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Zolfo16

Zolfo16

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Zolfo16
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  • I am sorry but there were no other more recent discussions open about this topic. Did you prefer me to open ANOTHER DISCUSSION AGAIN about gen speed? What was the purpouse?

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494727#Comment_3494727

    You didnt read what's in the comic either, we share the same common : O

    I read it and i also commented. But you didn't read my comment. I think the issue is only yours. You not read or you read and not understand.

    The funny part is.... i think me and you agree about that topic but you didn't understood it.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494515#Comment_3494515

    The only thing I read was the last comment is on 8th June. 6 weeks before you dig this old topic.

    I was not going to read your complaint.

    I am sure you not like to read things. Neever doubted about that.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492115#Comment_3492115

    I'm not quite sure why they felt the need to bump this dead thread lol

    He wants to mock me but he is just showing he cannot read AND understand at the same time.

    The comic, even if it is funny, it is not appropriate for my message.


    @DY86 said:

    I’ve been playing DBD since launch, and since then the term “genrushing” has been going around so much it lost its meaning tbh.

    to me it means full builds and items to make gens go by much faster. (Built to last+bnp+ streetwise for exemple) and only when 3 or more survs use it.

    With that being said, I dont like it but what are survs supposed to do? Let the killer win? Its easy to snowball as killer, some more than others, so its only fair survs snowball too


    The point is not that a survivor that invest everything in doing gens fast is wrong.

    The point is that he CAN do it and noone is going to call him toxic.

    Efficient killer's behaviours are instead something toxic that should be removed.

  • The BNP aren't really been nerfed. They saved around 16 seconds before, now they save 10 seconds but the killer cannot kick those 10 seconds back and they do not count towards pop.

    BNP now are more or less the same but better to counter 3genning.

  • Yes, the point is, both of the behaviours that are optimal are not fun because they lead to a premature end of the game, when a survivor die after 3 chases with 3 gens left to do is game over, when in 4 minutes the gates are open the game is over.

    The game should not push the players into choose if they want to win or to have fun.

    Because a 3v1 with 3 gen left is not fun, a 4 minutes game waiting 7 minutes in a lobby is not fun.

    Those situation must be solved somehow, the point is, survivors recognize tunneling, camping, 3 genning and so on as problematic things, but gen speed is never. Is the main objectiv. Is killers fault. Is "come one, LTP!".

    The mindset should change.

  • Camp is killer's fault!

    Tunnel is killer's fault!

    Slugging is killer's fault!

    3genning is killer's fault!

    AND NOW... Genrushing is killer's fault!

    Ad Exxodus said, even thou this is not genrushing, generally you lose 5 gens AND THE DOORS in 2-4 chases if you do not have at least 3 slowdowns and do not use an A tier killer or better.

    It is incredible how NOONE addresses these points and how the survs main keep repeating over and over the same things...

    You say it is not genrushing? OK! FINE! Gen speed then. The main issue is: an optimal play for a survivor is a good play. An optimal play for a killer is a mean play!

  • Someone would. Like someone would call camp when the killer is chasing another survivor around the hook.

    Still, the first is not genrush and the second is not camp.

    And still, camp does exist. But is seem genrush instead does not. Odd.

  • No guys! We are alzheimer granpas... there is no such problem related with gen speed.

    Haven't you heard C3tooth? He said everything is fine! And if he said soo... it must be true...

    P.s.: the comic was funny thou

  • GENRUSHING DO EXIST!

    Genrushing: When survivors, in order to complete the gens faster, ignore their friends on the hook and let them take another stage even if they are not camped.

    THIS IS GENRUSH!

    Now people call genrush another thing, the gen speed. That is something that is not Surv's fault. It is their main objective. Now, it is fun that completing gens fast is "efficiency", killing survivor fast is "tunnel, camp, slug! LTP!" but this is another topic.

    If you are a top killer (Nurse, Blight, Spirit, Wesker, PH, Artist, Huntress and maybe Plague) OR if you have 3-4 slowdown well integrated in your build gen speed IS NOT AN ISSUE. Some killers that have built in slowdown, like pig or cenobite, can work with only 2.

    But, if you are not in these situations, gen speed IS A PROBLEM INDEED!

    Try to play a killer like Demogorgon, Doctor, Clown without slowdowns or maybe with 1.... maybe with perks that are good but chase oriented or detection oriented... against competent survivor you have time for 2-4 chases before the exits are open.

