gantes
gantes
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- gantes
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I mean, they mentioned that 1. they`ll be keeping an eye on game speed 2. toolboxes are getting changed and 3. they said they`ve started an initiative to make maps smaller, you're just looking for reasons to be upset, like most people here. No surprises.
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Honestly? Since the new matchmaking logic rolled in, never. There's always at most 2 good survivors, the rest being either Blendettes or just downright bad at the game.
Before the new matchmaking, maybe once every 100 games.
Just today I played as Doctor vs one very good Yui and 3 complete potatoes. I just ignored the Yui and killed everyone else before 2 gens were fully done. I felt bad for her and have her hatch afterwards. She and one more survivor were red ranks and the two other were purple btw. Rank has little to no correlation to skill in this game.
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I disagree that his power should get even more power in chases. Chases vs Clown are already uninteractive early pallet drops as is. Everyone chews through gens while the chased survivor spends all the resources in the map and with his nonexistant map pressure the survivors can afford to waste all pallets and still escape. Making him stronger in chases will just make him even more uninteracitve in chases and survivors will have even more of a reason to hold M1 to oblivion vs him. Not good design.
He needs his bottles to stay the way they are and to have some sort of map pressure. The strongest and best designed killers in the game have both map pressure and chase power (Freddy does exactly what Clown does in chases and has a teleport, Demo has both, Billy has both, Oni has both with his power active). The only exception are stealth killers, but stealth is a power in itself and does some things that map pressure does. You can't make a killer that's just chase power, they'll end up both weak and boring to play/face.
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Yeah I do too, but just because most of them were terrible.
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Make DS deactivate when you're grabbed. Done. Fixed.
That's the only nerf-worthy survivor perk as of right now. I mean, it's the only nerf worthy perk in the entire game, period.
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Playing a killer that relies as much as her on sound in this specific patch is a pain.
When sounds get fixed I`m sure we'll unfortunately be seeing her a lot again.
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It's so situational and grasp saves with it are so rare and telegraphed that I can't take anyone who gets mad because of it seriously.
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Rewards are supposed to, well, reward you for accomplishing something hard.
The new rank resets pushes everyone slowly towards red ranks. I think rank needs to be harder to achieve for both sides before we have ranked rewards.
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She used to be top 3 when maps that screwed her over were rare.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/999281#Comment_999281
No, it wouldnt defeat it. The unhooked guy can go with DS, BT, Adrenaline and the rest full health incurance pack.
https://forum.deadbydaylight.com/en/discussion/comment/999288#Comment_999288
The same, but not safe unhooks could be punished.
https://forum.deadbydaylight.com/en/discussion/comment/999289#Comment_999289
OFC, they are all alive when I play fair.
https://forum.deadbydaylight.com/en/discussion/comment/999296#Comment_999296
Just get bodyblocked but rescued guy with BT and DS. No need for all survivors. xD
https://forum.deadbydaylight.com/en/discussion/comment/999333#Comment_999333
I dont talk about unhooked survivors. I talk about those survivors who dont care to unhook next to killer. You know why. There is no time for all of you, and then you dont care to get hurt or downed.
Don't play nice then. Just stop asking for perfectly fair things to be nerfed
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/999493#Comment_999493
You make the claim, you bring the evidence to back it up.
Not in the mood to deal with sealioning
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/999471#Comment_999471
And writing these posts isn't also a waste of that time because...?
If you have hours of evidence we would like to see it.
Google is your friend
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/999445#Comment_999445
"I have evidence"
"Provide that evidence"
"I can't because it wouldn't matter"
I mean I won't waste time on people who already chose to believe something else and are completely disregarding everyone else's experience. Fortunately I don't need that to sleep at night.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/999436#Comment_999436
Feel free to post this footage.
Well, when any footage gets posted people start whiteknighting with "you didn't do the entire ritual of locating him in the magical box and praying to RNGesus while doing a handstand in the altar" because if a mechanic sucks majorly it doesn't matter if it works properly sometimes so i'm not wasting my time
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It makes my head explode when the same people that are quick to complain about "survivor bias" complain when the community asks for this buggy dumpster fire of a killer to work properly
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/999383#Comment_999383
Well I don't have a problem revealing him other people neither so sounds like a made up issue from people who do not really know how to reveal or where the box on the screen actually is to reveal him.
Yeah one could do that as gf but because the stalking mechanic is buggy since a long time, gf/myers were not able to stalk people running in plain sight right in front of him.
https://forum.deadbydaylight.com/en/discussion/comment/999392#Comment_999392
I totally believe that.
