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konchok

konchok

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konchok
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  • It's because you burn through your charges like crazy if the killer is running deer stalker or bbq or nurses calling. There's almost nothing that you can do to prevent aura reading in those scenerios, you can't get into a locker or stop someone from healing you. And in most cases I want the killer to pick me up. DS, pick me up. Last survivor, pick me up and get it over with. What I don't want is to bleed out on the ground

  • I think it's way more likely that he was playing with 20 - 15. He's not going to see coordinated game play survivor wise until he hits rank 15. And he's not going to see good survivors until he hits rank 10.

  • I like the changes. For every innocent dc there are 10 intentional dcs. I've seen a reduction in disconnects and it makes the game overall better. If you get an innocent dc take the timeout on the chin.

  • Overrated: Any means necessary. The only pallet worth resetting is a god pallet. And I've never seen a killer leave a god pallet unbroken.

    Underrated: Open handed: This perk with bond or kindred is good. If 2 people are running it, it's amazing. It has diminishing returns after 2

  • @Peanits said:

    For overrated, self care. You end up taking so long to heal that nothing gets done. If you have two or three people doing this in a match, you're in for one wicked long game.

    Underrated, Solidarity. Toss that bad boy on with We'll Make It and you can unhook someone, heal them, and then get healed yourself all in a little over 16 seconds.

    Those are 2 situational perks. We'll make it only triggers off of unhooks. And you'd be unhooking to heal yourself to half and heal the other person. You are throwing the game if the killer goes back to hook. I tried to run solidarity for 1 week. And in all that time I found it useful in 1 in 10 games. It encourages plays that are straight up suicidal.

  • There'd need to be a cool down if implemented.

    Edit: but honestly all sound notifications should have a cool down. Locker spam is an annoying problem.

  • Mettle of Meme. Serious talk, if you're running this perk you're hurting your team.

  • I'd love to get feedback from the devs as to why they felt it necessary to remove the ranks.

  • I could see this if the rarity was brown/yellow. Brown protect yourself from being mori'd and yellow to protect your whole team.

  • If they made it so that using them didn't consume the medkit they'd be perfect.

  • Yes, I've had this bug too. It happens fairly consistently. Spirit is unplayable right now. Survivor sounds are bugged. Spirits doesn't get a speed boost post phase. And gen grabs fail 95 percent of the time.

  • @Haku said:

    But didnt all the killers say that when you see a mori you should play more carefuly with that in mind. How do you do that if you don't even know there is a mori ?

    Cyprus Mori is the yellow one. It only applies to the last survivor. If you knew that they used a Cyprus Mori you wouldn't play any different. It does not grant a gameplay advantage.

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/916824#Comment_916824

    You must be new here.

    Majority of players are excessively toxic. Giving a killer a last kill mori as basekit would unbalance the game for solo players. Maybe not for SWFs but i'm not talking about that. Nor am i talking about a Sabo team. I'm talking about making the game for people who don't SWF even harder and more unenjoyable. DBD already has a population crisis with big wait times once you get higher in rank. This will make even more people quit. They try to alleviate this with literal randoms. Most of my games as purple rank, i see mostly brown ranked survivors. But that leads to almost every game being unenjoyable. There's so many ways to play around having that at base. I'm tired of toxic games as it is.

    Like my last game. I'm rank 8, and got paired with a rank 20 a rank 17 and a rank 13 with a rank 11 killer. I didn't get hooked all game while carrying my team with gens saves and heals. So not being hooked still means i can be be killed. My combined score was more than everyone elses. How is that at all fair? my team didn't do squat but hookrush and die. Yet lets punish the guy doing stuff. lol... A burnt offering or a perk is a different story. A Flavor item should not ever be able to change the tide of a game if all players do not have the same ability.

    What the hell are you talking about. By the way, I'm a rank 4 survivor and a rank 9 killer. So, if anything you're newer than me. Getting Moried is not toxic. It's just an animation in the game. And a cyprus mori (look it up) only allows you to mori the last survivor. It has no affect on gameplay.

  • I'd say that on a whole. Killer is more stressful because there aren't down times. However, peak stress is definitely survivor.

    Chases are more stressful as survivor than killer. You're at a disadvantage but you're expected to extend the chase as long as possible to give your team the time to pop generators.

    Also, being put into situations where you know you're walking into a trap is stressful. Basically any basement save or any save when playing against hag or trapper.

    I don't think stressful is bad, but it definitely can be overwhelming some games. Which is what causes many people to become tilted.

  • I feel like everyone wants this change. I think every survivor has had a time where they were mashing the button and your game freezes or hiccups and you've killed yourself and lost your team the game. As it stands right now, it's just the cause of auto wins for killer.

  • The change that you're looking for and the way it's phrased for adrenaline is "when the Exit Gates are powered"


    And I think that for consistency sake, all end game perks should trigger from exit gates being powered rather than when the final generator gets completed.

