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It's literally buffed. I dunno what they were thinking.
Well I know what they were thinking. They were trying to get ahead of another accessibility s-storm. Instead they made the perk counter stealth killers even harder than before.
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@TarunCosmo said:
https://forum.deadbydaylight.com/en/discussion/comment/3137134#Comment_3137134
Because it is very common in other games.
In RANKED modes in other games. DBD is a party game. Come on.
Not even touching the other obvious issues. Nurse players don't deserve twenty minute matchmaking, even if I don't care for the killer.
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Then play survivor. I don't understand you people.
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Why do people keep parroting this obviously awful idea over and over this month? Did a social media/stream man talk about it or something?
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I used to main him but switched to legion and sadako some time ago. He feels unplayable without the shock delay addons, for some reason the latency feels worse than it used to.
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@Nun_So_Vile said:
nurse bad
No, nurse is very very good which is somewhat problematic.
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That nurse build isn't even as bad as it can get.
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"Gen Regression perks are a tad oppressive at the moment..."
They really aren't. If tapping a gen for quarter of a second is giving you trouble, I suggest running rookie spirit. Personally I'm thankful every game that I don't have to go hunt down ruin before I can actually start doing gens.
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Real roundabout way for yet another attempt to punish killers for doing stuff you don't like. The survivor restrictions? Nothing. The killer ones? Mostly out of their control.
Also flashing colors and gaudy trash doesn't mesh with dbd's aesthetic at all. No thank you.
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@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3134823#Comment_3134823
true, though considering all the aura reading perks that are being run these days, most of the time it doesnt take 3-5 for people to know what the killer is, i would agree completely except 3-5 is a broad amount of time game wise, since most games usually last 15-20 (if the killer or survivors dont just steamroll the otherside) that being the case, even 5 would be 1/3 or 1/4 of the game overall, hence why i stuck with 1-2 minutes, i just want the game to be fun again, it use to be, but with the dc's, killing themselves on the hook after first hook, and tunneling/camping (i get its part of the game, but at this point i feel some killers feel their hand is forced that they have to play that way, even though i get 4ks myself most times without tunneling nor camping, and hey if you dont, you also get the added bonus of almost never having to deal with ds nor bt (things most killer mains complained about, at least on the steam forums)
Are aura reading perks the problem or is it five hundred slowdown perks? Is there anything you people won't complain about?
Distortion is very good. Run it.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3134586#Comment_3134586
Pinhead only need to hit survivors and hook them.
Survivors need to do Gen, acknowledge surrounding on other Gen to assume if they're the best one to go for the box while the 2nd guy go to unhook the 3rd guy while the 4th guy in chase. So no such thing like both go for Box and unhooked guy dies, or both go for unhooking and Chain hunt activated and kill the chasing guy.
Well, everyone can underestimate the other side's job and overestimate their own job.
The gaps between Solo & Swf isnt chasing skill, its just the efficient Gen, where Solo already suffer against other killers. Pinhead just adding the 6th Gen.
Oh yeah, killers just need to win the game! It's that easy! Why didn't I see it before? All I have to do as killer is win. That's the secret. Step 1- load into the game. Step 2- win the game.
Real talk this is so stupidly reductive that it illustrates your counterpoint. By this logic all survivors have to do is hold m1 but we know that's not the case so why even try to be this obtuse in your reasoning? Obnoxious.
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Nope. It'll be dumb, immersion breaking and encouraging toxicity.
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Prolly cuz there's four of those dudes versus one killer but I'm hardly professor DBD
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New dead hard is nearly impossible to time right, yet I, a very mediocre survivor manages it with pretty good consistency.
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If the box needs to be done...... Go Do it. This has nothing to do with whether you're in comms with other people. Just go do it. It's not hard.
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It feels worse for me as well.
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I see you're committed to having blight possess some of the strongest add-ons in the game.
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He looks like he should be in a car talking into his phone about how the foreigners are taking good American jobs before shilling man soap in the second picture.
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Nemesus is pretty good. High B tier I'd say.
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Splinter chapter. Less humanoid killers, more weird stuff.
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She's not traditionally attractive. Can I interest you in some Feng cosmetics?
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@Z0mbiv0r said:
I understand ideally it would be nice to have them, but I don't think it is something we need. There are other issues that have to be prioritized, imo.
After a certain point you gotta stop churning out content and polish your game.
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I'm fond of the idea that if a killer stays within a 40m radius of the hook for longer than ten seconds the entity picks them up and sticks them in a bad boy timeout box in the center of the map. They have to stay in the bad boy timeout box for five minutes for being naughty. Survivors may visit the bad boy timeout box and waggle their finger at the rightfully punished killer.
