lavars
lavars
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2676814#Comment_2676814
Yeah.. I mean.. I am lucky it’s only about a single cosmetic piece in my case (which I probably won’t even get back…) so it’s not that much a an issue for me.
but maybe that’s also why others get prioritized over me? Who knows 🤷♂️
for me it's that my whole account got reset :)
so i lost around 30 000 000 blood points <w< if not even more
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thank you for the quick answer :D
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@Kasamsky said:
https://forum.deadbydaylight.com/en/discussion/comment/2662506#Comment_2662506
It's not about running these perks. It's the fact alone that they exist wich makes a Killer fear them. That already makes a huge difference compared to a completely perk less game.
the perks are fun, and i thought about a separate game mode too, but w/e they won't do anything like this anyways
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@Kasamsky said:
https://forum.deadbydaylight.com/en/discussion/comment/2662495#Comment_2662495
Well at least it's harder right now with Unbreakable, DS, BT, Souldguard and so on.. As tunneling will most likely cost you the game.
Now imagine this without all these perks. Why wouldn't you just tunnel survivors straight from the hook if you don't have to fear anything.
If you have all these perks, sure, if you want to have only a kit for that, sure.
i rather have fun in the game. the mechanics itself are broken. I don't care if a killer tunnels, he does what he needs to do to win. It's just not as much fun as it could be
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@Kasamsky said:
I mean yeah sure, sometimes it's fun to keep things simple. I'm just not sure if the Killer could apply enough pressure with no slowdown perks at all. It probably would end up in a lot of tunneling and slugging.
End up... Like... as it is right now? xD
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Please don't swap to VHS, here! enjoy double blood points
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Use the code: EASYASABC for 150k Bloodpoints.
besides that: Mostly you get points for just playing, Survivor mains get way less, so feel lucky you play killer :'D
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@Aurelle said:
"Completely heal 1 health state(s) of any survivor after the exit gates are opened"
I hate this challenge with a strong passion. Seriously, how in the world are you supposed to do this? It's too situational and the killer usually just chases you out the exit gate if you attempt to heal a survivor during the endgame collapse. I've been trying for literal hours just to get this challenge. Am I missing something here?
don't heal right at the exit gate? idk why people still do it all the time, mostly you do it when you need to get out and there's no reason to stay,, just to get some points.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2651153#Comment_2651153
Ehh, I'm not too far off then.
230 hours = 13,800 minutes = 1,380 games (if ~10 min per game average) = 21,739 points per game (30,000,000 / 1,380)
That does include things like offerings though, which I wasn't intending to include but it conveniently works out I guess!
Handy stats, thanks.
Yeah i tried to take as many codes with me as i could xD And always offerings. I grinded a lot on the killer, so that's where most points come from in the end.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2651123#Comment_2651123
Yeah, a lot of my estimates were based on personal experience and the real averages could differ. I could totally see games being shorter for some, and BP gains being 10-15k on average for survivors as well. In that case, I wouldn't be surprised if the grind was slightly more than I stated, but I wanted to be a bit conservative. It actually is scary to think about in that light.
Overall though, I agree. Bloodweb does need an overhaul, it's honestly ridiculous at this point.
idk how accurate the website is but https://dbd-stats.net/ says i spend around 30 mio points. and i only have 3 dlc killer (not even everything unlocked) and 3 survivor (stranger things and the mikaela).
And i "only" played around 230h
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we forget:
-they can disable hag traps
-can burn wraith
-can be used when the killer is vaulting/breaking a pallet
-can block nurse charges
probably more.
they are good, not perfect, and i personally suck with them, but someone decent can clutch almost every round with them. And with built to last they have it basically forever. It's hard to master, but a decent player can do a lot of damage. (i think if hags traps couldn't be disabled, she would be a little stronger, but not sure, i'm a bad player xD)
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the game censors the weirdest words and weirdest timings, sometimes it blocks "GG WP" or names, another day I had "phone" blocked... it's a mysterium
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well, kind of useless data, but help overall :D
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@Beaburd said:
I do think meta perks need to be restricted (if not nerfed) to increase build variety. I would take different a route for this instead though.
Currently it costs about 1 mil BP to get to lvl 37, then another 1 mil to get to 50 or so.
Then it's ~60k per bloodweb at lvl 50+, and you get two perks per web with 303 possible perks for survivors and 270 for killers in the game at the moment. It probably literally costs around 9.3 million BP to get all perks on a single survivor without prestiging once, and 6.3 million BP per killer.
If you're making ~20k BP as a survivor on average per game, that would take you 465 games. If you play a game for ~10 minutes on average, that would 4650 minutes or 77.5 hours of game time to get all perks on - one - survivor.
