we got is the game regressing to an OLD Match Making system and even dev admitted terrible system where it only cares about Kills/Escapes.

    We had this system in the past as it was one of the earliest Match Making systems which failed once already because it couldn't determine skill.

    So I have no idea why they thought bringing it back was a good idea.

  • I'd rather just have joke add-ons being fun/silly with no real downside like clown's Party Bottles.

    Handicapping yourself really isn't all that interesting in a game like DbD due to its already overbearingly snowballing nature for both sides.

    That being said creative joke add-ons are fun as long as they aren't detrimental(Party Bottles) or let you play an alternative play-style(Dream Pallets).

    Edit: Or can just throw off survivors like Reverse Wraith can(Terror radius while cloaked + undetectable after uncloaking).

  • It really does go to show how easily these "Hard" issues are to solve in reality.

  • Cut coin just feels like a relic of the past where getting items from the blood web was much more expensive and thus searching chests was more advantageous.

    As it currently stands its just there to be annoying to anyone who's doing archives and should probably be replaced/removed.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702507#Comment_2702507

    You mean the clip where he gives the correct answer to the question that was posed to him? Weird example to use if you're trying to make out like someone deserves the verbal abuse they're getting online, friend.

    It didn't answer the question(if I am remembering correctly) of:

    "How are you going to improve killer gameplay to make it less stressful/frustrating"

    Which the response completely ignored.

    People saying dumb things then getting talked down to for saying dumb things isn't unusual but I never said harassment was ok, just that he did provoke people.

  • @Superyoshiegg said:

    They used to be far more community driven some years back, with weekly hour long dev streams and the such (they aired at 4am my time, I remember waking up early on school days just to catch them lol).

    But the community's toxicity kept growing, and the devs gradually stopped doing them because they knew they would get ######### on regardless. I can't really blame them. The DBD community is awful, and I wouldn't want to put myself as a target for vitriol by being the face on those streams (just look at the hate Coté gets for example).

    To be fair about Cote:

    He kinda brought it upon himself with condescending comments that ignored the question the community asked.

    Hence the "Go play Civ" quote gets memed on to death because it was both of the above.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700023#Comment_2700023

    The obsession is actually shown to you so you can get into a chase immediately though but everything else is fair point.

    Not if the last survivor hooked is the obsession which is another downside.

  • Hooking all 4 survivors has always been an abysmal condition even in theory due to bad luck/stealth playstyles existing.

    All it takes is having bad luck running into one or having a single blendette in the game to make the perk useless.

    Also blocking off all generators while in theory sounds good it runs into the same issue as No Way Out:

    The moment it activates just makes all the survivors hide because they have no reason not too.

    In grim embraces case making using your advantage outside of camping kinda worthless.

  • @Mandy said:

    I'm a bit at a loss with this thread quite frankly. To say we hate two of our popular characters because a new chapter is announced is a stretch for sure.

    And whilst I appreciate the passion in this thread, to actually draw any conclusions about how comparable Spirit is to the Ringu chapter at this stage is slightly over the top due to no information being made public as to the character, the power etc - the only thing that's known is that it's the original Japanese Ringu and the month of release...nothing else, no powers etc.

    I suggest waiting for more information closer to the release, before making judgements on it.

    Its (Somewhat)reasonable fear over what happened to billy given that the devs seemingly nerfed him into the ground and stopped caring about him after they buffed Leatherface to take his place.

    What happened to billy will continue to haunt the game/community until its fixed.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697598#Comment_2697598

    I feel like they managed to create a great variety of builds, environments, armor sets and enemies, the big issue is that most of that feels out of place: the example I always bring up, and that you mentioned as well, is the infamous Earthen Peak, with an elevator on top of a tower that leads to a volcano.

    But yeah, most of it was due to the troubled development, Miyazaki not being involved for most of it didn't help either, and their overall idea was probably a bit too ambitious for the technology, time and funds they had.

    If you get the chance to play the other games, Bloodborne included, they are definitely worth it.

    If you'd want to talk about weird illogical land marks then look at DS3's cathedral of the deep which ACTIVELY RUNS AWAY FROM YOU!