It's tacitly what you want. So just come out and say it.
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Same as before for me, but I don't suffer from confirmation bias and I have a reasonable definition of what camping and tunneling is unlike many.
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Spine chill was literally buffed. 1s dead hard is excessive as it effectively disabled lunges vs. it, .5 actually works just fine.
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I think they if you're solo then you should be able to see everyone's aura, including the killers' from any distance constantly. It's only what swf has, right?
Additionally you should have the endurance status effect when within 40m of another survivor to simulate someone taking hits for you. It's what swf has, right?
Once per game you should be able to automatically wiggle off the killer's shoulder. This is to simulate a coordinated flashlight save, because swf can do that.
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@uniqid said:
https://forum.deadbydaylight.com/en/discussion/comment/3127917#Comment_3127917
Are we talking about the same thing? If you're also one of those who likes and finds it fun to camp and tunnel every Survivor in the first 5 minutes of the match these changes are 100% for players like yourself.
My issue with the game, which I make painfully obvious in the post, is with Killers who strictly play with camping and tunneling playstyles. Playstyles those that do not require any skill and are absolutely frustrating for anyone playing against them.
it's not about toxicity really, it's about powerfulness. Sometimes both.
If you are a Killer who does not abuse the powerful mechanics, you'd never be affected by these changes.
I play whatever side has the shortest queue times. I literally just enjoy DBD whatever role I'm playing. It used to be like 70/30 killer/surv but lately it's 20/80. I rarely see this hardcore camping you're decrying. People have a bad game and it feeds into their bias about how bad survivor is or whatever. In truth it is not nearly so frequent as what they want to believe or they have extremely lenient definitions of what camping and tunneling entails so they see it in every game.
Do I camp people? I proxy camp very frequently but that's really the only way to make my favorite killers viable. If three gens pop during my first chase then I'm in a rather desperate position and kind of have to force a trade to get any kind of pressure. You apparently don't want me to have that option, which makes for dull experience. Stripping agency and options from player is rarely the solution. You're aiming at a moose sized problem with an orbital laser with all these basekit options you seem to want. Removing slugging entirely, freeing up several perk slots for survivors. I'm not sure if you genuinely want survivors to be vastly overpowered or if you're simply ignorant.
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@uniqid said:
https://forum.deadbydaylight.com/en/discussion/comment/3127810#Comment_3127810
If you trully believe that's how the game should be played you're most likely part of the problem mate. Regardless of being balanced around that or not, leaving things as-is is just poor game design. Say what you want.
From my own experience and I bet everyone else's, games are much more fun when there's no toxic behavior on both Killer and Survivor sides. And keep in mind, the problem is not losing a game, it never was. The problem is someone being forced out of a game feeling like they did nothing at all (because they couldn't) and ending up geeting 5k BP + loss of rank. And why? Because the killer decided he was gonna do a lil' campin' that match.
What's toxic? What's not? Who makes the determination? Any time your foe stymies you in a PvP title is not fun for you. But it is for them. So how do you make the determination as to who gets more fun? Wanting buffed versions of the most powerful perks in the game as base features certainly makes it seem like you think survivors are entitled to more fun than killer players. They'd be afforded many more options to stymie the killer, certainly.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3127273#Comment_3127273
Well you shouldn’t be allowed to screw your teammates over easily, doesn’t matter if it’s against a killer you don’t like.
Nurse is the only killer I refuse to play against. I don't care about anything else in the game, camping tunneling whatever. Don't care. Doesn't bother me. Everyone else is already screwed by default vs her, I'm just helping us all get into a winnable match.
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I get hellacious use out of the base BT+speed boost. Dunno what you people are on about.
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I'm on gamepass. I can't check profiles so I have no clue what you're talking about.
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This is a weird list of killers to pick. Why these three specifically?
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Gen speed and heh regression perks are not two sides of the same coin. Speed is more impactful than regression cuz most regression perks only work on one gen at the same time whereas 3+ gens are receiving progress at the same time.
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Eh, at least they have to time it now.
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This is incredibly superstitious and I dare say- dumb.
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@MB666 said:
good , but whats the point? this doesnt fix unfair laggy hits from the killer , it only shows when the killer is insanely laggy , and thats something we can already tell when the killer gets a delay after a stun or get a really bs hit on windows or pallets.
Unless you have a way to rewrite the laws of physics, there's always going to be latency and it's always going to cause issues in online games.
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I just wish we could recycle add-ons. You know how many brown chess pieces I have on doctor?
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@Lastchild said:
I don't understand, you want the distance at which the aura reading is done via BBQ to decrease ?