    THIS IS AN ISSUE! Because now you have to tunnel and hope the RNG not being harsh.

    This puts killer in such scenario:

    OR you play a strong killer

    OR you play a slowdown build

    OR you tunnel and camp hard

    OR in the endgame you got Tbagged, called baby killer and the survivor will say you should off yourself. This is them thanking you to not tunnel even if you were losing gen fast.

    And this is not healthy for the game.

    P.s.: "BUT THEY ALREADY AUGMENTED GENS FROM 80 TO 90 SECONDS!!!!" yes but they also nerfed every slowdown. Before we had 80s gens with 25% total PGTW. Now we have 90s gens with 30% actual PGTW (that is kinda equivalent to 15-20% total). Before we had 80s with thana 5-5-5-5%, now 90s gens with Thana 2-2-2-14% and so on....

  • The point is, you can't give her very good addons because even with moderate ones she will become unmanageable.

    Like the long range ones.

    This is the reason why 40% of her addons are a nerf to her.

  • People will always cry. This is not a reason to give them what they want but neither is a reason to never do anything.

    Nurse is mile above blight and the fact that BHVR need to nerf perks because otherwise with nurse they will be too oppressive it is enought.

    • After a blink and before a fatigue hits should not be basic.
    • Remove the long range addon and make the short range purple
    • Nerf the speed to 95%

    I think this will be anought.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205409#Comment_3205409

    The mori change is what's unneeded. As it stands, moris are currently fine and often times no different from carrying someone to the hook in terms of time needed to complete the action (moris range between 7-14 seconds in duration, which is actually less than the average time spent carrying survivors to hook considering the fact that often times you'll find a hook within 1-6 seconds of downing the survivor).

    As it stands however, slugging can often be a problem and generally takes away from the fun of the game. That being said, having infinite and unconditional unbreakable in addition to having a buffed unbreakable is incredibly unhealthy for the game and the buff to unbreakable as well as the new slugging mechanic need to be looked at and adjusted. No reason you should be able to just up and pick yourself up without having bled out a certain amount (20-25% of the bleedout bar would be fair. At that point, you've already been slugged for a minute and there's no excuse for that, ever).

    I completely agree.

    Mori changes ---> Abort, it is a net undeserved nerf for a killer that will make one of the fun part of the game (seeing the mori) boring after 2 days because it will happen to often

    UB basekit ---> Good idea but shouldn't be infinite. Once per trial you can pick up by yourself by default. UB can give you an extra pick up. No mither gives you infinite like before but should be buffed in order to compensate making that you start the trial healthy and once wounded you can't heal. No changes for SG. No changes for Boon:exponential.

  • @roundpitt said:

    With the Mori update, Mori's will be happening at least 60% of games. We'll be seeing mori's much more frequently than now. Mori's are cool, so you'd think that's a great thing.

    But wait, most killers only have one Mori animation. Right? So we are going to see the same Mori animations more frequently. Won't that make the game feel more stale? The Devs didn't say anything about adding 10 new Mori animations for each killer, right?

    Am I missing something? Or is this a spectacularly bad idea?

    The mori update is a bad idea overall.

    The UB update is a good idea but infinite pickups will be abused.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205585#Comment_3205585

    You are heavily exaggerating most of what you say. No one will pick themselves up in under 20 seconds as you claimed in the OP, no, your games will not last 35 minutes of doing nothing but downing people and them picking themselves back up, no, Survivors will not get a guaranteed escape when downed inside a pallet (yes they will stand back up after 45 seconds, but it should NOT take you anywhere even close to that to zone the other guy away and get the pickup) - not even current Unbreakable (which is more than twice as fast as that self pickup is going to be) can do that and no you will not be forced to run Lightborn and Franklyns every single game.

    They are able to pick themselves back up a grand total of 5 times per player, after that they bleed out. Granted with Unbreakable that would increase to 10 times, but I doubt you will ever see that happen. Like I said before, Unbreakable might need some work, but it is too early to say that just yet.

    And that goes for all of your points: You are making a huge drama over something you don't even know how it'll play out! You have never seen this in action, never tested it out yourself and are going off of nothing but the absolute worst case scenarios that you can come up with (which is an incredibly unrealistic and honestly very biased way to look at it). At least wait until you've actually seen the changes before you scream murder, please.

