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WeenieDog

WeenieDog

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WeenieDog
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  • No. I feel the same.

    I do think he needed a nerf and he was painfully unfun to play against. But now, they flipped it. He's painfully unfun to play as and everything about him is so slow.

    As weird as it sounds, I feel like they gave him too much counter play.

    32 meter terror radius to hightail away from a 110% movespeed killer, an actual windup so survivors can prepare to dodge a tiny harpoon hitbox that only extends 18 meters.

    idk. I still think their first mistake was giving a killer a gun, but I think they should pull the plug and send Caleb to that eternal shore because this ain't livin'.

  • I don't really think it needs it but I mean, I guess if you had to do the work on a gen for 45 for option to block OR unblock, it wouldn't bee too bad. Perks like Deadlock Deadman's switch are already not great and I predict the same with Grim Embrace. On top of those two perks are more specific in how they are triggered, Deadlock Deadman's switch- the obsession has be found and hooked, Grim Embrace - you need to hook all individual survivors once (though, it does block all gens for 30 seconds. Which sounds nice, but it'll still be depend on game state, maps, pallet set ups).

    Also, I just don't think those perks are strong enough to warrant a buff against them.

    Deadlock is pretty good, but I kind of feel the same way about it. However.... perk stacking... is another realm of problems the game in general suffers.

  • Me with a heavy proxy playstyle, knowing I damn well can force trades till all of them are dead because of the 12 minute minimum matchtime and it taking 2 minutes for someone to die from a fresh hook.

  • @steamed_hamzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648885#Comment_2648885

    I know how you feel, I must have spent about 2 million BP just to get Monitor & Abuse for him, which now seems irrelevant since they increased his terror radius…

    Yeah I wish they gave him a lullaby like all the other ranged killers instead them trying to keep the "stealth killer with a gun" gimmick.

  • @Labrac said:

    That's just a problem with the pre-drop meta than an Oni one to be honest. If gen efficiency wasn't so high that survivors could just waste pallets like crazy he would be fine.

    I'd say it's a combination of the game as a whole. Anti-loop powers that's countered by not letting them use it in the first, so throw down the pallet. Big maps that take so long to patrol that throwing pallets immediately isn't that punishing. Or maps like Hawkins where a corner pallet is really unsafe if looped normally but really safe if thrown early.

    The game sets its self up to fail.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648791#Comment_2648791

    It’s annoying cause the teaser picture and trailer teased that we were gonna get a multiple personality killer or a disguise killer but nope we got teens run fast with knife

    legionteaser.jpg

    For real. I was expecting a utility killer with multiple powers depending which personality was active.

  • as long as spirit exists, I pray they never change IW.

  • 20211117_221725.jpg

    It was really just a nit pick

  • 20211117_221725.jpg

    I'm just sayin

    Wrong thread. Damn this ip validation

  • Circle of 24 m radius... 48 meter area.


    Huh?

  • Also, Survivors can't defend their totems.

  • I don't think this is new. Like, Oni was released during the "no heal" meta and not only does he directly benefit from constant bleeding, but also came with blood echo that soft countered the exhaustion perks that enabled it.


    This has always been a pattern of BHVR. Create a problem, sell a perk/killer that solves it

  • All Nancy's are apes

  • Imo, her chase music is pretty horrifying to have to sit through.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631106#Comment_2631106

    maybe you want to try a new killer without worrying about your rank

    that is true, but unless they plan to change the grading to where you can lose number ranks, losing a few pips isn't a huge loss.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631092#Comment_2631092

    There is enough players in dbd for 2 game modes without noticeably longer queue times

    Why would any killer willingly go against swfs in casuals where you don't can even grind for rank rewards.

  • ❤️ Zubat X Scott ❤️

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/293226/be-honest-do-you-guys-really-want-balance-for-the-game

    Technically the game isn't supposed to be "Even".

    Its A-Symmetrical meaning the killer should at all times, absolutely, without a doubt be a serious risk to be around. With the caveat of that 1 killer having to overcome 4 survivors. You have a full team of people vs 1 person. Its not supposed to be even.

    The problem of this simple concept goes in the trash when the devs allow too much power creep on either the killer or survivor side. On top of that, this game has a huge roster. Having 1 killer be too strong is easily fixable because its 1 object 1 ruleset being adjusted. BUT. Having survivors power creep too far doesn't just ruin 1 dynamic, it ruins matches across the board for that huge killer roster forcing you to re-adjust 24+ elements of the game instead of the 1. AKA you end up like Evolve Stage 2. I bring extra emphasis to this game as much as I can because that game didn't have to die, but it did because the developers let the hunters side power creep harder than they could make adjustments to monsters fast enough. So by the time we got to the point where the game went free to play it was already so messy that nobody wanted to play monster anymore. People stopped buying expansions, stopped buying monsters and skins, queue times went up to the moon, more people started quitting, then people stopped buying hunter skins, and it eventually got to the point where the game couldn't keep itself up financially and that was the end of it.

