gibblywibblywoo
gibblywibblywoo
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1900550#Comment_1900550
A totem counter shouldn't be a thing tbh, at least not for survivors..thats just beating down perks that are already not viable, but with matchmaking coming back..this could be the turning point we have been waiting for if done right
At the very least Small game should be given a totem counter token system like Toth. If not baseline it should be a perk. Too much time can be wasted tring to prevent noed against a decent killer solo.
In a group I just say "how many totems have you guys cleansed?" and thats pretty much it.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1899414#Comment_1899414
And thats why swf needs to have some of its advantages brought to base , then upgrade the killers as needed, you can't ignore such a huge balance factor
At this rate thats not happening. The devs have been saying they'll balance solo for years and so far we have a single visual indicator of a specific survivor being chased. It's not happening. We still don't even have a totem counter.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1897423#Comment_1897423
Then your playing with bad players im sorry to say..
Congratulations. You've just understood that 70% of matches are solo players. That's the problem Freddy is tuned for SWF. One bad player in a group of 3 good players in a solo match is game over, its just how the game works.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/1897955#Comment_1897955
Well I dont want things pointless just balanced, iv owned the game since release and have seen alot of DS changes but this one is annoying when play with high skilled efficient players, my most hated killer is trapper lol, I hate him so much as no one seems to disarm the traps haha so I'd take spirit anyway over him but some killers need love, dont see half of them sadly
Its funny to me that the first/second versions of DS actually had more counterplay than the rework that was supposed to make it "more fair".
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I think the teammate death requirement for such little gain is why I can never seeing this perk being a smart pick. It's reliant on A. the killer using aura perks at all and B. you're team being in an already losing position.
I mean, you can just not heal in the terror radius and basically get the same effect.
No one uses aura perks other than Nurses and BBQ and this perk doesn't even work against BBQ.
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@Caleegi said:
https://forum.deadbydaylight.com/en/discussion/comment/1897445#Comment_1897445
Yeah but why do you want the bubble for when people get hooked to be removed? solo survivors are going to be ######### over more than they already are, how do you expect them to communicate as they legit can't and swf groups will just be slowed down maybe 5 secs before told where to go and then they know. Ofc you killer mains want it removed cause you want the game easier for yourselves, but if you were survivor you wouldn't like it removed.
I actually hate that bubble as survivor. It blocks Kindred auras, blocks the killer physically (so micheal can be marching right at you and you cant even see him), and generally lasts way longer than it should. It would actually be a nerf to killer for it to be removed so your reasoning is all messed up.
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@EntitySpawn said:
Let's be real DS is strong, it's a perk where 1 player can run it and will make alot of killers respect it even if the other 3 dont have it. While this isn't a huge issue having this effect or 4 survivors running a perk that gives them immunity to being picked up for 60 seconds is huge especially if you are getting good pressure and down. While slugging is useful killers can still be hit by DS even after hooking others, doing chases etc. And nothing is more annoying than doing other chases and hooking someone to recross the map seeing a healthy survivor on a gen to down them and get hit by a DS. DS needs to be an anti-tunnel perk, either make it deactivate when a survivor touches a gen or reduce the time. Personally I think it should deactivate after touching a gen but if a killer tunnels and picks you up they're hit by a much bigger stun. If pop gave too much freedom then DS clearly does as well. Killers can't afford to wait out 60seconds on everyone while they push gens especially at high skilled games.
I have the same thoughts on Spirit as I do about DS.
It's not the end of the world if it doesn't get reworked. But if they do I'd rather it/they stay viable. I dislike Spirit/DS immensely but seeing it/them nerfed into the dirt and never be used seriously again would further dilute the viable perk/killer pool and make the game even less engaging and remove specific playstyles.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1897441#Comment_1897441
"Its a perk that exists exclusively to troll"
HARD PAUSE!
It has extreme value against survivors who crutch items. Can easily ruin an attempted gen rush, can easily throw someone with a key to their death. Especially if you play a killer who makes survivors focus on something other than generators. The time you spend playing duck duck goose over a dropped flashlight, you could have spent on a gen, and if I kill your flashlight before a safe pallet I've effectively stopped the trendy flashlight stun while I'm kicking a damn pallet technique which is more annoying than anything (lightborn does the same thing btw) (And a flashlight save from taking someone to the hook can completely reverse the damn game.... If I drop your medkit in the middle of nowhere during a chase you can't self heal because most people with med kits crutch the medkit, not run perks that help with healing or self healing.
