immortalls96
immortalls96
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/625718#Comment_625718
2s? 2s ontop of 3s to make it at bare minimum 15s to open the door isin't going to shake up the killers ability to control the endgame much at all. It does nothing to counter the killers abilities during it, or to counter any killer perks besides wake up.
Now the earned 3s per generator though, that's the strong part. Thing is unless you do every gen yourself your not opening the doors instantly. Though if you did every single gen, which Is 400s/6.6 minutes of work (excluding perks and toolboxes) I think your entitled to taking 20s off a doorway. Doing a single gen or possibly two? That's still just a 3 to 6s difference and the average amount of gens a person completes in a match is 1.5. meaning it will usually be just an 8s buff. That's strong yeah very strong, which is why I do agree with masantonio in that, that portion of it could be reduced to 1.5s
Still doesnt prevent abuse by swf...we need to avoid making the power gap wider is my concern
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/625693#Comment_625693
When the door opens a survivor is able to leave. They usually won't until teammates are safe, but when the doors opened by them they've won? That's not being in their favour they have their escape route. This is there win.
In end game collapse, when the hatch has been closed, the survivor has the ability to go for the two doors (or the hatch if they get lucky with a key in a chest or brought one in). They are on a very strict timer. Unlike the regular game, the killer only has to patrol two objectives and isin't forced to chase them as they can just let the timer run out. The killer also has methods of protecting the doors, expecially depending on what killer they are. They also have many perks one of which is incredibly popular (noed) that affect the endgame and prop it right up in their favour, bitter murmur gives aura reading as soon as the hatch is closed and is very powerful too. Trapper can even completely block exit gate panels, and other killers can patrol them easily (nurse, legion, spirit, hag and hillbilly) others can attack from a distance (huntress and clown bottles for notification.) or get notified of them being opened (plague infecting panels, which will infect the survivor, which will notify the plague there sick, which if they are already sick there already one hit and at a disadvantage.) Others can stealthily hide near doors and stalk or wait for you to come near, or at the very least Sneak up on you doing the door (Myers/ghostface/pig/wraith). The only two killers with low endgame collapse potential, are leatherface and Freddy (and Freddy can atleast get notifications from his dream snares if there asleep, whilst also coming with a majority of endgame perks.)
Finally whispers one of the best perks in the game and one run by many people notifies you of when the survivor is near, letting you protect whichever door there going for.
There are so many ways for killers to protect the doors in endgame, and once the killer sees you, there is an incredibly small chance that you'll be able to lose them and then go to a gate as they can just follow you around and wait out the timer.
While I agree you have valid points I still dont think it's an excuse to rob killers of the one phase of the game where they are actually semi in control
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@xEa said:
Moris should be in the game, but
a) they should be really rare
b) they should only work after 2nd hook
So make them not a thing...ok come on dude
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@MarksmanSpecal said:
Just re-design the moris, so u can use them instead of bringing the survivor to the third (death) hook. Moris after the first hook are kinda stupid, no chance for the killer to pip, and annoying af for the survivor, who's most times definitly not able to pip.
Then they have no purpose..kinda dumb to make something useless
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Until the door opens it doesnt start unless it's a hatch prompt , even then survivor still holds advantage until the hatch is located...its not complicated
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/625480#Comment_625480
Botany doesn't increase repair speed while fully healed.
Thanataphobia's counterplay is healing. If it slows that down too much then it becomes OP due to always slowing the game too much in combination with certain other effects such as Legion.
Healing with thanataphobia would take over 20 seconds with another survivor or a medkit. Combine that with sloppy and it takes even longer.
I know that doesn't really sound like too much, but compare that too the no heal meta and it's clear that having both long heals and big punishments for not healing at the same time with just 1 perk is too much.
2 perks for it is a different story of course.
It would not take that long and this is implying all 4 are injured, which as I said you deserve to feel the burn if you let that happen..I fail to see how this is even relevant as survivors have numerous ways to speed up healing through perks, items, addons, and through team mate assistance..plus..if killers no longer get to counter stuns why should I care if survivors need to be more careful? The perk wouldnt be OP that's rediculous considering the number of counter perks it has to it..I'm just tired of piss poor gimmick perks on my killers
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/625613#Comment_625613
Lol. Killers can open the gates.
Yes..so they get to skip opening the door...ooooo..so helpful..
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/625602#Comment_625602
I am in a similar-ish camp, to be fair.
