deadbyhitbox
deadbyhitbox
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1019416#Comment_1019416
Yeah problem is those matchups are happening. So you're trying to learn this killer, but everyone as survivor is better than you because matchmaker thinks since you are rank 15 you should only go against red and purple rank SWF groups, and they bully the hell out of you.
Then, these people hate everything, get discouraged don't have any fun, why would anyone want to go through that? Why would we defend that as a fine experience?
Why git gud at something you don't enjoy to begin with?
Learn how to play killer then. I had a rough patch when I first learned killer, but eventually I learned because I observed and didn't lose my temper or give up. Yes, it isn't fun, but this is the matchmaking killers wanted funnily enough to prevent what's happening right now.
I can understand if it's like rank 15's verse like rank 5's, but if it's like 13's vs 10's it's nowhere near as bad. If you're somewhat experienced in the game and getting bullied, that's on you then.
Basically what I'm saying is if you're somewhat experienced, the bullied is a result of you being outplayed, but I can understand if you're a pretty new player facing high ranks.
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@ProfessorDunwich said:
I do not think I am alone in this. And it seems with Ruin gone it has escalated greatly. You are supposed to be a powerful killer but instead you are mocked, disrespected and there is very little you can do about it. Not much more sucks than being bullied by multiple people, feels like absolute garbage.
If people continue to feel this way, they will not play killer. Simple as that. There will be no game.
Not trying to be mean, but if you get bullied it's probably because you're not that great of a player. You can't really get "bullied" as a good killer. Things that work against inexperienced players don't work against good ones.
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@Seltas0208 said:
Sorry bud but. His shock still has a delay. It's just like old doc, no better for looping....Well...maybe you get a small amount more distance but they increased how slow you go when charging the shock.
But I do slightly agree with static blast being good for tracking, shame it's on a one minute cool down and can still be countered by lockers
His shock doesn't have a delay. It's the exact same as before the rework according to Peanits. And his shock 100% works better at loops. Even truck loops which are fairly long loops. You need to know how to use his shock for it to work, and for me it has done wonders. I'm pretty sure the charge time is actually slightly less too. Overall, this is a massive improvement. I'd even say a good Doctor player can make him into a low A tier killer.
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Killer has a reason to camp, assures a free down, renders 2 survivors useless. The hook bombing with extra steps. It works well on bad killers, but other than that its almost all negatives for the survivors. I love when people do it against me.
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@Unicorn said:
I know this was probably announced already but I don’t keep up with News & Announcements as much. Do I get to have my Jane and Clown skins tomorrow? 💜
Very likely tomorrow.
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@ZoneDymo said:
Its one of those "super easy idk how you missed it" loopholes to the endgame collapse.
Why does it not atleast regress when not touching it?
Sure, the killer can go open the gate on their own, which will just lead to an ez unhook and running out the now opened door for survivors.
I mean, im not even talking about the timer and the lack of pressure the endgame collapse gives in a LOT of situations, but that lacking scenario is something we rarely even get to.
Killer hooks someone, survivors just 99% the gates knowing that in 99% of the cases/chases they will be able to open the gates and run out, then take their time to heal and go for a rescue, all the while not being pressured at all.
You realize that 1v1's at EGC would be even harder than it currently is? If the gates regressed, you couldn't do anything. Because usually if the gates are close you pick away at the gates bit by bit.
The killer already has a way to prevent 99's. You can open it yourself.
Like someone else said, the EGC was implemented strictly for hostage situations, not free kills every game.
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@Sonzaishinai said:
Bug-team: We have found another bug sir!
Devs: Does it benifit survivors?
Bug-team: Ehm yes
Devs: That's not a bug that's a feature!
Bug-team: *whimper*
You think this bug benefits survivors? Lol
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011675#Comment_1011675
Instasaw hasn't existed since tinkerer was changed.
It's literally not a thing anymore.
The current instasaw is still too much.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1010904#Comment_1010904
The thing is once Freddy teleports he can't go back to his original position without walking all the way back. Map permitting Hillbilly can get across and back in seconds.
If Freddy does teleport and finds a survivor he still has to hit them twice to get them down. Hillbilly can potentially zoom across and have another survivor instadowned in seconds.
Sure you can loop but even good survivors make mistake, and good Hillbillys know how to get people with that chainsaw. Add in Billy's ability to be so fast he catches people out of position and it starts to become a problem.
The thing I've noticed is that Billy will consistently be able to capitalize on this. Game after game Hillbilly tends to wreck the teams I get faster than Freddy or Spirit. Are they all bad survivors? every game?