No, the minimum distance. So survivors are not revealed within 40m of the hooking action. With this that would decrease per unique survivor hooked, ending up at 24m with 4 stacks.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3121030#Comment_3121030
It's your characters prestige. It used to be p1 p2 and p3, now it's until p100.
I also don't pay any attention to pips which people apparently lose their minds over. The whole thing is weird to me. I don't understand people.
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Is 21 a lot? I don't even know my prestige level. I think it's dumb and ignore it.
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@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/3120729#Comment_3120729
Its not doubled stun time if you're looking back at the original reasonable stun time of 5 seconds. 3 Seconds makes the perks useless, and I'm not saying the perk should be active at endgame, if you payed attention I said it should be deactivated at the exit gates being opened instead of when they're powered, which still fixes the problem of survivors getting a free escape, but still making the perk useful. Obviously if the doors are 99'd that's still a free escape, but that doesn't happen much anymore so I don't see that being an issue since the survivors were actually coordinated enough.
Also this is a necessary perk, because of the way they've set up this game, tunneling and camping is ever prevalent and getting easy win for killers, so until they figure something out, this is a perk we need to be kept useful.
The doors are 99ed every single game. You cannot be serious. And you want it from 3-7. The original value is irrelevant as it no longer exists. That's more then doubling which is an obvious bad idea.
There's nothing necessary about it. Blah blah blah camping tunneling don't care. I don't understand how people get so bent out of shape over a single match. You get tunneled out of the game, so what? Reque. Ultimately it matters very little. We've all had bad games in whatever multiplayer title we enjoy.
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@jesterkind said:
The stun time could see improving (though obviously not to seven seconds, that would be ridiculous), but disabling it in the endgame is a very reasonable change. Remember that exit gates can be, and in almost all games that reach the endgame they will be, brought to 99% completion and tapped to get people out immediately.
My idea for DS is twofold, and acknowledges that the devs do not want it to be an obvious, necessary pick anymore, they want you to weigh other options too.
1: Up the stun to 4 seconds, the same as Head On.
2: Make the Nurse and the Blight lose all their tokens when they're stunned, to help equalise DS against those two killers specifically.
Head on doesn't stun for four seconds, it's three. I see you don't run the perk.
They're never going to add bizzare edge cases where it drains some killers' powers but not others. Stuff like that muddles the accessibility of the game. And what's that do vs. spirit? She's just as good at catching someone as they are and doesn't have tokens.
That being said four seconds is fine. I don't care about DS, I just think it's lame that people want their comfort perks back so desperately.
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@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/3120706#Comment_3120706
Like I'm not saying that it shouldn't be deactivated at endgame, or making it so it's always active the whole 60 seconds regardless if you touch a gen or not. I'm saying increase the stun time a little, and make it so it deactivates when an exit is opened, and not when they're powered. Very small changes that would make the perk fair but still useful.
You want the stun time to be more than doubled and you want to reinstate the free escape it gives you in the end game that the devs said was a problem.
They nerfed it to make it used less and you want to immediately turn around and make it meta again. Figure out something else to run. Quit trying to claw back your comfort perks. It's a very dull way to be.
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The kill switch is for game breaking stuff. Crashes, bugs whatever. It's not for data collection.
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/339719/amazing-dredge
I get be annoyed at tunnelling and camping but to make a post of the forums about it? Yikes
Wouldn't be the DBD forums without fifteen threads a day breathlessly whining about tunneling and camping by some vague description.
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How about this:
After being unhooked the survivor gains the endurance status effect with thirty tokens. Each attack that would put the survivor into the dying state consumes a token and the survivor gets a speed boost. Never deactivated.
There. Tunneling is eliminated and you have the game you seem to want.
Oh camping. Uhhhh.....
If the killer is within 40 meters of the hook for longer than three seconds the entity picks them up and puts them in time out for five minutes. Time out is a big cage in the middle of the map so that survivors may visit and bag and point at the rightfully shamed killer player. While in time out blood points drain from the killer's account at a rate of 100/s.
There. I've solved all of the games problems for forever.
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I only ever see the sweatiest nurses, blights and spirits do this.
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Never thought I'd see dead by daylight compared to Among Us, but here we are.
I'm so so glad this game doesn't have voice chat.
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Stealing legion's inherent slowdown and reducing them to an M1 killer that just gets an injury before running stay strips a lot of their identity for what? Survivor convenience? No thank you.
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Because it's absolutely unintuitive nonsense. Running bamboozle on clown is different than bubba..... For reasons? It just doesn't make any sense from an approachability standpoint and pigeonholes killers into an even smaller array of perks.