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@GoodBoyKaru said:
Change 1) CPU optimisations. Apparently, these are the problem with the poor optimisation, especially on last-gen consoles. So, I'd make it better. ✨
2) Solo queue now has plenty of aura perks baked into basekit. These perks are reworked to either further buff these basekit effects (ie. Kindred shows the killer aura when near a hook, survivor aura is basekit) or are given entirely new effects (Empathy now increases action speed when a survivor is injured for a short duration). Killer mechanics, such as totem spawns, gen speeds, gate spawns, etc. are rebalanced accordingly.
3) Breakable walls are removed and affected areas rebalanced to account for this.
4) Rebalance the Bloodpoints system, including removing the cap, removing the category cap and instead adding a match cap of 60k, increasing in-match gains, and lowering the cost of the Bloodweb.
5) The most important change; Choice Restrictions are added to the game. Certain perks, powers, items, and Add-ons cannot be used together to create potentially problematic and often unfair scenarios.
You took the words out of my comment
Except number 3. I'd trade that for a rebalance of maps: reduce the size of some, complete obliteration of others, adjustment of pallet spawns and jungle gyms (not only intended as "nerf" ex shelter woods and swamp). So yeah I'd be fine with breakable walls if it meant adjustment of all maps
I really like number 5, I would've used a sort of coin system + categorization of perks. This would bring some variety to survivor builds, and a couple of killers come to mind too who won't feel as awful to go against...
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2897522#Comment_2897522
I wish the op said undying instead of ruin. Because that kinda was the reason for undyings nerf was pickrate. Or freddy. Even a balance dev said "idk whats wrong with freddy but its something" so he just threw a bunch of nerfs at em. It's a wonder with the boon/dh meta how good undying and freddy would be.
Undying was nerfed because it was stupidly broken, not because it was overused
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@CrowVortex said:
https://us.v-cdn.net/6030815/uploads/SCBBWEQRMCDQ/my-image-285-29.png
Forgot Sadako, in Bought for perks tier.
"Waste of money" but two of them are free and you can unlock spirit with shards.........
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Borrowed time
Please randoms in solo queue stop farming me without that perk, save your fancy builds for swf games
As killer, I'm all ears is heavily underrated
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2896109#Comment_2896109
Blocked Gens don't regress
So that's only 15% lost for 45 seconds... and neither side can touch that Gen (and yes I would've lowered the timer to 30 seconds)
PR plus Pop would equal out to 40% loss of progress (if it works out)
Also remember that the game is 1 V 4 so slowdown is almost necessary... and the same for synergies
Thanks, I didn't know blocked gens didn't regress, I started playing yesterday /s
A blocked gen cannot be worked on either. So you waste 45 seconds, which amount to 56% of the progress of a gen.
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@DoritoHead said:
Why is #deletethischaracter becoming a trend?
Anyway, Twins deserve better than what they have. Deleting them just isn't right.
Do you remember what a disaster their chapter was? It probably had the longest list of bugs on release ever. The devs didn't even bother finishing all animations before release (victor blocking a locker for example).
And along with that, they released one of the most disgusting killer powers they could ever develop. Anyway I really wish they backrolled, Twins deserve nothing
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2896128#Comment_2896128
Idk if Pentimento is really “underrated”, I think people just don’t use it much because as you said it requires you to use other perks to go with it. But with the right perks and the right killer it’s absolutely disgusting.
I use it on plague with thana, thrill, and plaything. Survivors don’t bless because COH is mostly worthless against her, so they either have to deal with pentimento (and spend forever doing totems anyway because thrill and thana stack) or be oblivious all game against a killer that can either have a power as strong as corrupt purge or have you injured all game because you decided not to cleanse.
https://forum.deadbydaylight.com/en/discussion/comment/2896109#Comment_2896109
I don’t think there’s any 1 slowdown which is a problem but stacking some of them can get a bit ridiculous I agree. I don’t even have much of an issue with ruin/undying/tinkerer because that strategy is mostly dependent on the totems and tinkerer is far less effective once they’re gone, but having PR and pop remove 40% gen progression per hook is kinda nuts. At the same time though toolboxes and prove thyself are also an issue and ideally I’d like to see base regression made a bit better + the early game revisited, and then nerf slowdown perks and toolboxes/prove all at the same time.
Interesting plague build, I might try it removing thrill for bbq or corrupt
Regarding the rest, yeah that's what I said. As single perks they're ok, but stacked is just insane
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2896153#Comment_2896153
Became the Killer meta is generally balanced, unlike the Survivor meta? The Survivor meta is made out of second chances, the Killer meta is made out of Perks that make the game longer so Generators don't get finished in 5 minutes
As i said earlier, the "second chances" are due to flawed game design that the killers use to get easier victories. When i queue as survivor i kinda want to stay in the trial for more than 2 minutes
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2896109#Comment_2896109
PR+DMS is only a problem if Survivors don't know how to counter it.