It's that snowball which comes out of nowhere, it's like hitting a brick wall for survivors. It's why I feel Freddy is fine but Billy needs some tweaks. Because when Billy is on a roll it's very hard for survivors to come back whereas the fact that spirit and freddy have cooldowns on their map traversal and still have to hit survivors twice is what keeps them feeling less cheap than Hillbilly, even if you want to argue they're potentially stronger in chases it still takes them longer to get things done which at least gives other survivors a chance to unhook and heal.
"Add in Billy's ability to be so fast he catches people out of position and it starts to become a problem."
What? If he catches you out of position it's your problem. I don't see what's so bad about a killer who is able to capitalize on your errors. It's pretty hard to hit chainsaws verse survivors who are consistently positioning themselves well throughout a chase.
"The thing I've noticed is that Billy will consistently be able to capitalize on this. Game after game Hillbilly tends to wreck the teams I get faster than Freddy or Spirit. Are they all bad survivors? every game?"
Probably, because you're likely only getting caught if you are out of position. 90% of my Billy games don't even require me having to curve loops because survivors still sit wide in the open where chainsaws are easily accessible. The only real times you can get caught when in position is when you're facing a curving Billy who actually is very good at curving. Otherwise, if you play smart you're not going down to his saw too often.
"Because when Billy is on a roll it's very hard for survivors to come back"
Don't let him get on that roll then, Billy is a snowball killer like Myers, which is why you need to prevent the start of it in the first place. If you're well separated and don't go down at bad times, he's 1 chase at a time, and at that point if you're doing gens efficiently, you're in a great spot to win.
I don't mean any offense when I say this, but you sound like someone who isn't very experienced verse Billy or know how to correctly counter play them. I'm an avid Billy player, and have easily amassed over 1.5K hours on him alone. If you translate your knowledge of him to your survivor games, you will have a pretty easy time not getting hit by saws verse an average Billy.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011078#Comment_1011078
Tofu has zero background in video games other than playing them. He admits to barely having a high school education and prior to streaming, worked in a warehouse stocking shelves so he could pay for his move to Canada and stream full time living with his significant other. I'm a Tofu fan, but playing a game doesn't make you an expert on it's backend or netcode. No offense to him of course - but he has zero qualifications other than having a verified badge on twitch, and a fog whisperer logo. Neither of those mean a damn thing. They don't magically make him know things. Saying any of that gives him any authority is like saying you learn how to run a restaurant by watching Gordon Ramsay's Kitchen Nightmares. I'm not saying he's wrong, I'm just saying he pulled that out of his backside, because it has no observable basis to back it up. What I said does, and is therefore (whether you like it or not as a tofu fan) more credible.
I do have experience with the Unreal Engine, but of course I'll admit that doesn't make me an expert either. However - if it was solely matchmaking that was the issue, survivor lobbies wouldn't be so painfully long. They are long because the matchmaking algorithm is doing it's job and looking for better suited killers closer to their level. The issue is, it's not finding them.
There's not many of them left compared to the number of survivors. This is why sometimes you'll actually get a quick lobby as a survivor. There was a killer near your rank actually available. As it stands now, there simply aren't many red rank killers floating around. They've either switched to survivor due to imbalance, or have went to play Civilization for a while. The matchmaking is doing what it needs to be doing - it's looking, in stages, at different groups of levels. After a while, it opens up to high and higher levels until eventually a group of red and purple ranked survivors gets matched with a yellow/brown rank killer. Why do you think they wanted to hide the ranks in the post game lobby?
This is literally how they explained matchmaking working; and this is a far more logical explanation than that of a person who only has any credibility because he's a fog whisperer, and not because of actual knowledge.
It is an issue with matchmaking. Tofu's background means literally nothing because his exact explanation coincides with the recent matchmaking changes. Matchmaking has been like this before, but for killers. Nobody was screaming that there was a shortage of survivors when killers had terrible lobby times. This has happened before, and now that it's happening to survivors, people want to make it seem like killers are leaving when it's just the matchmaking.
That's exactly why it's the opposite at low ranks. Because of the changes, the low ranks who are in SWF parties are being pulled up to higher ranks, leaving a shortage of low rank survivors for the killers to play against. The numbers are still the same, just distributed incorrectly. I'm also fairly certain the dev's themselves have said there are known issues with matchmaking as well.
In the end, the funniest part for me is that all of these killers telling people to "just adapt" crumble at the slightest thought of having to learn the game without a specific perk.
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@thrawn3054 said:
Please don't nerf anymore killers. The strong killers are fine. There isn't a single oppressive killer in the game. There are some I personally find annoying. But that's not grounds for a nerf.
I would also say please add some QoL changes for the weaker killers.
I agree. At this point in the game, no killer is overly powerful, just a little bit annoying. I don't even think that warrants a nerf. I'll be really disappointed if they make any base changes to Billy.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1009023#Comment_1009023
Ahem:
And you base this on...? You've admitted in previous threads you haven't been to red rank as killer. So how would you know? I notice you tend to interject a lot of one-liner things like these and never back them up. So back them up, bud.
