deadbyhitbox
deadbyhitbox
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1061683#Comment_1061683
His base duration is only 45 seconds and you lose 7 seconds when you down a survivor. If survivors are spread out and can stall you enough when you are in your power, you're not getting more than 1 down with your Blood Fury. That's why I feel he is lackluster without add-ons.
That's the thing though. Spreading out doesn't really mean much against Oni because he's so mobile. Along with that he's insanely difficult to loop if the killer is good with him. His addons aren't very impactful and are mostly just small number boosts to his base.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1061670#Comment_1061670
His base kit doesn't seem that good to me.
The reason his power is so strong even at base is because at the end of the day, addons for the most part change the time values with his power. The minute it gives at base allows for plenty of time to get multiple downs. The effectiveness of his power comes from the insane slugging that comes with his power.
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@WTBacon said:
Renjiro's Bloody Glove
- All Survivors can see Blood Orbs.
- A Survivor's Aura is revealed for 2 seconds whenever they come into contact with a Blood Orb, absorbing it in the process.
- This effect stacks for each Blood Orb absorbed.
Blood orbs already show you where survivors are by drawing a path of where they are moving. Anytime they do something as simple as vaulting a window, more blood orbs are dropped to inform you of this. If a survivor manages to juke you, the orbs auras are visible through walls.
This add-on is actually detrimental if you equip it, as it allows the survivors to take away your power while giving little in return.
Iridescent Family Crest
- While Blood Fury is active, missing a Demon Strike will cause all Survivors within 12 meters to scream and reveal their current location to you.
If you don't know where the survivors are, why did you even activate your power? If the entire purpose of this add-on was just to re-find a survivor after you missed an attack, why does it need to be Ultra Rare quality? The one use that I could think of is to search for some one who may be going for a flashlight save, but you could just use Infectious Fright (a perk already popular on Oni).
Are these add-ons even going to be looked at, or do the devs consider Oni completed? They are not worth using as they currently are.
It definitely sucks, but at least he isn't an addon dependent killer.
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@Mesutersahin1992 said:
plz everyone in this community has to understand that all the freddy buffs are to OP, sincerelly ive veen playing this day (5days) i have been playing against freddy a couple of time, and none of the games ive played against him, not 1 single person had the chance to escape the trial. Concider this message serious im not joking im playing ranked lvl 13
His slowdown was changed and that was the only problematic part of him. As he stands, he is entirely balanced.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1057537#Comment_1057537
Do you see any potential problems?
The only one I see a problem with is Haunted. I'm not sure how you could do a linger effect with that totem. Other than that, I think every other totem could definitely have certain effects. For instance, maybe DH could remove the instadown and mori but keep the Haste effect as the lingering effect.
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@Pulsar said:
I was thinking of ways to make Ruin better. The current problem is that it still gets cleansed early. You don't get good value from it.
So, how about this. We keep the base Hex effect the same, all gens regress at 200% when Survivors aren't working on them.
The new part is this:
When the Hex is broken, you can still apply the effect. You can kick a gen and make it regress at 200%.
It allows Killer's to get some confirmed use out of it, but it doesn't become oppressive.
I'm more of a supporter for totems that linger all game, but have a weaker effect once the totem is broken. I think it would actually give totem perks a bit more value and it softens the blow of just losing an entire perk slot in 30 seconds.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1056152#Comment_1056152
It depends on what platform you're on, but from my experience on XB1, queues are very high for survivors compared to killer queues. I might've been unlucky, so you might be right after all, who knows really? I'm just telling you what I been consistently seeing from my waiting times and making educated guess on why this is happening.
I remember one time while I was waiting for a survivor game and I was asked to do something real quick by my grandparents (they told me it would be quick so I didn't cancel my queue). While helping them, I forgot that I was queued up as a survivor and did many other things before coming back to my room. This includes making me something to eat, using the bathroom, finish helping my grandparents, then I came back to see I was still in queue as a survivor.
I think this was about 10 minutes in total.
