indieeden7
indieeden7
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- indieeden7
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You can't force people to stay in a game if they don't want to. It's either DC and get a penalty or give yourself up to the killer. Also a SWF nerf isn't the way to go about balancing the game, you can't punish people for playing with friends, what they need to do is make solo just as strong as SWF and then buff killers to compensate.
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@Angelicus23 said:
Wasn't RER still on beta?
It released with RE3
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As much as I like resistance I think it could be a bit more balanced ,if I remember correctly, the weakest mastermind actually has a 65% win rate whereas the highest survivor win rate is something like 29%. Obviously these stats could change with time but tactics such as continuously just spawning zombies in one room before the survivors have even managed to reach it tips the balance so much that the survivors practically don't have a chance.
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Probably just with math.
There would be a 20% chance of going to Springwood and an 80% chance of going to Coldwind
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It just made him more consistent with other stealth killers. It also made Spine Chill more consistent as its description reads "trumps all killer stealth abilities" however this did not apply to Myers for some reason.
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It's usually considered boring when you already know what a killer is going to be running before you even get the chance to find out (every single Freddy player runs BBQ and Pop) and/or a killer's specific play style is practically unaffected by how good a survivor is (e.g. Spirit using Stridor, Freddy spamming snares until the survivor is downed)
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@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/1193785#Comment_1193785
So you want survivors to not fear the killer ( in a horror game)?
Look I never say I want survivors nerf to the ground I said that same perk survivors have are too op and should have a way to control them. But because devs will never give killer that power let's give the chose to the survivors itself.
And at the same time make the hex perk at least better. Tight now survivors have zero risk for destroying a totem only rewards and the killer take all the risk with the hex. That will be ok if both sides have the same logic and dissing in mind but perks like BS and BT don't have it and can help the hole team passively even one survivor have it.
Is this fair to you ?
1) No matter what you do to the game, experienced players will not fear the killer. Just like any other horror game, after you play enough, the thing that is supposed to be scary becomes less and less threatening as you learn more about how to play around them.
2) I'm guessing you're a relatively new player seeing as both BT and DS have already been significantly nerfed. BT used to have no counter play if you were near the hook as both the unhooker and unhookee were both given endurance. DS on the other hand had no time limit, a survivor could use it at any point in the match.
3) Hex totems are designed to be high risk high reward for killers, not survivors. You go into a match with a hex perk knowing that your totem may be cleansed. If you want to punish survivors for cleansing totems then run haunted grounds, it's a perk that can apply a significant amount of pressure on survivors seeing as they waste around 20 seconds just cleansing the totem just to be one shot for a full minute.
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Ok 😐
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I don't think there should be a perk like that. Probably just a score event, maybe 500-1000 survival points for making the killer whiff.
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Mostly
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1190979#Comment_1190979
Well no if the only response you want is yes is op nerf it to uselessness
You aren't giving a decent reason to why it isn't OP though, you're just saying "baby survivors want killer nerfs XD". Maybe you should put some substance in your comments rather than meaningless waffle.
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@elvangulley said:
They have all the second chance perks in the world and they have peks that hard counter killer powers they can even remove a killers most power ability ebony mori and still want more nerfs its selfish how much more do you want the game in your favor
Do you want to respond to the people talking to you or are you just going to keep making more and more comments that all basically say the same thing as your previous ones?
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@elvangulley said:
Its perfectly healthy survivors are just entitled want every killer to be slow weak and unviable if they cant get 2 hit 3 hooks and free unhooks they cry for nerfs its disgusting
Actually the majority of players, survivor mains and killer mains included, think this addon is bullshit, it provides a huge advantage and when used with infantry belt, gives little downside for making chases end practically instantly. Combined with the bullshit hitboxes hatchets have, most people can see how unfair it is.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1190870#Comment_1190870
Oops :P Yeah, pretty much one month before the exhaustion change. Clown didn't feel that old. The only exhaustion effects added after that was with Demogorgon, but that just lasts for max 5 seconds and can't be really called OP
I think that's how they should all be tbh, prevents the use of the perk straight after exhaustion is applied but after a decent bit of chase, the perk will come back.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1190853#Comment_1190853
The 5 second stun is also a relic from Enduring affecting the DS stun duration. And Clown exhaustion addons came after the exhaustion recovery change. Don't see the red line here :P
That would be an idea of a nerf, or let's say balance approach. Another one I suggested before would be to make hatchet count addons not stackable. A single deadly hatchet is ok. Hard punish on a miss and removes the snowballing on hook camping
Actually clowns add-ons were implemented before the exhaustion change. Exhaustion was nerfed very shortly after the clown was added (pretty sure it was a couple of weeks after).
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1189607#Comment_1189607
You shouldn't break a pallet if you don't need to. It wastes valuable seconds.
So basically you can only reset pallets that aren't even worth breaking? Still makes the perk kind of useless.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186694#Comment_1186694
How is it useless? You just lift the pallet back up, right?
Any killer with half a brain cell will just break the pallet. The perk also takes too long to actually use and has a ridiculously long cooldown.
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He's a pretty good killer, I think the reason why some think he's OP is because the revealing mechanic is pretty bad to say the least.
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I doubt it'll be much competition if it isn't balanced. Unlike dbd, resistance gives the killer way too much power, being able to spawn multiple zombies in a small area in quick succession, especially when certain zombies have so much HP, along with the fact that zombies seem to be able to leap ten feet forward in the space of a quarter second makes survivor gameplay frustrating and stale. Hopefully it's a bit better on release.
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I actually had the most trouble getting ghostface's adept.
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The devs making the forum font comic ######### sans
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1186903#Comment_1186903
I know, I guess what I'm saying is that I wish it was fixed on my platform too.
