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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2090666#Comment_2090666
That's why you keep objects between you and the deathslinger so he has a harder time getting a shot. Also the chain can be broken so it's not like being shoot is the end of the world against deathslinger.
https://forum.deadbydaylight.com/en/discussion/comment/2090680#Comment_2090680
Saying Deathslinger and even Spirit have no counterplay is just a lie. They do have counterplay, just not a lot.
Deathslinger can't shoot through walls. He can't downs at safe pallets. His chain can be broken.
Spirit is harder to counterplay than Deathslinger, but crouching does make you quieter which can be useful for juking a phasing spirit. She can't phase through walls so safe windows/pallets are still an issue for her and her phase duration is 5 seconds at base so enough distance and she can't realistically catch up to you while phasiing.
Deathslinger can literally spam M2 in any situation and you have to respect it or get shot. Spirit is Spirit.
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I was wondering why I got 2 rainbow maps in one game last week. This explains it.
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@kyogul said:
The more I play killer, the more I've noticed something like this:
- Survivors are justified in genrushing, but killers can't do the equivalent, which is tunnelling and sometimes even camping also. Survivors' objectives are to do gens, killers are to kill. It seems like tunnelling/camping is frowned upon in any circumstance
- Running slowdown perks as killer is boring, overkill, and trite and is carrying you, but it's not "boring" when survivors bring toolboxes with BNP's, Prove Thyself, etc.
- Survivors give up in games all the time for whatever reason, but if a killer doesn't want to play a game for whatever reason (dcing because they see an offering like haddonfield, they simply don't want to play the game due to various factors, etc.) they get insulted for not wanting to play
- To elaborate on the previous point, survivors often give up when going against strong builds, especially on stronger killers. Like a ruin undying Spirit, and no one questions this very much if a survivor gives up. But a killer is meant to endure very troublesome and unbalanced trials, like a Pig with only surge for regression on fractured cowshed against four dead hards, BNP and prove thyself.
It's just a game yadayada, but I have very much noticed a lot of high expectations being played on people who play killer; from watching streams and seeing end game chat, to also my own personal experience playing killer as well.
One thing you're missing is that tunneling and camping is a good way to lose against a good team of survivors.
Whereas genrushing is a good way to win against a good killer.
Both are very boring.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2090639#Comment_2090639
And what's wrong with killers having good aim being successful with their powers?
Its not that thats a bad thing. It's just that when you make a killers power have zero counterplay if the killer is skilled with it (i.e removing all survivor skill no matter how good or bad they are in comparison) it makes for extremely unenjoyable gamplay.
Theres a reason Slinger and Spirit are as hated as they are, while killers like Blight and (old) Billy are loved.
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I'm interested in seeing how he is after these changes. Removing the recoil instead of toning it down does make me worry that this'll be a "if the killer can aim you're absolutely ######### in any situation" cough slinger.
But at least he might be playable now. I still think letting the killer store Main Event to use as a punisher for goruping teams would be cool.
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@Pukenplag said:
So everyone has been complaining how tunneling has increased after the ds nerf. But then run ds, no? Well, not exactly. And here is why:
Since ds is no longer God Mode, people run it less, so the killer sees there is no obsession so he tunnels. Then you take ds but now he sees the obsession and no longer tunnels. Now ds is a useless perk slot, since you will never get to use it as you are not tunneled.
See what I mean? TL;DR : No obsession, no ds so tunnel. You have ds, there is an obession so the killer no longer tunnels and now ds doesn't have any benefits so you have a wasted perk slot.
First off. Obssession should be base kit, every game. No reason not to. As someone that doesn't need to tunnel seeing a red rank killer blatantly tunnel someone straight out of the game leaves a sour taste in my mouth and makes for an incredibly dull match.
Second I think they should have gone with a scaling bar. Start fixing a gen? DS drains at a 3/400% increased rate. I think its pretty stupid that simply tapping a gen cancels it entirely. Also making it so it disables when healed makes some player refuse heals and basically throw the game.
