emptyCups
emptyCups
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@KingFrost said:
I think the way to fix camping is this:
-If a Survivor is on the hook, gen speeds are increased 25%
-When the killer is in chase, gen speeds are decreased 25%
Having multiple survivors hooked does NOT increase the speed time past the initial 25%.
When a survivor is on the hook, the killer needs to go find another chase to put gen speeds back to normal. When there are no survivors hooked, while the killer is chasing someone, gens get done a little less fast as a trade-off. There might be a few issues with the numbers, but I think something along those lines would help ease camping.
Lololollilo8lol you want 1 hook games do you? 25% is 20 seconds off each gen every time a chase ends ? Your nuts.
Just spawn with the exit gates powered
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here's how you fix tunneling
Make a message open when entering the game
"Killers are suppose to chase you until you die lol get over it" -devs
Seriously the only way to play a asymmetrical game as the single is to eliminate the team systematically kill off to break teamwork. You can't be in 4 places at once.
On the camping note, if a killer can't reasonably find chase and down someone quicker then waiting for a 60 second hook state its better to wait out the hook state then to chance the escape players need to stop acting entitled to 3 lives.
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Wow the best streamer used camping and tunneling to kill players ??? Wowza better nerf monstrous shrine
Proved nothing, wasted read, do bones
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The game is survivor sided
The gamechat even admit they played poorly. Congrats you got a team of potatoes to feed you kills.
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In all the Dbd groups and communities im in i see an outrageous amount of killers quit and increase the survive que over the past year.
I started as almost exhaustively since launch swf survivor until my time became limited and I couldn't use my only two hours a night on ps4 for the que.
I've clocked it dozens of times its 14-21minutes from the moment I ready up to the moment my character moves.
Since I was only playing 3 matches consuming all my time I started instant que killer matches instead... it was the worst experience in my gaming life...
I grinded Diablo 3 like a job. My eyes went bloodshot trying to get top tier rocket league. And I learned how much dedication asia has to defeating America during my years in starcraft battling old school ddos. I've never met a worse, more toxic community then the DBD survivors.
And it is only "survivor mains" not regular players that play both roles. I've never gotten more death threats or hate mail for normal gameplay behavior. For a long time I really thought that when I hooked a player as my nurse it sent a painful electric shock to there grandmas nips because there's no explanation for the deep personal hatred I've experienced.
Eventually the game play imbalances became too much and I quit the killer role a few months back. Its simply not possible when the game play itself is reliant on capitalizing on enemy team mistakes. I can absolutely outplay anyone in shooters just by practice and picking obverse to the meta.
But this game dbd requires humans to make mistakes to get kills and I haven't seen a gen explode from a missed skillcheck in over a year.
If you keep line of sight breaks and use the camera pan to see though walls the killer cannot possibly find you... the perks and loadouts i use have let me consistently take a half dozen hits in a row every match extending the chase to Scooby-Doo levels of insanity
Teamwork against a non mobility killer ? Forget it. 4E Gg 2EZ. If your willing to sacrifice a single player strategicly can without fail go on 40-100 escape streaks
If the game doesn't radically change to favor survival less and give killers a better shake this game will crash hard when the competition drops this upcoming year.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1189678#Comment_1189678
I am never 100% sure if someone is sarcastic or not at this forum.
:D
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1226940#Comment_1226940
That would actually be pretty sweet, but how would they vault?
1.5 speed boost
No vaults
Or does a flip by grabbing the window with both hands and flipping chair overhead and going through wheels first.
1/16 chance animation does a mctwist instead.
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Since we are adding kids
Can we had disabled survivors as well. Like one in a wheelchair would be fun to play
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If survivors didn't complain and DC every down or hook
Or literally send me insults and threats each and every kill
I wouldn't hide as wraith.
I'm sorry you couldn't bully me for a match REAL shame. But I want my rift shards and I'm not waiting in a 15-20min survivor que.
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@ChainsawCharlie said:
Ok bro...your perk builds are trash. I have to be honest here, sorry.
Why are you running Iron Maiden on Legion? It is his perk but does nothing for him and his kit. You also have max rank Discordance when you're really supposed to keep it at Rank 1 and then you're running Unrelenting? Plus the Level 1 Deerstalker? Why are you running a slugging perk on a killer that doesn't really slug people? That's one of the worst Legion builds I've ever seen. Now it's bad that it put you against Red ranks, but how about try to learn more about the game and get better? I shred through red rank survivors like they're children. You need to admit you're a newbie and then just practice and learn more. This game is really deep when it comes to knowledge and you're not going to learn everything quickly or be good overnight.
I would dissect your other builds too, but it's not necessary. I'm a Rank 1 survivor and killer and stream if you want some tips, I'm happy to answer any genuine questions you have.
