immortalls96
immortalls96
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1817811#Comment_1817811
Yes he does because you need to wake up otherwise he has almost instantaneous teleporting and can spam snares on you.
Also almost every Freddy runs jump rope swing chains.
The teleport doesn't require you to be asleep and snare spamming doesn't work vs good players..next
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1818552#Comment_1818552
It shouldn't be an offering, but this way they made it so it is fitting to be an offering.
No they really havent..they just shafted killers completely by this without compromise..thats all they accomplished with this
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1818216#Comment_1818216
Just because survivors can abuse stuff it doesn't mean that killers can't. In order to make a balanced game, both sides need to be balanced. Just because one isn't, it doesn't mean that the other one is.
As for the mori changes, the majority of the community asked a 2nd hook mori addition, so they did. They don't need to have complex systems just for an offering, a good send-off to an already dead on hook survivor is fine in my book.
It shouldn't be an offering at all..and thia game is suffering from unreliable numbers
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No killer is nerf worthy in dbd..not if you truly have played the cheesiest things survivors can do..even after playing for 2+ years it still makes my skin crawl what survivors can do but nobody acknowledges..as for the mori changes...uninspired..I created a far better system that almost everyone liked upon hearing it..even mclean said it was neat..honestly I was hoping this was their goal
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Pass..the perk is far more balanced than any survivor meta perk
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1817261#Comment_1817261
Plan of attack? How do you plan of attack when ur only objective is to do gens? There's no balancing the sleep mechanic either way you're going to waste huge amounts of time whether you try to push gens or wake up, there's no decent option for survivors.
Slowdown is not good for killers when they get it for free, it's just ridiculous. And especially these days where chases often end within seconds if the killer is any decent. Once again this is not 2016 dbd, if you're struggling to keep gens undercontrol without insane passive slowdown then that's a problem for you.
Freddy doesn't have passive slowdown without addons unless you give it to him, thats on you
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@SaintDorks said:
I think they need to just rework how he functions somewhat..Like bring back his old dream demon skill But, let him keep his other skills as well...So, he has to put you to sleep..But, when he does..you are basically #########.
It,would bring back the mind games but also,give him a weakness which can also work in his favor. Imagine people repairing a gen and not knowing you are going that way cause they are awake.
That Mechanic was again and would kill him..hard pass for me
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Yet he's not overpowered, even mclean said he didn't feel competitively freddy was overtuened, which means he's getting hit for the same reason as his first version..noob crushing
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@Xpljesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1814750#Comment_1814750
Pubs are easy enough to have escape/killrate of more than 90% if you're fairly decent. Most players are awful, just how it is.I don't think the top players should be balanced around, as I think the game is survivor sided at the top level but this not the case in public matches which I'd say are pretty well balanced, but it's absolutely inarguable that statistics like killrate are indicative of a killer's strength, and funnily enough most killers I'd describe as difficult (such as Nurse, Blight, Demo, Huntress) who are really good when used by a good player but poor when used by an average player, fall below the likes of Clown, Myers, Pig, weaker killers in need of buffs. I mean the easiest killer in the game is #1 too, even though he is definitely not the best, I don't really have more to say because atleast to me the patterns are very obvious.
You can't trust kill rates as their are no boundaries to keep them meaningful
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Pass man that would be so annoying...
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@Xpljesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1813721#Comment_1813721
Ease of play is blatantly more important than power when it comes to killrate though. Most people who play dbd are not good at the game
Thats not even remotely true, granted there are plenty of lacking players but they improve..its folly to balance around players that won't always be that poor
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1813732#Comment_1813732
Where did any dev imply something like this? All the devs said in this whole affair was explaining why they did not nerf keys as well, with perfectly valid reasons. The thing you are claiming is an illusion of yourself, mate.
An illusion eh? So they have not been talking of this for months..saying they're tossing ideas around..just to change a 1 to a 2..perfectly reasonable to feel miffed , perhaps think before speaking
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The change is lazy..there's no getting around that..they had a chance to make these better for the game and actually be a part of it but let it slip by just to take the low road..so people like myself are annoyed they acted like these changes were to be of higher quality
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@Xpljesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1792726#Comment_1792726
Freddy's killrate is high because, as is blatant from the structure of the killrate statistics, the ease of playing a killer is FAR more important than how strong the killer is. That's why Nurse/Blight/Huntress/Demo are well below their level, why Clown is above all of those, why Pig/Bubba are high up, why Freddy is easily no.1 as he's by far the easiest to play.