Or make it so that in cases of actual tunneling it just doesn't tick down whilst being chased and not slugged. Most tunneling killers are objectively bad at the game when you sit back and watch, but will eventually get the kill simply through attrition.
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Most of them require a charge time or hard read to land. Except for Iri heads but I've never seen anyone defend them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2086980#Comment_2086980
Tbh I feel you're overstimating how hard these things are with Clown. His bottles are an AoE so it's not like bottle placement is something hard to get the hang of. The fact he doesn't slow himself down when throwing bottles anymore also makes it waaaay easier.
I actually read through this thread and holy hell. Do people actually think he's that hard to learn? Weak =/= hard to play or something?
All you really need to know with Clown is where the optimal spot in a loop is for your projectile, there's no timing involved, almost no mechanical or reactionary skill and minimal map knowledge.
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@DragonMasterDarren said:
I can already hear 2 very good clown mains that live on these forums running this way
In all fairness anyone who spends a good few hours is a good clown main. There's really not much to learn with him. Not that Myers is any different.
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@FFirebrandd said:
The Killer role has a massive difficulty spike that Survivor simply doesn't.
Here's the thing. To a beginner, basic Killer gameplay is significantly easier to grasp than basic Survivor gameplay. Killer is find a guy, chase a guy, down a guy, hook a guy, repeat. Survivor has to balance doing gens, rescuing, healing, and a lot of them do way more steath than necessary; and then there's the whole looping thing that is not obvious how to do it. So... 1 beginner Killer vs 4 beginner Survivor is probably going to be a stomp in the Killer's favor.
Now... take a few steps forward on the progression path for both roles. Survivors are learning to be more efficient, Survivors have a much easier time getting nearly a fully meta loadout via leveling Bill then Meg or David, the existence of Windows and Pallets very much hints to the whole looping thing. New Survivors have a pretty smooth path to a lot of incredibly strong power spikes. Killer on the other hand, not so much. A Beginner Killer going for a very meta build is going to need like... 9k shards for Spirit, ~$5 for Bubba for BBQ, 9k shards for Hag for Ruin or Clown for pop, 9k shards for Blight for Undying or Plague for Corrupt, then a whole lot of BP for Spirit, Bubba, Hag/Clown, Blight/Plague, and Nurse for Stridor. Then as far as pure gameplay skills, they'll need to learn to accurately predict Survivor behavior and learn how to mindgame and moonwalk. None of those skills are super obvious.
Dominating game after game after game then suddenly running face first into the Survivor's easy to aquire power spikes is not really a good time. I would suspect that a lot of killer players don't stick around long enough to get the skills and perks necessary to fight back.
Survivor difficulty scales directly with killer players skill aswell as the killer itself. That's all. A good looper will destroy a killer who can't play tiles or red stain mindgame, against a killer who can they'll have to start taking risks and trying to figure out what the killer is more likely to do.
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They've had years to add game-wide mechanics and in that time we've had breakable walls and totems. They only want to add new gameplay in the form of perks or specific killers, most of which suck.
It's stagnant, that's all.
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Considering they won't bring in a old hud toggle I wouldn't hold your breath.
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@crowbarman said:
The feeling when you chase a red ranked survivor for a minute or two into a match, land a hit and then lose them pretty much ruins the game. 3 gens are done, you don't have a hook, and the game is essentially over unless you resort to camping and slugging which brings on the toxic responses. I also have thousands of killer hours at rank 1 and lately just have been playing survivor to not deal with it.
Watching survivor streams confirms what I have posted earlier - the undying nerf really has hurt and totems are ignored now unless it's glowing. Devs need to give survivors another objective, or better yet, make all totems glow.
If you're chasing a single player for 2 minutes at game start you're doing it wrong. Drop the chase immediately if they make it to a strong central building or pallet farm and find a new chase.
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@Raccoon said:
Legion - Bunny Suit - Ruin/Discordance/Thana/Undying (swap with Dying Light sometimes)
Doc, Skin with that glowy red thing, Corrupt interventrion, Monitor and abuse, STBFL, and a random fourth, sometimes Surge or something.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2084747#Comment_2084747
IMO it goes like this:
Low skill killer: You mostly face brown, yellow and some green. Depending on how much experience the better survivor have in your game it's gonna be hit or miss. You'll either destroy noob survivor but you'll also waste so much time on survivor that are more optimize than you.
