anarchy753
anarchy753
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I still just want them to rework the 75% of her add ons that are completely useless garbage.
Debuffs while trapped completely go against her ability to stall by encouraging tunnelling survivors.
She has Jigsaw box add ons that actively BUFF survivors by allowing them to get more great checks.
Some of her ultra rares and rares have FAR worse downsides than the buffs they give.
Even Last Will, one of her ALRIGHT add ons just took a big hit because there's a chance her power becomes completely disabled before its effect can even be used.
It's a terrible design when players are happier to see a bloodweb full of commons and uncommons that rares and ultra rares.
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Survivors breaking from vomit often takes a similar time to actually hitting them with M1 (unless they go into an open area and just tank the full spray) and yet its injuring them is not considered a hit for the chaser emblem.
That combined with many survivors choosing to stay broken means you basically halve the chases you get in a match and your emblem suffers hard just for playing her as intended.
They seriously need to fix up emblems because so many killers lose points across them for using their powers properly and well.
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This is actually a great change.
Enduring is BUFFED against pallets, which it really didn't need to be, but hey, why not.
At the same time, perks like Decisive Strike and Head On become much more consistent options for survivors.
I'm a firm advocate against 2nd chance perks, but DS ONLY affects you if you're already playing like a bit of a dick. If I get hit by it these days, I never react with anger over DS, it's more of a reminder not to tunnel so hard, play better.
Head On is just an inconsistent mess, and like they said its stun is not well balanced for an action that leaves nothing between you and the killer, and a potentially very short stun.
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Purely speculation, but Mettle of Man was really shifty.
- It came in without any PTB testing. It's the first perk for years that hasn't been OFFICIALLY announced until it's already in the game, and they made no comment on it, or player concerns about it, when it was leaked.
- It came at a point where they had a SERIOUS drop in consistent players. They'd been testing horrible matchmaking trials that killed off a lot of player enthusiasm, and even when the Plague patch came out those numbers did not recover because the game was in a horrible state for lots of the players. They needed something to draw people back.
In my opinion, I think they knew it was going to be broken and OP, but they pushed it anyway as alongside a licensed character it increased the value of coming back to the game at that time for the survivor side.
Since the matchmaking issues have settled and players are picking back up into regular trends (rather than the big dip we had around that time) I think they feel it's safe to actually fix the broken garbage that is MoM.
All that said, I 100% prefer devs that try something one way or the other and put in effort to change it for better or worse, over those that just stubbornly leave broken stuff broken. Never buy things in a competitive game if you expect balance patches to not touch anything you like just because it's strong.
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Protection hits can happen when the killer carries someone. If you take a hit then, in most cases you can leave and heal up. 2 hits =/= a hook every time.
Not only that they said it may follow WGLF rules and include (safe) unhooks too. Many people manage 4 stacks of WGLF, 3 for a free extra hit is not too much to ask.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/480159#Comment_480159
Regarding your proposed Pig change, it'd feel frustrating to waste time doing something you knew would not benefit you by design.
I agree wholeheartedly with your comments on the Plague, however. Why isn't it OK to have a killer who benefits from preparing ahead?
Understandable, but I can guarantee it feels far better to search a box knowing that you WILL have to search another, as opposed to a Pig who has 4 charges of a power designed as a stalling method, and having 1/4 or more of those charges buy less than 30 seconds.
You get a trap on, you string someone up, you think "ok, I JUST took a bit of a hold on the momentum of this game, I can progress where there AREN'T at least 3 survivors on a gen" and before you can even down someone your power just got negated.
If her power had infinite charges (not really suggesting that just theoretical) then fine, but having 25% of your power do basically nothing is crippling, especially now that not only can the hatch negate another 25% for free, but if your stalling power does ######### all due to random chance, then the rest of it can be removed entirely now because they don't function once gens are done, which get done because everyone's back on gens cos the trap came off fast.
Having to search minimum 2 boxes would not be the end of the world.
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@PuppetLivesMatter I don't know what backwards world you come from, but the solution "JuSt UsE dIfFeReNt KiLlErS" is the dumbest thing I've seen squeezed out on these forums.