Go to a loop as freddy, place snares on both sides and go for the free hit.
Your anecdotal "evidence" means nothing when there's literal hours of footage of GF being buggy.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/999383#Comment_999383
I get where you're coming from but I can see why people are getting fed up with any proposals being made. Mainly because half the time when some users are suggesting a fix they're bundling it with proposed nerfs which Ghostface doesn't need. Pretty sure all of us can come to an agreement that his reveal needs fixed. His basekit outside of that though doesn't need changed. (Not saying you said this I just get where the other dude is coming from)
I of course am biased as I play a lot of Ghostface without addons. I've seen enough issues on both ends that I know it's mostly odd things obstructing or in some cases not obstructing when they should or shouldn't. As I said though just give Ghostface a subtle tell sign like a crosshair that appears when you're in the process of revealing him. At least then you'd be certain when the feature is and isn't working and it would be clear that it's center screen of your game screen / monitor.
The clip with Scott though pretty sure he had his screen centered at Ghostface's feet and not the rest of the body. The reveal zone only seems to work well when at the center of Ghostface's turso.
GF won't be nerfed.
And that's kinda part of the point though. There's no clear indication or feedback of how you have to reveal him. If it's that specific then the mechanic sucks in the first place, working properly or not.
We don't need killers who are strong because bugs make them inconsistent and weird to go against, we need killers to be strong because they're strong.
I 100% agree with you on the tell. The fun of playing GF for me is playing hide and seek with the survivors in order to not get revealed. When it works properly it's extremely fun. And even when the reveal works he's still a strong killer, and there's plenty the killer can do to avoid gettng revealed before fully stalking.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/998658#Comment_998658
Good that you posted the clip, that was posted on the first page again and than conviently ignored when it was explained to him why he failed to reveal ghostface.
Man are you people not better suited playin any other game where you just have to hold m1 instead of using your eyes?
I'm sorry are we actually defending this buggy catastrophe of a killer's mechanics just for the sake of avoiding any criticism directed at killers in this game?
Ghostface's reveal doesn't work properly. It's inconsistent. Sometimes you're looking at him with nothing in the way and he gets revealed. Sometimes you can reveal him through walls. Earlier in the patch you could literally stalk people you had no vision of.
But have fun using your eyes. Some clips of you playing and revealing him properly consistently would be a good thing, since we're blatantly ignoring the many hours of footage of GF being buggy.
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@28_stabs said:
The bullshit amount of unhooks next to me is disgusting. It must be changed, because survivors have adrenaline, DS, BT, MOM, the whole team use it and they bodyblock, too.
If the entire team is bodyblocking I'm assuming they're all alive when the gens are powered. In this case kills SHOULD be hard to secure.
Also no. BT is fine. There's plenty of counterplay to it.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/999221#Comment_999221
Doesn't change the fact that she is simply unfun to play. What is the point of a strong killer is she is unfun? Survivors get changes all the time, because they were unfun before. The Nurse's fun.factor got downgraded.
Then you guys better start asking for a rework because she won't be buffed, thankfully
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/999238#Comment_999238
You rarelly see any killer use end game perks cause they are all kinda bad
I find it a shame you never see perks like Bloodwarden cause everybody does it's counter anyway
You should make a special effort to counter a perk. Not just do what you always do
I've seen multiple good killers say they don't use it because they don't plan on losing the game but go off I guess
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I mean, you can paint it as "different playstyles" all you want, but I've rarely seen good killer players run endgame perks because their gameplan revolves around playing well across the game, not poorly
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I would compile more "just look at him harder" moments but it's frankly unnecessary. He needs to be fixed, period. His core design is based around a mechanic that doesn't work properly 90% of the time.
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Unhealthy playstyles are kept weak for a reason. Just like sabo was gutted, and rightly so.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/999156#Comment_999156
Devs sure think so when it comes to survivors..need we recall why ruin is being changed to begin with ?
Take your whataboutism out of this discussion please.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/999077#Comment_999077
You are assuming a killer is losing just because gates are there, a killer hasn't lost till all the survivors are out. You are not entitled to escape just because the gens are done, the game is still on going and there are meant to be threats and obstacles still.
So that reasoning doesn't really hold up as much as the arguments for it right now.
But survivors SHOULD have a very clear advantage in the endgame if everyone is still alive. Just like the killer has if 1-2 survivors are alive in the end.