I'm pretty sure he included those to show he wins on either side at high ranks
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Oh cool, anytime the killer gets close to downing me I can just DC and reconnect a few min later when he's left the area
What a fun feature
If it auto kills me then I'd just find another match and never reconnect
So its either a new way to abuse killers or a useless waste 🤔
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1222405#Comment_1222405
The point is to depip the survivors as well?
I thought it was so the killer could depip.
Doesn't make sense to depip the same survivors one is trying to get away from playing.
Few months back
Personally I did a scared wraith weekend where I never interacted with survivors because I had so much hate mail on Friday about how much these people personally hated me and my mother because they died. So I figured fine if Noone has fun this way maybe people will have more fun alone
I still got hate mail because they were bored. (To be clear I'm not afk breaking the rules just hiding from bullies lol)
I just wanted rift fragments for the old Halloween gear :, (
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1221980#Comment_1221980
I know. If your going afk, at least bring a killer with a TR so we can safety pip.
I think that's the point of scared wraith.
I even open the gates to get the points before survivors do
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Real question. Why would any killer have fun playing that way ?
I get that you don't wanna be camped... I do
But without anyone needing to help you its a really solo game of gen or chase
And for the killer there's no pressure or build up to stop escapes... they loose most games as it is
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@Aven_Fallen said:
You know, there is something which prevents the Survivor from doing Gens - the Killer.
And well... Survivors have to do 5 Gens, but the Killer only has to kill 4 Survivors. If we want to do math.
Do math. 105 seconds of objective for each survivor to escape (gates+5gen) or 7minutes collective
Meaning a killer has to find-chase-hit-down-hook in 35 seconds or less 12 times perfectly.
At base. With toolboxes/perks/great SC
The obj time decreases substantially.
Currently the only method for killers to achieve this is to use methods universally complained about by survivors. Camping and tunneling...
The only exception to this rule is if survivors choose willingly to make massive mistakes AND the team also chooses not to cover said mistake.
A jake makes a mistake that costs him 30 seconds of obj time because he waited in a locker too long or played in the basement or decided to self heal If the other 3 survivors just spend 10 extra seconds each the mistake is covered, this can actually happen simultaneously. Meaning 10 seconds into jakes hypothetical 30 second mistake its already covered by teamwork.
Bdb should include a secondary objective that doesn't include escaping. Such as a torment lvl
This so removing players by killing isn't the killers only strategy to reduce pressure load
and so that surviving can have more of a meaning then just holding M1 and running.
Quick puzzles, like placing grabbed items on alters in the right spots to mach
(this could lighten the map for visibility)
Or playing Simon says in short 3-5 sequence bursts
(this could reveal generators)
Wiggling the sticks to work a fuse box until it rumbles as powered.
(This could prime the gates to 50%)
In limited spots setting then later activating survivor traps that either make noise or simply puff smoke to obscure view so the killer looses line of sight
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30 min wait times.
Yeah because noone wants to play killer its a frustrating experience thats best avoided. Those tactics are the only way to ease that sweaty suffering because so much has been nerfed into the ground.
Solo survor ? Use the lfg groups here or hop into the psn communitys for dbd they usually have a party posted you can instantly voice chat and talk to them before you make a match. You can meet alot of friends just by inviting people whom have saved you in the match and build up a team from there.
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The perk doesn't really need to be changed... and this sounds like you just want a nerf.
If you wanted a real discussion you would have added more powers then drawbacks.
You... nerfed the power and added additional conditions for activation on additional conditions but still didn't add any reason for the killer to use it.
-1
For each remaining totem increase the power( this punishes survivors lazy) i get it but the speed boost is so minimal you have to remember that killers run at 4.6m so a 1% boost or a 5% we really aren't even talking about much... its worse then bloodlust.
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Requires all 4 survivors to be hooked (with DC and all the other ways this takes time to set up the payoff added would need to be HUGE. Like a insta mori. Or exposure starting at the 4th hook. )
-2
Its still related to hex so its incredibly unreliable and easily removed so you'd have to add another great payoff in exchange for that grand downside
- 1
Only works in endgame... so with 20 seconds to open the gate this power barely activated and wasted a slot the whole match
-1
After 20 seconds after all the setup and unreliable nature it turns itself off so it wouldn't even work for a full chase
Next time you wanna remove a perk from the game because you died to it at least be honest about it.
@Schmierbach said:
Hey guys,
Everyone is aware of how NoeD works and everyone knows that it can activate even though a killer played extremely poorly and swing games. Now before people start screaming bloody murder, I am a killer main and nearly always tell people on the forums to "Do the Totems" in response to complaints about NoeD. However, its pretty obvious that the perk itself needs to be changed in some way or fashion to make it more fun to use and fun to play against.
