cburton311
cburton311
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@Mandy said:
Reducing the strength of the majority of the perks was necessary if you want to do things from a balanced view. Base game changes were also included as well.
There is no way you can buff a perk so that it would be as useful as Dead Hard for example, without it being completely overpowered in regular play - hence the need to rework the current meta perks and buff/rework other perks so that they will replace the meta...and give people a chance to use other perks without feeling like they need to use specific perks.
I totally understand that players get attached to certain perks and feel a sense of loss when things change - we saw it previously with Hex Ruin. But that's part of the fun of a live game, that things like that can and will change - shaking up the meta is a great way to breathe freshness into the game. We've all complained about seeing the same builds over and over, and this is really going to change that up a bit.
Except most perks are too weak to alter the course of the game and is the principle reason they are not used. If a perk is used less 0.1% of the time, that perk has been found to be useless. You could significantly buff it and it still might be useless due to just bad design (cough powerstruggle cough) Delete dead hard, fine. But buff these other perks to a level where they are useful and FUN to take.
Perks I will never ever take in a match:
autodidact, boil over, all boons except COH, Breakdown, calm spirit (before or after nerf), corrective action, Dance with Me, dark sense, Desperate Measures, Distortion (maybe after buff, will have to see how it feels), Flip Flop, Hope (even after buff), Inner Focus, Iron Will (while affected by exhaustion this perk is dead), Kinship, Leader, Left Behind, No Mither, No One Left Behind, Object of Obsession, Poised, Power Struggle, Premonition, Saboteur, Self Aware, Self Care (After nerf), Self Preservation, Situational Awareness, Slippery Meat, Small Game, Smash Hit, Sole Survivor, Spine Chill (after nerf), Streetwise, Technician, Tenacity, This is Not Happening, Up the Ante, Urban Evasion, Vigil, Visionary
Most of those are purely because the effect is either far too week, or far to difficult to gain the benefit, or both. Most of these the duration of effect or % of effect could be doubled and they STILL would be useless.
Buff these or not, it WILL NOT matter one bit, if the biggest problem survivors take perks to solve is tunnelling and camping. NOTHING ELSE WILL MATTER. Just from a business perspective, BHVR needs to address this since they are spending money on development with zero ROI.
Until camping and tunneling are dead as strategies the only perks that matter are those that limit their effect with one exception. If a survivor is VERY good at looping, they may have the confidence to meme around with lesser perks. For the rest of us that can and have been deleted from a game with less than 5k blood points we will continue to do whatever we need to, to stay in the game.
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@[Deleted User] said:
Imagine putting a penalty on Calm Spirit LOL
seriously, its choices like that make me question the direction of the dev team...
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/3062958#Comment_3062958
Plenty of things ruin the fun for players.
In fact certain killers are just not fun to go against. Can we agree to ban The twins until they ae fun? Or leatehrface? or Leigon? Camping is not fun. Maybe its better to focus on why people give up, rather then just the action itself?
exactly my point from page 1, i gave a thoughtful solution no one has commented on... oh well.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3062870#Comment_3062870
Punish afkers too.
So instead of AFK, they'll just run straight to the killer
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@Marigoria said:
Second game of the day, second game people dc at 5 gens. This is constant now + people who suicide on first hook.
Would there be a way for the game to see a pattern of someone suiciding a lot on first hook and giving them a penalty too? I mention the pattern because if someone really has to do it once or twice it's one thing, but if people do it a lot please start giving penalties to these people as well.
Also I understand that sometimes your game just crashes, but make it so it is a 30 min penalty if they quit the game manually. Sure so people will alt f or turn off their pc/console, but the ones that do so manually need a bigger penalty.
Solo q is unplayable when 70% of the games are already a 3v1 at 4 or 5 gens. Clearly the penalties aren't enough.
What would you have them do...really? Say the penalty was as harsh as permanent ban, survivors (or killers) that didn't want to participate would just stand still and alt+tab to read the forums. Just exactly how do you plan to punish people into doing what you want?
The DC's are a symptom that something is wrong with the game. I don't think there is anything you can do to completely enforce full participation but I would suggest the following.