True
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@Hex_Devour_Meg said:
This isn’t a necessarily a new idea, but it is a good one!
I thought so
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/625599#Comment_625599
I think that would also be very fair.
https://forum.deadbydaylight.com/en/discussion/comment/625597#Comment_625597
My proposed change would rely on both the team doing incredibly well, and incredibly poorly for it to even be used.
leader stacking it also requires another player mind you. that's already hard enough to pull off, without swf. and even with swf, opening a 20s exit gate, thats a task you do once within a match and isn't something that people even bother to think about when there's so many other tools for survival. When all gens are powered, you usually don't want to open the exit gate until all survivors are safe. this simply would allow you to open it faster, allowing you to get back to saving teammates, or to open it faster for a teammate that is running for the door. it would also make end game collapse situations easier on a survivor, when it is already heavily heavily killer sided.
Please do explain how its killer sided when survivors control the collapse ..?
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@OGlilSPOOK20 said:
For killer side I only bring an ebony whenever I see a tryhard swf team in my lobby or just survivors bringing in anything to progress the game really fast or to escape early (2 or more toolboxes or Keys.)
For survivor side I can understand that ebony's really are broken and unfun to play against because you have some killers that will just tunnel the survivor that just got off hook no matter what.
To be honest, Ebony is actually bad for both sides, because no one pips and the games end quick.
Should ebony be changed? I don't know, half of me is saying yes but the other half is saying no. In some way it's needed but also unfun for one side.
Imo, I feel like killers should have a built in mori that allows them to kill survivors if they're dead on their next hook. A little bit of an option between putting them on hook or bleeding out.
This suggestion I posted I feel is the best middle ground to be found..but..if moris get tweaked then keys need to also
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/625376#Comment_625376
Bad way to look at it IMO. The question should not be "Was it already adjusted?" It should be "Is it balanced?"
To be fair I'd only accept changes to moris if keys got hit too but I just wanted to try a more bipartisan approach
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Which nobody uses because it got nerfed...but I still thi k killers deserve the advantage when they already beat your team and found hatch first..especially when red rank pipping is massively impacted if you dont 4k...I for one would be pissed if they could just instant open the door like that to top it off..plus it could be abused heavily by swf...and it would stack with leader..even bigger yikes
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Lol well..someone clearly doesnt care if the killer gets stuck with half their power from one perk..seems kinda scummy to me when red maps and small game already warn you of the pallets...asking for 3 hard counters is just...eh
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/625521#Comment_625521
No, it's not the only way, and even if it were, it'd be fixing bad design with more bad design which is, well, bad.
I'd rather they reworked it into something that slows the game down differently or start working on more perks/systems to make games longer.
How else is there to slow the game? Theres faster chases and slower actions..that's literally it
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/625518#Comment_625518
Exit gates take 20s by default. if you watched the video you'd see. taking 5 seconds off that by default (if the rework did that) it would turn it to 15.
taking 3 off for every full gen you do, would make it below that.
https://forum.deadbydaylight.com/en/discussion/comment/625523#Comment_625523
wrong. some maps stretch further then that (mothers dwelling, rotten fields as pure examples have lengths outside of that where outliers wouldn't be able to see a 128m aura.) its rare, but on the rare occasion you can actually be out of range.
The point i was actually trying to bring up about aura reading on wake up is that its mostly useless anyways. you'll usually know whether its due to swf, or where the last gen popped, where the exit gate will be opened.
Regardless..that perk being too strong would make survivor win nearly every exit gate setup...not really fair since killers have already got to eliminate 3 survivors AND find hatch first AND hope they dont have a key for a free escape..dunno man just seems like a perk that could very easily become a bs free escape
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Just yesterday I was recording a gf video and a claudette not paying attention walked into a locker while I stood in plain view watching right at the game start XDD
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/625510#Comment_625510
There are other ways of rewarding efficient killer play other than literally making people hold M1 for longer
And it's not "survivor convenience", it's basic game design to not force people to do stuff they hate doing in game. Most survivor players, especially the ones who've been around for longer and are good at the game, enjoy chases and that's it. No one who's good at the game and has many hours enjoys doing gens.
The issue there is that it's the only way to give killers more time..plus if your team let's themselves all get injured they kinda deserve to have to deal with it..after all..killers hate being stunned but the devs removed the only anti stun killers have so...I have 0 pity..especially when counters exist
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That would completely negate the killers ability to close hatch and put us back to killers having no power at end game..3 seconds is a lot when a gate only takes 15...
