Weederick
Weederick
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- Weederick
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If i get Head On'ed, i will transport you to the gates and bow down to my meme overlord
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/797326#Comment_797326
I don't disagree, we can always strive for better balance and Nurse is no exception.
However, considering that they don't believe in balancing the game around high elo, and the multitude of other more serious balance issues and a plethora of weak non-viable killers; I believe we should have addressed all of that before working on Nurse.
It also really annoys me that they spout the "casual balance" philosophy and then go and change a killer who was ONLY effective in high elo. They seem to pick and choose when to listen to their own philosophy.
Thats one of the great mysteries. Who they pick for balancing and what they consider unbalanced. Lots of invested players would buff weaker killers first. I would be wiser and better in the long run. It would be even better, if they actually understand balance and played highranked games themselves. Instead of doing devteam internal games, where you have to respect your workmates. And having r20 playtesters who dont play the game as it is played in reality and balance them around their playstyle. PtB Ghostface and MoM was sooooo far off the mark for example. Almost a slap in the face for any killer player, that they consider that acceptable.
Nobody knows why they dont work on balancing killers with each other. Guess they just have different plans and not enough money to support that.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/797236#Comment_797236
I'm sure the positive feedback didn't include anything about the numerous problems her new addons bring, or all the intricate and small details of her power that are now gone or almost worthless.
https://forum.deadbydaylight.com/en/discussion/comment/797257#Comment_797257
That's where the chase comes in. You learn how to juke her in a chase so your team can do what needs to be done. But yeah, I'm getting really sick of their casual attitude. I don't get the choice to play in the fun casual setting they think the game is, I have to constantly fight sweat squads or de-rank and abuse people nowhere near my skill level.
I understand wanting casual to be a fun selling point for the game but ignoring the huge imbalance towards the top of any game will only inevitably bring it crashing down when the problems become too huge and start to make their way into the casual side of the game.
I dont like they casual attitude either, although its been improving as time goes on. Instaheal nerfs and although you dont want to hear it, nurse nerfs are a step in the right direction. She is a problem at highranks.
Nurse jukes are limited, best you can get are 50/50 when you leave LoS. With her previous fatigue, she would be starting her next blink immediately. Even if you juke her, you only gain a few seconds. Very Nursefavored in time management. So now its more balanced.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/797121#Comment_797121
We're on opposite sides of this issue here.
I believe she was a shining beacon of what killers should be. They should powerful, scary, and strong. She was all of that but only if you actually had skill with her. The perfect skill = reward scenario.
Instead of making her weaker they should've buffed all of the B or lower tier killers so they actually were similar in power level to Nurse. Then and only then should they have even considered lowering her.
Let's say she is balanced now, that is unimportant. No one wants to play a killer that you constantly have to watch the power meter on or get dunked with punishments. Killer is already a race against time and you can't make any mistakes if you want to even have a chance at winning. Why make the only answer to that worse without giving any other answers?
I do agree for the most part. I actually like going against midrank nurses. Having to play stealthy and immersed and act like its a horrorgame. She feels like a real killer. But then you enter highranks, where nurses become robots on their flowchart of farming survivors and it all becomes nonsense. At some point you have to do gens or unhooks and that's it about hide and seek. Now you're all inevitably going downed, slugged and destroyed.
I'd love see weak killers getting buffed, but the devs are very strict on not making strong killers again. So many details to keep killers weak and then they point to nurse and billy if you want to play highranks. A bad design choice, but they aim to keep this game casual. Play these killers if you're highrank, while we're making lots of weaker killers for the casuals, that are not meant to compete at highrank, so they dont have to balance everything.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/797043#Comment_797043
And that isn't something the game needed in it's current state.
Time is the single most important thing any killer has, and the game is just too fast now when survivors play optimally. There is almost no room if any at all for errors on the killer side unless survivors are just sloppy and making mistakes left and right.
If they had brought the weak killers up to somewhere near Nurse then I would've been ok with bring her down SLIGHTLY. But that didn't happen, we still have killers that are completely nonviable in high elo.
Slightly off topic but a big reason we don't have tournaments for this game is because everyone knows it isn't a viable competitive game. There are game breaking balance issues that are still present today. And when there is a tournament do you know who is played the most? Nurse. Why? Because she was one of the only killers able to actually control the match.
Now she is less fun and effective, while nothing else changed. If we get another tournament it might just be a huge joke because who will want to get creamed by SWF in a tournament when the only answer isn't an answer anymore?