NoED is trash and only works after you've pretty much lost all pressure in the match. It shouldn't exist, because games shouldn't go that god damn fast.
Pop goes the weasel only works well on certain killers who can actually abuse it and take the time to kick a gen, its situational, and mid to late game impact.
Bamboozle is trash, and situational, it implies you're looking for windows to cut chases into in the first place, when NOT EVERY SURVIVOR IS GOING TO PLAY THAT WAY and can easily just throw pallets. <---It is extremely time consuming to kick every single one of these damn pallets which is a much better time waste than juking through windows unless you hit a near infinite where this perk FINALLY WORKS.....
And spirit fury is equally baited garbage <----I have to set myself up to lose, and get hit by pallets multiple times per match before it works ONCE so I can cheese it to get 1 HIT <---- And you think Franklins is a waste of a slot? Ya owkay.....
Items are a luxury for survivor. They aren't necessary to win by any means. Hence why bringing it is pretty much just a way to annoy people imo. And why I'll never use it. I also don't really care about hatch escapes because a win is a win. And survivors have to open the exit gates and escape to win.
Your opinion about bamboozle is strange. Sure, they could insta drop the shack pallet, therefore removing my extra time save from additional loop from bamboozle.... But.... a good survivor will never drop a god pallet like that early, they'll eat the hit to waste as much time as possible. They'll also be completely screwing any future survivors chased out of getting any chase time out of the shack at all. Making it a complete deadzone.
Noed is mediocre I agree. I don't use it as its a second chance perk.
And again, if they counter your spirit fury by dropping early, you're still winning. The time they waste from additional loops lost adds up over the course of the match. You also don't have to be stunned by pallets for it to work (though it helps with enduring, you'll get tons of trade hits and a free 2 hit down if you trade into SF. In fact, Spirit Fury plays can allow an M1 killer to down faster than some insta down killers). It's an objectively great perk for half the roster.
Time is everything for killer, as long as you're against non-potatoes. Franklins also forces non-M1 killers to extend chases just to counter an item that can be picked up by a teammate.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1897817#Comment_1897817
I have the same impression. Peak time killer queues match me with people averaging around r7, which is nor exciting neither challenging.
#MmrWaitingRoom
It's been happening for as long as I can remember, but I don't remember it always being a problem. If that makes sense. But yeah I'm limiting myself to playing low tiers at these times just to make it a bit more challenging. I'm not a god killer by any means but its really boring right now.
I even see some streamers I follow just straight up gave up on killer because of it being too easy.
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@Sbibe said:
OhTofu also brings up this matter on his youtube videos. So i've been playing DBD everyday for awhile and I've noticed that the game is fair and fun from morning till evening with quick queue time for both Killer and Survivor. But at nighttime suddenly survivor's queue takes forever and while killer queue is instant, I always got match with red ranks survivor while I am only a green rank. This happens most of the time. Being the killer just felt like getting bullied and the best I can do is try not to look stupid. This probably is the reason why nobody wants to play killer at that specific time of day hence survivor's queue takes forever. My time zone is GMT+7.
The game is more balanced during the daytime as
A. Less players (this usually means the good players are on both sides)
B. At nighttime, the servers become flooded by survivors all playing with their friends and such, meaning there's not enough killers so long wait times and imbalanced matches where 3 rank 1s and a rank4 go up against a 20 hour Wraith player.
I disagree with consensus though. Killer is TOO EASY during peak times as I, a relatively decent killer (imo) get nothing but purple/greens who cannot run a chase to save their lives. I wish I got good survivors at peak times but I just don't. Ever since the PH launch its been awful.
I actively don't play killer anymore at peak times because of this, and survivors just takes too long.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1897770#Comment_1897770
The devs really took the killer's powers into consideration when developing maps, but in some cases, it seemed to backfire. I imagined that made Mother's Dwelling big with a high central hub so the Huntress could snipe ppl from it, but it turns out she suffers dramatically there due to low mobility.
