Yords
Yords
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Technically speaking, they are decently effective. However, the high duration slugging is unhealthy for gameplay.
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@ChiTenshi said:
They're pretty much applying that with the upcoming Trapper changes. Making the first 3 attempts really low success rates, but the 4th attempt onwards are high success rates.
Pig's idea is good, increasing the search time before a trap activates helps maintain her mid-game, but being injured from searching another box is a bit overkill. And I find her roar during ambush being fine, it's stealth + gap closer so it needs a sizeable downside.
Even with the low first 3 success rates for trapper's traps, survivors still have the chance to escape on the first try which is the problem I want to avoid completely.
Being injured from searching the box that isn't highlighted though would make sense lore-wise, maybe this could be added to a new purple addon. I feel like this would be fair base kit though because if the survivor went to a closer jigsaw box and got their trap off immediately, it would almost be like they cheated and should be punished for doing so.
The stealth from her crouching against good survivors though isn't that great because she is so slow while crouching. The roar at the start completely defeats the purpose of an "ambush". A downside is the last thing this killer needs since she is already a weaker one. The new and improved ambush will allow her to get a hit much more often and still give survivors a slight warning if they are keen on their senses to watch out for you.
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@Slashstreetboy said:
As a Trapper main, I have a variety of ideas how to give him buffs to bring him up to mid tier. For example:
-2 traps base carrying capacity, starts with 2 traps, number of traps that spawn on the map unchanged
-Reworked bags: Trapper Sack +0/+1, Trapper Bag +1/+1, Stitched Bag +1/+2
-Range check for traps spawn: Bear traps can no longer spawn closer than 25 meters from the edges of the map
-Rescue time increased to 3,5 seconds (doubled from what its now)
-Escape attempt time 2 seconds at least with the upcoming rng change
-Stepping on a bear trap while healthy causes 5% hindered until fully healed
-Stepping on a bear trap while injured caused 5% hindered and deep wounds
-Stepping on a bear trap while in deep wounds causes 5% hindered and the honing stone effect
-Serrated Jaws swap rarity with rusted jaws and instead of hemmorage now cause 5% extra hindered
-Rainbow Map and Red Twine no longer reveal bear traps
-Rework of Object of Obsession
With these slight tweaks our boi Evan might be able to climb up to mid tier. He still would be nowhere near the potential of Nurse, Spirit, Freddy, PHead, Billy or Bubba, just a solid middle of the pack Killer.
I very much like your Pig changes, however I dont think shes in the top 10 Killers that need tweaks to be viable tbh.
Agreed, all of these ideas are a great selection to choose from. I know that my changes to Pig will not make her top tier, but I think it would be enough to put her in the mid-tier section of killers. The weak killers are fine, it is just the maps that do them in. I really believe DBD would benefit massively if it is given at least 6 months straight of just balancing instead of giving us a new chapter.
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@UncleStabby said:
I honestly believe that wether an RBT is active or not, it should still kill them if they try to leave with it on. Itll add just a little bit more pressure to the end game. Currently, as soon as the generators get finished, her power is effectively useless, and for a killer who's whole point of being is 'i want to play a game', she seems the tiniest bit underpowered. That and a new menu theme/chase music are my only change ideas for pig.
The only change id make for trapper is mirroring his playstation cover art. His hooks are on the wrong side in the image.
Well think about it, her traps by default last 2 min 30 secs, the endgame collapse is 2 minutes if no one is downed or hooked. There was a reason her traps were nerfed. Imagine if you were downed at 40-ish seconds at the end game collapse and had a trap placed on your head. However, it does make sense to do this because it would really pressure survivors. BUUuut then again, NOED is a perk that could fluctuate the results of this massively. So for now, I believe that an active trap should be the only thing that triggers an instant death if a survivor tries to escape through the exit gate.
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Icy what you did there
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Haddonfield only if I am sent there.
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@Satori said:
Oh god old memories, "kill all survivors in the basement"
A guy deliberately tried to not let me get this one on old ormond when I was playing basement trapper. He got greedy and tried to escape so I was able to catch him, all he had to say was "Yeah, I an ***hole"
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Okay well first of all tunneling is a valid strategy, and second not only tunnelers care about DS. I could send you multiple clips of times where I have been hit by DS even though I was not tunneling at all.
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@Flabitron said:
I have some of the same grumbles. I've done all the challenges this tome. Doing the three gens one was terrible. You did misunderstand the Hillbilly one, which is only chainsawing two people within 30 seconds of each other (not at the beginning 30 seconds of the game).
I kind of like how hard some of these can be. It really does give me more of an objective in the game other than just surviving. And as killer, sometimes I don't just want to win and take the game so serious; The challenge from Tome 1 or something, "Kill your obsession 8 times", was a great motivator to try a crazy build with Furtive Chase, Nemesis, and Rancor. Unfortunately, the three you brought up are just difficult and you will get screwed at the last second a lot.