It's the recent matchmaking changes that killers rallied for that are killing survivor queues. It isn't a lack of anything, more so a bad distribution. Queues became bad after the SWF changes. It sucked low rank friends up to high ranks, leaving too many high ranked survivors in comparison to killer, and too little at low ranks. This is why at low ranks, survivor queues are instant and killer queues are horrible. Too many killers, too little survivors.
Before this change, survivor queues were actually pretty solid. But unfortunately ever since, they've been terrible. They need to just revert the change entirely.
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@24Life said:
Can't stand the shock therapy /strike ability combo. Just allows the doctor the ability to Disrupt and end chases quicker and move on to disrupting and starting new chases sooner.
Ability to stop you from vaulting or pallet dropping is too unbalanced.
"Just allows the Doc to disrupt and end chases quicker".
That's literally the point of his power.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1044713#Comment_1044713
It's definitely an interesting spectacle to witness, that's for sure.
I didn't actually expect to see so many defending moris. Hopefully the devs choose to change them. They're one of the last few terribly designed elements of the game that remains.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1044410#Comment_1044410
Just assumed you didn't read my reply. You realize Survivors have half the pallets they used to, right?
https://forum.deadbydaylight.com/en/discussion/comment/1044402#Comment_1044402
I don't recall whining at any point here, just trying to have a discussion about something that is clearly lets killers bypass a majority of the game. If you want to live life on ez mode, it's fine; just don't forget that you are and aren't above anyone.
I'd like to think I've become someone decent at the game after 1k hours, also I play both roles so berating me for being a "Survivor main" is such a single-cell response.
Telling me to grow up followed by a "lol #triggered" is pretty ironic, but deep down I think you know that. Keep living in your echo chamber :)
It's okay for killers to have a broken item that takes up neither an addon or a perk slot. But as soon as survivors have anything, killers all of a sudden become this group who feverishly seek out "balance".
It's funny but unfortunate watching everything unfold though, I gotta admit. Sucks to see just how many don't actually care about weeding out the worst elements of the game.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1042774#Comment_1042774
Not in the traditional sense. And not with how quickly they can all get done, especially at red ranks.
There is no way to counter Adrenaline like people can deny NOED. It just doesn't have the possibility.
Yes, you can counter it very consistently. Sure it isn't countered the way NOED is, but it doesn't change the fact that Adrenaline can be controlled and suppressed easily by a good killer. Good killers hardly ever even deal with Adrenaline because 95% of their games don't make it past 5 gens. Hell, I personally haven't even had an Adrenaline proc against me in ages.
Adrenaline isn't even that great of a perk either. It's very overrated and is pretty situational.
It's a perk that needs no changing in my view.
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/1043653#Comment_1043653
That's why you shouldn't chase the same survivor for more than 50-60 seconds.
Yeah. Too many don't know when to give up a chase and then blame their inability to let go on the game lol.
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@hex_genrush said:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
Trapper:
- removed the ability to be able to trap hooks
- increased the minimal distance at which the trapper can place a trap next to another one
- changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap
- shadownerfed the size of the hit box of the trapper's traps several times
- changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*
- removed the trapper's ability to be able to place traps on the hatch
- decreased the time it takes to disable a trap from 5 seconds to 2 seconds
- removed the ability to be able to set traps through staircases and certain floors*
- changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*
Hillbilly:
- increased the duration of the stun when bumping into an object
- removed the ability to flick*
- removed bloodlust from when using his chainsaw*
- reduced the effectiveness of the addons which reduce the volume of the chainsaw
- increased the cooldown on the hillbilly's chainsaw
- removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*
- removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*
Wraith:
- added an increased cloaking time on the windstorm addons (white and blood)
- increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities
- removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*
- removed the ability to be able to appear as cloaked for survivors while not being cloaked*
Nurse:
- reduced the ammount of default blinks from 3 to 2
- reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)
- nerfed every single addon she has
- nerfed the range of her lunge after a blink (three times)
- removed the ability to be able to look up during her fatigue*
- removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*
- added an attack slowdown when swinging while carrying a survivor*
- removed the nurse's ability to be able to blink on top of the shack
- added the ability to be able to lightburn the nurse while she is charging up a blink
- changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*
- added the weapon swipe animation after hitting someone after a blink before going into fatigue*
- added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)
