immortalls96
immortalls96
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- immortalls96
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@Haku said:
Pretty bad ideas in general. EGC was meant to finish the game faster. That is its purpose. It was not made so the killers can take advantage of it by any means. Killers very often forget that or don't even know about it and ask for something more during end game. Most killers want the survivors to open the doors so they can end the game and you suggest basically quite the opposite with that change - literally nobody would open the door and you as a killer would want to do that so you can abuse your offering/perma or whatever - that sounds quite absurd. They gave the ability for the killers to open the door so they can force the timer and just end the game if someones hides forever - that's all.
And that was a mistake..heck it barely even does its job because survivors control it and the timer is still long..hence forth I took the opportunity to solve several issues at once for both sides..killers should have a final defence if they are willing to pay the toll..itll encourage new playstyles , builds, and fix certain balances..doesnt matter what the original purpose was..what matters is can it be improved? And I'm certain ive done that
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/930422#Comment_930422
I think you're the one that's biased. If moris could be basekit they would be, but they can't. It is the Entity's job to kill survivors and the killer's job to hook them.
Right..ok you obviously didmt read what I posted..therefore theres not much else for me to say to you..
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@Waffleyumboy said:
Basekit moris is dumb. There is a reason they are offerings, killing survivors by your hand is a special reward from the Entity. I will ignore the rest of OP.
Glad to see your looking at this non biased -_-
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@Sonzaishinai said:
I like this idea, i feel it fixes quite a lot and indirectly buff some of the end game perks
I felt the same, it knocks over so many issues with just these two changes..I just had to share it
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Yaaay
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/113712/hope-that-oni-fix-comes-fast
There will be no hot fix until next year. Devs are on vacation.
Pity
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@limierr said:
https://forum.deadbydaylight.com/en/discussion/comment/927340#Comment_927340
Well it won't satisfy people who don't see how to use it. But as people get how to make it worth ....
Well they can make it crap, at least they have a decent suggestion here. So if they decide to ignore it, it is fine for me. I give my feedback about how to change it.
Yeah..I recently made a post with I feel is quite possibly the best solution to the key and mori debate , if youd like to have a read
https://forum.deadbydaylight.com/en/discussion/113656/so-i-wanted-to-bring-this-up-again/p1?new=1
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No..this wont fix anything at all..itll just give room for abuse..I for one gotta pass on this one
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/927790#Comment_927790
https://forum.deadbydaylight.com/en/discussion/comment/927790#Comment_927790
Strange, i was expecting this argument the other way around actually
Mori's would still counter DS, bodyblocking, flashlight saves and save you a hook that won't get destroyed and save you precious seconds for not have to carry somebody to a hook
While keys would litterly only be used after the killer closes the hatch, or when the exit gates are open and you bassicly already escaped
That's niche circumstances that dont always occur..however the hatch spawning is all but inevitable a lot of the time, being able to open it prematurely is huge..I however..came up with my own solution
https://forum.deadbydaylight.com/en/discussion/113656/so-i-wanted-to-bring-this-up-again/p1?new=1
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@RainbowPatooie said:
I mean survivors need to be able to not get hit.
Through creative dodges and reads maybe..not by running around a bush so I physically cannot attack them at all..that's bs
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/113712/hope-that-oni-fix-comes-fast
Are you talking about his power? Or just regular M1?
His power of course
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@Aenom said:
I like it. The mori idea especially sounds terrifying, seeing someone get mori'd right at the gate
Right? Like a legit horror film^^
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/927772#Comment_927772
Mori`s only cost you so much emblem points because people use them after the survivors first hook so you get less chase etc. also the dev`s would be able to change to values awarded for killing a survivor by your hand, i dunno i dont use my mori`s unless i get the daily which is rare so i have a bunch of ebony`s for every killer. the problem i see is bad killers abusing the ability to mori someone off hook helping them gain an advantage in the game, and then from a survivors point of view its also not fun to have your game cut short. but im open to all idea`s but i feel both keys and mori`s should get a change that removes the "cheapness" of using them
Check for my post..I think I found a solution
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Ehhh..then that's likely due in part to your team..suspected swf maybe
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Not enough higher ranked killers maybe..it is harder for killers to rank up usually , especially with killers that get screwed by the emblem system..who knows?