First, If you "leave" a game that has already started early, you are locked to that match until its conclusion as a spectator. Once you accept a match, you are in it until the end.
Secondly, and more controversially, I would make all survivor and killer information available prematch: talents, addons, killer being faced, etc. That way when someone enters the map they have committed to it knowing full well what it meant. What about the nurses and blights you say? Doesn't overwhelming dodging of a killer indicate something is wrong and in need of fixing? Additionally, the person who dodged would need to get a timeout(roughly 1 match length) to punish them for dodging and there would be a pool of bloodpoints for the side that remains to divide evenly at the end.
Example: So the rng gods build a match and 4 survivors get paired against a nurse, 1 person decides hell no, I'll eat my 10 minute timeout. The people that remain now get a 50k pool of bloodpoints to share amongst themselves, 4 ways including whoever gets added to replace the dropout. If a second person decides that isn't enough incentive and dips, the pool becomes 100k. This would keep escalating until that nurse player would have oppenents willing to give it a try and the match begins.
My solution wouldn't solve the inactive players that alt+tab out. But maybe there are other ways to incentivise participation against a tough opponent. But both sides are getting matches until BHVR figures out a way to make facing Nurese, Blights, Dredges ,etc more fun.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3061004#Comment_3061004
There's certainly some things that should be nerfed. Booba is always the gold standard(his saw just needs to stop after he puts a single survivor in the dying state...Well see after the update though with the speed boost from BT....I'm pretty sure you'll be able to outrun his saw now.
Its fine to advocate for one side or the other. But a touch of realism is neccesary. You want it punished...But how exactly do you punish it. How do you define one situation game wise compared to the other. Where it's fine to camp and tunnel in certain situations, but not the other.
You may not like it and want it punished. But you have to be realistic...If you have a team mate that messes up trying for a flashlight save and gives someone 2 hooks in close proximity. That is strictly on the survivors end. The killer should not be leaving the situation you afforded them. Why should that be punished ?
Punishing camping is easy, make generator speeds faster the longer the killer lingers next to the hook AND no other survivor is nearby. Make it so all generators can be completed within 1 hook state if camped.
Make it so that a match so conducted would ALWAYS yield no pips, or even a depip.
And finally give survivors base kit kindred so they know when a killer is hanging out near the hook.
That's it camping problem solved. Survivors have the information to make good decisions. Survivors are incentivized to do the thing that counters camping, which is generators. Faster generators + faster escapes = more blood points per hour. Killers feel the pinch of the reverse, less blood points, less pips, less snowballing into more than a single kill.
By rewarding the survivors this way it isn't abusable in the same way pausing the hook timer is. It's so simple.
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@TAG said:
Isn't this from before MMR was implemented?
No before MMR, Freddy has 75% kill rate and most killers were in the 60-65% range.
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@TeleportingTurkey said:
because nobody likes playing guess games apparently
its more like if you guess wrong, you are downed and then camped to death. The consequences of being wrong are very high. Plus many (all?) recent killers have very strong anti loop toolkit. As a survivor, if my chances of survival are low by looping I'll predrop and run to next tile. This keeps me playing the game longer. I don't like hanging on a hook, its boring.
There are some tiles that I always loop at because I can with some success like the saloon in dead dawg, but most killers will hardly enter that building for exactly the reason I like it. It makes sense Killers can win the game if they just ignore that one building. Let the survivors have it, there's only one generator there.
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So given that kill rates would stay the same except at the highest and lowest mmr, which side will feel worse after these changes? I think low rank and solo q survivor is going to feel bad, real bad.
I think the incentives are going to encourage more camping and more tunnelling not less. I think the highly coordinately high skilled survivor swf's will still dominate killers changing nothing.
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Funnily enough you have no idea what I want. It turns out I want a hard fought match where maybe I escape maybe I don't.
What I don't want is to play generator simulator while the killer engages no one and stands under the hooked person. I sure as hell don't want to be that person that got downed in the first 30 seconds of the match and then is subsequently camped to death.