Mid skill killer: You face the raimbow. You destroy any survivor that still don't know how to properly run tiles & aren't optimized at all, you'll face some survivor of your skill and you'll have fun playing against them and you'll face some survivor that are above your league and you'll hate playing against them.
Good killer: You face some survivor that are weaker than you so even if you have the shittiest killer with the shittiest perk & add-on you don't have trouble against them, some survivor are on your skill and there are some mindgame and they'll fight for their death. Then you have those highly optimize survivor that you have to outplay or wait for their mistake to down them & not get genrush in the meantime.
I think another point is that a lot of new/intermediate killers tend to get used to either a 3K+hatch or 4K/12 hooks. So when they reach the level where most games will end in a 2-3K at most it annoys them and makes them feel like they underperformed.
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@Moxie said:
I agree Killer is easier than previous years. Yet we still have a queue problem and lots of Killer apathy.
Thoughts?
Could be many things.
It's apparent from these forums that a significant portion of kills still find it too hard.
Bored (my reason, I just don't find it very fun anymore. They haven't innovated chases at all, no new mechanics for both sides. Just new, mediocre killer powers that are existing killer hybrids)
They don't like the pressure of being the 1 Vs the 4. This is pretty common, some players get performance anxiety when its all on them.
And finally, you can't play killer with your friends. That's a big one. Game are more fun with friends that why SWF is so popular.
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@LoolaHoop87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2084662#Comment_2084662
I don't know I love the game and I don't play it half as much as I did because of the state its in.
Same boat. Frustrated with the new content being lackluster. Devs spending time on things like Billy's overheat and Breakable walls instead of things that are actually wanted, slow update/bug fix cycle, etc.
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@LoolaHoop87 said:
Where has the fun gone out of this game? Match after match after match no matter if I play killer or survivor the people I go up against are complete sweatlords. They aren't there to make the game fun for the other people they are playing with. Killers constantly camp/slug/tunnel, even when playing swf (non comms) and the other survivors try to protect against the killer and take hooks etc killers just aren't interested they just want to tunnel someone out the game! Then as killer against survivors they are either totally unproductive and just want to bully the killer or literally just have come in with full toolboxes/bnp and prove thyself. Where's the gameplay? 😓
Never mind the fact I had someone as a killer in a 'tournament mindset' this shouldn't even be in the regular servers literally queueing up for a game for it to be over in 3/4 minutes cos they just go in hard. I know people won't agree with me and most likely these people are the culprits.
If you have nothing of value to add to the conversation then don't I would like a genuine discussion about it.
I think you just got burnt out like I have. Win or lose I don't really have fun anymore, on either side. Just feels by the numbers. I'm taking a break from the game and hoping it'll resonate with me when I come back.
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I'll wait and see. Still not spending any money on that trainwreck. What happened after Blight? 2 awfully designed killers in a row?
@SunderMun said:
I hope they actually make changes to his power that make it more fun for both sides, but nah it'll likely just be straight buffs that break him and he'll just be the next killer to cause an epidemic of DC or suicides.
I hope not, even just making him a mid tier would be great. I don't care if a killer is meta or not as long as I find them fun to play as/against. Just a straight buff making it way, way easier to hit the daggers would be lame. Add more creative ways to use his power that are more effecting than just running right behind them and spamming.
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@[Deleted User] said:
You cant just play one side.
I became a better survivor from playing killer.
I became a better killer from playing survivor.
Welcome to life, get out of your comfort zone.
The benefit of flexing is understanding the strengths and weaknesses better as well as seeing what it's like in someone else's shoes.
A small fraction of survivors are really good, maybe better than you, let go of your stupid pride, you got beat fair and square in a game. Why are killers being victimized?
This. 90% of the time you can tell someone only players survivor/killer by their opinions of cerain killer/perks or balance changes. And in that case you should take nothing they say seriously.