The entire problem with the perk is that it's unavoidable for many killers, and "they're already worse than other killers" is not an excuse to put in perks that majorly nerf them while barely touching higher tier killers.
This is a game with 15 different killers and we shouldn't just be seeing 2 because survivors whine that they want their free wins against everyone else. The best start to that is reworking garbage like MoM, and ignoring players that cry because you're taking off their training wheels.
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The hatch shut and the hatch jump need the same wind up time, and if either one starts the other should not be able to start.
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I'd like Sole Survivor as it is now, but rather than 3 tokens, one for each death, do 9 tokens, one for each hook stage. That way you gain benefit from it through the match without all your allies dying, but it still has the same maximum effect.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/477891#Comment_477891
"To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked?"
Why wasn't this thought of when Corrupt Intervention was designed? This is the scenario that realistically happens against any competent team which is why people aren't using it.
Nah the biggest issue with Corrupt Intervention is that it doesn't prevent fast gens it just picks which ones go first. 4 gens in 2 minutes is still possible, and insane, while you chase the first survivor.
The worst part about it is that unless you spawn up one side of, say, Azarov's, the 3 blocked gens are nearly always spread out massively which is actually a huge advantage for survivors when the last one needs to get done.
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"I don't hide from a perk with 5 or more counters, so I deserve a free hit perk that can't be countered by a majority of the killers!"
Great logic there.
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It would be decent, as it would also prevent the annoying occurrence of running past your totem in a chase or having to hook a survivor near it and having their SWF cleanse it without any chance of defense.
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I don't see the issue.
If the problem is balancing other sounds being drowned out, then make their volumes automatically lower when the other music is meant to be obscuring them.
Being able to almost mute chase music wouldn't have to make everything else easier to hear, just make them quieter while in a chase regardless.
I shouldn't have to be deafened by chase music to hear survivor/myers breathing at regular volume like you're meant to.
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@Tensor said:
" since survivors won't stop fixing generators."
Um, you mean their entire objective!!!! Who'd have thought!
He's not saying they should, he's saying that the biggest issue right now is that there is no reason to.
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Adept Killers - Run a perfect, flawless game on a killer, using only 3 perks, most of which cripple you by not allowing you any sort of stalling perks, nor detection, nor chase perks.
Adept Survivors - Barely scrape what is considered a win.
They really should alter both to be 1 pip (rather than escape/2 pip.) As it is they should at least make it "leave through the exit gates" so that you have to have a DECENT performance as survivor and not just hide while your teammates with better perks carry you and die.
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Gen speed at the start of the match is the biggest issue in the game right now. Somehow their most recent major fix for pacing was increasing healing time. (Seriously?)
It cripples non-chase focused killers because the time to find a survivor and get a first hook is usually easily enough for the 3 others to get 2-3 gens done unless the first is literally a potato in a chase.
Having more than half the game over in the first chase is ridiculous, and thinking Ruin is a fix for that is a joke. Not only that but other stalling perks miss the point entirely. PGtW is a huge chunk of time, but can only come AFTER a first hook. Corrupt Intervention redirects survivors, but if they still rush it almost guarantees that the last gens are split really far apart which cripples the late game of most killers who would depend on it.
My idea personally is to debuff repair speed the more gens remain. Ie, fixing the first generator (or 3 gens at once with none complete) will signficiantly decrease how fast you do them, even almost to half. As soon as one or two pop, you'd be almost down to the regular speed, and the last gen would be unhindered. That'd grant killers far more time to get a hold on the game without more than half the other teams objective being done in under 2 mins, without making it more difficult to try for the last gen, especially in a 3 gen.
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SWF is broken as #########. I'm more than happy to play against 2 2 stacks and even 3 stacks. Usually I'm pretty nice and I'll take a 4 stack begrudgingly but if they're an absolutely disgusting squad that thinks there's any skill in stacking 12 second chance perks with flashlights and instas, you can guarantee I'll avoid them from then on.
There's a couple of squads in the mid-high Australian scene that pop up pretty frequently and won't play outside of a 4 stack with training wheels on everyone, there's just blatantly no fun in a game with them and I don't know anyone who doesn't dodge their lobbies.