Here is my proposal.
No One Escapes Death:
"And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back."
You are animated by the power of the Entity when Survivors are placed on a hook or on the verge of escaping. When you hook a survivor, your movement speed is increased by 0.5/0.75% for every Dull Totem/Hex Totem that still stands until the end of the trial. If you have hooked all 4 survivors at least once during the trial and the final generator is completed, then for every totem remaining in the trial survivors are afflicted with the Exposure status effect for 10 seconds.
As you can see the perk is no longer a hex, I never felt that NoeD should be linked to a Hex Totem, but I do like the idea of the totems still effecting the perk. Overall the power of the perk is shifted more towards the movement speed bonus vs the exposure, and it keeps the same weakness of cleansing all of the totems. The main change here is that during the endgame you only receive the exposed status effect for a temporary amount of time if you have hooked all 4 survivors at least once during the trial. This allows the perk to only function as an endgame perk if the killer is actually hooking survivors actively during the match.
How do others feel about this. Ignoring the numbers I threw up there (which could be tweaked) does anyone think this would make for a interesting rework. If not what sort of ideas do you have?
Edit: and the generator is completed... lol so it doesn't even work on the hatch close your kidding meee.
I can't believe I responded honestly to your joke bait... got me for sure
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As killer I like to take screenshots as far away from the hook as humanly possible
And when the match ends and they call me a facecamper I hit send
And then they reply that I was tunneling
so Idk I've never gotten a real discussion or conversation from a match from survivors.
I too really wanna know why they message. What do they get out of it
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@BigBrainMegMain said:
It would be way too overpowered.
A Nurse at 94% speed can already get a free hit.
Pop on some Infectious Fright, BBQ, Enduring+Spirit Fury and call it a day.
Whats a free hit ?
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Survivor view
So you and your friends hire a private chef for dinner and all meet somewhere special
The cook decided to leave and you all get a free meal ! But... only some of you got food. You wasted ur time going out
Killer view
So you and your friends have a private chef again
and one of you decides mid meal to walk out because ur bored... the food gets canceled you all get a side dish but the rest of the meal is terrible and cook gets not only bad reviews and he misses out on pay.
No matter what everyone involved wouldn't have bothered to show up if they knew one person would ruin it for everyone.
It really doesn't matter if you leave for valid reasons or u got sick
If you have a weak constitution you have no business making and then ruining everyone's plans.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1217636#Comment_1217636
This advice is much better than mine, please read that instead of what I did.
<3
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I wish you the best of luck bean
Building a trusting relationship with your parents will always be difficult. As a 26yr my grandmother will still show up at my own house and try to do my laundry "the right way"
The best you can do is show your maturity. And not just in this but in all things. Training and teaching your parents just as much as they can teach you
Let her know that you understand the difference between games and fiction and that seeing scary images or brutal images doesn't harm you but help you build a resistance to the real evils of the world.
Show them the lessons and skills videos build in you.
Like relationships between teammates or how to handle when someone is being negative to you in a positive way
Dead by daylight helps you with memory of all the perks. The precision and timing
The math behind
how fast you run 4mps vs the killers 4.6mps and how much distance you can put up or how many seconds it takes to catch you
Good luck
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Make DS a survivor hex
Lol
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I want pinhead
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Stuns for 5 seconds
Breaks killers grasp
Heals one full heathstate instantly
Activities every match effortlessly
What could possibly be overpowered ?
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1209953#Comment_1209953
"If the survivors do nothing the game cannot end. If the killer does nothing survivors can walk out."
If survivors do nothing, they die on hook.
"Calling slugging or all the other nonsense you listed hostage is dumb. I guess every time on the hook is hostage too... is the lobby hostage when you dont ready up ? This post Is hostage because you cant read anything while you read this... oooh look I'm taking hostage call me a new killer "the typewritter""
No, because being on hook has a base escape rate and you can opt out whenever. Being downed doesnt have a rate of you being able to pick yourself up and doesnt allow you to opt out.
"You can crawl out hatch"
Nope, hatch is closed in a 2v1, and killers tend to know where the hatch is. And guess what? Once you dead hook someone, the hatch doesnt open untill that 10 second animation finishes. Meaning the killer has 10 seconds to move from the hook to the hatch to close it. Killer has priority, making it impossible for the survivor to escape.
"heal 90%"
In a 2v1, this is practically useless. You either end up switching or both being downed. The only reason this could ever be a clever idea is if the other person has unbreakable. If you could heal 99% but not that final 1%, meaning you'd be a 1 tap, then there is at least some chance you can get enough distance from the killer to pull that off. But no, healing someone up is basically letting the killer know where the other person crawled to.