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@Lord_Tony said:
Like I get it survivors are the majority and spend the most money so their needs are met first.
But at the same time without killers then the survivors will have no killers to play with
and then that means no survivor can play games so they won't spend money.
So why are killers treated like ######### again? You need us to play the game.
They... aren't? At least not anymore. Back in the Starbreeze days absolutely. But nowadays things feel more even handed. That said the attitude to Survivor VS killer bugs hasn't shifted. The smart option from a business sense is to fix the survivor ones first as it affects the majority, but some time frames for killer bug fixes have been absurd.
Also why do reworks as simple as something like the new Clown bottles take almost a year from first announcement to be added?
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Fixated/SpineChill/SmallGame/RepressedAlliance
It's less of a chaser build and more on a gens/objective build. That said I don't really like to use exhaustion perks as I feel like I get too used to them and it makes me play less safe, so a chaser build wouldn't look that different.
Sometimes I switch out Fixated for Kindred if that has been a particularly awful day in solo queue.
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@Friendly_Blendette said:
This says literally nothing, they ar eplaying the same game. Maybe if all of them quit the game and played some other games it would be different but it is literally just them playing another game. It means nothing and you are stupid for thinking that just cause they play a lot of killer it means they are not allowed to play survivor.
Its weird that people are surprised that streamers that play this game for upwards of 6 hours a day for a living might get bored of it eventuallly.
I truly don't know how Otz and Tru3 can play this game day in and day out.
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@GoobyNugget said:
Weird, usually a big arguement would've started by now
I knew you had some sort of hidden agenda with these threads. lol
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@GoobyNugget said:
Half a pound of tuppenny rice
Half a pound of treacle
That's the way the money goes
Pop! goes the weasel.
https://us.v-cdn.net/6030815/uploads/0TEO2QN8MYDB/popgoestheweasel.gif
Pop Goes The Weasel is a teachable perk for the Clown, and it's pretty balanced imo.
Opinions?
Up and down the city road, in and out of the eagle, that's the way the money goes, Pop! Goes the weasel, GoobyNugget.
Pop really isn't good imo.
20% just isn't that much in the trade off for a chase + hook process. You need survivors to not be spacially aware and just continually get hooked by gens. Most of the time when a killer excels with Pop its more because the survivors were feeding it to him.
I will say that it shines on killers with the ability to down extremely fast, most instadowns and Spirit/Nurse. But I think Corrupt is better if only using one gen perk as the early game is the most important for a killers mounting pressure.
The timer nerf didn't really affect it much, crossing a map to use it, especially on a slower killer was just a waste of time and honestly I'm OK with it as it makes Repressed Alliance actually useable.
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Its a nice change that people ACTUALLY asked for. Still, its stuff like this feels to little too late for me. This change VS a solid year of terrible choices and content.
But I'm going to look on the positive side and hope this means they're becoming more open minded to feedback.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2083260#Comment_2083260
This sentence is very weird for me. It is like: I know it is easier to play killer right now, definitely easier than when I first started playing (2018), and I know the balance is better. Yet it doesn't feel better.
Perhaps winning against the more unbalanced stuff was rewarding, in a way. Or maybe I am going crazy... Who knows. It is just something I wanted to share.
I think thats how I feel. Knowing you won against insurmountable odds. It's pretty apparent that there really isn't THAT many good survivors playing. As evidenced by how much easier killer has gotten after specific perk nerfs.
There's still god survivors that turn this game into a joke and voice comms still make certain killers unplayable, but I almost never see that nowadays. I see other players, even supposedly experienced killers say every killer match is still almost impossible, and I wonder if these killers are just.. not very good but think they are.
This will sound egotistical. But am I just a way better killer than I thought and a lot of these killers are bad? Or is there THAT big of a difference between player skill in different continents? Because I was always told EU dbd was way sweater, but I've been on it for years and its only gotten easier and easier.
I've never felt more disconnected from the dbd community as I do currently. People still scream for more survivor nerfs, but at this point all thats needed it killer buffs against SWF really. Solo survivor is by far the worst and least viable its ever been. And 95% of killer matches at ANY rank are one sided stomps.
