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ermsy

ermsy

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  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/955074#Comment_955074

    I still don't know totem spots on lerys except the spots in the exit gate areas and sidelines

    Sometimes they are in shower cubicles or second floor. But either way I think this the reason. If you hypothetical took ruin away or if ruin lasted the typical amount of time it normally does on other maps you'd see these kill rates plummet.

  • Imo The only reason these indoor maps have high kill rates is because it's very hard to find totems and ruin tends to last a lot longer than it would have in open maps.

  • The kill rates aren't accurate, and based on these statistics the high kill rates are purely due to them being indoor maps, unless they change them to outdoor I don't see how it will change.

    I'm sure the game map is generally survivor sided apart from a few a killers like hag and nurse yet it has a higher kill rate.

    I guess the biggest reason these indoor maps have such a high kill rate is that it's much harder to find totems so ruin tends to stay up much longer compared to other maps.

    Haddonfield is simply really unfun to play in (as are a lot of maps). It's not about the kill rates but the level of frustration that some of these levels bring.

    Lerys on the other hand isn't too bad to play in even as a survivor. Some of my best games were against mirror Myers which wouldn't be possible in other maps.

  • Most annoying strat from survivors that I see is when they abuse their perks. Like when a survivor is body blocking me with bt when I'm trying to go for the rescuer...like do you want me to tunnel or not. Or when they play very aggressively because they know that ds is active like go for the save right under my nose.

  • It looks like somebody didn't read the survivors rulebook...but on a serious note, they are just salty in that moment trying to make you feel bad for killing them in a situation where they should have escaped.

    The majority of survivors that I come across know that camping is really the only thing you can do when all the gens are done. Move on to the next game, and don't let this one affect your play style.

  • @Sonzaishinai said:

    I hate the yamaoke maps

    Atleast in corn you can kinda follow scratchmarks

    Everything that enters the bamboo just dissapears

    When you see a load of blendettes with a yamoake offering, you're gonna have a bad time.

  • This discussion has gone Soo off topic, I genuinely forgot what the actual question was.

  • Hawkins is ok I think, it has a lot of unsafe pallets but it has a lot more pallets than other maps. And the game used to be considered a killer sided map when it first came around and now it's considered a survivor sided map after they figured out the tiles. Maybe the same will happen to Hawkins.

  • I just hope that of these maps dont get the same treatment as springwood if they get worked on. I would hate to have 5 versions of ormond

  • @Blueberry said:

    I even think 40% is being generous, I'd say much more than that are just terrible.

    40% I straight up hate, maybe another 40% I don't mind and 20% I actually like.

  • I get lerys or the game whenever I play trapper...

  • @28_stabs said:

    https://forum.deadbydaylight.com/en/discussion/comment/945599#Comment_945599

    Killers do not spawn on top of survivors. You are tunneled, because YOU dont hide.

    Its OK that it is hard to get out of tunneling. Killer must be able to kill survivors, lol. What next - punish killers for hurting survivors?

    If your life is so valuable, your teammates should go down for you before its too late. They should do it before you are at the death hook. If your teammates never really care about you, then you shouldnt play too careless. It all comes back to you, eventually. Think about it.

    Regardless of whether it is hard or not to get out of being tunneled to death....it's still a dick move.

  • Sorry, I didn't find it very clear. So you mean to penalize them via emblem points like the camping penalty.

    But your suggestions have loop holes in them, chasing a survivor too long doesn't neccesarily mean that they are tunneling them.

    And multiple hooks could be more situational tunneling as you said you understood not to mention survivors could use it to their advantage.

    I understand it sucks to get tunneled from start to finish but I don't see a way to punish killers for doing it without survivors abusing it. Maybe offer bonus bp for switching targets or something.

  • How would you penalize tunnelling?

  • There are plenty of scenarios where tunnelling is justified at least imo. Majority of killers are reactive in nature and due to the state of that game or the attitudes of survivors will choose to tunnel one out the game, I don't believe many killers start the game with the intention of tunnelling.

    Below is a list of a few scenarios where I would tunnel a survivor as in hook them twice in a row:

    - game is going very badly, probably 1 gen left and I need to take somebody out of the game to stabilize.

    - a survivor prioritizes doing a gen rather than healing themselves. These guys are fair game imo

    - a survivor triggering my traps as hag...you are literally summoning me to you.