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If anything, Coldwind Farm is more appropriate as a comparison to the game for survivor vs killer. The difference is you're 5 times more likely to get Coldwind.
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I really hate it from both sides.
As killer if I'm doing really well, I may as well let them do a few gens because then I can at least find the hatch first then remove the second to last person. Otherwise I kill the second, and it's just luck who the hatch spawns closer to. I'm actively being punished for doing my job well because now the last person can just RNG a free escape without any counterplay.
On the survivor side it was the one requirement that made useless teammates AT LEAST try to get 2 gens. Now there's nothing to punish them for skulking around the map doing nothing waiting for me to die, because no matter what, the hatch will spawn.
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I wish gates would slowly regress when they're left at 99%. I'm having the issue that survivors keep realising they have 6 extra free hit perks to burn so want to get everyone unhooked and healed up so they leave the gates at 99 so they don't have to worry about the timer.
This whole thing is to prevent survivors hanging around as long as they like and it doesn't even do that.
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Gates feel really problematic at the moment for both sides.
My biggest issue at the moment is that the entire point of end game collapse was to prevent survivors hanging around in the game as long as they feel like to taunt the killer. Now the only difference is that they leave both the gates at 99% until everyone's good and ready to leave and then touch them.
There is no 2 minute "pressure to get out," it's a joke.
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@T0xicTyler said:
We're getting info on the Freddy rework this month.
Yeah, boy I'm excited for that. Especially after what their idea of a Legion rework was, I can't wait for them to go "Freddy no longer gets aura reading in the dream world, see guys now he's balanced and fun."
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/471574#Comment_471574
For MoM try stbfl. It was about second chance perks, I know.
People seem to be under the flawed mentality that only survivors have brokenly ridiculous things. EVERY OP thing needs looked at (insta-saw,MoM,survivors need a second objective, iridescent head, brand new part, keys(not broken), ebony mori, insta-heals,prayer beads,map design (some of these maps really need looked at),extra blinks and permanent T3.
I don’t have a problem with all of these but other people do.
The reason so many people are annoyed about MoM above most of that other gross stuff is that they had literally YEARS of complaints about DS being a free extra hit with no choice to counter it as killer.
It took them YEARS of stalling and pretending to be working on changing it before it got reworked into a perk that can be avoided by not tunnelling.
We had 2 WEEKS, 14 DAYS where DS was nerfed and we got to have some fun in matches without feeling that constant pressure of a free hit coming as a blindside before MoM was pushed into the game with no PTB, no testing, no opportunity for players to point out it was garbage, and the games are back into the same power dynamic of fighting through free hits to scrape a few kills, especially with SWF stacks who all bring them all.
Now what have we got? "Uuuh, we're totally listening to the overwhelming feedback that MoM is disgusting guys, we'll get around to thinking about changing it in 2 years"
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Exhaustion add ons are fine. There are SO MANY debuffs that take you lower than baseline survivor abilities, like mangled, hindered, broken etc, ALL exhaustion does it lower how much above baseline you are.
If you're so heavily reliant on an exhaustion perk that you cannot survive without it, then you aren't a great player to begin with. It's amazing to see how many players absolutely flail like a rank 20 when they can't fall back on Dead Hard every single chase.
I'd love to see exhaustion add ons become more common on lots of killers, as it would encourage more variety in survivor perk builds than the cookie cutters we face every match.
And again, it's the ONLY counter in the game to exhaustion perks.
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I'd love to see it get AT LEAST the same treatment most other maps got, being conditional windows. On nearly every other map (with a few exceptions) they made most windows behave like "if X window is open, Y window will be guaranteed shut."
The most gamebreaking part of Haddonfield is the every upstairs has multiple open windows every time. There's NO WAY to stop the house being loopable, and especially the ones with balconies make it braindead for survivors to loop flawlessly. (Even moreso with Unbalanced Landing.)
It literally just becomes "if they commit to vaulting that window I drop off the balcony and continue, if not I stay on the balcony and teabag because I'm immortal up here."