I base my claims on the fact that red rank killers actually aren't playing and are quitting/taking breaks, as well as the fact that red rank survivors are being matched with yellow and green rank killers. What do you have as a base? Go ahead. I'll wait.
Any time now. I'm not falling for your one-liner baits like others do. o/ <3
It's not a lack of any side. I don't know why people just assume this because they want to act like killer players are extremely oppressed and now are quitting when that isn't the case whatsoever. Its solely because of the matchmaking changes. Low ranks are experiencing the exact same problem, but in reverse. Killer queues take years to get.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1005366#Comment_1005366
I haven't heard the rank 17-20 players say "survivors queues are instant, killers queues are long" - where did you get that from?
Tofu himself shows the absurdly long killer queues in his video. In the background, he sits for the entire video waiting for a lobby. I further tested this myself by using my low rank alt, and would you know it survivor queues took next to no time to get into, while my killer queues were far slower and nowhere near instant like current high rank killer queues.
Like I said, everyone wants to think this is because a shortage of killers, but it really isn't. When killer queues were garbage back in the day, nobody said it was because of a lack of survivors. The current matchmaking that killers wanted implemented funnily enough screwed over the matchmaking system entirely.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1001966#Comment_1001966
Instant matches for killers and long queue times for survivors - how can that be caused by bad matchmaking?
If the killer : survivor ratio is good, it's either good queue times for everyone or - in case of bad matchmaking - bad queue times for everyone.
It's the exact same problem with low ranks. Except the other way around, insanely long killer queues, short survivor queues. This video sums up the problem well.
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@NoShinyPony said:
Of course, survivor is easy and killer is stressful. That's why the queue times are how they are.
As long as the playercount doesn't drop, I don't expect the game to change.
No, the queue times are due to the recent horrible matchmaking changes. There is not a shortage of killers or survivors.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/979664#Comment_979664
They will find enough things to complain about.
- Bloodlust
- Hag traps (facing the direction of the trap)
- Insta chainsaw Billy
- One shot Huntress
- Devour Hope
- Noed
- ...
I have already seen those complaints...no joke
Insta Saw Billy is extremely strong on any Billy who knows what they're doing, and BL is a bad game mechanic that was used to bandaid fix loops from 2017 that for a good majority don't really exist anymore.
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@Bigbootiejudy666 said:
https://forum.deadbydaylight.com/en/discussion/comment/994971#Comment_994971
Adrenaline is fine? I can´t with you😂
Adrenaline is situational, and only rewards you for doing your objective. You're basically playing 95% of the match with 3 perks. Nothing is wrong with it.
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It not being a hex would likely be a bit too powerful. At the moment, it actually is a good perk on killers who are efficient with their pressure.
Honestly, I feel map issues are the real problem in all of this. Maps too big a say in how long chases are, and how long it takes to get from point A to B.
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@Joekillu said:
https://forum.deadbydaylight.com/en/discussion/comment/978346#Comment_978346
Careful you got a bit of dirt on your nose.lol
Hilarious. Like I said, he is the best dev player that I've personally seen on the game. Funny how without having even really watched him you just assume he's low rank though because he has a different opinion and view of this situation. Gotta love this community.
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@Jamie_5 said:
Hey BHVR can we have an option to change Doc’s chase music back to default? It’s very ear piercing and kind of annoying. Thanks for reading my post.
It's probably a placeholder. It definitely does not sound finished.
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@Joekillu said:
https://forum.deadbydaylight.com/en/discussion/comment/975553#Comment_975553
So your either low rank or can't use logic...nice.
Peanits is not a bad killer or survivor. He's by far the best dev player I've seen on the game.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/972620#Comment_972620
Yeah as ScottJund said in his video nobody enjoys running Ruin, it's just a bandaid for how awful some maps are sometimes.
I'll never understand how it's OK that some maps are so different in size to each other. It obviously affects game balance.
At this point, it's almost like they're refusing to acknowledge that maps are awful. It's a big problem.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/972472#Comment_972472
Yeah I think maps should be lower size variance tbh. Being forced to concede an early gen never feels good. And I think it would help no mobility killers more than anything else the devs can do.
Maps definitely need a massive change with how loops are. Ormond is one big connected tile, and maps like Coldwind are horrid because of the strength of the pallets. The state of maps is currently awful.
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@Umbrae_pk said:
https://forum.deadbydaylight.com/en/discussion/comment/972517#Comment_972517
no, no. You're absolutely right. Map design, imo, is so and only because it is RNG. The amount of times I have gotten strong map tiles lined in a row is insane.