Yeah the Red Forest maps are infamous for their size. I'm surprised they never did a Swamp-esque map shrink in an update.
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I've always found it strange that you can't hear the phase in a chase. It's an obvious compromise and it feels inconsistent design wise.
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Low tiers can be funny as people tend to underestimate your skill and make stupid plays to try and look good.
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@The_Bootie_Gorgon said:
Drunk SPIREH
Gens popped like nothing
sounds were ######### even though I was head phoning
spinechill
spinechill
spinechill
spinechill
Saying you were drunk while playing green ranks and losing doesn't mean much in the grand scheme of balance discussion. Spinechill would have done nothing if you used your ears.
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GIANT
WOMAN
In all seriousness as much as I love RE and as how hype it would be I don't want Nemesis/X. They would stick out like a sore thumb. Give me a Regenerator or the OG Tyrant from RE1.
Also AFAIK Resistance (that is actually very fun) is still ongoing and I doubt they'd want to compete with themselves. They should make Resistance F2P.
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@Father_Dark said:
It's an interesting concept that would make the game more interesting, as the 3 survivor/killer teachable perks are typically not that strong (with only one really being good...depending on the character.)
In a similar vein, someone had floated the idea that the killer/survivor for their specific map, would get a bonus on that map.
I feel both ideas would create more depth and playability to characters instead of them being just skins for the survivors.
To a degree, I think on some maps this already exists. Haddonfield has a lot of LOS breakers near gens and vaults to help Micheal, Same thing with Pig and the game. Farm maps have cornfields for Billy to appear out of in a sprint at a moments notice, Crotus Prenn has a lot of open, empty space near the main building for Nurse's blinks. Trappers maps are dark, making it harder to see traps, Pyramid head can easily shut down exits/entrances to classrooms and force a torment, etc.
Its a cool idea but for the most part I think its already a thing.
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It seems like a good idea at first until you realise Meg gets double speed on all exhaustion perks or Feng permanently Vaults at double speed, Tapp gets permanent totem auras or something. It would lead to massive imbalances and other characters getting left in the dust.
Devs have said this won't happen as it would limit people to playing as a character they don't like to get extra benefits.
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If survivors are just hiding and not doing gens, eventually you'll find and down one and they'll be screwed by the lack of gen progress. If you're talking about slugging for the 4K, you're in control of the situation and the only person dragging it out is you.
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@Yords said:
It was the house with the basement and a generator under it. If two certain windows are open, you can literally run the killer around forever. I was playing blight and I could not catch the yui I was chasing. That was also just one house, haddonfield is such cancer.
I will see if I can figure out how to upload the screenshots I took from it. gimme a while.
Its been called the infinite house for years. If not pallets, than they should really get rid of RNG windows. Theres some that are made laughable with breakable walls on the new Azarovs maps. Like on wretched shop. That RNG window can be the difference in that breakable wall being god tier for survivors or completely pointless.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1896413#Comment_1896413
How could they "punish" comms at all? And I'm pretty sure they aren't interested in punishing anyone anyway.
This. This is the main issue. People say "add proxy chat for the killer" but guess what. People would just do what they do now anyway (discord, xbl parties). This would solve nothing.
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This is an interesting idea. Very out there. I like it.
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Funnily enough, on console the amount of times I got told to kill myself or told to get cancer and die or just false reports of cheating, was so high that I got temp banned twice.
On PC I can count my negative experiences on one hand. Most are just GGs and talking about the match. I think because on console the ordeal of going into messages and typing on a controller is only for the absolute salt mine tilted to the moon and back jerks.
A quick gg takes no effort and is way more chill.
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@Caleegi said:
Oh god please no. Satan just don't do this to me lmao. Why does the blindness status effect need a buff and what would you do with it? and also why the ######### do you want to take away the bubble notification from survivors? sorry but thats a dumb ######### idea.
It's pretty worthless right now to be fair. It's not a threat at all.
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@XayahXRakanFTW said:
I love getting a purple medkit from a chest and losing it right after getting hit with franklins demise and losing it within a minute of getting it. It's annoying too when you bring a purple item and just when the game starts you get found first, get smacked and drop your item like at least put a cooldown on the perk.
