WickedMilk03
WickedMilk03
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I see spirit as the best killer in the game. As in, the most balanced. She has a huge learning curve and I actually have a discussion on why shes so great. I have been able to counter her alot playing and I stay in red bc its easy to get there. I dont understand how you would wanna verse nurse over spirit. Nurse is the real op one. However both of these killers deserve to be top tier and viable due to the high skill caps they have. Its big brain to play them well and its big brain on the survivor if they can counter them or outsmart.
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@Predictabo said:
Nope... I don't like these changes. He should be buffed, but 0 madness after the very fast snap out of it is a no from me.
25 seconds is a long time. Thats a more than a quarter of a generator. On top of that, once they snap out of it they will be able to be put back in thus instantly revealing their exact location. If they choose to work instead of sit for 25 seconds to snap out then doc gets to tp near them. That sounds fair to me. 25 seconds is pretty long, especially since if it is stopped, it is reset completely so if you are worried he is about to find you 20 seconds in and you cancel and he doesnt find you... thats a whole 55 agonizing seconds that you could be doing a gen which takes 80 seconds... The snap out is currently at 16 seconds btw
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@Atrushan88 said:
@WickedMilk03 I'm talking about the frequency of them appearing. It's like every few seconds. Again, the Doctor doesn't need to be a better Hag. There's no need to make a good killer pointless to buff another. You also never mentioned running through Doctor hallucinations to dispel them, but it wouldn't make a difference since another one would come up in a few seconds.
they have a pretty decent time in between them and if you knock one out and start snapping out then you wouldnt have to worry about a tp. If you dont snap out then its a risk your willing to take. Its your choice if you wanna give him map pressure or stop for 25 seconds not working. Thats solid because if youre at the end of a match, gen is almost complete and you get madness 3, you would continue to work on the gen bc you are almost done and it doesn't matter if he can tp bc its already too late for him unless noed lol.
Saying this is too similar to hag is like saying freddy using dream snares is too similar to clown. Its not as efficient, its not as controlled, its not as strategic. The hallucinations are randomly placed and you could have one spawn on the opposite side of a wall. On top of that he would be even more different in that he could go across the entire map where as hag cannot. He is very different from hag. That is only secondary, his main power is still shocking except it would actually work.
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@Atrushan88 said:
@WickedMilk03 Okay, so Survivor turns and runs in the opposite direction. Killer now has direct line of sight of them since the hallucinations are looking at the survivor. If you go behind it, it's probably better, but either way is bad for the survivor. They're not going to get away from a teleport, unless it had drawbacks like a channel time and quite a long cooldown considering those things pop up quite often.
They would not pop up often because they would ONLY pop up at lvl 3 madness (the addons that make them pop at lvl 2 would get changed) and snapping out would put you at no madness and they dont show up when snapping out. If you are gonna go behind it you might as well just walk into it so it disappears so he cant teleport but you probably wouldnt have the time to do that most likely unless the killer is distracted.
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I call it: No mither. You are injured the entire match and gain just about nothing from it
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I both like and dont like this. Maybe instead it would go into first person whenever you get caught so you could still look around your area.
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It should just let the survivor open the hatch and give bloodpoints.
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@Raptorrotas said:
Survivors can also run into illusions to dispell them.
The doctor will also be given the prompt "press _ to tp" or whatever as soon as it spawns so they would probs press it instantly however if a survivor pulled that off it would be very cool. High risk high reward kinda thing i guess.
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@Atrushan88 said:
@WickedMilk03 The hallucinations always spawn practically right in front of the survivor. You could get someone to madness 3, teleport to them in a chase, and hit them without having to chase them. In addition, with it taking 25 seconds to become sane again, that gives him 25 seconds to teleport directly in front of you, and hit you, while you're likely already injured as well. Giving them map pressure is fine. Giving them the ability to completely end a chase before it even begins isn't. While you may not MEAN for it to get kills or hits, it will definitely be used for that specifically. And yes, Hag DOES place her traps, but she relies on Survivors to step on them and not disable them. The Doctor basically would be spawning a phantasm right in front of the survivor without having to place traps. The Doctor would basically be better than Nurse, unless the cooldown on his teleport was like 2 minutes.
well you missed the part where hallucinations do not spawn on you if you are snapping out. Also survivors would be prepared for a teleport. Survivors adapt to that kinda stuff. If you are in level three madness and a hallucination pops up, wont you get ready to run or look for a direction to run in? Thats just the smart thing to do. With hag, you dont know the trap is there til it activates. With this doc, you will know he is gonna tp to that hallucination that just spawned.