To accomplish this better game balance I am not asking killers to do one thing differently. I want behavior to crush that killer behavior completely. Make generator repair speeds climb the longer the killer is next to the hooked survivor. Behavior do something!! This right here will ultimately be the downfall of the game.
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I'm casting my vote for the MMR as it was when it was first turned on. My matches have not been as good since the cap was lowered and the window opened up. There was like a 2 week period where my matches were awesome. Win some, lose some, but all were fun.
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Killers have literally lost their collective minds over this one perk. I think they will continue to complain about it, if there was literally 1 frame worth of time where it could work. This is going to be hard to comprehend, so I'll 'splain it real good. Here goes, Survivors are allowed nice things too.
Dead hard is literally a perk that can be used once every 40 seconds, only if you are already injured. The net benefit is negated by killers holding their swing for 2 seconds. 95% of the time, dead hard does nothing.
I'm a terrible killer that stubbornly plays hillbilly, and typically if I'm careless 1 survivor per match will get a successful deadhard. Then I'm reminded to play better, and the remaining hits all land.
They get rid of the distance completely, and its still an exhaustion perk, that you have to be injured to use and it grants 1 second of time. Is this really a perk that killers fear? Get better my dudes and stopped complaining.
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@I_CAME said:
Every other solo queue game I play has someone doing this. Not happy that you were the first one down? Give up on the hook. Don't like the map? Give up on the hook. Didn't want to play against that killer? Give up on the hook. It's a waste of time for everyone else in the game. If not this then they just eat the laughable 5 minute penalty for DCing.
What would the alternative be? Watch the unhooked survivor gather crows as they alt-tab out of the game? It wouldn't improve the quality of the match at all...the killer would just get a few extra blood points for the second hook.
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@Adaez said:
https://us.v-cdn.net/6030815/uploads/HQZ32ZDGHW6D/indhfghfghex.png
The next strongest killer in the game does not come even close to a Nurse potential and power.
So without repeating the same things that we're said over and over again about how strong Nurse is and why,how would you nerf her?
Now this may seem like a bit much,but this is how I would nerf someone that has the power to ignore everything in the game to make it fair and balanced.
Make Plaid Flannel basekit.
Make Nurse a 110m killer.
Reduce her blink charges to a maximum of 1 at all times.
Remove blink recharge cooldown.
Rework addons that gives Nurse aditional blink charges.
This will make Nurse easier to learn while still being very strong played by a good Nurse player.
I honestly think there is no middle ground when it comes to Nurse,she needs a heavy nerf to be considered fair to go againts.
I'd make the speed of the travel slightly slower so there was more time to double back or dart to the side. Maybe 2% slower or something very slight.
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Wow, that's terrible. Dead Hard RIP. Throw it in the dust bin of history with no mither and spine chill.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3024620#Comment_3024620
no because i'm right... adrenaline? same as before. dead hard? reworked, stronger in some situations, worse in others. prove thyself? same. BT? BUFFED. unbrekable? same as before. IW? slightly nerfed. you even gain new meta perks like off the records and overzealous
spine chill, iron will, and decisive were all stomped into the ground levels of nerf. No one will use them anymore. Off the record will render borrowed time obsolete and irrelevant too...so who cares about that 3 second duration buff and slight speed boost.
Dead hard may be better, may be worse, the ptb will tell the tale. All the baseline changes to killer have me deeply concerned, ngl.
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you don't understand the point though. The bigger volume of killers is intentional to make looping a strategy. The bigger volume takes longer to loop. if survivors and killers shared the same volume, there would be no point to ruinning a loop at all
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@DBDVulture said:
DBD needs a change so that high MMR players can't loop as well as they can now. A "perfect" change would not affect low or medium skill players much. Know what we need?
Make survivors have the same collision size as the killer. That's the only change we need. This will make it so survivors cannot loop an object more than twice - pretty much ever before needing to throw a pallet. This will lead to shorter chases that will make generator completion times relevant.
if you change that there would be no looping only press w
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@Hannacia said:
Huntress is my main killer which ive played alot and ghostface is second and those 2 killers i can barely even play anymore. My matches are so quick and sweaty that i can't keep up. I'm not sure this will get any better with these changes im worried its going to get worse.