@Calabrum said:
https://forum.deadbydaylight.com/en/discussion/comment/999135#Comment_999135
Hmmm... let me think. Adrenaline, endgame perk. Instant health state for potentially 4 survivors. Borrowed time, infinite uses... might as well just give em the infinity gauntlet while were at it. Meanwhile, ruin countered through cleanse. Noed counterable if cleansed. Bloodwarden 99% gates and wait till convenient to open them... yeah. Perfectly fair and balanced. Just peachy.
Adrenaline rewards you for playing well. NOED rewards you for playing poorly.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/999069#Comment_999069
Never said it was a balance problem. I would change things about her design.
It's a reply to your comment but not directly only at you.
A lot of people seem to think that "not being fun to play" automatically warrants buffs.
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I suppose it's really controversial to think a playstyle that rewards doing absolutely nothing all game shouldn't be strong. Oh well.
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There's nothing wrong with NOED imo. Just a mediocre perk that does nothing when you're winning hard and does very little when you're losing hard vs good survivors. Maybe add totem counter but the devs are allergic to that so w/e
DS honestly should just disable when you're grabbed. The locker interaction is what makes it dumb, as there's nothing skillful or interactive about hopping in a locker and becoming invincible. Other than that it's annoying but has counterplay.
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@Sonzaishinai said:
I would prefer changing Bloodwarden that it can be activated as soon as the gates are powered and if activated before they are open that the timer won't start untill they are open
That way you have an option to counter the 99% gate strat but you have to spend a perk on it
Seems fair no?
No, that doesn't seem fair. 99ing the gates is a counter to the perk. Otherwise it would just grant one extra minute of game for free.
Endgame perks aren't supposed to be that strong. I'd rather not add stuff that rewards the killer for losing the game.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/998891#Comment_998891
I think that's peoples biggest gripe as well, her fun factor. The cooldown doesn't feel fun, regardless of how strong or weak she is now.
That's a design problem, not a balance one. Because, hint hint, her design is inherently unhealthy.
If something needs to be utterly OP to be fun that's not good design.
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@goat10em said:
Am I the only one experiencing the nurse bugs? I don't touch her because it seems like her blinks
https://forum.deadbydaylight.com/en/discussion/comment/998706#Comment_998706
I understand having fun with a lot of the goofy comments on these forums, but you shouldn't do that while at the same time adding your own goofy comments to the fire. Carried by nurse? You do realize she was/is the one killer that required a lot of getting use to and skill to use? Now if you want to say people are getting carried by freddy that is fine. He is extremely powerful and requires very little skill to play well. Nobody was carried by nurse though. If you dominated with nurse it's because you put the time in to be able to do so.
Old Nurse required you to be mediocre at her to get very good results. That's being carried.
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She's the killer that gets affected the least by bad maps. That's a fact.
No matter what map you're playing you can still play half map and do just fine as her.
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Hag DOES NOT CARE ABOUT BIG MAPS
How are you guys playing her seriously? Are you just wandering around the map playing like a normal M1 killer?
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/998743#Comment_998743
You can still counter her with 2 flashlights on coms. One loops her and runs away when she traps it. The second flashlight can clean up the traps afterwards, forcing her to a 110% killer. 2 are doing gens and 2 are following her to cleanse traps and loop her. Find Hag early, trigger her traps aggressively and she becomes one of the weakest killers.
She may be the best killer to 4k against randoms, but against prepared swf teams, she gets countered. Like Billy, but more extreme.
If you're getting looped as Hag you're already playing her wrong.
You're only mentioning what survivors can do to her, not what she can do to survivors. I already faced plenty of 4-man teams with 2+ flashlights. The only times when I lost were when I misplayed. I still stomped most of those games.
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People saying "she gets destroyed by flashlights" clearly show they have little to no experience actually playing the killer.
I main her. She's lowkey busted. The only times I lose on Hag are either sometimes to extremely coordinated teams (and even they struggle) or when I mess up royally. I still put her below Nurse and Spirit due to the fact that both can get downs faster on average when the player is half competent, but Hag snowballs harder than any other killer in the game.
And to people saying "you have to be very smart with your traps vs good survivors", well, no #########, you have to play well to beat good players. You still beat them the majority of the times if you play well though. And half the skill cap in this killer is placing smart traps.
And no, she doesn't care about big maps either. Hag plays half map anyways. She's probably the killer who cares the least about the map she's in.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/998689#Comment_998689
Wow..why am I not surprised your comment is nothing but a smear campaign ?