Its a perk that exists exclusively to troll. While it sucks to lose a good item, worst case scenario the killer is kneecapping their build potential by wasting a perk slot.
It's the same as Lightborn. Yeah it's annoying if you went for a FL save, but you've -already won- the encounter because that killer has wasted an entire perk slot for a situational passive. That slot could have had Pop/NOED/Spirit Fury/Bamboozle or something equally tough to go against.
Lightborn isn't gonna help in chases, it isn't going to slow gens or regress them. It's not gonna counter any of your actual perks or let them reach you faster after an exhaustion play. Franklins is the same.
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@Axx said:
DBD's biggest issue is balancing imo. But the game does lack variety, that is undeniable. The meta has been the same for 3 years pretty much, even though we have had a ton of content released. DS, UB, SB, DH, OoO, BT, PGTW, BBQ, Ruin and so on. Even the best 2 killers hasn't changed in years.
This is true. After the MoM situation it feels like they're going out of their way for new survivor perks to be mediocre at best or only good for niche builds.
Killer perks are pretty consistently disappointing. I'd say 1 in every 3 chapters has 1 worth using. Feels like they're running out of idea which is why so many are just alternate versions of existing perks.
New mechanics/features would mean new perk designs so hopefullly they come up with something cool soon.
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@BubbaMain64 said:
The reason for this being is the fact that most perks are either down right useless or just underwhelming. Sure fun perks exist, but they're too situational or have no real practical function. This is why everyone sticks to the meta. Why would I bring a spoon to a knife fight? And the meta makes the game boring. Nobody wants to go against SB,UB,DS,DH or Ruin + Undying, etc, etc. Nobody wants to stick to those build to compete with the other builds. So what really needs to happen is a HUGE perk overhaul. Not just "we changed this perk to only activate on basic attacks now! :)))". I mean less restrictive and completely reworked perks. An actual perk update and not perk tweaks. The sandbox of DBD should be expansive not restrictive. So why do so many perks have a 3 hour long activation process and a 4 minute cooldown? I'll admit that I have not been playing DBD as much recently because of how stale the gameplay has gotten. I love the game but it really does suck in its current state. There's just nothing to come back to. There's no reason for me to log in other than "eh sure I guess I'll play some dbd." We need more than just a new killer to cover up the mess that the game is every 3 months. I know BHVR probably couldn't care less, but I hope this post can at least help in some way. My hopes are that if enough people push for it then something will change for the better.
I'd like more mechanics like EGC or something. It's gotten so dull just doing gens and hoping to get at least 1 good chase per game as survivor. Killer has been getting easy to the point of hilarity for high tier killers but worse and worse for low tiers. Last few killers outside of Blight have also been really boring.
The problem with new "match lengthening" gameplay mechanics would be that they'd probably have to nerf slowdown stuff overall which would take a while. And of course you'd have people complaining en masse.
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@immortalls96 said:
I mean if you wanna kill the character go for it I guess
If slight nerfs to Freddy would "kill" the character for the people playing him, chances are an overbuffed killer is carrying them. I'd like to see these players play a match as Oni or Huntress, high tiers that work for their kills.
Not being able to instantly shut down a loop with mindless Snare spam wouldn't kill him. Slowing down his teleport recharge wouldn't kill him. Removing passive sleeping (a level of free slowdown and map pressure no other killer in the game can even compete with) would not kill him.
I mained OG freddy for close to two years and was so disgusted with how easy they made him to 4K against anything but the top tier SWF players that I dropped him a long time ago, I refuse to play him now out of principle as hes so boring to play against. They took all the micro-management/chase management out of his playstyle and made him a brain dead M1 god.
Old Freddy didn't take much mechanical skill, but he was a true test of wether you knew how to equally spread your map pressure and wear the survivors down over the course of the game for a strong endgame play with Blood Warden or Remember Me.
Any moron can throw Ruin/Undying or Pop on current Freddy and be unstoppable.
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Personally I would just like the removal of passive sleeping unless A. On a gen or B. Hit by Freddy. Alternatively make any alarm clock wake up, theres no incentive to spend 40 seconds running to the other side and back when you'll be back to 20 seconds on your timer by the time you're at a gen.