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@gantes said:
It should ideally be reworked. Making it stronger just makes survivors hold M1 longer and that's already the worst part of survivor gameplay design.
I think the perk idea is brilliant because only effective players get usage out of it..plus it gets weaker the less survivors there are..survivor convenience should NOT be a killer perks standard..if they dont like the heal debuff they can use botany , it's a strong perk on a free survivor
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/625495#Comment_625495
I agree entirely, they should have buffed it back to ptb state after they changed legion
Indeed, so I'm hoping they try again in this next ptb..its the number 1 killer perk I'd like tweaked
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/625477#Comment_625477
I'm not disagreeing or saying there aren't plenty of counters to heal debuff but devs have shown they make weird as hell decisions about this type of stuff and thana not being as good as it should be just shows that
True but that doesnt mean they shouldnt go for it when it's been so long requested
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/625461#Comment_625461
I think in a ptb it was buffed to that then after the ptb went live they made it what it is now
I cant remember , either way they should have done it..but..legion was a mess at the time so they had an excuse..now they have none
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@terumisan said:
So what happens when you get that immersed survivor and even then mori's aren't really common
I'm just trying to give a better suggestion then " it should only work on death hook " nonsense
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/625461#Comment_625461
With it effecting healing that might be too much.
If it didn't effect healing then totally.
Botany alone increases heal speed by 33 percent with no cost or setup...
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/625457#Comment_625457
I think it should slow healing personally but devs may think that, they nerfed mangled when sloppy butcher got mangled.
True but botany knowledge alone would more than negate the healing debuff..the perk is very strong and then theres we'll make it, med kits and addons to speed it up even more etc
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@Dr_Trauts said:
...
??
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@Dr_Trauts said:
...
??
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/625438#Comment_625438
I'm not talking about just finishing the vault, I'm talking about vaulting and taking some steps away from the window. What the point if he can still reach you there, might as well remove all vault spots.
That could just be latency dude
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@NuclearBurrito said:
I would love for it to be 5/10/15/20
I'd personally shoot for 6/12/18/24..but I'd take any improvements rn -_-
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@LA2KMATT said:
https://forum.deadbydaylight.com/en/discussion/comment/625443#Comment_625443
Hopefully, but honestly these forum pleas fall on deaf ears, or better yet, a dev actually responds but with a question and fails to come back to the discussion. With rose tinted glasses I hope they buff it, but the devs probably have infinite tokens of devour hope on us lol
Lol sad but true
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@TKTK said:
They probably don't want healing times to be too long because it'd stack with sloppy butcher, an easy fix to quell that would be dont let thana effect healing times and just make everything else slower so they will have to heal to get the normal speeds back.
Of course they'd have to buff thana numbers to make that worth the change.
That's really no excuse since survivors can speed up healing by massive amounts..so I respectfully say that's an idiotic reason..
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@LA2KMATT said:
But does it do anything, that is the question lol
Well hopefully the devs will make that answer yes sooner or later
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@LA2KMATT said:
https://forum.deadbydaylight.com/en/discussion/comment/625429#Comment_625429
Theoretically any killer can get max stacks, but plague and legion can consistently keep them. Thana is kinda useless at the moment because it doesn’t effectively punish staying injured aside from turning the progress bar red.
Yes well I just meant on a semi regular basis lol
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He has arms..?and can reach with them..devs even said this was on purpose because it actually does make sense
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/625394#Comment_625394
Why are the devs always nerfing killers for no reason? Perks like Thana are already weak, why nerf it further?
My theory is because at the time legion was a big community issue..but now that hes been reworked some I feel there is no excuse anymore
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@LA2KMATT said:
I agree, thana should definitely revisited and buffed as only two killers (being plague and legion) can actually use it to its fullest degree.
Well I'd argue huntress, nurse, and hag can too but not as well , I just think itd be nice to use it on more killers and actually have a perk rewarding good pressure play
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@Rivyn said:
It was nerfed? What was it like before the nerf?
The other guy explained it for me
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/625379#Comment_625379
thing is, surely the middle ground has already been reached? The mori was nerfed from what it once was and nerfing it again would make it redundant. Granted there are worse suggestions to the mori out there, but say if one survivors hides all game and does nothing while everyone else gets on with gens.
Mori is useless and a waste of points. Moris already got nerfed, and they are fine as they are. Or do you disagree?