"hide from killer telling teammates where u are"
Teammates can literally see you, and considering Iron Will doesnt work while downed, you cant really hide unless you're an Ace.
"spin under a hook to entice sacrifice"
On a killer that slugged?
"crawl out exit gates."
You do realize that 2v1 slugging only happens when there are still gens left right? It never happens otherwise, because if someone is slugged, it will take a lot more time and risk to pick them up, which is why killers hook the other as bait. Slugging 2 v 1 never happens during the EGC.
"Outside help includes perks that get you up and survivors picking you up... and the killer picking you up. Or simply waiting the bleed out timer out while you play on ur phone for a minute or you can make this post."
Right, just like a killer could, back in the day, use perks that would help him find survivors that were keeping the game hostage, or wait for the survivors to get bored and leave, all the while you play on your phone, watch a show or even make this post.
So how about we dont use the excuse of "use perks or do something else"? Because back in the day, you could use perks to find those survivors as locker aura's werent. Stridor applied to people hiding in lockers too. You could literally build around hostage keeping survivors. But was that really a solution? No? Then dont claim the same for 2v1 slugging.
Your giving a long list of excuses and impossibilitys for things that happen literally almost every match
By your own definition of hostage you are wrong.
Your wrong about how you think about being held hostage. You just don't like your 12 options while down it doesn't mean you don't have any.
If you don't want to be slugged escape. Its not that hard. Back in the day doesn't matter now. But if it did you'd still be wrong because surivors doing nothing meant they rotated lockers or hid in a bush for 45 50 minutes while the gate was open and there was nothing the killer could do but quit. Its the entire reason behind egc.
The entire reason behind EGC was survivor behavior and there own refusal to leave a match reasonably.
The hatch shouldn't exist. You didn't do anything to deserve the points. You didn't do Gens you didn't help your team survive you are a waste of life if your the only person alive. So I really really don't care if the hatch is difficult (in your mind because its easy for every other human in this game)
1 v 2 slug...
So you both let the killer find you and down you and ur complaining you lost. Thats all this is. If you don't wanna be slugged then don't get hit. If your teammate just got downed or is in a chase you should... Idk either save ur teammate using one of 12 differ tools and perks to stun the killer or take free hits or if your terrible at the game you should simply run and hide.
If you know. And for a fact know a killer is going for the hatch. Stand at a exit gate and wait for him to close it and power the gates for you. Wake up and adrenaline make it 12 seconds. I've done it 1000 times killer can't make it from hatch to far gate in time no matter who he is.
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@bunnibeetea said:
I know it sounds like I'm whining, but how is this actually fair? How am I supposed to improve when I get stomped on as killer all of the time. I could either wait in lobby as a survivor for 10 mins to find a game that goes terrible, or instantly find a game as killer against red rank/rank 1 survivors? I genuinely would like some advice in how to improve, other than just "get good" as I've played this game for 3 years and this has always happened to me
Survivors wait times are so long because noone enjoys playing the killer anymore. It's far to stressful experience. Upcoming map changes will help alot.
After a few more killer updates I might come back to the role but for myself my answer wasnt get good it was take a few months break from killer.
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As killer if i got max points and emblems for each person who surrendered maybe the whole team has to vote for it to prevent hatch tech or obsession dipping
As survivors if the killer quits and the whole team got escape points and safely pip as well as item keep I'd be fine.
I play SWF mostly so I don't see myself using it that much. Prolly never on solo survivor since them leaving never affected me
But in killer when I did play the role someone quit almost every match and ruined the entire game wasting tons of time.
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@BigTimeGamer said:
I play both at red ranks
Killer "mains" are like alliance on WoW, they think that they are some oppressed people and any changes or nerfs to killers is a war crime, so they use moris, tunnel, slug and say things like, "I don't show mercy" or "Survivors ruin this game!!!" There are posts even today with those sentiments.
Yall need to remember its a game lmao, if BHVR ever decide to start fixing Ghostface's reveal, it wouldn't be some injustice
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1204577#Comment_1204577
A killer never DESERVES to win until they have effectively hunted down and killed EACH INDIVIDUAL SURVIVOR, and they shouldn't need to be spoon fed buffs to do it. A survivor never DESERVES to die because their teammates played poorly or had some variety of disadvantage while the killer maintains an ever growing advantage as survivors are eliminated from the match. The idea that they do is asinine and entitled. Getting to the hatch as a killer is in the Killer's advantage. They can freely traverse the map during the match and during end game, and they are faster than survivors. Not to mention if you arrive at the hatch at the same time, the killer can stop you from being able to enter - even if you were slightly ahead of them - and can close the hatch in your face, even if you are standing on top of it. EGC is also extremely killer sided, especially since maps are becoming smaller with more dead space and doors are being purposely put closer together - sometimes within easy eyesight of each other from a central location with little patting necessary. With each person that gets removed from a match, the killer's job gets easier and the survivor's job gets much harder. The sole survivor on a map has the most chips stacked against them - the killer has the greatest advantage in most aspects. Making a small change like improving door opening speeds or simply not activating the lights is a reasonable request. Shoot, I would be happy if the doors just spawned opposite of each other. Survivors may have to engage in teamwork, but they are not a unit. They are individual people coming together to achieve a common goal. Killing the majority does not entitle you to a free kill of all.