    This is almost exactly like when Power Struggle was first announced and everyone here lost their minds over how incredibly OP and uncounterable that would be, the "better DS" they called it, saying it would be impossible for the Killer to do anything if this was paired up with SWFs and such (sounds familiar?) - yet the reality is that even after buffing the Perk it barely ever sees play because of how incredibly nieche it is.

    Also, just because you mentioned them: Twins are receiving a rework soonTM. And considering that those changes you are so worried about are not happening any time soon, it is likely that by the time they drop Twins will have received their changes already.

    1) Ub in that scenario is 22,5 seconds. Not under 20 seconds but close, Moreover let's assume a group wants to abuse they are 100% bringing more than one perk if they need to do it in less time.

    2) This sentence "you are exaggerating, noone will use a whole build to do this, this will never happened" already was used during BO golden time. People that want to abuse will bring 4 perks, items and offering if they need them to create the perfect environment.

    3) If downed near a pallet and they have Ub, power struggle and flip flop? 7 seconds and they can throw it. 7 seconds. In 7 seconds it is barely the time to clean the weapon, check if anyone is near ready for a save and they are ready. If you are a huntress maybe you want to reaload before hooking with bbq? Well you can't! Now you clean the axe and pick up IMMEDIATELY!

    But be sure, if the guy has these 3 perks it is a bully squad and the friend is hidden near there ready to throw the pallet. What are you going to do? If you chase PS will activate, if you not chase he will be saved by his mates. Btw i already explained.

    4) If downed in the open and you are surrounded by flashlights 22.5 seconds it is not enought to chase them away and make them go back to the boon, if you pick up you got flashlighted, if you do not pick up he will use Ub in 22.5 seconds

    5) Again (i already said several times but i know there is always a new guy that didn't read), it is not thati I KNOW it will not work. I KNOW people will try to abuse and our duty is to figure out abusable mechanism BEFORE. Am I making a drama? I hope! If it will be proven that this is only drama i will be happy.

  • @Mister_xD said:

    Okay a couple of things:

    1. No one can pick themselves up in under 20 seconds. The basekit self pickup time is 45 seconds (which is why I don't like to call it "basekit Unbreakable", as the current self pickup speed (19.7 seconds) is not included) and even if they do bring the new Unbreakable that time is still 22.5 seconds.
    2. If they dedicate their entire Perk build to this one playstyle, that will make it much easier to down them in the first place, which is important in combination with the next point:
    3. The new "Last Man Standing" mechanic triggers with downed Survivors. This means in a scenario where you down all 4 Survivors the game will immediately end with a Killer victory.

    It is way too early to say how things are going to play out at this point in time. Maybe the new Unbreakable needs to be tuned down a bit, but I believe the basekit self pickup is fine the way it is.

    Again (i know, i probably will have to repeat it a lot):

    1) It is not about already knowing what is wrong, it is about ASKING OURSELVES what can go wrong because to me it seem a situation where a lot of thing will go wrong. Another Boil over situation;

    2) The issue in my opinion is not with the regular group of survivors, in that scenario the changes proposed probably will work. The issues are with a group that wants to abuse of this mechanic, maybe also lose a game but after 30-35 minutes of they hiding in corners of the map because you can't hook them, of them making impossible to hook because you are constantly harrassed by torches, pallet saves, breakdown, flip-flop, and with an infinite amount of pick up.

    3) if you down 4 survivors you 99% win the game even now, the finishing mori only allows you to skip the boring part! But it is a nerf! Now the mori can help you against saves in the third hook scenario, very tiny help, but the finishing mori is not even that.

    Prevents ub with 4 men down? Come on! How many times that kind of UB saves the day? Maximum it leads to the 4th guy taking the hatch but who cares?

    Finishing mori is a nerf by itself and I do not understand why it is so difficult to aknowledge and why BHVR tried to sell it as a buff for killers.

    @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205278#Comment_3205278

    Removing negative elements of gameplay have been a long time coming, and as someone who didn't rely on such crutches for my "wins" I will be 99% unaffected, and I listed how I can win the the remaining 1%. I don't believe the change is problematic because it fixes the thing that truly is problematic. Sorry to everyone who lacks the skill to win without abusing bad mechanics, but using your brain isn't that difficult and the majority of times it is fun!