- Nurse blink attacks no longer bypass mettle of man*
Shape:
- removed the ability to be able to stalk multiple survivors at once
- reduced the movement speed on the vanity mirror
- reduced the point generation on the vanity mirror and the scratched mirror
- removed bloodlust from evil within 1*
- added the vulnerable indicator for survivors when the shape goes into evil within 3
- reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking
- removed the shape's hitbox while stalking
- removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*
- removed the ability to be able to stalk survivors in lockers*
- removed the ability to be able to stalk survivors who have left the level*
Hag:
- added the ability to not trigger any traps when crouching over them
- removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*
- added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon
- removed the terror radius from the hag phantasms*
- removed bloodlust from using the scarred hand
- changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*
- removed the ability to be able to have traps triggered by dying survivors
- changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards
- removed the outline of the hag phantasm when a trap is triggered*
Doctor:
- added an attack slowdown when swinging while carrying a survivor*
- removed the doctor's ability to be able to shock injured survivors from a massive distance*
- snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)
Huntress:
- changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory
- removed the ability to be able to throw hatchets without losing any tokens on play with your food*
- added that the huntress slows down massively when she puts away her hatchet after she pulled it out*
- Reduced the effectiveness of the addons which reduce the huntress' windup time.
Cannibal:
- removed bloodlust from when using his chainsaw*
- when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*
Nightmare:
- added an indicator to tell survivors when someone is asleep
- increased the size of the nightmare's terror radius from 16m to 24m
- added a 3 second slowdown after putting someone to sleep
- added that you wake up when you recover from the dying state
- removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*
- changed adrenaline to make it wake up the survivor who is using it when it activates
- removed the ability to be able to put survivors to sleep who are in lockers*
Pig:
- Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*
- Traps that have not been used up by the time the exit gates are powered become inactive.
Legion:
- Nerfed the majority of the legion's addons
- Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit).
- Feral Frenzy can only be used when the meter is fully charged.
- Feral Frenzy move speed is now 5.0 m/s.
- Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.
- Increased the Legion's terror radius to 32 meters, from 24 meters.
- Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.
- Missed attacks will end Feral Frenzy.
- Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)
- The Legion cannot see pools of blood while in Feral Frenzy.
- Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).
- Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*
Plague:
- Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*
- Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*
"Fixed an issue that caused Legions blades to stack causing extremely long mending times"
Devs fixing game breaking bugs = Bias.
Nice.
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/1043472#Comment_1043472
My point was that I it's better to split survivors to force them to work on separate gens, you can get three hooks before the first gen pops if you know what you're doing.
It's more efficient for all survivors to be on separate gens. 33.3 for 3 gens takes 99.9 seconds. If all survivors were to hop on a gen alone if they found one, you'd complete 3 gens in 80 seconds. Not to mention, you're far more difficult to pressure because of how separated you are.
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@FleshTorpedo said:
https://forum.deadbydaylight.com/en/discussion/comment/1043106#Comment_1043106
First games of the day, im doing challenges or just going for straight bbq stacks. I dont care about winning them, but if I have to deal with ######### ill just find a new lobby.
Okay. But in the end it once again helps your cause. Far easier to down them considering everyone would be injured. It also prolongs the match to allow you time to get your BBQ stacks. You're wanting to punish survivors for doing something that not only benefits you entirely, but also is hard to even pull off. People will complain about everything in this game.
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@FleshTorpedo said:
Im about done playing anything remotely fair with survivors. Getting full team body blocked on first hook the match of the first game of the day by an optimal swf while doing a daily on pig for chasing, enjoy your wait time on a new lobby because ######### that. Bubba's looking extra fine right now, especially when hes in brown sugar mode.
Body blocking only helps you. It literally is complete map pressure.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1042868#Comment_1042868
Youre also forgetting that person will have a speed boost which will allow that survivor to make distance on the killer, then when they get hit they get another speed boost. and by the time you get to them their teammates are taking hits.
Also the devs have stated several times that the game isnt "over" when all gens are done. so you really didnt fail, especially if you are using an endgame build.
also what if you have 2 people slugged and youre going for the last guy on the last gen when suddenly he pops it and he gets a speed boost and the people on the ground get a health state and a speed boost?
