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ad19970

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  • I mean, I just looked at it, and it's not crazy strong like the 180 degree flick that Oni once had, since you don't have any forward momentum into the 180 degree direction.

    But it does cut down on the counterplay against him, which I think is not needed since he is already very strong and in fact viable on most maps without the j-flick, so I would argue it is too much and should be fixed.

    I do fail to see how it creates more mindgames though, as I just feel it creates less situations where a survivor has a chance to dodge his attack.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069880#Comment_2069880

    Listen its a team game and should be played with that in mind. If there's a killer camping then it could very well take all the survivors working together to get the unhook. If you don't try to fix the situation by bringing perks to combat it or taking actions to stop it then you're contributing to the problem. Survivors need to be more willing to work together but that's too much to ask.

    No not taking certain perks or all going for the unhook isn't contributing to the problem. The problem is that tunneling and camping is an extremely unfun strategy for survivors to deal with, and it doesn't have much to do with skill.

    I really hope that, at least once the killers get their early game, camping and tunneling get addressed.

  • I am all for buffing him, but I would argue that's not the way. It wouldn't even make him strong enough in my opinion and it could end up being quite annoying for survivors.

    The first thing they need to look at is Main Event. It's supposed to be some kind of ultimate for him, yet it reduces his movement speed to that of a survivor it seems, which is utterly ridiculous. I played a few matches with him and it actually harmed me more than it helped.

    Beyond that, his base kit probably also needs some buffs.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069779#Comment_2069779

    If you DS me and i catch you again despite that 5s stun and the distance you gain that is skillful on my end. I've seen survivors run killers for 5 gens so if you can't keep me from getting you again then that's on you.

    I mean, if a survivor runs a killer around for 5 gens, that's because the killer player is just bad at the game.

    It's true that skill does play a role there. But against good killer players you will go down soon enough again. Unless you have like multiple god loops to use. And there is no skill involved in tunneling a survivor directly off the hook.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068924#Comment_2068924

    And DS works once. At some point, skill has to come into play.

    I mean skill doesn't come into play if you are getting tunneled off a hook immediately. Or am I misunderstanding you?

  • If you have time to repair a gen or heal, you obviously aren'tt geting tunneled anymore, or not? I mean what is your definition of tunneling?

  • @NoOneKnowsNova said:

    The only thing he needs is his 180 flick thing removed. Otherwise he's completely fine. People may cry for that.

    What flick do you mean?

  • Oh god please no. If Blight is actually fun to play now for me thanks to a proper field of view, he'd be the main reason I would come back to the game. I hope he won't be nerfed.

  • Dead dawg saloon isn‘t even survivor sided. If there are multiple pallets that can be chained, chances are you can still outmindgame survivors at those loops since most dead dawg saloon pallets are mindgameable.

    Or you just need to Force a few pallets down, Break them and you are good to go. Dead dawg saloon is one of the most balanced maps in the game, if not very slightly killer sided in my opinion, having a few pallets close by especially on that map is no reason to rage quit. Not to Mention the fact you are playing with Oni.

  • This does happen due to lag. Perhaps he was lag switching though, don't know. But it could just be the servers screwing up.

  • @Karao_Ke said:

    I hate camping & tunneling just as much as you do, but without it they will almost always lose.

    The Twins need a proper buff so the people playing them don't have to resort to a playstyle that ruins other people's experience.

    But if they just straight up buff them they will end up being broken when you slug and camp with them. They will probably need some more fundamental changes.

  • I do think that Badham may have a few too many safe pallets or loops in general that can lead into each other to create some nasty loops, but in my experience the Badham maps also has a lot of mindgameable pallets and have relatively fair sizes, so I actually find them to be rather balanced, at least for stronger killers.

  • I like the new maps a lot too. I'm just not a big fan of the lighting on the Crotus Prenn Asylum, or maybe it's just the color tone. Otherwise it looks great though.