Not sure how Clown will suffer, since he's pretty fast. But other killers like Huntress, Trapper, Hag, etc are pretty screwed. But there are other perks killers can use. Pop, Corrupt, et... (don't know much good killer generator slow down perks)
Clown will suffer because he has no map pressure tools. On large maps he's extremely subpar. This change needed to happen, but they chose the worst time to implement it; when the actual problem of map design hasn't been addressed.
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Map design is currently horrid. Many chases require 0 skill, and it's just chain loop after chain loop on certain maps. Others are gigantic, and 65% of your match will be spent walking from point a to point b. Some killers absolutely need Ruin to have a good chance to win on certain maps. What is Clown going to do on Red Forest, what about Huntress?
If the maps were not garbage, this change would be entirely fine.
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@Umbrae_pk said:
A lot of people are complaining about new Ruin, and honestly it's annoying.
Yes, the perk got nerfed.
Yes, it was needed.
Yes, you guys are mad, but suck it up. that's what happens in an online multiplayer game.
This might not how Ruin will be released, it's a test for a reason!
The new Ruin isn't even live yet but you guys are already crying. You haven't even tested it out. Just read the description.
In the meantime, stay quiet and wait for the PTB to come out.
You don't need to test it to realize that it's bad. Great idea, but horrible time to implement it.
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@gantes said:
It was too polarizing and made killer perk choices boring, I'll agree to that.
There's just one HUGE problem.
Killers will be very eager to not play any of the maps that are the size of Russia now.
Every single map should be at most Yamaoka-sized. Preferably closer to Badham size. For reference, there's a list of maps by size.
https://deadbydaylight.gamepedia.com/Realms#Map_Sizes_.26_Ranking
I'm not joking. Devs, you should remember something. The majority of the killers in this game have no mobility powers whatsoever besides just walking. You can't pressure big maps with these killers, you absolutely cannot.
You either give some form of universal mobility tool for killers, which probably will never happen, or you reduce the maps. There's no debate here, ask any seasoned killer player if they like playing Huntress on Mother's Dwelling. We all know what the answer will be.
Yes, Ruin was inherently bad design. It absolutely dumpstered new survivors while being a minor inconvenience for really good survivors. The game has no room for things like that, I agree. But if 80% of players in red ranks are running something that's not even reliable and usually lasts for a short time, it's a symptom of a larger problem. Reduce huge maps and you'll solve half the problems for weaker killers in this game. If things get too tough for survivors you can always put stronger tiles in problem maps. It's not too complicated.
Just like I was in favor of reworking Legion and changing Spirit because I believe people DCing too much vs something is a symptom of a bigger issue, I assure you that DC rates on bad killer maps will increase with the Ruin changes.
Thank
EDIT: @Peanits can you tell us if that's something the devs at least talk about?
Hoping to keep any discussions constructive.
Clown, Huntress and LeatherFace are going to be absolute nightmares to play as on big maps now. Love having maps that take 5 minutes just to get across.
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@Rivyn said:
The other day I posted a thread about the rng state of the bloodweb, namely in concerns of BBQ.
I saved up my 9k shards last night and bout Oni, wanting two of his perks. His first rotation in the bloodweb.
https://us.v-cdn.net/6030815/uploads/737/L0DVU24F4ZOU.png
Had a bit of a laugh at that rng.
Meanwhile I sit here and it takes me like 4M BP past level 50 to get BBQ. Bruh
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@underlord99 said:
I mean you guys nerfed freddys ropes and chains but when are you going to do something about those perks?
add on toolboxes and brand new parts and BAMB you've got yourself a gen done in 40 seconds!
Prove Thyself doesn't need a nerf, toolboxes do.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/964613#Comment_964613
1) Grass and corn are likely considered the same type of object by Unreal Engine. Therefore, if they make it so she moves grass she will also move corn. If they want to make her ONLY move grass that would require them to redo how the game handles these objects, which is way more work than it's worth.
2) Even if that's not the case, it makes 0 sense she would move grass and not corn. The devs want consistency and what's consistent is that either both move or both don't. There is no in between.
3) Footsteps are plenty loud to know she is walking by you, as that is your cue to drop a pallet or 360 or vault a window, or whatever else is appropriate to juke the hit out of phase walk.
4) If you think the stand still trick is stupid, then it's probably because you fall for it often. It is actually very easy to play around, it's just majority of survivors over think the situation and do something incredibly stupid. There is 0 reason to remove this when it's the survivors fault for falling for it.
I'm not even going to address anything else. It's pretty obvious majority of the people in this thread just have absolutely no idea how to play against Spirit and rather than improving as a player they would rather just gut her so they can counter her 100% of the time. You can kick and scream all you want about how unfair it is you don't know when she is phasing or that the stand still trick is OP, but the fact remains you can outplay a Spirit consistently if you understand what her experience is and what your actual options for counter play are in a given situation. I guarantee you guys lose to Spirit because you over think the solution and just end up making really dumb decisions. This coming from someone that has seen Spirit counter play from both sides at rank 1.
