Zagrid
Zagrid
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- Zagrid
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Post is at 4K up votes on reddit and by the looks of it no official response.
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@NMCKE said:
Here's what I'd do to make DS better in situations you're being tunneled in while not punishing killers. :)
Bold text means it's different!
Decisive Strike
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 20/25/30 seconds.
Decisive Strike timer will pause while in a chase, in the killer's terror radius, or in the dying state.
While Decisive Strike is active, when grabbed by the Killer, succeed a skill check to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases your chances of being the Obsession.The Killer can only be obsessed with one Survivor at a time.
I agree with everything except while dying (I think the timer should be doubled, not stopped) and in terror radius. Some killers have little to no terror radius so it will go away to fast and some have too large a terror radius and it won’t ever go away, so again probably doubled. Basically make it to where if the person isn’t being tunneled it shouldn’t work. In chase is find for being stopped since if they are chasing they are probably tunneling, but if they get chased for 2 min it would seem a little unfair to just get DSed at the end so idk. But I like the base idea.
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Yeah the game is survivor sided and will always be survivor sided. At least at high competitive tier play. Your best bet is to play for fun, and try to stay in low ranks.
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@alienschmalien said:
https://forum.deadbydaylight.com/en/discussion/comment/699348#Comment_699348
If there's a total of 30 palles and 27 of them are unsafe and you're still losing chases as a killer?
Maybe the problem isn't the number of pallets?
Just saying?
Maybe the problem is me, a killer player. Talking to you, a survivor player.
Ill go play survivor one time and see how long I can survive in a chase.
Ill ask you to go play killer in which you won't because either you don't care or your ego won't allow because if you did actually play either hag, wraith, or freddy on the map you would realized that having that many pallets on the map is extremely annoying at best and unplayable at worst. Depending on how good of a killer you are playing and how good a killer you are.
If I really only cared about winning, id play nurse and spirit and that would be it. But I care about fun, and 40+ pallets isn't fun to the killer.
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@alienschmalien said:
https://forum.deadbydaylight.com/en/discussion/comment/699335#Comment_699335
Bloodlust. You still win. Lol. Eventually you're going to catch up, even if you have drop after drop.
That map would only be a problem for killers when it come to Balanced Landing and Lithe users. Otherwise. Just Bloodlust 4head.
If you never stop to break a pallet? You don't lose distance. And you get faster by the minute.
I only see that map being a problem for Billy because getting around with the saw will be a nightmare and Huntress because of being 110. 115ers with bloodlust?
You're gonna win each and every chase.
45 seconds to get blood lust 3 to get one hit. Say the survivors finds one of the like 3 or 4 safe pallets on that map, breaks chase, or uses some exhaustion to get away enough to lose bloodlust. You are still talking at the very least 2 min per down. Excluding any BS like insta heals.
2 min for 1 person to go down, you have lost at least 2 gens maybe 3 if the survivors get lucky in finding them.
Not to mention bloodlust was a mechanic implemented as a lazy fix to infinite loops. So in a properly made map, you should never need to use bloodlust to end a chase.
Either way its bad map design and there is no way you can argue having over 30 pallets on a map is perfectly fine. No way.
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@Mellow7 said:
If 2 survivors got Balanced landing it's GG for you. I played this map with quite a few killers and I only see Doc and Freddy putting in some work in this map due to his shock/snares.
Freddy can't work either because every possible spawn location for a pallet is taken up by a real pallet, so you have to wait for someone to drop a pallet to put a dream one down.
And snares are basically useless so.
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@alienschmalien said:
Almost every pallet on that map is the most unsafe pallet in the world.
It's literally just like the Badhams to be honest. There's strong parts, but the strongest defense against killers? Pallets? They're at their all time weakest.
It's another one pooped out of Matt "Loop Money." Walker's factory of bad map making.
For someone who likes to say his new maps will have a lot of ''loop money."
#########, survivors be broke.
Those unsafe pallets are only unsafe when the survivor tries to loop them, if you use the strategy of run and drop and keep running you will contuine to lose distance on the survivor.