    They just did a big meta shakeup and hard buffed the basekit of killers. Now they are adjusting and preventing abuse cases that artificially inflate the kill counts. Once the kill counts are normalized without such abuse cases then more basekit buffs can follow. Behavior has stated they want 60% kill rates for their numbers. Killers massively won the balance pendulum of 6.1.0, and will in all probability still have greater than 50% kill rates (I estimate 58% from the current 61%, or even 64% total from snowballing [Alch Ring Blights and Nurses] with Infectious Fright with the Survivor team giving up early wanting to go next.). Once the dust settles they can adjust further. I highly doubt the majority of Killers slug in excess of 45s, so if you do that in your games then I am glad I play so rarely with the likes you.

    Removing slugging will damage a lot killers that need to slug like twins, like oni for example. And will damage every killer when they need to slug, not often but in that situation you really need it.

    When you have a survivor downed on a pallett and there is someone you have to chase away, when you downed a surv in open ground and there is someone with a torch you need to chase away, now you can't do anything because if you chase away the guy the downed will pick up himself, if you pick up they are going to save!

    This will lead to a situation where lighborn and Franklin's will be the only available countermeasures, like with BO and Agi plus IG. The normal gameplay will be unaffected but the bully squad that only want to keep you in a 30 minutes match where they do not do gens but you can't do anything either will have another tool.

    This will remove a negative element for survivor creating another more negativ for killers, this is easy to solve. Give everyone basekit UB. REAL BASEKIT UB! That works once! like UB!

    Never put infinite stuff in a game! It will be abused!

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202826#Comment_3202826

    If 3 people are hiding in the corner preventing the hook from the death destroying it, you can injure all 3 and then down them in sequence. They can't rez anymore since the game will auto-end. It doesn't add any new abuses that weren't already present from 3 gen games where people tap gens and run upon hearing the Terror Radius.

    No you didn't got the point, it is not that this change is problematic for that reason. This change IS PROBLEMATIC but for other reasons!

    And i do not want to play in a boring way to circumvent the issues in my opinion is going to create.

    Also i didn't like the fact BHVR sold the ending mori as a buff for killers when insted it is a nerf. Killer got nerfed and at the same time survivor got a huge buff! Just simply say it!

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202797#Comment_3202797

    If left untouched, Twins will snowball and win the game in 3 minutes just from slugging

    Why? Are they able to do it now? Why they should be able to do after the survs will be buffed and killer will get nerfed?

  • Yeah, rancor is a huge undeserved nerf.

    Moreover I am worried we all will be bored pretty soon of moris. RN you see a mori every now and then, once in 20 games, if every time a killer downs the last one will trigger a mori we will see them way too much.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/347959/basekit-unbreakable-one-simple-question-about-a-situation-that-will-100-happen

    Defend a 3 gen around basement the second you see 1 person with a scary perk. Ultimately you don't even need to do that since they will bleed themselves out eventually if everyone does it. Also Survivors wasting time in the corner of the map are Survivors that aren't on gens. It will kind of be like another Self-Care, but now they dedicated 4 perks to be killer perks.

    Also you can only cause a deadzone if multiple people bring Breakdown, or someone is early killed in a corner hook. The early kill would be a macro failing of the Killer since they could hook them anywhere and they chose the worst option. Just like when I hook someone near an exit gate I need to think of late game when if they try to escape through that gate if that is the only closest hook I need to hook somewhere else.

    Also old Boil Over wasn't a problem, RPD's 3rd story Library and a lack of hooks in the Library at all was the problem. You can easily drop Survivors off of ledges from the shoulder and the stagger prevents them from running away long enough for you to down them again. It may have bought them ~10s to delay the hook, but the hook would happen regardless.

    The point isn't winning or losing, the point is participating in a game that revolves around that situation and that will take 30-35 minutes to be solved because you do not move from the 3 gens and they keep resurrect.


  • @randonly said:

    the way people are complaining so much, even without testing the new mechanics that are yet to come, I think the changes against slug will not come. Same for for the "last stand".

    But what the people who complain don't realize is that this change is not simply against the fact of the possibility of slugging, but because the "last stand" would create a very big attraction in the killers to finish the match in less than 1 minute only leaving everyone on the ground, especially with killers like legion, nurse and blight that can easily locate survivors and have a high speed, imagine that in SoloQeue

    >>5 generators, no hooks, 1 minute start, all on the ground = end<<.