    It didn't die because of greed, it didn't die because the concept wasn't attractive to players.....it died because it was developed into death. It killed itself with its own adjustments to "balance" by power creeping itself to death. And eventually lost sight of its original vision. And I bring it up, because this can happen to ANY of these Asymetrical games including DBD....

    Evolve had a lot of problems even before it's release. Though it did have some power creeping with some hunters feeling way better like Sunny, but the same went for some monsters like on behemoth with his roll slam- roll slam - roll slam. But those characters did get nerfed. And I don't think the last batch of hunters and monster were too crazy. I think dumbest was when Kala was able to place one teleporter in the arena, and one out, so you could just leave the dome when the monster was on you, but that too changed. And I remember Emet being a throw pick

    It had a really confusing pre-order naming convention that gave the feeling that they were trying to nickel and dime you. It didn't help that the jet pack was bugged to not recharge while scaling walls and people called it a "walking simulator". Also, Wraith was bugged from the start so that her abduction did double instances of damage.

    Now that I think of. .. I always remember Monster having the longer queues while the game was still alive.

    The biggest problem with evolve was Matchmaking and a dying player base. Because of how specialized each hunter role was, there was a HUGE difference between playing with group and playing with randoms. Having someone new on a critical role was a death sentence, and that's even if people bothered to stay, because I remember people instantly leaving if the new guy didn't pick Assault.

    New players don't conserve resources like heals, jet fuel, or shields. They don't know how to dodge or even what a good dome looks like. Hell, I thought Evolve was really really well balanced.... so well balanced that you needed a team to play it. Not randoms, friends.

    They did do some crazy stuff later on, like give solos buffs like faster recharge on fuel because surprise surprise... they lost a lot. But even that went completely off rails when there isn't that many players left but the die-hard fans that know how to play.

  • All I know, is that the "best" comp spirit got banned for cheating.

  • Pro tip:

    Despite people saying they will, nobody ever stops playing

  • It went down hill at clowns release.

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617239#Comment_2617239

    I never touched on the m/s I intend for them to walk around a half the speed of survivors with a terror radius, and they will not focus on you until you go near them then they will hit you, but they wont do anything else. and they cant put you to the dying state and will instead do deep wounds

    I don't think adding more passive DW stalls adds anything fun.

    What I would try is having a new frenzy state that's lethal.

    Like everytime legion tags someone, they get a boost of speed on top of the power refresh. When they get 4 stacks, the next will down a survivor, but they will also lose the ability to vault pallets.

  • I think having multiple A.I's that all run 115% is a bit too much, but it also adds a weirdness to making big problem maps smaller.

    Legion is also a killer who has the easiest time injuring survivors. Zombies can at least be dealt with because they move 25% movespeed.

    Legion needs something, but the last thing i hope for is an AI out play /game and watch mechanic

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617140#Comment_2617140

    Circle of healing is just straight up better than 4 medkits, 100%.

    Now instead of 4 medkits, you just need 1/2 circle of healing in a team, and all of you can just use massive toolboxes with tons of charges/keys with blood amber to see the killer. You don't need to worry at all about healing, and if the totem is snuffed...you replace it!

    I do agree in a swf. But getting even basic coordination in solo is like herding cats. You cant guarantee what your totem user is doing or if they know how to loop or not because if they die.. either from tunneling, camping, team sabotage or just stupid plays, your med kit is gone

    Vs all four of you carrying a med kit and maybe the killer using 3 perks if they want to slot in Franklin's. In thise situations, they dont need to traverse the map to the totem stop and hope the killer also isn't there chasing someone else. Instead, they just run to the closest safe location and start healing.

  • Self healing perks have come to be questioned because of how good med kits + add ons are in general.

  • at this point, I kind of expect another mettle of man situation.

    after the sales dip down, they'll just shoot Mikaela in the back of the head and as they lower her casket, while raking in the last bits of cash into a sack, they'll say:

    well, here's a teaser for our next chapter :)

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608244#Comment_2608244

    When a survivor is good at being immersed and it forces the killer to spend extra time looking for them, or to waste precious time on a hail-mary gen kick that you quickly tap to kill the regression, it can be extremely strong for the survivors.

    I don't think you'll find the community complaining about that kind of stealth, it's more often reserved for the survivor that didn't contribute anything, or failed to provide relief to their teammates by spending some time in a chase when others were on their last hook.

    But that same reasoning, it wasting too much time to find someone, is the same reason people camp or tunnel them. Because they may not find them again, so we meet the same conclusion, 'I'm going to camp them... I have to.'

    And this isn't to say they can't or shouldn't. I'm just trying to say the whole "unhealthy for the game" has been said to death and people still do the unhealthy thing even before what they're talking about was in the game.

  • So, how does that work in situations where people are jumping in lockers to avoid the aura? Is locker aura blocking also unhealthy?


    Heavy stealth has already been beaten down to a point where its practically a throw ( and I personally like it like that). And that's why I'm surprised how many people consider it toxic for survivors to play in a very aggressive playstyle.

  • @Witchubtet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607727#Comment_2607727

    Did it get worse? I stopped using them after that first huge nerf a month after they came out.