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@George_Soros said:
https://forum.deadbydaylight.com/en/discussion/comment/606277#Comment_606277
A lot more BAD people would try it out, BAD people you see?
as long as they decide to actually balance the game as if it were an asymmetrical 1v5 game then we should be fine. But i guess people could easily make new accounts so yeah maybe this is a no
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I think this would be good. Alot more people would play it or try it out if it were free but before that they need better tutorials and better graphics would help.
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@Kerbert said:
I love that mind control power. Scare the ######### outa survivors. While I think the nerfs to madness are a bit rough, having Survivors go back down to zero would be good since you can use your static field to make them scream again.
Its a nerf to the annoying parts of madness and a buff to his overall capabilities with some choice making mechanics bc thats great for this game :)
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Agreed
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@Atrushan88 said:
@WickedMilk03 Survivors already stay near loops, but it's not like every gen is safe and Freddy's gen teleport ability is already strong. You're basically giving the Doctor undetectable Hag traps that can't be disabled with this change AND he's a 115% killer. What would be the point in playing Hag if you could use her ability but better?
Well the hallucinations would only pop up at level 3 when snapping out you would go back to no insanity. In conclusion it's basically on the survivors if they give him that ability. It wouldnt be often he would be using it. With hag, you place the traps. The game places the hallucinations and of course the spawning on top of objects would need to be fixed but overall it wouldnt be in use for the full game at all. Its more of a slow game mechanic like pigs traps. They arent meant to get kills however sometimes you will get kills. And it also has a pick your poison like plague, do you give them their ability or stay injured. Do you snap out which would take 25 seconds or would you give him the ability to tp to you and spook you. Do you stop working on gens and snap out inevitably slowing the game or do you not and let him come to you but you can also be on gens consistently. Also maybe i forgot to add, lvl 3 would not stop you from working on gens. You can also compare this to new freddy where he cant use his main abilities unless you are asleep. There are many examples of how this could work already in the game. Also freddy is his own killer. He has great map pressure and i love it. Whats wrong with giving killers map pressure and a learning curve? The best killers have that :)
!!!IF YOU READ MY POST, LVL 3 OF MADNESS WILL NOT PREVENT YOU FROM WORKING ON GENS!!!
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/605921#Comment_605921
I’m not nerfing anything. He moves much slower than 110% while charging up the shock. A lot of people seem to confuse his speed with charging up the shock with normal Treatment mode speed. It’s more noticeable on the higher rarity shock add-ons.
https://forum.deadbydaylight.com/en/discussion/comment/605941#Comment_605941
It’s only absurd if you’re bad. Your Madness will go up slowly if you’re far away from Doctor. You also can’t use a full giant terror radius build if you bring the Ultra Rare add-on.
https://forum.deadbydaylight.com/en/discussion/comment/605699#Comment_605699
The illusions aren’t useless. Locating Survivors is more useful than you think. Trying to protect a specific area? With the illusions active, you can check other areas without having to worry if a Survivor is hiding nearby because the illusion will point it out and you can run to it. They also gives Doctor a bit of an edge in the end game because he can slug the third Survivor and run right to the last one. Them only appearing at tier 2 if you run an add-on means that in order to completely kill stealth, Doctor needs to run that specific add-on. Those add-ones are basically a worse version of Deerstalker. Otherwise, he has to get lucky and hope that an illusion pops up near him. I heard you can run through the illusions and get them to vanish. They also do not give your exact location away. If you see one, then that means a Survivor is/was in the area. You can also leave the area and the illusion will not follow you until its duration is over.
Giving Doc 115% movement speed while charging up his shock could end up be more annoying and unfun because when you get shocked, it’d almost always guarantee a hit because Doctor is always moving at full speed. You could have Doctors that end up denying any vault or pallet drop at any time and that will piss off a lot of Survivors. At least with Killers like Spirit and Hag you have a chance to loop them. I was thinking that raising the speed while shocking to 105% and increasing the range and shortening the delay would give Survivors a chance to do their precious loops (because Survivor fun is somehow the most important thing ever and is the main factor in how new Killers are designed) and give Doctor a good chance to stun the Survivor. As it is right now Survivors can gain a lot of distance on you and make your shock useless.