If you made prestiging mandatory to get all of the perks, that would increase the BP required to get all perks on a single survivor up to ~13.3 million BP. Effectively you'd be increasing the grind in this game by 43%.
I don't know about anyone else, but the thought of that scares me hard.
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Instead, I'd rather meta teachable perks be linked to their respective survivor and unable to be transferred. Then drop the perk tier system to reduce the individual grind per survivor. Now the grind is lessened for specific builds and play-styles you want, but still substantial if you want to max out every character to build around their survivor-specific perk.
This would reduce the grind to 4.46 million BP per survivor while simultaneously increasing build diversity.
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If anyone's curious about the numbers I'm pulling up, here's what I did.
BP to reach to 50 is estimated based on experience, as well as the 60k BP per bloodweb at 50+ and could vary slightly.
The 9.3 million BP cost to get all perks on a single survivor however, was determined with the following steps:
- 101 unique survivor perks in the game currently with three tiers each, meaning 303 perks you can get in the bloodweb.
- You get 1 perk per lvl from lvl 1-40, then 2 perks from lvls 40-50 and onward
- You therefore get 60 (40 + 2 * 10) perks by lvl 50
- There's 243 perks left to get by lvl 50 (303 - 60)
- You get two perks per bloodweb, so you need to finish 122 bloodwebs (243 / 2)
- Each blood web costs ~60k BP, meaning you need 7,320,000 BP to get all remaining perks after reaching lvl 50 (122 * 60,000)
- You spent ~2 million BP getting to lvl 50, so the total BP needed to get all perks is 9,320,000 or 9.3 mil (2 + 7.3)
- Add 2 mil per prestige (the cost to get to lvl 50 each time) to get to 13.3 mil for all perks under your idea
A similar process was used to determine an estimate number of BP needed per killer and to get all perks if tier systems were eliminated.
I like you put time into account.
The average bp gain is probably more around 10-15k. It is rare that I see games where everyone does 20k, yeah i'm not good, but a good average view, haha. 10 Minutes is fine as an estimated average, but only if we count games where you also get caught early. And you can spend WAY more on just unlocking all perks(even if you don't have all characters). And we only talk about one side. If you want to have 2-3 killers ready up (even if not all perks) it's probably even more (i sometimes play killer and only could be arsed to unlock perks and then every perk on my main)
You can spend 1mio points sometimes just to get one perk to level 3.
From what i could figure out (it's only a rough estimation) i spend 25mio. blood points.
And here's the extra thing: Imagine you want to have an item-build, and you need to spend even more blood points just to unlock certain stuff xD.
The Bloodweb is really in need of an overhaul.
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wait, wait... you think I would have edited that photo, it's totally legit!!111!!!
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@[Deleted User] said:
Why do I have to sit through a 3v1 at 5 gens or eat a d/c penalty? Nobody wants to do that on either side. Matches already void themselves if someone disconnects at the loading screen. You already know nobody wants to play a 3v1 because you made that change a long time ago. This is a massive QoL feature that the game is sorely lacking. Let players take a one-time vote on whether they want to continue the match or not.
bcs it's abusable. easy as that
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https://support.deadbydaylight.com/hc/en-us open a ticket
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No, it's just to have some bloody cosmetics.
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well... i just recently lost all my progress and hope the support can answer soon. I lost the "appetite" to grind for characters at the moment, my tome got reset, and so is my compendium.
It's interesting to basically start over, but to lose all progress is hell. Luckily i didn't have that many characters (or unlucky, depends on how you see it). But yeah. Probably give me some bloodpoints and say "sorry, we can't give you your progress back" xD
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@EatYourMomPls said:
Hi , I can't create a group because apparently I'm already part of a group when I'm not in a group
Can you be invited?
What platform?
Can you make a screenshot of the problem please? (windows key+shift +s ) (prnt scrn also works) (alternative F12 on Steam)
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@UnknownKiller said:
That devs idea of the 50% escapes 50% kills?
In my personal opinion is the killer was more skilled than us he deserve a 3k or even 4k.
Numbers are just numbers. And if we give every number the same value it can become an unbalanced dataset.
Should a ruthless killer have the same chance to get 50% as 4 "defenseless" survivors?
Should someone who can kill people have more power than someone who can't?
stochastics
If we have 100 000 games a day and we have 80 000 survivors and 20 000 killers:
do you distribute the amount of 50% to 50 000
or 40 000 and 10 000? And I want you to think about that answer.
Now if you have your answer, whatever it is, doesn't matter for the next point:
now imagine how you would include RNG like maps, tiles, perks (yes RNG in perks and perks themself, as they are basically RNG from your perspective, on both sides), even the skill level.
how can you scale that to 50%?