I don't even enjoy killer anymore as I never even get tough matches nowadays, at any time of day or week. Even if I do get 1 or 2 insanely good survivors that make me sweat, their teammates will inevitably suck and feed me the game.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2083523#Comment_2083523
https://www.youtube.com/watch?v=_n5E7feJHw0&ab_channel=darkchia00
Sure mate, that´s why almost no killer uses it since the Undying nerf.
We must be playing in different universes or something. Old Ruin was better for setup killers but you cannot tell me with a straight face that new ruin is weaker.
As someone who can consistently hit Great skill checks, old Ruin was a complete joke, and I'd often go entire gens without losing any progression at all. At least now, its active wether a team is good at skill checks or not, with the trade off of needing to actually chase them off.
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@TheClownIsKing said:
Seriously.
This perk is incredibly strong, and manages to regularly affect more than one survivor at a time (especially when it’s so expectedly paired with Agitation).
You can make every attempt to not be grouped up and still get exposed each and every time Starstruck procs. And 30 seconds isn’t exactly short either. Anything else in this game that Exposes survivors have far heavier restrictions.
So I pose the question, is it’s current cool down too short?
It's shockingly strong on high mobilty killer when paired with TR increasing perks. I had one particularly creative killer using it with that Plague scream perk ,insta picking and then dropping the survivor and chasing.
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@Grandpa_Crack_Pipe said:
It tells you that Killer streamers have been playing Killer for #########' ever, including when it was way worse
Let them shake it up from time to time, jesus.
This. These guys are trying to create an agenda. All the killer streamers I watch that stopped killer stopped because it either became boring or too easy. I haven't seen a single killer streamer stop because killer is "unfair". It's just because they either got burnt out from playing 8 hours a days or reached a point where they were so good that killer was not challenging enough.
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@danielmaster87 said:
It has to do with how his modes (that were scrapped for the rework) looked. Nowadays, Doctor by default is always in his "punishment" walking animation, which is him kind of hunched over holding his weapon. Although it wouldn't be practical to bring it back, I much preferred his "treatment" pose. He was much more regal and composed looking while in that pose, and it was kind of unique for him compared to other killers at the time of his release. The only thing that comes close to it now would be Plague's default walk.
You can still see a bit of what it would look like when he goes for his static shock. He'd basically be erect and holding his hand up like that all of the time.
You can go to old videos of people playing against Doctor to see what I'm talking about. And y'all thought I was gonna say "Bring back the modes!" weren't you? Late April Fools.
I'm just glad he isn't as finicky anymore. Losing a potential hit from a good shock play at a pallet just because you released M2 0.1 seconds early and the bar cancelled.
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/2081564#Comment_2081564
I don't care how busted Spirit may be, but she's boring af.
I think her speed and momentum is fun, but once you're good with her the challenge outright evaporates.
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@sad_killer_main said:
Legion, Doctor and Wraith (even the old wraith)
Idk why but it's like gosh, I have the best time of my life playing wraith and being sneaky af.
With Doctor I can be annoying af and locate survivors every time. They can't hide.
With my beloved Legion well, pretty much the same as Doc but I STAB STAB STAB.
I never get tired of it <3.
I went from playing Spirit and Deathslinger and Ghostface every game a year or so ago to pretty much exclusively playing Clown, Doctor and Blight. Blights really the only high tier I remotely enjoy playing.
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@Nos37 said:
Add a stamina bar (blue for example). Have it drain while survivors run. Have it restore when they do not run.
When the stamina bar empties (turns yellow for example), the survivor becomes winded and the exhausted status effect is applied to them. The exhaustion effect lasts until no longer winded.
While winded, the (yellow) stamina bar no longer drains when running and fills when the survivor stops running. Once the stamina bar is full (turns blue), the survivor is no longer winded and exhaustion is removed.
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Why?
Because a survivor running the killer for an entire marathon and then using Dead Hard or Lithe to extend the chase for another marathon afterward is too stong.
