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gantes

gantes

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gantes
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  • I think it SHOULD be balanced on average number of kills and the pipping system should reflect that.

    Also, every killer's balance should be designed around an average of around 2 kills per game.

    You have to think about how everyone feels playing the game, and if you enter a game knowing you have a 75% chance of dying it's just kinda #########. Same thing about entering a game knowing you'll most likely just kill one person. Balance should work for both sides.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/632458#Comment_632458

    You're not wrong, this whole notion of killers being the "power" role is absurd and I hate seeing it.

    I've told people time and time again, this isn't a killer simulator, it's a survivor and killer simulator, you aren't just supposed to come in and 4K every match because you have a special ability.

    Why would the entity create a game for the killer if he expected them to win every time?

    Because all those next level gamers can't stand the idea of, gasp, someone playing better than them and escaping.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/632437#Comment_632437

    Even if you did well, but got a 2K, you probably aren't going to pip at red ranks. Which means you didn't win. It should be based of off pips, not kills.

    The average outcome should be a draw, not a win. 2 kills generally turn out to be safety pips, and that's fine.

    You shouldn't be pipping on average unless you're truly above the rank you're currently at.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/632410#Comment_632410

    True. But maybe have it deplete the power tremendously instead of just cancelling it.

    Cancelling it is fine.

    You shouldn't be missing hits anyway. The only place where this is actually a problem is console, and specific fixes should be targeted at that.

    Legion has problems, but losing your power when you get outplayed so hard (or outplayed yourself so hard) you missed a hit is adequate.

  • @Horus said:

    3 should be average

    I don't think so. 3 most of the time implies you killed everyone before the gens were done and one person got hatch. I don't think stomp+hatch should be a standard for anything.

  • One change I think is pretty necessary is the vault speed change. At first I thought it was OK, but I don't think it's right that you can drop a pallet and run around a short loop as survivor and completely negate the power. Legion has plenty of counterplay without that.

  • 2.

    Because this game's averages are based out of extremes. The games where you kill exactly 2 people are rare. The more common scenarios I feel are either 1k or 3k, and stomps from either side are common too.

    I feel like the amount of extreme experiences should be kinda the same, bringing the average to 2k.

    Also this isn't a horror game, this is an action game with horror elements. We ain't playing in a horror movie.

    Edit: the changes to hatch pushed a lot of 3ks to be 4ks, but I'm kinda fine with that, as long as the average doesn't get much bigger than 60% kill rate.

  • People clearly don't play survivor enough if they think that holding M1 for longer is something people would be willing to do.

    How are your killer lobbies now? Say goodbye to them if you force people to do the least fun thing in the game even more.

  • @Johnny212 said:

    https://forum.deadbydaylight.com/en/discussion/comment/629259#Comment_629259

    Oh okay, so instead of discussing or debating my statement, you decided to insult me, just because my "bad" writing?

    Fair enough man, I don't see any benefits for discussing something with someone who couldn't respect other people either.

    Keep that ego mate, you're indeed perfect and the best in the world.

    I legitimately didn't understand much of your post, sorry if I was rude.

  • @HYthinger said:

    To add additional information. The match was about 2 minutes long, if at all. One of them got downed around 30 seconds into the match. i hooked him and he dc's. Then 2 insta dc'd after teabaging me. The last one got downd and dc'd a second before i could hook him

    Sounds like you went against exceptionally salty people then. It happens.

    The only exhaustion add-on that I find truly problematic is the Clown's, since it requires little to no skill to apply. The others are either well earned (Huntress) or not really useful. The only perk Huntress' exhaustion add-on denies is Dead Hard.

  • Without getting into the matter at hand, the problem with exhaustion add-ons is that they are used... during chases?

    So why recovering 20% faster from exhaustion would even be a discussion in this case? It's not gonna do anything in chases.

    But on my take: I wouldn't DC against it but I avoid using exhaustion add-ons too. I don't usually need to try that hard.

  • The only thing NOED and Adrenaline have in common is the condition of activation. One is a "win more" perk, the other one is a "lose less" perk. This comparison gives me pinky toe cancer every single time.

  • Gotta love the Anecdotal Buddies with "Ruin isn't necessary because I DON'T NEED IT"

    Cool bro. Enjoy feeling better than others. Now stop pretending your experiences apply (or should) to everyone else.

