dugman
dugman
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/2793536#Comment_2793536
Lets say there are 4 of them with flashlights - by taking lightborn I have just nullified 4 items. Which is great right? I used to waste so much time trying to fend of people going for the save.
It's certainly satisfying if that happens! 🙂 The issue though is that if they actually stop trying to flashlight you once they know it's impossible then they'll just do gens because what else is there for them to do? And survivors sticking on gens is generally the better strategy.
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I don't think Hag is underrated. Otz has her in S Tier on his most recent killer list for instance and Oh Tofu has her at A Tier. And I'm pretty sure there's a lot of people who agree with them.
To be fair, I think both those tier lists were made before Circle of Healing came out, so it's possible she went down a bit because of that.
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Flashlights are annoying when they work, but they're inconsistent. All you have to do usually is look at a wall or obstacle when you pick someone up and they can't blind you.
I admit, Lightborn is a fun perk when you're against those flashlight squads. Sometimes I run Lightborn in combination with Brutal Strength or Agitation just to get free hits on flashlighters, it's kind of hilarious. 😄 But honestly it's not as powerful as a lot of other perks, and in a way it's counterproductive because once they realize you're immune to flashlights they'll stop trying to blind you and stick to gens which is the better strategy for them.
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One of Trapper's main problems is his slow start. He has a new Purple add-on now that lets him start with all his traps in hand which really helps with that initial set-up, it almost feels like if that was his base kit and he had an add-on that let him pick traps back up then he'd be in better shape.
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- Trapper - Caught in a Trap (Elvis) https://www.youtube.com/watch?v=aRrUPGdrbf8
- Wraith - Invisible (Anna Clendening) https://www.youtube.com/watch?v=Xn9IshyrGM8
- Hillbilly - Chainsaw (The Band Perry) https://youtu.be/cLaKWMLX-XU
- Nurse - Just Breathe (Pearl Jam) https://youtu.be/E5bAawsa7_s
- Shape - Halloween (John Carpenter) (Duh!) https://youtu.be/gqVyois9mp4
- Hag - Black Magic Woman (Santana) https://youtu.be/9wT1s96JIb0
- Doctor - Doctor Feelgood (Mötley Crüe) https://www.youtube.com/watch?v=trGX3ET3jTQ
- Huntress - The Warrior (Scandal) https://www.youtube.com/watch?v=47y5bo8wtqM
- Cannibal - I Think My Chainsaw's Sexy (The Merkins) https://www.youtube.com/watch?v=pFvaz31aofs&t=116s
- Nightmare - Mr. Sandman (The Chordettes) https://youtu.be/CX45pYvxDiA
- Pig - Games People Play (The Alan Parsons Project) https://youtu.be/SLi7Ljcy6n8
- Clown - Smile (Nat King Cole) https://youtu.be/xyHoohNyYkw
- Spirit - You Always Hurt The One You Love https://www.youtube.com/watch?v=mS9U75YC-jA
- Legion - Party Hard (Andrew W.K.) https://youtu.be/WccfbPQNMbg
- Plague - Down With The Sickness (Disturbed) https://youtu.be/09LTT0xwdfw
- Ghost Face - Private Eyes (Daryl Hall & John Oates) https://youtu.be/JsntlJZ9h1U
- Demogorgon - Monster (Skillet) https://youtu.be/u9NStVkSCuk
- Oni - Bodies (Drowning Pool) https://youtu.be/04F4xlWSFh0
- Deathslinger - Wanted Dead or Alive (Bon Jovi) https://youtu.be/SRvCvsRp5ho
- Executioner - Evil Walks (AC DC) https://youtu.be/sbgKLgK1ny0
- Blight - The Perfect Drug (Nine Inch Nails) https://www.youtube.com/watch?v=dn3j6-yQKWQ
- Twins - Hold Me Now (Thompson Twins) https://youtu.be/H9694K85Xc8
- Trickster - 몬스타엑스 'Love Killa' MV (Monsta X) https://youtu.be/-ToHbHcolfA
- Nemesis - Zombie (The Cranberries) https://youtu.be/6Ejga4kJUts
- Cenobite - Believer (Imagine Dragons) https://youtu.be/W0DM5lcj6mw
- Artist - Paint It, Black (Rolling Stones) https://youtu.be/O4irXQhgMqg
(Not so much their favorite songs probably but more like a playlist for them. 🙂)
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So you're complaining that you won but had to work for it...? 🤨
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2793234#Comment_2793234
Not so much hard to see coming but take a tenth of the skill to use. Just run up and drop it near the killer = guaranteed blind. At least you need to somewhat aim with a flashlight.