    But I agree, given self UB will make SFWs strong because they would take advantage of this leaving killer to "dead zone hooks", My ideia is just add more hooks to the maps or increase a little the amount of time takes for the survivor to struggle and get rid of the killer.

    Ps: I just don't agree with hooks not being sabotage anymore, and they should also remain destroyed after the survivor is sacrificed.

    Nono man! Testing is good!

    Testing is always good! These aren't complain, these are opinions, in order to make the people in the PTB to search for critical situations.

    Nerfing the slugging is good, for example if these changes will be proven too strong in the wrong hands i think an easy solution is to give every survivor the ability to pick up by themselves once in the trial, you know... like a real unbreakable.

    This will be somewhat balanced, usually you do not need more than once, in case of bully squads that will force that scenario you simply tunnel the guy you know used the free UB!

    There are solutions. But before you need to find the problems!

  • First, if you see this problem the solution is always to nerf nurse. not to stop changes because of the nurse.

    Second.... if the finishing mori occurr all the survivors are incapacitated in a way or another.... in that scenario 90% of the times is gg, it is rare a comeback from 4 men on the ground.

    The finishing mori it is a nerf in my opinion, you can't anymore use mori to prevent DS or saves, you have the mori when you basically win the game preventing maybe the niche scenario where one guy pick himself up with unbreakable when you are carrying the third guy and take the hatch....

  • I hope you are right, but i sadly think that, the same way BO made a lot of killers run Agi and IG due to desperation, this change will make a lot of killer run Frankklin's and Lightborne.

    What will you do in case you down a survivor in the open and you know you are facing a sweaty squad of flashlight users? The best stratefy NOW is to let the guy on the ground and to chase and wound some of his bold friends, but with this change it will be no more possible, they will come with long range torches that will make this process too time consuming and there will be the risk the guy will pick up by himself.

    Again, another scenario where the only solution is to always have "the right perks"...

    i hope i am wrong.

  • @Thunderfrog said:

    It has no counterplay if Myers is able to hold down right click. Its horse ######### that I can play the whole game winning chases and taking no hits, and one lucky mouse click is enough to ruin the game.

    I agree that is an addon very luck based and very unfair and unfun. I think the only reason they didn't fixed it it's because Myers is a weak killer that need a buff and maybe thay are waiting the right moment to buff the killer but nerf the addon.

  • 120 seconds it is an enourmous amount of time. Just to increase 10 seconds they had a huge amount of complain... 30 seconds the people will quit the game in mass.

    I agree that generally cohoperation is the best way to complete a task like repairing a machine, but this idea will make the group 100% DEAD if they lose one surv making tunneling even more strong.

    RN if you are 3 against the killer you can manage to complete the last gen, if the last gen is 120 seconds this will be impossible.

    Also 3-gen scenario will became even more difficult to solve. I mean, if you want to do something like this you need to make another different game i think, it is a modification too deep.

  • No games normally have more than 1 killer.

    Unless if you count nemesis' zombies as additional killers.

  • Every time a gen popped the windows are blocked for the current amount of time but without any distance limit! It will work in all the map!

  • 5% is so huge that 1 tunnel will mean a game lost. Tunnel is something necessary in some games because some survs keep hiding, some other keep disturbing you and harrassing, you can't give a survivors "get out of jail for free" card. This always has proven being a bad idea.

  • @Gandor said:

    Well if survivor "asks" to be tunneled, then you just got his permission and there is 0 reason to be mad about it from survivor's side (same way as blocking with BT).

    Also making killer slower by 5% does not mean he will never catch survivor - so running in killer's face is much more dangerous then running at him with old armed DS. It just makes it somewhat harder to actually abuse tunneling mechanic (but still not impossible).

    Also I would pair this change with removal of 7% haste effect on survivor. After unhook killer will probably gets into chase with unhooked survivor which should be enough to get away - and if he goes for unhooker, then he should loose chase with just-unhooked survivor. If unhooker runs with unhooked survivor, then it's the unhooker's fault that killer can tunnel.

    Survivor still are mad even if they bodyblocked you twice after jumping off an hook and you hook them again. How dare you to hook them again?

    And how the game will recognize a survivor that "asks" to be tunneled in order to not give you the penalty?