Ease Of play does not coronation to power
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1813305#Comment_1813305
In that cases,the doctor and leatherface rework were the latest buffs we got to a specific killer (Soon clown too).
To be fair the leatherface update coincided with hillbillys..odd changes..clown demo and wraith I look foreward to however
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1813202#Comment_1813202
Mostly true I would say. His was more of a lateral shift then a buff? In some ways he is better, since he dosen't have to switch modes. But he is worse because he dosen't get automatic detection. He is certainly more fair, but I wouldn't really call it a buff?
As doc was my first killer doc is way ahead of where he is in a good docs hands, and his electrode buffs were huge
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@Vetrathene said:
Anyone remember the last time we got a killer buff? One that wasn't paired with some downside or nerf? I feel like it was Freddy...
Doc id say if I'm being blunt
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1813127#Comment_1813127
Could be to test the waters but I'll level with you. While I'm content and believe there would be zero issues with yellow mori as it is being part of basekit for killers I know BHVR would want to put a spin on it to "make it fair". Personally that's how I see them doing it if they even decided to make yellow mori basekit.
However I know they won't because honestly the game lacks offerings as it is and tbh the system feels redundant overall.
- We have map offerings that could be replaced with a proper voting system or another system to prevent maps from being played on twice.
- Our bloodpoint gain and inventory is limited and that's why bloodpoint offerings exist.
- Fog offerings are one of the few offerings that affect the actual maps but are really only useful to survivors.
- Shroud offerings feel kind of redundant especially as survivor
- Mori offerings are just problematic
- Hatch offerings are new
- Moonlight offerings were retired
- Ward offerings are only really useful to killer tbh just because most of the offerings don't really benefit the killer at all.
Also just in general offerings that are hidden should actually be hidden for the opposite side. Not flipping pretty much is a dead giveaway of what it is. What I'm saying is the entire offerings system should receive a big overhaul. We lack good offerings on both sides and most of the effects are either obnoxious, redundant or annoying. There isn't really any offerings that make the game more exciting or fun.
To an extent I agree but I will say map voting wouldn't work
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@Dustin said:
I see nothing wrong with making yellow mori basekit. If that was the case I could care less what happens to green or pink mori. As a compromise make yellow mori basekit but only allow the kill to happen if 3 other survivors have been sacrificed. It would be like The Entity's way of rewarding you.
That Seems excessive, no point in limiting it there
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@chieften333 said:
Sounds decently interesting, it would be absolute hell to balance though.
And we're already aware how BHVR makes... interesting choices in balance.
That's the thing..it has very little balance implications
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1792757#Comment_1792757
Wasn't that the reason why ruin got changed? Because it synergizes too well with other slowdowns?
No..it was legit changed because it was apparently too hard for newer players..pretty much the freddy scenario
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Totems should never be just..handed over..they should require a bit of searching outside the objective
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This is an easy fix..reture these offerings and make them base but much as deviousness tracks killer power usage , add a trigger that if the killer fulfills a certain requirement via their power use then they unlock death hook moris as a reward for an honest well played match , can't abuse it of the restrictions require multiple survivors for said requirements and the power boost would be so minimal it wouldn't even matter as pyramid head proves as he's not even top despite his built in mori..amazing how I had this idea months ago and even shared it here tagging devs and all..even shared it to mclean and I had no complaints from any party involved..there was no excuse for this change to be lacking so much
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805892#Comment_1805892
then your biased and it has affected your judgement. what you want as said cuts all forms of saves disregarding BT by a third.
Funny i also have all my killers except the twins at P3 lvl 50, however that doesn't mean i have more say it just means i'm more aware of what impacts that would have to the game. I try my best not to be biased but obviously you're not.
Moreover likely im realistic and your the biased one..good day
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1805894#Comment_1805894
Yeah, but moris were nerfed and I don't think people were really expecting that, so who knows right now?
The mori change is exactly why I have no confidence
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1805833#Comment_1805833
Well yeah, but that just falls into the bloodweb being outdated which brings me to another point, the bloodweb should be reworked.
Sure..but not likely
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805816#Comment_1805816
then you sir have no experience in high level play, killing a survivor even slightly earlier changes the game and can turn a loss into a win.