A survivor never DESERVES to escape until they have effectively avoided dying.
They dont need to be spoon fed buffs or keep broken outdated bug advantages to keep there overwhelming advantages. If you do not play this game as a team it is your fault 4v1 is intentionally survivors sided because teamwork or keeping your team alive is part of your objective.
With teamwork survivors dominate the "power role" as if killer IS a helpless child. 2 heath states 3 lives 4 perks that give second chances and items to be brought in as well as found in game. Just one perk like DS breaks the killers grasp- stuns him- and heals you from the dying state instantly... no killer perk does that much.
105 seconds each survivors objectives are completed at base game and they escape. (All gen+gate can be done separately) with the same rules a killer has to do 35 second find,chase,down,hook perfectly 12 times.
After all survivors failures and second chances and mistakes the hatch and gates still get powered. The sole survivor had spent so many chips and wasted so many advantages Gate spawns are just as bad for killers sometimes and the hatch shouldn't exist. Should never ever be a free escape. Making a small chance like making the exit gates harder to find by camouflage and decreasing size or removing the aura reading on powered for survivors. Hell I'd be happy if the gate regressed or reset completely when they let go. Killers may not have any teammates or ways of communicating or any coordination but if they do manage to overcome all of downsides and face an entire unit of people... they should be rewarded for eliminating the enemy team... not rewarded with game mechanics but with the simple admission that without the advantage of teamwork they have noone to blame but themselves
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1204434#Comment_1204434
in a 2v1, it kinda does. Especially since you prevent the hatch from opening. I get that the less survivors there are, the stronger the killer technically gets. But slugging late game to turn a 2v1 practically into a 1v1 is comparable to taking a game hostage. Just because it has a 2 minute timer doesnt really change that.
I mean, could you imagine if hostage keeping was time based?
"Your honor, I did not keep any hostages when I robbed the bank, because they all bled to death within 2 minutes"
No, ######### that. Hostage keeping means you lock someone from doing anything and offer no outside aid. Slugging in a 2v1 is literally creating a hostage situation. Sure, its not as bad as those people back in the day who kept the game hostage for 45 minutes, but its something that's too easy to pull off, has too much reward and no risk at all.
Yes, a killer actually killing people and permanently removing them from the game, should turn the game more towards the killers favour, thats fine, thats the whole setup of the game. But pseudo killing someone by slugging them is a bit too strong. People wouldnt complain about slugging if:
- Flipflop was a base mechanic and the perk increasing the % that was being flopped(10% base conversion with flipflop adding up to 40%).
- If the effects on struggling actually had an impact like they used to. Even if boil over has to be nerfed slightly to compensate.
- You had a teeny tiny chance of picking yourself up or killing yourself early on. Why? Because killing yourself while slugged INSTANTLY opens the hatch, meaning the killer has a risk of losing the last survivor by keeping someone slugged. Which actually was the second main use for DC in games: you would instantly give the hatch. The first use obviously avoiding mori sluggers.
The fact that you cant do ANYTHING while slugged besides bleeding out, is why its considered a hostage situation. Those 2v1 slug situations are pretty much the biggest reason people want to make slugging more punishing. It removes a use for BT, it removes DS, it removes the hatch escape. Since instaheals arent a thing, there isnt really a way to play around that situation. I mean, at that point, the only thing you can do is run unbreakable, and unbreakable is just a ######### boring perk to use. You have killers complain all the time how perks and addons shouldnt be required to counter 1 very strong perk or game mechanic, yet complain about survivors using perks that are required to counter the strongest base game mechanic without realizing how boring it otherwise is laying on the floor for 2 minutes is, because there is no way you can be picked up without basically swapping positions.
If being slugged actually gave a use for survivors, like lockpicking a hatch at the cost of bleeding out faster, or being able to help someone get up who is also downed once they get the "find help" option, or being able to tie the killers shoelaces together so that he trips or something. At least something else other than merely crawling around. Being forced to use perks to make yourself useful when slugged is just bad game design.
Hostage...
Funny it used to mean hiding in lockers for 15-45 minutes with the exit gates open with no way for the killer to end the match. Killers can not hold anything hostage, survivors can.