There's a lot of times where you can just choose to go for worse players but Haddonfield is so easily abusable and there's often essentially 3 of the same strong (to infinite) loop spread neatly over the map. As soon as you see more than one survivor go straight for the houses with balconies you may as well just stand in the corner for all the good chasing them does.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/471572#Comment_471572
He has what he used to which is to chain stab multiple survivors, but as stated above I used Thanatophobia to maximize this part of his ability, and they nerfed that for WHATEVER reason, so now to even use him I depend on ruin to help me in most cases, Thanato still works its just worse than it already was before.
And it was bad in the first place.
Yeah, he can stab multiple survivors, the issue is Deep Wound no longer presents any real threat, and most of the time to mend is completely negated by the amount of time it takes to get to the next survivor who still has just as much ability to sit under a pallet and negate their whole chaining ability anyway. His chases are also longer than most killers, except maybe Trapper or Freddy, because he literally has no other play to down someone besides just chasing and looping. Nearly every other killer has SOMETHING that can aid them even a little mid chase, some are hard to use like Pig and Wraith, but they aren't incapable of downing with those hits.
He just has next to nothing going for him over being an M1 killer without a power for a large portion of the game.
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@GrootDude said:
@anarchy753 I’ve addressed MoM and dh already. I’m aware what smart survivors do with dh since I’m one of them when I use it, as for adrenaline, I don’t understand the problem with it since all gens must be completed.
This thread was about “if I hit a survivor it should count” so dh, adrenaline and DS aren’t important.
It's the title of the thread but clearly not the limit of the discussion. It's about all the free-extra-hit perks being overbearing for killers who don't just play the most broken 2.
Edit: Also "all the gens being done" doesn't suddenly balance 4 health states potentially being instantly recovered. Basically it's saying "the killer is already in a difficult position, of course there should be perks that kick them in the teeth." Remember Me just got deleted from the game because there was a rare situation that MIGHT have felt unfair for one survivor, and Adrenaline is a much more common, much more oppressive perk than that. All we want is equal standards for both sides.
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I tried to give him a go, but he's just so incredibly underwhelming. He has so many downsides that it just hurts.
EVERYTHING YOU DO seems to leave you with 0 power bar, even running faster recharge it felt like I was waiting for tremendous amount of time just to be able to use a really mediocre buff.
He has 0 power in a chase now, and while a lot of killers are 115%, killers like Pig and Wraith who have similar ambushes can at least ATTEMPT to use them within a chase to get the second hit. Legion is forced to chase at 115 without touching their power or they CANNOT down the survivor. If they do they can get close and then stun themselves only to leave a 4 second gap between themselves and the survivor anyway, it's completely useless.
Not only that, the only "benefit" their power is meant to have is being able to chain between survivors, but they still move pretty slowly between them. Survivors are revealed huge distances away and nothing is to stop them running the opposite direction to extend that gap and waste your power. Sitting under a pallet also means the Legion either stares at you until their power bar drains, or tank the stun (MAYBE getting a hit) which drains their power, meaning they cannot chain anyway. It was the biggest frustration of playing them that just sitting near a pallet was a foolproof way to counter their power 100%. You don't need to drop it until they try to hit you, and if they don't they revert to an M1 killer anyway.
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I like your suggestions of reducing the grind, but I think prestiging a character to P2 and P3 should start them with T2 and T3 of their own perks. It's thematically cool because as you increase your mastery of the killer they increase the mastery of their own talents.
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@GrootDude said:
Also you say these things ruin the fun for you, but (most) survivors don’t like being hard tunneled.
That's lovely, but only DS and BT have anything to do with tunnelling.
MoM is a free extra hit without a condition to trigger it EXCEPT that you aren't playing a killer with an effective method of downing. It only punishes the killers who already have the most trouble managing time and map control and it basically doesn't affect the others.
Dead Hard also has nothing to do with tunnelling. You can say "fake it out" all you like but that isn't just some foolproof magic solution. Many of the smarter survivors don't rely on it dodging the hit, but instead use it to reach pallets that they would be hit before and extend the chase indefinitely. There certainly are situations where you can get them to whiff it, but there's so many more where you rely on a crucial hit and know that it can never land because of DH.