What about the hatch, dc, trolling, farming, etc.? What about someone who lets people win. Like I said in another post. This stuff needs a data set we don't have, and an answer would need to see numbers that actually matter. And this data set is too big for BHVR to handle, no offense here. There's barely any company that has the possibility to set up such a data set for tweaking
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99-ing a gate is a save-strat, sometimes. If your team is able to play with a closed gate, it should disable DS.
First i agreed on the survivor side. But the point that 99-ing a gate is basically a time-saver it should disable the gate, either open it, go for the save, or go for the save and someone else goes for it, you can't have it both ways.
Yes, blessing a Totem should definitly deactivate DS.
About hooking, no. that sounds too abusable.
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what entitlement? xD lmao.
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@rednightmare said:
Before all the killer mains and noob killers lose their minds and start crying No One Escapes Death needs nerfed.
What NOED should be is Once the Doors are powered you get the exposed status if you are on Death hook. NOED doesn't help killers become better if all they run is NOED. They get looped all game long and only get two maybe three hooks all game long. Then bam let's get this guy on the hook and facecamp. It happens everytime a killer runs NOED. AND I MEAN EVEEY SINGLE TIME. Then they might get two or three kills because teammates try to get the survivor. but can't.
And before I hear killers cry about D Strike. Well the Devs nerfed D strike into the ground into basically being useless. NOED should get the same treatment.
If you are on deathhook then you get exposed once the exit gates are powered. Not this not even getting downed all game long, pop the last gen, still don't know I'm exposed until I'm half way to the guy on hook just to get hit once and oh look I'm exposed, and I'm just now finding out. These kinds of perks enable killers to continue to play bad.
"Before all the killer mains and noob killers lose their minds and start crying No One Escapes Death needs nerfed."
no need to read further. Why do survivors always want a free escape? XD
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@Meg_Survivor said:
I always see the same killers each game, Huntress (85% of the time), wraith, trapper, hillbilly ect....I never see any of the "fun" killers i would say (45-50% hit or miss) like Trickster, Nemesis, Pyramid Head, Blight, Twins, Spirit, Oni, Demo, Nurse, Pin Head (hes okay but not that interesting) It just seems like i see more of the free killers then anything else. I know more new killers are playing the game lately but its so boring going against the same killers everytime.
Because these are all the Killers that come with the game.
the more you play the more different killers you will see.
Except Nurse, very hard to play efficiently, as her blinks are more muscle memory than anything. DLC Characters are pretty expensive and you still need to level them, so many start with the starter killers, and then some day maybe get a DLC, from their they level them up but don't play them.
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SBMM will Pendle itself in over time.
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@JohnWeak said:
"abusing collision in the game, not an exploit"
Abusing collision is the pure definition of exploiting 😂
"In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers"
So with Blight and Billy, high level players clearly abuse wall hitboxes to get speed and slide through most tiles. It's an exploit and don't tell me it was intended by the devs, don't forget that they buffed the nurse and will nerf Pinhead...
He means abusing how the collision works, not abusing the mechanic.
The hitboxes are intended how they are. Ok, sometimes they are a little... but yes.
You can also abuse the animations for example when you hit while you fall as killer, you can recover faster.
As a Survivor you can abuse CJ-tag. a
What abuse means in this context is abusing game-mechanics, not exploits.
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Yeah, they are unnecessary IMO.
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Uhm... so because I have an adventage with different hardware, its an exploit?
Walking mid-speed isn't possible on pc (moving left stick only 50%) so its am exploit. Damn you exploiter.
Being limited in cross-play was always a thing. Racing games are always better in controller (vs keyboard, not other peripherals) as you can control the speed better.
Ego shooter (multiplayer) are better on mouse
Blight is easier to master with insane tactics on mouse and keyboard.
Idk how old you are, but playing certain games with certain peripherals always gave an advantage, one way or another
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I dont really understand by "it doesn't kill them, it's an unhook timer"
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@FreshCoal said:
This thread will be my thoughts on every single killer perk in the game, which ones need to be buffed, nerfed, and stay the same. This thread will also contain some re-works.
Note: If I do not include a perk on this list, that means I think it is fine as it is. The list is also in alphabetical order.
A Nurse's Calling: The killer will now hear a sound effect when a survivor is detected healing within the radius. (Probably just the healing sound that the survivors make but louder so that the killers knows that someone is healing)
Beast of Prey: This perk will be entirely reworked. Upon hooking a unique survivor, you will now gain a permanent +1% movement speed boost, with a cap of +4% movement speed. Additionally, upon breaking a pallet you will also receive +5% movement speed for 5 seconds.
Bitter Murmur: Aura reading for finishing gens 1-4 now reveals the auras of all survivors on the map instead of just the nearby survivor(s).
Blood Echo: Remove the 60 second cooldown.