This would make him actually have to work for his map wide mobility whilst nerfing his absurd synergy with perks like Pop goes the weaser/Ruin+Undying. That and making Snares less spammable as its absurd in its current form.
Freddys problem is that he has an answer for everything, every other killer in the game has at least 1 shortcoming they're balanced around in that regard (except Nurse I guess but her "shortcoming" is the skill of the player controlling her). He was simply overbuffed.
I also think his slowdown add ons should be reworked. They stick out like a sore thumb, most other killers that had slowdown ones have been removed. And before you say "but the values are actually really low", not when you stack them. And whats worse is 90% of players see a red bar and just give up, even if its only another 6 seconds on a gen.
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The problem with making perks viable based on their level is that no one will use them outside of level 3, perk levels are outdated and should have been removed at least a year ago if not longer. It would also making balancing them significantly easier. I'm sure as hell not using corrupt intervention unless its level 3. Or Ruin, for that matter.
I think we should see how Undying does with the upcoming mid chapter change.
We'll see if it becomes too weak or if its use drops off significantly. I'm sure if the devs realise people who are dependant on slowdown have gone back to the old Corrupt/Pop meta, or that using it with other Hex perks just isn't viable it could change again.
I'm torn on it potentially being limited to 1 or 2 extra respawns as I think that would have been the smarter option for its main use (slowdown with Ruin0, but on the other hand I'm glad it now works with token related perks. It's just a case of wait and see.
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@REL1_C said:
A lot of survivor mains complain about this perk, saying it's "too overpowered". As a survivor main myself, I think this perk is "predictable". So I have an interesting change, nerf and a buff. 15 seconds is long time which makes another survivor run to a better loop. So with this change, the timer is less but it offers more.
I'm a realistic survivor main, I know what this game needs.
By default, the perk vault speed is
5/10/15%faster. The entity blocks the vault for 8/12/16 seconds but can only block one. So the change is, the killer can now vault10/15/20%faster but the entity will now block the vault for only 3/6/9 seconds, the killer can now block off as many vaults as he wants.This perk will now make it so the survivor reaction speeds must be much quicker, it'll make god loops slightly more favourable for the survivor but it'll make other loops much weaker, like a TL. With this change, you'll vault slightly faster to change a survivors "pathing" and to force a pallet drop. Other than a god loop, this new perk could favour killer slightly more but the penalty could be bigger if you don't catch the survivor within 9 seconds.
I think Bamboozle is fine in its current form. The speed boost is really only noticable on a killer like Micheal with his faster passive vaults or Legion.
I see bambooze as a perk to use on killers who can't counter loops like Shack. It helps you get that strong pallet dropped earlier. I think making it so you can shutdown multiple routes in quick succesion would be too strong.
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1896545#Comment_1896545
He’s a tremendous actor, he just looked silly, visually, and he pales in comparison to Robert Englund. Englund’s makeup was more sinister looking, as well, imo. Reboot Freddy just looked like JEH in a rubber mask.
The biggest division from the menacing aspect of Krueger (and why I feel RE is more effective) is size... Jackie is 5’ 5” while Robert is 5’ 10” Also, his voice just sounded like Rorschach from Watchmen with sfx tweaks.
The writing wasn’t good, I agree... and as far as direction goes, all Samuel Bayer directed were a plethora of music videos. That’s not enough credibility to take on such a beloved franchise.
Overall, they should have invited Wes Craven’s insight to the film. That’s where they failed the most.
As far as I'm aware Wes Craven detested the remake in its entirety and wanted nothing to do with it. Can't blame him, he probably saw the Halloween remakes and rightfully feared the worst. The problem with that type of remake is that it just retreads the original but worse, like QwQw said, making him innocent would have been a better twist.
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@Xyvielia said:
Reboot Freddy’s a pathetic joke
https://us.v-cdn.net/6030815/uploads/UL473A9DOTHH/1637f7ed-9ca6-4127-bff7-fcf548557eff.png
smh... just smh
Jackie was menacing but the script and the makeup ruined it. I think if they had a competent writer and better design he could have been amazing. He's a great actor.