That's true, they're definitely easier to use. I guess the flip side is they're one use items, if they miss you have to recharge them somehow. Flashlights last a lot longer.
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@WesCravenFan said:
I never actually got screwed over with Boil Over. Yes, it was in like every damn Killer game I played but it never cost me a hook. I guess I just got lucky I never fell for the RPD trap.
I think the nerf is fine. It just means you can't try to climb Everest for a free escape anymore.
I've lost more hooks to the extra stagger from Boil Over than the height drop. I did have one match last night where one survivor had Boil Over on the Father Campbell's Chapel and they kept running to the second floor where there are no hooks and the closest hook you can get to using stairs is out of range. After a couple unsuccessful tries hooking that survivor up there I just slugged them there and chased other people.
Mostly though it's the stagger that cause the carry to fail for me. It can knock me so far off course I end up unable to get around rocks or through doorways. Plus I'm sure I've missed seeing a close hook or too because of the hidden aura part of the perk. I don't think either of these effects are overpowered, I'm just saying they can be effective.
Fortunately the broken aspect of the perk, namely being literally unhookable on certain second stories of some buildings, is getting a nerf to address it next time there's an update. I'm positive if that same survivor tried the same thing on Chapel I could have much more easily gotten them to a hook by just falling off the ledge right at the start with the new version.
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@indieeden7 said:
Someone doesn't look at walls when they pick up.
To be fair, even though looking at a wall usually works, they do sometimes get a lucky angle. 🤷♂️
I agree though, flashlights are seriously overrated, as a killer I'm happier when survivors are trying to use flashlights than tools and medkits. (And hell, I think firecrackers get more saves on me than flashlights, those are hard to see coming sometimes!)
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Whenever I see my Hex in the shack I’m like 🤦♂️. As if the survivors don’t always run straight to the shack every game.
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Keep in mind your Grade isn’t used for matchmaking at all. So even though your Grade is locked in your hidden MMR which is used for matchmaking does go down when you don’t escape as a survivor or get kills as a killer.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2793025#Comment_2793025
That's also a good idea.
https://forum.deadbydaylight.com/en/discussion/comment/2793032#Comment_2793032
That is a possibility, but making gens take longer might make working on a gen too heavy gameplay wise... thats why i rather like ideas to make gen regress or make them blocked.
To be clear, I did say “slightly” increase the time it takes to complete gens. Even an increase of a few seconds is probably sufficient and wouldn’t make matches last more than maybe a minute longer than they currently do.
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If I have a choice between hitting an injured survivor and hitting a healthy survivor obviously I’m going to down the injured one. And if I have a chance to hook one survivor twice versus hook two survivors once I’ll hook the one survivor twice because that gets them closer to being eliminated which is huge.
That being said, a key skill killers have to learn is when to break off chases against strong runners. If the survivor you’re chasing is clearly going to take a long time to hit then you’re usually better off switching targets and trying to get a different survivor out of position or finding a weaker opponent to chase. Taking out the weak links first forces the strong survivors to spend time rescuing and healing them rather than being on gens. And once you’ve eliminated a weaker player now you have more time to focus on actually catching the strong ones.
So if you find yourself as a killer chasing one survivor for a long time without getting a hit, consider breaking off to chase someone else. With any luck you’ll hit them more quickly, and if the survivor you chased is particularly cocky they might even just follow you around trying to distract you instead of doing gens in which case you’re keeping two survivors off gens with a single chase.
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You don’t need to give killers an extra perk or perk slot if the Borrowed Time being base kit buff happened, just tweak the time it takes to complete gens up slightly. That parameter is just one number so it’s very easy to change from a programming standpoint, and it can be finetuned up or down in whatever small amounts are desired.
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My suggestion is just allow survivors to use boxes from the sides. Sure, the Pig can hit a survivor who comes to the box, but then the Pig isn’t just afk.
