WishIcouldmain
WishIcouldmain
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1923366#Comment_1923366
That could work. I’m also thinking Spirit should always have a 10 second cool down for her power regardless of how long she used it. This will make short bursts more punishing and getting around the map more effectively.
Perhaps
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@GannTM said:
You want Spirit and Freddy nerfed but are you offering for buffs to compensate?
Spirit can get longer phase duration if we're aware of what she's doing. And Freddy can have something to make survivors weaker awake.
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Deathslinger yeah it's hard to face him but if he's beatable at some loops pallets hard counter him. I have better times against him then Huntress's whale shots.
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Bubba is a balanced killer. There's already killers who can break pallets. And he can be countered good by Windows and long loops. So please don't say nerf a killer because you can't beat him. Get good against Bubba. Only Spirit and Freddy need a nerf. Not Bubba.
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Haddonfield just stinks. It's big first of all but the gens themselves are also often hard to reach behind a house or on a second floor. Mobility killers can still get a round easily but reaching the gens are still difficult unless you're Nurse. And it's near impossible for stealth killers. The loops known to be properly used a survivor will never get touched. And not to mention the top floor negates Spirit and Twins.
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@Ivaldi said:
I wish the opposite would happen.. instead of catering to all the baby players. It's sad how much gets nerfed because people don't want to take the time and effort to learn how to get better at the game. Instead they cry for nerfs why don't you put more than 40 hours into the game. There was nothing wrong with old ruin, there's nothing wrong with new ruin, there's not wrong with undying, there's nothing wrong with object, there's nothing wrong with DS.
Not saying balance wise they're nthe best. But from the perspective of keeping both sides tame this was a good call.
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I've heard people saying they'll just slug me. Acting like they've never ran DS+UB they're just crying they can't get DS carried anymore. They're hoping the devs will bottle feed them like the babies they are.
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So you are upset DS won't do more then do it's simple job to prevent tunneling? Sorry you can't abuse DS anymore. Get Good don't get perk carried. DS is in case of tunneling not a minute of immunity anymore. And DS wasn't used much before? Really?
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@Starshadw said:
I'd say its multiple benefits, combined, are too strong, to the point where it's honestly a shock to have a match with a Killer who isn't using it. The survivor-side perk that gives the extra bloodpoints isn't as simple to activate, requiring the player to always be running around near the Killer in an attempt to activate the perk as opposed to working on the primary goal of the survivors. Remove the bloodpoint boost on BBQ and leave the aura reveal. Create a different bloodpoint perk for Killers that requires a similar amount of work/risk to activate.
Okay now explain how every killer can use it effectively since we can't say Stridor is OP because it's only good on Spirit. And what two effects are too much when only one helps in game. And if WGLF doesn't do enough then buff it not nerf BBQ.
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And now we all sleep though pockets of pain remained Keys, Noed, Freddy, Spirit, DH, bad killers and perks. For now the king's on top of the pains of the game are defeated and soon their followers also. And then we'll enjoy great times of peace and prosperity. And rest until the next great catastrophe.
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@meowzilla69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1920657#Comment_1920657
does that alone justify a nerf?? Name me add ons that are OP as & aren’t infinite t3 Myers, tombstone Myers, & iri hatchets. I will also bring up we’re going to live forever that gives you a decent amount of blood points.
I think she was joking
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@Shirokinukatsukami said:
It gives every killer tons of BP so you can buy tons of OP addons to slaughter survivors with.
Any questions?
Well gotta go nerf some survivor pudding quick.
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LOL get good. DS will still serve it's intended purpose of the killer not able to successfully tunnel you and don't give me the they'll just slug me bring Unbreakable if it hurts your head enough. And NeRf BbQ a perks with 4 counters and only a few killers can successfully use? Get good.
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People were already running DS+UB.
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@CornHub said:
Since both ds and OoO is being changed, I'd pick dead hard for a change. Lags my game for no reason sometimes
Yeah, was not expecting those announcements will have to do a new one.
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You can still do DS+UB. So it's not like the combo is gone it still will be the strongest combo in the game. Just do that if you worry about slugging. With old DS+UB it was disgusting with the new DS it's cool now.
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Much better. Not sure about the healing but overall I'd take it.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1916837#Comment_1916837
Thee is no abuse if you allow those things. Being injured makes you a more likely target to be tunneled. Cleansing dull totems doesn't really do much and supports inner strength. If killer decides to tunnel you by the time you are healed your ds will be pretty much expired, especially if you selfcare
You're obviously not getting tunneled if you're doing bones so you won't need DS at that point. And if you get healed. So yeah it should deactivate when that happens
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Someone likes to abuse DS
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Playing hallelujah in the background.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1916218#Comment_1916218
Right but that is an incoherent response because my argument wasn't 'it would be too hard to rework.' It is 'It should NOT be reworked.'
I like a map that exists to tell a 4 stack balanced landing group who got black warded after trying to send me to Lampkin Lane to go to hell, personally.