Really, play Spirit to red ranks. You will see that majority of survivors just do really stupid things to beat you. And you will also see that the few survivors that DO know what to do are actually very difficult to track and catch as Spirit. If counter play doesn't exist at all then the second group would exist, but they do, just in way fewer numbers because counter playing the Spirit isn't a super intuitive thing and many survivors lack the awareness of killer's POV.
"majority of the people in this thread just have absolutely no idea how to play against Spirit"
"Just play better against something you have no control of in the 2nd half of a chase without a perk"
"And rather than improving as a player they would rather just gut her so they can counter her 100% of the time."
No, that's not what we want. I play DBD to verse other people, not play single player. I clearly stated counter play options that give the survivor information so it isn't a solo experience. I also offered ways to buff the Spirit should she not be powerful enough. There's a difference between stating more enjoyable options for change than gutting her.
"You can kick and scream all you want about how unfair it is you don't know when she is phasing or that the stand still trick is OP, but the fact remains you can outplay a Spirit consistently if you understand what her experience is and what your actual options for counter play are in a given situation."
There isn't anything you can do injured verse a Spirit with a brain. You have next to zero control over what happens in a chase verse anyone who is smart with her because they're in complete control with all the information, while the survivor has absolutely none. Not to mention, the stand still trick is absolutely laughable, considering people actually think they're good at the game for standing still. There are many situations where the Spirit can stand still and deny the survivor all options and forcing them to guess.
"I guarantee you guys lose to Spirit because you over think the solution and just end up making really dumb decisions. This coming from someone that has seen Spirit counter play from both sides at rank 1"
Having to guess with no information doesn't mean WERE making dumb decisions. You can say you've seen counter play, but I almost guarantee the player either had IW, or the killer they were facing was a moron. TrueTa1ent uploads videos of "SpiRiT cOunTErPlAY" and almost everyone of them either has IW or a Spirit without a brain who literally gets 360'd.
"Really, play Spirit to red ranks. You will see that majority of survivors just do really stupid things to beat you. And you will also see that the few survivors that DO know what to do are actually very difficult to track and catch as Spirit."
I mained Spirit for 5 months before Demogorgon and Billy. The only times I lost were because of my own doings. I found nearly no survivor difficult to track because I used my ######### ears. My whole point is that once your injured, no amount of LOS breaking, or weird movements will matter because you're so easily tracked.
Like I said, once the survivor is injured, the Spirit's amount of information and the survivors extreme lack of information makes the survivor side have 0 counter play outside of a perk. Its insanely unfun and is basically a single player game at that point. This recent change doesn't address the actual point of the Spirit.
At this point I'm not even going to bother continuing the discussion because all it will be is senseless back and forth that will change neither of our views. Have a good day man :)
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/963251#Comment_963251
The footsteps are loud enough. I think it's fine and should stay as a feature because you can only hear them if she is right next to you, which is your cue to do some 360 janky stuff to dodge the hit or maybe drop a pallet or something.
As far as moving grass... no. Corn maps would just be awful for her (and they already are sort of because it's corn).
Just leave the footsteps you don't need anything else.
Also yes, you can avoid her if you are injured. You need to use sounds to lose her. Running gens, sometimes those fire cans. Again not easy but can be done.
Like laurelstroodle said, I specifically said grass, not corn. I don't see how grass would be unfair at all.
Also, the footsteps aren't that loud. By the time you hear them she's at around a 3-4m radius. You also have to factor in that chase music usually lingers while she's phasing and because it is so loud, you can't really even hear the footsteps. I think it needs to be slightly louder, but make it nondirectional. This would eliminate the stupid "stand still to win" strategy, while still actually giving the survivor some info to work with.
Another change I would include is reducing her cooldown on her power by 5 seconds.
If you implemented all of these changes, I still think the Spirit would be a good killer but fun killer to face. The grass could actually be used for a lot of mind games, and while there is more information, the survivor would have to react relatively quickly to avoid being hit. Not to mention, the CD being reduced by 5 seconds would be a very nice buff for her.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/962838#Comment_962838
"All killers on console are trash" ... You realize that on Xbox at red ranks, literally 90% of games are against SWF right? Pretty much EVERY game. And with poor frame rate and control stick restrictions, any killer that can consistently win is going to be a very good killer. And yes those killers exist, I play with/against them regularly.
Also the fact you say "any good spirit will not let you waste her power" shows you don't care to actually learn how to counter play her. You'd rather just nerf her into the ground. She's not supposed to let you do anything, you have to play janky and make good reads to make her waste her power.
Same as the other guy. Stick your head in the sand and cry "no counter play" instead of improving as a player.
https://forum.deadbydaylight.com/en/discussion/comment/962824#Comment_962824
Because your arguments are weak. I'm being generous to even address those two.