And with the amount of pallets on that map survivors can just run and drop run and drop and keep going till all 5 gens are done. They may be unsafe, but you still have to go around them if the survivor drops it.
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It only took them months since this bug appeared to actually identify the issue. I think its just they got enough complaints that they couldn't ignore it anymore, especially with the free week.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/657029#Comment_657029
But they end the game in 3 minutes because of the mistakes he makes with Nurse. Sure weaker killers might need almost as long as that if the map rng is bad for them, and can't pressure gens nearly as well if they don't have any ability to close large distances fast enough, but even then that's just a problem of map design which is already going to get adressed in the future. Or a problem of low tier killers, but if so they would just need to be buffed individually, and probably not by much once we've got map reworks.
They end the game in 3 mins because they have the power to. The nurse not doing anything allowed it to happen, but it can still happen against any killer. The question is should be happen?
And with the weaker killers and bad map design, 100% agree. But some maps have been left in their sorry, unbalanced, and broken state for years. Haddonfield, rancid aborator, which they said the fixed and they accidentally created an near infinite.
Point there is the amount of maps that need fixing are many, and if they are releasing 2 map reworks this year and like... 8 need reworking, thats 4 years to fix every map.
But that is an issue for another time, many issue brought up here is should the survivors have the power to end the game in less than 3 min?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/657050#Comment_657050
Kinda your fault if you can’t even hook one guy before the gens are done.
Is it your fault if you go against a SWF team with insta heals and a haddonfield map offering as leatherface because you needed to do a daily and your ranks looked like this?
(Note: not the actual game, just using this picture for the reference of their ranks.)
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Yup, all fine here. Doin a pretty good job so far.
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@GrootDude said:
PGTW is better than noed
Not if the gens get done before you get 1 hook.
Oh, hi Leatherface.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/657029#Comment_657029
End the game in three minutes? He has an ebony mori and had he been competent with the nurse in this particular match had the absolute power to end it in three minutes.
He downs his first person at 1 Minute 45 Seconds. The match is over at around 5 minutes, he literally ended the game in 3 minutes, sure there were two disconnects, but it changes nothing as they left because they lost.
So from what you're saying, it's ok that killers can end games in 3 minutes, but god forbid a killer does poorly, and survivors capitalise on it. You're being completely biased, they didn't even end the game in 3 minutes, they still had 2 gens and a door to open, you're completely misrepresenting the entire match to make it seem like at the point the survivors had 3 gens done the match was already over.
I don't care about this match in particular. I am talking about in general.
Because if we compare Nurse with omega blink and ebony mori, then we talk about 4 survivors with 4 insta heals and all meta perks playing at their absolute best.
Which will win? Who knows, who cares?
In general, a team of 4 survivors with basically nothing, no perks no items could physically get the exits powered in 3 min or less, 80 maybe 90 seconds for 4 gens with travel time, then another 60 for the last gen if multiple survivors can work on it.
My point is should survivors be capable of ending a game that fast? Maybe yes, maybe no. For a casual game, who cares since no way gens are getting done that fast. In a competitve game, maybe a tournament? That is when you start to question it, given the fact the killer would have to also run no add ons no perks. Obvious choice would be nurse, but the other 15 are just too bad to even stand a chance? Should only 1 killer be playable in a competitve DbD game?
All just questions I don't have the answer to, but ones that question the balance of the game. All coming from independent situations.
I could care less if this game the survivors literally cleansed all game, this was just a good place to bring up these questions to have people think about them.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/657017#Comment_657017
He applied ZERO pressure for an entire Minute & 45 seconds, SO YES it should be able to happen, there was no one coming off gens to save anyone because the players didn't have a reason too as the killer got juked.
So the shear fact that survivors have the power to end a game in 3 mins is fine, taking into consideration most queues for killers at that rank is double, triple, sometimes even longer than that?
So if the killer either has a bad spawn, guesses wrong 1 time where survivors could be, or literally doesn't have the power to take away pressure from the gens for those 90 seconds or so, they just lose?
Welp, you guessed where people were wrong, I guess you lost the game.
I will say however 95% of games aren't like this, but those 5% really do show that in a competitive situation, all of the power is in the survivors hands and very little is in the killers, the so called "power role".