Get off the Generator before a Survivor gets hooked, and then get back on it.
Pentimento isn't really underrated. It requires Survivors to cleanse Totems for it to work, which most of them don't, thanks to the new Boon Perks.
Sure, it works with other Perks, but it's only useful when you run 2/3 Perks along with it, which is a whole build, just for Pentimento to work
Ah yes, the "untap the gen" strategy while facing mobility killers that will be on you in 5-10 seconds.
Pentimento *is* underrated for the simple fact that not everyone runs boons, and many times booning a hex isn't worth the time at all. And if the team you're facing is even slightly coordinated, only one of them will be running a boon, which would require them specifically to go to the hex and boon it instead of cleansing it, just to counter the possibility of running into a pentimento. And the whole build around it would most likely be ruin+undying, which is still slowdown/regression, or plaything, which is passive slowdown
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2896072#Comment_2896072
Please do, but please refrain from talking about NOED. It's counterplay, that being remembering the positions of Totems and searching for them once the last Generator has been finished, is well-known
I said slowdown/stalling perks. I don't have much of a problem with noed tbh. Actually I wouldn't have a problem with it at all of it wasn't for slowdown perks that make it almost impossible to "do bones" and finish all the gens too, if the killer has any idea of what they're doing. Ah yeah, that counterplay you mentioned doesn't work much because there are some spawns that you simply won't come across while doing gens only)
Anyway my biggest problem right now as a single perk is DMS, but overall it's how well stalling perks synergize together, especially PR + DMS (-15% + up to 45 seconds = 55% gen progress)/Pop (-15 + (-25)%). Luckily, people are seriously underestimating how strong pentimento is too, because other than the 30% slowdown, there's the passive slowdown of having to cleanse twice totems (finding them + going to them). If someone gets hooked close to the rekindled totem, that's a free ticket to camping, and survivors don't even have the option of "doing gens" anymore as a single gen now requires ~120 seconds to complete.
Basically, slowdown perks by themselves aren't even that strong/they're ok. But put together they're just too strong
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2896039#Comment_2896039
I wouldn't mind toning meta Killer Perks down, if there were any that needed toning down.
I could name a few
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UB/DS/BT are meta because they're bandaids to design flaws in the game. New meta perks would have to do the same job, better, at which point the previous ones would just become unused too. CoH is a great example, as it was busted.
Anyway, I'll be that guy: killers can't have new meta perks either (slowdowns). They have tons already, and stacking them up is extremely overwhelming especially for soloq (but also for normal swfs).
Arguably, all killer meta perks in the game should be toned down, while only survivors meta perk that aren't bandaiding anything should be toned down (DH, CoH - which needs a rework, not a number change, others (?)).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2895244#Comment_2895244
Because there are maybe a few dozen people on the EU servers with an MMR/skill level close to Otz - meaning that he frequently gets matched with less experienced players. You'll often hear him comment similarly.
https://forum.deadbydaylight.com/en/discussion/comment/2895225#Comment_2895225
Assuming that's even the actual profile.
You didn't directly reply to me but anyway that's why I said "assumed profile". We don't really know if it's the same person
Also I still don't understand why people say "he's supposedly a god tier nurse" - the number of blink attacks someone has doesn't reflect skill, just experience. Or is there some Sluzzy nurse gameplay footage around that I'm not aware of?
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Unlike most of the people here, I'd go for the "no more than one survivor"
So, at least a 3k using only the teachables of that killer
I don't see why adepts need to be needlessly hard. It's achievements that reward nothing
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2895141#Comment_2895141
It's pretty believable if you ask me.
Since Sluzzy mains Nurse, they probably don't have that big of a problem when it comes to playing Killer, which leads to the "Game is easy for Killers" mindset.
Since they also play mostly, or always, SoloQ, they'd also believe that SoloQ is the absolute weakest "side" of the game.
I disagree with both points, but it's interesting to see how a thought process can develop
If you look at sluzzy's assumed steam profile, you'll find they play hell a lot of billy too, which I wouldn't consider top tier
That's besides the point of their conclusions, to which one can agree or disagree. You disagree for example, while I agree for the most part
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@eaebree said:
https://forum.deadbydaylight.com/en/discussion/comment/2895022#Comment_2895022
Sure all you complainig are just bad at game and that is full story you will never admit that.
@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895022#Comment_2895022
How is that a lie can you tell me?
