Wraff
Wraff
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2640182#Comment_2640182
Nerf face-camping and Borrow Time can be removed
Nerf proxy-tunneling and Tunneling and Decisive Strike can be removed
Nerf slugging and Unbreakable can be removed
Nerf Killer movement speed and ability to anti-loop and Dead Hard can be removed.
It seems as if survivors meta is entirely caused by Developers putting bandaids on Killer strategies that have no counters.
I got it. Killer's can only move at 50% movement speed from now on. That'll fix all your problems.
Also this new Boon is literally nerfing slugging so.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/294846/nerfed-boons-dh-ds-bt-ub
Nerf all perks except BT and DS and watch how people change meta.
I enjoy how there has to be an exception to some survivor perks.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2639365#Comment_2639365
Nope now it's unlimited Unbreakable for the whole team.
No I mean the in the chapter after this one. I personally expect them to make a Boon where a Survivor's exhaustion will tick down while running so long as its in the Boon radius.
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Do you think the next Boon will just be another version of DS or Dead Hard?
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I'd rather they fix the hacking problem instead of punishing people who took the time to learn the hardest Killer in the game.
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Survivor perk that lets you steal items from hooked team mates.
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I bet if you went to their official Discord and asked these questions. You'd get banned pretty damn quick.
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@Mileena_Kahn said:
Can someone explain to me what DDOS means?
More of less. If a hacker gets mad at you for whatever reason they can just completely disable your internet for however long they wish.
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I honestly hope more news sites start shining a light on DBD because of this. If it takes bad press to get their asses moving then so be it. Even if that bad press costs them licensing deals.
I also suspect I wont be bothering with the next chapter either until they show some actual incentive.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/294299/bhvr-is-pushing-killers-to-camp-and-tunnel
my advice is to not focus on a 4k, but instead just having fun. try a meme build without cheap tactics; if you win, that's awesome, if not, you were running a meme build.
I mean if you actively have to create scenarios that are fun enough for you to enjoy the game. Then either the game has ######### up or you need to move on to something else.
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Better idea. Just get rid of end game chat.
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He isnt. Barely anyone plays him so he has the Hag affect. The only people who are playing him are the people who love him and Survivors are not familar with his strats.
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Probably during the mid chapter after everyone has bought the DLC's.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2623159#Comment_2623159
I'm so confident in that assumption that I'd probably buy stocks.
If anything, your response sort of confirms it. But okay, let me explain this from a killer POV.
- There are playstyles that survivors find frustrating. There are playstyles that killers find frustrating. This doesn't mean you get to sabotage the game for everyone else. Some of us have limited time to play in a day, and if 2 of our 4 games are ruined by someone deciding to have a sulk, then it's sort of a big deal.
- Yes, even intermediate killers like myself play sweaty, initially. Know why? Because survivors tend to play sweaty too. If we go easy initially and dial it up later, chances are we've already lost 3-4 gens without a kill and get teabagged all the way to the exit gates. Instead, it's smarter to go hard initially and dial back if you are stomping. That said, isn't it odd how killers are expected 'not to play sweaty because it's not fun for survivors' but not vice versa? Nah, sod that. When every post-game screen doesn't have 3-4 Dead Hards, 2-3 Spinechills, 2 CoH totems etc., then we can have this discussion.
- It's entirely possible for a coordinated group of survivors to pop a gen within 14 seconds of the game starting, 2 gens before 1 minute and 3 gens before 2 minutes. Yes, we play sweaty sometimes. This is also why.
- Any killer running Ruin+Pop+Undying is either silly, new or running a meme build. Undying is DOA outside of gimmick builds or 'let me demonstrate this hex in a video' streams. Ruin is a huge gamble. Most high level killers now generally run Discordance/Tinkerer+Pop or Deadlock. When they run slowdown perks at all (most high level games I see run a combination of info perks and chase perks now).
- If I had my way, a whole ton of survivor perks would be reworked because they are unfun to play against. I still don't get to just arbitrarily DC whenever I think someone is running Spinechill, Dead Hard or PTS. You don't get to DC because the killer picked the killer they enjoy playing.
Then you'd lose money. Yes I'm a Killer main. Yes I know what Killer's have to deal with.
But Survivor perks are more often defensive and rely on Killer's doing something stupid or being impatient.
As for these super sweaty swf's? They're rarely that effective and tend to be playing for fun more then anything else. Sure they'll broadcast every move you make but once you know they're SWF they're easy to deal with because they're all altruistic and will predictably try to save their friends at all cost.