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@Peanits said:
That does tend to happen when you don't down someone for the first 1:40 of a game. There's nothing to fix there. The survivors have nothing to do but generators. They're healthy, nobody needs a rescue. The fix to that would literally be preventing survivors from doing their objective if the killer is having a bad game, and I would very strongly disagree with that.
That is true, however its the fact that if a killer isn't playing their best and isn't playing an OP build like omega blink nurse, this can happen. If this happens every game, which it doesn't, what do you think survivor's survival rate would be? The problem remains that survivors have it within their power to end the game in less than 3 min, the only thing stopping them is the killer removing pressure from the gens, so at this point I even question if any killer can create pressure. The only thing the killer is doing is removing pressure from the gens since they can't force a survivor to do anything.
Either way, the main point is if survivors can do this against the best build in the game, even if they weren't playing to their best capability, what does that say about the other 15 soon to be 16 killers that don't have the power, and what if they play badly/get off to a poor start, are they just screwed? No second chances for a killer? I guess you could argue NoEd, is the answer to this, but some killers don't have the capability to rely on Noed to save them from this situation, and since it is a hex, I wouldn't rely on it anyway.
Overall, just the fact that the first 90 seconds of a game has the chance to basically determine whether a killer wins or loses, I think it puts into question how "balanced" the game actually is... For casual players, no big deal, but with this competitive playstyle... not so much.
At least that is how I see it, also why I avoid red ranks. And that brings up a whole other can of worms about how the ranking system encourages people to avoid the highest ranks, but I won't get into that now since I wanna do other stuff.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/656992#Comment_656992
He didn't leave the basement area once until the end of the game.
Hes playing nurse with the strongest build and lost the first person he started chasing who he found in the basement, this is by far the worst video to use as an example.
It doesn't matter how well the person did, they could be playing old freddy for the sake of the example. The fact is it isn't that the killer let it happen, its the fact that it can happen. So you should ask the question, should it be able to happen?
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If you do cleanse you are letting plague get to her full potential which can be scarier than most killers other than Nurse when on the right map. If you don't cleanse you basically get to run no mither. Take your pick, either way you are gonna have to learn to...
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I mean, theres nothing saying you have to work together. Sometimes you just get unlucky, sometimes someone else gets unlucky. Just the casual nature of the game.
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@DapperDraco said:
We've all seen it. We all know it's not ok, survivors and killers alike. If you drop a pallet on a killer while they're picking up a survivor, it needs to stun the killer.
That is all.
They did do that change back in 1.9.2 where if you stunned the killer at any time during the pick up the killer would let go of the survivor.
Then after the community of killers literally blew up every media outlet possible to tell the devs how incompetent they were in removing the skill to getting a save and how there were already enough second chances at the time with Old DS, Old BNP, the infamous pallet vacuum, and many infinites still not fixed. So basically every killer boycotted the game until it was removed.
So then a week or 2 later they removed it, but they said they might add it back in, 2 years later, they didn't add it back in. I wonder why?
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@Cornpopers_Evan said:
One of three things
The Demogorgon
The Faceless
The Monster
Any one of those I think can work
How about The Thing
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Just run NOED and punish those gen rushers.
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@Awakey said:
Maybe just save the bloodpoints then...?
Once I heard they were reworking the bloodweb I saved mine. I already have 1mil stored and haven't played for a bit waiting for the update.
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@[Deleted User] said:
#########? Sure absolutely, insta heals can be a heal over time so long as every killer instadown now inflicts mend instead. Killer logic I swear
The value you get from and instant heal is many times more than any instadowns. You need to redo either 1 or 2 chases with an insta heal, with any instant downs, if you have 1 good chase you can either run out the clock on it, or have enough time to leave, or cleanse totems if it is NOED.
TL:DR
Instant heal > insta down
Survivor logic I swear.
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If you aren't a fan of slugging, Infect Fright isn't the best perk for you. Mainly the best use out of the perk is on nurse when the nurse is going super tryhard to slug everyone to get an easy win.