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I’ve said before the game should have an internal timer where if no points are scored by any player for 5 minutes then Endgame Collapse automatically starts to force an end to the stalemate. It not only addresses the issue in the original post where all the remaining survivors are intentionally just hiding and avoiding the killer at all costs and not doing gens to progress play but it also eliminates abuse where a killer bodyblocks the last remaining survivor to prevent them from ending the game by escaping through the open hatch. (Which is reportable but that’s little comfort if you have to take a DC ban to get out of that game.)
Really I don’t see a downside to having a sudden death Endgame Collapse start if no scores increase for 5 minutes or more. It would only trigger in these extreme stalemate and literal game hostage scenarios.
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A lot of commenters didn’t read the original post which was saying that solo players only, not players in swfs, should be able to see all the perks on their spectator score screen while the game continues after they’re killed. Yes, seeing that is definitely abusable by people on comms, but short of people lobby dodging to play with each other without being in a swf everyone on comms is in a swf which the game already definitely tracks.
Of course, that being said, if this were implemented there now would actually be an ingame incentive to lobby dodge to play with your friends rather than use the swf system, and that could be problematic. Not only would it allow lobby dodgers to get key information about a killer during the match but it would increase the amount of lobby dodging which is already a significant issue even at its current levels since lobby dodging is a major reason for MMR mismatches. (Every time someone dodges a lobby the system needs to immediately fill that spot with whoever is available versus making the remaining four people wait another stretch of time for a replacement. So if you want to improve matchmaking for the game as a whole, please don’t lobby dodge.)
So even though it probably wouldn’t be a huge task to show hidden info to dead solo players it could indirectly cause an increase in people dodging lobbies rather than using swfs to play with each other.
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This was a tough one, I'd be happy seeing any of these! 🙂
- I went with The Thing mainly because I think a killer that mimics survivors would be the most unique mechanically out of all of them, plus it's just a fantastic movie. Also the Artic base map could be a nice replacement for the now defunct Hawkins.
- Second place is probably Pennywise and It. They could do some cool stuff potentially with him, he has a fun theme and look, and they could either do the Sewers as a map or the town of Derry, or both!
- Alien might be third place. With Demogorgon gone from the store it would be nice to have a bestial killer for sale again. I'm also partial to stealth killers and melee killers, both of which the Alien has in spades.
- Finally Chucky could be a fun time. I think my main concern would be how they'd get him to do hooks and such without looking goofy, but I'm sure they could come up with something cool if they got the license. They'd also need to make sure he played differently from Victor since I could see the two of them having too much overlap if they aren't careful.
I'm not as excited about Candyman, Jason or Predator.
- Jason is basically Trapper in terms of look and feel. I'm sure they'd make him play differently somehow, but really Trapper kind of scratches the same itch as Jason. Plus I never thought the Friday the 13th movies were all that great.
- Candyman might be an ok killer but I never liked the movies, they're kind of terrible. I'm pretty ambivalent on this one.
- And Predator is an awesome movie but WAAAAY too overpowered for this game! If they did Predator they'd have to artificially seriously limit his weaponry and strength. I guess hypothetically you could have a Predator who essentially handicaps themselves to make the hunt more challenging, but I'm kind of hesitant to get excited over this one.
By the way, on top of the ones on this list, others I'd love to see:
- The Tall Man from Phantasm
- The Shining if only for the maps
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These look great. 🙂 Have you also done killers?
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2792378#Comment_2792378
Clearly you don't, but keep doing you.
Back at you.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2792297#Comment_2792297
Jesus. At least learn your fallacies before accusing someone. You'll actually look less ignorant.
I did not do whataboutism. I only used other Survivors as an example to my position when you accused me the first time. I was reading between the lines, whereas you're taking them as face value and then defending them.
To anyone actually intelligent; it's obvious they're doing what most Survivors do; accusing the Killer who won of toxicity, because they lost. No ######### whataboutism involved.
Lol, I know my fallacies, now you're resorting to ad hominems too. And apparently you're "reading between the lines" is essentially just making things up they didn't say.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2792288#Comment_2792288
Because it's glaringly obvious they're salty they lost, and decided to blame 'BMing' so they can scream for reparations.