Adrenaline also has nothing to do with tunnelling, it just grants a free health state and double sprint burst, further crippling the killer when it's just ticked into the part of the match which is already an incredibly bad point for the killer.
Most of these perks aren't inherently broken, the issue comes from the fact that any survivor can stack as many as they like together and add up tonnes of free hits. Not only that but there's nothing preventing multiple survivors running the same scummy build. It's a game that relies a LOT on time management for most killers, and perks like these completely throw that off with little to no consequence. Hell, even back in the day DS was intended to be less effective if you weren't the obsession, now OoO is the only survivor obsession perk that actually changes based on the obsession status.
This is the exact same reason a debuff like 'exhaustion' exists, to prevent the stacking of abusive perks that would break the game if they could be used together. Free-extra-hit perks need their own debuff to prevent multiple of them being run together to huge success with very little requirement for the survivor player.
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If the concern of rewarding it is SWF abuse, maybe trial it where you can only give props to the opposite side. That way it discourages being a dick survivor or dick killer as you miss out on potential points the other team can give you.
Sure, there's always going to be circlejerky "I give you props so you give me props" but who cares? A few thousand bloodpoints is still a completely insignificant amount in the obscene grind that exists right now.
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Like @George_Soros said, the killer is under a lot more time pressure than survivors. You can take your sweet time wandering the map to find the hatch but unless someone literally runs over it in a chase, the first time the killer is actively looking for the hatch is when it's open.
Yeah, it's going to be hard to win when the hatch is shut, that's the point. The hatch IS your second chance when everyone's dead, and beyond that second chance you get a further THIRD chance that the gates can be opened. You want your hand held more than that and you may as well go watch a movie for all the input you'd have in the game.
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Legion was unfair and boring to play as and against.
The changes were essentially to delete their power so nobody will play him.
You receive 5 stars from the survivor side (4 times as large as killer) as regardless of their playability, survivors no longer have to go against broken bullshit.
You take that as good feedback, leaving an underwear-stain-tier killer that nobody wants, because now survivors are happy that they don't see them any more.
Ok.
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I mean he still has a dark, robe-like theme. Even if they only have the rights to the mask, it's only a matter of time before they "conveniently" add different cosmetic outfits that just happen to piece together to look more ghostface-ey.
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Gotta be honest, as a killer player I don't see why bodyblocking the basement is something you want to fight for. It was scummy as #########.
There are also only a few points where this changes anything.
Bodyblocking to grief and hold hostage, 100% should have been gone years ago.
Bodyblocking to hold survivors for the EGC death, exploitative of mechanics in a clearly unintended and overly rewarding way.
Bodyblocking for hits, not really gone, you can still get hits.
Bodyblocking to wind up a chainsaw so you can laugh at how you completely outskilled a person who basically has no other option besides an ally dying, deserved to go, Billy can afford to take a hit or two, and Leatherface is still god of the basement regardless.
Bodyblocking to set off a Pig trap 2 minutes later, scummy as #########, very similar to the EGC thing.
Bodyblocking to wait out perk timers, ie, Borrowed Time. Arguably a nerf to rare counterplay, but again not an intended play and cheesy as hell. It's a perk to punish tunnelling like a dick so this really isn't a bad nerf.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/462591#Comment_462591
Can confirm. The 80% rate is due to a couple different reasons:
1: The stats used your rank after the match, not before.
2: The pipping thresholds were much higher at the time for survivors.
The two combined means that:
1: Only the very best survivors were in rank 1 at the time.
2: Those that did die would likely derank, counting as a rank 2 death rather than a rank 1 death. This greatly inflates the survival rate of rank 1 (and the red ranks as a whole) since all the deaths are being offloaded on lower ranks.
I talked it over with the stats team and a more accurate number taken from April 11th is closer to 43%.
