anarchy753
anarchy753
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- anarchy753
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/733538#Comment_733538
And no killer likes going against Instant Healers, and BNPs.
How do you propose we nerf these items further?
I'd like to see Septics, and Shots make it so you can only use them on others.
I want instas to become heals over time. You activate it (on yourself or others) and the healing bar fills itself over ~10 seconds per state.
That would keep their high efficiency and value, but remove jumping health states in the killer's face, allow actual counterplay by hitting them before it ends or picking u the downed survivor, and make it less disgustingly easy to use.
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Honestly, I haven't seen a Spirit in ages.
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It's more like a game. Every time someone says the word 'Legion,' their favourite killer gets nerfed.
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Not much point in releasing more cosmetics while they're still sitting in the dumpster.
Gotta actually make them playable before that ######### will sell.
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When polls were added.
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Also it should go in the section 'polls,' surprising as that may be.
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I honestly have no clue what I'm gonna go for in the event. Like the Halloween stuff looks very nice, but all of those killers have awesome stuff already.
Spirit's is nuts, but I'd never use anything that has her default hair, nor the tacky almost-naked look.
Hag and Clown's other sets completely outclass this one.
Plague just looks too default, and if she doesn't puke orange there's no point.
Jake is just meh.
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I'm happy with anything that isn't:
"Free extra hit!" conditional or not, there's enough of them already. The exception would be some way to resist one hit downs and be injured instead which is a niche we don't have yet.
Repair speed buff. This simply never needs to happen with the current state of the game.
X% bonus speed for survivor. People keep suggesting it, forgetting how broken it would be against slow killers, and make M1 killers even more depressing.
On the killer side I'm pretty open to anything so long as the numbers aren't insane.
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Yep, I like playing survivor regardless of SWF or not, and doing my own thing doesn't bother me.
Yeah, you'll always get partied with some idiot that causes your death in one way or another, but the same can be said for SWF anyway.
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Either way, someone will be punished by high rank difference in SWF:
Either the low rank survivor who is choosing to play with high rank friends.
OR
The low rank killer who is blindly matched against much higher rank survivor who is choosing to play with low rank friends.
The only difference is this latest patch punishes the people who are CHOOSING the high rank difference, rather than the giving the opposition an extra kick in the balls.
The only other real options would be average, which we had for a while with the same complaints on both sides, or put a maximum rank gap on SWF that prevents you playing with your friends in the first place.
What we have now is the best possible solution to a bad situation.
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Ok legitimately compare him to Trapper.
They're the same speed so they have the same capabilities in a regular chase, the difference is Trapper has to walk around to gather, then set his one hit down, he has to hope a survivor goes to the right spot, and then he has to cross his fingers that his trap isn't a pixel to the left so the survivor can ignore it entirely while he is trapped behind it.
His one hit down can be destroyed for most of the match, disabled with ease, and when someone is caught in the trap they have a high chance to escape by themselves, or a guaranteed chance if assisted, both of which take only seconds.
Bubba just has to judge distance to use his.
I'd say Bubba is infinitely more viable than Trapper.
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I just had a game as Plague (Sydney servers) and would not have noticed the difference if people hadn't said it was on.
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I was looking for the "because I still need to get all my killers, then survivors, to P3 50" option.
This is probably it.
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I'm an achievement ######### who is out of achievements, I need those challenge trees.
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@Pulsar said:
Her add-ons are fine. Make Prayer Beads an Ultra-Rare and make Father's Glasses a Very Rare. That's all she needs.
Rarity is not equivalent to balance.
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"Is the killer not going to stand in a corner and wait for us to win bannable?"
No.
It's all about map awareness, if you choose to leave 3 generators close enough together that the killer can be close to all 3, it's on you guys to work out how you're going to attempt them.
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Put a knife in Meg's hand and she's Legion, all she does is run fast and vault stuff.
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Keys are gross. Sure if they come up in the lobby you can bring Franklins, or if you happen to spot the tiny model mid-chase, but multiple free escapes, thousands of lost bloodpoints and deranking because someone ran Plunderer's and half the gens got done? That's pretty disgusting.
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Thing is, if they took away the bloodpoint bonus, it's probably not the aura reading perk I'd choose.
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$10 is exorbitant. It's the same cost as unlocking 2 characters for a single outfit, that's just ridiculous.
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Wait people picked Claudette? The girl with the vacant expression and gaping gob that she can't physically close?
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No Lithe, no Head On? No 'Don't even use one?'
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Balanced with the caveat that prayer beads is OP.
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Because the alternative is that you as a killer get randomly matched against a bunch of rank 1s because they party up with the rank 8s.
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As a Plague player, only cleanse if someone else cleanses, OR if your teammates (or you) go down in chases exceptionally fast. At that point you aren't buying time by denying her corruption.
That said, always aim for the fountain as far away from gens as possible, chances are she won't even want to walk all that way for it.