Do you know how often I get accused of camping, tunneling, or slugging in end game chat, even if I NEVER DO THAT? Survivors will literally blame the Killer for being 'toxic' instead of admit they got out-played. This is just more of that.
They're angry they lost, so now it's the Killer being toxic. Because toxic Killers did not deserve the win, so their ego can be soothed while they scream to ban people.
Again, that's whataboutism. "What about all the survivors that complain I camped and tunneled them?" They're not the original poster in this thread so who cares? It's not relevant.
And yes, the killer they're describing in the post is being a toxic moron. And I'm saying that as a killer main.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2792265#Comment_2792265
This trickster thought it would be funny to spam knives on hooked survivors, reload them from a nearby locker and then do it again and again until they die.
Whining that the Killer BM'd. This is the exact same as Killers whining about Survivors twerking in the exit gates. Suck it up.
the killer thought it would be funny to watch me crawl all the way across the map to the open door just to pick me up at it and throw me on the hook and then proceed to spam throw their knives at me like they did the other survivor
Whining that the Killer BM'd. Same as Killers whining Survivors twerk behind pallets or at the exit gates.
Killers that do this in game shouldn't be allowed to play it. A line has to be drawn.
Oh yes; Killers hurting Survivors feelings MUST be banned! Because Survivors demand it!
Spam throwing knives on hooked survivors who can do nothing is toxic
Watching survivors crawl to a door a mile away just to hook them when they get there and spam throw knives on them is toxic.
No more toxic than Survivors twerking for no reason. Can we ban Survivors for clicky-clicky flashlights? That's toxic, too!
Or does this only work when Survivors feel bad?
They could've picked me up long before that but decided to waste my time and hold the game hostage knowing my only other option was to disconnect
Except OP could still die, so 'hold the game hostage' was usual Survivor main truth-bending to demand Killers get punished. Being toxic is not bannable, holding the game hostage is, so OP claims it's something worse to scream for punishments.
Killers that do things like this should be banned from the game.
Once again; demanding Killers be banned for hurting their feelings. Because Survivors demand second-class Killers be proper little servants and never anger their overlords. And never win. And never pick certain Killers or perks.
Basically 'Don't make Survivors unhappy, for they shall call for your banishment.'
So in what way was OP not whining? Because it all looks like whining to me.
Here's what you actually said
I was saying the OP was whining because they felt bad for losing & decided the Killer should be punished via 'He BM'd me!' excuses.
Where in all of that post you just made did they complain they lost? The killer was being a jackass to both them and another survivor in the same match. It has nothing to do with "losing", they're not complaining the killer downed them or won the match.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2792271#Comment_2792271
I get what you mean. That's probably why I may save Hag for last or not buy her at all, and why I might not buy Micheal and Twins.
By the way, I'm assuming you actually want to play Bubba based on your avatar. 😄 So you won't have to worry about unlocking BBQ and Chili I'm guessing.
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Actually the current DC penalty system is actually working because, when it's off, the DC situation is even worse than it is now.
Could they make it stricter? Yeah, probably. But the current system does still help.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2792260#Comment_2792260
the problem with that is that some killers are perk reliant, also BBQ = Bloodpoint = Good
So let's say you buy Bubba but hate playing him. How much time and money and bloodpoints are you spending just to buy Bubba, level him up to 35 just to unlock BBQ and Chili as a Teachable, and then spend how many more on another killer you like playing just to eventually, maybe, get BBQ and Chili to show up in that blood web? You're looking at spending literally millions of BP over that process, and for what? Bonus BP in your matches? It'll take dozens of matches using BBQ and Chili to make that up.
Or, you could just buy a killer you actually want to play and play them and spend your BP on that killer. You'll have a much better time, have leveled up a killer you enjoy, and in lieu of BBQ and Chili probably have some other perks you like instead.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2792255#Comment_2792255
There was 0 whataboutism. I was saying the OP was whining because they felt bad for losing & decided the Killer should be punished via 'He BM'd me!' excuses.
Except none of that is true if you read their post.
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I always say this when this sort of thing comes up but you're better off spending your shard/cash on killers you actually enjoy playing than worrying about their perks. You'll get way more bang for your buck playing a killer you like than buying a killer you don't like playing but who has a perk that if you spend a ton of time leveling them up you might be able to use on another killer at some point if it shows up in their bloodweb.