If you want to hear my honest opinion about nurse. She is still broken and overpowered. She was way too time efficient previously in travel and chase times. She still is the most time efficient killer and to really balance her, they would have to rework her concept. Which in turn would cause a huge, real outcry. So they went with a mild, but elegant solution by just turning down her overall time efficiency without changing her core aspect. Imo nurse survived her rework pretty well. It could've been way worse.
Tournaments are a joke. Survivors are so strong, the very first tournament wasn't even about killer vs survivor. It was survivor vs other survivorteams on which team can farm the most points out of the poor killer, who was just a toy. And now nurse can really compete with their power level and go 50/50 on the perkless tournament. Says a lot about her powerlevel imo and that it needed to be tuned down. And mandatory to add, yes i would delete 4-swfs, cause that is the counterargument.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/797005#Comment_797005
Are... are you being serious?
THE COOLDOWN LITERALLY AFFECTS YOUR MUSCLE MEMORY. Constantly blinking was a part of that. Now having to wait so you don't screw yourself over by using it 0.01 seconds too early is a HUGE CHANGE TO MUSCLE MEMORY. If they did this but made the cooldown SLOWER (not stopped) while charging then I would've agreed with you.
And lets not forget they said they wanted to remove that stuff from her addons, yet at least 5 still interact with her power in a way that changes muscle memory.
You can get used to a cooldown relatively quickly, as long as the blink itself feels the same. Give it a few days, she is still the same killer, but less time efficient.
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She feels the same, but a bit more balanced. Props to balancing her without changing muscle memory.
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Spine Chill was a lifesaver against op bing bong.
Spies from the shadows used to be toptier. Then Whispers. Now BBQ.
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@Mochan said:
I would say Saboteur.
Saboteur was the worst perk in the game. Survivors would happily sabo hooks and waste time, games went on for 10-20 minutes every single game. Sabo jakes were plain useless. I loved seeing 1-2 jakes in the lobby. After hooks respawned, the whole genrush meta started and games got much harder. It was really chill with Sabo, as long as you had Iron Grasp. Survivors brought their own Hex: Hooks.
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Old sprintburst saved your booty in so many ways. When the meta was all about reaching infinites and sprintbursting away from campers. It probably had the most game impact, even though old DS felt way worse.
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Iron Will, agree
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Easy game
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@SovererignKing said:
https://forum.deadbydaylight.com/en/discussion/comment/640333#Comment_640333
It didn't start out that way because it wasn't as effective. It wasn't exploitive because there was nothing to exploit. Only after 1.4.0 and the hit box changes did something become exploitive, and that was hit box size differences.
Sorry, but thats just wrong. It was way more effective back then. Looping 5-10 minutes was the norm and thats not exaggeration. What you could do with old jungle gyms, 2x the pallets, faster vaults, literal 8-10 palletclusters, 40s flat cd Sprintburst and no bloodlust was on a different level. All the old tiles before they have been crumbled and dismantled usually had either one window or one pallet more. Or both, like jungle gyms and old 4 walls. You could semi infinite jungle gyms and 4 walls.
You focus too much on the 1 percent difference, which was never noticable. The big changes made looping more balanced, like removing palletvacuum and reduicing the amount. And breaking up all the tiles to more balanced versions. You cant really loop for 5-10 minutes now, but back then it was easy, even without infinites. Whole different level
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I would add an extra phase to DbD, where generators are blocked and sacrifice times are paused. The survivors only have to hide it out, while the killer has time to do as much damage as possible.
Survivors have to do less gens, but the new phase will periodically activate for 60s, then turn off for 60s etc. You cant genrush, but you also cant camp during that time. Increasing the average game time regardless of skill level.
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@Orion said:
Time for a history lesson.
Looping started out as an exploit. The devs themselves called it that. It's possible primarily due to two factors:
- The difference in acceleration between survivors and killers relative to their top speed. Simply put, survivors reach their top speed much faster than killers, which is why they can turn on a dime without losing much speed.
- The difference in hitboxes. This is a minor factor compared to the previous one, but still relevant.
However, due to survivor lobbying, it was hastily removed from the "exploit" category and into "game mechanic" category. Now it's the only thing many survivors know how to do, so the idea that it was once considered an exploit seems absurd to them.
Looping did not start as an exploit. It started out as actually playing the game as it was intended by using pallets and windows to create distance, instead of the allwinning, everpresent infinites.