With my change it would be harder to actually land the shock. If you were to, it would give you a deserved hit and you wouldnt be stuck there going around in circles forever. Unlike right now, he would catch up regardless. As for the hallucinations, im not saying they are 100% useless, its just that whenever I play doc, i only use them to slug at the end and whenever I verse doctors and they do that, its super annoying. Getting rid of the addons that spawn it early is just making him more fun to verse. Adding a teleportation to it gives it more use and adds fear to the game that is lacking that.
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@8obot1c said:
Well while I do think that going straight from 3 to 0 is good... electricity still runs through even if you take some out. Maybe like 3 to 1?
that sounds fair. Although i like the idea that if they choose to snap out, they could instantly be put back in as well as reveal their location.
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@Atrushan88 said:
I don't think teleporting directly to a survivor is a healthy thing, honestly, unless he can't move for a bit after the teleport.
survivors would know to stay near pallets or loops. They can adapt to a change like that.
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I dont like it because it rewards people who arent paying attention
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I was actually down to play this when i first heard about it. After watching the early tests and recent gameplay it looked lame asf. The killers look stupid as hell, the gameplay looks boring and honestly the graphics are not good. Last Year the nightmare is fun tho and has really good graphics and runs well. The only reason dbd is so fun is due to the huge progression system. They say they are gonna make it quicker but i honestly dont want them to. With like 80 perks in the game, so much variations can be made. No other asymmetrical horror game as that and that is why dbd is and will remain on top. (and all the licenses)
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its pretty easy to rank up. Maybe if they decided to stick to either competitive or casual then the players would adapt. Its just that it has to be balanced but its "casual" they say. At the same time it is asymmetrical and they have had tournaments. SO WHAT IS IT DEVS? Also maybe if the game wasn't optimized poorly and had decent graphics then people would play it more. A handful of my friends + myself think the game is ugly. It really has no excuse. The art team is the #########. The game just cant handle it? Why not? ######### star wars battlefront 2 has like 100 people in a match, great graphics, and huge active maps. Dbd cant run good graphics, has small maps, 5 people per match, and not that much going on... Seriously whats the deal with that? They gotta make balance and graphics a top priority because i feel like the ugliness is keeping the "i only play the game when a new licensed killer comes out" players from consistently playing it i think.
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@Mat_Sella said:
Um, hallucinations aren't useless at all? they basically point directly to where the survivors are located, you just aren't using them properly.
Wraith is a great tracker but once he finds you, you can loop forever. The doctor hallucinations are just annoying. As doctor they are helpful because they tell you where they are. Once you get to them youre just an average default killer. They also kill stealth. Thats lame. Stealth should be rewarded. So if he is able to TP to the hallucinations it adds fear for survivors, gives survivors a choice whether they wanna take time to snap out or work and take that risk. Hallucinations are annoying to verse as survivor because when you are the last survivor and the other one is being slugged, he can figure out exactly where you are. Very lame. Not even wraith can do that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/605745#Comment_605745
Absolutely LOVE this idea (provided it didn’t make the game chug to a crawl).
For the sake of balance it could be a large pink mist spread over a 20 to 24 metre radius, it doesn’t cause blurred vision or hindered status BUT it will be impossible to see through for both survivors and clown whilst within it, and the clown can ONLY rely on tracking the sound of survivor coughing (but can still use bottle tosses on a spotted survivor).
Would probably need a MASSIVE cooldown.
Finally someone likes my ideas thank you XD <3 I have some more goodies. Just posted about a doctor rework if u wanna check it out :)
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clowns is just way better. The survivors can just walk around the damn snares. I think snares need a buff. Maybe they have a secondary ability for clown called smoke bomb where he is surrounded in smoke and has 10 seconds to reappear in which more smoke will surround him like something out of a horror movie which would give him map pressure and make him more unique?
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@SnakeSound222 said:
This sounds like it’ll just make him even worse against high rank Survivors.
Doctor’s shock stun already lasts 2.5 seconds. I don’t think an extra 0.5 seconds and 115% movement speed while charging the shock is worth making the shock thinner. He can work with the same width but a longer range without the nerfs you’re giving him.
You’re just making Madness 2 completely useless. No extra effects at all. Snap Out of It would be just you holding M1. It’d be really boring to go against him. The teleport is not worth making Madness 2 worthless. He wouldn’t be as fun to play as he is currently.
