anarchy753
anarchy753
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@Uxoricide said:
https://forum.deadbydaylight.com/en/discussion/comment/862406#Comment_862406
If you read the thread you'd know that's not what we're talking about... we're talking about how the base kit nurse has become unfun to play at red ranks etc. no matter the amount of kills...
Yes, I have read the countless threads complaining that she's not just a win button any more.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/862501#Comment_862501
You can use other exhaustion perks with Head On. I use Balanced Landing with Head On quite often. Sure you can't use both together, but it circumvents the issues where you can't use one, but can the other.
https://forum.deadbydaylight.com/en/discussion/comment/862500#Comment_862500
Except usually in the case of DS, that chase is a 2 second long one in an area with no pallets. I say usually. If you managed to hook someone else and DS is still active, you should have enough pressure that you shouldn't care about 4 extra seconds. DS most of the time will be active in dead zones anyways from my experience, and Head On can do the exact same thing. Especially in the basement. If I know someone caught someone near the basement and I have Head On, I'll rush down to the basement locker in front of the stairs, Head On them, and we both get away. As long as I have time to set up, it works quite well. Also a lot of people complain about DS because it drags the time so much. Doesn't Head On do the same thing? I mean unless you're checking lockers and someone uses it at the beginning of a chase. Most of the time Head On is used to increase wasted time.
Feels to me like people just don't like DS because they don't like being punished for their actions.
Yes, but when you get DSed, there's also all the usual chase extenders. Head On it's one or the other and the chase is still the regular length.
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Head On is frustrating as there's no real way to counter it, even when you know a survivor has it AND you know they're in a locker.
Importantly though, it means no other exhaustion perk. It's much simpler to tank a stun at the start of a chase than to deal with Balanced Landing, or have Dead Hard add several extra loops to chases.
There's also the times people attempt to use it mid chase which can result in a free grab.
It really just has appropriate downsides for its power.
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She's fine with me. I'm a pretty casual Nurse player and still managed to whip out a 4k on blood lodge with brown add ons, including her flannel just to see how it worked.
It was good fun.
At this point it's just people protesting that they DARED touch their overpowered win-stick.
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@beatddb said:
https://forum.deadbydaylight.com/en/discussion/comment/862177#Comment_862177
I only use map offerings as a survivor.
And IMO having 4 survivor offerings weight the same as the killers one is fine and it should be like that. Or why would a single survivor have the same power as the killer?
The issue is that it makes survivor map offerings completely worthless. If the killer uses one, the killer wins every time unless ALL 4 survivors burn the same map offering.
Not every player is a toxic SWF group, and just being able to try for a map you like shouldn't be that weighted to one player.
If anything, it should start by rolling, heads survivor offering wins, tails killer offering wins, completely 50/50, THEN choose between however many survivor offerings there are, but a solo player putting in an offering shouldn't have a vastly decreased chance against the killer.
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I used it doing the challenges for heal X health states, as healing was basically all I was trying to do in those matches.
- It takes too long to be not negative. The first two checks are a substantial increase in healing time, and the third is only a regular great. Unless the game goes really late, you can quite easily end up with a net increase in time spent healing.
- Healing skill checks are too rare. Same as the issue with the point above, it's common to only get 1-2 checks in a heal. It's incredibly frustrating when you finally get to positive effects from the perk, and you reach 90% on a heal before a check appears. Wow, it's nice that that had 50% bonus progression, sadly it meant nothing.
- It doesn't work with medkits. Probably to prevent draining 50% charges in an instant, but if I'm running stuff to heal faster it sucks that I can't really build around that well. Also, increased skill check odds add ons would make the perk so much more bearable.
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@Triumvirat said:
Somebody got pwned by a jumpscare myers on the game.
His first suggestion is making the killer's offering weighted to be the same as survivors' overall, which only really makes sense if they use 4 map offerings.
