bjorksnas
bjorksnas
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1825367#Comment_1825367
I'm not touching placebo tablet with a ten foot pole.
Any perk suggestions? Looking to fill those other slots with perks fitting of scrooge's character.
well, scrooge likes being able to defend his money, which you can't do if you are stuck in long cooldown animations, save the best for last
but also compound 21+33 both give extra bp so I more meant those two
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1825351#Comment_1825351
I'm thinking perks related to bloodpoint gains.
But Franklin's could be a good fit. Those survivors will never get my chests or items >:D
Blight has 3 extra bp addons, maybe have the extra bp be addon slots instead
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I don't know about this, but then again the only bugs I know with blight are
Random cooldowns for using your power too fast
Permanent borders as if you were using your power even if you aren't
Collision not working
Collision working too well
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1825226#Comment_1825226
If this wasn't a hex and it didn't have a cooldown I'd agree with you, but that's not the case, so it's not a counter.
they said "No but this specific combo has ZERO counterplay." I just listed a counterplay option and said that it exists, it wasn't even meant for you
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@Claudette_Baguette said:
https://forum.deadbydaylight.com/en/discussion/comment/1825212#Comment_1825212
No but this specific combo has ZERO counterplay.
..
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@EvanSnowWolf said:
I think one thing that might help is to cap items. Maybe 9? If you are at cap for a given item it won't appear in that character's bloodweb.
cap for items would make it too easy to stockpile effectively and use good ones every game. Sure from level 1 it would take a few bloodwebs but if a survivor can bring a skeleton key with 2 strong addons or medkit with instaheal every game then instantly get it back guaranteed from their bloodweb I think this game would be way less fun
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@Darkwraith13 said:
As a survivor and I am on the hatch and it says "jump through hatch" and my character starts the animation I should be able to escape. But no a killer can come up mid animation and just slam it shut. Like ######### is this behavior? Killers can also body block the the action button but a survivor can't...? @Peanits
and you would rather have old hatch stand offs, right
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Every few updates something breaks, reinstall on console, and verify integrity of game files on steam
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1823572#Comment_1823572
No...not one sided.
Just don't touch DS, and that's it. I learned to deal with it, my buddies learn how to deal with it, everyone learns how to deal with it. I'm just on the other side of the spectrum, I have my own thoughts about it. I don't post "here's why ds is bad kekw upvote me" because I learned to deal with it. It's a Meta perk for a reason and it has its own counters.
I also believe NOED is fine, even though I dislike it when it's used against me, it's perfectly fine.
So if that makes me "one sided" lol because of ONE perk that I defend, then so be it.
I just find it hilarious how some of you killers can't comprehend that we're not on the same wavelength, that we're all alike.
We're not.
no no no, thats not the one sided part
the one sided part is not mentioning or not thinking that people from both sides will complain
remember some survivors and killers will complain about everything all the time 24/7 until they get their way, and even then they will complain more to try and keep it
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1823516#Comment_1823516
Oh yeah, because the survivor complaints outweigh the killer whining.
No I just usually think you are one sided with your arguments such as people on both sides not complaining about a change like this if it was made (that doesn't mean everyone it means that people from both will complain)
People from both sides complain about everything anyway its closed minded to think that only one side would complain about this, and not both
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@BigBrainMegMain said:
No, killers will still complain that:
- It still works End Game.
- They weren't tunneling.
- They downed all 10 survivors and still got hit by 20 Decisive Strikes all at once.
No, Survivors will still complain that
- It doesn't stun long enough
- They already used their unbreakable when the killer slugged them last time
- They only get to use it once as a free invincibility shield for 50 seconds of gens then hop into a locker for a free stun because the killer thought it ended
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@Bjario said:
Does that mean you can also see the aura after 30 seconds? Or is that still 45 seconds?