    Game map looks really nice now, and I really like what they did with the breakeable walls in this map, though that's only my early impressions.

  • Yes, that's why old Ruin existed for multiple years, because the devs only want survivors to have S+ tiers.

    Boy this crying about devs only caring about survivors is becoming so embarrasing.

  • @crixus006 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868852#Comment_1868852

    But what is the difference, the current pink bottle slows down the survivors and the yellow one gives speed ... You can practically play only with the pink one and it's the same. AND Reload time is good but not a strong killer or within average, still weak

    Yeah but how does that make him weaker than the old Clown?

  • @AceInTheKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863107#Comment_1863107

    Leatherface isnt a tier,, hillbilly sucks, doctor is B tier and is easy to loop. Reworked maps are almost always survivors sided. Killers everytime they get a good setup gets nerfed while survivors keep combos for 3 plus years. I play both sides buddy. They favor survivors more then killers.

    Holy crap. Surely latherface and doc aren‘t top tier, but they certainly are much stronger than they used to be. The devs are obviously trying to make killers that need help stronger, not to Mention the killer they have been releasing for a while have all been at the very least decently powerful, or extremely powerful, like Blight or Twins. Also if played right doctor isn‘t easy to loop at all. Time his Shock right and you deny survivors the ability to use any defenses they have.

    Im also not sure how hillbilly sucks now, i still see People being able to do extremely well with him.

    But please, could you tell me what map reworks actually benefited survivors? Cause i cant think of any.

    Its not like i disagree with all of the complaints concerning killers, but just the way people like you express them. Instead of giving proper criticism you just immediately accuse devs of only caring for survivors and acting like 8 year olds. Like its honestly just emberassing at this point. Simply asserting to name calling like in Kindergarten, that‘s how it seems.

  • The Purpose of mindgames is that both Sides have to try to predict what the opposing side will do. Your suggested change would just take away the Killers ability to mindgame survivors at pallets while survivors dont have to mindgame, they would just have to react fast enough and if they manage to do so, they will be safe.

  • It‘s hard for me to fathom why this mechanic even still exists. I really hope they change it. They could give the struggle mechanic skill checks like they did with the cages of pyramid head.

  • They are nerfing everything killer and buffing everything survivor? How much bias must one have to even claim something like that?

    So many map changes and reworks have been made that Benefit the killer. Freddys rework was a huge buff, doctor got a substantial buff, leatherface got a substantial buff, and now Clown is also getting one.

    And lets not forget all the other small changes that helped killers, like nerfs to many of survivors items and addons or the repair speed nerf when multiple survivors work on one gen.

  • @EvilJoshy said:

    What happens if a survivor is in a meth cloud the moment SB, Lithe or BL activate? Won't that just give them an even greater distance on the Clown? This power change sounds like it has too many draw backs.

    How would you even manage to mess up that badly though as clown? I don‘t feel like that would become a problem as long as you have even just a tad of experience with Clown or aren‘t actively trying to help survivors.

  • This would actually remove any mindgames at pallets, except maybe if the pallet loop is incredibly small. Because if a killer predicts a survivor vaulting a pallet properly, the survivor could then just cancel the vault, that would make pallets just way to safe for survivors.

  • Im hoping that‘s the case. But perhaps they just need a bit more time before the nerf is ready to be released.

  • I certainly believe this buff could potentially make clown viable, which is quite exciting. Just the fact that his bottles that increase his movement speed and the Shorter reload time will allow him to apply more map pressure is very intruiging to me.

    I can only pray they don‘t nerf him after the ptb, unless of course he turns out to be completely op.

  • Undying nerf is fine, even if I wish the DS/Unbreakeable combo was looked at. Clown is receiving a huge buff though which is great, and the buff to Wraith is also nice.

  • Within the past few years, killers have received more buffs than survivors. This patch alone is giving Clown a huge buff and Wraith a nice, little one as well.

  • I don't really believe everybody that felt Clown was too weak doesn't know how he works.

