White_Owl
White_Owl
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- White_Owl
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@NoOneKnowsNova said:
The way I see it, mainly with the alternative suggestion many people had, is that if a survivor plays immersive, the mori is still having an effect as one survivor isn't making near as much progress to gens. With this it changes nothing.
Did moris need a change? Absolutely, but the alternative was better even if the way survivors played around it was by one playing immersive.
Believe me, there are survivors who are capable of being barely seen by the killer and still slam on gens. Being stealthy and being immersed are two different things.
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Moris were a counter to keys just as much as sacrificing survivors. Just hook them.
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That would contradict the game lore.
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There were numerous competitors and all kinda failed. Like it or not, DbD proved to be the most successful one.
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@lupo_grigio said:
https://forum.deadbydaylight.com/en/discussion/comment/1805586#Comment_1805586
you cleary dont play killer if u think keys are not common, lol
I play killer as much as I play survivor.
On the other hand you don't seem to play survivor a lot if you think keys are more common than moris.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1805586#Comment_1805586
- No they don't require far more work. Tweak hatch so it only spawns when A) one survivor is left, and B) when all gens are completed. Boom, keys fixed.
- Perspective. 3 survivors can escape with a key without finishing their objective.
- KEYS ARE FAR MORE COMMON THAN MORI'S. I RARELY run into mori's as survivor, where as there's a key nearly every lobby these days as killer.
- They are directly related - both can unfairly end the game prematurely.
1 - Yes they do. Peanits just said on Discord explaining why they changed Moris first.
2 - For 3 survivors to escape with a key they have to repair 4 generators, have someone die and find the hatch all together. A killer can (could) kill 3 survivors by hooking them once instead of thrice. That's 2/3 or the objective skipped.
3 - That's your experience and I doubt your view is unbiased. Using more reliable data, key escapes are just 2% of the total escapes (source: Peanits on Discord). Their chance to be found in chests is just 7% and that includes Broken Keys (source: wiki), the most useless item in the game. Ebony Moris on the other hand can be found every 5ish bloodwebs, 2 on the Huntress since she has only one UR addon.
4 - Yes they do, but in very different ways that don't interact at all with each other.
The point is not that keys should not be changed, I would be very glad when they rework them. It is that Moris and keys are different problems, with different solutions and different priorities. The devs just went for the higher priority and easier solution so now keys jumped higher in the priority list and will hopefully be next. You guys should be glad a problem was fixed instead of keep bitching.
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If I had to describe these forums in one word whataboutism would be the one. I doubt that's gonna change.
What I find funny though is how the community somehow decided that mori=key, while the thing most similar to a mori equivalent for survivors was the BNP and that was nerfed into oblivion a long time ago.
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1 - the Mori change was simply a number change, keys need a lot more work to be changed
2 - Moris were way stronger than keys
3 - Moris are quite common, keys are not
4 - it's the community that decided mori=key, but actually they have nothing to do with each other. Changing one doesn't affect the other.
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@Crypticghoul said:
https://forum.deadbydaylight.com/en/discussion/comment/1804468#Comment_1804468
I mean that'd be their fault for jumping in a locker though. Victor can't just shove you into a locker and shut it, that's their own choice to try and cheese Victor.
Jumping into a locker could be an attempt to dodge a pounce, a valid tactic against many killers. Not everyone is an exploiting pos.
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Moris now are mostly aesthetic and I'm perfectly fine with that. They could still be useful against sabo-squads or teams that like to bodyblock a lot though.
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You guys forget that chests are a secondary objective for survivors. This perk gives them more stuff to do besides rushing gens.
Also let's be real, keys are not so common. I regularly search chests and without Plunderer's Instinct I find them once every blue moon, and most of the times they are Broken Keys.
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Consider that it's 10 seconds in which a player is forced to be afk, you can't prolong that time too much or people would just get frustrated and probably DC.
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As if killers with Moris didn't tunnel already... with this change having a Mori doesn't allow you to completely skip the second fase, making tunneling not better than doing it without a Mori.
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That doesn't account for the fact that some killers have stronger teachables than others. You could have a Hag with the busted build of Ruin+Undying and other 3 perks, or a Wraith with... I don't actually know which of his teachable is worse.
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What would that accomplish, aside from adding some realism to a non-realistic game? It would just give some killers an advantage over others, without consideration for their gameplay.
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It depends a lot on the playstyle. I found that with mine DS is completely superfluous, but I see a lot of people who can't clearly play without it.
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I'm usually pretty positive towards the devs, but honestly I thought they would've learned from the Halloween event that no one likes this method for getting stuff.
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Coldwin Farm maps are the worst mainly because the corn is just a huge deadzone with low visibility, which is awful for both sides.
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What I fear is that people will not learn. There are still so many who don't know how to avoid Hag's traps after 4 years...
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Oh man, that's why I started feeling the irresistible impulse to sacrifice babies on an altar.