    IconHelp exitGates.png

    "

  • @humanbeing1704 said:

    Perhaps add flashlight saves as a way to get a token it's one of the harder actions to do in the game since the perk should be moderately hard to activate

    Maybe make it any save. Include wiggling off if you've taken a protection hit before they wiggled off.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/917439#Comment_917439

    I'd probably have to disagree there. I think having a perk that rewards you for taking hits for other people has a place. It doesn't necessarily need to be meta, fitting into a niche build is perfectly fine. Sticking it in a build with Breakout can pay off nicely.

    I could maybe get behind a slight buff, but I'd also like to see if protection hits could be improved a little more first. I've had a couple times where I didn't get a stack when I should have.

    In the next PTB, try mettle of man with 2 protection hits instead of 3.

  • @Almo said:

    I would just like to comment that Mettle of Man is used by many players, and the comment that "literally nobody plays MoM" isn't true.

    Mettle of Man is a meme. It's fun to see if you can get it off, but anyone who runs it is throwing the game.

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/914470#Comment_914470

    Slugging is already a problem when playing Solo. If you give a last kill mori as base kit, you're going to need to balance it with an Unbreakable-esq Basekit for survivors as well.

    Why does it need to be balanced with anything. It'd just be flavor. Last hook is a near guarantee death, even if you're a sabo squad you'll just get slugged to death.

  • @AmandaBunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/907582#Comment_907582

    Yeah just your sentence was a bit silly - GIMME VIDEO PROOF BUT NONE OF THAT THERE YOUTUBE. lol

    I think that's how text comes across in general. I assure you no salt was intended.

  • I think Moris are a bigger problem. But yeah, please rework both.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/913256#Comment_913256

    I don't think he's suggesting moris be made basekit, I think he's proposing a nerf to moris such that they only activate after the second hook rather than the first.

    Though I would love to see the Cyprus mori be added to base kit. It'd be a nice finale at the end of the game.

  • One survivor escapes + all gens getting completed is a win. If the gens are not completed a hatch escape is not a win.

  • Honestly I think that would be a bad change as I feel that using his dash into attack is what makes the Oni fun to play and would ruin him.

    What about increasing the amount of time to charge a 1 hit down when you're not dashing. This would create more areas that could be juked successfully.

  • A twitch video is a stream where you can see it working over an extended period of time, while youtube tends to be highlights. Though at this point I'd be satisfied with seeing a youtube video of a 4 man group using it to bully a high rank killer.

  • Run kindred. Seriously

  • Honestly, you coming here and whining about it on the forums is super cringe.

  • Why post one game where you lost against an swf that are 6 ranks above you. All that you proved was that this (what I assume is a 3 man swf) have decided to run the exact same build.

  • Work on one thing at a time. And use a perk that rewards you for doing that thing.

    Go around healing with empathy

    Start hitting great skill checks with This is not happening

    Learn how to avoid 3 gens using Deja Vu

    Learn how to disrupt hook saves with Sabateur

    Learn to loop more effectively with windows of opportunity

    There are so many perks that help you get better at the game

  • 4 people using breakout is 4 people throwing a game. Show me a VOD on twitch of a break out squad bullying the killer with this perk. I'd be willing to bet that there aren't any or it's like I said and they threw the game trying. Youtube videos don't qualify because you can show one success per 100 failures on youtube.

  • @I_Face_Camp said:

    https://forum.deadbydaylight.com/en/discussion/comment/902499#Comment_902499

    Well I understand that camping can be a big negative to new players but I'm in very high ranks so I'm not really driving anyone away from the game. Along with that, alot of high rank survivors know how to counter camping and minimize its damage and quite frankly I still dont understand the survivors raging hate towards camping. I think it can be fun to play against between the jumpscares and risky saves. Not to be rude but if you quit playing a game because you got camped is kinda a pussy move. Either they didnt like the game all that much to begin with or they should maybe just stick to PVE games.

    You're right. At high ranks I don't really mind camping killers, other than it stops me from pipping. However, at low ranks camping is very common and leather face camping is even more common. People can choose to do what they like for the reasons that they like and going after them for choosing to play something different or saying that anyone who refuses to play DBD is committing "a kind of pussy move" because they were face camped is a poor personality trait.

  • After being hooked you are affected by the Broken Status Effect until the exit gates are powered. Your thick blood coagulates practically instantly.


       You don't leave pools of Blood

       Grunts of pain caused by injuries are reduced by 20/35/50 % at any time.

       Grants the ability to fully recover from the Dying State.


    --

    Alright so quite a few changes. First you don't start off broken and you won't become broken until hooked. This rewards you for escaping your initial chase or allows you to even take a hit for a team mate and as long as you can escape you can heal back to full health. However, if you become hooked you become broken until the exit gates are powered. I feel that this change is lore friendly, you're not broken just for fun, you're broken because their are more important things to do then heal. It also gives some nice synergies with perks like second wind and adrenaline which would/could trigger when the exit gates open. And finally make tier 1 and 2 just a bit better by reducing the sound you make by just a bit more, but it would stay at 50 percent for tier 3.