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The game shouldn't be balanced around stuff that is ultra rare and rarely ever seen in normal gameplay. Sure SWF might bring 4 insta heals, and sure a killer might want to bring an ebony mori. But that doesn't mean all killers are suddenly OP or all Survivors are suddenly OP.
I will say that Insta heals need a nerf since they can literally remove 3 min of work a killer did. But with ebony mori's you at least have a condition that needs to be met to use it.
But back onto gameplay balance. If you want to properly balance a game you look at what everyone's power is at the base. No add ons, no perks, no items. This is so that you can then properly balance the other stuff without needing to go through a million "what if" situations. Like if you have a huntress with iri hatchets, obviously she is OP. Well what if the survivor has an insta heal, well maybe depending on their skill, well what if another survivor has a key. Well Huntress is definitely looking less OP but maybe still a bit po-, Well what if all the survivors are SWF.
You get my point? you could argue stuff is or isn't OP if you balance based on the most powerful things. And even then a Huntress with iri hatchets and an ebony mori, still not as powerful as a full SWF, discord call, variety of ultra rare stuff, because of 1 simple thing. The map, if a huntress gets lerys or haddonfield, good luck ever landing a hatchet.
Anyway, you balance around base kit to avoid confusion. Then in DbD's case they balance add ons and ultra rares, by making them... ultra rare. So you will rarely ever see them. Been at least 20 games since my last iridescent hatchet I have seen.
And news flash the balance for 13/16 killers maybe 12/16 with their base power against base survivors. Survivors win, and by win I mean at least 3 escape. This only applies at the highest tier of killer and survivor play. If you get anything less than the best playing the roles, it can go either way on most killers. But if you have the best of the best playing on both sides. Survivors will win more often.
Kinda do wanna go into specifics of why, since I am a little tired of typing but I will if you want me to. Heck there are 100 games for example about how good base survivors, no perks, no items do against killers that did use perks and add ons. Little out of date, but the survivor nerfs, definitely not enough to remove them from their dominate position.
But if we talk about the casual player, hag is the best and survivors complain about Leatherface the most, which leatherface is probably the weakest killer in all the game. So that tells you about the level of gameplay that the average player is at.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/625107#Comment_625107
Infinite loopers imply someone who loops infinitely not a spot where it's abusable.
Even then infinite loops aren't Infinite they are just extremely long loops which take way too long. These are being worked on with map reworks and until then breaking that chase and finding another away from it is more productive for the match.
If you are on haddonfield with balanced landing the whole map is an infinite. Still surprised it has escaped 2 years basically unchanged, aside from them nerfing Blood Lust which was the only counter killers had to those kinds of loops.
Anyway,
I got today : Hook camper's - People that sit by hooks, yeah those people actually help you more than harm you because they aren't doing gens
T-bagger's - Ehh, fair enough t bagging is toxic, but until they remove the ability to croutch its here to stay.
Rage quitter's - DbD does nothing to punish these people, at least 90% sure since I have never heard of someone who DCs a lot getting banned, but they say dedicated servers will introduce a queue lock to people who DC so they are working on it.
Infitive looper's - Bad map design
Gen rusher's - Bad game design
Bt user where unhook if I'm going to leave. - Again more of a benefit since they aren't doing gens.
Gen camper's(people where will work on the gen when I am in a chase or going to leave)- That's something that they are just meant to do, if you don't get found by the killer after hiding from them while you were working on a gen, then why wouldn't they just go bad to working on the gen.
Most of this stuff helps you, but others of it are out of your control. Basically BHVR has dictated to killers, if you want to win, you have to play scummy sometimes. If someone unhooks in front of you, and you need someone out of the game, because gens pop to fast, tunnel. If everyone is going for the save, camp. If you don't have ruin on your killer, substitute it with NoEd.
The survivors book of rules shouldn't influence your gameplay if you want to win.
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The amount of nerfs that the devs would have to do to the survivor side to balance out the game would be such a long list that no one would ever play survivor, because you will have to put in the effort to win that a killer has to put into winning on a daily basis, and you don't play survivor to put in effort, you play it to get a relaxful DbD game. Wraith, Trapper, Leatherface, you could juke them and run them around for at least 3 min on some maps and on others you could juke them until the end game timer ran out.