I’ve got some suggestions for Doctor buffs that you might have seen if you’ve looked at any “buff Doctor” threads. These changes would make a Doctor more of threat at high ranks without using add-ons:
- Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
- Increase movement while charging up the shock to at least 105%. He can lose a lot of distance from just trying to use his shocks.
- Remove or significantly shorten the shock delay. This is just dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock?
- Significantly shorten or remove the transition between switching modes.
- Add the illusionary pallets to his base kit. They would spawn within an unlimited range of the Doctor every 20 seconds (like the current version of the Very Rare Order add-on).
- Have the Order series of add-ons either buff the illusionary pallets somehow (maybe let the Survivor drop them if they’re standing) or do something new instead (like have the illusions perform some kind of action).
- This one is just personal (I'm not even sure if it's true), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
- New Ultra Rare add-on: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%).
My change would still have pallets at level 2. Its just that useless doctor hallucinations would only be at 3 and would be given a huge use.
In regards to the shock thing, if its even just .5 seconds more, thats solid when you consider no slowdown while charging because the survivor cant sit and loop you forever if you continue to shock, you will be going the base speed.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/605649#Comment_605649
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killer is so hard and nurse/billy/spirit are the only people that can be "viable".
ok, carry on, I have no time for people that can only use three killers to get wins.
its not that you cant win. Clearly you missed the part about survivors making mistakes is what inevitably dooms them. I used to main pig and would win a lot because I played pretty solid and sometimes i would lose because I screwed up but alot of times it was about how fast gens went regardless of if I played well. I also play hag because she can put a lot of pressure onto survivors and the game ultimately revolves around my skill when I play hag but I can still lose from quick gens. I have played many many games as freddy recently. I use MYC, Ruin, and Pop goes. I play very well. I use dream pallets. I consistently down survivors and yet they are still able to get out. Maybe I should tunnel more? I dont know but I remember one match specifically that I was downing everyone one after another with hardly any time inbetween chases and still all were alive at 1 hook left til they were dead when the game ended. It is possible to win as other killers. I think you aren't understanding what viable means here.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/605622#Comment_605622
That's simply a lie.
its very true. Spirit, Billy, and nurse are the only killers i could play, lose, and say "thats my fault." Why? you ask? bc the game is poorly imbalanced and objectives go by so quick that every other killer needs hex: ruin to stand a chance against coordinated survivors. The game is asymmetrical which means it is needs to be balanced for high ranks. High ranks actually know what theyre doing so therefore thats how it should be, however crybaby survivor mains and crybaby killer mains just pick out the negatives of the other side instead of the negatives in BOTH SIDES. Yes there are only 3 viable killers in this game due to how quickly the survivors can do objectives and how lacking the other killers are at slowing the game + winning the chases. The game requires the survivors to make mistakes a majority of the time to lose instead of having the killer have skill to win. Survivors also have a crap ton of "second chance perks" which rewards poop gameplay. The new mettle change is trash because you take hits to earn it instead of having to lose a killer a bunch to earn it which would actually take skill.
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@AzdrubaelVect said:
https://forum.deadbydaylight.com/en/discussion/comment/604208#Comment_604208
Legion missing and therefore cancelling his frenzy (which makes no sense) was truetalent's idea because this guy is OBSESSED with "skillful" play in a casualgame meant to be played for 1-2 hours before playing something else.
Skillful play should be required. They say its not competitive so they dont have to balance it but at the same time it is an asymmetrical game SO THEY NEED TO. I shouldnt be able to win if i suck ass and i shouldnt lose just because the game is imbalanced. I wanna lose and have it be my fault. Thats why I play spirit and just spirit. TrueTalent plays both sides. Not everyone just plays on the occasion. The only way to treat both sides is to have killers that are viable at all ranks and have a large learning curve. This means new survivors would play against killers that dont know their full capabilities yet just like the survivors. And high rank killers would know how to use the abilities better and those better survivors would know how to verse or be prepared to verse that. I have a discussion on making solid killers if u wanna check it.
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@Seanzu said:
nah, it's only the nurse lmao, shes honestly the most boring killer, I'm not even against an entire rework, literally all the over the killers are way more enjoyable and feel more rewarding to win with.
When I win with nurse it's just "oh, welp, thanks for the points".
Sadly she and 2 other killers are the only viable ones out of what how many?