If you ask me he just got a Balanced Landing squad dragging him to Haddonfield, possibly countering his own map offering.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/862116#Comment_862116
It's main reason for use was taken away. Sounds like it was gutted to me. Yes it was abused. But I'd rather they have addressed the map issues instead. It the silent landing part was active even while exhausted it would have been at least a lateral move if not a buff in my eyes.
The issues with MOST maps were only issues because Balanced Landing existed in its current state.
There's no sense in reworking like 20 maps and limiting future design to cater for a broken perk, rather than just fixing up the perk.
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Deathgarden just gave up and is now free. There's no reason not to give everyone on consoles the cosmetic as it's not like anyone on PC has to pay to get it now.
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Killer is burning half of their add on slots JUST to counter a specific group of perks, at the very least, those add ons should be effective against those perks.
Hell, other than Dead Hard you can still activate most of the exhaustion perks around the add ons, you just have to adapt and use them a bit earlier.
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I put teenagers on meathooks.
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Since the introduction of the EGC, there's no longer any form of prerequisite for the hatch which means both good and bad performances result in slugging.
If the killer is doing well but the survivors are too, when the killer has killed 2 people and downed another, the obvious desire is to slug that person to secure the last kill so that you don't lose your great game to an RNG mechanic.
When you absolutely stomp survivors and they don't get more than 1 or so gens done, it's still desirable. "Survivors did ######### all, why do they deserve an escape?" You absolutely crushed so the idea that a survivor just gets to escape because RNG places it under their feet is garbage. At least with 3 or more gens done you have the chance to locate the hatch as killer and play around it, but with less it's complete chance whether you get to kill them or they get a "win" for losing.
If anything, I believe they should reimplement the old rules where the hatch won't exist if enough gens aren't done, but instead when the second to last survivor dies, EGC starts and the gates are powered with no hatch.
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I got mine in the first game I played Trapper in.
EVENTUALLY the Meg realised she couldn't get to the exit gate before I caught her from the point where I kept dropping her near a trap and swinging, and then she played along and got a nice escape for helping me get that garbage killer's challenge done.
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As well as, not instead of.
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- Where is the "other" option for how weeby the chapter is?
- Kindred got buffed, it does exactly what it did before, but now when OTHER people are hooked the person running kindred gets the effect for themselves as well.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/854853#Comment_854853
But then they immediately nerf Spirit and gut legion right after... and there is a tendency for killers to be nerfed at a quicker rate than survivors.
I understand they don't want to kill what makes them money, but they could try to make the killers the power role since they're at a massive disadvantage at higher ranks.
Can you really "gut" someone that was already tripping over their entrails?
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"Let every single game that a killer's doing well in end with a hatch escape because I'm petty and want to deny them points."
Nah.
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It doesn't change the amount of stalk in a game though, you're still hard capped with how many tier 3s you can gain, so I don't have a problem.
They want obsession switching to be relevant? This is the sort of stuff that's going to happen because of it.
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Because it isn't as simple as "good killer player on balanced killer was killing people," the killers who get nerfed get too many kills overall. Spirit isn't that hard to learn, and just a pair of headphones gives you a MAJOR advantage in nearly every situation, even new or bad players can do well on her after a couple of matches to practice, especially with perks that take her power to ridiculous levels.
If anyone can jump on a killer and just start doing well, they didn't SUDDENLY become a good player, the power is too strong.
Conversely Nurse required a lot of learning, but had a skill ceiling (and add ons) that completely voided survivor skill. It didn't matter if you were going against good or bad players, a 4k was basically implied, it was just a matter of how fast you got it.
"Git gud" doesn't magically make survivors able to run fast enough to outrun a blink that crosses the whole map, or outmaneuver 5 chances to land a hit. It doesn't give them a fair chance to get away from a chase when every time they do they're still only halfway out of blink range.
Nerfs are necessary to balance any game, and just demanding people "play better" when overpowered stuff exists is ignorant.
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Both sides' pips are not based solely on the overall outcome of the game, and it's overall healthier for it.
You basically said you did nothing then lucked out and found the hatch. Was that a skillful performance? Did you really outplay that killer or just get lucky on where the hatch spawned?