Also I have no idea what you're going on about no Killer's running Ruin/Undying. Countless Killer's run that combo because it can buy you one or two generators worth of regressing unless you're absolutely ######### by RNG.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/293279/does-the-dc-penalty-actually-help
This again.
I swear, not a day goes by when I don't see a survivor defending DCing because 'x killer/game/map isn't fun for me'.
99% of the time, this translates into 'I think x killer/game/map is not an easy win for me'.
As someone who primarily plays killer, the DC removal makes the game nearly unplayable. Survivors will DC when you hook/down/exist, when you build counter to what they want to do and not infrequently just to tank their MMR down to stomp lowbie killers.
This also means that both the killer and the other survivors are in for a crap game.
If anything, I still see way too many predictable DCs and think that sustained deliberate DCs should be punished more severely.
Bold of you to assume I'm a Survivor main.
I am however aware of how unfun some Killer's are. Either because a Killer sweats out of their mind for the 4K in a casual game, tedious perk combinations(Ruin+Undying+Pop), or a Killer that is generally unpleasant to deal with by their mechanics alone(Twins), or a combination of all the above.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/293036/explain-to-me-again
Hexes have a couple of inherent advantages over Boons
- Their effects are in play with no actions required by the killer at the start of the match. Boons need 14 second actions to place to go into effect
- Their effects are map wide regardless of where the hex totem is. Boons only affect things within a limited radius of their totem
To compensate for the above the Boons can be replaced if they're snuffed out.
Note that this system doesn't make Boons inherently better or worse than Hexes because how strong a given Boon perk is also depends directly on the parameters of its specific effects and its radius. You can balance Circle of Healing by adjusting its healing speed up or down, and you can balance Shadow Step by increasing or decreasing its radius of effect. Either way the general system above of Boons requiring an action to place, having a radius of effect and being replaceable if snuffed is fine in principle as the underlying base for all Boons.
Except Hex's rely entirely on how much the Dev's felt like actually putting effort into hiding the Totem that day and can either spawn in a really good spot or right next to a generator.
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@jesterkind said:
Because the intention is for survivors to waste a lot of time, cumulatively, trying to bless a totem so they can get value, which means they're spending increasingly less time on generators and are sticking in a specific area the killer can take advantage of. That's the theory.
It doesn't always bear out like that in practice, but the problem would be worse if each totem was one-use only, not better. Survivors wouldn't be wasting as much time on blessing since they can only do it a max of five times, and they'd be scurrying off into the dark corners of the map instead of being in one spot.
This theory isnt really holding up since people are just slapping them in annoying loop area's to get a quick heal and then off the do whatever they were doing.
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@slendermansmoom said:
https://forum.deadbydaylight.com/en/discussion/comment/2614104#Comment_2614104
well with the shape specifically if he stalks one person it effects the entire team
everyone is exposed no matter who he stalks so going afk would be a death wish for your team
the killer can stalk you kill your team and save you for last so he can get hatch garinteed and then kill you
it would be a nightmare for everyone
Again Oni gets the same deal.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/292443/the-shape-question
Ghost face has to stalk individually. Myers effects everyone. One oblivious survivor and keep fueling Myers. So there should be a cap. It should just be adjusted a little.
@SunsetSherbet said:
Because the killer is outdated and needs updating. Oni doesn't have a cap on blood drained.
Thats actually a really good point. Oni who is way more powerful then either stalk Killer also has an infinite means of regaining his power. Same with Ghost Face, same with Nemesis.
Myer's only excuse is he's outdated and they refuse to lift him up on the same level as every other Killer. he doesnt need some draw back either like other people keep suggesting. Even at his most powerful he's still just an M1 Killer.
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@slendermansmoom said:
that's why he can get tombstone when ever he would like
also he could get stalk off afk people
What's your point about the AFK person? An AFK person is going to pull down the entire team regardless of the Killer.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/292443/the-shape-question
Ghost face has to stalk individually. Myers effects everyone. One oblivious survivor and keep fueling Myers. So there should be a cap. It should just be adjusted a little.
They literally even out. Myers can only stalk one person and Ghost Face can stalk all four Survivors at the same time if they're grouped up. Both of them will only get only two survivors out of that value if they're lucky. The difference is that Myer's is handicapped by Tier 1 at the start and will eventually lose the best thing about him. While Ghost Face can operate at full power right out of the gate.
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I heard Trickster is a nightmare to play on console. Is that true?
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@ManyAchievables said:
Nemesis.
Unbelievably unfaithful to the source material for the most part and quite possibly the least fun Killer to go against, but still manages to feel weak and reliant on certain things such as Marvin's Blood and Save The Best For Last (which is ironically the opposite of what Nemesis does to his "obsessions" in the lore).