yes
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if all killers were balanced like legion they would lose all sense of fun to play and be even more boring to face
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1822291#Comment_1822291
it would need to be an addon to not even get the predator effect and the flickering and NOT a constant default thing, or else spine chill would be an absolute requirement if too many people decided to play him on top of other stealth killers suddenly especially once freddy gets made trash
not seeing him outside of 24 meters not being able to see him would not singlehandedly bring back spinechill, him being more popular for a few days will then it will die back out unless people get addicted to spinechill (because thats how it starts)
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I don't think full invisibility means that all the way up close, I think it just means at a range you can't even see him when cloaked, probably like 24 meters or less with addons which they might change 1-2 to be full cloaked from a closer range
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@Larz02Barz said:
https://forum.deadbydaylight.com/en/discussion/comment/1819434#Comment_1819434
So practically were using the multiverse theory almost I mean it could make sense
Well yes, it was already hinted from archives the entity traverses the multiverse, but its also theoretically it can traverse time by just traversing universes in the multiverse theory.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1818802#Comment_1818802
Why not just make it work on every skillcheck im the game
there are only 7 skillcheck instances in the game,
Normal: Generators, Healing
Powers: Shock therapy, Jigsaws Baptism
Perks: Overcharge, Oppresion
Addons: Soul Chemical
Theoretically it should work with 5/7 of these which is more than enough to not limit design space
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shes always been bugged
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yea
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@BillyMain77 said:
Been like this for awhile now. Game is going down hill.
Every time you play killer someone just dcs or is straight toxic so the killer community gets smaller and smaller with every passing game.
Sucks when you cant even get dailys done.
As a survivor main now i no longer play killer and im not really playing survivor anymore either. Takes forever to get a game and when you do nobody is on the same skill level.
Game is a mess right now.
its not the game going downhill because survivor queues are going up, and it wouldn't be if killer queues were going up either, thats just how a asymmetric game that allows you to pick your role ends up, take wow for example, you need 5 players to raid a dungeon 3 dps, 1 tank, 1 healer, just because you didn't find a healer for 20 minutes doesn't mean the games going downhill it just means supply is down. And according to the laws of supply in demand it won't ever get bad enough because eventually some players will be enticed to play the other side because it queues faster or got a buff. Creating a never ending ebb and flow of supply and demand shifting
you only think its the end times because 4x the people feel it when killer supply is down
and if it drives someone off because they don't want to be part of the over supplied side and refuse to play the under supplied side that just means more deserving players take your place and have a shorter queue without you
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/1819552#Comment_1819552
Remove the perk then, because the perk is doing what it's intended to do. You have too heavy of a prerequisite on the item as it is. Gens need to be done AND people need to be dead, or you need to be the last survivor left and the killer has to have found the hatch first. I think the most they can do as it is, is to allow 1 person through the hatch at a time. That only makes it so the last 2 can really get through. Even then though, with how they buffed Franklins, it's good because you can see where the item is on the ground, so you know if they are going back for it. It gives you information as well. It's not nearly as bad as people would think it is. And yes, you are going to have more perks from survivor side. It's 1v4. Unless they magically allow killers to have 6 perks, it will be hard to find a way to nerf keys.
Survivors have perks that are intended to counter killers abilities too. Thats the reason its a perk. It's used to give you an advantage in some way....
the perk wasn't designed to singlehandedly make keys balanced all of a sudden
gens need to be done? 1-2 fly at the start of the match guaranteed, record 100 matches first 2 minutes and count how many have 1-2 gens done before the first 2 minutes of a match are up
survivors dead, thats a given because 1-2 gens just flew and the killer will be racing to mount pressure probably by killing a survivor
whats this you have at least 80 seconds of time to sit on a gen while your teammate gets farmed and dies, congrats if you just secured a win if another teammate dies or you can do 1 more gen
"unless the killers had 6 perks it would be hard to find a way to nerf keys"
no it wouldn't here let me help you find it
keys can't be found in chests
keys only open the hatch if you are the last survivor
new key secondary use open chests faster and increase rarity of item / put addons on the item
bam suddenly balanced to not be game changing items
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/1819533#Comment_1819533
Thats the point of the perk. Might as well just remove it cause whats the sense of a counter perk if everyone thinks its dumb...
If something is too strong to the point where you need to throw away 1/4 of your build as killer as a "counter" then something should be done about it if its against survivor its more acceptable because they have 16 perks between them
Its not the counter perk people think is dumb its the throwing away 1/4 of your perks as killer which are more impactful than survivor perks and you only get 4 of them
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@Poochkips said:
This logic is.....contradictive thinking. Mori's do literally the exact same thing. End the game prematurely for the survivor you mori. not only that, it puts them on the back foot extremely easily with how easy it was to get it off. Keys have a prerequisite that needs to be filled, and even then, it DOES have counter play....unlike mori. Keys DO have franklin, like you mentioned, and rarely do i see a build that relies so heavily on 4 perks in perfect synergy unless they're the usual meta perks. Regardless of even that, the initial point is your complaint is that survivors can end the match prematurely. Again, so could killers with old mori. It immediately put any survivors into a massive disadvantage, and sometimes it can be within the first minute or two if you have a competent killer player. I rarely run into a scenario where I get a key used on me. It definitely has happened, but rarely have I had it where 3 survivors go out a hatch with the key. I mainly see this issue when its a group of SWF players. So nerf SWF, not the keys. SWF has and still is a huge problem...