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Being impartial on this forum will get you torn apart. This place is less about discussing game health and features and more about complaning about personal shortcomings or dislikes.
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Went over this in another thread but changing her hitboxes has been done before and got reverted. It wouldn't work without an entire rework to survivor hitboxes and that's most likely happening.
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@hazzzard said:
https://forum.deadbydaylight.com/en/discussion/comment/1893840#Comment_1893840
I forgot to mention Jane players could pick themselves up without unbreakable to full health! :/
I had a Nea with no mither that ran a Doc around all game a while back. Just thought she was good, then he downed her and she flew out the map and revived herself. Ended up letting him kill me as I felt bad for him.
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Gotta ban those people who use custom perk icons, hackers be damned.
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Fixated was a perk I genuinly enjoyed using when it came out, but the loss of the speed boost on injury made it non-viable. Especially for mid chase stealth jukes. I'm very excited for this change.
Also saying Fixated is too strong as it makes an -OK- Exhaustion perk more viable (2 perk slots btw) is silly. You want to see more Dead Hards? Also if survivors aren't healing and aren't using Dead Hard thats chase time cut in half for you.
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I assure you no one is using Hex Retribution. Its up there for one of the worst killer perks in the game.
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I made this handy-dandy image to try and explain this better
Recreated it from memory from a dev stream a long, long time ago. Basically the hatchet hitbox is a sphere around the model, leading to the Huntress not actually needing to "hit" you. Even on her screen. This is accentuated further by the survivor hitboxes also having empty space on their hitbox where the hatcher can hit you. Making the hatchet explode in the air next you and cause damage (this can even happen from the Huntress' POV). However, this can also work against her making shots that should have gone over a wall or between a gap explode on nothing.
This leads to hits where you think "how the ######### did that even hit me?".
But then we add latency into the mix. And now you're getting hits round corners and all sort of dumb crap. Game wasn't designed with projectile killers in mind, Huntress really shows that. Slinger doesn't really have a problem with this due the speed and small size of his projectile. Plague is another victim, with her vomit phasing through survivors even at sub 40ms. I've had it happen to me on both sides.
Whoops got front and side messed up oh well.
Edit: And I'd like to add in the devs defense that at one point for a short time they DID make the hitbox 1:1. However Huntress became nigh unplayable due to survivor hitboxes not being accurate to animations. Leading to thing like hatchets going through the heads/shoulders of survivors mid vault and such.
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@Momentosis said:
MMR isn't "accidentally" on, there's just no more killers playing. So all you have are these ######### low rank killers to play against.
This is true.
A lot of the longtime killer players have left the game due to boredom, either because they find the new killers/maps uninteresting or they find the game has become too easy to them as they've been playing since killer used to be way harder and don't find the game challenging anymore. I find myself taking longer and longer breaks from this game until new content releases. And if the content sucks like the SH chapter or the Twins then I grow even less interested.
I've grown pretty disillusioned with killer in the last year or so, I'm not enjoying it as much due to a multitude of reasons (new perks mostly suck outside of the rare good one, new maps are insanely dark and not fun to play on, newer killers outside of Blight/Oni are braindead easy and boring to play as or are just poorly designed like Twins). I pretty much exclusively play Doctor and Micheal nowadays as they're OK mid-tiers and there just aren't enough good survivors to give me a challenge.
I mainly just play Solo nowadays but even then at peak times it takes forever to find a match as thats when everyone is on after work/school. Killer is instant but due to the player count imbalance I'll get instant matches with potatoes who just let me kill them and the match becomes a hook checklist instead of a fun/challenging game. Solo is getting worse all the time, too.
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I dislike perks that are objectively better versions of existing perks that leave the original in the dust. Thrill has needed buffs since forever and they just released a new perk that outperforms it in every way that actually matters.
I'm fine with the Undying nerf as it fixes the main problem though I'd still like to see TOTH buffed in some form. I would rather they take auras entirely off of Undying and put them on TOTH. The main problem with TOTH is that if you actively defend your Hex they can tap it and be gone by the time you reach it, making you lose significant pressure.