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It's also impossible to police "bad bahaviour." Anyone who plays well would be constantly reported for it regardless of what they did.
It also differs between players what they consider mean, some people have a fit over being camped when the gates are open.
You can't just ban everything that someone MIGHT not like, it's a game not a dictatorship where you can only play one specific way in case someones feelings get hurt by the couch button.
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Stops the killer getting you to a tactically positioned hook. In the basement, next to someone else who's hooked, in the center of a 3 gen etc.
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Exhaustion should not recover while running. Not by default, not with a perk.
The entire point of the change was that if you're running the killer for long enough that your exhaustion recovers, the chase has already been obscenely long.
You don't need another chase extender, the killer doesn't need a kick in the balls when they're already down.
This also doesn't just affect "tunnel vision killers" like you imply, as it also means exhaustion perks in general will trigger more often as running between objectives etc will allow them to keep cooling down.
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Plague isn't a BAD killer, to be lumped in with Trapper and Wraith.
She's a flawed killer in her design because what should be a fun and interactive power boils down to "everybody is broken" and you don't touch your power button again for 10 minutes.
She still nets a high kill rate, her power essentially halves survivability regardless, meaning she can either stack stalling perks and slow the game down enough to kill weakened survivors, or she can stack chase perks and blitz through pallets fast enough to end her half as many chases fast enough.
The reason she isn't popular or seen very often is because if you can't encourage survivors to cleanse, her power gets very dull fast.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/724460#Comment_724460
You literally called it a circle jerk. Now you're just downplaying what you initially said.
I called it a circlejerk, not a war crime.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/724419#Comment_724419
Okay and how should I feel when the killer burns and offering only for killers?
Tbh I don't care. I think "good for them" and play as normal. I don't take it as some bizarre personal slight. It has 0 effect on me.
The difference is everyone has the same bloodpoint boosts for every category, 50/75/100% boosts to each category, 25/100% boosts to everything, 100% for everyone. The only different offering is "25% to everything for 4/5 players in the game."
It's not an issue, it's just not something that should be expanded on.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/722469#Comment_722469
Though I agree the BPS should not exclude killers, you are doing something wrong if you are only getting 10k more than survivors in your average match. Chili alone puts me around 40 to 50k a match easily. Add in Distressing, maybe TotH and I'm pushing 70k. With a Pudding, I can hit 80k no problem.
Survivors don't come close. WGLF only effects Altruism score while PTS hits coop score. They have no blanket score increase like Chili.
I don't think BPS should be survivor only, but I do think survivors need a blanket perk increase like chili, without aura sight.
I was referring to a good killer game being about 30k points, and a good survivor game usually being about 20k points, before boosters.
Distressing and TotH both only affect bloodpoint game WITHIN a match, so no, without offerings they can't push you to 70k, you're still capped at 32 (64 with BBQ, 96 with Pudding.)
WGLF has nothing to do with your altruism score, it simply gains stacks from altruistic events. Its bloodpoint bonus is the same as BBQ's and can raise you up to the same cap. PTS is in in-game boost like Distressing and TotH, but boosts coop, meaning both objective and altruism categories can get a huge boost if you are an effective player. That leaves only boldness to work on through the match.
And again, your suggestion is what WGLF already does. (Maybe you're thinking of No One Left Behind?)
The only thing that needs to happen is survival needs some pretty significant events added (like survival points for each gen that goes off while alive) to make it possible to hit the 8k cap, as currently non-obsessions are capped at around 5k in a regular match, and the obsession at 6.5k, as all other survival score events are either exceedingly rare or insanely low amounts of points.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/722469#Comment_722469
######### is a "circlejerky survivor-only bloodpoint add on?"
Like are you really upset because some of the offerings are survivor only? You realize killers have killer only offerings, too, correct?
Btw there's literally one offering that a survivor can play that boosts the other survivors' BP gain and not the killer's.
I'm not annoyed, I'm just saying that it's not a particularly welcoming feeling when you load into a match and are shown 4 envelopes that say "Everyone EXCEPT YOU gets more points this match!"
That certainly doesn't need to happen to BPS, the bloodhunt doesn't have to become an "everyone but killer stacks boosts" event.
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I pumped millions of bloodpoints into David to have him p3 50 with every perk.
Are you gonna refund all of that when he gets some ######### self-sacrificing passive, because I now have to do all that work over on a good survivor? No, probably not.
That's why I don't want this to happen.
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Yeah how about no. There's enough circlejerky survivor-only bloodpoint add ons, BPS are about EVERYONE in the game enjoying it.
It also doesn't make sense that survivors can stack +400% bloodpoints that the killer can't, just because the killer often gets around 10k more points in a regular match.
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It's also on the new Wraith set, his chain dreads jingle when you spin him.