I also did the math on hitbox differences when they released collision numbers and its an average speed increase from 100% to 101% - 101,5%. Barely noticeable. The acceleration difference can be counteracted by holding W and turning with the mouse smoothly instead of walking sideways and then turning the corner with forward for example.
And before 1.1 and 1.4 you could loop way, way easier than today, since there were twice as many pallets, more windows and all the vaulting mechanics were a lot faster and not entityblocked.
Devs never called it an exploit. I played since release and survivors already palletlooped at high ranks. It didnt "start" sometime, There was just no reason to palletloop if you wanted to abuse infinites. Not many people wanted to actually play the game back then, it was infinite or lose for most. Then survivors got more skilled with the tiles over time
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They wanted to do something about those former infinite windows this year. But im sceptical, they said that since release and eg looping Wretched Shop is still the same. It doesnt fix the core issue, which is the massive time investment. Lose-lose windows for the killer since release.
Those windows can carry the worst survivors against good killers. You dont need skill or take risk and you're guaranteed rewarded more than the best loopers. "Its a mindgame"
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/635117#Comment_635117
https://forum.deadbydaylight.com/en/discussion/comment/635117#Comment_635117
Yes, that is where Spirit actually has some counter play. When you aren't injured. I'm saying that there should also be counterplay for when you do get injured. Because, like I said before, once you're hit there is nothing you can do but hope they're deaf.
Iron Will counters that second hit, but perk dependancy ain't perfect. I kinda just accept that she gets the second hit, if she managed to get the first. At some point, for every killer, you lost to a killers power. When Nurse sees you, when Billy is right behind you in a deadzone, when Spirit got you injured, when Huntress made you loop a low tile... Its more about preventing that. She has to work pretty hard for the first hit though, unless people can hear footsteps (which i cant with my headset).
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/634194#Comment_634194
Hearing someone grunting and being able to use your ears isn't skill. It's literally just a guessing game where skill becomes irrelevant for both sides. If you play a Spirit without Iron Will, there is literally nothing you can do except hope the Spirit has dollar Store headphones and old man hearing.
Maybe let Spirit work harder for the first hit. Since the second hit is free without Iron Will, get used to not get hit in the first palce, then she has no sound to follow and is a worse killer in the chase at 110%.
Its like reverse Wraith who gets a free first hit
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/633452#Comment_633452
Spirit doesn't take skill lmao
Guessing routes, following scratchmarks, hearing footsteps, seeing grass moving is a different kind of skill. Unless you have allhearing headphones, there is a lot of guess involved too with pretty small margins for error without addons.
It depends on the survivor too though, some are good with stealth and mindgames, others are not. If you know what Spirit wants to do, you can fool her. I think she is fine, she is balancedly broken.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/81501/what-exactly-is-gen-rush
As a killer main I can accuratelly give you the concept. Gen rushing is the action of not knowing how to properly patrol gens or make survivors three gen themselves when you see gens being done ultra fast, this concept can be surpassed by a common perk called "common sense", which grants the killer the hability to "make them scatter and know your ground to three gen them" o higher levels the perk gives you the hability to also "stop focusing on the loopers who want you to waste time". Hope this helps.
3-genning doesnt work against good survivors. If you chase, one of them gets done. If you dont, the rest are done for free. And then you have nothing to compete against full hookstate survivors who will gladly tap it one at a time but stay out of your reach, since you have to chase at some point for a hook, and they only need 30s to repair one gen. It may work with some Doctorbuilds against casuals.
Not focusing on loopers is also a low-midrank strategy. What do you if you face 4 decent survivors who can loop, abandon every chase until the game is over? At r1 you often face teams, where everyone can loop decently. Those are the games that matter and need to be won and 3 genning is shooting yourself.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/633330#Comment_633330
That's another type of pressure in my eyes. Gen pressure is the ability to keep survivors off gens and/or decrease the gen progression as a killer. For sure, enough hook pressure can cause gen pressure too, but only chasing generates no gen pressure. Even hooking a survivor only gets one survivor off a gen.
In my experience, hook pressure is the only real pressure. Keeping each chase under 30-60s is a must to keep gen progression in check. The whole kicking gens and protecting them only leads to failure as you can only waste time until your next hook. Free hits, injuring, downing people counters genrush.
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@AntiJelly said:
Here's the thing.
You're thinking about top level play only from a survivor's perspective.