Breaking LOS means absolutely nothing if you're injured. If you're running to a pallet and you do Tru3's patented counter play, you're not doing anything but guessing. You have 0 information as to what and where she is until the last second, and by the time you hear her footsteps, you're likely dead.
There is counter play when uninjured, but not when you are injured.
She'd be much better if she even moved grass or her footsteps were slightly louder because then, she'd actually give the survivor some information. In return, give her a much shorter cooldown so she can use her power more often. She'd still be a good killer, surely not as powerful as the current variant, but actually somewhat fun to play against because you don't feel like you're playing a single player game. And hey, if she's too weak, buff other aspects to her power to keep her a strong killer.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/963215#Comment_963215
His add-ons all suck except for the grey one's.
His Shred would be good if I could get my sensitivity higher. Also, if it didn't cause my FPS to drop and if it wasn't so easily juked.
His portals are extremely lackluster. Temporary map pressure and slight info.
He needs to be good at something instead of average at everything.
His addons are meant to be like that because his base power is not reliant on addons. His Shred on console for me is fine and I hit it very consistently. It's a very strong tool not only for closing distance, but for zoning too.
His portals are decent, the ability to get across the map quickly is huge alone when it is paired with something like PGTW. Adding Deer Lung strengthens them quite a bit too.
He is very good at two things, being able to zone and his ability to deny many loops and windows. He obviously does best at loops that generally lack curvature. Many of the strongest tiles and regular tiles in general lack curvature. He's a great overall killer.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/962625#Comment_962625
His base Shred is kinda garbage, imo.
On console at least.
I'm on console and I find it good. I get so much use out of it. The thing I love the most about him though is that he isn't an addon dependent killer. Weak addons, but his power addonless is actually relatively strong with a good player. I think every killer should follow the formula of strong base, weaker addons.
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@SnakeSound222 said:
I love playing Demogorgon, but I think the devs rushed it or didn't care about it as much as they normally would. It seems like the devs just threw some numbers on the add-ons and just didn't care if they were nearly worthless. I have a list that contains all of the changes I'd like to see happen. Maybe my changes would bring Demogorgon from mid tier to top tier and it could its own against good Survivors. It's pretty long because it goes into detail about the add-on buffs:
1. Add Shred modifiers to more of his add-ons (like charge time and range). It’s not right that most of Demo’s add-ons only affect his portals. He has like three add-ons that affect:Shred. I’ll go into detail later.
2. Lower the footstep sounds. This makes using the Undetectable effect nearly impossible. They should be as loud as every other Killer’s.
3. Remove the map wide roar when attacking or using the portals.
4. Make hitting a successful Shred apply a slight Mangled or Hindered effect. You’re having an 8-9 foot tall supernaturally powered monster throw itself into you at incredibly high speeds. Having to deal with slightly slower movement speed or a larger wound wouldn’t be that surprising.
5. I think his base Shred charge time feels a little too long to me. I find myself thinking “hurry up Demo!” whenever I get ready to use a Shred. It should be slightly lowered from 65% to 50%.
6. Fix the add-on numbers. For being Rare or Very Rare add-ons, their numbers are PATHETIC. Most of the Very Rare and the Rare Undetectable add-ons seem like they should be Common or Uncommon. I’ll go into detail below.
Detailed add-on buffs (these add-ons are not having their current effect replaced):
*Leprose Lichen/Red Moss: A fully charged Shred will apply the Exposed effect.
Unknown Egg: Increases Of The Abyss power recovery by 5 seconds. Considerably increases Shred range. Moderately increases Shred charge time.
Upside Down Resin: Increases the time to seal a portal to 18 seconds.
Vermilion Webcap: Increases the duration of the Undetectable effect by 5 seconds.
Lifeguard Whistle: The Exhausted effect now lasts 30 seconds. *Slightly/Moderately decreases Shred charge time.
Deer Lung: Moderately decreases Shred charge time.
Violet Waxcap: Increases the duration of the Undetectable effect by 3 seconds.
Brass Case Lighter: The Blindness status effect lasts for 120 seconds. *Slightly decreases Shred charge time.
Thorny Vines: Increases the radius in which Survivors can be detected by Of The Abyss by 3 meters. Increases the time to seal a portal to 16 seconds.
Eleven’s Soda: Increases Of The Abyss power recovery by 3 seconds. Moderately increases Shred range. Slightly increases Shred charge time.
Barb’s Glasses: Slightly increases Shred range.
Rotten Green Tripe: Slightly decreases Shred charge time.
Viscous Webbing: Increases the time to seal a portal to 14 seconds.
Sticky Lining: Increases the radius in which Survivors can be detected by Of The Abyss by 2 meters.
Rat Tail: Slightly increases Shred range.