Not every escape is worth your rank going up.
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A lot of those challenge are based around the perks of the two characters this tome focuses on, Trapper and Claudette. That's the point.
I'd much prefer at least having some requirement or encouraging a different build over 100 challenges that are all just "play normally."
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@PistolTimb said:
The Killer challenges are pretty fun. But I sadly can't for the life of me get a survivor match. Some of them are pretty simple on paper but aren't easy to do. Like the interrupt and grab. I swear to god I could get a grab every match if I tried, but as soon as I activate that challenge the grabs stop working or I just get too jittery and press the attack button at the wrong time.
I enjoyed challenges like that because it meant I'd play a killer I didn't normally play, like Ghostface, Michael or Spirit. I'd prefer "it's a little hard" to the immensely dull ones that surround it, but also over the ones that were leaked that are blatantly impossible.
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I think it will still get removed, not because it doesn't belong but because its result isn't good for them.
As players it's excellent to see who you're with, you can leave when the terrible matchmaking dumps you in with the wrong ranks, or if someone's dragging a brown rank into the red ranks. It makes the games you play much more enjoyable.
Overall, though, it increases matchmaking time with more (justified) dodging, or makes it hard for the "you've queued for 3 minutes so ######### rank, here's a lobby" to work out.
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@sluc16 said:
Seriously, is ridiculous the amount of times you face those two perks, it just gets boring, you don't even have to guess and wonder what perks the killer might use, you just know you will face any of those or both.
Which also makes experimenting with different survivor perks kind of pointless. I mean, you already know the killer will have those perks, might as well just use perks to counter them.
and 76/80 of the survivors in those same matches running DS/DH/BT
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I'm mostly a killer player but I play survivor too and like it.
What I don't like is a fortnight's challenges being "play an hour or two of killer and 50 ######### survivor matches," especially when the survivor challenges are mostly boring 'play a lot' grinds.
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Remember on her PTB where her vault animation was just walking through the window as though it wasn't even there? That would be WAY cooler.
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The lore also stated she raced scooters. If we still have motorscooters in the year 3000, that's a depressing eventuality for mankind.
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It would work that way if Iron Will said "makes injured grunts silent" but it say -100% so it adds up.
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@LordCyphre said:
https://forum.deadbydaylight.com/en/discussion/comment/850735#Comment_850735
I think it is a good idea.
I feel there are quite alot of players using their "sweatiest" builds to stomp less experienced players in low ranks, likely making it a miserable experience for newbies.
New rank reset coupled with harsher DC punishments should in theory make smurfing not as easy anymore.
As for learning a new killers: I think one learns a lot more by going against competent players than by stomping newbies. Survivors habe to develop strategies against new killers aswell, on paper it evens out. If you're experienced enough with the game you should still be able to make plays and get results while.experimenting around. Sure, one might not be dominating team after team with ease but there's probably more to learm from losses than there is from easy victories.
Also if ones personal performance isn't up to snuff you'll going to depip to lower rank brackets eventually.
That's true for most killers, but there are a few like Nurse that are absolutely awful to learn against experienced players.
Most of what you learn from other killers goes out the window on her, and it's very difficult to learn when you're never sure if you're doing something badly or if the survivors have just played enough against her to know what to do.
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Survivor perks:
Lucky Break is absolute garbage. Now while bleeding can be useful for tracking sometimes, in the vast majority of cases scratch marks or auras are what matters. In the few times you ARE caught by blood trails alone, how often is that going to be in the first 2-3 minutes of being injured for the match. Is that tiny amount of cases that this actually effects worth burning a perk slot? Of course not.
Any Means Necessary also looks like trash to me. Seriously, how often do you actually get killers that don't break pallets? You would NEVER get an actual decent pallet out of this perk because it HAS to be broken, that's what make them good. Again, you're burning a perk slot hoping a tiny little slim chance occurrence happens, and that when it does it's even useful.
Breakout is going to be cancerous with coordinated SWF. Outside of that, it's going to be a minor annoyance at best.