Killers have to deal with their perks and, worse, powers, potentially not being helpful map to map. Survivors have more control over the map, arguably the consequences of not getting a good map should be worse. And that map pool generally has some pretty good drop options, so having a 'dud' in the pool for a BL strategy feels important to prevent it from people rolling it after Lampkin hopefully gets obliterated.
The map definitely could use a bit more because the pool isn't so strong that it needs a 'You might just lose sending killer here' like say... Farm does, but I think it being very flat helps keep the pool balanced.
Yeah I play both sides and I can say Balanced Landing is a balanced perk. And you can't say we should keep a hill out of Shelter Woods for the very niche instance you get a Balanced squad. And Balanced isn't like Sprint Burst, Dead Hard or Adrenaline.
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@dezzmont said:
Survivors have so much control over the map though that it honestly is fine for each map pool to have maps that disfavor them or make certain perks situational.
Like we can look at ensuring balanced landing is good on every map once we fix totem spawns and make Huntress better on indoor maps. And I don't mean that as a 'whataboutism.' I mean that in a sincere 'The maps are intentionally asymetric and we absolutely shouldn't prioritize making Balanced landing safer when the asymmetry already heavily disfavors killers and making maps more globally survivor positive actually will hurt the game' sense.
Balanced is an EXTREMELY strong exhaustion perk on certain maps, better than any other, and you not taking any map based risk for using it is a bad thing, especially because its not just strong, its worse, its FRUSTRATING for the killer. And the reason survivor Q times are 20 minutes long despite killer being the stronger role is survivors keep bullying through changes that make killer more and more frustrating despite the fact a good killer should almost always 4k.
I don't think it'd be hard to put in one hill. Not like I'm asking for a whole rework
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@Yords said:
Even better than the tree, the shack stairs.
Hahaha very efficient.
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Bubba, Doctor, and Deathslinger are OP nerf annoy me. And those who say Freddy and Spirit are balanced with equal counterplay also annoy me.
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Hahahaha. What are you talking about? They nerf her every chapter with new bugs.
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No I play Hag a lot and you don't need Corrupt but it is nice
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@AhoyWolf said:
It will be changed in the next Chapter (not this mid-chapter), can't wait for it!
We'll get more Blights for once
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This terribly misleading where's Insidious Bubba?
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Agree out of all the killers Freddy needs the least amount of proper training. He has to do nothing to get his power. Placing snares take no cool down. With no drawback or slowdown unlike Trapper or Hag making getting to the next loop not as bad. His teleport makes reaching any gen a breeze which even a Billy or Blight can't brag about. And Freddy with the perks and add-ons makes further overkill. Look okay if you're a Freddy main still needs a nerf and not hard to play. Placing a two snares and having an easy gen teleport is nothing like learning to curve with Billy, landing hatchets with Huntress, precise blink with Nurse, knowing the best Trap placements, or a good lean with Ghostface. Freddy needs something more to make him skillfull.
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And mine is constantly saying I definitely need Bloodhound.
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@Karao_Ke said:
When I'm playing killer & lose a chase due to bloodlust kicking in because the frames on console are absolute crap. This makes me very aggravated because that has lost me the game more times than I can count.
Same
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@Mandy said:
There's no update coming today, we have not confirmed when the update will be released.
Thank you for making sure it's finished properly
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The devs did the right thing by letting new Freddy play out see how he does. And know they know he needs to be changed. His power is easy to learn easiest in the game. And he has to do nothing to get his power. He has Clown's good anti-loop just drop a snare easy with no slowdown. A teleport that can make reaching a gen not possible for most except maybe Hillbilly, Oni, or Blight. Except Billy will be close to overheating, Oni could waste his power, and Blight will be out of tokens. He'll teleport Pop or Ruin and then shut down a loop with his snares.
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@SirCracken said:
And may I ask exactly where all of you were during the launch of his re-work? Because very few people seemed to be complaining at the time.
But regardless, the general survivor consensus is that Freddy is no longer fun to verse. I, however, see little reason to support this claim. For example;
Stuff that you have to keep track of against Freddy
- Your sleep timer
One of the most important things to keep track of. As long as you're awake Freddy has effectively no power. This makes him completely unique in that his potential is determined by the survivor's decisions.
- Dream snares/pallets
With snares, it's more about trying to get into the Freddy's head and predict where he's going to place them. Since the threat of snares often shuts down a loop, this means that survivors have to plan where they are going during a chase way ahead in advance.
And with pallets it's just another thing to memorize in the map, like pallet locations and loops.
- Freddy's position
Another obvious but still important factor. Since Freddy can teleport and falling asleep means losing the ability to tell how close he his, survivors have to actually use their eyes and tell where he is coming from. This also encourages learning the layout of maps and generator spawns.
So tell me, people who find Freddy boring, how exactly is keeping track of 3x the factors than a normal killer would offer somehow make Freddy brain dead to play?