    The main thing for me with this buff is that he finally will have more map pressure. Will probably make his chase potential slightly more deadly as well.

    I don't really see how this will make him more inaccessible to newer players, since the kit he has now is still a part of his new kit. Surely his skill cap will be higher though which is nice.

  • And yet again nothing but immature crying instead of actual criticism. Ridiculous.

    And DS was nerfed once already, the claim that BHVR only cares for survivors is so stupid. I'm not saying their balance is perfect, far from it, but people always act so ridiculous. Undying gets nerfed, obviously devs arer survivor biased. Let's ignore the buff to Wraith and Clown in the exact same patch.

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822447#Comment_1822447

    ''jUsT dOnT tUNnEl 5heAD''

    Oh? You mean how you can down the entire survivor team, hook three of them, then get hit with a 59.9 second DS by the fourth because the perk isn't anti-tunnel, its actually just a free minute of invulnerability?

    Yeah, guess I shouldn't tunnel in the future =/ my bad

    If your chases are lasting an average of like 10 seconds, you shouldn't really need to worry about DS anymore anyways.

    I get the perk isn't completely focused against countering tunneling, but then again, thatt's not directly a problem. A perk shouldn't have to be only anti tunnel anyways, the fact that people are talking about DS only being anti tunnel and it would still be good just shows what a problem camping and tunneling is.

  • It's the best way to deal with fast gens at the moment. And you are giving up two perk slots for that combo.

    I get that it's stale, but the problem is that these are simply the meta perks, just like DS or Borrowed Time for survivors. Hopefully once the new early game phase will be added, those perks can be nerfed. Same could go for DS and Borrowed Time once tunneling and camping is nerfed in some way. And weak perks really need to be buffed more, and properly.

  • @anothercomplainer_10 said:

    Well I say it's dumb as hell, get better at the game and dont get caught twice. There is no point in having to wait until they would die anyway. Thats why it's such a rare offering I thought.

    You need to seriously apply that git gud argument to yourself if you think that the nerf to the Moris is a bad thing.

  • I haven't really had such problems with those maps yet to be honest. Certainly darker but I prefer it that way, I can still see perfectly well though.

  • @CrimsonReverie said:

    I think the premise here is flawed. Tunneling, like proxy camping and slugging, aren't problems, they're just things survivors don't like.

    To counter tunneling, there are perks like Borrowed Time and Decisive Strike. This is noticably different from the score penalty killers receive for staying too close to hooks when face camping.

    Your proposal is to give survivors, essentially, a fifth perk slot, not necessarily to counter tunneling, but to punish the killer for poor play by your team.

    A better fix for your problem would be a timer that penalizes someone for X amount of unsafe hooks within a period of time. This could be a BP loss or a status affect, like 20 seconds of exhaustion or hindered which would help persuade a killer to pursue them over the easy, injured target who could be getting farmed.

    Tunneling and camping, or proxy camping aren't a problem, at least not a constant problem, if you only judge it for how balanced it is.

    The reason why most people think camping and tunneling are a problem, is because it's so unfun to go against. And that indeed is a problem when considering that a game is supposed to be fun to play. So survivors not liking those strategies is indeed a problem.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806621#Comment_1806621

    I agree with you on most points except two;

    The power is way longer than a 'little bit' of time. The CD on her power is, I think, the longest in the game, tied with Legion, and she has to catch up after that. I think a big way to make her more viable, given the distance she has to move, is to lower the cooldown drastically if Viktor is used to hold a locker or jump on a person. I also don't think Viktor should be kickable when he successfully hits someone. She gets punished way too often for being successful.

    I think reducing the time it takes Charlotte to wake up from her slumber after hitting a healthy survivor or holding a locker closed would be great.

    But I do feel like the reason to why you can kill Victor when he downs a survivor is to give survivors a slight chance to prevent Victor to slug survivors like crazy, which I personally think is good.