    5% slower is HUGE! You have no idea! You think 5% is little in regard to 115% but the survivors are 100, removing 5% is basically removing 33% of killer's ability to catch up when the surv holds W.

    7% lasts 10-20 seconsa, you can't compare with a permanent 5%! Think about it, how many things you need to accomplish to have 5% for a short duration of time with PWYF?

  • Stairs locked hooks are the worst. You can't do anything, like the other one in Thompson's house. Those are an issue, there should always be a second way to go up.

    The only place with hooks and only one access should be the basement.

    Other than that Reassurance i think works fine. It is not supposed to prevent camping or damaging the basement. It is made to make camping in the early-middle game unproductive, but BHVR always said that camping is a legitimate strategy.

    It is doing what it is supposed to do. Maybe Camaraderie should be buffed.

  • Trappers should always spawn with all the traps. Like demo spawn with all the portals and pallett freddy with all the pallets. Dunno why the trap should be scattered in the map.

    Maybe put an addon that makes all the traps already placed AND OPEN in the map.

    Second thing, add more coverage in the maps for the traps, like grass, like sand, like a small pond of dark/muddy water, like leaves patches. You know... like a real trapping game should be....

    Also dunno why the traps are still detectable with the maps... this is a relic from the past that should be removed.

    Trapper is your first killer and the guy that is aalways in front of the game.... BHVR should take more care of him.

  • @darksouls3600 said:

    https://forum.deadbydaylight.com/en/discussion/347500/reducing-the-time-needed-to-a-match-to-end-by-itself

    BHVR need to make a surrender bottom or a better script that detect The end of the EGC and of course end the match

    No surrender button! Otherwise everyone that has a bad start in the game will feel authorized to quit! At least now you have to suicide on the hook or stay until the survs do the gens, this disincentive quitting for no good reason.

    A better script would be welcome thou!

  • @Lastchild said:

    Or simply, if the game does not detect the following actions for 1 minute, the game ends:

    - Hunting (Killer/Survivor Hunting Music)

    - Generator (Repair)

    - Exit door (Opening)

    - Slug.

    Maybe not 1 minute? I think it can happen that you search for the survs without finding them for 1 minutes but you are close and they can't do anything else but hide in silence. Maybe 5 minutes?

    But this just to avoid hiding situations, this not help against cheaters that can, for example, every 5 minutes put themselves on the ground to reset the counter.

  • It is difficult to imagine a reason why a dinosaur should hook the survivor.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194050#Comment_3194050

    All the killers were performing bad? Bad killers were performing badly and bad players were too. Bad players,like you,also made tons of spelling mistakes.

    Oh ok, then you are only trying to troll people, attacking them because they are not native english speakers? Ok. I was right. This topic is not worth of my time. See ya.

  • If you only play the same surv you shouldn't prestige all to P3. You should bring them to P1 then unluck the perks with the surv you play. It is cheaper.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194050#Comment_3194050

    How is 49% performing bad? I mean - sure. Killers should have gained a buff - to make it even. 1% or 2% quicker pallet break & cd reduction after hit might make it to that ideal 50% - because everyone should have a chance to win the game. If one role is more likely to win, then the game is unfair to the other role. And as killing/surviving is the metric of who won, then we should aim to make this metric balanced (making it equal chance).

    As for "stressful" killer role. I have alternative word that works exactly the same. Killers should be more "exciting" role to play (because you are "always" in chase and not getting a break with boring M1 on generator).

    When they decided to buff the killers they said the killer were "not killing enough". Now killers are killing more. Maybe a little too much! This is the right environment to promote things like the nurse nerf and the buff to solo.

    But the assumption: "nerf killers because it should be a more stressful role" it is dumb and not worth of my time. With assumptions of this leverage you can promote ANY NERF! because it is based on feeling and not on statistics.

  • In my opinion is: if a long message about changes on the game is based on the starting assumption: "the killer role should be more stressful than survivor", my times simply worth more!

    I do not agree, i think this is dumb, the message is biased by a person that wants to promote his personal view of the game (not an issue, i've tried to do the same but I accepted mine was unpopular idea), then I prefer go and read other messages and other proposals.

    BUT OK! Lets try to keep reading for a while: "If Trapper can't win on Cowshed vs a 4-man SWF - nerf Cowshed and buff trapper. Don't buff all Killers, ######### over the weakest and most popular role in the game - solo queue - at the same time."