Good to hear, I must have glossed over the hillbilly one. I don't really care if the challenges are hard, just if they are too hard or crazy. Remember the escape through the hatch one? It may have just been me, but around the time people were doing that challenge there were noticeably more keys than normal.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1864554#Comment_1864554
That’s cause no one plays killer more than a few hours a day. Way too stressful.
Unfortunately for you, survivors want to play around the clock, and since high rank survivors have been waiting in a queue for too long, the matchmaking will expand to include players (like you) who are not prepared to play against these type of survivors.
I play killer for hours...
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Maybe they are sleeping?
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Yeah, or some other obsession creating perk.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1866260#Comment_1866260
You must be not playing red rank Killer a lot.
twas joke, sarcasm
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I like to save the best for last.
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I don't know but "juST StOP TunNELInG aND GiT GUd, IT is pERFeCtly BalANced"
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/218418/how-come-haddonfield-has-not-been-reworked-yet
BL hasn't been an issue for like a year now. More I think.
Haddonfield is just a strong survivor-sided map. I too am surprised that it hasn't been reworked yet. But at the same time Shelter Woods hasn't been reworked either.
Of course the devs are aware of the problems on the map. That's why they nerfed Balanced Landing in the first place. They are clearly just dragging their foot reworking it because it's hard to do.
Yeah I know that BL isn't a problem anymore, I just think that it is just overwhelmingly powerful on Haddonfield.
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However, the game is in the best state it has ever been in.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1865136#Comment_1865136
https://forum.deadbydaylight.com/en/discussion/comment/1864868#Comment_1864868
They are reworking The Game in this update (which is licensed content).
The game or the game?
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I too would love to see loads of old perks getting some changes, to the point where they aren't garbage.
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The buff was great, but he still needs speed and maybe something else.
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BT is an anti camp and tunnel if you think about it.
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Yeah, most of the discussions are much more active than polls.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1864238#Comment_1864238
If you are crouch walking everywhere you are wasting time. Literally the only time Urban has a use is against a Hag. Every other time it's worthless, and everyone that runs this perk will crouch walk EVERYWHERE and hide if they even hear a heartbeat. They don't rush gens or saves, you get to second stage or die on first hook because they waste so much time. It is one of the most self destructive survivor perks in the game.
You should be running everywhere unless the killer is nearby and doesn't know you are.
Urban is 100% throwing the game, whether they know it or not.
That is not necessarily true. Urban evasion can be pretty useful when hiding from a killer especially on a map like Springfield since you can sneak away much easier. It may not be a meta perk, but it is still useful for stealth. You would be surprised to see how many times you can use it to sneak away from the killer who is very close to you.
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As a person who plays both sides, it definitely needed a nerf. I am not super upset about the changes, but the combo was way too RNG reliant. The main problem wasn't undying, it was just totem spawns in general as well as how they work. Totems in this game should be changed or have something added to them as a secondary objective for survivors.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1862631#Comment_1862631
Yes because I should be forced to play a game I'm 100% gonna lose because someone is deciding to throw before the game starts.
And yes, unless it's a Hag, using Urban is throwing the game.
Well since you already admitted to dodging lobbies I think it is safe to say that you aren't "forced" to play a game you are going to "100%" fail because of someone's perks. I recommend judging someone by how many hours they have instead if you are on PC. Also, just because someone is not running the perks you would like does not mean that you will die.
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@thesuicidefox said:
I'm dodging anyone I see with Urban Evasion or No Mither.
You are kind of part of the problem then.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1860255#Comment_1860255
Well, isn't it "free" for both sides? I don't mind giving both sides more information and bringing solos up in the process.
Keep in mind though that we are buffing solo queue while having SWF stay the same without touching the killer side. It may not be a big one, but the killer having the ability to see how many totems are left could give them a bit of tracking. Although, I am not sure how this would affect gameplay. I guess it could probably be added in for the killer to see as well, but I think it would be better to just add it in for survivors.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1861250#Comment_1861250
So you can plan around stuff in game. For example two people are trying to coordinate a dangerous save. One has BT. It would be helpful to know that so you can ensure they make the save.
Yeah, I thought so, but I think it would still be better to know this before the game starts. If not though, then I can see that this would still help in game.
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Works 1/10 times
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No, when you are facing a person who knows how to use her power (that person doesn't have to be a god with her btw) you can't really do anything except guess. It sucks, her design was intentionally made this way which is even more disappointing. Her design being that she gives no information to the survivors. Try faking the direction your scratch marks go and then walk in the opposite direction.
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Team fortress 2
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1860172#Comment_1860172
All they need to do it make their perk only visible in game. Just put them beside there name in the menu where you can check offerings.
What would be the point of that? Sure it would be nice to see what perks everyone else has, but what does it matter if say no one has an obsession perk including the killer? The point of this idea was for solo queueing survivors to be able to coordinate their perks more effectively with other solo queueing players. The only plus I see coming from this is that you can tell if someone has good perks, but the same can be said if they have bad ones.