lol just throw away one of your four perks to counter my one item while I also run 4 meta perks,
sounds balanced to me
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@Tricks said:
Two bloodweb offerings:
One thickens mist and gives advantage to Survivors but costs 3k bp
The other is completely useless and costs 7k bp
I know which one I'm going for:
yea except for the daily that gives 60k then it only costs -53k and its suddenly worth it again
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Actually I see it closer to this, the entity isn't strong enough to traverse time, however not all universes start at the same time, so theoretically while universe A might be in 2000 ad, universe B might be in 1000 ad, so its not the entity traverses time, he just traverses dimensions in diverse periods of time
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1809028#Comment_1809028
you know I hate the mori chain and I hate keys but if they make it so only one can get out he hatch what the hell are they going to do with that one achievement/trophy that make it so 4 survivor have to go down the hatch?
I mean I got it a long time ago but it wasn't easy but this would make it impossible.
actually thats easy, nothing, the literally can't on most platforms they can't change it because its still "technically possible"
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@Tricks said:
The unrest is strong with this thread. 229 comments and 8 pages later cant be wrong.
well it is a provoking topic which is on me but also it shows how hot blooded people are on this topic
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that was surge and ruin which were automatic, this is something different tho
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1818789#Comment_1818789
Again assuming to know anything about me and continuing with the personal attacks. I am probably old enough to be your father, and spend maybe 30 mins a day on this forum - mainly reading posts. I graduated with honors from the University of Michigan in 1993 with a Bachelor's and in 1998 I received my PhD... but you tried. You keep trying to make this about me; assuming wildly incorrect information. Your inability to stay on track and not resort to juvenile assumptions and insults says way more about you than it does me.
A simpler conclusion to al this had been if you would have stopped for 1 minute and realized you made a declarative statement on something that you have no evidence to claim...and moved on. This discussion has went nowhere and from the caliber of your replies - I see it going nowhere.
To quote one of my favorite lines from Buffy The Vampire Slayer: "Bored now."
well I was right about the being in or was in college part, still weird that you would browse an online forum to call people out at your age on comments that were answered two seconds later by mods but, cheers, Michigan is pretty cool it has culver's which I can't wait to spread out more because their butter burgers are pretty tasty.
to quote one of my favorite lines from myself "this salsa slaps" this was said because the salsa I made slaps
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This is a pretty good change, base speed is a bit slow but if you run perks I feel it should be faster or have base just be 200% and ruin nerfed to 100%
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@Clockso said:
So any surged generator with ruin gets regressed at 400%?
nah its already regressing it stays at 200%
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1818802#Comment_1818802
It doesn't matter, the moment your receive the first stack the killer still needs 4 hooks more to get to 5, and 1 hook less before the alert is not so super. Cool, but nothing for a hex perk
did you use it on doctor
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Honestly It needs a buff or two
First the perk doesn't go on cooldown if it doesn't affect any other generators (always this one its stupid that it currently always goes on cooldown even if it doesn't affect other gens)
Second it should either
A: affect all gens on the map so the 80 second cooldown is reasonable
or
B: highlight the gens it affected for a few seconds or give the notification like surge and decrease the cooldown to like 40 seconds at tier 3
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@Leonardo1ita said:
@Almo I've just watched a youtube video called "Almo the game designer" on youtube.
There I saw the scene where because you couldn't hit doctor's skillchecks you said that huntress' lullaby won't affect snap out of it anymore.
From this it's clear that this is the reason you nerfed it, in my opinion.
So I have to argue:
1 I can hit those "impossible" skillchecks, it's not that difficult.
2 Other players, comp teams will hit those skillchecks 100%, there are proofs and I can prove it.
3 Normal streamers hit those skillchecks
Why did you nerf a perk that was not only a hex perk, but completely useless against good players unless some specific situations where you could surprise people?
I didn't want to make this post, but after seeing a perk being nerfed for no reason for this (maybe) I got pissed off.