When I say top level play, I mean the best of the best survivors AND killers.
And the best of the best Spirit can wipe the floor with survivors.
The best Nurses can predict every survivor movement, the best Spirits can do the same, and guarantee free hits all the time, and the best Hillbillies know precisely how to curve around obstacles and get insane hits. Have you seen how the best Huntresses play? It's crazy.
Just because other killers are weak and can't apply pressure and "the only way to play at rank one is to play the top 4!!!11" doesn't mean they're immune to critical analysis and possibly nerfs.
And I'm gonna be honest, all of the top four killers have some stupid crazy things they can do at top level play. And those things probably deserve to be nerfed. Hillbilly's curve. Huntresses' hitboxes. Nurse and Spirits minimal counterplay.
So you want to take ALL the viable killer things that take skill... and delete them.
Let me guess, the only balanced killer is perkless leatherface. And only without using headphones. And you're a killer main btw aswell.
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I found Pig to be the most flexible killer regarding perks, since she dips into so many areas, most things will synergize somehow. That said, my build is almost the same as yours, except i use Enduring instead of Ruin.
Psychoscorpionz used to use Whispers and M&A before the pig changes. Not sure if he still does, but that focused on her stealth aspect and losing the least time possible while crouched.
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Genrush can be the result of one bad chase. But i usually call it a mindset. There is only one objective and if you ignore all the immersion and just "play the game", then survivors are most likely to win. The first chase has all the pallets, no spirit fury, no killer momentum. You an usually pump out 2-3 gens without a chance of counterplay. Then its a matter of mindset. If they want to win, they can win right there. They dont have to do totems, play stealthy or rush the hook. They are 3 people having to do 2 gens. Just do the gens and wins.
Its just playing optimally. But if you do, you win. Its just about the RNG of getting 4 genrushers at high ranks.
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@Nescau_Fernando said:
I remember back in the day Dwight was considered bad because of his perks. Turns out Bond was always a strong and fair perk. Sprint Burst, Self-Care, Botany Knowledge and Saboteur were just broken beyond belief.
I remember Billy being bottom tier because infinites and the sheer number of obstacles on the map.
I remember Nurse release day. Hexy (former SxyHxy) had orgasms on stream...LOL. And Nea was a considered a mediocre Survivor.
Remember how Trapper could keep dropping a downed Survivor directly in the bear trap? Remember double trap right below the hooked Survivor? Man, those were some trappy times.
Lots of good memories. Even looking back at some bad times, this was easily one of my most played games this gen.
Saving against a Trapper could turn randoms into SWAT teams. One to distract him, one to disarm the trap, while the last one does the save during the 5s disarm time. Trappers basement was an automatic nope though, RIP.
Back then, Iron Grasp allowed you to walk half the map straight to the basement. Which every killer did, Straight to the basement and proxycamp :D
There was no honor code back then. Looping infinites was normal. Facecamping expected. Old DS + Instaflashlights (omg, vietnam flashbacks). Sprintburst to infinite every goddamn single chase.
shudders glad things changed
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@May_Be_AFK said:
https://forum.deadbydaylight.com/en/discussion/comment/632068#Comment_632068
I wouldn't even consider that a nerf. You don't need it. Just like you don't need all of those blinks to do damage with nurse.
Thats not an argument though that you dont need it. I mean, we dont need 15 killers, we can delete 14. Its still a bad decision.
The first concept of Billy was more fun with a higher skillfloor and ceiling. A lot of complaints find him too easy, which is the result of the flickremoval and steering buff. The chainsaw hitbox should have been nerfed instead of buffed. It didnt even fix the false chainsaw bug.
Im not for buffing or nerfing him. I want him to be fairer, more skillbased, less frustrating to deal with.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/632163#Comment_632163
Oh wow. Had no idea there were 3 new characters. I’ll have to jump on and look.
Yep, after 9 months they released 3 at once. Enjoy
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/632145#Comment_632145
Yeah. Almost every normal is a 2 hit attack. He’s great for keeping up pressure/momentum while the opponent is poisoned, and great for being confusing. But once knocked down it’s a pain to try and recover because he has ZERO reversal (other than his Critical Art)
Oh ok, so the Bison pressure is actually real. I always thought he was a defensive zoner, but he always sticked to me when i fought him. Tbh i would miss scrubby EX Uppercuts too much :D
Have you played any of the 3 new chars? I went from Akuma to Lucia (yeah, akuma...) and she is soo much fun. Pretty much a female Ken, the way she shouts LETS GO with her Uppercut is amazing :D
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/632084#Comment_632084
Lol, I have a moderate win rate too. Most likely because players don’t know how to deal with F.A.N.G.