Oh sorry, misunderstood. But yeah it looks stupid atm.
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@Huff said:
Hair isn't a console exclusive problem. I play PC and I've seen hair flip out many a time while playing.
I don't mean that. On console hair is basically transparent.
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Just found this thread, so far, probably not much of a threat. Unlike dbd, the killer is the one that is too strong in this game, if the killer even has a slight idea of how to play the game, they win.
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@BlueFirebilly said:
Wooo only one killer perk 😑, when there is more useless killer perks
There'll probably be more killer perks, they only mentioned a few that they were looking at.
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I really want to see what they change with any means necessary, I was really looking forward to this perk just to find out it's pretty much useless.
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I don't use DS personally but recently I keep playing games where nobody has it. The killer usually realises this and just tunnels to their heart's desire, don't know why there isn't an obsession by default every match.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1184838#Comment_1184838
Hence why I asked whom youd like to have boosted^^
Okay? You never really made it clear what that boost would entail, I just thought that you'd be giving them tweaks like your demogorgon example. Pig has a good base ability that is already interactive, giving her more base traps and making rule set no.2 are just small tweaks that would make her much better. In comparison, Clown and Leatherface both need serious changes imo, they're both just worse versions of other killers.
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Pig, some of the other weaker killers aren't really that interactive to play as or against.
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@Jholla31 said:
I was just wondering what the new thing to complain about is. Surely survivor mains and killer mains each have about four new things to gripe about, right?
Matchmaking and DS atm
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You do realise the hook will just respawn like 30 seconds later?
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@Reborn2020 said:
Something like this
https://steamcommunity.com/sharedfiles/filedetails/?id=871957655
but with gen locations instead
Well on most maps, gens can spawn on practically any tile, a map with gen locations would just have gens covering the map, they don't always have set locations apart from one that is usually in the main building.
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Me when the killer down me as well as another person, hooks me, picks the other person up, someone saves me, killer then hooks the other person, comes back and tunnels me: Oh I guess they didn't tunnel
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1182791#Comment_1182791
https://us.v-cdn.net/6030815/uploads/402/OM4VZN4DGAT4.jpg
https://us.v-cdn.net/6030815/uploads/099/730YA0DOCXDS.jpg
https://us.v-cdn.net/6030815/uploads/070/JKJS9NJLUGD6.jpg
https://us.v-cdn.net/6030815/uploads/661/6XJUU4MOWEPI.jpg
https://us.v-cdn.net/6030815/uploads/928/BK8S848HJ8UG.jpg
I know the feeling. I dont even bother trying to pip up. I just grabbed the only screenshots of killer matches on my phone I had which are all ironically showing bad matchmaking.
EDIT: accidentally grabbed a friends pic too my bad.
All but one of those pictures is matchmaking working as intended (assuming that yellow rank and that white rank were in a SWF) that matchmaking isn't bad at all.
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I like the sound of this
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@Kwanghyun said:
https://forum.deadbydaylight.com/en/discussion/comment/1182967#Comment_1182967
A new killer with no game knowledge would go after the rank 2 guy all game while the rest is rushing the gens. That’s why he got only this few poins. He was trying to get my attention all game but only chased him down when everyone else vas disabled. It’s not very fun for a newcomer chasing the same guy all game that you can’t even possibly catch before all gens gets popped.
I highly doubt you're a newcomer when all your perks are teachables and all but 1 were tier 3
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Why are some people just answering whatever question they want to? You're supposed to answer the most recent question.
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@NeaMainNON_TOXIC3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1181790#Comment_1181790
Dead hard... it's already pretty buggy so I might get a hit
Every pallet, at least I'll most likely have the chance to throw a pallet down early. Same thing can't be said for windows that often.
Would you rather be sick all match against plague with black incense, or injured all match against Oni?
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I've had maybe 1 or 2 farming games, then there was a "farming" game where the killer didn't actually try to farm and DCd when we all escaped.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1181608#Comment_1181608
Hitboxes in general could be improved
Fair point
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1181573#Comment_1181573
What needs to be reworked? billy is fine
It could be argued that when he uses his chainsaw, hitboxes are slightly reduced in size but other than that he's fine.
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While I agree with a couple of these changes, most of them would just make bad perks broken. Perks such as blood echo, any means necessary, and I'm all ears practically need a cool down because of the advantage they give players.
Also side note, nobody can convince me that third seal is a bad perk, if you get 4 tokens on that bad boy, survivors have to waste a lot of time trying to help each other.
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Technically it isn't a full outfit, it should be along with other full outfits that were created before the store but the devs never made options for them.
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Dismemberment for moris won't happen, it's been explained many times that adding dismemberment to this game would get it banned in numerous countries.
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1179987#Comment_1179987
Then you play with your feet
https://forum.deadbydaylight.com/en/discussion/comment/1179995#Comment_1179995
you're not a pig you're a ham
https://forum.deadbydaylight.com/en/discussion/comment/1179997#Comment_1179997
oh then your skill floor matches your ceiling and that's pretty low.
https://forum.deadbydaylight.com/en/discussion/comment/1180008#Comment_1180008
press x to doubt. im sure you watch anime titties on the regular
Thanks, appreciate it 💖💖
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I don't like anime and I'm gay :/
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Good luck b 💖💖
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Pretty sure it plays when you're downed as survivor
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While I would like this, a number of add-ons for killer or survivor can single handedly win a game for them (just look at iridescent head + infantry belt or using a styptic in the end game). In order for this to be implemented I think all add-ons need to looked at and tweaked if needed first.
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Things aren't on hold but no info on the third rift has been made public. If things aren't too bad over at behaviour, the next PTB might be up in 2-3 weeks ("might" being the key word as I don't know how things are working out with everyone working from home).