Okay? Don't let them get the gens done then. It rewards survivors for completing their objective. As is, they play 95% of the game with 3 perks for a CHANCE they may get a free health state. Even when you do, a lot of the times you're already healed or it heals you when it doesn't matter. Hell, half of the time it screws you because of the speed boost. I'd rather have Dead Hard available than the Sprint Burst.
The perk is entirely fine.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1040934#Comment_1040934
This.
Most killers I know don't hate DS because they always tunnel, but because it's far more versatile than it deserves to be.
BT and DH are annoying, but hardly game breaking, but getting a 4man adrenaline is just not even very fair. The only counter is NOED, even then that's a gamble. Killers can't deny Adrenaline, and survivors can counter NOED. Not only that, but NOED is also ridiculed heavily when Adrenaline isn't. It's a bit of a double standard, and I think that's the main reason why killers complain about survivor perks.
They see that survivor perks get way more love than killer ones. In the last Dev Q&A, they mentioned perks they're planning to buff, and there was 1 killer perk and 5 survivor ones.... right after the loss of one of the strongest killer perks in the game. People are salty. Hell, I'm a little salty about Ruin's change, since the change doesn't adress the main reason for Ruin's introduction into the game.
Killers can't deny Adrenaline? Yes they can. Don't let the gens get done. And if they do, a good killer should have half or 3/4 players killed by then.
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@ClickyClicky said:
Now it is not my intention to ridicule anyone here but I’m going to be frank.
I HATED old DS. I hated it more than I have ever hated any perk in any game I’ve ever played. When new DS came along it was such a relief because finally I had some control over it. No longer would I be punished for just trying to get my first hook.
There are situations where new DS can be frustrating (endgame) for example but for the most part it doesn’t bother me. Its rare it ever becomes an issue. If you see the unhooked survivor just give them a slap and leave them down. The same for BT, just attack the person doing the rescue. The unhooked survivor is likely going to go find someone to heal him and waste time anyway.
I see so many killers in DBD that get too focussed on one survivor. They want one out of the game as soon as possible. They commit to lengthy chases due to tunnel vision because they see someone who is injured, or they see a survivor who has already used their DS. They allow these survivors to run them to corners of the map with no gens. They wait around hooks for the survivors to come to them, rather than going out to see the survivors that are sat on generators.
I see this game after game after game and often the killers don’t even realize they’re doing it because they’re so caught up in the moment.
I can find killer to be challenging sometimes but not nigh-on impossible like the community makes it out to be. I find Dead Hard far more frustrating. I see it every game and its basically a free pallet, a free loop, and a free health state for the survivor. Likewise for Adrenaline. I’m chasing a survivor and they get healed and boost off in front of me.
With Dead Hard there’s nothing I can do. I’m in the chase with the survivor about to get a hit and DH gives them the few inches they need to make the pallet. I have no other options. Whereas with BT or DS I can still apply pressure by going for the person who did the rescue.
The best killers on stream also rarely seem to get hit by DS or they choose to take it when it’s strategic.
In short if you find BT and DS above and beyond every other survivor perk in terms of frustration and you constantly find survivors eat up too much time and the game is almost impossible to win then perhaps its time to reflect on how you’re playing. Record your gameplay and ask yourself “did I really need to take that DS? Did I really need to chase that guy? Was I too focussed on one survivor? Was I wearing blinders and lost in the moment?”
I think DS's intended purpose strays far away from how it is actually used, but other than that I see no real reason to complain about something like Adrenaline or BT.
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@Coder said:
The devs changed him because he was annoying and boring to play against. Has that changed? To be honest, I'm not really "having fun" when playing against him, I just try to gen rush and leave.
I do have fun facing a huntress, or a bubba. I do think "Oh, nice! a huntress, let's dodge those hatchets!" but I've never felt that with a Doctor, it's more like "Oooohhh crap... a Doctor... another 10-15 minutes of my life wasted on a boring match, welp, let's do gens as fast as we can"
How do you feel about him? are you enjoying going against him? I'm not talking about using him as killer, but facing him as survivor.