    It used to be 3 seconds on release. And you used to able to stack Joey + cold dirt to get a 2 second stun. It was pretty good and made tag, then park your ass right in front of them a thing compared to now.

    Though , I rarely ever saw it because of the obvious combo at the time.

  • @Thunderfrog said:

    Seriously.

    A lot of people feel like they have to complete a challenge in one match, and then play like madmen. If you spread out unhooking people, (and to Behaviors credit, most of these challenges want safe unhooks), over a few games, it completes normally. The problem is people are always grinding up them BP, so feel like its not efficient to stretch out a challenge when the efficiency hit actually comes from losing games by playing dumb.

    I mean, there's the Halloween archive, then there's the regular archive + rift , coupled with some people having limited time, I can see why people just throw games rushing to complete it.

  • @BattleCast said:

    No, but blessing a hex totem takes much longer to account for the time it would've taken to cleanse it.

    yeah. I personally break the hex totems every time. Rather that then take 24 seconds blessing a totem, only for the killer to roll up and defend it, making it a complete waste of time.

  • Yeah, I was having the same thing and having to wait an eternity to play killer can make playing the game feel like more of a hassle then it's worth sometimes.

    The test and the first week or so of release, mmr felt like a solo godsend. Now, it just feels like old rank based matchmaking and though I supported it in the beginning, I'm not so sure now.

  • Delete exhaustion perks

    Delete slowdowns perks

  • To its credit, I took off BT and dead hard to become a shaman Nea.


    This has been the first time in while where I thought it was actually worth it and not just for memes. As much as I liked appraisal for my covetous treasure goblin build, it's not very... "game winning" shall I put it.

  • I dont know if leader does, but even if it did %15 would only shave off 2 and 4 seconds to 12 and 20.

  • I'm starting to feel like a ruin, undying Nea against a bunch of solo queue killers.

  • Twins.


    Honestly though, the entire chapter was a technical failure as things some like perks and the killers themselves had massive bugs.

  • Most people already complain they don't like feeling like they going to lose no matter what they do. I don't think forcing that outcome is any better.

  • I don't know about the protection hit part because of the range. 10 meters is pretty big if it's going to by pass what BT is trying to do for camping situations.

    You'd have to make sure the rescuer was fully healed everytime, otherwise, the killer could just go for the unhooked player and trigger the 'taking a protection hit' claus and now he's back on the hook unless they have DS, but at that point why even bring BT.

  • @SoylentPixie said:

    All they need is a limitation. I've seen some ridiculous arguments about it, Like someone suggesting a 2 second snuff should disable potentially 2 perks AND bring back a cleansed hex. Suggestions like these aren't balanced but i don't see a problem with actual balance suggestions.

    Increase the bless time each time its used

    or

    Add a 2 bless limit per match

    or

    Make it useable only on dull totems

    or

    Give the boon a timer before it becomes dull again

    or

    Make the blessing conditional, such as a safe unhook

    There are plenty of ways to make the perks still attractive to use without nerfing it so ridiculously that it ends up on the garbage pile with the rest of the perks that were going to 'break the game', just so we can go back to the regularly scheduled whining about the meta never changing.

    One that I liked was either:

    The time taken to bless a totem increases the more time its activated.

    Or

    When a killer snuffs out a totem, it is deactivated for x seconds before it can be reapplied.

  • When you code your game with p2p in mind, then add servers but not rewrite that p2p coding, so you have to band aid a whole bunch of stuff.

  • I just gave up on the game for the event. Eternity finding a killer lobby, equally when trying to find a 'real' game as survivor.


    -opps, wrong thread

  • The more I play with them, the more I find them to be a waste of time (at least in solo play). I've had a few games where two or more of us had shadow step and went around the map looking for the 'perfect' spot to put a totem only to find there wasn't one around, so we pick up and search else where. all the while, no gens are getting done, the killer is chasing and hooking someone.

    Though I think shadowstep can be insanely strong, the time to bless, and rng of teammates + whether their perks rely on breaking totems + totems spots makes it feel like a net loss when I can just equip the 'usual' and crank out gens as soon as I see them.


    IDK, I see them like how I see Hex perks. They can be really strong, but inconsistent (again, at least as a solo queue).

  • That looks like some #########-post you'd see on reddit or something.

  • If we want better variety, then perks have to be buffed to compete with the meta.

    But they'd have to either be buffed to ridiculousness (to 'shake up the meta' and despite a lot of people saying they want it, they seemingly rarely ever mean it) or consolidating multiple weaker perks into one.

    Unfortunately, in this game, time means everything. And extending chases or the timed needed for survivors to do gens has more value then saving a second here and there.

  • This might be a hot take, but I find shadowstep way more stronger. Circle of healing is straightforward and consistent in what it offers but shadowstep can make tiles into a nightmare, even if those set ups are rng.

  • Most of my games have ruin in them regardless of what killer, perks, add on are brought in by either party.

  • One problem i was having while trying out the new girl was endlessly getting a "disconnected from host" error till I restarted.

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