( In the case this wasn't clear, this isn't a personal attack, I just want to discuss about this. Maybe you're a wonderful person, but if Albert Einstein says 1+2 = 4 It's not, it's 3)
it was changed to be consistent, 2 killers have extra skill checks, id didn't affect the pigs so it shouldn't have affected doctors, that said it was also a bit of a buff because the hex no longer reveals itself until you get your first stack
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1818489#Comment_1818489
Again with the ad hominem attacks. I didn't think I was asking for too much for people to be honest and use critical thinking.
Assuming the conclusion is a logical fallacy regardless of what insight you may believe you have based on past experiences. You cannot assume the outcome of something and present that as factual.
I come to this forum for discussion and presentation of information - specifically factual information. Again you assume to know anything about me aside from the what I have presented...and again you are incorrect. You have no idea who I am nor my experience with this game, but again you assume and present that as fact...a definite pattern of yours. Regardless of your experience or mine - neither of us KNOWS what the key nerf will entail and to suggest otherwise based on faulty logic, past experiences, etc... is just fallacious.
I have no problem with people speculating just so long as that speculation is not presented as factual information. You keep addressing me in a defensive and antagonistic manner - neither of which will help you in this discussion - and more than likely will not help you in further discussions with people who actually like to discuss things factually. Your suggestion that I go elsewhere is the epitome of immaturity. If you do not like my replies to your misinformation you could always block me so that you never have to see my posts again. Your dislike of my posts will not deter me from future posts or participation in conversation.
not reading this im just taking a do over on the last one
You seeming like logical fallacy and pointing out how I jump to conclusions so im gonna do it even more but about you instead
So judging by your writing level I'm going to assume you are between a 11th grade to freshman at college, my guess between that range is freshman at college taking a English class or going for an English degree, based on your current information in your class I'm guessing one of the last things you would have learned about in the class was logical fallacy which is why you most likely have it fresh on the mind because that's what you learned at the end of the semester before finals so its fresh enough in the mind to use in online discussion without having a webpage opened up on logical fallacy.
My guess since you seem like an argumentative person is that you use online discussion boards as a stomping ground to use your English prowess to write out lengthy posts calling other people wrong for both learning purposes of getting better at English writing from firsthand experience, so that you can win online arguments and feel better about yourself as a person, and so you can vent your argumentative side so you don't take that with you into your life with the people you care about, but are still ready to turn on a dime and use it against them if you still need it.
And judging by the fact you are a English centered person by your writing I'm going to assume you are either going for an English degree or are a English and history centered person because that is generally how people develop with math and science or English and history, which means its unlikely that you got a high score on your act or sats except in the English portion, my guess is that your composite score is around 22 while your English score was 29 and other scores were around 19-18-21 (act I don't know about sat), so being a solely English centered portion you play to your strengths by learning words and other rules of English to run circles around people in online arguements.
However being that you composite score is low you most likely didn't get into the college of your dreams to get the $80,000 useless degree but instead got into a secondary option school, so to vent frustration but keep your English skills sharp you start online arguments with strangers.
Alright tell me how far off I am but at least appreciate that I took the logical fallacies and ran with them
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1817683#Comment_1817683
Everyone knows they are coming... so don't puff your chest too much.
Had you read my reply you would see: I called you out because you have NO idea what the changes will be and yet your title ASSUMED to know what the changes would be by insinuating "keys will still be better after the nerf" in your thread title. Fact: You have no clue what keys will be like after the nerf. So again...your premise/thread topic is flawed from the start. Simple logic and reading comprehension.
This is what we called a logical fallacy - more specifically "assuming the conclusion" - that uses circular reasoning to assume your statement is true. So instead of trying to legitimize a conclusion without any true information - use a question in your title to achieve a more honest thread title.
These forums are already filled with enough hyperbole, fallacious arguments, etc... no need to add to that more. And next time you decide to come at someone...be prepared to use more than ad hominem attacks.
Sorry I don't type in perfect English. This is an online forum not a school essay I guess some people are just to uptight to know the difference.
While it seems the blunder you have made is a lack of speculation, for knowing this game and most all of its aspects is good on paper but being able to use that information to speculate changes for the health of the game seems to be out of your field of capability but trust me its well within my ball park.
However you are judging me by your standards, standards which just seem a tad too low as if you already came here just so you could look down your nose at people especially for someone who wouldn't bother to read more than one message before jumping to accusations especially a 5 day old message before more information was given.
Unfortunately the logical fallacy assuming the conclusion is just wishful thinking at this point, knowing the devs and using all calculations and thoughts that might go through their heads when redesigning I can tell you that it won't be as impactful as the mori nerf, or as impactful as it should be.