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@MegaWaffle said:
Well before people start posting
theobvious let me get my two cents in.Is this common? No. This does however show that if people really want to abuse the power their role has that they can make the game completely one sided.
It doesn't matter what the end results of this match were to have been but rather the fact that this video shows the potential one side has over the other and the incredible amount of tools they have to increase their chances.
To clarify my "vague" phrasing this video shows how many tools a survivor team has in comparison to the killer without even taking into consideration skill and luck.
If this hasn't be mention yet. No actually, you get to red ranks or even some purple ranks, be prepared to face these perks nearly every god dam game. At least 1 person and worst case all 4 people, and you better hope none of them are SWF and you better hope you are playing and are very good at nurse.
But they will never fix this, because survivors aren't meant to put effort into surviving. They are meant to rely on crutches and be overall really bad at the game and the crutches make up for them being bad, so then its like you are facing a decent survivor. If a decent survivor uses these crutches they become an insane survivor, and if a really good survivor uses this kind of stuff, just ignore them since you will never kill them, ever.
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@ZacKdbd said:
https://forum.deadbydaylight.com/en/discussion/comment/623481#Comment_623481
More like killers cry because they have to use effort. Killers literally run faster and have a weapon lol. Survivor can try all they want but eventually killers are guaranteed to catch up and kill them. Killers are to lazy to put effort in
So either 1, you are saying its alright for survivors to not have to put in effort to win because their job is so easy. Or 2 every killer that has ever played the game doesn't put enough effort into winning.
Here ima gonna hit you with that reverse card.
More like survivors cry because they have to use effort if they don't use crutches. Survivors literally have insta heals and multiple perks that can speed them up to way faster than a killer. A Killer can try all they want but eventually the generators are guaranteed to get done and the survivors escape. Survivors are to lazy to put effort in, so they rely on crutches.
If the survivors actually put in as much effort that most killers have to put in just to not get gen rushed let alone without ruin, survivors would escape 100% of the time if they are up against anything other than a really good nurse, billy, or spirit with prayer beads.
If both killers and survivors put in maximum effort and survivors had maximum teamwork. The only killer that could beat them reliably would be an omega blink nurse with infectious fright.
That is why if it were balanced to where any killer that put in max effort went against a survivor team putting in max effort and any killer could get a 2k, survivors would complain way too much because they would actually have to try in order to win. With Killer they have always had an uphill battle against survivors and usually killer pick alone can decide if you get a 4k or get 4 survivors t bagging you at the exit gate.
So please, sit down and learn urself a thing or 2 about game balance.
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As a solo player, I use plunders and ace and pull keys every game to escape.
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The devs know the game is unbalanced, but too many survivors would complain if it did get properly balanced because they would actually have to put effort and a lot of effort into every game to escape.
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Not until insta heals get the Brand New Part treatment.
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Thunderclap as you see it getting destroyed 30 seconds into the game.
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I mean, if you are never found then you never get chased so looping is pretty unnecessary. But if you get stuck on a map that doesn't have LOS breaks or by the time you do, the killer can easily guess where you are going, it won't do crap. Even more true at higher ranks.
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You are absolutely right. There is no easy solution, because changing the game to make the objectives harder/slower would screw over the casual players so much they probably won't want to play, but the issue right now is red rank gens get done so fast its impossible to play any killer besides spirit, billy, and nurse, and there is no casual play for killer at red ranks, which is weird for a game they want to be casual.
Either way you will be making someone mad by changing the base objective, and changing it won't make them more money. That is why its been so many years and nothing.
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@Warlock_2020 said:
Though I understand your frustration and the intent behind your thoughts, I don't think the answer is making the gens slower.
For one, it adds to the very monotonous nature of survivors, as you pointed out, holding M1 gets boring so how will holding M1 longer help?
Secondly, survi al rates are already well below 50%. This would only exacerbate those numbers. Whether we like it or not, the goal is to kill and survive. Survivors want to survive and get that survival bp bonus.