If the survivors do nothing the game cannot end. If the killer does nothing survivors can walk out.
Calling slugging or all the other nonsense you listed hostage is dumb. I guess every time on the hook is hostage too... is the lobby hostage when you dont ready up ? This post Is hostage because you cant read anything while you read this... oooh look I'm taking hostage call me a new killer "the typewritter"
"Hostage is keeping someone from doing anything... with no outside aid"
You can crawl out hatch, heal 90%, hide from killer telling teammates where u are, spin under a hook to entice sacrifice, crawl out exit gates.
Outside help includes perks that get you up and survivors picking you up... and the killer picking you up. Or simply waiting the bleed out timer out while you play on ur phone for a minute or you can make this post.
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Double pip is around 20% according to streamers and independent forum posters who make the charts and graphics with all the stats... killers "loose by game standards quite alot" kill rates are slightly higher but not much.
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Tunneled or just chased?
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@Tingly4Trapper said:
Of the killers, who would you Marry, Kiss, Kill?
Ex. Me: Trapper, Doctor, Clown and Freddy (imagine the killers can't harm you. A kiss can be a smooch on the cheek)
Of the survivors, who would you Marry, Kiss, Kill?
Ex. Me: Jake, Dwight, (IDK)
Go
Marry spirt. For sure
Kiss susie
Kill clown
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1197336#Comment_1197336
I most likely will because the Devs are constantly catering to killers. Survivors have received nothing but nerfs for the last 6 months and yet Killers just continue to tell us to stop crying.. to "git good".. "survivors still to OP!". Tell us.. when is it going to be good enough? When you can down us in under 20 seconds? When you only need 1 hook instead of 3? When all of the pallets and windows are removed from the game? When we lose our ability to run? When the Devs give you the ability to see us anywhere on the map permanently?
Survivor Nerfs
Patch 3.3.1 - Insta Heals nerfed, Green Medkit charges nerfed from 24 to 16 charges.
Patch 3.4.0 - Balance Landing Nerfed to remove staggert reduction while exhausted.
Patch 3.5.0/3.5.2 - Lery's Rework (Survivor Nerf to hide totems, remove windows and add more unsafe pallet)
February 10 - Disconnect Penalties - Forces Survivors to have to play through matches, no matter how toxic the killer wants to be.
Patch 3.6.0 - Survivor Nerfs
1) Survivors can no longer sabotage Bear Traps
2) Dropped survivor wiggle progression reduced from 33% to 25%
3) Toolboxes Nerfed
4) Saboteur nerfed (cooldown added) & Hooks respawn faster
5) Addons nerfed to disappear at the end of each match
6) Autohaven Wreckers: Fixed an issue that allowed Survivors to use Dead Hard to get onto tires near a crane (Yet killers can still do it with Lunge)z
7) Breakable Walls added
Dev Update April 2020 - Survivor Nerf - Reduced repair speeds when working with other survivors, maps reworked to prevent survivors from being able to actually escape from a killer.
Sorry if someone already responded but.
You named litterally every change they made a survivor nerf. To be honest you lost as soon as you pretend DC penaltys aren't the single most healthy change a online game has ever made.
3.6 I'll pick apart because you talked most about
7 breakable wall... one map so far right ?
6 fixed a glitch where people phased through something... wow what a nerf
5 same as killer addons sounds like a balance to me.
4 2.5 second hook sabo is a massive buff
3 current gen speed is so insane and toolboxes could be used an entire match with no downside.
2 if your dropped he's prolly not going to pick you back up... the situation this happens has to be 1000-1
1 yeah survivors need to be able to disable the F rank killers power suree. Otherwise he might be... gasp D tier.
3.7 idk man do the math the repair has been increased by like 2 seconds with 3 people and prove themself still cancels this out completely
You cant and I mean cannot convince anyone that god loops need to stay. Scooby doo 5 gen chases are idiotic
And map size? Tell me what killers are best right now ? The one who's only power is running fast to cross the map easier? Yeah every other killer has around 80% match loose rate
Lol the things survivors say
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If you are honestly devotion 7 almost 8
I'm baffled. Seriously flabbergasted that you could possibly think this game isnt survivor sided
This has to be bait.