Yeah bro and an 80% soloq escape rate is totally believable no joke
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@eaebree said:
I play solo q and i escape 8 out of 10 matches 😂 idk who needs to get good here
That's one of the biggest lies I read today
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Jeff
Still Jeff
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Breakdown of my 6 solo games today: 1x ghostface, 3x blight (all with meta perks), 2x nurses (all with emta perks), 1x twins (i dont even know their perks, I heard victor's sound and just closed the game at that point)
Anyway the point is: considering I escaped once in 6 games, and when playing solo I tend to just kms on hook when it's a nurse or blight with meta perks, I assume my "MMR" is low, or at least I shouldn't be anywhere close to the "top mmr".
Then why the hell do I keep getting blights and nurses, all with meta perks, while playing solo?
I'm straight up not having fun at all in this game anymore when I play survivor. It's just boring as hell.
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I guess any killer with no instadowns and powers that actively work against the pipping system
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Hex: istential crisis
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Legion, twins, trickster.
I can't choose a worst between them, they all have horrible design
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@SuzuKR said:
She's in a spot of perfect balance. She doesn't need any changes, except to Torn Bookmark.
And range add-ons. And recharge add-ons
😊
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I would say plague too, exactly for the reasons you said: there are a lot of well designed add-ons that complement different play styles without making her op at all. Her basekit isn't weak either, although not busted.
I say this because to see how well a killer is designed overall we must take into account the various possibilities they have: basekits, addon combinations and perks.
I could say that basekit blight and nurse are well designed too, because their basekits alone offer the possibility of balanced matches. But then we take into account their strongest add-ons and the possibility of using meta perks, and they're completely unbalanced (and yes, this is indicative of ######### design).
So yeah, Plague is my final answer
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2893442#Comment_2893442
Did that comment really warrant any kind of reply? Everybody knows some maps are awful, too big, too much hiding places, corn, ...
I fell for the bait 🤒
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@CuteAnimeGirlIRL said:
https://forum.deadbydaylight.com/en/discussion/comment/2893091#Comment_2893091
lol imagine being scared of a map.
I'm not scared, I don't find indoor maps well designed and they're not fun to play in. They don't affect my performance as killer
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Almost :(
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Being sent to an indoor map while I'm alt tabbed (so I didn't see the offering and couldn't dodge the game). That's the only time I feel like uninstalling the game
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@Valik said:
I believe the old form was bad enough. It should never, EVER be sent back to where it was.
Gotham deserves a new breed of criminal - and we're going to give it to them.
~
Grunts of pain and breathing sounds of healthy, injured, and dying survivors are increased by 30/40/50%.
Your breathing and vocal sounds are decreased by 30/40/50%
Survivors within your terror radius do not recover from Exhaustion or Broken status effects.
~
By making the perk directly better than before, it becomes much more attractive for those who benefit from audio cues to find survivors - especially in chase. The secondary benefit is the cherry on top. The ability to have lower breathing and vocal sounds greatly boosts the stealth aspects of many ambush killers, and can throw off many veteran survivors that rely on such contextual audio to pinpoint the killer’s location. But the creme dela creme that makes the perk attractive is the ability to juggle and float debuff timers on exhaustion and broken - making it much more difficult for survivors to make plays without recourse. Limiting the use of powerful perks and keeping survivors unable to recover from brokenness makes this perk incredibly strong to quell perks that would otherwise punctuate chases in the survivor’s favor. Survivors themselves do not necessarily rely on the recovery of these statuses to continue in the game, which means that broken and exhausted players will be forced to retreat far and away from your sphere of influence if they wish for reprieve. The discovery of this perk will make survivors think twice about using their perks - as the recovery on choice selections will grow quite punitive in nature.
The exhaustion part paired with fearmonger would be busted, I love it
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Here's a free thumbs up for you
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@Kurri said:
Doesn't The Game have the highest kill average or something? Someone quote me the latest stats for kill averages for maps please
No, you're confusing yourself with Midwich
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https://youtu.be/tvRMd7aQ5v4
Literally follow this advice then
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2889576#Comment_2889576
JRM is good survivor true but he lost so many times against baby killers. But this Oni had not chance. And JRM did not play good either, he just dropped all pallets early. Good survivors will run around and they will waste your more time.
But that's the whole point of the video. He literally ran the whole map just predropping, while survivors weren't even that efficient on gens (at first) and still never got a single hit.
But then again, there's this problem where top floor of the game has no windows at all, just pallets. If they were to reduce the number of pallets, it would just be a dead zone.