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@drkiwie said:
I would love an icon to show whether I'm exposing him or not. Seems like you have to see more than 50% of his body for it to work from my experience.
there is the sound that tells you. Really I just wanna give him locker teleport for maximum viability.
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@Ark_the_Bonsai said:
@Peanits I think the main problem people are having is knowing what the detection area actually is. Survivors don't exactly have a reticle to use when hovering over him. It's a lot like having to guess where the middle of the screen is with a huntress hatchet but more confusing due to the third person camera. I don't think they should actually have a reticle, it just wouldn't look very good, but there should be a visual indicator to go with the audio indicator once you've held the detection zone on him for the buffer duration. (I hope that last bit made sense)
Thanks for all your hard work on the game and sorry for the @
hes fine now. I think he needs a buff since his detection zone was increased 8%
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@12werr said:
Okay, I understand what you're trying to do with this idea. But this is doing a lot more than preventing gen-rush. This could consistently stop a game in it's tracks. If we are trying to stop gen-rush, it should be done by something that only affects gen-rush. If we take this idea, we could change it to affect only gen-rush. This might be done by getting rid of the totems area, and making it so that the totems only appear if a set number of gens are done. I think it would be a better idea to just have an anti rush mechanic, sort of like bloodlust, but for gens. I haven't fully thought it out, so I'm not going to try to convince anybody, but I would like to know if anybody thinks these are good ideas.
Survivors cant gen rush on purpose. Its literally just what theyre supposed to do. They shouldnt be punished for doing what they should be doing.
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Prologue: Gen-rush, we all experienced this before as either the survivor or the killer.
Actually one of the best things ive seen here.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/553172#Comment_553172
Not actually any substantial amount. Like a creek would be.
yeah but its possible. (just having hope, my friend suggested this when we got the map so i told him id post about it and i do truly think it should be added)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/553115#Comment_553115
Prepare for frame rates to drop to the low teens/single digits.
I already suffer from Ormond's enough. I don't even know what they did differently with that map except maybe add snow and make it difficult to see scratch marks.
I really don't understand why dbd struggles with the slightest upgrades. I really wish the devs had more control over it. The art team is great. They cant fkn do anything though because the engine I guess? I dont know but for a game so small with kinda poo graphics, it should run perfectly fine. I really wish the graphics were better. But i know rn they cant be.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/72495/add-a-creek-to-torment-creek
This would be interesting because Dead by Daylight never had water physics before. I'd like to see this on the PTB.
theres some water on spirits map.
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@Plu said:
The increase radius buff/nerf (Depending on which side you play) is pretty stupid, and the stalk refill removal is pretty stupid (And the only "major nerf" imo) but that doesn't "kill him" as a killer, he's still pretty good as far as M1 killer goes.
Also locker teleport is the most stupid power idea i've ever seen for any killer and i'm glad it's not a thing, no idea why some people want it either with how ######### locker spawns are at times.
The locker thing would be more about getting around rather than stalking. Similar to how reverse bear traps arent meant to kill.
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@PickCollins said:
You know ur making pathetic complaints when a dev has to comment on ur thread calling out how you didn't even wait an hour to espouse against the changes
DID THEY wait before deciding to nerf?
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@Peanits said:
That's quite a bold statement considering the patch was only released less than an hour before you created the thread. We'd love to hear what you think when you've had more of a chance to try the changes.
by that logic, he should have been played with before it was decided that he should be nerfed. You see, every killer has been nerfed with little knowledge of how they would be played on the live build. Practice what you preach.
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Im talking in regards to the nerfs. Unnecessary. The sound thing is solid but i did like the noise and he still isnt viable
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@brokedownpalace said:
It's not.
PLEASE EXPLAIN XDDDDD
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GENERAL bALANCE Gameplay:
I dont know... the only thing i like out of this is the tool box thing and the exposed warning before hit... I play both sides
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@Tenshi0108 said:
https://forum.deadbydaylight.com/en/discussion/comment/539521#Comment_539521
I am at rank 3 i use the plague,Myers and nurse with those killer i always put pressure on each of the generator i see that have been work on,if a see a survivor un a chest i dont chase that surivivor because he not doing anything to put pressure on me so i got always to those who are think are survivor gens rush like you said and them i go for the others.It only been like 5 times that the gens for me in my case have been rush and i have played since the games released on ps4.