    .... the issue was ALL THE KILLER WERE PERFORMING BAD! Even nurse! That is OP and should be nerfed. This wasn't an issue about "trapper in cowshed" but "all the killers everywhere".

    I simply can't do it. I do not agree with anything here.

  • "Killer should be harder than survivor and more stressful."

    Why? What is harder? For a 2oo kg monster to kill 4 teenagers or for a teennager to survive and escape from a building with a 200kg killer monster in ita? What is more stressful? To kill or to be killed?

    Sorry but i stopped reading at this point.

  • Who needs more BP? Jeez it is a burden to spend them and after 2 month playing you have too much stuff you can't use.

  • @GoshJosh said:

    Sorry, but until Plague and Legion are reworked, it’s not a perk that should too heavily reward killers for injuring survivors. These killers take the healthy state quickly, with barely any input or counter at all.

    If they ever get reworked, Thana can be revisited.

    Plague keep everyone injured neverthless. Now thana is even MORE opppressive than before with plague. And useless with the killer that used it in a balanced way.

  • Yesterday a survivor with this strategy completed a gen from zero in the time I needed to patrol the other 2 in a 3 gen situation.

    Without help, without PT. I think it is a little too much.

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184218#Comment_3184218

    I can actually see that the grind reduction is there. I see it every day with my survivors, it is definitely waaay easier to unlock perks at Tier 3. Yes, there is still a grind, but it has clearly been reduce it. I was also skeptical when it was announced (I always thought removing perk tiers was the solution) but even thou there is still a grind, it's way better than what it was.

    The problem now is the bloodweb, it's too slow, it requires you to be for 20 minutes in front of a screen clicking stuff, that's the most opposite of "fun" I can think of. Spending 2M bloodpoints should take you, at best, 5 minutes.

    T3 perks are not an issue in my opinion. I UNDERSTAND a player wants all of them to play all the possible combinations!

    The issue is: the game was made with limited resources you can burn in order to have some advantages during the game: addons, equipments, offerings....

    Some are better than the others, you can't always use the best tools because they are limited.

    Now, all this part is pointless, why should i ever use a brown TB when i have 200 yellow? Why should i use a yellow when i have 50 green? The issue was the perks were in the same bloodweb with depletable resources. In order to make all the perks accessible to everyone now the addons, the offering and the equipments are infinite.

    And now the same streamers that complained about the grinding (when they already had infinite stuff, they complained about the grinding because was easy and popular), now they complein that in high MMR every surv is carrying commodius or purple medkits with syringe.

    .... i honestly preferred how it was before....

  • I never agreed with the grinding reduction but it was unpopular opinion.

    You often already were able to buy more thing than the ones you spent, you already had to stay a lot on the blood web, you already reached a point, not that far, where you have countless iri stuff, more than you can use.

    Now ultra rares aren't rare at all, i can play always with double iri and mori if i want, no issue, this is the reason why at high level survs always carry the best toolbox or the best medikits and the killers are always with their best addons.

    Now, if you play every day you have to stay 15 minutes to burn the BP or you reach the cap.

    For what? Because people wanted to be able to have every perk on every character? Was that mandatory? If you wanted that you had to grind a lot and this was fine in my eyes, only a minor part of the players, the hard grinders, were able to always carry the best equipment. Now everyone is.

    What is the point in growing and collecting stuff if, after 2 months you are playing you have everything and you start collecting infinite doubles? Dunno. The only change i liked was the cap moved from 1M to 2M. I do not even understand why there should be a cap.

  • A free mori is huge man. Basically the game will end always when you catch the 4th survivor while right now a good team of survs can postpone the end to the 6th-7th hook simply hiding the guys that are dead on hook.

  • I do not care anymore about BP. Honestly, the less are the better because it takes a lot of time to spend them.

  • You basically NEVER hit OtR.

    If you camp you hit or the basekit BT or the normal BT.

    If you not camp and you hit OtR the guy tried to use it aggressively and this is better for you.

    If neither these situations happen, once you meet the guy again OtR is ended due to time or Conspicuous actions.

  • Guys i do not know.... ok... BP are so worthless they now can give them away even for breathing successfully.

    Now i spend maximum 10k for a loadout that can easily earn 100k.

    But ok, if you need more useless BP i think this will create no trouble right now.

  • Do you still need BP? I literally am bored to spend them.

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