  • Because that's not how most people even want the perk to be nerfed. Just decreasing the time will make it less effective as an anti tunnel perk as well.

    People don't like the fact that DS can be used as more than an anti tunnel perk. Nerfing the anti tunel aspect of the perk isn't the answer then.

    @Swiftblade131 said:

    Well your missing the point..

    That would be a survivor perk nerf. How dare you make it sound like a "simple" number change.

    Dear lord, are people still on board of this "devs only care for survivors" crap? You don't even need to think that hard to understand that DS shouldn't just get a simple number nerf.

  • @rglarson13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806694#Comment_1806694

    Should DS be changed to just be a cooler, better struggling animation?

    Work for your survival.

    That's like one of the most ridiculous comparisons I have ever read.

  • I'm pretty sure the people that claim they barely use Moris and don't like them aren't the people that are now complaining about the Mori.

    In fact, the posts that are pro Mori nerf are the ones that seem to get the most likes, and there seem to be far more of those.

    Honestly feels kind of like the same situation there would be if keys were nerfed and some survivor mains would cry about that. Some would agree but the majority would argue against that.

  • Exposed only works with normal hits I believe, so that's why it doesn't work with Victor. Pretty sure they won't change this because of consistency. But I do believe it might be better that way anyways, being able to one shot down with Victor could be a bit over the top. You could easily go on a rampage with Victor when using NOED during end game.

    Now that I think about it, Victor with NOED would probably be completely broken.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806644#Comment_1806644

    It's a build up. Obviously, you are going to start with low pressure. However, if you are leap-frogging around, which allows Victor to act as a sentry, you will catch people trying to sneak by for a rescue. Either they will have to waste time going around the long way, or will be caught trying to go directly past you, which can start a snowball.

    Fair enough, it can work I guess. I need to play them more before I consider them viable or not for me personally.

  • Well it can buy you a few seconds if no hook is very close to the survivor, which is nice.

    And you can avoid and ignore DS when a survivor gets unhooked a second time, so it kind of still helps with tunneling a bit.

    That's all i believe though. I'd much rather have it that way than them being completely broken. And I like the fact that I can actually use Mori animations now without gaining an advantage that helps me win the match.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806621#Comment_1806621

    Personally, I have found that the Twins work best when use Victor as sort of a scout, then bring in Charlotte shortly after as the big gun. Victor is recon and picking off weak targets. Charlotte is for healthy targets. I also DON'T like having Victor too far away when playing Charlotte. His KI can be valuable intel if someone is trying to sneak past you. Therefor, I sort of leap-frog the two around, keeping each other within a brisk walking distance, in order to utilize both of them in a scenario.

    That does work but I just don't know if you are applying enough map pressure that way when going against a good survivor team. Gens go fast, so you need to be able to pressure survivors off of gens, and splitting them up helps you cover a bigger area.

  • Is this because of the Mori nerfs or just for amusement?

  • i disagree on the Twins being so weak. It's actually not that hard to get hits with Victor, it just takes a bit of practice. I had a hard time at first too but it's getting easier and easier for me. Victor is ridiculously strong in chases actually, because of his movement speed and lunge.

    You can also split the map pressure with them by having them on different sides of the map. But that doesn't always work so well.

    If anything, I think they aren't fully viable just because their ability is time consuming to make usage of. Switching between Victor and Charlotte wastes a bit of time, and if you down survivor with Victor further away, you have to spend time just walking to the downed survivor with Charlotte. Add to that the fact that Victor can lose map pressure to survivors that hop into lockers, forcing Charlotte to go to the locker which in return denies them their split map pressure, and I am not yet convinced that the Twins are viable killers, but I don't think they are that weak either.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/212094/very-disappointed-in-the-devs-decision-to-not-nerf-keys-as-well-as-moris

    Honestly, are you surprised at all?

    Can you remember a killer rework (I believe it was freddy) and the Q&A that followed about it?

    One of them literally said "what killer do I not like to play against?" which turned out to be doctor.