Funnily enough, yes I do. I absolutely love playing and facing new Doc.
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@TraitorousLeopard said:
He is fast, and those bottles are annoying. How about we drop his speed down to 110%, and make the bottles more direct- hitting someone won't slow them or blur their vision, it'll just deal a damage state, but only from direct bottle hits. Maybe they can have status effects, but only from add-ons. Damaging bottles is pretty strong though, so to compensate he'll have to reload at lockers. Maybe have him constantly wheeze and laugh too, so people can hear him coming and tell what direction he's coming from.
This seems kinda fake, but in case you're being serious then how about no lol
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1036602#Comment_1036602
We are not entitled, survivors are, they complain in the forums and the devs do something about it. Remember the basement glitch ? They patched than within hours but flashlights have been bugged for multiple days now it proves killers are on the back burner
Wow, crazy! It's almost like the basement bug was a massively game breaking big that trapped you into a void and literally forced you to DC!
Darn BHVR, always catering to those toxic survivors.
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@Lithuanian said:
https://forum.deadbydaylight.com/en/discussion/comment/1036041#Comment_1036041
I'm just saying it's too easy to play survivor from now on... No more Challenge to play as Survivor...
Ruin doesn't pose any challenge to experienced survivor players either. It really only makes the QOL better for newer players. It was a necessary change for the health of the game. Once the bad maps are weeded out, the game will be far better.
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@FleshTorpedo said:
https://forum.deadbydaylight.com/en/discussion/comment/1039308#Comment_1039308
It takes longer to rebalance or rework the entire map pool than it does to change the generator times or toolboxes. Ideally they would have been balanced at one go, but the devs have decided to balance piecemeal. The go hand in hand, balancing one will change how the other performs.
Yes, it will take longer, but in the end it is the root of a huge majority of all the balance problems in the game. It's better to fully fix the problem than it is to bandaid fix it.
Also, I believe the devs said they have toolbox changes that will be coming eventually, which is also very nice.
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@BBQnDemogorgon said:
Weird that everyone focuses on the fact that i 4k'd and not what the video showcases. 2 uncounterable 30-40 second gens.
I literally could not travel the map in time to stop a gen despite immediately going for it when i spawned.
Because in the end, you won. The objective when left open, will obviously be completed quickly. The slowdown comes from the middle to end of the game. Were focusing on a part of the game where your pressure is next to none.
The whole point is, yes, objective goes by fast early game, but that's literally just because there is no pressure. The gens can go fast in the beginning, but if you're a good killer they won't past that point.
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@Sluzzy said:
I'd love to see OP play Myers, Trapper, or any killer that has a slow startup time against a competent genrush team on comms. It would actually be satisfying to watch his lie be exposed.
Good thing you need a specific scenario to prove your point.
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@Aven_Fallen said:
He got a 4K with 2 Gens left.
So why exactly did those two Gens matter in the first place?
Not sure. The funniest part is half of these clips just showcase some of the objective being done, but they end up winning. Gen time isn't an issue for killers who are able to control it. Only time it is, is on humongous maps. But, that's map design, not gen speed.
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@hex_genrush said:
its really sad because I really like trapper but 2-3 gens go when I set my traps and they all disarm them anyway
Okay. So put traps in places where they're unlikely to be disarmed.
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@Waish said:
https://forum.deadbydaylight.com/en/discussion/comment/1030327#Comment_1030327
So it adds more powerful perks for survivor so they have more perks to choose from that are just as good as adrenaline, bt, ds and etc. This does not help killers because if they're as good then the killer has to guess on which perk the survivor has and has to play around more perk potentials that's not better because at least now we know what the survivors are running and can at least try to play around it. It makes absolutely no sense that giving the already stronger side even more great perks will make the weaker side stronger. If they're as strong then they become a problem and if they aren't then the already strong perks will just continue to be used
The current meta are the strongest perks in the game, and are all second chance perks. These buffs will very likely not make them as strong as the current meta. And yes, it does make sense that giving survivors stronger perks helps the killer. They will not be as strong as BT, DS, DH or Adrenaline. I can almost guarantee that, because the chances of them becoming second chance perks is next to none. Like I said, more perk options means diversity of loadouts, and because the perks won't be as strong as the current meta, this change doesn't hurt killers.