His zombies are incredibly stupid too. You should never be able to win a chase without doing anything whatsoever. Don't say that you're herding the Survivor into your zombies when the zombie goes one of two directions, while you go to the other. They create lose/lose situations in chase and are additionally incredibly frustrating when you're just on a chase.
His addons are pathetic as well, apart from a few cases, like the aforementioned Marvin's Blood.
They built all of the Resident Evil Chapter up for the 5th Anniversary Celebration, and yet we received a horrendous map which spent most of the chapter's release disabled, a Killer who suffers from the BHVR design syndrome of "good 1v1, terrible 1v4" and Perks as a whole that are too specific, undermined by better perks, or just generally not a strong effect.
Every aspect of the Resident Evil Chapter, apart from Eruption and Lethal Pursuer, is a complete and utter failure. Nemesis is the forefront of it.
I mean they were not exactly gonna give Nemesis a rocket launcher or flame thrower.
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@MarcoPoloYolo said:
Killers can't open the gates immediately, survivors shouldn't be able to exit the match early either. Unless you want to extend that to killers.
... But what if Killer's could open the gates immediately?
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2595241#Comment_2595241
It is not "actively promoted" by the devs. In fact the in game tutorial tells you should only try to kobe if there's no more hope someone is coming to save you. Of course an exception would have to been made for Deliverance and Slippery Meat.
So why even have the option then?
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2595183#Comment_2595183
You didn't understand what I said. I suggested people who suicide on first hook (aka try to kobe) while there are still other 3 survivors alive should be penalized.
So Survivors should be punished for using an in game mechanic that is actively promoted by the Developers and has perks built around it?
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So the hacker problem has been dealt with?
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2595167#Comment_2595167
You can't have been tunneled if you're still on your first hook, and if you're camped at least give your teammates the chance to finish the gens.
What if you get rescued by people without BT and you dont have DS? Literally farmed off hook twice? Do you get punished for dying first?
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@Labrac said:
It should have some kind of penalty when there are still other 3 survivors alive.
So if you're tunneled and camped until you're the first to die. Do you get punished the same?
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@throwaway79465468797 said:
Remove camping and we will call it even.
Agree'd. Just let Killer's mori the Survivor on the first down. That'll remove camping entirely.
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Boons. They can keep coming back and the Dev's dont put much effort into hiding totems.
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Lets take it a step further and add a bleed out button when slugged. Your bleed out timer doubles in speed while pressed.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2594934#Comment_2594934
Everything is broken about those boon totems.
- Killers rely mostly on marks to chase, no mark = no chase. That's exaggerated but it kind of feels like it.
- Healing at 100% speed ? No need to find anyone to heal you, others can do gens and you heal as fast
- And 2000m2 area... if you have 3 totems on the maps and let's say with a zone efficiency of 2/3, it would give you half the map covered on most maps...
- Fact that those perks need totem = All hex perks became tier F perks. They never last more than 1 minute. None of those hex perk have any impact on any trials now.
Combine this with SBMM, OP items, 20 pallets per map + some OP window/pallets combination + fast gens and it's clearly impossible to play. You can only play killer against survivors that can't loop. If they all know how to loop properly (average loopers, not pros), you can't win.
Last update has been the worst in the DbD history i guess and i'm pretty sure the game won't be able to keep enough killers active. Survivors queue times will be huge in a few days.
Also, yesterday i have played survivor in duoQ, we have won every trials (3 or 4 escapes) the whole evening/night during a 3 hours game session... Crazy how easy it became. Killers will rage quit.
Worst patch in DBD history? No. 1.9.2 was the worst patch with Twins being a close second.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2594821#Comment_2594821
Yes it was. I will never let bhvr forget that decision in the hope that they dont repeat it. I believe in learning from history, not pretending it didnt happen.
Yeah, that was one of the biggest red flag's about community awareness I had ever seen them pool. The way Boon Totems were handled seems like another. Im not against the powers of the current Boon Totems. But the fact that you can pick where they are and reignited as many times as you want? That felt like a serious middle finger towards Killer's who had been asking for the same thing for YEARS.
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@EvilJoshy said:
1.9.2 was when i lost all faith in bhvr. Then they double downed when they released old MoM. Then triple downed when they gutted ruin without adjusting tool boxes. They did good with finally balancing DS but that took them 4 years!
Was 1.9.2 the 'quality of life' update to Flashlight and pallet saves that they had to immediatly revert a week later? Because that was a big oof.