Because I can certainly tell you that when I play Freddy "just spamming snares and teleports" isn't a viable way to play him.
Plague and Legions power are also dictated by the survivors. Freddy doesn't have to worry about survivors commanding his power since it'll happen regardless.
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What are you talking about? They nerf Nurse every chapter with new bugs.
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Get good.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1908314#Comment_1908314
You gotta understand that for the survivor mains. The stealth eye does not equal the deadzone increase eye. I don't mind unsafe pallets if they're equal opportunity to play and the killer has good ping. They're undoubtedly better for killer now which isn't a bad thing per se but to say survivors have made equal benefit is not true. Majority doesn't want stealth to be a selling point of the map. It's all about chase. What infinites were created by the way? I've played all of them and bloodlust is enough to catch the God window groaning storehouse for example. Suffocation pit main can be bloodlusted but the centre of that map is still pretty nasty for survivor.
Infinites are subject to the survivors who know how to loop. And the improved stealth is still a boost for survivors if they prefer to or not.
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I think they realized their mistakes of a Binding of Kin. With choosing to release that chapter bugged. Now it could be this is the Mid-Chapter and they can delay it without a fear of profit loss. But with all the bugs and UI mistake in the Mid-Chapter they'll wait a little longer which I'm fine with actually happy.
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They're the survivors somehow not capable to do 4 counters to a perk. I don't know any other perk with 4 counters.
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Overall I like them. And balance wise it's been an eye for an eye when it comes to both sides. Survivors have to deal with dead zones and unsafe pallets. And killers with infinites created by breakable walls and better stealth.
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He is competively viable Blight will eat you at many loops. And his mobility is the trademark of many viable killers. But still is counter able at T L Walls and short loops. And obviously has a recharge where he'll be an M1 briefly. Balanced and viable.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1907209#Comment_1907209
I have played enough killer to know that you can play at high levels without too much practice. Yeah, you aren’t going to take on a team of rank 1’s or a 4 man swf, but those are hard to do anyway. Point is that in a few hours, any player who plays red ranks regularly should be able to stay in red ranks with a new killer.
So you play every killer commonly. You can regularly go between every killer power with polar play styles and get 4ks constantly. And it's still dumb to say it's easy to get down Blight, Oni, Billy, and Huntress.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1907194#Comment_1907194
Killer powers are not that hard to master except nurse
That is terribly ignorant. And I now see you don't play killer. You can't easily master Oni and Billy turns overnight. You can't immediately learn to hit every Hatchet and Spear shot. And learn every good trap spot with Trapper and Hag. Every killer has much to learn except Freddy but he's a different story. Survivor is a one trick pony. Killer powers are all unique and take a different playstyle that can be similar but can't be carried over. And Hag a defensive area killer shouldn't be expected to know how to best play a Oni a highly agressive killer. Actually play killer first before saying they're all easy to learn.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1907085#Comment_1907085
That is the whole point of the post. Killers have different powers, but identical fundamentals with the exception of maybe nurse. Their powers require time to master, but you already have high levels of experience with looping, and mind games.
Its like saying each perk set needs its own MMR.
Perks need their own MMR makes no sense. But every killer needs to use their power to work efficiently a god Billy can't be expected to mind game efficiently with Huntress. And to say they can just loop normally won't work if they don't know how to use their power properly and a God Hag can't be expected to suddenly know how to master Pyramidhead.
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@JediWithASniper said:
So...
If MMR is going to be different for each of your killers, (which is absolutely ridiculous) then survivors need to be different MMR as well.
Just because I’m a rank 4 with Feng Min, doesn’t mean I know how to play with a Dweet. WHEN WILL THE DEVS REALIZE THIS?!?!
But honestly, different killer MMR is a dumb idea. A rank 1 killer knows the mechanics of the game well enough that they don’t need to farm low rank survivors till they learn a killers power.
This is terribly inaccurate every survivor plays the same way. You can't go from Billy to Huntress and Blight to Oni and play the same way. How does your playstyle change from Ash to Nancy or Jake to Nea they don't.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1906888#Comment_1906888
It may take practice to compete, but it’s not like playing a new killer has a high enough learning curve to make you de rank to yellow. Realistically at the worst you would derail to 4 or 5, but the idea that this rank 20 level of MMR is necessary is ridiculous.
Don't think so you can't go from Billy to Blight and except the same gameplay. Or from Huntress to Oni individual MMR will be better for learning new killers.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1906889#Comment_1906889
So our que times and matchmaking will be even worse. Great solution.
Well yeah PC has an advantage but if you think it puts you at that great of a disadvantage it makes gameplay least enjoyable then turn it off.
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@AppeaseTheEntity said:
https://forum.deadbydaylight.com/en/discussion/comment/1906889#Comment_1906889
You can't on console.
Yes you can
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Then turn off cross play
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I've seen like 2 maybe.