These are the most minor changes... like seriously deleting broken god loops is a necessary change. Killers loose 80% of the time how can you pretend the game is in a healthy state when survivor que Is 15minutes long
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-Laughs Evil- yes survivors yes
Gen rush this test show them how powerful you still are
Yesss hahaha faster faster
(Hoping the Devs will keep slowing gens until I feels good)
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@Calisto_667 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196657#Comment_1196657
Did you even read the changes properly? They are nerfing gen speed, loops and pallet placement as well. Its a bit too much. I guess now killers can stop their complaining
1 survivor = 80 seconds / 1.00 = 80 seconds
2 survivor = 80 seconds / 1.80 = 44.44 secs
3 survivor = 80 seconds / 2.40 = 33.33 secs
4 survivor = 80 seconds / 2.80 = 28.57 secs
The proposed repair speed penalty is 15%. This will be tested in tomorrow’s PTB:
1 survivor = 80 seconds / 1.00 = 80 seconds
2 survivor = 80 seconds / 1.70 = 47.05 secs
3 survivor = 80 seconds / 2.10 = 38.09 secs
4 survivor = 80 seconds / 2.20 = 36.36 secs
How often realistic is this change going to affect you ? You three stack every gen do you ? At best you will have 2.5 extra seconds each if you pair up 4 times...
At base game survivors only need 105 seconds of objective each to escape. It's really not that hard to waste that much of the killers time
Yeah they nerfed loops that made survivors literally untouchable for entire matches that's not a buff or a nerf it's a required change and they only did it on two maps...
Quit ur crying
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The killer community has dwindled to near extinction. Survivors ques rise above 15-20 minutes.
Steamers-devs-fogwhispers-and longtime players all produce recorded stats proving killers loose 80% of matches
Average game time to escape has fallen below 6minutes
The game is built on survivor mistakes and as the population ages they make significantly less driving killer experience to stressful enough levels that they've almost all quit.
Imagine seeing... two map changes and thinking no survivor is ever going to escape again ???
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Bless your soul
@Steel_Eyed said:
After watching a streamer’s video struggling with the generator speed math I thought I would break down the math behind it, before and after, and you are free to make your judgments about the nerf:
The basic understanding is that each survivor adds an additive percentage penalty for each survivor repairing a generator.
Currently, this penalty is 10%. That means one survivor has 100% repair speed. With a second survivor, each survivor had 90% repair speed. Three survivors have 80%. Four, 70%.
The simplest way to check generator repair speed is to take the above repair speeds and multiply by the number of survivors and divide the eighty seconds by this:
1 survivor = 80 seconds / 1.00 = 80 seconds
2 survivor = 80 seconds / 1.80 = 44.44 secs
3 survivor = 80 seconds / 2.40 = 33.33 secs
4 survivor = 80 seconds / 2.80 = 28.57 secs
The proposed repair speed penalty is 15%. This will be tested in tomorrow’s PTB:
1 survivor = 80 seconds / 1.00 = 80 seconds
2 survivor = 80 seconds / 1.70 = 47.05 secs
3 survivor = 80 seconds / 2.10 = 38.09 secs
4 survivor = 80 seconds / 2.20 = 36.36 secs
Thank you for reading!
Thank you
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1196011#Comment_1196011
How in the hell did you miss the ENORMOUS fact that moris require only hooking a survivor once? The chase is the most time consuming part of getting rid of survivors and a mori allows you to skip that part twice. Admittedly, it does save probly less than 10 seconds of getting a survivor to a hook, but you completely neglected the fact that it saves god knows how many minutes of chasing.
And what kind of twisted logic did you use to come to the conclusion that a key saves 4 players 20 seconds each? Finding a hatch takes way more effort that opening a gate, and because of the 30 second auto closing, they actually have to gather all 4 players without the killer seeing before they even opening it.
I play only SWF... as all people should so with 4 players communicating you can spin the camera 360 and view 40% of the map in 1 second collectively just because of how powerful 3rd person FOV is. If you talk can Grid search the entire map in 10 seconds.
If that is for some reason you missed seeing the hatch naturally because it litterally spawns at our feet most matches. Hatch spawns are almost as memorable as shacks are... they dont spawn in the basement or in the corners of the map or within feet of the exit gate or under hooks... they are very very limited where they pop up.
You only get one life. Theres no guarantee any killer will be kind enough to let you be saved. Your first hook is ur life I'm not entitled to 3 full lives like you pretend to be. I have 4 perks and an item that gives me all the second chances I need to live if my team doesnt sabo/clickclicky save me first
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@mouse0270 said:
@Leachy_Jr you do realize your first argument is, The survivors did their job and got to the end game, but then still have no hope of escaping because the game decided to put the only two ways to exit the game in a position the killer can see both? That is balance, that is clearly giving one side a HUGE upper hand.
Throwing the argument of second chance perks or using a key (which they may not have) is being biased. Killers often run multiple slow down perks, which in my eyes are the equivalent of survivors second chance perks. They also have the of using mori's. Which brings us to End Game Collapse, which can easily favor a killer more so than a survivor. So putting exit gates in a position where a killer doesn't even have to patrol is not balance, it clearly is unbalanced and favors one side more.