What i cant understand is that they gave a powerful meta perk to survivors as basekit (BT) and killers got some crappy brutal strenght? Also one change in perks that you completely screwed up is the BBQ and we're gonna live forever. Yeah you took the bloodpoints out of both skills BUT heres the kicker you didnt give killers anything else into the skill but you did give survivors the endurance effect if they pick up downed survivor. Why would you do this?
I think the endgame is going to be the same crapshow its always been even with the DS nerfs, now when you hook someone and they get unhooked all they need to do is to bodyblock for 80 seconds and free escape. Nerfing selfcare but buffing up botany knowledge which correct me wrong works with boons will make the circle of broken heals even faster which has been an issue since you put this broken perk into the game. Healing is one of the biggest issues i face in my games. I injure someone and if i dont commit into this chase they are going to get healed very fast eather with medkits or boons.
Buffing bloodlust wont do much since killers that have experience in this game rarely see bloodlust. We know not to run around pallets that are safe.
Killers biggest issue in his game is the map sizes and survivor spawn you did nothing to fix this. So expect the kill rates most likely go even lower.
Listen closely, Behavior is telling you to stop tunnelling. It isn't fun and they want you to stop. That's why those changes were granted to survivors, not because Behavior wants survivors to be the power role, and not because Behavior are all survivor mains. Stop tunneling and this buff to survivors means nothing.
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Agreed, every killer just having brutal strength tier 1 and 2 stacks of save the best for last AND survivors speed burst after hit being reduced and generator times on top of that....this is looking to be a bad go of it for survivors.
All those changes will make chases less interesting, shorter duration, and less successful for survivors. This may be the beginning of the era of full stealth play style.
And something that is getting overlooked with Dead Hard. It was strong in the right hands, but it was also by far the most FUN perk in the game for survivors. It was something active that allowed a variety of interesting, heroic, and hillarious outcomes that are just not going to be part of the game anymore. And with every chase ending more deterministically, is this patch just going to assassinate survivor fun?
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@tester said:
Just to clarify, I'm not saying they are perfect. Some values can be adjusted, but they already said that they will be looking at stats and doing adjustments. The game has grown stale and desperately needed shakeup. I commend BHVR on having the courage to try something new.
On the killer side, I'm happy that DH is changing.
On survivor side, I'm happy that camping and tunneling was addressed.
Yes, I get it, some perks were made essentially useless. Ruin is an example. But that perk was unhealthy for solo queue. Survivors who don't have comms can't efficiently coordinate looking for the totem. I can keep going on with example, but I don't want to make a wall of text.
I think barely any of the changes are good. The wildly oscillate between way too powerful nerfs (rip spine chill and iron will) to buffs that won't make the perks any more desirable at all. I didn't take hope because it was a perk that helped when you had already won. Now there's no duration restriction whoopty do. I still won't take it ever.
My go to build currently is sprint burst, iron will, bond, and borrowed time. After all this it will change too...wait for it... Sprint burst, Off the Record, Bond, and Borrowed Time.
Somehow I don't think this was the shake up most people were hoping for.
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@Norhc said:
Or they could just bring it back to 100%. Iron Will was for many people -including myself- a huge QoL improvement. A lot of people find the constant grunting of their character to be unbearably annoying, we just don't wanna hear it.
SO much this....I could care less if the killer can hear me, I just don't want to listen to the grunting and whining, constantly and loudly.
Balance issues aside, this might me make stop playing. At the very least, I may have to abandon survivor side which is the role I prefer to play.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2955669#Comment_2955669
It’s impossible to buff weak perks enough that they have a real place in the meta without being overpowered and/or abusable. It happened with coh, it happened with boil over, and they both got nerfed twice.
Weak perks should get buffs, but you have to nerf the meta as well or it’s not going to change. This is something that needed to happen a long time ago.
I dunno about that...I think it depends on the way the perks are buffed. Boil Over is kind of a broken mechanic is resistant to buffs that matter. If a survivor learns where on the map he is safe because boil over prevents hooking, the perk will always be broken.