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@Infested said:
2.4% of steam players have hit Rank 1 killer EVER in the entire time of DBD
Compared with over 4% for Survivors.
This stat shows it's almost twice as easy to get rank 1 as survivor. Game is survivor sided anyone disagreeing is kidding themselves.
Also I'm a survivor main before people start complaining
That's not a testament to the difficulty level of either side. That's a testament of how bad the ranking system is.
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@Waish said:
https://forum.deadbydaylight.com/en/discussion/comment/1025681#Comment_1025681
It doesn't help killers by adding more meta perks to survivors because if they're not as good as the other ones survivors still won't run them and if they are then that's more perks the killer has to worry about
Yes it does. It adds more perk variety and somewhat pushes away some of the meta perks. The reason the meta is this longstanding is because of a lack of other good survivor perks outside of like 8 which are almost used every game.
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@paign_217 said:
Since the endgame release, the last survivor doesn't stand a chance in escaping if they don't enter the game with or find a key. The exit gates are super close, most times on the same wall and the killer can stand between the exits and monitor both. Would it possible for the DEVS to consider implementing a "difficult" skill check option to open the hatch for the last survivor once the killer closes the hatch.
The way it is right now is perfectly fine. The only change I could see to make it better is making the exit gates spawn at a set distance at minimum to prevent them being extremely close.
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I mean, it was deserved. Contribute and say something that is of use instead of insulting them.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/1025681#Comment_1025681
will slippery meat become a meta perk kekw
Slippery meat needs a nerf more than anything. Literally the most busted perk in the game
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@cipherbay_ said:
Yea, mostly survivor perks....
It sucks, but honestly in the end it works out better for killers. Less meta perks from survivors. Because honestly, outside the meta most survivor perks are terrible.
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@SteelDragon said:
we all know that no hex perk will last to late game, not sure why BHVR listed that as a PRO of this "new and better ruin". devs are so survivor biased it is not even funny. so tell me, how has new ruin treated you? I used it 1 game and it did next to nothing
Great. I've actually found it has some good value if the totem lasts a decent amount of time.
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@Speshul_Kitten said:
You heard it on the live dev stream. Sounds like it’s coming up next the way it was said. Specifically on the “charges” and “speed” of the toolboxes.
Long overdue if you ask me!
Great. I absolutely hate toolboxes. They're far too strong in bunches.
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@ppo8820 said:
The idea of hex totems burning brightly, out in the open zaps any power or use they have since they get broken in first 4 minutes. What if the totems were locked in cages and survivors needed to locate keys hidden to open said cage to destroy the totem? It would be a new objective vs the same old gen rush and healing. What other ideas do you have to make game more interesting?
Or they could make it so killer always gets notification if a totem is being cleansed as just Basekit.
Honestly, I'd love to see a lingering effect come into the game. But its weaker than what it was before the totem was destroyed. For example, if Ruin was broken, it would go from 200% regression to 105% or something like that for the rest of the game.
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@Eye66 said:
Looking around I think there's ebough assessets to do a map of the Blair meat company slaughterhouse from the climax of TCM 2003, aside from the licensing issues what do you guys think?
I'd love to see TCM '03 Bubba come in as a skin with the slaughterhouse. That would be awesome.
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@ABannedCat said:
Finally survivors know what it is like to have gamebreaking bugs. Killer have to get used to that for a long time now.
Survivors just got done dealing with the basement bug. Twice. That bug was truly game breaking.
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@ShadowRain said:
Matches finish too fast now, SWF kills red rank killers.
Even increasing gen times by 15 seconds each would be decent
Huge and unbalanced maps are the problem honestly. If you were to make every map like and near the size of Coal Tower, while changing toolboxes, I firmly believe gen speed wouldn't be a complaint.
Increasing gen speeds would just mean that more tweaking around the game would be needed, and I'd rather have something that fixes a slew of issues but doesn't introduce any new problems.