  • I think that it's alright that you like to camp. However, I feel that killers that thrive through camping like leather face are unhealthy for dead by daylight. I've had 4 friends quit dead by daylight and for each of them it was because they got camped by a leather face.


    Think about it, how many people are you responsible for being their motivation never to pick-up the game again.

  • Almo can you talk, to the extent that you're allowed to, on what tools you use to measure balance.

    I know that you guys do gather some statistics, like those released.

    What are some other stats that you gather?

    What motivates you to change a perk, a killer, or a mechanic

    Are you open to making major changes to the base kit for all survivors/killers?

    What's your favorite food?

  • @aknitus said:

    https://forum.deadbydaylight.com/en/discussion/comment/901445#Comment_901445

    I dont necessarily agree with hillbilly and Oni being balanced, but I am still somewhat cool either way. What I am definitely not cool with is the bloods drops and here is why:

    1. Blood drops leave a trail of blood, making it easy to not lose survs
    2. Blood drop farming is very quick, like 10-20 seconds from when a surv is injured
    3. Healthy survs drop blood (like wth. I saw this in one of my games today. I am running around perfectly healthy and this oni is picking up my blood from behind me) - Needs fixing

    I have played quite a few games with Oni and have never seen orbs spawn from a healthy survivor, however, an injured survivor may have spawned them earlier and he was just taking advantage of that while chasing you.

  • Yes, please do this. I've never considered this myself but it's such a good change.

  • Yes, DS is an anti-tunnelling tool, however, it's also a perk, just like any other perk that can be used to win the game and can and should be used in whatever way the player wants to get an advantage. I don't see people complaining on forums because dead hard wasn't used to avoid a hit and was used for distance instead. If you feel that the purpose of decisive strike should purely be to stop tunnelling then I'll concede that it should be nerfed, if and only if it's base kit. Otherwise it's a perk like any other and can be and should be used to gain an advantage, just like any other perk would be used.

  • I'd like to see one final change. Increase the rate of opening an exit gate by 10 , 15, 20 percent. Then I feel like it'd really be useful in the endgame.

  • After the PTB I made the suggestion that it should be 2 protection hits. I stand by that suggestion.

  • What's worse is that because the grab fails but it looks like it's successful by the time you realize that you were robbed of a grab they're halfway across the map

  • Power wise, I feel like Nurse is in a good place. And I agree with the change to the blink recharge. It makes her a lot more fun to play against as survivor. But she needs some quality of life changes to her for the killer playing her.

    What about reducing the post-teleport cool down. If you look at the most common feedback when it comes to the nurse and why people avoid her is that it's not fun to stare at the ground for half the game. This was true even before her nerf. Reducing that would make her easier for a new Nurse to play her and isn't to crazy of a buff to seasoned players whose accuracy generally means that less of a cool down isn't going to make that much of a difference to them.

  • The only killer I dislike more than Hag is leatherface. It's not even how powerful she is but the way she plays that's so bad. And the root cause for hag and leatherface is that they're both hook campers, just in different ways.

  • He's currently a bit weaker than Billy, but he's also a bit easier to use than Billy. That puts him in a really nice spot. Keep him where he is.

    He also has quite a bit of counter play. He's loud, his ability is on a timer and it requires that the survivors are hurt for you to be able to take advantage of his power.

  • @Peanits said:

    It is fairly long, but you also gotta' keep in mind what it would be like if four people are using it. It works out to one pallet reset every 30 seconds.

    Alright Let's say that that you reduced it down to every 60 seconds. If all 4 are running it, that means that survivors can put a pallet back-up every 15 seconds. And if they're putting pallets up at every 15 second interval they're not accomplishing the objective and most pallets are unsafe pallets anyway, so they're not accomplishing anything of worth. I'd say that a reduced time is justified and it'll still be garbage as a perk with the reduced time.

  • I feel like with the change making them weaker, they should not consume the medkit. Also, there's no reason why they don't stack. But right now you can place both on a medkit but they don't stack.

  • I like all the suggestions listed. They'd need to be tested in a PTB but they seem like solid changes.

  • I think that BBQ itself is fine. The larger problem with BBQ is the blood point gains. It means that killers who run BBQ can always run purple and pink add-ons every game. And quite a few of the add-ons are really broken with BBQ. Spirit's Mother Daughter Ring, Hag's Mint Rag, Billy's Moon shine, Huntress' Infantry Belt or Iridescent Head. Notice how the add-ons that stack with BBQ are the most complained add-ons in the game.

    I think that's because these killers are the killers most likely to run BBQ and they also get the best add-ons to run with BBQ.


    BBQ is fine. BBQ Blood Point Bonus is broken.

  • I'm pretty sure that spirit's eye's glow when she's phasing. And unlike the shards I was able to detect the eye glow from farther distances. Edit: after re-watching it, I take back what I just said.

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