Killer:
Nemesis, miiiight be good. It's going to be strong until they nerf Legion again. It's going to be decent and is basically a way better version of Dark Devotion since it actually does something for the chase you're in. Overall though I'd prefer more concrete chase perks over it.
Blood Echo could be solid. It's going to be great fun in "don't heal" slowdown builds for Legion, Freddy and especially Plague. Outside of that it's very reliant on people not healing, and then finding them quickly. It's probably good, exhaustion always is when it isn't 5 seconds.
Zanshin Tactics is a very noob-friendly perk. Like WoO for killers. It would be nice for those times when you turn a corner and the pallet is against the side you're coming from, so you don't see it until it's stunning you, but again, not worth a slot for a mild convenience. Perks like this make me feel like they need something like Warframe's Exilus slot, basically an extra slot for a perk but limited to a very small few that give small amounts of information or help, rather than anything actually gamechanging. That's the only time I'd be tempted to run this over something else. I also hope it doesn't highlight them the same colour as Freddy's dream pallets for him.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/850757#Comment_850757
Actually from what i have seen his power is pretty easy to get like really easy. after you hit 2 people you get it and you can always find piles of blood later n the game to collect. I saw a guy get into his power like 5 or 6 times in a game and obviously got a 4k by always downing at least 2 people each time.
What I mean is that Billy starts the match by circling the map at insane speed while survivors have 0 indication where he's coming from, and even Leatherface can down the first person he sees in a single blow.
Oni has to play M1 killer without a power in the most crucial point of the match.
I'm not saying he's too weak or too strong, I'm just saying he's basically Billy with a downside.
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@SnakeSound222 said:
I hate it and would prefer if it stayed in the PTB. Learning a new Killer is going to be much harder and there won’t be any variety anymore at high ranks. You’ll just be going up against the same sweaty red rank players and builds 24/7. No more relaxing a bit before trying to climb back up the ranks. It’ll be like the rank reset never happened.
On the upside, people that play a little more casually shouldn't drop down as far, and a few good games will push them into the red ranks.
It may dilute the pool a bit and make the red ranks a bit less cancerous.
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@twistedmonkey said:
My only concern is it could be problemetic for those new to the game.
Unless they buy it at rank reset time they may struggle to find games within 15m. I think they need to look at these new players as it will be make or break time for most of them. no one wants to sit in a lobby for too long afterall. Maybe one way is to make it so until reaching rank 15 you cant join an SWF. This is so no new players are taken out of the pool. (That may be a terrible idea tbh)
The only other way I cant see fixing it it to allow them to be auto put into a wider pool like up to rank 12 or 11 which could be a choice they make after a few mins and option to perma widen the search comes up.
You're right, from new friends it sounds like the new player pool is already rough enough for queues, now everyone SHOULD over time keep creeping up in ranks as they play rather than fluctuate up and down in an area. It's gonna be hell after a few months when nobody over about 100 hours is in the brown ranks.
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So he's halfway between Billy and Leatherface, but has to work harder than either to trigger his power?
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@SaintDenisSlasher said:
If we're talking about TRULY ICONIC killers their right the list is pretty short
Jason (Might not currently be possible)
Chucky (Would be a challenge to implement with his size (but doable)
Pinhead (And he's honestly questionable but....come on)
Pennywise (Hottest killer this decade)
There are others i want like Candyman and Pumpkinhead and just a gang of B movie horror characters to choose from but in terms of icons, i think those 4 are it.
Absolutely. I think people get confused on this topic a lot.
Horror icons like Freddy and Jason are recognised by nearly any person you mention them to. A lot of these are just "the villain from one horror movie I liked but wasn't really successful or even a franchise."
Something's not an icon just because it was a horror movie villain. Something's not an icon just because it was in a movie in the last couple of years so people have heard of it because it has been currently advertised.
In terms of true, iconic, horror villains, most of them are already in the game.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/849743#Comment_849743
I don't really understand the line of thought:
- Did BT need a timer buff?