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@AngyKiller said:
Rofl. You could still die, so the game was not being held hostage.
Also; oh no, it hurt your feelings to be hit on the hook! It's almost like Survivors whine that anything is a BM because losing hurt their feelings, then demand Killers be punished for making the sad feels. 😥
Whatboutism. Other people being a-holes as survivors doesn't excuse someone being an a-hole as a killer.
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Congrats! FYI you can't lose a grade once you have it so you can't fall below Iri 1 at this point, it's locked in for the rest of the cycle.
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It’s an interesting idea but I don’t know how effective it would be. Killers who face camp aren’t necessarily doing it because it’s strategically sound so minor boosts to secondary effects probably wouldn’t deter them from guarding a hook.
The devs did mention in the chat last month they have a possible facecamp related modification in early testing so who knows, maybe that will pan out? 🤷♂️
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Yeah, a Werewolf is on my list of cool killers I’d love to see. 🙂 I’m thinking something like
- A pounce attack similar to Demogorgon’s. (May as well leverage that animation and effect since Demo isn’t for sale)
- The ability to hold down the power button to “smell” or sense the direction (as a compass arrow maybe) toward the nearest survivor.
- An out of chase faster movement ability of some kind to help with map traversal. Or even just make it the first 120% base speed killer.
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Maybe they’re stocking them up for an American Horror Story chapter? 🤔
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I’m definitely more interested in this IP than I was Resident Evil and Silent Hill, The Ring is a great movie. (Yeah I know, Ringu is slightly different, but close enough.) Also I’m curious to see what they do for her Curse style ability.
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Not to be confused with Coup De Grace Twerk which is what Ghost Face does after a down. 😉
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I don’t know exactly how weak Meyers is compared to other killers, but I do know I enjoy playing him with his variant playstyle add-ons (Mirrors and Tombstones) waaaay more than playing him with his base ability.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2791040#Comment_2791040
But you can’t counter dead hard for distance, so it’s uncounterable
But you can counter it for other uses and mindgame the distance use sometimes so it’s not entirely uncounterable as a whole.
On a tangent, I totally think Dead Hard should be split into two perks, one that lets the survivors lunge for distance but they aren’t invulnerable doing it, and another that lets them evade an attack but doesn’t give them extra distance. Both effects on their own would be decent perks, having them combined into a single perk is what makes Dead Hard particularly overpowered.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2789297#Comment_2789297
Don't they usually do anniversary streams in may or was that a one off for last year?
Could be late May, I don’t remember the exact timing there. A month before the anniversary would be third week of May I think.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2790983#Comment_2790983
They had it hidden during some PTB or during some MMR test. So I don't understand why can't they hide it.
No idea. 🤷♂️ Maybe they just think it looks too empty? Or people were complaining they didn’t know how good the opponents were, even though Grades have nothing to do with matchmaking and are only weakly correlated with skill?
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2790954#Comment_2790954
But what if they use it for distance before u can catch up
Then they get away. That doesn’t change the other counters in the other situations though.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2790977#Comment_2790977
Increasing mending time after borrowed time would be a lot better fix IMO: If the survivor with active BT goes for a protection hit, they will have to waste let's say 30 seconds for mending. Maybe adding some incapacitated status effect so that they can't do gens before they mended.
My suggestion also discourages tunneling even after hitting the unhooked survivor, because the killer knows that the survivor can't do anything for 30 seconds, so it is not worth it to chase them.
Yeah I could live with increasing mending time on Deep Wounds in general since Deep Wounds are probably a bit too weak overall anyway.
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@SilentShepherd said:
Anything that is ANTI-FUN, that is, that makes playing the game not fun, should be looked at. For both sides. The aim of game play design should be to create abilities and gameplay that does not break the core tenets of the game and is not overly stressful that it ruins the game's FUN aspect.
- Bubba's chainsaw able to facecamp, insta down AoE multiple targets, and has many charges, AND can turn directions
- The doctor's AOE reveal scream. This mechanic breaks the fundamental tenets of the game. The hide and seek aspect of a HORROR game is completely nullified with this broken, stupid mechanic. And it even penetrates upper or lower floor levels. It's completely stupid. The killer doesn't have to search for you, you remove the tension and fear of the killer looking for you.