Rat Liver: Slightly decreases Shred charge time.
Black Heart: Increases the radius in which Survivors can be detected by Of The Abyss by 1 meter.
Rotten Pumpkin: Reduces portal setting restrictions by 50%.
* indicates that I’m not 100% sure about that change.
His base Shred is perfect. You don't have to fully charge it, but the more you do the further you go. It adds some level of needing to know how to use the killer to play him correctly. I think aside from the footsteps, he's perfect.
Also, that exposed addon would be a terrible idea. Iridescent Head all over again.
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@SasukeKun said:
I want justice for this killer, i suggest giving him speed boosts to abilities similar to the Hag buff. Everything the Demo does is slow asFF and experienced survivors take the mile and bully every chance. Not to mention there's issues with the portals and how you can't get rid of them if they are in a bad spot. It's also way to unforgiving for missing a lunge
Demo is at the bottom of A tier if you're good with him. He can be a very solid killer permitting the one playing him understands him. He needs no changes.
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@Shredder32 said:
https://forum.deadbydaylight.com/en/discussion/comment/959613#Comment_959613
Remarks like this cause tunneling.
He isn't wrong. The players of this game as a whole are very whiny and upset by the smallest of things.
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@betelgeuseyes said:
I had a guy trapped in the basement with leatherfaces chainsaw. had bbq and bloodwarden so wanted to get the last guy but i was put off by threats of being reported.
https://www.youtube.com/watch?v=VHW4F6SUIn0
ended up hooking the guy before the gate opened and let him escape because i thought i was hostage taking
No, you're fine, but can we talk about how hilarious Bubbas squeals sound when they're sped up? Lol
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@Sleephartha said:
lol... of course you're more eager to critique my gameplay than admit the fng point is correct.
My build is my build for my own reasons that game. The build is irrelevant. The point is the doors should have been already open or there should have been someone by them waiting to open them for people being chased trying to escape. They could open the door and run behind the person needing protection.
Bloodwarden would not be an issue. The fact that I could have paused to let him hit me while BT was active is a fair critique. Thanks. But again, not the point. If the door was opened correctly I would have escaped regardless. Isn't that what this is about? Doing the most things you can to help your team win? Are you actually going to argue that it made more sense to stand at the top of the stairs and watch... vs stand at the door and pop it when needed and then take a hit for the injured survivor at the door? Just take survivor perks out of the picture and assume that's my 2nd hook... I get pulled off and run to the door while being chased... I shouldn't have to veer off to open the damn thing myself. Period.
Oh and for the record, I escaped eventually.
"Okay guys, I made multiple mistakes that caused me to not escape, but I'm gonna ignore that and blame it on my teammates who did everything correctly."
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/959073#Comment_959073
3k doesn't mean a damn thing past rank 5 that's scrapping a black pip at best
Hell. Getting a 4k most of the time gives a you a black pip if you are too efficient
They are balancing around emblems that are busted.
Yeah, I know. But a 3k is fine speaking kill wise. All that needs to be fixed is the Emblem System, not the kill rate.
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In my eyes, Ormond is the most broken map in the game. The map is basically one giant connected tile that even has a god window. Not to mention the scratch marks are harder to see. There is absolutely nothing redeemable for a killer on this map.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/959077#Comment_959077
i don't understand this, just don't dash at loops. he has quicker vaulting in Blood Fury and can still one hit down through windows. Try using I'm All Ears.
His Demon Strike requires you to be very precise, and is basically useless at any loop that has a curved shape to it. Even on those short loops like the car it's bad because of the corners. It's only useful at windows in some situations, but other than that it is terrible. A killer with no normal lunge in his power should be compensated with something that can actually make an impact at loops. Oni before this recent flick nerf was perfect. Also, his vault speed in Blood Fury is the exact same as every other killer.
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You're the only reason you died. Not your teammates 99% the doors, you.
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@MegHead_97 said:
Even with the Nerf he's still pretty decent.
I've seen people complain that he's bad but put in mind he's a new killer and he has a learning curve that's why people find him hard to play.
I mean, he was more difficult to learn when he had the flick imo. Now he's basically a killer with an ability that is almost entirely useless at loops. And with no lunge in his power, I don't feel like that's a good thing.
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@ColgateAdvancedWhite said:
If anything, kill rates need to go up. 1v4 means the kill rates need to be 80%. The current 75% is still too low
75% too low? How is a 3K/ game average too low lol? A 3k is honestly the perfect standard in my eyes.
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@CandyBard said:
Yes, I understand he's an M1 killer, dead that conversation, and before anyone asks, I'm a console player, and have been on a break from this game for about 3 weeks, until today.