    If a survivor is abusing God loops as they know it's an instant loss if I commit to them, I do the opposite. Mostly ignore them and focus the other 3. If two abuse the God loops I focus on the two that don't. It's unfair on those survivors but like I said earlier, killers are mostly reactive, we don't choose the scenarios.

  • Left for dead achievement anyone?...borderline impossible.

  • I don't understand why survivors DC when the match is over just to screw over the killer. all they are doing is moving the problem to another group of survivors.

    This challenge increases the number of camping killers and when survivors DC to ensure the killer doesn't complete the challenge, they'll have to do it again with another group.

  • Atm I like to run the following...

    Kindred: gives you so much information such as the killers position, when it's safe to rescue and when to stay on the gen if you see someone else go for the rescue.

    Inner strength: quick healing and an incentive to counter noed.

    Small game: helps you find totems quickly and has great synergy with inner strength

    Windows of opportunity: the amount of times I've gone to an area and found out that one of my teammates have already dropped the pallet in that tile and Ive gone down for it...this perk stops that. Allows me to plan my route knowing that there is a pallet available.

  • I generally give the last survivor the hatch if I utterly destroyed them and they weren't particularly toxic.

    Also before the new rank reset, I'd let the last one go to slow down ranking up.

  • I don't play plague very much, but on hag I normally play:

    Corrupt intervention: this slows the early game and more consistent than ruin imo. It gives you time to set up and limits the survivors.

    Monitor & abuse: lowering the hags terror radius to 16m is so valuable, allows you to get the drop on survivors that are not aware you are close by and has insane synergy with nurses calling.

    Nurses calling: works really well with monitor and allows you to have a more patient playstyle. Hit the survivor and let them go while you place more traps, if you know what direction they are going, you'll likely spot them with nurses and get a second easy hit.

    Last perk slot is flexible but a few choices can be either...

    Make your choice: lets you teleport back to the hook and get an instant down and even if you don't, both the rescuer and the hooked will play more stealthy out of fear which will buy you more time.

    Sloppy butcher: added synergy with nurses and monitor, if it takes longer to heal the likelier you are to catch them.

    Save the best for last: hag has a tendency to hit alot of survivors quickly especially if you switch targets when someone triggers your traps.

    Franklin's demise: if survivors have multiple items, run this and hit them. Place a trap on the item and hopefully get a free hit when they inevitably return.

    Hag isn't add-on dependant at all so any would do but I do avoid using the add-ons that increase the traps trigger area, I find that traps get triggered when the survivor is on the other side of the window or in similar situations like that.

  • Happened to me once when I was playing against nurse, she hit me and I was kinda lagging or missing animations and I was going at ridiculous speed.

    When the killer hit me again I returned to normal speed. This was on ps4. I have got a recording of it if needed but it was a while ago around ghostface release so I don't know if it's relevant.

  • Double bloodpoints for escaping would be nice.

  • So you escaped more times than you died basically as a survivor.

    And your killer kill rate is only 60% which isn't far off the target. This isn't what I'd call "extremely biased". And this is just going on the data that you provided which may or may not be accurate.

    My experiences as a survivor is similar, I generally escape 2 out of 3 games around rank 3. As a killer my games vary alot from winning easily to getting destroyed depending on the survivors.

  • @Sleephartha

    Is your personal experience as a survivor matching this data?

    Are you dying 3 out if 4 games? Is matching against a wraith or a trapper an instant loss as they have over 90% win rate?

  • Unpopular opinion but I'd like to buff mori's, as in not use them as an offering before the match begins but to be able to activate them in a match and use them up that way.

    The amount of times I've brought in a Mori and didn't use it cause I felt the survivors didn't deserve it and other times I've not brought one in and I go against a sweaty swf with clicky flashlights and teabagging on every pallet.

  • I think it's too niche of a perk, the situation of everyone on the floor is rarely going to happen and in the case where it's just two of you and the killer is slugging to get the 4k, unbreakable would still be better in that situation.

    For the perk to be viable, it has to be useful in a variety of situations or a very common situation like being tunneled ergo ds.

  • Wouldn't unbreakable just be better?