My friend id wager i can play adequately, I've maxed every killer and play survivor just as much ..im more qualified than many other players to speak on these things
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1805821#Comment_1805821
I mean you aren't really forced to buy the moris.
Lol I am if the blood web says so or if there's another item I want being blocked by one , plus its potentially robbing me of other iris that could actually be useful.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1805813#Comment_1805813
I guess you could say that lol
Well now I'm going to be forced to dump bp on an offering that makes me lose points
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805756#Comment_1805756
you went off topic, this is about mori's not DS.
I simply included DS to point out how mori's would be busted if baskit since DS is used to stop tunneling and mori's by pass it.
this never was about DS.
If they're on death hook anyway thats not even remotely busted
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1805652#Comment_1805652
But what do you expect from BHVR? They don't really listen to us about anything really, at least they are changing the nuclear options. You have to remember that BHVR doesn't really take into account (for the most part) our suggestions, and even if they acknowledge them they are still just that, suggestions. Obviously, I would say that there are loads of other better options instead of what the devs did, but it is still better than what we have now.
Let's agree to disagree..it just flipped whos getting screwed
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805670#Comment_1805670
Doesn't matter, lockers existed when mori's could mori of 1st hook but you don't see people defending mori's from just that.
This is an entirely distant concept from what we are talking here
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@Artick said:
Being able to mori someone is an extremely overpowered concept, that's why killer mains like it. How would you make it fun for everyone(unless everyone = killer) when it completely negates the game for survivors?
Even this version of moris didn't negate anything , I've survived moris plenty of times, as for me..thats easy..id have a system in place to make moris an earnable mechanic that uses effective power usage by the killer as terms to earn the right to mori death hook survivors, and final survivors as well..it retires the old offerings and makes moris part of the game rather than a disruption
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1805659#Comment_1805659
Yeah, you would think after already meeting Moris once they would have been more careful and precise with the nerf. As well as actually changing keys at the same time.
One would think they'd use this as an opportunity
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805623#Comment_1805623
why do you think DS is so popular?
it's because killers tunnel when possible and that perk prevents it. your basically asking for players to be allowed to tunnel without worrying about anything that would hinder it when a survivor is on death hook which btw is usually how mori's are used and why they are hated.
Ds should have a give and a take..plus lockers still exist..ds is used for its shielding properties , not just for tunneling..I should know, I don't run it hardly at all anymore
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@Vetrathene said:
I’m it even mad. I’m just very disappointed in the devs.
I'm both..because the community went over this subject thousands of times and this is what we got
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1805594#Comment_1805594
Explain why please.
How long have we waited? How many creative ideas were posted here? As someone who gave one myself its rather degrading the only option they went with was changing a 1 to a 2..the path of least resistance , thats all this was worth to them?
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@AChaoticKiller said:
No, are you trying to suggest that killers should be able to tunnel more freely?
that literally reduces all instances of saves from the killers grasp or chance to wiggle out by a third and that isn't what the game needs.
That is incorrect..it doesn't change how many downs it takes to kill
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Agreed..a new system needs to be in place
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This mori change was a disgrace and an insult
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1804710#Comment_1804710
I do agree with you that DS still needs a change more than Pop did. It drives me crazy as killer so I never run it as survivor. I'm just taking things from a perspective of "Is this particular change making the game more or less balanced?" If the answer is "more", which it is for me on both the Pop nerf and the Mori nerf, then I'm happy.
I know they've been thinking about DS changes, but it's a hard perk to balance. It's also already been nerfed three times since launch, so it's not like they've been ignoring it either. I'm sure they'll change it again before too long.
I'm just passed when I and many others came up with fantastic mori alternatives just for them to make us wait for a change so disappointing and dumb i have nothing good to say about the dev team presently
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@Flawless_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1804871#Comment_1804871
This right here. The fact that it was such an easy change and they waited this long to implement it is concerning...maybe even embarrassing?
I had expected something much more interesting , I even proposed a great rework for them that people actually liked..but this is what we got
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I'm mad because the change was beyond lazy and we waited months for ot
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Appreciate it..geez..I guess I get it but..eh
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Got a link to their explanation? I imagine it would be nice to know how this train wreck started
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1804261#Comment_1804261
Why is this "the worst change"? You said in your comment that you thought it was unimaginative and you were annoyed that they didn't change keys. Given that the issue with Moris was balance, not excitement, the real question isn't "is this an exciting change?"; It's "is this a balanced change?". In my opinion the answer is a clear yes.