- Nurse blinking through walls. Again, another stupid ability that completely breaks the core tenets of the game. This time, the CHASE aspect. The chase aspect of a horror game is the most tense, exciting parts of this game. And Nurse completely ruins it with this stupid mechanic that allows her to simply teleport through obstacles, pallets, and even walls. This is ANTI-FUN written all over it.
- Decisive Strike should be CORE on all Survivors. Being tunneled out of a game is one of the most frustrating, anti-fun things in this game.
- The game needs to stop being about kills/escapes. A kill should be worth a lot of points, and an escape too, yes, but the game needs to utilize all of those amazing stat tracking that we ALREADY have.... and combine everything into an overall GRADE and Title Score for each Survivor. So even if you die, you helped your team succeed and escape as a martyr hero... which is a core thing in all horror movies... the hero who takes on the killer so others can get away. People would not feel as bad for dying anymore.. when they get a good score and the title "Heroic Survivor" for achieving a lot of points to contribute to the match, even if they died.
I have a few more to add to the list.
- Literal facecamping is already an issue the devs have said they are actively working to address in their last dev chat. Not just Bubba but in general. They didn’t give specifics but said they did have something in the early stages of testing so hopefully it will pan out.
- Doctor is fine. You said you wanted to focus on “things that aren’t fun for both sides” but I fail to see how a killer that is good at finding hidden survivors isn’t fun for the killer or fun for survivors who like being chased? He’s never cited as being an overpowered killer so why nerf him?
- Nurse can be evaded to some extent in a chase, although obviously top tier Nurses are tough to dodge. I hate playing Nurse personally though because staring at her feet all game is the most annoying game mechanic in DbD.
- Decisive Strike is fine since they made it so it gets cancelled if the survivor touches a gen, and I say that as a killer main who never plays survivor. Yeah sometimes a survivor gets away because of it but if the perk was never effective it wouldn’t be a good perk.
- I disagree that the game shouldn’t be at its core about kills and escapes. Those being the ultimate goals are fine. I do think, though, that they made a mistake in the initial design where they decided to treat survivors as individuals rather than as a team. The game should have treated how the survivors do as a whole as the end goal rather than how each survivor does individually. Semi-cooperative game design in general rarely works well and DbD is no exception. It just exacerbates things like rage quitting because a survivor personally gets downed and thinks “well I’ve lost so screw the other survivors”. From the outset they should have had a well defined win condition for the killer and for the survivors as a team, but instead left what a “win” is intentionally vague and said “survivors aren’t really a team but work together but really you get extra points if you abandon them sometimes”. If I had to pick one big flaw in the game design it would be that.
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Honestly brown and yellow add-ons are usually good enough for any killer and reasonably cheap. I typically buy one bloodweb per match on the killer I’m about to play and still get more than enough bloodpoints to usually be at the 1 million cap. If you’re really trying to penny pinch just buy two add-ons per match and you’ll earn way, way more than that, especially assuming you’re doing daily missions and rift challenges and keeping an eye out for promo codes.
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One of the devs in December asked the forums if they should remove opponents’ grades from he endgame score screen because they cause so much confusion. The overwhelming consensus was Yes, but I haven’t heard anything about it since then so I don’t know the status. They may still be planning on removing them but don’t want to do it unless they have something else in place to replace them that isn’t simple the MMR number. Or maybe they have some reason they think having the opponent grade visible is useful to the game that I can’t think of? 🤷♂️ Or it could be something they want to do but feel it’s lower priority in the development queue.
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If Borrowed Time becomes base kit the simplest way to rebalance is just slightly increase the amount of time it takes to finish gens. That is a single numerical parameter that can be very easily changed from a programming standpoint in as small or large amount as desired. If it turned out that the free Borrowed Time was causing too many escapes than a few more seconds per gen would probably be enough to counterbalance that. Doing something like adding a fifth perk slot would be way more complicated and could introduce all sorts of other unintended broken consequences.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2789329#Comment_2789329
You can’t bluff people out of dead hard for distance
But you can bluff them to use it to dodge for invulnerability, hence it being a counter. Also certain mindgames do trick survivors into dead harding for distance (e.g. running around the shack, they turn the corner into he door toward the window, you backtrack but they deadhard because they think they need to in order to guarantee the vault.)