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@kaeru said:
They made a good step in right direction by making hook suiside not instant. I'm fine with current system. I don't see much hook suicides in my matches currently.
I've seen several Survivors trying to kill themselves only to be rescued. They then proceed to run straight at the Killer to get hooked again.
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@kaeru said:
They made a good step in right direction by making hook suiside not instant. I'm fine with current system. I don't see much hook suicides in my matches currently.
I've seen several survivors struggle to second stage, try too kill themselves, get saved, and then just run at the Killer.
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@Exxodus21 said:
Yes. They should remove the d/c from match option as well. If you need out that badly you can close the game.
They should remove the option to minimize and CTRL ALT DELETE as well. Nothing says fun like being basically malware that takes your PC hostage.
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2589443#Comment_2589443
what elitism are you talking about? I'm just pointing out a lot of the times people complain about a map being bad for X killer is generally just a skill issue. I'm not in favour of having certain killers get map rotations over others because of their ability. If that was the case then RPD should be banned for every killer. Whether or not the game is casual or competitive isn't the issue here. The issue is that people want to have certain maps disabled so they have an easier time as opposed to learning the killer they're on and how to play on X map. Every killer in the game has bad maps, except maybe Nurse. But just because it's a bad map for that killer doesn't make an excuse for why that map should be banned. A good player will still gave good games on maps that are bad for their killer.
You're comparing average players to people who stream this game for a living. 99% of the people who play this game are actually working for a living or getting some form of education. They dont have 8 hours a day to waste on this game in order to get the skills to curve saws, richette knives, or whatever the top streamer does.
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2589414#Comment_2589414
there are no maps that "basically delete the killers power" there are just skill curves that need to be overcome. Go watch CoconutRTS play Huntress on Lery's. He still makes the map work because there are ways to play around the tiles that favour Huntress. Billy still has his insta downs and can flick at corners. Trickster with ricochet knives is absolutely disgusting on indoor maps. Trapper can still place traps in spots that will force survivors to leave the loop or pallet if they spot it. There's no shortage of ways for killers to preform on a map that is bad for them. And I think people who blame bad matches on the map are just making excuses.
At least the other reply to me made a decently valid point about builds. Maps can hinder builds if they specialised for a certain type of map. But that's not the killers problem, that's the builds.
I've never understood this elitism mentality with DBD. This isnt some game that'll ever be an E-Sport contender. We've seen those dreams "Go to Valhalla" and rightly so. Most people play this game casually and if they dont want to deal with a map that makes them miserable they shouldnt be forced too.
And if people are dodging/not wanting to go to certain maps? Maybe that should be a clue to the Dev's about something being wrong with that map.
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Seeing how every map is designed with the Survivor's benefit in mind. The least they could do is bother to actually hide the Totems. But then again I guess thats why were getting Boon's.
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I love the two on Grim Pantry that are just out in the open for everyone to see.
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Maybe one day the Dev's will go through the maps and give them a rework-oh wait
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2555006#Comment_2555006
Well i mean most people just read the title around here.
So I shouldnt expect much from them is what you're saying?
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Way to completely miss the point and not read the post
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@SomberNokk said:
https://forum.deadbydaylight.com/en/discussion/comment/2553310#Comment_2553310
Base regression still needs a buff. Contrary to popular belief, most killers dont like bringing slow downs and would prefer base regression to be at a point where you can compete without slowdowns.
Its not even base regression. Its how a Survivor can literally STOP regression while in mid chase with almost no repercussions. How can someone on the design team look at that and think "Yeah, thats fine"
Sure you can bring Ruin. But again that relying on a Hex Perk which ultimately boils down to - Did RNG placement fu ck me over? Did the Dev's actually try to hide this totem or did they just slap it right next to a generator and say good enough?
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2517154#Comment_2517154
One of the most interesting, interactive, and fun killers to play as we've gotten in a while!
What are you even talking about? Half of his power is an RNG slow depending on the chains not to spawn in a stupid location or else they'll be immediately broken and the other half, the box, is completely dependent on Survivors with little to no input on behalf of the Killer outside of, again, random chance
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2517154#Comment_2517154
One of the most interesting, interactive, and fun killers to play as we've gotten in a while!
What are you talking about? Half his power is an RNG slow and the other half is mostly controlled by the Survivors.
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Clearly we need to start a movement to get the Tiered Perk system removed permanently. A Crusader even
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Can anyone legitimately tell me why we still have Perk Tiers? And dont give me that "Blood Point Economy" nonsense. We cant gift, trade, or do anything with bloodpoints as a community so there is no "economy" just a tediously long grind that gets longer with each new chapter.