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@KillerMonkey236 said:
https://forum.deadbydaylight.com/en/discussion/comment/1022116#Comment_1022116
You're naming things that were neccessary to actually make the game fun. But ruin wasn't necessary, people could do the skillchecks or find the totem. Now gens get popped within 2 min. Now how is that fair at all. Yes they do buff killers but not as good as survivors get it.
It's fair because most good killers can actually control the gens. Personally, I think gen time is entirely fine. Its just gigantic maps that make the gen speed seem too little.
You won't see many good killers losing games without Ruin on small maps that are balanced.
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@DeathBeam said:
https://forum.deadbydaylight.com/en/discussion/comment/1022609#Comment_1022609
Nope, many killers expect it anyway and just slug.
It's very strong, but I wouldn't call it a crutch. When I get hook bombed and the killer tunnels me, it's not like I can use my skill to really get out of it. I think it is abused a bit too much, and it should be nerfed. But I still don't think it's a crutch.
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@Cabbage said:
I hit decisive strike twice in the same match, but it never worked, and the killer just kept carrying me. This doctor update is really overpowered, I mean seriously.
It's a Madness 3 bug. I got the exact same thing today.
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@thrawn3054 said:
Revomve all 50% and 75% bp offerings. Move the 100% ones down to brown rarity along with the Sealed Envelope and the killer version. I can't think of the name at the moment. Yellow rarity would have Cakes, Puddings, and the Bound Envelope. With streamers being the only rare BP offering. This would make room in the blood web for more addons to choose from. I also believe it would help the grind immensely.
Yeah. I hate having to have BBQ always on no matter what if I want BP. It kinda limits my builds, so this change would be nice.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/1021248#Comment_1021248
I disagree and he definitely wouldn't fit dbd as a killer or survivor. Maybe a fearless survivor but not really him.
We can agree to disagree on his personality, but one thing we both agree on is that he definitely doesn't have a place in DBD. Lol
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@AshleyWB said:
I'm not a fan of Eminem. I see him as someone desperate for attention to keep relevent hence why he's always rapping about controversial stuff. He would promote toxicity which is a step backwards.
He definitely isn't attention seeking. He has such a large fan base that he hasn't needed to do anything controversial past 2002 for people to listen to him. He just enjoys making people mad.
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@Calabrum said:
https://forum.deadbydaylight.com/en/discussion/comment/1019544#Comment_1019544
If a survivor hook bombs right in front of me why should the injured survivor be allowed to get away safely? If they did an unsafe unhook in front of me you better believe I'm downing the injured survivor. That's just common sense. It's not tunneling if the other survivors can't be bothered to come up with a better tactic then unhooking in front of the killer. Don't want them tunneled? Don't stay at the hook, especially when I know your there.
They should. Because they're not in control of idiotic teammates saving them. They have 0 control over how or when they get saved. They shouldn't be punished heavily for idiots who hook bomb. BT is entirely fine.
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@Calabrum said:
https://forum.deadbydaylight.com/en/discussion/122578/killers-are-the-biggest-babies
Ok survivor main, here's the deal. Remove your infinity gauntlet more commonly known as borrowed time. Ridiculous that it has infinite uses btw. Make DS deactivate after another survivor has been hooked. Make adrenaline actually follow the rules of exhaustion perks... Finally, reduce map size to make unviable killers viable. Then we can talk, until then save it for when the game is actually fairly balanced.
I don't see why BT is an issue. Unless you tunnel, you'll hardly ever deal with it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1019505#Comment_1019505
You missed a huge part of what I just said. It's not temper, it's just not having any fun, plain and simple, and the worst problem a game can have.
Also if you can't see the current issues with matchmaking, then there is no point in even talking we won't agree on anything.
I literally just said that matchmaking problems are a result of BHVR implementing what killers were asking for. And ironically it did exactly what they wanted it to prevent. I know it has its problems, it's just something that I find funny about it. Also, I'm using temper as an example because this guy loses his temper it seems. He makes a lot of really overly anger filled posts.
Like I said before, if he's somewhat experienced, him being "bullied" is not that game's fault. Say he is a fairly new player facing higher ranks, then it is. I'm just kind of playing the other role right now, but I don't think either of us know how experienced OP is.