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@Peanits Just in case you guys miss this..I really really think this is just about the perfect solution to several issues at once! Hope you'll let me know
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This isnt that huge of a gap..probably sucked but..I've seen way worse before recent implemintations
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@Sonzaishinai said:
Make it activate only after the second hook and tripple the bloodpoints gained by it
Then mori's would be a fancy way to make bloodpoints instead of completly changing the balance of the game
In return let key's only be able to open the hatch in the end game crisis with bonus bloodpoints
For the same reason
But then keys still have power while moris do not...not a fair change
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Survivors need actual downsides to certain perks..as for killer, primarily its moris but since it and keys go hand and hand that is also something I'd like to see changed in a creative way
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/925299#Comment_925299
well seeing the mori and gain bonus BP should be enough, ending games for others isnt enjoyable, no one wants to have their game shortened by a mori or have people use a key, imagine youre a killer who runs more of an endgame build or something youre gonna get messed over, keys already have a strong use (see killer/survivor aura`s) this alone act`s like another perk slot (bond/ buffed object of obsession). As for the mori it should be a reward for doing well allowing you to see each killers unique kill with a bonus reward not ruin everyones game with an ebony. like i said just my opinion, hoping devs will look at these and see theyre fair
Yet by your suggestion keys would still be useful while moris are another pointless bp offering that costs you emblem points..I ran into an idea a while back for moris and keys and I think itd solve a few issues at once
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It will help..but thanks to detectives hunch...totems are only getting weaker
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Oni got overly hit as it is..we are still waiting for the devs to keep their word to help his turning
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I absolutely abhor the doc idea honestly..hes already getting a cd..though I do agree stance swapping would be a fair trade for all that hes already losing
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Lol seriously..cant even give it a good ability dude? People these days
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@limierr said:
https://forum.deadbydaylight.com/en/discussion/comment/925296#Comment_925296
Well :
=> Apply all effect of others addons as hindred for 60 s
=> Apply an action speed penality of 15% for 60s.
I mean pair that with thanatophobia , a fast aim addons and you can give quite some slow down.
You could , but I doubt it would satisfy..besides..the devs have been intent on making iri addons crap lately
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I'm sorry but if bbq bothers you balance wise and not all the survivor meta stuff it shows you are not only biased beyond belief but also not very wise in the terms of balance
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I'd prefer a more..fun use for moris and keys..making them do nothing seems like a massive waste
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@limierr said:
https://forum.deadbydaylight.com/en/discussion/comment/925116#Comment_925116
Well i know that the main counter to this is the ability to dodge a hatchet in the first time.
Though i think it would be more interesting to change it to a polyvalent addons which slow down survivor and slow down their action speed.
Could be..if done correctly I wouldnt mind too much
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Honestly people dont realize how risky iri heads can be
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Keys are worse for several reasons..1..I see keys all the time..moris are actually rare2..keys can be found MID match..3..keys reward survivors for failure..while moris while annoying only help if your winning chases anyway..saying they arnt comparable is a lie
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@mithrios said:
https://forum.deadbydaylight.com/en/discussion/comment/920895#Comment_920895
So do you think borrowed time is broken? Because this is quite the same...
As a matter of fact I do..for the same reason..no way to avoid or outplay it..I think that's nonsense since many perks have some way to counteract them or have specific needs, like most killer perks for example..this is under no such strain
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@mithrios said:
https://forum.deadbydaylight.com/en/discussion/comment/920869#Comment_920869
Normally is just a self-borrowed time for hard safe while the killer is camping, or maybe a forced bodyblocking ( but can be dangerous). i don’t see how it coud be broken as original mom...
Because it's a free hit..its not hard to see how getting it whenever you want can be pretty busted
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Umm... well..no..that would be just as terrible as original mettle of man
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@Peanits said:
It could be interesting. My only concern would be things like bear traps, since different traps could be harder to see or smaller, making them advantageous over the default ones. Otherwise I've got no issue with it. Use them if you want, don't if you don't.
Traps could be a bit of a grey area, likely not different sizes but I'm sure some cool engravings or something would be neat..I admit that would be hard..though that wouldnt stop new saws, kanabos, and hatchets right? I for one would love a sick putrid serum fueled chainsaw for Billy..and itd be awesome to give these secondary weapons some flair you know?
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@LetsPlayTogether said:
Thats entirely not right.