Saying a survivor shouldn't be able to run a loop for 2 minutes because its "god" loop and then turning around and saying exit gates are perfectly balanced is being biased.
The killer can only go after one person at a time. EGC 4 team can literally bully a killer.
If theres only one person left alive his argument still applies they should have escaped earlier or helped there team survive better.
If there two, one runs a 20 second chase while the other hits the gate.
If theres 3 one can hit each gate while a 3rd runs a chase or even gets caught on purpose and then BT save and they all get out.
Idk if the gates are literally overlapping the gates can still be easily opened he cant guard more then one thing at once.
If the gates are bloodwarden trapper body blocked hacked so they cant open. You have 4 chest chances for a key and still can win that way. Its unreal how many chances you have
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Mori removes the hook carrying part of killing and goes straight to murder saving killer time. Mori is expense-rare- and still requires finding chasing downing and previous hooking. Unless you use the ultra it's only good once. So the killer will still LOOSE the match only killing once.
While the survivor key is more powerful the less survivors are around and removes the time of both gates it almost guarantees escape.
Just logically speaking If the killer tunnels one single player from the start if the match before the chase ends the other 3 have separate gens done.
If one player goes for the save and the other two do a gen together during you have 4 gens done before the killer can mori that orginal tunneled survivor. You now have 3 survivor hatch escape and win.
As long as the first survivor chased can make each chase last 1 minute each everyone else escapes.
Orginal run 15seconds to catch up. SB buys 10 seconds, pallets buy 5 seconds (two in a chase is reasonable) a window another 3 or car loop or shack can buy 20 alone. It's your fault if you dont last 60 seconds.
A mori saves one player 10 seconds of hook carry. A key saves 4 players 20 seconds EACH and provides an unguarded escape.
Keys are infinitely more powerful then moris
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Wow
@toxicmegg said:
seriously, i think these devs never think before they act. now when they reworked maps they left out shelter woods, hawkins and the game. why? it is very obvious these maps need changes, but no we dont get them because the devs don't think further. it's now obvious because they also didn't remove bloodlust. i just wanted to ask what makes you think these changes are good without adjusting the other side as well? do you think making every map a dead zone without removing bloodlust is a good change? where the hell do we need bloodlust when "god loops" are being removed and we can easily catch survivors now, bloodlust is overkill. you can't just make changes by looking from one angle and ignoring other point of views..
Since I dont think you have any idea of how bloodlust works or why it exists ima leave this here for you
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Christine
from the movie Christine
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Killers are weaksause noone wants to play killer anymore lol that's why the que is 20 minute plus on survivor
Well quarantine has it down a bit as well I suppose.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1193019#Comment_1193019
Killers aren't stupidly weak. Theres no such thing as one side being weak in this game anymore. With how much bullshit goes on in this game, no side is weak. And Ebony Moris are actually really common. Devs removed the fact that moris granted a kill after getting down, no hooks. You just sound extremely biased.
Yeah survivor que is like 20 minutes long because noone wants to play killer anymore. So idk maybe I'm against taking away the few fragile tools they have left.
If you have the time and an open mind I can go over a few pages of facts and videos to prove its heavily weighted to survivors
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1193032#Comment_1193032
Yeah, because killers never whine about how unfair the game is to them, right?
This is like the hundredth noed killed me post and I'm just alittle tired of them. It has so many counters SO SO MANY COUNTERS and people are just too fcking lazy to do bones.
Noed still requires the killer,find,catch,hit,and hook you and you can still be saved... noed... and stay with me here people can be defeated by walking out the powered exit gates.
Noed is only on when the gates are on... so leave.
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@PodgeNotRodge said:
So my friends and I went into the game all dressed as pink mechanic Dwight and we all started a conga line crouching. Now naturally at this stage you think, aww these guys are just pratting around. Didnt even bring items.
So what were we met with, a super laggy Irridescent King and Queen doctor running NOED and Ebony Mori that killed us as soon as he could and said we were super toxic bring Object of Obsession. Of course we did, we wanted him to find us XD
Like, this is what the build up of toxicity has come to now. Who else feels this pain? (@_@)
Dude you made this post bragging how terrible you were trolling and upsetting human beings on the other side of that screen buckaroo. Real people.
Like you walked up to an animal shelter and struck up a convo about how much you like kicking puppies.
I dunno if you thought everyone would laugh with you or your trying to argue enough to justify what you did but you really should apologize to the doctor player
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1193049#Comment_1193049
Like I said in case you missed it. xD he didnt have to play that game. Could have searched for another game. Instead, he can see 4 people pratting around. He went into that game willingly. So I fail to see how we "Made" him do anything. XD
Oh so you messaged him beforehand and he agreed to have a terrible match ?
Or are you punishing him because he's not telepathic ?