I think more about the lucky break type perks, which offer a cool advantage but its duration is so short you basically get to use it once per match. This could be buffed to the point of usefulness. There are a ton of perks like this where the advantage is so tiny currently that it cannot compete with a perk that literally saves a down. Really, who cares about leadership when you could take borrowed time, dead hard, or decisive strike.
Perks need to have a meaningful advantage and not be janky to trigger and survivors would use them. The meta perks aren't even all that fun to use except dead hard. Dead hard is awesome fun, with the cool plays that can be made. I feel forced to use the meta perks or my matches end on my first hook. If killers couldn't camp or tunnel, I'd never choose borrowed time or decisive for my build....but they do so I have to.
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@dugman said:
Nerfing something that’s overpowered doesn’t require changing anything else to be “fair”.
It kind of does though. First the killer assumptions. Almost every survivor is using dead hard, and it's use equals survivor victory. If these assumptions are true, why are the kill rates nearly perfectly balanced? And if they are balanced now, what would happen if you nerf the survivors strongest tool? The answer of course would be plummeting rates of survival which would REQUIRE meaningful nerfs to all killers.
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I mostly suicide when I don't want to play in that match anymore. It's that simple. The reasons for that are mostly controlled by the killer.
Camps me at 5 gens.
Camps a teammate at 5 gens.
Hard tunnels a teammate off a hook despite attempts to body block and through a borrowed time early in the match.
Note that killer is winning isn't one of the reasons. I want a fun challenging match, where I at least of the hope of doing something fun/cool.
As a fun aside, last night I was in a 2 man swf with a friend who just started playing (<25 hours) and in 2 back to back matches she was targetted instantly (lethal pursuer and bad luck) and was out of the match before the first generator was completed. So of course I killed myself, so she wouldn't be stuck spectating for 10 more minutes.
I get the killers aren't breaking any rules, so this feedback isn't necessarily targetting them. This is for BHVR. Fix your game, fix your MMR, and give survivors especially new survivors tools to survive more than 15 seconds in the face of very toxic strategies. And if a few killers out there read this and think, wow, that playstyle is pretty dreadful face and changes it up just a bit. That's cool too.
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@Chocolate_Cosmos said:
Where would you put her on a tierlist based on your fun? Also if she uses good add-ons (range and recharge blink) does it effect your rating as well?
I like versing Nurse very much. Everywhere is a mindgame, a chess match. I concede that this may be biased by the fact that I see nurses 1 out of every 6 to 10 matches. If it was much more frequent my view might change.
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there's lore?
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The perks we'll make it and bond, work well against legion. One give ridiculous heal speed buff the other shows where survivors are so you can spread out. IF you can't see their aura then Legion can't see you after a hit on his power.
Reducing healing to 8 seconds, is worth it. Reduces thana penalty by 5% for all survivors, which maximally could save 12 seconds if the survivors are each on a generator with one getting chased.
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Give legion lasers and jet packs, I don't care. Just make the match fun. It isn't about Legion strength, its about boring gameplay.
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It's amazing to me how killers/legion players just don't get the criticism. Playing against legion is insanely boring. Mending extends the M1 simulator that we get with generators and healing into the land of the ridiculous. Against a normal killer, I probably spend 160 seconds on generators and 32 or 48 seconds healing for a total inert boring downtime in a match of 200 seconds. Against legion the number is more like 300 to 400 seconds. Let's not forget the highly engaging hanging on hooks time. Then on top of that, we add a whole bunch of mend time. Out of a 15 to 20 minute match (only against legion are they this long), I'm spending 5 or 6 minutes doing absolutely nothing.
Additionally, the strategies are very simple. Press 'w', don't count on pallets or window vaults and try to stay spread out.
Until he is changed, dc'ing, suiciding, or afk'ing will still be at higher rates than against most killers. For most survivors, it is not about his strength. I get more DC's against legion then against nurse, ponder that one.
To summarize: the looping strategy is press 'w', and the inert time is 2 or 3 times more than other killers. This is why legion sucks to play.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/322024/what-exactly-is-considered-camping
Anything within 100 meters of the hook, obviously.
All jokes aside....Who cares ? This has got to be the ONLY game I've played where people try to tell you how YOU should play the game.