    And last Q&A 1 or 2 of them (might be all 3), said that they find it hard to pip as survivor.

    If that doesn't say a lot about them than i don't know what does.

    During other streams they made also little little remarks showing their favour towards survivors.

    To my knowledge devs should look at the game from a neutral point of view and from 1 side.

    So tbh nothing would surprise me any more from bhvr.

    I wouldn't even be surprised if the key rework is coming somewhere late next year tbh.

    And because they favor survivors, they changed many maps to be less survivor sided and more balanced, buffed many killers in the past and added some strong new killers and perks, Undying being a particular standout.

  • I personally really like the new look of the autoheaven maps. They are darker and have a more fitting atmosphere for a horror game.

  • @Pig_Is_Pog said:

    the map is too “green”

    for example macmillan use to be blue but they removed the blue tint in the rework and now it’s pleasant to look at.

    with autohaven they reworked the map but kept the green tint because everyone wanted it but look what it’s done. they should just remove the green tint and do natural lighting like macmillan. looks much better

    Im pretty positive many people complained about the blue tint being removed from the macmillan maps, making them look too much like badham and yamaoka. I personally don‘t agree with that, but many People were complaining About that, which is probably why they kept the green tint in the new maps as much as possible.

  • Really? Fron what I have seen, good players barely ever need to care about the overheat mechanic. His addons surely were nerfed, but many people agreed that he needed that.

    And that‘s just one single killer, who is arguably still a top tier killer.

  • How are killers being continuously nerfed? what killers have received substantial nerfs this year?

    I am not playing this game a lot, the main reason being the sound that has been bugged for a year now. And I think the devs do deserve criticism, especialy right now. But exaggerating beyond belief and in such a ridiculous way, and making certain Problems up won‘t help your case at all.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791772#Comment_1791772

    Got caught up on talking about the twins but I also forgot about gens sure seems like they go very fast like I personally want to run other perks and I try to do that because I take into consideration the survivors having fun as well but if I do that The Gens fly off the board incredibly fast if I decide I want to chase a survivor. Sure feels like if you want to chase survivors you got to have massive slow down perks

    I still think that the gen times can be balanced, at least on the more balanced maps that is of course. High tier killers at least have tools to combat the fast time.

    I think the bigger problem is that despite them being potentially balanced, games as killer can still be very stressful just because the game is balanced around how fast gens can go. And when you add the other frustration into this game, like the many bugs, things just get frustrating.

  • @chargernick85 said:

    I'm currently messing around with the twins just had a game where at the end I jumped on a Survivor with Victor and it's switch me back to Charlotte and I knock them down and they crawled out of the exit gate which is supposed to not be able to happen. The new autohaven soon as I see it I just want to slit my wrists in my personal opinion I feel a brand new survivor can lead you on a chase for 2 minutes because there's a pallet every 3 meters. Whether they're safe or not does not matter not sure what they were thinking on that one. sound is ridiculous. Ormond I have not seen since it has been redone so I cannot give my opinion on that. But overall even with half of the things not working I do like the twins so far.

    I think the change where the exit is blocked for a few seconds after downing a survivor with Victor on was planned for a future hotfix, so it will still come.

    I haven't had your problem with the new Autoheaven maps. Some people have even been saying those maps have more deadzones now, even though I kind of doubt it. Unless there is some bug going on.

    I think the maps are quite fine. Bloodlodge is more balanced now, not sure if I would call it balanced, but certainly better than it used to be. I still dislike how almost all pallets on Autoheaven maps are safe pallets though. But at the least Wretched Shop and Wrecker's Yard in general seem balanced, as long as not too many pallets spawn. I still wish maps would have more pallets, but mindgameable pallets.

  • @Guest1567432 said:

    I would rather play killer with a 4man flashlight sweat squad than solo survivor.

    Lol well I'd disagree but understandable. Solo survivor has it's own serious frustrations.

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