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What is the purpose of the stamina bar?
Survivors should use their exhaustion perks earlier in the chase while they still have the energy to do so.
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Is this too crippling for survivors?
It can be, but it depends on the variables:
- How long does it take the stamina bar to drain?
- Does it refill faster than it drains?
- Does the bar refill at a faster rate while winded?
- Will stamina recovery be affected by Resilience or Vigil?
The devs can code this to make it very crippling or feel nonexistent.
Wouldn't work. It works in Home Sweet Home because the game has clearly been designed around it. Doing this now would most likely kill dbd for survivors. This is punishing good survivors for being good at chases.
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@hardtimefun said:
there's WAY less DS in the survivors builds, they still run unbreakable which is fine but the fact this combo is pretty much gone feels so good, I don't tunnel more than I did before, but just the fact it happens way less than it did before feels amazing, my killer experience improved since the nerf, I don't play like a ######### and tunnel every survivor, that's not how you stay rank 1, but just the fact it'S way less likely to eat a DS because you down one hook one come back find the unhooked when it's the only one you saw and not get a DS feels good.
DS was strong for its aggressive strength, not defensive strength. If a killer is hard tunneling you DS is a minor setback. You'll still most likely die. For aggressive bullheaded plays that wouldn't work in any other situation DS was king.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2079804#Comment_2079804
the perk isnt even that powerful. its like a 2 out of 5.
It'll be trash solo, but if a team of 3 or 4 all take this perk it could actually be worryingly strong. Especially if the players are already hitting 4/5 great skill checks.
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@HuDawg said:
https://forum.deadbydaylight.com/en/discussion/comment/2078994#Comment_2078994
A simple kick yes a majority vote wouldnt be as abused easily
Did you not play L4D2?
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@Friendly_Blendette said:
Is it just me or is most of the praise for the chapter from the community changes that have been wanted for ages while most of the hate is because of the killer BHVR made
The changes are nice but they simply take way too long with this stuff. The update cycle for this game is 1.5 months minimum. And when it does get released its bugged to hell.
In regards to Trickster I like his design but I'm not paying money for a nigh unplayable killer.
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I like them in concept, same with Trickster. They just dropped the ball hardcore on their gameplay design.
The gameplay design team always lets the art/sound design teams down.
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@thefallenloser said:
It's my only way of coping with how this disaster of a chapter was handled. No map, no updated map, and the worst killer in the entire game by a long shot.
Quotes from Almo saying that our feedback basically means nothing on the PTB and we're stuck with a terrible killer for at least 2 months.
https://twitter.com/TricksOfShadows/status/1377124413699596291
I don't even think EA holds this much contempt for their playerbase, at least they have the common sense to understand what their players want. BHVR... I just can't anymore...
Merry Happy April Fools'... whatever...
The name alone should clue you in
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There's been bad killers before that have had niche strengths like Legion. This is without a doubt the weakest killer in maybe the entire history of dbd. He doesn't really have any strength.
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@NomiNomad said:
Hey cool, the guy who does nothing put pull the victim card every time he posts!
Freddy is getting nerfed, rightfully so. There is no point in beating a dead horse.
And a sweet, sweet day that shall be. I await it with baited breath.
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You don't need offerings or perks to get rares or ultra rares. I got 2 Rainbow maps on Shelter woods earlier from chests. I had zero chest perks or offerings.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/2078358#Comment_2078358
Oh I'm actually playing it! I started two days ago. Today I found out you can switch continents (I was in Asia and I didn't know you could change it to Europe, I had 300 ping) and it's quite fun! Recommend it.
I'm watching Geistra right now and its kinda fun. It combines the things I liked about F13 (stamina bar, multiple objectives, ability to fight the killer) with the few things I liked about DBD.
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@[Deleted User] said:
No, just no.
Perks like this shouldn’t even exist this is what upsets the balance. Get out of jail free perks.
This perk is already bad enough with flip-flop. Not many people take it but I know people that do and they are able to activate it a lot more than you think think. They can get it to activate a number of times per game. Because they go down, swf member runs around so the killer cant pick up safely, killer chases the swf off, survivor on the floor has now recovered enough that they can never be picked up under a pallet. No counterplay at all once recovery reaches 50% and the survivor is under a pallet.