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2790254#Comment_2790254
Bad and wrong assumption leads to bad and wrong solutions. DMS isnt broken on artist.
And if it’s not broken then no change is needed. My whole post has been saying IF it’s broken then here is a possible fix that has minimal impact on the Artist and perk outside of that one combo.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2790254#Comment_2790254
Its not a problem at all though, and multiple counterplays have been provided. You know how to fix it? survivors let go of the damn gen and do literally anything else (including another gen) for 45 seconds or less. What a horrifying concept.
Actually, you know what? lets remove Legion's iri pin, and Spirits Prayer Beads as well. Survivors might think the killer is nearby and let go of the gen which would be the end of the world apparently.
Again, my whole post is working under the hypothetical assumption that it IS a problem. I’ve never said the combo is actually broken, I said IF it’s broken then this is a way to correct it that has a minimal effect on Artist and no other effects on any other killer.
So here’s the question for you - if it actually turned out that combo was broken, what solution would you propose? Because so far your entire argument has been “but it’s not broken, you just don’t know how to play against Artist”. But if the devs decide that it IS broken in their eyes then your opinion whether or not it is won’t matter, so in that case what would you prefer them to change?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2790225#Comment_2790225
I mean, If the damage at range is, as you say, a gimmick, then why remove it at all? Why spend the time changing something with no real effect on gameplay?
The whole point of this thread from the beginning was working under an assumption that Artist plus Dead Man's Switch is broken. Under than assumption, one way to fix it would be to remove that gimmicky long range damage because it would have minimal impact on Artist's who don't use Dead Man's Switch, would leave DMS unchanged for other killers, but would still address what potentially makes Artist+DMS broken in the first place.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2790225#Comment_2790225
They can zone survivors out of being able to take advantage of a loop because she slows herself down to place them, which creates a mindgame vs the survivor just leaving the loop (hint on how to mindgame her btw.) As for complaing about her, you're directly trying to justify a both unnecessary and unrational nerf to her for literally no reason. You might not have directly said she's op plz nerf, but you're asking her map pressure to be gutted with little to no justification.
It IS extremely easy to counter her long range damage potential, and your argument is "well then get rid of it" instead of "maybe survivors should rub two brain cells together and hold A or D for a moment"
The entire point of her power at long ranges is to both get information, and punish survivors for not taking her seriously. The clown is a beast in chase, yet his map pressure is awful specifically because people ignore him if that purple fluff aint in their faces.
You're completely confusing what I'm saying. To reiterate
- I have no opinion one way or another if she's broken in combination with Dead Man's Switch. I said that, FOR ARGUMENT'S SAKE, if it actually it broken then one way to fix it without significantly nerfing Artist overall would be to tweak Artist so she doesn't do damage at extreme range.
- I said multiple times that her doing damage at very, very long range is the weakest part of her kit. Her time is much better spent using long range crows for detection and then using crows in chase for zoning and aura tracking running survivors.
- I'm not saying "get rid of it" for no reason. I'm saying IF that combo is actually overpowered then getting rid of her very long range damage is a minimal change that eliminates the broken part of the combo while still leaving everything else intact for Artist and still leaving Dead Man's Switch untouched for other killers.
Also you mentioned Clown, but Artist is more like Doctor. Clown only has chase, that's it. Artist and Doctor have both anti-loop and solid tracking. She's basically on par with Doctor. She has potentially longer range tracking but has to more actively manage it, and her auras in chases are a bit better than Doctor's passive hallucinations and periodic screams. Doctor's anti-loop doesn't cause damage directly but is still effective at blocking survivors at vaults and dropped pallets. However his Madness has some innate slowdown which is useful to give him a bit more time in the match.
Finally I'm not sure why you think a survivor who just ignores the crows at long range is "doing so safely". If you don't remove the crows they never go away so Artist knows where you are the entire time and can come after you whenever you likes. Even without extreme range damage all she has to do is get within about normal terror radius and launch a crow and you can get hit. Survivors still are going to be taking a risk if they never remove crows, even if Artist is out of range, because sooner rather than later she'll be in range since she knows you're there.