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/629291#Comment_629291

    So a killer running 2 perks (50% of his perk loadout) and ONE of those perks being a Totem you can easily clear while he hook camps means the Devs need to nerf things instead of you learning how to play around it. IE: Clear totems and THEN genrush.

    That's pure lazy, man. Learn to play around it instead of complaining & asking for selfish nerfs to make the game easier for you.

    The "learn to play against it" only works when we're talking about balance, which we're not. Camping is mostly trash.

    It doesn't work when we're talking about bad design though. I'm gonna assume this is an honest mistake and not you being dishonest to try to prove a point.

  • Since they just used a lot of resources on Legion and there are a couple of killers who need work a bit more, I think we'll have to wait a bit.

  • Onto the actual idea of the post: Borrowed Time is quite a strong perk and needs no buffs. It should have counters, so it does on stealth killers primarily. It's more of an issue with Insidious overall not adding anything good to the game, but that's a reason to rework it, not buff a perk survivors already run all the time even further.

  • I hope his changes buff his base power (the shock) and nerf hostage doctor. That build is what's annoying about him. Everything else is pretty bearable.

  • There's also a clear difference between "that guy teased me" and completely preventing someone from playing the game.

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/629169#Comment_629169

    'It's not fun' is NOT an excuse.

    LOSING is not fun, so remove losing.

    Being puked on is not fun, so remove Plague.

    Being hooked is not fun, so remove hooks.

    Being chainsawed by a 100MPH Billy is not fun; remove Billy.

    Being caught in a beartrap you did not see is not fun; remove Trapper.

    No one claims losing or being focused is 'fun', so this is a flimsy excuse.

    There's a clear difference between "every game has a winner and a loser" and something completely ruining the game.

    There are games that are fun when you lose, there are games you win that are boring af.

    Besides, look at the examples you gave.

    "She PRESSED CTRL at me!!"

    "He was wasting time saboing and gave me more time to kill people!"

    Like srsly. This is more about lack of maturity from the playerbase than anything.

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/629120#Comment_629120

    There should not BE any individual counter to camping. Because you'd have to take that individual fix and multiply it by 4.

    Killers could have any number of reasons to camp:

    That Claudette was twerking after ONE pallet stun.

    That Jake was carrying a toolbox & sabo-ing hooks.

    A 3-4-man SWF all logged in with toolboxes/medkits/flashlights & were meming. This kill took 3 minutes to secure thanks to insta-heals, 3 people with flashlights, meme-builds, & I want them dead.

    Etc. Etc.

    Because of this, I don't see camping as unfair. The Killer probably has a reason beyond 'I'm a jerk'. And asking for punishment is basically saying 'I don't like this playstyle. Cater to me & change game mechanics so no one can use it.'

    Does it suck? Sure. I've had it happen to me, but I don't promptly go 'Grr! Camping should be removed!' because I'm not silly enough to assume the Devs should restructure the game around my little upset.

    Camping exists. Camping is legit. Camping should NEVER be punished.

    And adding any sort of 'You can't down anyone' like a FREE Borrowed Time perk IS a punishment.

    The devs are supposed to make the game fun.

    Camping is not fun for anyone worth keeping in the playerbase.

    Thus, camping should be punished.

    It's not that complicated.

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/629087#Comment_629087

    The counterplay is to do generators.

    In the time it takes a Survivor to die on their first hook, a lone Survivor can do 2 generators with 20 seconds left to turn for a gate.

    3 Survivors means 6 out of 5 Gens can be done, plus 20 seconds to get to a gate. And that's without adding in the likely 30-45 seconds to chase & down and carry and hook the Survivor in the first place.

    I'd say that's pretty much counter play.

    People need to stop asking for nerfs, punishments, buffs, and mechanics just because they dislike camping.

    Camping is legit. It punishes itself. And Killers would do it less if people stopped flinging themselves at a hook they are near!

    I disagree. The devs' goals is to make a fun game. Camping is fun for neither side, unless you're a sociopath. It promotes unskillful gameplay and broadens the gap between solo and SWF. It brings nothing good to the game.

    And before someone pops here and says "muh survivors", yes, there are also poor design choices on their side that denies fun from everyone, like the way gens are currently done and the fact that DS doesn't punish only tunnelers and doesn't punish every tunneler either. But no design choice for survivors is as unfun or unskillful as facecamping.