My issue with Wraith, as I'm sure a lot of people are expecting, is the fact that his ability encourages players to play recklessly. By having no cooldown, a faster movement speed in cloak, and a speed boost when coming out of cloaking, a survivor cannot punish any mistakes the Wraith makes, especially when addons like Windstorm and Swift Hunt reduce the timers on the windows that we have, especially with the update back when Stranger Things came out, that gave his cloak undetectable.
Yes, I understand that killer needs to be overpowered to make the 1v4 fair, but I feel that there needs to be some give and take. Lowering his movespeed in cloak would be a good start, but if not that, it would be great if there was a cooldown associated with the wailing bell, to prevent killers from immediately cloaking after catching someone off guard so they can get another speed boost to hit them even faster. I dont want Wraith to be unfun, but I dont like that everyone is abusing the same techniques that arent possible to avoid on the console port of the game.
Wraith is not a very strong killer lol. If anything, he needs a few buffs because he's such an addon reliant killer.
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@TheMonadoBoi said:
She definitely needs SOMETHING. As things are there is only a handful of maps she can work with and they're mostly maps with very poor map design (farm maps, some versions of autohaven, crotus prenn).
I think it's about time she becomes a 115% killer, especially with how slow she moves while charging hatchets and how damn LOUD she likes to hum that lullaby.
All Autohaven maps are good for Huntress. She can use her hatchets at nearly every loop, a side from the Wretched Shop structure.
115% would make her insane. You'd almost be able to do nothing at many loops. You fake the pallet? Doesn't matter because she's 115% now and will catch you regardless. All she needs is map changes, like many other killers. Maps like the Farm and Game will likely be changed relatively soon, and that in turn will help many killers out, including the Huntress. Her power is too strong to give 115% to when the issue isn't her power, but the maps.
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Where did you find the info about the rework?
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@pemberley said:
* = Disclaimer before the swf defenders pile in to say that by itself I think swf is a great mode and people SHOULD be able to play with their friends BUT there is a HUGE difference between wanting to connect and play with friends and the mindset certain groups have of “hey gang, let’s try to make thIs killer miserable, ruin their fun, and rub it in their face for funsies.” And if you can’t see that, I question how you play the game.
I play on ps4 and ps4 has a built in party system so the number of swf groups are probably much more numerous than on pc. And boy howdy, they make it hard to enjoy/learn playing killer and even harder to play in larger doses (compared to survivor - which is oddly? a more relaxing walk in the park even as a solo.)
I am a low rank killer and I consistently face reds, purples and high greens as a yellow rank 16 killer - and mysteriously, the yellows and greys I get matched with definitely DO NOT play like yellows and greys. “But it’s a messed up matchmaker!” I hear the infamous cry, to which I say - maybe - but at which point do we stop to wonder if it’s wholly the matchmaker’s fault or MAYBE people are tired of this behavior and see little point in playing killer if they’re just the atmospheric piñata for survivors?
Last night, I was working on my killer challenges and I KID YOU NOT nearly every game had ttvs, yts, smurfs, and derankers and they were all HIGHLY coordinated with strong add ons and load outs and they banged out gens in record time before I had a chance to really do anything. It was exhausting. And ridiculous.
Killers are not afforded the relaxation, fluidity, and freedoms survivors are. You can’t make fun builds or experiment builds without anticipating getting your butt whooped (and not in the trial and error way either.) You’re in a constant state of alert and stress which I just find so ODD because that should be what the survivors feel but it’s NOT? The game itself even punishes Killers much more harshly for how they play vs survivor, which is SO EASY to rank up that surviving the trial is just gravy.
Are there unfair killer mechanics? Yes, and it sucks peanuts when you’re on the receiving end of such toxic behavior. But when survivors complain about certain things like noed and stuff - it makes me wonder if it ever occurs to them that maybe sometimes it might be a reaction to feeling powerless and wanting to take cathartic revenge on the survivors who didn’t play with respect? Although sometimes a jerk’s a jerk and they take pitiful joy in that for some sad reason (and if they play like a jerk, they’re probably a jerk everywhere else.)
TLDR - Killer needs to be more relaxing and enticing to play, and maybe if survivors want to sweat they should I don’t know, have to work hard for their survival?
Wait for hell once you play solo high ranks. Worst experience I've ever had in any game. Its infuriating
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/947959#Comment_947959
1- you sent data about interest on the game, not popularity, plus that's from 2017 and fortnute still ends better
2 - I repeat, I played the witcher 3, you didn't, I'm telling you there are still scary monsters and scenes.
You specifically said that PUBG was NEVER more popular than Fortnite. So the fact of the matter is, it doesn't matter when the year was or when Fortnite overtook it because in the end it was more popular, whether you like it or not. This alone disproves your own theory that popularity = a better game.
Secondly, you can say that all you want, but it doesn't change the fact that it isn't a horror game. It just isn't. Its marketed and branded as an action-roleplay game by the creators of the game.