Even the devs admitted even by their standards hes feeling crude atm..hopefully that gets fixed along with the crippling loss of chase audio which should have been right there with the basement bug on priority
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Or you know..just make his turning a bit better and call it a day...pretty sure that's the plan..its a simple problem not worthy of a solution that would likely bring more harm than good
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That would make it old ds all over again and literally grant you god mode till someone else goes down..that would be BEYOND absurd
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@Plaquer said:
https://forum.deadbydaylight.com/en/discussion/comment/914397#Comment_914397
Most good nurse players didn't enjoy her before either though, once you had the muscle memory down you didn't have to worry and could almost always guarantee a win. Even if she may feel slower (which was the goal of the rework) she is still the best killer, and now with a variation in addons, you never know what kind of nurse you'll go against
Except everyone just uses blink recharges...the addon changes alone were done to slow her..nobody really knew a base change was intended until the day before ptb..rather underhanded of the devs if you ask me
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@Plaquer said:
https://forum.deadbydaylight.com/en/discussion/comment/914311#Comment_914311
Forever Freddy wasn't that powerful against SWF which is definitely true, but the majority of players are solo queue and getting even one bad teammate can ruin the game for you. I appreciate that you aren't just flaming me and I totally understand why the changes are frustrating, I personally hated the Oni nerf (although it seems it won't be permanent). Also, the reason nurses aren't around as much isn't because she isn't strong, its because she is no longer easy, all those omega blink or 3-5 blink nurses have all left, bad nurses now get punished a lot more, but good nurses will still demolish survivors. I personally think its a sign that Nurse was too easy (especially for being the best killer) and that the devs want strong killers to be skill based rather than just picking a killer and guaranteeing a win. P.S. Thanks for responding, I just want you to know I respect your opinions and just wanted to provide some of my own thanks :)
It's not just the crutch ones..the best nurses left too..even streamers who played her at least sometimes have all but stopped..and it's for the same reason..she feels horrible and the base kit change wasnt warranted considering the massive practice needed to master her to start
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Without the lock hag is useless
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@Plaquer said:
It shouldnt even be "your side of the fence" don't just look at it from the killer side, Freddy's nerf was due to forever Freddy being really boring when combined with thanatophobia, dying light, and other slowdown perks. I do agree that Yamaoka does need a rework just like many other maps, but don't think that killers are being ignored. So far we've gotten the harvester "tech" re-added and made even easier to make that structure much less safe for survivors, the Nurse changes may have weakened her a bit, but she is now a much more interesting killer with many alternative playstyles and she is still the strongest killer in the game. Insta heals were virtually removed, the three most recent killers are all very good and fun to play, and now with nemesis, perks like PWYF, Furtive Chase, Remember me, and Rancor, will all get some real use. So please, don't act like the devs only care about survivors, because they don't, sometimes they have to prepare before they make changes, because they want to ensure that it will be a good change for both sides.
I dont take people saying nurse is best still seriously..because nurse is no longer really around to prove it..I checked my sources..shes all but vanished and that's not a coincidence..and I'll believe what I see from here..what I see is a game breaking bug for survivors got patched instantly..killers then look at this patch hoping for their turn with sounds in chase..just to see what the devs are basically saying was a half baked oni nerf and a ham fisted freddy nerf based off a build that hilariously survivors could overpower and then some but that gen speed is fair to them...so..I'll give them props when due...when they show their priorities are truley for the betterment of EVERYONE..which recently has been hit or miss
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Despite what those who dont play nurse or play with range addons exclusively would have you believe the issue is survivors were handed free chase time and free gen time..that's the only purpose the cooldown has served..nurses play rate has dropped by over 75 percent and the devs thus far are being dodgy about critique and concerns surrounding it..frankly they had too much confidence in their idea considering non of them even play nurse regularly aside from one of the community managers..so clearly we had no understanding of her feel and needs going into the changes and it shows with how wide spreadly hated it is.
Now all they should do is remove that absurd cool down..and if you want..take the range addons completely if they're a concern, her other addons dont really do much else for her aside from gimmicks anyway.. I'm glad the community is hammering them with this one..strictly die to an absence of evident valuing of feedback
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Sorry to interrupt this circle jerk but..priorities..the devs have an interesting set of them so yeah..if peoplecwish to call them out as a result..I think they should..now some take it too far but the message is the same
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It was a joke..because they prioritized nerfing over fixing a crippling bug for killers
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Give her back her base kit..she was one of the best designs this team ever made and they took it for granted
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@sailormars said:
https://forum.deadbydaylight.com/en/discussion/comment/909863#Comment_909863
I have and so does the killer. That's why they're so unsafe lol.
Mhm...ok sure
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No point in it man..the devs are swinging blindly rn
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Flashlights can already blind you outside your fov which they shouldnt..this change is simply unwise and frankly would make killer an even bigger hassle which is the last thing they need right now
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@SilentSpectre said:
They're working on a fix right now, it should be out in 1-2 weeks.
Fingers crossed..sound bugs have happened but this...is crippling
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@sailormars said:
https://forum.deadbydaylight.com/en/discussion/comment/907590#Comment_907590
They really aren't. Every loop consists of small rocks on either side. The ones literally right next to the temple are ridiculously unsafe. Unless the killer runs in a straight line through it like an idiot and you get the stun, you're going down. Like they're so unsafe that if the pallet wasn't there, it wouldn't make a difference. Go around the map and you'll see there are no long Rock loops like in regular Yamaoka Estate. Everything is short. Then you have dead zones all around the middle with no pallets whatsoever. It makes no sense.
Have you tried going around those rocks..?