- Did Legion need a nerf?
I think everyone would agree that the answer is no.
If some add-on combined were ridiculous, then why not change the add-ons (duh!)?
Also, what about the basic attack change? Can you please read here?
Gotta agree here, in what sense did one of the top 5 most used perks need a buff, and the worst killer need a nerf? This just pushes two extremes in the wrong directions.
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What you say makes sense, but without blood orbs he has no power.
I don't think it's ever good for anything to completely disable a killer's power. There are downsides like calm spirit against doctor, but he still functions and can still inflict madness.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/847814#Comment_847814
Most loops are far more intricate than just running around in a circle. Especially the BL ones.
Mmhmm. Up the stairs, out the window. Up the stairs, out the window. Up the stairs, just to mix it up, out the window. Oh but the killer's vault animation takes longer than me vaulting and non-staggering back to the stairs, and I can see WAY in advance if they don't vault the window. That's some real mastermind brainpower going into that.
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I would prefer a few changes. If someone else is hooked before you are downed, it should deactivate, likewise if you are fully healed.
I'm tired of people weaponising it. It's meant to be a perk to discourage tunneling, not "I'm going to bodyblock chases and get in your way because I'm invincible for a minute."
I also really hate that lockers work to force the stun. The timer goes down on the ground so that there IS some form of counterplay to someone running the perk. Jumping into a locker completely disables all counterplay. At least a slug you can keep track of while doing something, but someone in a locker, you either need to stare at for a full minute, or just go "lol you win, you're in a locker" and tank a stun or leave.
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"Running loops well on either side gives you the satisfaction that you outsmarted the killer or survivor."
Oh boy yeah, so much outsmarting goes into running in a circle around the piece of debris you know the killer can't catch up on 4 times. then repeating that 20 times.
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Spirit with Prayer Beads and Discordance.
A gen lights up, you whoosh on over and pull them off, then you really quickly get your challenge points because everyone has DCed.
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I'm glad the selfish little people who hoarde these things are losing the exclusivity.
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Most classic Vampires are European, I feel like if they went for a weeb version that'd be a real loss.
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@HatCreature said:
It's just like when you grab someone and the animation just stops and they get away or when you kick a Gen and you have to hold it for a very long time. I think Clown had a similar issue like this with his bottles but they fixed it, it really sucks that Pig keeps getting the short end of the stick.
Especially since her ambush has always been great for misses. If someone Dead Hards you can continue the ambush to hit them afterwards, now it's just a free miss for them.
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There's too many DCs these days, I just play it out.
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Not at all.
Collision gave people free hits for no reason. You just bumped into someone who you didn't know was there, or you would've already unphased to hit them.
Getting a gen grab and removing 1/3 of a survivor's game with 0 chance to react isn't "a sweet jump scare," it's an utterly unfair and frustrating event that removes all chance for survivors to actually show any skill at the game. (And no, bringing a mandatory perk to play fairly against a killer is not an acceptable balancing-point.)
At the very least now, you still have a chance to guess the correct side of the gen, and if not it's still a scare to have her appear directly on top of you whether it's a grab or not.
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It's a continual carrot on a stick. Dedicated Servers have been on for months now, it's not that hard to work out who DCs a lot, and yet this is like the 4th "dev update" in a row that's said "disconnect penalties are gonna be soon!"
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Got like 5 challenges left. None of them are hard at all, it's just my motivation has completely died since all the side-paths were blocked by "get good emblems" "sacrifices" "use a fucktonne of medkits" "heal people" "do gens."
There's so much less fun in them, it's not attempting weird stuff with off-meta builds, it's just "play and passively complete these things."
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There's only been one original chapter without them so far, Demise of the Faithful.
As for that I can only assume it left them wondering "how the hell do we make BABYLONIAN sets?"
As for the bundles, I do like some of them, but I really wish they'd use a broader set of characters. Other than Adam getting an awful outfit in the 90s pack it's the same hoard of characters that get skins every other week anyway.