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@BenZ0 said:
For my opinion, even with buffs or addons changes, Legion still has a main problem that many ppl dont see, when it comes to kill survivors, you are a killer without power, just like a wraith, but atleast wraith can cloak again to gain extra speed and then blodyblock a pallet or window. Legion cant do that, so thats why Legion is the worst killer, even Leatherface can break pallets abit faster with the chainsaw xD
I get what you mean. Aspects of the power (like pallet vaulting) are designed around chasing, but can't ACTUALLY be used in a chase because any time it gains you is lost twofold in the self stun since you can't use your power to get a down.
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The only thing I hate about Plague is her main menu.
She says "Maia faiuum, dinghir, bokuva" like 6 times a minute, and the worst part is that her mouth just hangs open. At least make it flap open and shut.
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The difference is that before red ranks got to choose to party up and destroy killers that had no way to see it coming, through no fault of the killer's.
Now, a killer may destroy low rank survivors, but it's because survivors are CHOOSING to be with friends who are a much higher rank.
In matchmaking where we aren't capping ranks that can pair up, it's better to punish the players that have a choice in the matter than the killers who don't have a choice.
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I think it's the only thing that balances out how strong his portals are by exit gates.
If survivors are smart you shouldn't end up with 2 free to trap both gates.
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@MyName123 said:
@anarchy753 yes this pallet is similiar on the larys, but in the larys have a lot of safe pallet you can loop the killer, the underground dont have, do you understand?
The difference is that this isn't a safe pallet, you can't loop the killer around it, it's just once it's thrown down the killer has no choice. You aren't making a good play or outskilling them in any way, it's just a fundamentally too-strong pallet.
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@MyName123 said:
Devs, why did you remove this pallet on this ######### map?
Probably because they like to balance around fairness and choice. A lot of the tactics come down to a player. This pallet removes that, as it completely blocks a hallway. You HAVE to break it, there's no movement around it, there's no choice to leave it and come back. It's break it or lose the chase and lose any other chase that comes there.
If I remember correctly there was a similar pallet on Lery's but I haven't seen it spawn in quite a long time.
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I love the Game, so many references to Saw, a completely unique 2-storey design.
Outside of memey builds it's a pretty fair map, survivors struggle with the terror radius and 3 gens are harder to spot when they're on 2 storeys, but most of the pallets are incredibly safe.
Lery's is too generic across the whole thing, each room feels exactly like the last and it's too easy to get lost as both killer and survivor. It also has far too many windows and line of sight breaks that makes killer a miserable experience, before even considering the windows of death in the library, and the guaranteed douchebag running balanced landing in the center.
Hawkins is just a bit meh to me. Again, rooms feel very generic compared to each other, the long hallways are pretty annoying especially when you don't know where a door is for a large room and it turns out to be on the opposite side completely. Not a fan of it for either side.
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@Talmeer said:
I voted for the middle option, because as a pre patch Legion main, I don't trust addons and also the basekit is for me unacceptable. I honestly don't know for which part of the playerbase the basekit of the Legion has been designed, besides the people in the nerf threads.
Certainly not for the Legion mains.
They should buff frenzy to its old state and only redesign some addons and make them not to powerful imo.
The main reason some people have complain about the Legion are the addons of the old Legion. Even if some survivors do not have the knowledge to compare a Legion without addons to a Legion with addons, how I often got the image in nerf threads about the Legion.
TL:DR To avoid a second "Nerf Legion wave", after the Legion has finally got the necessary buffs, it is imo necessary to let the Legion only have weak addons. I prefer weak addons above a weak basekit^^.
A lot of the concerns about old Legion were that once he saw you, you were a guaranteed down. Frenzy was easy to use to keep getting hits and was incredibly difficult to avoid. Even if it was time consuming it felt ######### as a survivor to know you were going down no matter how you played a chase.
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#########.
And now despite saying that it posted.
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Yes, I found it after the edit, I was just assuming it would be an option in the discussion. Point is that isn't telegraphed anywhere until it's too late.
It now just does this anyway:
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https://i.imgur.com/i4CuN9P.png
Completely not shown on PC.
And now it won't let me post an actual poll because "you are not allowed to post a poll in this category."
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Oops, Pig still has fans, bring out the nerf hammer.
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I wouldn't say Ruin is unbalanced as it is, more that it's just a terrible mechanic.
There's not much joy in a game you lose because people keep looking for the totem and gens never get done, but there's equally not much fun in a game where your totem is destroyed faster than you can physically walk to it.
I'd be interested to see what would happen if Ruin was removed from a totem and made into a timed debuff instead, so it's more consistent and not as much of a game decider.
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MacMillan.
Coldwind have corn which just sucks as a map feature, and in general I dislike them because there's too much similarity. Every map has a large section of corn, every map has a shack, every map has a meat tree.
Autohaven is just an absolute pallet town regardless of the map. There's no mindgaming long, knee-high debris loops which is most of them, so usually you just have to eat pallet after pallet and hope that leaves enough time to get kills. Yesterday I got Blood Lodge 3 times in a row, and then again a few matches later. That was severely testing whether I valued my BPS over DCing.