Secondly....People don't even know what camping is half the time. I've literally went the whole way across red forest before as Freddy...they were left on hook for so long. I teleported back to it after 40 ish seconds..And was still camped a camper. It's like sure ok
I think most survivors aren't hoping thousands of killers change their tactics out of a sense of common good for the health of the game. All this mountain of negative feedback about the enjoyment of this playstyle is aimed at the developers in the vain hopes that they will change something in the game to discourage it.
My favored approach would be to increase gen speeds while a killer is within 30 meters of a hook and no other survivors are there.
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@TrickyNoobAsh4 said:
are you supposed to soft camp hooks with hag?- I played a game as hag and put traps by the hooked survivor. The surviors constanly went for the save so i just teleported back and got more downs when they set off traps.
downed them alI- had 8 stacks of stbfl so i manged to down all of them after they only did 2 gens. with hag i usually set traps on one side of the map and ignore the other side. They literally kept coming to the same hook and we traded. after they used all the pallets in the area they didnt have much to run to.
Why should I leave?- So when i see them go for the save am i supposed to let them go? I also dont really know how to play hag just doing a thome challenge.
Build- thrill of the hunt, ruin, stbfl, and mad grit.
*they all had dead hard. they got the ruin at the very start of the match
https://us.v-cdn.net/6030815/uploads/T79I7DU4M5E0/screenshot-2022-05-04-030720.png
Strategically, you were fine. It's just not much fun for the survivors. Exploitng altruism works because everyone hates hanging on a hook, and we''re trying to save our team from that fate. It doesn't lead to escapes, but it at least makes the painful match go quick.
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@FFirebrandd said:
See, I really don't get this complaint. Not that mending is boring mind you... it's just that Legion has literally been all about chaining hits and spreading deep wound for years. This isn't new. Are you just complaining because you hadn't seen Legion in months so didn't have to deal with them and now you do or something?
the difference is very few played them during this perioud. The buffs have made legion stronger and he's the new shiny thing to play with so survivors are getting over exposed to a mechanic that we hated all along.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2934647#Comment_2934647
What makes the games fun? I would say: when everyone can enjoy the game, why?
And I know very well how survivors play, since I play a killer AND a survivor.
And when I say that the survivors don't know, for the most part, how to counteract the nurses, I include myself in said survivors!
But I'm learning, I'm doing my best, I'm thinking a bit ☺️
And I think to myself, if the nurse caught me, maybe I also made a mistake, maybe I wasn't good enough?
After that, there are no mysteries: if a survivor is serious about learning how to defend himself against a nurse, he can ask one of his friends who knows how to deal with this killer to play personalized games in 1 VS 1 to train himself 😀
Sometimes you think, "Oh, the training, it will come with the public parts ..."
Except that, when you have 27 killers, 26 of them have the same way of moving ...
[And YES, I count the spirit and the blight in these 26 because, even if they have an inherent power to move, the rest of the time, they walk like any other killer SO the "classic" looping methods work on them too]
... and of course, the number of times the survivors can really train against a nurse is not that important.
But not impossible: you just have to want it 😉
See for me, the fun is doing something surprising and either effective or funny. Throwing shack pallet, then running around behind the killer as he breaks the pallet and following for a bit was a riot. Of course, he heard my footsteps and stomped me. Using the hooked survivor as a shield, unhooking, then throwing a body block so we both escaped the camping killer was brilliant fun. I think both of those matches, I ended up getting sacrificed, but I had fun.
The one thing I despise in this game, is doing nothing. I hate just hanging on the hook, and similarly I hate mending endlessly. It's boring. Give legion rocket power jetpacks where he can fly all over the map but make the interaction fun for survivors too. Just get rid of the damn mend mechanic.
I do not care if I escape or not, I want to try hard with escape as the goal, but I want to be able to play the game.