It removes the killers ability to slug but slugging is one of the only things a killer can do to balance out the game because it has been proven you can not win this game by hooks alone. The gen speeds simply do not allow you to hook, hook, hook everyone.
Survivors wanting free escapes perks and the devs pandering to them because “lolz fun” are why this games balance has been an absolute shambles for the past 4 and a half years.
I mean, I've watched the many questionable balance changes the devs have made over the years and if the devs were always just pandering to survivors we wouldn't have got the pallet vacuum removed (if you didn't play when this was a thing it would literally decide the outcome of games, it was awful), pallet counts cut in half, DS/BT nerfed mutiple times, exhaustion massively nerfed, etc.
I'd like it if the devs would do what the TF2 beta did and add multiple different versions of the same perk and see which one, based on stats and feedback is the most fair and fun. Right now the PTB may as well not exist.
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@CustomerService said:
Well they have pushed the game into this. At this point, the only way to play DBD is in a full SWF squad. Killer is extremely easy to the point of being boring. And solo queue is unplayable.
Yeah, I did stop playing.
Watching some streamers play that home, sweet home game and it honestly looks like a lot of fun. Hopefully it takes off and dbd gets some competition so they get their crap together.
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@Chilli_man2400 said:
Remember when everyone said this perk would be meta. Yeah I remember I don’t even see this perk getting used anymore. It’s sad because I love the idea of the perk so here’s my changes to fix the perk to make it strong but not to strong.
While being carried by the killer, Power struggle activates. While power struggle is active, you can drop a nearby, standing pallet to stun the killer.
Power struggle has a cooldown of 80/70/60 seconds.
Basically I removed the wiggle requirement and made it so when your being carried the perk is on at all times but to balance it I gave it a cooldown so it can’t be abused.
Might b cool. The major problem is that it basically required mettle of man. Another perk with potential thats dragged down by one specific problem.
edit: flip flop, not mettle.
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@loopsahoy said:
Bp is very invaluable, even at a high number. Also, to get to reds on both sides, this is MINIMUM 40 2 pips( near impossible since rank is broken). Why not iridescrnt shards or a new currency like tokens you can use to buy cosmetics? Half a million bp tied with rank being broken and having to play minimum 40 games is not worth all that work. Speaking of bp, the cap is worthless,, and bp should come in higher qauntity as 32k is very little.
I'm struggling to find things to even spend bp on nowadays. And this isnt even on my console save, I'm well aware of what teachables aren't worth getting so I have less than half the survivors past level 30.
Kind of wish I could trade 1M BP for 1K shards or something.
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@GoobyNugget said:
Yes, another one of these but for the killer side. This time it's Star-Struck, a teachable perk for The Trickster. Again, if you haven't seen it yet, go look it up or something idk.
https://us.v-cdn.net/6030815/uploads/WPCN4H62EY5D/starstruck.gif
Now, this perk, unlike Smash Hit is very very VERY situational. For Smash Hit, you gotta stun a killer, which if you're like me you're probably gonna get in a chase the first 10 seconds of the match...
However for Star-Struck you gotta first DOWN someone, then hope that someone is either trying to bodyblock, sabo, or just trying to rush the unhook. Personally, this is not gonna be a problem since I myself don't go for bodyblocks or saboes. And you better believe that if I see the exposed status on my screen, i'm getting the hell outta there.
But, of course, my opinion is about as good as spoiled milk in a broken refridgerator. So uh, whaddya think? Problem? Or not?
I played against a Distressing/Agitation Nurse with this perk yesterday and let me tell you... She MESSED US UP. It was insane. I would say it verged on not very fun, but I have to commend them on trying new builds.
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@nutmilk420 said:
So I've played a bit of trickster and found this new tactic that that makes him atleast viable. Bassicly when you're picking addons go back to loadout option then move up to the option that says killers from there select any other killer and you should be good to go!
Say it with me. BASED