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Wraff

Wraff

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Wraff
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  • In truth. Have any of the maps actually been improved in any real way? Or is it just "Mah textures and lighting!"

  • I was hoping the map 'improvements' would've fixed this issue. But I guess the improvement part was key word for add Breakable walls

  • I'd rather have to Totems actually being well hidden so the Killer can get actual use out of it. Instead of just putting it in some lazy ass spot and the Killer basically wasting a perk spot.

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/233716/so-uh-the-twins

    Crouch.. just like when you play against the hag. That’s really all I can say for now.

    Except the moment you start unhooking the alert goes off and they can switch back to Victor in a heartbeat.

  • double post

  • @antgnstea said:
    Sorry. No offense intended. Just seemed extreme changes. I didn’t mean to be rude. 

    How are they extreme and what don't you like about them?

  • @antgnstea said:
    You sure these are enough? Maybe you also like to see survivors die on their own if they don’t touch any gens in 30 seconds. Or maybe hooking should be removed. Killers would be able to sacrifice without hooking. Yeah that one would be great.

    There was nothing unreasonable about anything I posted outside of "You didnt like it". If I wanted that kind of response I would've gone to the Steam Forums.

  • @Zanfer said:

    @Wraff said:

    The Pig - Instead of making the Jig Saw boxes a RNG mechanic. Simply make them a finite recourse for Survivors to use. If the Pig gets 4 Traps by default then let there only be 3 Jig Saw boxes on the map and if they're used up? Well then they cannot be used again by other survivors.

    The Jigsaw's way of 'killing' people was giving them a chance to get out of any situation. It was the choice of the person and if they choose wrong they would die. Not having another box goes against what the pig is. The other person needs another way to get the helmet off. Also only having 3 boxes would make it even easier for them to take the trap off. As you take them off they should still be used by other survivors since it will waste them more time if that box doesn't have their key.

    You say that. But her first go around she has to murder a random person to get the hat off. Doesnt seem like he gets much of a "Choice" when it comes to that.

    Besides, the current method doesnt have a choice either. Its a RNG run around of "As long as the Pig doesnt tunnel me. Then Im fine"

  • @Zanfer said:

    @Wraff said:

    The Pig - Instead of making the Jig Saw boxes a RNG mechanic. Simply make them a finite recourse for Survivors to use. If the Pig gets 4 Traps by default then let there only be 3 Jig Saw boxes on the map and if they're used up? Well then they cannot be used again by other survivors.

    The Jigsaw's way of 'killing' people was giving them a chance to get out of any situation. It was the choice of the person and if they choose wrong they would die. Not having another box goes against what the pig is. The other person needs another way to get the helmet off. Also only having 3 boxes would make it even easier for them to take the trap off. As you take them off they should still be used by other survivors since it will waste them more time if that box doesn't have their key.

    You say that. But Im pretty sure Amanda had to kill the ######### out of a innocent man to get the thing off. Where was his 'choice to survive'?

    Besides. The current system has no choice mechanic. Its a 2:30 minute run around of "As long as the Pig doesn't decide to tunnel me then Im fine".

  • @chococri said:
    How would you dodge that Leatherface? 

    Same way you do now. Pallets and windows.

  • @Doc_W__HOLLIDAY said:
    Wraff said:

    The Pig - Instead of making the Jig Saw boxes a RNG mechanic. Simply make them a finite recourse for Survivors to use. If the Pig gets 4 Traps by default then let there only be 3 Jig Saw boxes on the map and if they're used up? Well then they cannot be used again by other survivors.

    Are you trying to say that the last guy with the trap is screwed no matter what?

    People always underestimate Survivors ability to adapt. But the time the final key is used, if it gets used, the Gates will probably be powered and they can look for the hatch.

  • @projecteulogy said:

    @Wraff said:
    Its basically worthless at Red Ranks. So just take the thing off a totems.

    Survivors: No! Its so powerful and what about lower ranks!

    You'll get over it and learn to get better at skill checks

    You'll get over it and use a different perk. Just like I evolved into not needing SC, not using DS, and other meta trash.