    You're also ignoring the fact that DBD is an asymetrical team game, yet it's also individual. Yes, the counterplay for camping is doing generators, but there is no INDIVIDUAL counterplay, which is also very important. There are ways to introduce individual counterplay to the game without breaking its balance. And it's not like good survivors enjoy doing generators too, and if you're not playing to have fun, why are you even playing?

    Everything the devs can do to punish camping that doesn't break other aspects of the game, they should do it. Besides, this post is asking for a nerf for Insidious basically, which no good player ever uses. Defending this perk and its current uses is questionable at best.

    I'm personally still in favor of at least making Kindred baseline, but w/e.

  • Exposed means the killer never had to hit you in the first place, meaning they wasted no time chasing you, no time giving you a sprint burst after the hit, etc.

    Dead Hard is also insanely common and you can't use it while you're full health, so it's worth nothing vs Exposed.

    Adrenaline also literally solves being injured and does nothing against Exposed (except the speed, which only matters if you're being chased).

    Exposed isn't the end of the world, obviously, but comparing it with not healing ignores a whole lot of nuance and context.

    Everything else Peanits said better before so yeah

  • Can you imagine how poor Ghostface's design would be if there was no way of revealing him?

    Like, here, take the free exposed status for looking at a survivor for 3 seconds. No counterplay needed!!!

    His kit is okay as is, except for how buggy revealing him is. Nothing else needs changes. The problem of good teams screwing him is because either 1. you used your power in a bad moment or 2. you're in a ######### map with nowhere to hide and that's not the killer's fault.

  • The problem is that it would indirectly nerf stealth killers by "warning" survivors they're nearby. That's why they work the way they work in the first place.

  • Counterargument: leave Billy alone.

    Boom. Destroyed.

  • Neither Ghostface or Plague are bad enough to warrant immediate changes. In fact, I'd argue they're both in the upper half of killers power-wise, or one spot below.

    In a game where we have edge cases such as Nurse, Trapper, Doctor... and the list goes on, it'd be silly from them to focus on GF or Plague if they have limited resources and staff to do those things.

    This is why not every feedback is good feedback.

  • I absolutely guarantee you a new player can get 9000 shards before getting to red ranks. If you chose not to then it's your problem.

    Besides, you can get to red ranks by just playing enough and steadily improving in this game. Making it to rank 1 is a bit harder, but getting to red ranks... Not really.

    And finally, there is no ranked reward so I don't know why anybody would are but w/e

  • Spins should not be easy to get and should be counterable considering how long chases can take in this game.

  • Survivors are skins.

    By the point MoM was nerfed everybody had the perk on their mains.

    And if you only used him because of MoM you deserve to be cucked by BHVR.

  • Then sorry, you should know better than randomly grabbing survivors who get into lockers in front of you.

    You're either boosted or you didn't have enough coffee when that happened.

  • Watch out, it's the main police

  • what rank are you?

  • By the way, the survivor actually loses distance by using Head On on you after the DS stun, because DS stun is longer. He was just memeing and you were an easy target.

  • How unaware of everything that's happening do you have to be to think the survivor is an idiot and climbed into a locker in plain sight without having DS?

    Jesus Christ some posts here

  • Idk. Immaturity from most people's part maybe?

    I'm not about to get triggered at someone mashing Ctrl at me. Just like I don't have road rage or fight random people at bars. Eventually you grow and learn I guess.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625515#Comment_625515

    The issue there is that it's the only way to give killers more time..plus if your team let's themselves all get injured they kinda deserve to have to deal with it..after all..killers hate being stunned but the devs removed the only anti stun killers have so...I have 0 pity..especially when counters exist

    No, it's not the only way, and even if it were, it'd be fixing bad design with more bad design which is, well, bad.

    I'd rather they reworked it into something that slows the game down differently or start working on more perks/systems to make games longer.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625508#Comment_625508

    I think the perk idea is brilliant because only effective players get usage out of it..plus it gets weaker the less survivors there are..survivor convenience should NOT be a killer perks standard..if they dont like the heal debuff they can use botany , it's a strong perk on a free survivor

    There are other ways of rewarding efficient killer play other than literally making people hold M1 for longer

    And it's not "survivor convenience", it's basic game design to not force people to do stuff they hate doing in game. Most survivor players, especially the ones who've been around for longer and are good at the game, enjoy chases and that's it. No one who's good at the game and has many hours enjoys doing gens.

  • It should ideally be reworked. Making it stronger just makes survivors hold M1 longer and that's already the worst part of survivor gameplay design.