Terribly designed map, always has been
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All I can think of is the insane hook rush that would happen, especially in solo queue, where playing selfishly is the best way to survive
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@fussy I blame the internet for reading your name the way I'm reading it
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@fulltonon said:
I don't see any problems in whisper as is, maybe remove the activation on hooks and call it day.
Well I could hear directional whispers within 16m or something.
So killers can just have yet another excuse to not move an inch from a hooked survivor?
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Billy, Oni
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2886541#Comment_2886541
Right I'm playing her now and really her crows require pinpoint precision if you want to hit from a long distance, so I really have been using her power at mid range and been getting better results.
Artist is a good killer but nowhere op. She's antiloop, but her power is a lot harder to use than nemesis for example. She really requires effort to do good and reading/ predicting the survivors
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What I wish is for them to nerf her most broken add-ons. For example, dark cinture and fragile wheeze -increase base fatigue by the same % of the blink CD, so +20% and +13% base fatigue. Range add-ons? Increase blink cooldown by the same % of the range added.
This won't solve the issue of her breaking the game mechanics (which I don't care of since her basekit is perfectly fine imho) and of how strong and oppressive she is with full meta perks, but at least it will make her not so easy and forgiving like the use of those add-ons make her.
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I always thought it was called poisoned until a little while ago and never understood how the name related to the effect
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2886460#Comment_2886460
And what about the other way around?
Only nurse, blight and maybe spirit stand a CHANCE against the squads you name.
Both sides have things that break the game.
And they are uncommon on both.
But since the devs can't nerf top swf without "triggering" (sorry i just can't find the correct fitting word ATM) the survivor community, they also can't take the most potent tools from only one side.
Yeah, no. Blights and nurses in full meta? Uncommon? Are we playing the same game?
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2886460#Comment_2886460
Consistently having a chance of surviving around 50% is ENTIRELY different from consistently countering her at chase.
NO killers should get countered consistently, it has to be unreliable because otherwise they are unwinnable.
Then I misunderstood what you said. I interpreted the "consistently lose" as "consistently lose (the game)". In my defence, it wasn't very clear. But in this case then I agree with you... Kind of
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2886371#Comment_2886371
And here we have an example for too high standards/wrong expectations in DBD.
"Completely counter her and her power" should never be a thing in the first place for any killer un this game.
It's still a 4vs1 and when one of the 4 is able to completely counter the 1 then something is broken. (Nowadays still most often the, due to long queue times, deactivated matchmaking)
Sounds as unbalanced as wanting to get consistent 4k just because of character or perk selection.
They obviously put it in the wrong way, but the overall point is that if it takes a full meta squad of extremely coordinated people to only stand a chance of having an average game against a full meta nurse, then there's something wrong with the killer
@fulltonon said:
Survivors should consistently LOSE against killers in reasonable time frame, because that is the only way this game works.
If you want to consistently win, maybe play PvE games instead of PvP games.
No. Survivors should consistently have a chance of surviving around 50% of their matches against any killer
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On survivor I've got a couple of ones:
Windows of opportunity, Kindred, Visionary, Open handed and Empathy, Autodidact, Solidarity, Iron Will. Also Alert, Dark Sense, Object of obsession, DH (it used to be IW but I experienced that while using this build I get tunneled more often, probably because of object, so I swapped to dh)
On killer I generally like aura reading or Endfury combo
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I'm pretty sure these jungle gyms have been bugged since sadako's release
Sometimes they don't spawn anything but random walls: no pallet, no window
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Yeah sounds like a great idea, what could possible go wrong? /s
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2886059#Comment_2886059
Nononono. It's that they make games short and it at least makes me feel that waiting a long time in a queue isn't worth it or us low tier killers aren't able to get much traction going in the time it takes them to get gens done.
Games short? They all have enough blood points to show how the game wasn't short at all and there's was plenty of killer/survivor interaction
I'm not sure what OP is trying to prove with this screenshot
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@Brokenbones said:
Facing a nurse can be okay
Facing 5 of them in a row does become a chore, especially if you're not trying to be a slave to the meta - meaning you're not running the best possible perk combos against the killer who those combos are somewhat required. I say somewhat because it's not impossible but anytime I face a nurse without DH, it makes me wish I had DH if you see what I mean
It's not like most Nurse players handicap themselves by not bringing strong perks or addons, they typically bring the strongest stuff they can, aiming to end the match asap so - yeah
This explains it
These past weeks have been nurses into blights into nurses all running full meta combos. I'm tired of running full meta just to have a chance to counter them.
Believe it or not, bu I want to go back to my dumb builds like autodidact solidarity, aura readings and stuff, but it's just impossible when every other match is a nurse or blight in full meta
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Map offerings shouldn't be deleted. They should work in the opposite way: reducing the chances of ending in a specific realm