Thirdly, I don't want easier 4k matches. As it is, getting a 3k or 4k is 90 percent of my matches. Longer gens is not going to make that harder. Gen rush teams can get in and out quickly, but they are not the norm.
I think the answer is in objectives and map/mode changes. Start introducing maps where gens and gates are not the way to survive. Maybe the survivors ha e to solve a puzzle, reassemble a series of statues, or some other objective in order to get out. The objectives change based on the map. Maybe wraith's map requires you fix a car to escape. Either way, it changes things up based on the map. Have hazards, and ways for the killer to hinder the survivors, such as having the entity destroy part of the statue if the killer hooks 3 different survivors within the first few minutes. This helps deter camping and tunneling in the early part of the match.
There are lots of ways to impr8without just nerfing gen times.
Thats basically exactly what I said. The issue isn't them being too short with the solution being extending them since that would actually hurt the actual problem, which is them being so god dam boring.
And since enough people tolerate it, and making gens more interesting or at least making the main objective more interactive won't make BHVR more money they won't change gen times or the actual gens to make them more fun or more fair.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/604514#Comment_604514
Yes, you just put a bit of hypocrisy in your comment.
You quoted "Aren't games supposed to be fun?", relying on a crutch that insta downs survivors (who are probably also wanting to have fun playing on their own) isn't fun.
You shouldn't have to run a crutch and ruin the other players' enjoyment and win to have fun.
I've lost to a good team before and still had fun.
In short, there's no fun in running NOED
Yes, you just put a bit of hypocrisy in your comment.
You quoted "You shouldn't have to run a crutch and ruin the other players' enjoyment and win to have fun.?", relying on a crutch that insta heals down survivors (against killers who are probably also wanting to have fun playing on their own) isn't fun.
You shouldn't have to run a crutch and ruin the other players' enjoyment and win to have fun.
I've lost to a good team before and still had fun.
In short, there's no fun in running Insta heals.
See, works both ways.
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@Latin_Kidd92 said:
Patricia just confirmed and said no in another post
Link?
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On most of my killers that are low tier I have to run BBQ and 3 other perks that slow gens down. Usually it’s ruin pop and either thrilling tremors or corrupt intervention. It’s sad that gen rushing hasn’t been fixed yet.
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There should never be a situation where any hex is destroyed with in the first minute of the game. Considering the hex is gone for the rest of the game you basically could have gotten equal use out of taking no perk. The issue with ruin and why people complain so much is because it is so CORE to being able to with at higher rank with any other killer besides hag, billy, spirit, and nurse. And even then with a few of those killers you gotta sweat bullets to win without it. A perk that has the possibility of being up for 30 seconds makes the difference between losing or winning the game.
Thats why no matter what you do with totems, it won’t fix gen times. And no matter how much we complain about gen times they won’t get fixed because it won’t make BHVR more money by doing it.
Change. My. Mind.
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@ClogWench said:
Any game gets boring if you play enough of it. Just play something else
You mean like Civ 5?
https://www.twitch.tv/deadbydaylight/clip/WimpySlipperyMarjoramUncleNox
While it is true any game will get boring if you play it enough, but when a game like cookie clicker has a more engaging core gameplay than DbD survivor, I think it could use a bit of work.
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@DaS_only said:
I mean, what else you want to do? There is a limit imo and they are kinda close to reach it
The only limit on creativity is the human mind. They can come up of a billion character designs if they wanted to, very few of them would be easy to balance though. They did talk about a killer that can fly and with enough balancing I think it could work. They can also have characters that have AI to help them if they worked to make good enough AI. They could have killers be able to place objects like walls to block survivors into a certain area and maybe damage them. They could have a killer that can't actually hurt survivors but they can have mini killers they can control be around the map. Most of these ideas are in the game Identity V. However its just to show that there are plenty of killers that can be made.
I think for them its mostly money and time that limits them. What will make them the most money in the least amount of time.
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@LordGlint said:
If your just going to summarize the entirety of survivor gameplay as just holding M1, couldnt you just as easily over simplify killer gameplay as just PUSHING m1? Afterall, searching, hiding, scouting a location and all that... Thats not a thing...just M1.