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@Little_Kitten said:
The reason is simply that many survivors do not want to make the effort to learn anything other than :
"I dropped the pallet, I'm so strong, ooh there! Then I go to the Jungle Gym, I go through the window, I'm so strong, oh my! Oh well, I'm going to the shack now, I'm such a boss, oh my!" 🤣
So of course, when they meet a killer who asks to be a little more subtle ... my god ... it's the end of the world ... everything falls apart for them ... and then they come up with a topic like "Need to nerf the nurse add-ons!" 😁
Ok aside from this ridiculous reply. Let me ask you, what do you think makes the game fun for the survivors?
Spending more than one second imagining how the other side plays, might make real dialogue possible.
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I will add one note. Legion is like nurse to new players. He counters the defenses that new players rely on hard, just like nurse does. Pallets, Window vaults, are meaningless against legion. And they do it while being VERY easy to play unlike nurse.
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@fernandosilveirasc said:
What seems to be a recurring problem with DBD, is that its players are mostly made of whinning gen z and millenials that don't like changes and want everything handed over to them.
Legion buff is still very much countered, still a m1 killer. and you can still 4E agains him even in solo queue. And there are a couple of counter plays to it too.
Not a fair or logical conclusion to draw. Most complaints about legion aren't that they are overpowered. The complaints are that getting hit and required to mend 7 times a match is boring as hell and that matches that are twice as long are less fun.
Learn to read, and understand the nature of the critique.
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@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/321852/why-are-anti-loop-killers-so-disliked
Because there is no other defense to killers but the chase. Hide? That's laughable.
not full immersive, but when you time a walk around a car and the killer never guesses you were there, to then grab a rescue right under their nose. That's fun!
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antiloop means the only strategy is throw pallet earlier and hold w until the killer gets distracted or you go down after consuming as much time as possible. It's an effective strategy, just boring.
The fun part of most matches is the chase, and particularly sneaky or clever hide or a ballsy rescue that works... the less of that in each game the more boring it gets
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@GillyBeannn said:
Alright sluzzy, enjoy the nurse and blight games.
honestly, I enjoy nurse matches more than legion. I lose a lot, but the match is fun.
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@TheMruczek said:
https://us.v-cdn.net/6030815/uploads/LPNA2X0V20PW/lmaoooo.png
I swear to God, can we just delete Dead Hard or at least make it so Dead Hard actually rewards survivor for dodging killer hits and not pressing e at last possible moment. This perk is simply put unfair and stupidly strong, not to mention that most survivors do use Dead Hard.
Remember pre-reworked Ruin and how every Killer used it?
This is exactly the same situation but it's even worse. At least you could destroy Ruin, ######### do you do with Dead Hard? "Oh just fake swinging m1/m2 or wait out the Dead Hard" good luck faking m1 or waiting out DH while looping dickhead. Also don't forget that they can hold Dead Hard as long as they want. Extra 20sec in chase can be game-changing to the result of the match while being extra painfull to high c tier/low b tier killers like GF and Legion, not to mention mid c tier and d tiers. Last week i faced one very good Feng player as Hag in swamp and i just could not catch her. Any time she was close to being down this perk saved her ass and she was amazing at holding Dead Hard as last possible second. Objectively this is such a stupid perk...and yes, i change my Steam name to "Dead Hard=Virgin" every time i play DBD lmaooo. Anyway...for Boons, BHVR can easily fix them as mechanic-totem breaks after you snuffed out Boon so no killer has to walk all the time to the top of tower in Eyrie of Crows if he wants to just snuff one Boon.
Speaking of Eyrie of Crows and maps in general, at least currently 10 maps should be reworked to be more balanced and not feel like a complete hell to killers and survivors.
Map offerings should be disabled when you are in swf (yes this was sweaty russian swf and one of them was streaming) or just be deleted from game for both sides (dude, one sweaty Bubba send himself to The Game with the strongest ######### and let me tell ya, although he only got 2k it was not very fun experience). And i left my favourites-Insta Heals. Why do they even exist? Aren't Med-kits already the best items in game? With Insta Heals+DH combo you pretty much have 4 health states. Is it really hard to change the meta and nerf overpowered stuff in DBD? DMS, Call Of Brine, Pain Resonance and Spirit rework prove that it isn't too hard to spice up the meta...I even did whole two long ass posts for improvements to the meta in DBD for both Killers and Survivors.