Keys are in the item slot, not the offering slot, meaning survivors need to do without their strongest items/add-ons to use one. Moris were useful in just about every game, while keys are only relevant in a minority of games (you need to survive until hatch spawn despite killers' tendency to tunnel key users, not escape easily through the exit gate, not take the open hatch during the EGC, not lose your key during the match, etc.). Keys have a number of counters as well: Franklin's (especially with Hoarder), tunneling/camping (especially after the hatch spawns), defending gens (so the hatch won't spawn), etc. You can also simply dodge the lobby with no penalty if you see a key and don't want to deal with it. Old Moris had no counters, besides bad matchmaking pairing you with a baby killer. Even lobby dodging wasn't possible, since the match needs to be loading already before you know a Mori might be in play.
With that said, I'm sure the devs will look at keys. Moris were clearly the more serious balance issue, though, so it makes sense they were addressed first. Moris had nothing to do with keys other than both being strong and annoying people because of it. The devs don't and shouldn't make balance changes in a "tit for tat" way, with every killer change being accompanied by a survivor change. They simply make the changes that they feel are most important for game balance. Expecting otherwise is just evidence of bias towards one side and entitlement.
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Pop is still extremely strong and is still the strongest standalone killer perk in the game imo. I was happy with the Pop change too; it was way too easy to hook someone, go on a chase as normal, down that person, then pop a nearby gen, and then hook the person to have your Pop right back again. That made the perk an absolute snowball machine, since chasing quickly would essentially give you additional pops, and it would frequently win me games by itself. The 45 second timer still allows for this in extreme cases, but mostly killers are forced to choose between popping a gen and getting right into a chase. Given that Pop removes 20 seconds of repair time instantly, I think it's more than fair to make chasing vs. popping more of a choice.
Regardless of your opinions on that change, though, it has nothing to do with DS. The only things they had in common were hook-based 60 second timers and being strong, and if that's the bar you may as well call for MYC nerfs.
My baseline for ds is its legitimately broken while pop was not
As for moris it wasn't a good balance or design change..but many are blind to the fact as we are seeing
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1804261#Comment_1804261
Keys are exactly like Moris...Thats a good joke. Keys require you to get to the Endgame to have multiple players escape. While Moris can just be used with 5 Gens left and it is a win for the Killer (unless they are super-bad).
Moris were far stronger than Keys. Not that Keys are weak by any means and they should and will be changed as well. But saying that Keys and Moris are exactly the same...oof.
The Only difference is..miris made winning easier..keys rewarded failure
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1803868#Comment_1803868
https://forum.deadbydaylight.com/en/discussion/comment/1803815#Comment_1803815
https://forum.deadbydaylight.com/en/discussion/comment/1803845#Comment_1803845
Keys and Moris are entirely different and the balance of one is not in any way tied to the balance of the other. There is therefore no reason for them to necessarily be changed at the same time. This reminds me of the Pop nerf where people were complaining about DS not getting nerfed too. I can guarantee you BHVR isn't thinking about this in terms of sides, à la "Oh we just nerfed a killer offering, so let's nerf something on the survivor side too". They're just trying to balance their game.
I am sure they will not leave keys in their current state forever. Until then, patience; just evaluate this change for what it is, because they certainly can't balance the game in one Z patch.
I am evaluating it for what it is..a change we waited months for just to make the worst change and keys are exactly like moris so I'm not sure how you'd think otherwise , this is just like pop and ds..difference is pop was changed without good reason
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@Wooden_Enthusiasm said:
I genuinely dont think they're bad but the playstyles they excel at are unfun for both sides no one wants to get unhooked then instantly slugged at the same time no one wants their power taken from them for nearly a minute for using it on a healthy survivor
The killer is forced to slug heavily sadly
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1803990#Comment_1803990
Yeah because most games are team based with lots of information to support that. DBD is not those games.
Most of your games are just a bunch of solo survivors (maybe a 2 man SWF), rarely are your games actually 4 man SWF games and then even when you get those games, even more rarely are they 4 man Swat SWF teams.
I already find killer more and more boring unless its against SWF, because you can feel the DRASTIC difference in playing against people who are communicating against those who are not.
If they started making killer powers balanced around SWF teams, no one could ever play this game as a solo survivor again.
I disadisag.besides..based on cues we have a surplus of survivors compared to killers..so..im not too worried right now