    Red ranks will normally power through it. You must be new here.

    Survivors do power through Ruin or just destroy it. Not taking it will result in a game being done in less then three minutes.

    But you must be new to Killer.

  • @DeadByFlashlight said:
    PinkEricka said:


    DeadByFlashlight said:

    @PinkEricka said:

    DeadByFlashlight said:

    @PinkEricka said:
    
    Wraff said:
    

    @PinkEricka said: LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.

    Thats just classic. 
    

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it. To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress @Wraff The DS rework was planned to make it to this patch but the results were unsatisiying. They’re trying their best to make it balanced. However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.

    Maybe live up to the word “patient”.
    
    
    
    Just like the hatch closing mechanic and the SC rework have been scheduled for the clown patch / midchapter patch, but suprisingly both of them were "unsatisfying" too and we never heard abotu them again.
    

    @DeadByFlashlight Would you rather have a balanced rework or no balance at all..?

    Currently I see no rework at all, i.e. the situation stays as it is.

    The same applies to gentime, to SWF and to ranking.

    The devs claim all the time that they are doing sth, but nothing really happens.

    @DeadByFlashlight Or you can just be patient... They’ll come in-time, they have other stuff to plan ahead.

    Why are you talking about SWF though? They’re not making any changes to that, it’s the source of their income. lol that’s not going anywhere.

    I have been patient for quite a while now and nothing has happened

    I am not asking for a swf remove, I am asking to balance the game around swf instead of pretending that everyone still plays without voice comms 

    Clearly the game should have a voice coms. If the survivor talks then the game transmits their audio. even if they dont want too

  • @brokedownpalace said:
    How about this? No longer a hex..

    0 or 1 gen complete - Ruin is active for all 4 players

    2 gens complete - Active for 3 players

    3 gens complete - Active for 2 players

    4 gens complete - Active for 1 player

    The tiers would instead alter how much extra progress is lost for missed skill checks and how much is lost for non-great skill checks. Which player is no longer affected after each gen is random, but it will NOT be a player in the dying state or on a hook. If one of the affected players dies, it doesn't jump to someone new. If they DC, it does jump to someone new.

    Why would it get weaker the more gens they complete?

  • @PinkEricka said:
    LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.

    Thats just classic. 

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.

    To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress

  • @PinkEricka said:
    Nah, that’s would be unnecessary. Survivors just need a second objective. Maybe equip something else other than a hex?

    I do and Gens are done within less then 3 minutes. This Heal nerf was the Dev's to 'solve the speed of the game'. Figures that not actually addressing the issue directly wouldnt work.

  • Licensed characters were more of Starbreezes thing. Dont think Behavior will be doing anything like that.

  • I still dont why Killer's are being forced out of the play style.

    in So... Comment by Wraff
  • @Rebel_Raven said:
    Wraff said:

    Why are the Dev's forcing punishing Killer's for camping and forcing them to play the tedious "Run Around the Pallet" mechanic they love so much without giving us any real incentive to do so? You know like, oh I dunno, actually slowing down gen progress?

    I thought they were looking at the pallet game by making survivors have to run before they can quick vault?

    Having to run a little over 2 meters for a fast vault sounds like it would disrupt loopers to a degree.

    Do you have any reference to that or is it just a rumor?

    in So... Comment by Wraff
  • @DeadByFlashlight said:
    Not all killers are meant to be viable .... sadly

    Yeah. Only three of them are.

  • The Emblem system was introduced to make Killer's play a certain way. Very few Killer's actually cared and the Dev's dont understand just how much of a curse high rank is for Killer.

  • @Dreamnomad said:

    @Wraff said:

    That doesn't seem especially useful to be honest. Dodging a hit depends on how good the Killer is at tracking. The red stains appearance only really effects mind gaming a pallet loop(the few of them that allow it anyway)

    Like I said, it's not going to be a meta pick. But the question was if BoP was getting buffed or nerfed. And it is getting a substantial buff. It went from "steaming pile of dog turd" to "meh, better than nothing I suppose". It would still need another substantial buff to reach "good". It's one of those perks that I could see toying around with after a season reset to get some extra blood points while sandbagging myself to avoid getting to rank 1 too fast.