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not op at all
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@[Deleted User] said:
This wouldn't work.
People would be like "I don't like teammates with Self care, or urban evasion, or maybe I think DS/Unbreakable is easy mode, or they have NO perks, or adept builds or..." etc etc.... and then leave the lobby.
The queue times as survivor are already bad, imagine if they suddenly because twice.. maybe thrice as long, lobbies constantly breaking, people not even dodging but going into the game with plans to sandbag the other person because of their build....
This has been brought up before; and the answer has and will always be a hard no.
Like I said, the people who suffer more are the people who leave the lobby. Survivors in a lobby will constantly have other people join the lobby meaning that even if someone leaves, there will just be another to take that person's place quickly. Also, I am pretty sure that not everyone would just dodge the lobbies constantly when they see the people they are with.
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@SilentPill said:
The guy running left behind would never get saved off the hook again
The irony
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@tonyischill said:
I think it kinda goes both ways.
If I saw one or multiple teammates using more than a couple bad, random, or not fully upgraded perks, I’d probably dodge the lobby. Often times, at the end game screen, I’ll notice that the person who died first usually doesn’t have a good loadout. Obviously player skill is a huge factor but it’s just an observation. Waiting for a survivor game can be tedious, but finally getting into a match just to lose quickly and go into a 3 vs 1 is worse in my opinion.
This change can also be good though. If I don’t see anyone running DS or a perk that creates an obsession, I’ll most likely put one on just so the killer has to think twice about picking someone up right after they’ve been hooked
Besides, the people dodging the lobby suffer way more. The people in the lobby will get more people to join much faster than a person will find a lobby.
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@[Deleted User] said:
I mean, I can list a bunch of other problems with trapper and none of them are being looked at either.
We just have to make do with the fact that like once or twice a year we'll maybe get some small tweak to make them a little better than before, and maybe in another 3 - 5 years we can have them where they should be.
True, but the devs said that this next update would probably contain wraith and clown changes.
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@DemonDaddy said:
I've had swf lobby dodge just cause I wouldn't match my character to the team. I can see trolls abusing the info, like it's not bad enough with post game toxic chat we need before we start.
But how often do you think you will run into them? Not that often at all, besides once you find a lobby as survivor people will begin to join much faster than actually finding one.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1860252#Comment_1860252
I think you severely underestimate how petty people can be.
Oh, believe me, I know how petty people can be. But I don't think that there is that many people who would do this. Everyone who plays survivor is desperate to find a lobby, I think they just want to find a game just like the rest of us.
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@bluedusef said:
there is an easy fix. dont tunnel. if u cant adapt then your bad.
You are right, I will not tunnel a person who was just unhooked doing a generator right in front of my face.
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@[Deleted User] said:
I like this idea a lot. Also, totem counter for both sides?
Maybe just survivors because if the killer did, then they would get free information.
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@chieften333 said:
an unintended consequence of seeing other survivors loadouts would be lobby dodging. Much in the same way as killers being able to lobby dodge by seeing ranks, survivors could dodge a lobby if a teammate was using an off meta build.
Plus, if you put solo's closer to the level of SWF, you'll have to do something to compensate killers for the extra survivor coordination.
@DemonDaddy said:
I can see them not doing this for the same reasons they removed visible ranks. Lobby dodges because they don't approve of the build.
I don't think that survivors would lobby dodge because of a build another person is using. I couldn't really care less about someone else's perks. it already takes a long time for survivors to find a lobby, I don't think they would leave just because someone isn't running good perks. I am pretty sure that lobby dodging would not be a problem.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1859879#Comment_1859879
How you counter dh for distance?
Oh yeah, well you can kind of counter DH when they use it to dodge. Not for when they use it for distance.
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Yeah, I even forgot about the Pig's RNG. I think that it would be a good idea to make her traps never be taken off on the first box. Maybe an extra box could be added.
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Like I have said before, you can at least get rid of ruin + undying relatively easily. Survivor perks (except dead hard) have no counter. Also, if the killer was pushing survivors off of gens, then they were doing great work by "pressuring the gens".
Note: You can kind of mitigate dead hard only if the survivors use it to dodge hits. If they use it to gain distance then you are kind of screwed.
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Now let's see if they can fix the game
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Another thing is, could the clown player just give themself a quick speed buff and throw an afterpiece tonic to make sure they get the buff and not the survivor all while making distance on the survivor?
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@Speshul_Kitten said:
Your post will now be moved to the “Feedback and Suggestions” category
Is that bad?
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@MongolPSR said:
The new survivor hud is worse for colour blind people. Once again an implementation that has no thought for people with visual impairments.
I still don't see how adding a color-blind mode will be massively unfair if someone tries to abuse it.
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/1859635#Comment_1859635
Sorry, nothing against your probably lovely self made survivor pudding, I bet it tastes great, but I think I'll prefer @Skarkios ponche de frutas
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