Like I said, it matters not to me the mori is how it is..I'm just tired of people saying " oh we MUST make it useless..oh but keys arnt like moris at all..they're fine " you know?
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/625386#Comment_625386
Before it was 6/9/12/15 and now its 4/8/12/16. So as you can see its nerfed when 2 survs are injured, the same when 3, and buffed when 4 are injured.
All that means its weaker for most other killers..I just want to see an overall improvement to the perk because it deserves to be better considering the effort required
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@Dr_Trauts said:
or, just leave eboni moris alone? they have already been nerfed. they are completely fine the way they are.
I wouldnt complain personally but I was attempting to find some middle ground..sadly..some people dont want a convorsation..just their way or the highway
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Lol why are you even here? Dont you have something better to do? I'm not going to waste more than one message on you if all your going to do is whine
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@Boss said:
Wraith
- Stands on the victim's back
- Starts hitting his Wailing Bell like usual
- Because he stands on the victim, the victim starts turning invisible too
- Neither the Wraith nor the victim fully cloak though, as the Survivor isn't build to withstand the Spirit Realm like Wraith is, thanks to the Entity, and is preventing them to go fully cloaked.
- This interference is leaving burn marks (the visual effects you see on Wraith's body when he (un)cloaks) on the one causing the interference, which is the victim.
- Eventually, the victim dies from the burns, and once they are, the Wraith stops ringing, staying cloaked and the burnmarks disappear.
This idea of forcing the Survivor into the Spirit Realm is an idea i've had for years now, thanks to the Legacy skins looking a LOT like Wraith's visual effects when (un)cloaking.
Oo, that's actually kinda neat , very creative
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@Boss said:
I mean, you can still kinda tunnel the last one who got hooked for the first time.
Yeah a little but that's after you find all 4 so it still takes a little time
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@Locker_Monster said:
Cannibal:
He grabs the Survivor and the Entity spawns a new hook right on the spot. The Cannibal hooks them and revvs his chainsaw, then cuts into their waist horizontally so their legs fall to the ground, and pulls out a wooden bowl to put on the ground & let fill with their falling blood while he turns away.
Hillbilly:
He steps on the Survivor and revvs his chainsaw, then cuts them in half just below the ribs, and they try to crawl away a few feet before dying.
Trapper:
The Survivor is on their back. He throws a Beartrap down next to their head that lands open, then kicks them over so they are on their stomach, holding their face up over the beartrap. He then proceeds to slowly push their face onto the the trigger plate via his foot on their back until it snaps shut on their neck.
Huh..not bad..I honestly have no issue with bubbas mori but it is kinda cool
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@Andreyu44 said:
Wait people use all of three on Billy?
They probably need the 4th perk slot for NOED then,lol.
The combination of these perks are fine by themselves,but its when you use them on high tier killers that becomes overwhelming for solos.
I hope when we will have a second objective , high tiers killer will be nerfed accordingly >_>
Wow way to bash players because they dont like losing..your certainly a ray of sunshine
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Yeah cooldowns and survivors having direct impact on the killer having a power at all..it seems to be their new favorite formula , not a fan
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@kornz2dope said:
https://forum.deadbydaylight.com/en/discussion/comment/625263#Comment_625263
Yeah , I like them both but leaning toward Freddy now actually . The concept of GF is great and all but the execution is lack luster .
They made a mistake weaponizing the already extremely advantageous camera angle survivors have..its nearly impossible to balance..I feel they hit jackpot with the initial buff
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/625264#Comment_625264
There have been 3 years of compromises beforehand. Demanding higher standards is only a recent thing, mainly because every time the devs claim to have learned some lessons, too many people believe it(see Freddy the first time round).
When people offer solutions, I want to know what problems are being fixed.
When people make complaints, I want the causes to be defined in specifics.
When people give suggestions, I want the clarity of standards and not the distraction of them talking about their desired consequences.
I don't want to have to take anybody's word for anything either: I want these things to be demonstrably true and verifiable by anyone.
We have not had this.
Hmm...I see what you mean
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@not_Queef said:
https://forum.deadbydaylight.com/en/discussion/comment/625257#Comment_625257
I would be fine with Ivory mori being bumped to two kills instead of one if they introduced the hook everyone requirement.
I honestly think this would be a cool change. Imagine the other three survivors have all been hooked and you're the last infinity stone that the killer needs to start their murder spree. Maybe it would bring a little fear back to the game.
Hmm..that actually wouldnt be a bad idea