  • Many maps are just ######### for both sides and imo that's a problem

    Yamaoka's, The Game, Lery's are just examples of unfun gameplay for both sides

    At least new Badham is good for everyone barring Bloodlust use. If they keep up that design style we're good.

  • Besides they shouldn't even be listening to some feedback like people complaining about the Ghostface """""nerf""""" when in reality revealing him is STILL inconsistent and buggy af.

    People just read any patch notes about a killer that's not clearly a buff and go REEEEEE DEVS BAD SURVIVOR MAN BAD

  • No reason to. The devs are nowhere near at a level where their gameplay should be used as a standard to balance anything.

    And I mean no offense in that, really. Unlike many people, I don't expect them to make their free time about their jobs.

  • Freddy all the way. Best licensed killer.

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/623928#Comment_623928

    There is NO such thing as being gen rushed...The survivors have ONE objective..do gens and escape..they dont have to cleanse totems but if they dont they could get hit with noed..Just like killers..even tho to be able to pip you need to do more than just hook people/kill them..you can't say they are gen rushing lol. Its not a thing.

    I'm not using it as an insult or anything. Just by the literal meaning of the word: gens popping fast. No need to get offended.

  • I'd agree on increasing hook timers if and only if generator timers got increased. Longer games are more fun anyway, but if that means getting even more gen rushed I'm out

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/623287#Comment_623287

    Personally I'm not a fan of "leaks" because the hype they generate fades fast for me. If I get a sneak peak at something I have been waiting for a week or so in advance I usually have far less hype when they are finally released. It also allows too many people to speculate about the "leak" and more often then not come up with better ideas then what actually gets released. This often leads to unintended disappointment.

    But the leaks aren't for us. They are for people outside the community of the game who love the licensed content and might start playing.

    They don't need us to like the leaks.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/623287#Comment_623287

    They did generate hype, for example with spirit they only did the little cinematic and thats enough. With legion there was short video showing legion with diffriend personalaties behind a mirror. They also did very good job with the plague releasing few short videos on twitter, and then epic cinematic showing her face and keeping everyting in secret. Im worried with next chapter because for example ash and ghostface was leaked whole month before release. It wasn't teaser like with spirit legion and plague, it was leak and those 2 are diffriend things.

    But dude, I pretty much guarantee you that the "leak" was a publicity stunt.

    For licensed content: make people know early, generate hype, bring people from outside the game who love the licensed content, profit.

    I think we don't have to worry about """leaks""" if it's original content, as it doesn't have nearly as much payoff. We'll probably get a few teasers and a livestream a couple days before the PTB.

  • Got anything we don't know yet?

  • "Leaks" generate hype and most definitely boost sales.

    Especially on licensed content, not so much in original content.

    But it'd be stupid for them not to announce with a live stream first. They need to generate hype somehow. Otherwise only the diehard fans who keep track of dates and stuff will be hyped and that's bad for business.

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/623088#Comment_623088

    i just think the % for rank 1 gameplay is a bit too low is all. after all this is the people that should know what theyre doing, and they're only a few % above rank 20s in comparison

    Dude, I'm more willing to believe the stats even if it's not my experience than believe they're literally fabricating statistics

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/623035#Comment_623035

    I'm not talking about long range shots. I'm talking about being able to throw hatchets over loops. Most maps have loops where los is blocked so you can only throw a hatchet at the pallet.

    Throwing hatchets over loops is not as important as throwing hatchets between loops.

    And you're forgetting that short (in length), high clutter loops (which is what some of her trouble maps have) can be mindgamed by all killers, and the pallet is generally gone in less than 10 seconds too. Most killers have to get rid of pallets anyway, the difference is that she can hit survivors between tiles better than most killers.

    All we have left is L-wall T-walls (which suck for survivors), jungle gyms, long and high loops (which is what is bad for real for her) and shack (which huntress is pretty good at).

    As long as she can throw hatchets between tiles, she's fine. Seriously. Big maps are a much bigger problem for her than anything that has been mentioned in this discussion, that's what's really a problem for her.

    Once again, you're assuming we're talking about a good Huntress. If we're talking about a great Huntress, survivors are punished most times they have to leave a tile and get to another, unless we're talking about Lery's or The Game (which are her worst maps probably) or Haddonfun (which sucks for every single killer). Having to run loops that take 10 seconds to run with any killer isn't gonna ruin a character.

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