DBD must get a good health patch as fast as possible.
Amazing, survivors use perks to help them, and manage to get 2 escapes....so broken
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@Chocolate_Cosmos said:
Seriously. You hate campers? Then STOP dying on the hook, you are giving them free kills up to 4K on the whole team just because your actions. Thanks.
Camping bubba's aren't playing the game, so neither will I. Let them get a 4k, who cares. Their MMR will go up and get progressively harder matches, until the mythical 4 man swf depip squads put him in his place. Or he will get bored of matches that end with suicides, dc's and pleas for farming.
By staying in the match long, I make it more competitive. He gets rewarded for this with potentially slower MMR climb, and or nail biting finishes for a 2k. Either way, those matches will encourage him to continue doing it more than some notch on his basement bedpost for another 4k.
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I think the problem with Legion is that he scales poorly with MMR. When killer and survivor are both very low MMR legion destroys the survivors. It's not until high MMR that this changes. Unfortunately for Behavior this isn't great for business. Ideally, the killer would be fun and challenging over as much of the MMR range as possible.
There is a silver lining for them though, is if a killer is overtuned, they will climb the MMR ranks and the lower MMR folks will stop seeing them. Assuming the MMR cap doesn't just make it so everyone is matched against everyone.
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Survivors need a buff to fun against legion...he's not terrible to beat, he's just boring as hell. M1 on gen for 80 seconds (assuming no thana), m1 to mend for 16 seconds 3 or 4 times, hang around on hook and do nothing for 60 seconds. I'd rather eat the DC penaly, results in the same amount of do nothing time
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@Jivetalkin13 said:
I see threads about how boring things have become or how you "need" meta perks to win all the time. If it's truly that boring to play with the same perks all the time, then why not use different one? Get creative, get random, challenge yourself and use bad Perks, do something! If you win, awesome you did it! If you lose, no big deal, you are playing for fun or you finally have a challenge.
If none of what I've said seems appealing then maybe it's time to move on, but I encourage people to think about it at least.
What's stopping me? Tunnelling and camping killers and the extremely boring gameplay of hanging on a hook or bleeding on the ground until dead. The perks I use directly work towards keeping me and my teammates from suffering in this state.
I honestly could careless about escaping, I just want to be actively participating in the game. So many times, I've given a camping bubba and extra sacrifice when I try to get the camped survivor off the hook during endgame collapse. When/if I fail, I lose 5k bloodpoints, but when I succeed it is glorious. When I fail I lose MMR and my future matches will be easier, when I escape my MMR will rise and I will get more challenging. Either outcome doesn't matter so why sweat it at all.
And in case your wondering, the build is Iron Will, Bond, Borrowed Time, and Sprint Burst.
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Sorry too busy looking for green glyphs
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2927784#Comment_2927784
There are plenty of effective exhaustion perks that will split the difference. They're just not as effective as Dead Hard. Maybe the rates will rise in the short-term, but wherever it settles won't be too egregiously different from where it is now.
If kill rates won't change, it doesn't need a nerf. You can't have it both ways, where on one hand it is broken and overpowered while simultaneous it's too weak to matter if it is changed.
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I was working on this challenge as a survivor for an hour. Switched to billy and just ran around the whole match looking for 1 green glyph. Talk about destructive to fun matches, i'm queueing now to ignore everything but green glyphs. No rescues, no healing, no generators....damn i hate this challenge
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Just alt tab and go read reddit or something. The worst thing that happens is a teammate heals you and you aren't there to react. The best thing that happens is the killer just held themselves hosta... i mean delayed the game for 4 minutes.
It's called malicious compliance. If BHVR won't address the unfun aspects of their game, I guess that's their choice but I don't have to sit there and take it either. There are loads of other things to distract me while sitting at a computer.
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@Blueberry said:
It's because the devs don't want to balance for high mmr. They force tunneling to be necessary.
Except that won't fix it. If the strategy is effective now, it would be even more effective after killer buffs. The only fix for this is incentives that encourage the killer to stop camping and tunneling because those strategies are not as effective anymore. Other strategies would need to yield more kills / chases / bloodpoints and "victories".