    Think they should just skip the middle man and have the Perk remove the red stain entirely.

  • @Dreamnomad said:
    It is a buff. A substantial one at that. In case you have forgotten what Beast of Prey currently does:

    Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable. The Red Stain disappears for 15/20/25 seconds when Bloodlust activates. Beast of Prey has a cooldown of 120 seconds.

    You will notice that no cooldown is mentioned in the rework. That alone makes it a buff. The 50% bonus bloodpoints for hunting is nothing to sneeze at either. Forget the blood lust nerf. The point of this perk is to make it more difficult for survivors to dodge your attacks when the red stain is gone. Is Beast of Prey going to be meta now? No. But at least it isn't complete and total garbage like it is now.

    That doesn't seem especially useful to be honest. Dodging a hit depends on how good the Killer is at tracking. The red stains appearance only really effects mind gaming a pallet loop(the few of them that allow it anyway)

  • @powerbats said:
    Hmmn I wonder why so many rank 1 killers are playing her and getting 3-4k constantly right now if she's so trashy. Monto and Angry Pug the latter whos been on both sides of my matches has played her under a different name and wrecked with her.

    Wrecked with her at Rank 1 despite the fact that Pug has said several times that Rank 1 means nothing considering how easy it is to Rank up. Which is very true.

  • @DeadByFlashlight said:

    @Wraff said:
    For a Killer everyone thought would make it into the top 5. She seems to be rotting away in the lower mid Killer tier. Did the Dev's really think she was going to be so ground breaking and over powered just because she could turn invisible and Pig sprint?

    Slower movement speed + Not being able to see people. Stacked on with the same weaknesses all other Killer's suffer from. Seems a bit much.

    The devs told us that not every killer is meant to be viable at high level.

    Yeah. Only three of them are

  • @ceridwen309 said:
    Ah, the "chase".....the supposed "main event" of the game. It is at the heart of both the popular enjoyment, and absolute frustration of the players it seems.(For differing reasons.)

    Perhaps they should expand on the chase then so we can get new types of Killer's with really interesting mechanics. At the moment the most unique thing we have is The Nurse.

  • Das a check mate

  • No. Its pretty much the foundation of the game. The entire game is built around Chasing Someone around a Pallet or a loop. Everything else is just holding Mouse 1 or hitting a skill check.

  • Probably not

  • @MasterLoli said:
    I like kicking generators :(

    I mean my idea would still allow that with OverCharge and Weasel

  • @Collin_Nerd_22 said:
    However at the same time, I feel with the introduction of a new Tinkerer, we may start to see a change in how the game progresses, especially if as the perk improves, percentage notifications require less overall generator progression to trigger.

    I doubt Tinker will do anything. Generators are finished far too quickly. Maybe if Tinkerer alerted you every 25% it be something. But 90% is just "Hey look, you let this gen get finished! :D"

  • Honestly they should just remove the Brand New Part.

    I don't really agree with finding the parts for a generators because F13 used that and it just caused confusion or griefing.

    "Why did you bring it to this generator idiot?"
    "Where are you going?"

    ######### like that.

    As for Totems. There's a few things they could do for an easy fix

    Idea A: They can let Killer reignite Totems. That's the most simplistic method

    Idea B: Change Totem's into more of a Item Perk. Similar to flashlights or tools boxes. You can bring only one Totem per game(lets use Ruin as an example). When you use a Ruin Totem as a Item. It ignites every Totem on the entire map and wont go away until they're all destroyed. The trade off it you can only bring one Hex Totem per match.

    Idea C: Give Survivors a reason NOT to destroy Totems. Make it more of a "High Risk = High Reward" thing. Lets say that for every Totem still active at the end of the round then both Killer's & Survivors get a blood point bonus. Lets say 5000 more BP for each active Totem when you escape or die?

  • No kidding. Thats kind of the point. Killers dont have to waste time kicking gens and can just get on with the chase. It also prevents a survivor from undoing a kick by just giving it a love tap again.

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