"Only the very best survivors were in rank 1 at the time"
I thought we were discussing not jumping to conclusions here. Most of the "best" survivors just had all the benefits of deranking built into the game's rank by default, and all they have to do is maybe not save 3 people off hooks each match. Not repair a heap of generators each match, or hell, run a killer around all match and still get an easy depip. Faster queue times, less tryhard matches, and the other 13 killers are all huge motivations to NOT be rank 1, whereas the motivations to be there and maintain it are:
- Get a one off achievement.
- Prove that you can.
Hell, most popular streamers are popular because they're great players, and they're still likely to derank since sitting on a generator and walking out the gate are far less entertaining than running a killer for 5 gens and making risky plays. Hell from a killer side, players who are exceptional on killers like Nurse are deranked for killing TOO EFFICIENTLY.
Yes, you can argue it takes more skill to be in rank 1 now than it did before. That does not equate to the best players being there, just ones that play a balanced match of different roles, and still actively want to be there.
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Prayer Beads is absolutely one of the most broken add ons in the game.
Being able to grab people off a gen at the start of the match with absolutely 0 indication that it's coming except MAYBE a patch of grass may wiggle is ridiculous. It can happen before anyone in the game has even seen that it's a Spirit.
I'm all for strong add ons, but counterplay still needs to be a factor and Prayer Beads simply lacks it. It becomes literal guesswork of "gee maybe at any second I can be grabbed, so do I get grabbed or hide in the corner of the map waiting for hatch?"
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@chococri said:
Survivors always cleanse even in red ranks... You have to force them to do it in a way or another.
That's the issue which is being discussed here. There is very little incentive to cleanse. Most strong survivors can loop effectively, and as she's a basic M1 killer without corrupt purge, that's not a real threat to them, even being broken.
There is no debuff for being sick, no slower repairing or slower movement, you're JUST injured and that's not really a great power overall.
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Even if they put some more effects on add ons. All she has at the moment are 95% "slightly/moderately/considerably tweaks cooldown/charge time" etc. She has no added effects to vomit, only her URs give her anything that isn't in her base kits, nothing she has really shifts how she plays from "puke til broken, M1, wait to see if you can get corrupt."
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Was playing a game as killer against a swf group including a twitch streamer.
You should certainly report them and attach the video of them calling your perks. If they did it instantly when the match began it would be pretty clear whether they had time to open up the friends list, see your name, check your stream and see. (Even if you weren't streaming, no guarantee you didn't delete the vod)
It'd also pay to see if they do it every single match too.
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@Tzeentchling9 said:
I play both though. So I guess I want both sides to be OP?
People just assume I'm a killer main though because I still call Survivors out on their BS. Even when I'm experiencing it from their point of view..
I sympathise. I play survivor but I don't touch perks like MoM, old DS, Adren etc. I play killer but not Billy and Nurse, yet whenever I give an opinion that something popular yet annoyingly strong should be changed, I'm suddenly a "salty other side main."
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It's probably a lot easier to track people using add ons than it is to track people vaulting a window that's blocked but not registering as blocked. They probably only have reports to go on for it.
I'm not saying they shouldn't get a short ban, but it must be a difficult thing to do and the effort is probably better spent just fixing the exploit.
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@not_Queen said:
Do you got to the Opera? @Watery
I know there's cosmetics but PHANTOM KILLER WHEN?
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It really pisses me off that people keep saying stuff like "we already have Legion and that would be Ghostface's power!" Like what the hell, you really think just having a knife lowers the options for powers to "It HAS to be stabbing and similar to Legion."
Leatherface and Billy both use chainsaws, and looking past the actual balance of them, they're still distinct in their gameplay. Hell, Myers and Legion both have knives but that doesn't make their powers remotely similar.
Personally I'd love to see Ghostface with a power revolving around calling people. Imagine like 90s style phones on a small table as a prop (like Jigsaw boxes) that he could call and survivors would be forced to pick them up or suffer debuffs near them if they don't. He could laugh when you've answered the phone, hiding his terror radius to the survivor who answered or reveal their position. I dunno, there's TONNES of possibilities that would make him more distinct in the game than the tryhard squad.
I also like the idea of using phones as it would make sense to name him "The Voice" as it's usually what the voice actor of Ghostface is credited as anyway.