  • One reason could be so that killers have an opportunity to learn new killers with high skill ceilings like nurse, huntress or hag etc.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/845507#Comment_845507

    You could alternatively not pick him up for like 10 extra seconds. If the team has to go for unhooks AND him, they're not doing gens.

    Could be 10 or 20, it's hard to keep track how much time has gone by. Could pick up the survivor too early and get ds'd or waste alot more time to make sure that it's definitely timed out.

    Alternatively it would be nice if there was a timer on the killer side to let us know or a 60 second whenever a survivor has been unhooked regardless if they have DS or not.

  • Deactivate as in not usable for that time but still active for the next time you are hooked.

  • It's extra annoying for a survivor on console when a killer DC's because it takes such a long time to find a game in the first place.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/845337#Comment_845337

    Who says it's only for anti-tunnel perk? Many perks for both roles can be used Beyond it's intended scope. Speaking of which, should a Survivor who's good at a Chase be punished for making the chase last longer than 60 Seconds? I see a lot of people that want the perk Nerf but they don't offer any viable changes. It makes you the obsession, you have to succeed a difficult skill check (fail and the perk is permanently done), you have to be picked up within 60 seconds of being rescued, and it only works once per match. That's a lot of requirements for a perk that people now want to be permanently deactivated because someone else got hooked? Lol

    Which is why the perk shouldn't have a time limit but still be deactivated if another survivor is hooked. I think both parties will gain a benefit from it.

  • @AsePlayer said:

    If you're able to hook other survivors and clap everyone's cheeks and still get DS'd by the original guy, I'd say you're winning the match regardless. I don't see how this is an issue.

    Maybe you had a good start but the ds can ruin your momentum especially when you are not expecting it. Before you know it first guy ran off with DS and second guy has already been rescued and you have to start again.

    I guess most killers have an issue with it because it feels unjustified to be punished for tunnelling when you weren't tunnelling.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/845291#Comment_845291

    The visual cue can also be Mettle of Man, Sole Survivor or Object of Obsession, so your argument falls flat. You don't know whether someone has brought DS or not, you just know someone brought 1 of the 4 obsession-based perks.

    I don't know about you but I can't remember the last time I played against someone using any of those perks you mentioned. 99% of games with an obsession involves DS (not including killer perks). Object I think I would notice though.

    I don't think you can disregard my point based on perks that nobody uses.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/845197#Comment_845197

    You say DS makes a Killer change their play-style because they don't know whether a Survivor has DS or not, but same can be said for the perks I've mentioned and more.

    People don't know whether those perks are present or not but both Survivors and Killers have to play as if they may be in-game.

    I say that ds changes the killers play style because of the visual cue that you get (obsession). That doesn't apply to the other perks. Like you said, people don't know if those other perks are present or not but you know when at least one ds is in the game.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/845072#Comment_845072

    Like NOED... and Borrowed Time... and BBQ & Chilli ....and Adrenaline... and...

    I don't understand your point in relation to mine.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/105009/ds-shouldnt-have-a-60-second-timer-but

    Just no cause this could and would easily be abused. No further discussion needed, cause its already done ten-thousand times before.

    How can it be abused?

  • @ChiTenshi

    I disagree, even if only one person runs decisive it has an impact on the match. The killer won't know how many people have that perk, all the killer knows is that there is an obsession so there is minimum 1 DS. And they will usually treat every survivor as if they have DS.

    Any perk that affects the killers behavior can't be considered a dead perk even if you don't actually use it.

    The perk is useful for survivors that aren't running it.

    As far as original version...that version was very bad

  • The strongest part of DS is that only one survivor needs it equipped. The killer will have no choice but to assume everyone has it and alter their play style.

  • I agree with there being an obsession. I don't run DS but when somebody else does it indirectly helps me from tunnelling.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/825803#Comment_825803

    Against the best red rank survivors every killer is addon dependent. That is how it should be. Killer is a different role than survivor. If a killer wants to win against the best survivors, addons SHOULD be required. Try playing addonless huntress, billy, hag against the best survivors and see what happens. (I didn't mention spirit because I very rarely play spirit, don't know her true power without addons). If you were able to beat the best survivors while not using addons THAT is what would indicate poor balance, because then if you were to equip good addons, or that killer's best addons, it stands to reason you would win easily.