Everything he does looks weird, i still have no idea when i can press buttons, he just keeps going lol
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@[Deleted User] said:
DBD has pretty much taken up my gaming time. But i’ll still occasionally play SF5 online as F.A.N.G., sometimes a bit of F13, PvZ GW2, Killing Floor 2 and World War Z (both games being the closest we’ll see to L4D on PS4)
The only FANG player in sf5 :O (Serious, i never play against fang)
OT: SF5, R6S, GTA5 and Overwatch. I like some story games here and there too
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@May_Be_AFK said:
https://forum.deadbydaylight.com/en/discussion/comment/630136#Comment_630136
Are you talking about his flick at the end of a saw? That wasn't an intended feature.
Sure lol. Just like the 3rd blink was an unintended feature. And traps under hooks were a bugfix too. They sure fixed a lot of "bugs" on killers back then.
It was an intended nerf, which was sold as bugfix. Even the devs were looking awkward and sweaty saying this on stream.
Billy was perfect at release, they could just revert him tbh. Slap a nerf somewhere, but flick was the removed solution to the skillless mobility gameplay. Learn to flick or you had a less mobile chainsaw compared to today. He was about killing back then, but im drifting off
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/630333#Comment_630333
Exploring the map in order to find 2 components required to repair a gen: gen parts and tools would be more than enough. Also that would encourage survivors to explore th map no just sit in one spot for 80 s holding M1. There should be random crates with gen parts scattered on the map and random tools stations so all survivors can acquire their own items. Of course aura of these boxes and tool stations is not visible lest survivors bring a map. WIthout gears and tools gen repair action should be blocked or hindered 50%.
Sounds cool, but ultimately ends up as toolrush jsut like genrush. Predicatable spawnpoints, memorizable locations, this will benefit vets much more. They are still the ones running around the map, rushing tools. While immersed ones stay immersed.
It doesnt change the skillgap between good genrushers and slow urbanevaders. I would prefer an objective that you can't rush. That an experienced player cant figure out. Cause if they just swap 20s to tools, i would just rush tools and nothing changes.
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@Bludge23 said:
It's crazy to me that people think Billy is balanced. Being looped isn't a good reason to call him balanced because every killer can be looped besides nurse who doesn't have to respect anything in the game hence why she's at the top.
If looping wins the game for survivors, then it is a balancing factor. Just like billys mobility and oneshot can win the game, so does looping on a bigger scale against every killer. So it is the main balancing point in higher ranks.
Nurse, Spirit, Hag and partially Huntress dont get looped, thus they're all toptier. Billy is still good enough due to his mobility and tricks. But he is capped due to looping. But he can break some of it with good curving. Which you can counter and dodge as survivor. There arent many killers with that many nuances.
I agree on addons beeing overtuned though. Instasaw is cheap.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/630217#Comment_630217
Peanits you do realize that most veteral players can power through Ruin like it's nothing and those who can't can bring Stake Out as a fail safe perk. Gens will pop very quickly and most killers in the game are unable to stop it. If last gens are far apart it is GG and even 3 gen strat is bad. You really need to think about secondary objective for survivors to make the game more dynamic evet at a cost of reducing gen times back to 60s. Holding M1 for 80s is not fun for anyone and gets old fast. New objective should promote map exploration - finding parts and tools to repair gens maybe?
Preferably, add an objective that is easy for beginners and hard for vets. No idea how that could work. Maybe a stealth objective. Maybe a stealth phase before survivors can repair generators (similar to deathgarden). Maybe a repair cap for certain times, at which its better to start another objective. One that could help the team. New totem functions could be one. Cleanse a totem and see the killers aura, heal up, remove scratchmarks from the currently chased survivor.
Would be cool to always have an interactive game even if you're not chased. And have impact, even if someone else get tunneled by doing special totems etc.
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I've never heard a good survivor calling Billy op. Its usually low-midranks, who want to press their flowchart strategy of injured genrushing, but lack the looping skills to pull it off.
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@Peanits said:
Context is important. Not healing from the start of the match is silly, you've got a good chance to get chased before all the generators are done, and when that happens, you'll want to have that extra hit to stall longer. When you get down to one or two generators, that's where it changes. Then pounding out the last generator or two and going for adrenaline makes sense.