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The satisfaction survey got nerfed because it had potential in the late game, we'll never see it again.
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@BillSimmons More likely to do with the post the McLean got involved in about Pig, as he believes the data a lot of us were discussing (About RBT chances) was faked. It's a really great move by them, everyone loves transparency and stats from games.
In regards to the data, I'd like to see the rate of usage and the success rate of killer add ons, maybe filtered to people who have played a certain amount of games of that killer if possible. Such as how many players use trapper bag add ons, and what are the success rates of them compared to other less popular add ons. Pig specifically interests me as many of hers don't seem very influential in matches.
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The issue with DD is that it's 20 seconds on hit and then a cooldown.
So you hit and injure the obsession then you either:
A. Keep chasing them, generally lasts more than 20 seconds and your TR never moves more than about 10m from where it would be anyway. Perk does nothing.
B. Ditch the chase, hope you find someone else within 20 seconds. Hope they don't see you coming. Hope they aren't SWF. Hope that you get more than just injuring them because otherwise you basically just traded a down on the obsession for a down on someone else for no real net gain.
The only case it does much is if you find the obsession already injured, down them to apply DD then slug them and all rely on all the same things as B anyway.
If you want to hide your TR, Tinkerer is infinitely better. It isn't reliant on finding the right survivor to use it. It doesn't only work while already in a chase making you question what you're meant to do when you're half-stealthy mid chase. It gives you information at a critical time and can help you prevent gens going off.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/447596#Comment_447596
The key point is it may be 10% now but is it so hard to look at what could happen? What if that 10% turned into 50%? You cannot take the current percentage and use it for a change such as this, to think you can shows a huge lack of understanding regarding balance.
Actually that 8s how balance works, if something is hardly used due to it really not having an impact can then suddenly be used to negate an entire scenario being implemented then for balance it needs changed.
Balancing isn't about just change this, it's about looking at every scenario and seeing what can happen.
DS is still strong, if not stronger at end game which many of us knew would happen and why in the past and i suggested it shouldn't work after the gates are opened as nothing should be a free escape it should be earned.
It's not 30 seconds as the gate takes 20 seconds as it was changed back from 15 to 20, it takes 36 seconds now.
Do you honestly think making a change for better balance for the hatch which has been debated since 2016 and then leaving a perk which would would guarantee it's in favour of one side a good idea?
Why the big uproar of a perk you say was in <1%? I will tell you, you know how strong it would be and are upset it won't guarantee you that kill now, that's the bottom line.
If someone cant see a logicsl change for balance reasons then It's not about balance it's about wanting something to be overly strong so it can be used, that's a terrible mindset to have.
OK so you clearly don't even know what the hell the perk is or why it was nerfed.
The ONLY situation where RM became "unfair" was when the killer had 6 stacks of Remember Me, (That means no tunnelling in a NUMBER of different ways, no one hit downs, no chainsaws on at least one person) AND not all the gens were completed, AND 3 survivors have died. After that the killer also found and closed the hatch starting the EGC which leaves the only option opening the gate through Remember Me. The killer has performed EXCEPTIONALLY to that point, (also using only 3 perks because Remember Me doesn't affect the rest of the match) and they're worried that it "doesn't feel like a fair enough shot that the last survivor still gets to escape."
In EVERY other match, Remember Me only comes into play when, A. there are multiple survivors alive, and B. they aren't on a timer because EGC starts AFTER they open a gate through Remember Me.
Remember Me is currently seen in <1% of games roughly. Hell I haven't even seen it this year. That's how underwhelming it is when it adds 30 seconds. Now rather than leave it at that ALREADY PRETTY ######### LEVEL and make a change to it for that one INCREDIBLY RARE SITUATION. Scale it? Add the condition "Remember Me is disabled if the hatch is shut?" They instead decide to remove 50% of its effect so that that single, infinitessimally small percentage of games won't feel strong.
The PTB version of Remember Me won't be in <1% of games, it will be in Adept Freddy attempts and NOTHING else because it no longer functions as a perk.