I just have a ton of fun in these threads. People who were carried by that busted killer and can't do well now that you actually need to be good at her expose themselves quick.
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Oh wow I'm so surprised that people are upset they can't to well with a killer that's supposed to have a high skill cap while the good players still destroy with her
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This is probably the only game I've ever seen when each side shames the other for focusing on their objective. Truly an interesting community.
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Why do you guys feel like any delay at all between the Doctor releasing his Shock Therapy and the survivor getting shocked is necessary? I enjoy the other elements of his update, but something that always kept me from playing Doctor more is that this part of his kit in particular feels clunky and unresponsive.
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Yeah i truly don't get the need to put a killer like him in the game when the mechanics involved are so obviously not gonna work properly.
https://www.twitch.tv/scottjund/clip/SparklyHotPeanutEleGiggle?filter=clips&range=7d&sort=timejust look at him harder guys
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/998547#Comment_998547
Her base kit was not OP so not a design problem
Yes, her base kit was OP. Thank God this discussion is meaningless now because that freelo bs is gone.
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Absolutely no need to.
The endgame collapse wasn't made to make the killer get more kills. It was created to prevent hostage situations and improve hatch. And it did both of these things.
99ing the gate is a legitimate strategy and there's no reason why survivors should be in a timer to leave the game in the end. If all survivors are still alive when the gates are powered, they should have time to save their teammates and kills should be hard to secure.
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Honestly good Nurse players still consistently 4k with her. You actually need to be good with blinks now, and some people can't handle that.
Her being less fun I can see, but tbh if the only way a killer is fun is if they're OP then we have a design problem, not a balance problem.
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Just make toolboxes have another function. I think game time is a delicate thing and anything that swings things too hard one way or another is bad for the game. Gen times can stay as they are imo.
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@GHOSTfaceP3 said:
I think everyone here can agree nurses addons needed to be changed even nurse mains but absolutely no one asked for a base kit nerf her base kit was perfectly balanced so will you ever remove it? Pls answer and don’t dodge the question I know you see this
"absolutely no one"
time to crawl out from under that rock
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Gen speeds aren`t the problem.
THEY WILL NEVER TOUCH GEN SPEED. And they shouldn't.
No one needs more M1 in this game.
They should touch maps, but it's honestly laughable to see people ask so vehemently for them to make the objectively worst part in the game for survivors even longer. That's not gonna happen.
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Only if they're bodyblocking for someone else.
It's kinda dumb to force the killer to hit you then be forced to mend afterwards. Survivors who do it probably just want the sprint for extra distance to feel safer.
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@TragicSolitude said:
I wish DbD were better designed around player psychology.
The killer is alone against four survivors. New killers, due to a lack of any guidance from the game, are pretty clueless on what to do. Worse, matchmaking is putting new killers against experienced survivors. Even rank 20 killers against rank 16 survivors can be hopelessly outmatched.
So, new killer goes up against 4 survivors, and 3 gens pop by the time they get their first hook because they have no idea what map pressure is... that's 3/5 of the survivor's main objective completed while this killer has 1 hook, 0 kills, so basically none of their own objective is done. That is demoralizing. You can't even blame a new killer for quitting in those circumstances because in their mind they've already lost.
You can say, "Gens are supposed to pop at the beginning, and then the killer gains an advantage because there are fewer gens to patrol" (and that's only true if the gens aren't across the map from each other), but new killers don't have any idea that this is supposed to be the case, and even experienced killers can feel hopeless in the face of two or three gens popping at the beginning of a match.
I am amazed that any killer new to this game sticks around.
New killers stick around in this game because if they're matched against new survivors they'll stomp the overwhelming majority of the games. This game is incredibly killer sided when both sides don't know what they're doing.
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The more I think about it the more I think it won't be a big deal in the grand scheme of things.
Early games are still gonna be awful for most killers. Smarter killers will slug and snowball more. Kill rate will most likely not change other than lower ranks and life goes on.
A lot of people will change to CI, a lot of people will not use any early game slowdown perks and the only difference will be that early gens pop faster but late games aren't gonna change much.
And people will actually play with 4 perks now rather than 3 when Ruin inevitably gets cleansed 20s into the match in red ranks.
Having to concede early gens still feels absolutely awful though and should be addressed. Smaller maps/better early game for killers please, even if other changes come along with it. Survivors aren't the only ones allowed to have changes because stuff feels bad to play against.