Assuming the conclusion is a logical fallacy to tell people not to use facts, knowledge, and experience (which I have plenty), along with critical thinking skills to put myself in the shoes of the devs and think up hypothetical and potential situations which are barreling towards us soon.
If you don't want people to speculate how about you just ignore them or go somewhere else because it would never happen
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1817696#Comment_1817696
https://forum.deadbydaylight.com/en/discussion/comment/1817689#Comment_1817689
You're entitled to your incorrect opinions, but here's the thing.
It will stay at 7k, no matter how much you complain.
BNP will stay at 7k now matter how much I complain.
Syringes will stay at 7k no matter how much I complain.
Its not meant to be a heal mid chase anymore, stop using it for what it was and start using it for what it is,
its an extra heal at the end of a medkit like adding 16 charges
it can be done while doing other objectives for time saved, 16 seconds of gen + syringe can save enough time to win games
can be used in chase if you are skilled (sorry this part is meant for others :P)
it can be done on downed teamates to get one of them up while going to save the other one if the first one is at low recovery which can save the team if they don't have unbreakable
it can be used to protect teamates, using it instead of healing to take another hit lets you keep up with the chase and not have to worry about it running out, (perfect for mettle of man shenanigans)
its not the item, its you
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1817684#Comment_1817684
Well, yeah. And a change like only allowing one survivor per hatch/regular key to escape would be a lot weaker than the current keys. Unlike an Ivory Mori, which is Rare and only affects one survivor, keys would only affect one survivor and are still Very Rare and Ultra Rare. On top of that, in the example I gave, in order to use the key for more than one survivor to escape, it would be a Very Rare or Ultra Rare key + an Ultra Rare add-on. An Ebony Mori affects all four survivors and requires just one Ultra Rare offering.
Also, with a comment like this about keys only being responsible for 2% of escapes
https://forum.deadbydaylight.com/en/discussion/comment/1804002#Comment_1804002
https://forum.deadbydaylight.com/en/discussion/comment/1804002/#Comment_1804002
it's implied that overall keys do not affect matches on the same level that moris did. (I wish they'd give the numbers for the percentage of kills moris accounted for; that question was asked multiple times and never answered.)
From my own experience (which I know overall is anecdotal and meaningless, but this is what most if not all of us are basing our opinions on), I'm able to use a mori offering or even just Rancor's mori way, way easier than I do keys. 90% of the keys I find end up as so much metal garbage at the feet of a used hook, and another 5%+ aren't used for a hatch escape but instead are ferried through the exit gate and end up collecting dust in my inventory. Keys as they are definitely aren't okay, multiple survivors escaping without completing their objective is bad, and while they've only screwed me over as killer a few times those times were indeed very very frustrating. But moris still let killers bypass DS and get around the possibility of flashlight saves, pallet saves, and hook sabo'ing. Moris are less powerful than they were before, definitely, but they're not useless.
its implied, however unless we have more factors that 2% statistic is about as important as the president or prime minister of a country you don't live in.
However saying its a "key nerf" to take up an addon slot to be old keys is the worse idea I have heard for balance since all of those perk ideas for survivor movement speed.
No you shouldn't be able to have hatch stay open for more than one survivor under any circumstances and if its 2 people at 2 gens left tough the hatch disappears after the first guy jumps in to go somewhere else if its still one out.
However the true balance in terms of making them not a main aspect of gameplay like moris would just be to open the hatch if you are the last survivor, killers don't have to worry about any midgame escape and left behind + key becomes 10x more useful. Neither side really has to worry about keys or moris ever again.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1817495#Comment_1817495
If it can bypass DS, Flashlight saves, etc etc it deserves to stay in pink rarity.
Brand new part is a joke now with the Tinkerer buff add that with Ruin and it's a waste and it's still 7k.
Wow, 1 health state in 14 seconds. Rewards the survivor for playing well, punishes the killer if they're bad, and it goes completely useless if the killer is decent.
16 seconds and its not completely useless situationally you are just being pessimistic
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1816796#Comment_1816796
I have trouble imaging the devs doing that. It would make keys nearly useless. Survivors have no options with that. I really don't think keys are used that much now, as is. It's just that when they are used, they're really frustrating for the killer. On Friday, running Plunderer's and Appraisal for six matches, I found four keys in chests. I never used a single one. Another survivor who picked up one of my keys didn't get to use it, either. Keys as they are already require luck with the RNG and avoiding the killer while you scour the map looking for the hatch.