    The fact that nurse was able to perform at the top of the killer tier lists even without addons was something that needed to be fixed. Devs did a good job there. And yet even now addonless nurse is still good. Her only weakness is large maps (the rest of the killer roster says hello).

    I disagree, apart from certain add-ons, the majority of them will just tweak the killers powers a little bit or change how the power is used like scratched mirror or scarred hand.

    Finding success without add-ons at high ranks isn't unheard of, I mostly use brown add-ons with hag just because I have them, I dont believe that they had a huge influence on how the game went.

    Overpowered add-ons are an issue like iridescent head and prayer beads etc

    I agree that the nurse needed to be fixed but they clearly went overboard with it.

  • @Omans said:

    Basekit nurse was the strongest killer in the game, probably about equal to spirit with good addons. Nurse can still achieve that level of power, this time with addons. Yet nurse is trash now? Wow, nurse players are so entitled and out of touch...

    Now nurse has no map control on big maps? You're talking to a huntress main now. You think I like getting Yamaoka, Haddonfield, Ormond? Against the best survivors you can't win on those maps on huntress even if you play well (if the survivors play well too). Guess what, that's not a huntress problem, just as map size isn't a nurse problem. It's a - you guessed it - map size problem.

    Good post, OP. But it will fall on deaf ears. They just want their overpowered toy back.

    As mentioned before, a killer that is add-on dependant is not a good design. All the best killers are good without their add-ons such as spirit, Billy, hag, huntress. Nurse is not among them anymore.

    If a killer is add-on dependant, that would suggest that the killer is underpowered and probably needs tweaks.

  • If a killer is reliant on their add-ons than that killer is a bad killer, unfortunately nurse has become a add-on dependant killer.

  • 3 second cool down is a big deal, you can't traverse the map as quickly because you don't want to lose the survivors. And the survivor can make alot of distance in that time where you need the blinks to just catch up but the coolddown loses them again. I generally have to wait for survivors to make a mistake and corner themselves to get the hit.

    The add-ons are meh, i'm assuming the add-ons were designed before the cool down was decided as there are multiple "speed limiters".

    For me the biggest issue is how frustrating and unfun the nurse is now, mistiming the charge so you don't get the second blink is annoying, being add-on dependant is also frustrating.

    Lastly it's a little more than 3 seconds if you count the charge time, it would be nice if they allowed the cooldown to continue even if you are charging the blink.

    This is coming from a PS4 player.

  • If there was a perk that read "stop the killer for 60 seconds when you are downed, the killer can not do anything for the next 60 seconds" it would be considered really op.

    That's the situation you were in, and it's also why ds doesn't need a buff. And most killers overestimate the time So you probably get more than 60 seconds.

    The perk does it's job by robbing the killer time if he tunnels, either by getting ds'ed and having to chase again or slugging for 60+ seconds.

  • I thought that's what he was referring to as an example of bad add-ons. Where you'd hit the survivor than lose the ability to blink for 60 seconds.

    I don't think he was comparing regular nurse to legion.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/94863/ptb-nurse-feedback-for-devs

    Hi! Legion main here! I can't go through walls! Also, she's ALOT stronger than Legion. Have fun in the fog!

    I think he means that after the nurse hits the survivor with that add-on she is forced to chase them around like an m1 killer. Very much like legion.

  • @Fibijean said:

    Unpopular opinion, from what I've seen, but I wish they hadn't touched instaheals and I hope they don't touch moris. The reason being Dead By Daylight is not a competitive game in the sense that there is no disadvantage to losing every once in a while. So for me, I don't really care if something is balanced if it's fun, and there's something really fun about how absurdly overpowered things like moris, keys and instaheals are. It's so ridiculous it's hilarious. To me, removing them feels like taking something away from the character of the game, and that's a loss.

    But I understand that that's not most people's experience, so I get why most feel that balance ought to be the ultimate goal.

    I guess balance is important just because it's not fun when something unfair happens like insta-heals or mori's etc

  • Keys need a Nerf, no idea how.

    Mori's need a Nerf, probably work after second hook.

    Huntress irredisant hatchet, make it so it can't be combo'd to have more than 1 hatchet.

    Spirits add-on that loses her phasing sound needs a Nerf.

    I think that's the majority of it.

  • Styptic lets you tank insta-downs and base medkits healing speed have been increased.

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