I always divide the time i dont keep chasing loop and stuff like that because is unnecessary for me it you do that then what happens nest is your problem.
so you wouldnt wack the survivor at the chest? Thats more pressure bc its basically a free hook and they gotta unhook him
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@miaasma said:
what a weird and clickbaity title
Agreed. Well played though because everyone is gonna see his idea and talk about it, its a discussion that should be had because games are too quick.
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@samination said:
Add another gen.
Survivors would find it boring... It needs to be fun for both parties even though the game isnt all like that right now XD.
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@Tenshi0108 said:
Then let me tell you either you suck a t being a killer o you dont know how to divide the time you in your hands.Simple as that.
Well its more difficult than that... Gen times are too quick, and with most killers you win by survivor mistakes instead of your own skill. With spirit, billy, and nurse being the only viable killers, there should be changes to objectives. A slight change that wouldnt make playing survivor not fun but a change that would make it more fair for most killers and stay fun for survivors. Something tells me you havent played enough killer games.
I challenge you to get to rank 1 only using doctor, wraith, or clown without camping (unless its the end of the match obviously). Then your mind will be open.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/539283#Comment_539283
I was being pendantic because the point of his argument was silly.
Survivors are already punished for being injured, they're loud, leave blood & will go down in one hit.
Well generators are too quick. Not a bad idea to punish them more for being hit. But It would need to be played with. May not work. But still good thinking
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@SenzuDuck Alot of times, survivors donate hits to save teammates. Killers will also sometimes get the hit off and leave them injured so they have to heal and go to a progressing gen. Yes killer shouldnt be rewarded for losing chases, but when I play, a lot of my hits I end up going for someone else right after because survivors like to clump up and I try to always go for the healthy one because I usr sloppy. So It isnt always about losing chases. And if that were implemented alot more killers would hit healthy over injured. I understand what you mean though.
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I had an idea on fixing gen speeds but its an odd one and may not work. My idea is...
- Gens would be .6 charges per second by default
- The gen progress speeds up the longer you are on it.
- The max gen speed would be like 1.2 charges per second
What would this do??
- Gens would be slower by default but if a killer ignored it then they would go by faster.
- Encourages survivors to stay on the gen once they start it. (No trash survivors doing everything except for gens??)
- If killers disrupt the gen repairing, it will ultimately take longer.
- If a killer is tunneling 1 survivor, then gens will go quicker. (encourages killers not to be cocks)
Maybe this wouldnt work, I only accidentally thought of it. Of course the numbers could be better, I just pulled them out of my ass. Its the idea that matters and even the idea might suck but its a discussion so we can think about it.
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@Injuryble said:
genrush is a legit strat. if you nerf that maybe you should nerf killer meta too? nerf noed, delete ruin, let us have perks against camper and hardcore tunnelers. wait. that would be fair i guess. nerfing the meta of both sides. killer mains not gonna like this.
Gen rushing isnt a strat XD its just the survivors doing what theyre supposed to. Its just naturally called that bc gens go by so ######### fast. Most times without ruin, youd be ######### as a killer. Your opinion is very one sided and maybe you should try killer out for a while.(without using ruin)
If a change was made to balance the "gen rush" problem then I would be okay with a ruin nerf or change. Noed is counter able. If you dont want to deal with it, you can simply destroy the totems. You can choose to either work really quickly to get out and risk getting 1 hit at the end, or be strategic if you feel like the killer would have noed and destroy the totems.
Both of those perks arent even a problem either. Its quite easy to work through ruin. I play both sides with 2000+ hours. It isnt hard and if it really is for you, you can use steak out and/or small game.
As for camping and tunneling: That is a legitimate strategy as annoying as it is. The devs know it's annoying and they changed DS to specifically counter tunneling. Use deliverance and mettle as well and you have a great counter. The devs do not want to take away this strategy from the trash players so theyre adding counters to it bc its frustrating. BUT at the same time: Waaaah Boooo hooo. Now I dont camp as a killer or tunnel and if i do, its unintentional however if you get camped, is it so hard to just say "whatever"? maybe thats just me with all the perks on one character but like, after enough experience in the game, that shouldnt matter. I stopped caring. A good way to look at it is to say to yourself everytime you get camped: "I am glad that i helped that sad hurt man release some negative energy out of him" or "damn I am so good I had to be camped" At the same time however, you dont seem that good because you become a better player when you play both sides. Try it out.
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good idea... fkn hate this map, and its always the first map i play every time i get on for some reason. I have the worst time on it. Very annoying