    No seriously every single time you see it from a distance its position changes meaning you're literally chasing down a giant cathedral that's running away.

  • @Ravakahr said:

    i think you need to main survivor. Then you'll understand. You cannot understand if you only play killer.

    They are right that its the best general use exhaustion perk as its the only one that the survivor is in compete control of(Not counting insta down killers).

    There's nothing to understand about dead harding to reach a pallet/window and I should know as its my main exhaustion perk lol.

  • I just feel like it should be reworked into Fixated Self-Aware.

    So I'd just remove lightweight and make it so Self-Aware in addition to its current effects makes your scratch marks disappear 2/3/4 seconds faster while injured.

    This would keep the light weight effect without effective Self-Aware's learning components(Such as how long your scratch marks last for).

  • @tenoresax said:

    I feel like it's an MMR kinda situation where even BHVR know its a deeply flawed system, but they don't know how to fix it so they just say "ahh whatever we put hard work into it just leave it up!"

    The developers really don't know when to cut their loses with a lot of these systems.

    Given the recent comments from McClean(Former DbD dev) cements the idea.

    Not trying to out him or anything its just his insights shows several cracks in the development philosophy of the game given that he more or less admits billy's overheat is detrimental to the game but he defends it because they put time into it.

  • @Adjatha said:

    Killer perks should trump survivor perks in every case. Full stop. Killers get 4 to a team of survivors' 16. Sloppy Butcher should flat out disable healing speed buffs. Stridor should ignore Iron Will. Predator/Bloodhound should negate their respective parts of Lucky Break. So on and so on. And NO survivor perk should negate any killer's power (that means you, Dead Hard. Limit that nonsense to M1 invulnerability only).

    You know what?

    Why not make that the main innate effect of hemorrhage while keeping the current faster bleeding effect.

    It would make both sloppy and all Hemorrhage perks/add-ons much better while not being overpowered.

  • @Sonzaishinai said:

    I don't really understand why people are saying this.

    Before Coh people didn't heal. They stayed injured so sloppy bassicly did nothing.

    Now they do heal and take 4 seconds longer per self heal if you apply.

    I would argue that it's better then before cause it's actually has a effect now.

    Sloppy is a relatively good(For a secondary effect) chase/"Hit and Run" tracking perk because of its massively empowered hemorrhage(100% faster then normal hemorrhage) causing a near perfect blood trail leading to survivors.

    So while its healing debuff was the main reason to run it the empowered bleeding shouldn't be ignored which has been heavily mitigated due to CoH.

  • @anarchy753 said:

    He barely got a real nerf. It just goes to show how many people only play something because it's blatantly stronger than it should be, then jump ship to the next strongest thing. He's still an incredibly strong killer, the only thing that sucks about him now are that his add ons are universally uninteresting, but his power is strong without them anyway.

    I just wish other people had the ability to enjoy something for the way it works and how it plays, rather than sheerly playing based on strength.

    He did have unneeded nerfs to his for fun builds such as the noticeable nerf to ALL dream pallet add-ons.

    There is also the fact that most of his add-ons do nothing against good players now as a lot still rely on missed skill checks making them niche or are the above.

    So he has less fun builds and has Mostly unneeded niche(and Under-powered) add-ons.

    Mind you I don't even play him and I see why beyond power people don't play him.

  • Unless I am doing for a dedicated stealth build I usually don't care too much about stealth.

  • I notice it but its impossible to know if they are purposely doing it to deny the event for everyone or if they are just playing to win.

    Its the issue with this type of one sided event is that people are incentivized by the game itself not to let the event work.

  • @Shaped said:

    Like the doc who won't hit you but shock you instead lmao.

    Keep it up.

    The Doctor is simply being smart by using his power to destroy the snowman instead of giving you a free 3rd hit.

    Its objectively the best way doctor to play during the event.

    Also blame the devs for how broken the snowmen are when interacting with killer's powers as its broken on a lot of them.

  • I mean if its a 4 man escape you'd get ~16 for free from the survivors Tbagging at the gates for the entire end game collapse time limit.

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