If a key allows only the survivor using it to escape, then they either A. abandon their team before the end of the match, or B. use it to escape after the killer has closed the hatch as the last survivor left.
Another thing that would make keys more fair would be a slight change to the hatch mechanic. When the hatch closes after a survivor uses a key, the hatch disappears and respawns elsewhere. Four survivors each with their own key can't line up at the hatch to escape. If two survivors are left and one escapes with a key, the final survivor can't just sit there and wait for the hatch to reopen; they have to go find its new location. (If a killer finds the hatch and closes it and no key was used to open it, then the hatch does not respawn elsewhere. This allows a daring final survivor to follow the killer to find where the hatch is and then use a key after the killer closes it.) While it sounds like it'd be annoying to code, I think it actually wouldn't be. When a map is generated before a match, a hatch location is chosen. With this change, the game just needs to choose four hatch spawn locations instead of one.
The iridescent add-on that lets the hatch stay open longer so more survivors can escape was something I suggested mostly because the "Where did they go" achievement exists, and I assume the devs don't want to rework that achievement. The add-on being iridescent means it can never screw a killer by being found in a chest. In normal gameplay, when not going for the achievement, that add-on would be competing with other add-ons like the milky glass, so a survivor would be sacrificing a valuable slot for expensive, risky (the hatch takes longer to open if using the iridescent add-on even if you're the only survivor left) altruism.
they made moris weaker, might as well fix it now fully instead of some now some later like moris
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@[Deleted User] said:
Oh so you are privy to the changes happening to the keys??? If not; then your premise/thread topic is flawed from the start.
genius, sees the post scrolls down past the mod post affirming that key changes are happening, and past the post of me acknowledging the mod post, yes I know key changes are coming and I have my hopes set for them to be fair (they won't be)
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@TragicSolitude said:
I was just thinking about how to rework keys, what would be a way to make them not useless but also not have them prematurely end the match the way they can now.
As a rework: The key's base power only allows the survivor who uses it to escape through the hatch.
An iridescent add-on would allow the key to work as keys currently do, keeping the hatch open for a period of time, but it would require the survivor to go through an unlocking animation that is not instant and that the killer can interrupt. Keeping this function limited to an iridescent add-on means no one key found in a chest can allow multiple survivors to escape.
Sorry, I'm just throwing this out there and I should totally be in bed right now. I'll wake up and realize this idea was terrible, I'm sure lol.
personally to get them to about the same power and not end the match early my thought was they let the last survivor open hatch
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1816094#Comment_1816094
Right, but all the other conditions still apply.
And who brings in 4 keys in a match? That's like bringing in 4maps. I've not once ever seen that happen.
stop trying to argue that they aren't both bad, they are both need nerfs, moving on
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815820#Comment_1815820
Survivors have to do most if not all of the gens still, they need to find the hatch and they need to asemble everyone to the hatch without the killer noticing as they will just close it, all whilst the killer is chasing and hooking survivors.
4 keys, whats closing it gonna do, let the next person open it in a conga line out hatch
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815096#Comment_1815096
4 keys is hardly better than one key.
Like others have said, gens still need to be done and the survivors need to be in a decent position to be able to use it. Keys don't carry people like moris did, they just allow people to dip towards the end of a game instead of playing it out.
"the survivors" with 4 keys one survivor needs to be in a decent position to use it, everything carries everybody keys and moris are just at the front
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1814370#Comment_1814370
Too lazy to argue or nothing to argue with?
And yes both are bad, i'm just justifying why moris are far worse.
single mori vs single key mori is worse
except for the fact that you can have 4 keys and find them midgame, but in scenarios like that moris are worse
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1812090#Comment_1812090
Yes? By that you mean, of course, if the Killer is playing to win. If they are just there to be a Bot for the Survivors, sure. they don't have to do any of those things.
I can't read this
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1813909#Comment_1813909
Show me one game of someone using keys to bm.
Have you not noticed that toxic/good survivors don't run keys? Because they'd much rather enjoy tbagging and messing around with the killer than leaving the game early.
I can't remember the last time I saw a survivor chuck on a key that wasn't for a challenge. Almost everytime a survivor runs a key in one of my games, they tell me how bad they feel in endgame and that it was for a challenge. I don't see nearly as many killers saying "sorry for the mori".
im too lazy to argue with you over something so simple, both are bad, end of story, goodnight
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They aren't weak but they aren't that good either, looks like clown has a temporary friend in low tier