I'm looking forward to trying Devour with Undying. I do think, much like Survivor meta builds that the current killer build is boosting -a lot- of killers higher than they should be, which in turn is leading to more complaints about balance, when really they're just playing survivors who are way above their skill level.
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This would be nice. I've thrown it up a few times and the killer has either ran back to the hook from an unhook or chased someone else and not noticed me.
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While I had an insane amount of fun with a full private lobby of friend sback when F13 was still kicking, the major problem with that game was that you could just get unlucky and die 2 minutes in and have upwards of 15 minutes sitting out.
DBD isn't a horror game. It's horror themed. Outside of certain characters appearing there's very little actual classic horror game design at all.
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Eh. While I hate second chance perks for both sides. And NOED is very annoying to go up against. I feel like its fine. I would say the speed boost is worse than the 1 hit down. Half the roster almost can one hit down anyway.
NOED has pretty clear, easy counterplay. It really isn't hard to find 5 totems on 90% of maps. It's criminally easy on the Macmillan/Autohaven/Farm maps to find all 5 once you know the general spawn areas. And can be removed from play without ever triggering.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1888635#Comment_1888635
Absolutely not even back when i was playing when you'd get downed ONCE and have the threat of being mori'd id still have games where id win and lose. Get better
I literally only saw them used with top tier add ons like Iri head or a stacked slowdown Freddy. Never seen a good killer use an ebony mori. They always suck absolute ass at chases and use it to make up for their lack of skill.
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@Onyx_Blue said:
So, there has been a good amount of bugs and issues in DBD that the devs outright called them exploits and were bannable if caught abusing them: Infinite Mend Legion, Forever Bleeding Wraith etc.
Now, what I propose the Devs do is disable perks, add-ons, killers thay have known issues and are bugged in ways that grant unfair advantages.
More specifically, the killers that need disabling temporarily until fixed are:
- Nurse, for being able to perform an attack before actually landing the Blink.
- Ghostface, for being able to hit from a few steps away, regardless of connection quality.
The perk that needs disabling until fixed is:
- Sloppy Butcher, the frame drops this perk causes all survivors to experience is ridiculous. This can lead to a killer getting a very quick down due to beamy movement and restricted interactions eg vaulting, pallet drops and entering lockers. The game seems to struggle to register what you want to do a lot of the time upon getting hit by SB. Let alone allowing killers to get hits from further away than normal.
They didn't disable wake up when it gave a global 15% speed boost.
They didn't disable sloppy butcher + Wraith add ons when it was causing frame rates to tank and crash the game
They didn't disable infinite mend add ons on Legion and took a LONG ASS TIME to fix it.
They don't care.
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I don't play Plague because I find her frustrating. Sometimes the bile doesn't register, sometimes the only useable corrupt fountains are miles away from any active gens (this is mainly just smart survivor counterplay but it makes going to get corrupt a MASSIVE timesink), survivors can just hide if they hear you enter corrupt as its timed like Evil Within but unlike Evil Within you have to drop a chase and LOS to activate it.
Also outside of the corrupt she has zero chase power so a god looper will absolutely DECIMATE you. They aren't super common, but it feels like every time I play plague I get at least 2 optimal loopers and theres not much I can do. The smartest thing in that situation is to infect and drop the chase, but being one-shot against an M1 killer with no anti-loop means nothing, and if they just decide to take the hits from that first Corrupt fountain or stealth it. You have no power anymore as you can't force a cleanse. She's also got no mobility.
ALso the loud whispering when Corrupt is active is annoying and stupid.
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No thanks. Don't use moris as I like a challenge and they made solo survivor unwinnable.
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Remember when Wake Up bugged out and gave a permanent 15% speed boost to all actions including gens? Didn't deactivate that perk for that whole week it was a thing.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1886174#Comment_1886174
I've been playing for more than 2 years, have had killer at rank 1 consistently for months. I don't anymore because I'm burning out due to archives and other crap like what's going on with the gens and heal speeds. If you can't see that the game is stupid right now, then you don't know what you're talking about.
Not sure what the problem is with heal speeds. It was globally nerfed further lowering SC viability and ontop of that SB was buffed to slow it down further.
We aren't in 2017 anymore with people fully self caring in your face while you break pallets at a snails pace.