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-Allowing Wraith to walk through objects when invisible
That is something I always wanted to see, maybe as an UR addon
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Seems like a tactic that works as long as people still don't know how to play against them, since survivors can sneak up to Victor and kick him before going for the save.
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That could create confusion and possibly some OP combos.
As a Surge lover who uses it on most M1 killers, I would remove the M1 requirement and make it proc also with powers. That would make it usable even by killers who rely a lot on their ability to down survivors.
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It's probably because of the bugs. Personally I had 9000 shards to spend and preferred to spend them on the survivor to get the teachables rather than on a buggy killer.
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Legion 1.0. It was awful to face and objectively unhealthy, but it was fun to go on a rampage with no missed attack cooldown and to track deep wounded survivors. It really felt like being a hunter chasing the prey until it's exhausted.
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I have a hard time using Ghostface, the reveal mechanic is hell for me and I keep being revealed by sneaky survivors. Everytime I use him I wish I picked Myers.
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Franklin's Demise. Extremely fun to use, but god it is annoying when it's used against you.
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What's said about it? Generators are a core part of the game, it's only natural. Plus all those perks interact with them in a different way, it's not like they are all similar.
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As cool as it would be, it's unrealistic. Changing genders means altering the "skeleton" of the character and thus needing new animations to fit it.
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Wraith. I'm really curious about how it would be. I hope super spooky.
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Use windows, a lot.
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Not to sound rude, but this just shows that you have still a lot to learn. If bloodlust is the only reason you are able to get survivors, you should try to learn how to chase without it because that playstyle doesn't get you very far. There are a lot of useful tutorials on youtube, you should check them out.
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I like the idea. My only doubt is how it should interact with abilities, because if bloodlust could be gained when using them high mobility killers would be even better at that, but if powers deactivated bloodlust some killers (like Pig) would be penalized.
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The red stain is part of the game since the game's inception, it's what makes chases engaging for both sides. It's not a "crutch", it's a core mechanic just like scratchmarks.
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Bloodlust is band-aid from introduced when maps were way more survivor sided, self-unhooking is a mechanic that gives hope when everything seems lost. They are in no way comparable.
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It's a cool idea, but Pharmacy would become even more obsolete and would need a rework.
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A rework? Nope.
QoL changes and little buffs? Definetly.
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If someone is not interested in a character but still wants to do the challenge he deserves the chance. But I think they fear people would keep the challenge forever to play characters without buying them.
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why announce it?
Because they are trying to be transparent?
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I did? I mean if you don't like my answer that's ok...
@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1761080#Comment_1761080
If they are going to do that then they really should of mentioned it in the post about BL but i would imangine they wont as it is only yamoka badham and macmillian thats been reworked so thats 12 maps out of 35 to play with.
https://forum.deadbydaylight.com/en/discussion/comment/1761085#Comment_1761085
I mean i can easily argue that testing BL is a waste of time and resource this is a random test aswell but what im saying is if the devs are going to do these random testing then they should be open to doing more random testing like increasing gen times it wont be useless information it can help them deal with some of the most complained issues about games like BL for survivors and gen times for killers.
The point is this is not a random test. Something is going on in their "headquarters" that needs data that they don't have and can collect only from a live environment. I'm pretty sure they have people testing stuff without needing to bother the whole community.
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see what kind of effect it has on matches in a real-world scenario.
It should be self-explanatory...
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Tests shouldn't be done just for the sake of it. If they need to test Bloodlust it means they need some data that they couldn't get otherwise, testing random stuff like gen times would just flood them with useless information, it would just be a waste of time and resources (because I doubt they have a switch they can press to change stuff).
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Chill... It's just a temporary test to gather data.
We would like to stress that this experiment is purely to gather data: No future plans for Bloodlust are set in stone at this time.
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If we're talking about a perk that is useful for every killer, Enduring imo is the one since it almost removes the punishment for not respecting pallets. Everyone except Nurse can benefit from this, but she is always the odd one so she doesn't count.
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I honestly doubt red rank killers rely on Bloodlust to catch survivors, and if they do they shouldn't be red ranks anyway.
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While the idea of some gens giving a buff in the early game is interesting, but repair speed is one of those things that should not be buffed by perks. Prove Thyself (which doesn't increase speed, but rather removes a penalty) is already enough.
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You don't have to actively watch the power bar, you can see it with your periferal vision while focusing on the survivor
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It's not that it is underrated, it's just extremely inconsistent. There are maps where it is extremely good, and others (farm maps, I'm looking at you) where you're lucky if you get it to proc once. If it wasn't for that big disparity between maps it would be a good perk.
@[Deleted User] said:
Spies is completely unnecessary if you learn to pay attention to crows flying and the sounds they make.
Also this. Since now they glow in yellow before disappearing in the air they are even easier to see than once.
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Wouldn't they be basically pallets which can't be vaulted?
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Hit validation is the number one.