When you've got all four survivors injured, that's a whopping 128 seconds worth of healing (half if you're healing each other, but that's absolutely no progress being done on generators in the meantime). There's a turning point where doing the generators becomes preferable over healing.
Y'all can debate all you want about whether that's good or bad, overpowered or not, but understanding where the actual complaints are coming from is important.
Finally a well thought post about healing, that goes beyond "Selfcare is for nubs, you couldve done gens instead" while understanding nothing of the gameflow.
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Upper midtier, he has a lot going for him with a flexible skillset. But he is still a base killer, so nope to toptier.
Nurse
Spirit, Billy, Huntress, Hag
Myers, Freddy, Pig, Plague
Rest in any order, LF
Inexperienced: Ghostface, Legion
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It makes matters worse. Bad survivors get stomped harder, good survivors work through it. It widens the gap even more between good and bad survivors. But since Ruin already exists, its the official solution to genrush, so they can ignore that matter.
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Or...i heal and im thus always prepared to loop for a long time, potentially winning the game. Mathematically you usually get a net gain from healing. Often much, much more in return.
Looking at healing as a way to waste time is so short sighted. What do you think buys the time to repaior gens in the first place? If everyone is injured, everyone loops for at most half the time. Its better to have one 80s chase, than two 40s chases. Unhooking and getting ready to do gens takes around half a minute. So two 40s chases only allow one survivor to repair gens. While one 80s chase lets 3 survivors repair 3 gens for the final 40s. And only one survivor loses a hookstate during that time instead of two survivors, so the survivorteam would die out in twice the time.
You only "waste" 32s of selfcare if you cant manage your own health. If you selfcare 3x per game, its not about selfcare, you would've stolen the same amount of time from teammates. You have to work on preserving your life, then selfcare becomes valuable again
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Health states = Chase time.
Healthy survivors can loop "twice as much" and looptime = gentime.
1 Survivors sacrifices 32s of gentime to heal. But if he can loop for an additional 30s because of it, he actually gains more gentime overall. If the other 3 work on gens, wou would've gained 90s of gentime for 32s of healing.
I dont see reason NOT to heal, unless the game can be closed out soon or you have a good opportunity to repair an unsafe gen (or an unhook must be made etc). The chase to gentime ratio is huge, so doubling the chasetime is huge imo.
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The game is out of your control when you're not the tunneled one. All you can do is gens and hope, the tunneled survivor can loop well. If they cant loop well, you cant help them either, they will be sacrificed very soon, turning the game into a 1vs3. If its early on, its already gg and you had no impact on the game, but you already lost.
Tunneling is basically a 1vs1 and not interactive for the other 3 survivors and the game result depends mostly on the 1vs1, while the rest holds M1.
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If you're good at looping, heal yourself. Its very efficient to take 2 hits, if the survivors are working gens and can loop, so at high ranks.
I like it, its still the most time efficient way of healing, so it never hurts. And with botany knowledge, you can catch up some momentum when the killers snowballs.
Replacable, sure. But a big QoL perk for solo survivors.
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Billy, the main reason why i still play this game. Rev it up, make some noise, watch them dance,... Splash! He feels like a real killer, not just in power but also in presence. I've put him on the sideline for a whole year in favor of all other killers, but they're just not the same. Vroom vroom
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Bias aside, i guess ANY experienced player can see the problems with Legion, MoM and Ghostface.
Just show some vet streamers your ideas and if everyone says this will not work, think about it. Some like clown, some may not. But everyone agrees on fundamental flaws.
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Killer wins for hatch escapes. Its a quick way to end the game, it doesn't feel like a true, earned escape.
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Gates opened: Survivors win
Gates closed: Killer wins
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Lets be real
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When will the MoM rework go live?
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/500940#Comment_500940
Yeah, and that's without sprint burst which is already looking like his hard counter. Most chases against standard killers last at least a minute on average. I'm not fully understanding where they're getting these numbers or what made them think this was even a good baseline to start at.
Baffling. I'm just confused about it is all.
His powerlevel is probably based on survivors who dont look around and dont loop. Lets see how he plays out, but i doubt the current version will see play after the initial hype, when Myers does everything better.
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Just for the math: Stalking survivors for 4s allows them to run 16m, which takes 26,6s to catch up, while he only has 20s of exposed.
He seems like a strictly worse Myers overall. First impression is weak.