Also your response is absolute nonsense, there's not other word for it. "What if 50% of games MAGICALLY become a 1v1 with a closed hatch now, due to no changes to 90% of killers, gen speed, survivors or the game in general?" Are you serious? What, you think changing the end game is going to spontaneously ripple the universe and suddenly the entire game will have changed despite nothing that affects pacing BEFORE the end game changing?
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/447168#Comment_447168
I'm worried you think the opposite, if you really do think that a perk should be allowed to guarantee something which goes against what the new hatch idea then you are showing it's something you are upset aboutand probably as you would start to use it.
Its one perk which woild only be atrongest in that scenario, it can be reworked if needed an may well be with the Freddy change but for balance sake its logical to change it for now.
https://forum.deadbydaylight.com/en/discussion/comment/447529#Comment_447529
No perk is ever needed they all aid you, if wake up started to become a necessity if more people started using remember me in the hatch scenario then that's bad design.
I haven't run exhaustion perks since 2017 and never had a problem, those perks are not needed them, I prefer to lose the killer, exhaustion perks aid a survivor with some distance they never guarantee they don't do down.
Ruin is also not a guaranteed win it just helps you slow the game down in the start as it can last 20 seconds or 5 minutes depending on the survivors, the former being the one most players claim, it's never needed though even though some think otherwise but you cant change how those people think, I dont run ruin as it's a wasted slot most of the time, I prefer perks which aid me in the chase.
I don't believe the ######### you're suggesting, and if you go into my past comments you can see that I suggested a rework.
The key point of which is to make it fairer for that scenario that probably amounts to less than 10% of games that Remember Me is in, WITHOUT making it a worthless perk and removing half of its effect in every other situation.
Essentially deleting a killer perk because there's a single scenario which requires a LOT of different factors to come into play where it might not feel fair is not balancing, it's avoiding the effort of balancing the perk by just nerfing it into the ground so you don't have to think about it.
It's like how the DS rework went through iterations like stunning the killer without a drop. That would have killed the perk entirely, rather than the current iteration which makes it a decent perk to combat unfair situations.
16 seconds on a gate in a vast majority of games is so worthless that the perk will be seen even less than the what, <1% of games it's in now at 30 seconds?
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Overall it's a really difficult question.
Nurse and Billy are ruled out off the bat, a lot of their abilities take survivor skill right off the table, like "oh boy you heard a chainsaw and hid on the West side of an object when you should have used magic powers and guessed to hide on the North side, EZ HOOK."
Legion, Freddy, Cannibal, Wraith, Clown, and Doctor all certainly lack enough to consistently control a game, whether it be map pressure, control over chases etc. Pig is decent but I would say her complete lack of useful add ons with a cookie cutter build shows that she has some fundamental flaws, not to mention the loss of her end game viability. I would put Trapper as currently one of the worst killers in the game, his power is FAR too in the hands of survivors, has too many built in counters, despite an add on rework he still has NECESSARY add ons, and requires huge set up time that the game simply doesn't allow.
Spirit, Myers and Huntress are all top contenders. Their base kits are strong and can easily net plenty of kills, though unlike Nurse and Billy, come with significant yet reasonable drawbacks. The only reason these 3 aren't up there is because they all possess what I would consider game-breaking add ons. Prayer Beads remove almost all survivor counterplay, and getting grabs before anyone in the match can even see the killer is a Spirit is laughable. Being able to mori someone as the potential first "hit" of a match, also potentially when they gave you 0 evil, and VERY early in the match in the case of Tombstone Piece + faster stalking is the furthest thing from balanced in this game. And Iridescent heads is permanent exposed status for essentially landing what is Huntresses basic attack.
In my eyes, it'd be Hag. She possesses map pressure, a power that affects chasing, reduced movement speed to make up for some of her significant strengths, and survivor-based counterplay to her power. Some of her add ons are pretty crap, and some have been bugged for months on end, but almost all of her common to rares are useful to a degree, and Mint Rag is incredibly strong used well, but not outright broken. She is fun, creates a distinct and unique game for survivors, and isn't a guaranteed win nor loss. Most importantly, she allows for many skill based plays on both sides.