True, but the main objective for survivors is to do gens and escape, you can boil that down to finding gen, doing gen, avoiding killer, and leaving. With killer their main objective is to kill survivors: you find survivor, you chase survivor, you down survivor, you hook survivor. The difference is that the killers main objective requires chases while survivors main objective actually discourages chases, since if you get chased you will probably die. One is required to do the only fun thing left in the game. If survivors were required to do something that was more interesting than finding gens and fixing them I think it could make the role as a whole more interesting on top of the chases.
@CoffengMin said:
i mean you can always play the distraction
If every survivor on a team did that then no gens would get done and they wouldn't escape. Meaning at least someone is going to have to hold M1 down and depending on how many people are bored and trying to play distraction it just makes that players experience worse. That is if they are trying to win, which I am assuming they are.
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Will there be more scoring/bloodpoint gain changes to survivors? Right now I think many people feel these changes might not be enough to bridge the gap between killer and survivor bloodpoint gain.
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@Hagging_Trapper said:
https://forum.deadbydaylight.com/en/discussion/comment/576245#Comment_576245
I've checked their last streams
Unumz:
Billy, no Ruin
Mayers, Ruin
Legion, Ruin
Spirit, Ruin
Sverkeren: last video 8 months ago, doesnt use Ruin, but I clicked through last stream, Billy, Spirit, Nurse, Huntress, I wonder why doesnt he use Ruin? Maybe cause he plays top killers? And still he had 1k games with Huntress.
I found 1 game in stream with Clown and no Ruin, guess what? 1k and depip, and it was in old emblems even.
Scorpionz plays Pig, he doesnt use Ruin, but Pig has RBTs which can remove 1-2 survivors for a while from gens, and he has a plaenty of games with 1k.
Please, check your arguments before post them.
My point exactly. Ruin is too core for too many killers. People who don’t have it as a teachable will basically never be able to play any killers at high rank besides Nurse Billy and Spirit. Or if they don’t buy DLC just Billy Nurse and maybe Huntress.
Its a serious problem, and whether they change the actual gen times or add something to prevent the gen rush then this will never be fixed. A second objective, better reasons to sabotage or cleanse.
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@KillermainBTWm8 said:
Nuh I like blood warden plays because of how many survivors like to BM at the gates so pls no.
That is true, but maybe bloodwarden just closes the gates instead so if the survivors are messing around waiting for the killer to come then they realize the gate closed itself and they need to reopen it or wait it out like regular I think it could still be pretty funny. But yeah bloodwarden punishing BMers it always a good feeling.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/575641#Comment_575641
"Ruin is incredibly necessary" now that's a funny joke. Here are three streamers that play at high ranks who don't need to use Ruin because they're actually good at killer: Scorpianz, Unumz, and Sverkeren. They think that the game is far too easy even without ruin and they prove that Ruin is far from a necessity.
Do they play Clown, Wraith, or Trapper on a regular basis without ruin? If they do I might need to learn me a thing or 2 about how they survive against those groups using those killers.
If they just play Spirit, Nurse, and Billy without ruin at those ranks thats pretty normal. I just want to be able to play a different killer than those 3 without ruin.
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Don't really get what you mean when you say bad habits. All a fog whisperer is meant to do is if something new comes out they talk about it and let people know, so like today new skins got announced so they would announce them. They aren't getting paid by BHVR and aren't really working with them, they are just community figures that players can ask questions to so their rules on what they can/can't do are not strict.
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@XCheekyNuggetX said:
The idea of ghost face is to be stealthy, if you aren't stealthy then you, rightfully, pay the price. My problem is that, if played correctly, he can duck behind cover constantly and slowly get the mark bar up without. Regression, and each time GF exits the view of a survivor the 'timer' to get him out is reset and it takes away the skill of staying undetected, as a HARD killer he should take skill and remain unseen. Not exploiting a broken mechanic
I think if the game was slower paced then that could work. But with gens being capable of being done in 3 min. Yeah if that change was made he would just be useless instead of being a skillful hard killer to play or at the very least the risk vs reward would be too much risk for too little reward.