Bloodhound: Add an additional power to the perk. Being within 4 meters of an injured survivor will now give the killer a killer instinct notification of the survivors location. (Good for tracking in a loop)
Brutal Strength: Increased the breaking speed to 30% (Instead of 20%).
Claustrophobia / Cruel Limits: This perk will be entirely reworked. Upon a survivor vaulting a window in a chase, every other window in a 32 meter radius will be blocked for 10 seconds for that survivor.
Coulrophobia: This perk will be changed a little to pair better with A Nurse's Calling. Coulrophobia will now increase healing speed by 10% when a survivor is inside of your terror radius, but it will decrease the speed that survivors heal outside of your terror radius by 50%
Coup De Grace: Coup De Grace will now passively increase the range of your lunge by 20%. Your lunge is extended by an additional 5% for every generator completed.
Dark Devotion: Increase duration to 40 seconds, and remove the cooldown
Dead Man's Switch: This perk will now activate for 30 seconds upon hooking any survivor that is not the obsession, and will activate for 60 seconds upon hooking the obsession.
Deadlock: Upon a generator being blocked with Deadlock, that generator will immediately receive a 5% regression penalty and begin automatically regressing upon it being unblocked.
Deathbound: Remove the distance requirement.
Deerstalker: You now see the aura of all downed survivors regardless of distance. Any other survivor within 4 meters of a downed survivor now also have their aura revealed to the killer.
Dragon's Grip: Remove the cooldown.
Dying Light: Remove the buff that the obsession receives and have the obsession also be affected by the slowdown.
Eruption: Eruption now slows down the speed of which you kick generators by 30%. When eruption triggers, the generators no longer go back to normal and continue to be affected by eruption for the rest of the match.
Fire Up: Fire up now increases the speed of which you pick up and drop survivors by 10% per token, and also speeds up the speed of vaulting windows, breaking pallets, walls, and generators by 5% per token.
Forced Penance: Survivors that take protection hits are now inflicted with the deep wound and incapacitated status effect.
Furtive Chase: Whenever a survivor unhooks another survivor, the unhooking survivors now becomes the obsession. Every time you hook the obsession, you receive the undetectable status effect for 60 seconds.
Gearhead: Anytime a survivor is hit with a basic or special attack, Gearhead activates for 30 seconds. When Gearhead is active, anytime a survivor succeeds a skill check on a generator, its aura is revealed for as long as it is being repaired.
Hangman's Trick: Hangman's trick will receive a rework. Sabotages now take an additional 2.5 seconds to complete and you hook survivors 50% faster. Hooks destroyed by the entity now respawn after 30 seconds.
Huntress Lullaby: Make this perk a normal perk instead of a hex perk. Whenever the survivor succeeds or fails a skill check, the receive the oblivious status effect for 10 seconds.
Hex: No One Escapes Death: The exposed status effect now only effects survivors that have been hooked previously in the trial.
Hex: Pentimento: Snuffing a boon totem now breaks the totem completely.
Hex: The Third Seal: The Third Seal now applies the oblivious status effect.
Hex: Thrill of the Hunt: Thrill of the hunt now gives you a loud noise notification when a survivors begins cleansing or blessing a hex totem.
Hex: Undying: Hex Undying now displays the aura of boon totems to you when within a 24 meter range.
Hysteria: Remove the cooldown
I'm all Ears: Reduce the cooldown to 20 seconds.
Iron Grasp: Iron grasp now completely negates the effects of a survivors wiggling instead of just 75%. The increased wiggle duration is now 25% instead of 12%.
Surge / Jolt: Remove the cooldown
Lethal Pursuer: Hitting a survivor with a basic or special attack now reveals their aura for 3 seconds.
Make your choice: Remove the cooldown
Monstrous Shrine: Monstrous Shrine will be reworked. Upon hooking a survivor in the basement, all survivors within 32 meters will scream and reveal their location. Whenever a survivor is unhooked from a basement hook, they have a 30% penalty to repairing generators and receive the broken status effect for 60 seconds.
Oppression: Reduce the cooldown to 30 seconds.
Overwhelming Presence: I have no idea what to do with this perk.
Predator: Predator will be reworked. Upon beginning a chase with a survivor, their aura is revealed for 10 seconds. Additionally, footsteps that the survivors make are now 100% louder.
Remember Me: Make the obsession also be effected by the slowdown. Additionally, the exit gate progress bar with now regress 1 charge every 4 seconds when this perk is equiped.
Scourge Hook: Gift of Pain: The 9% generator repair penalty is now applied when the survivor is unhooked and does not go away until the survivor is put into the dying state again.
Shadowborn: Along with the increased FOV, you also gain another passive bonus. Whenever a survivors aura is revealed to you, the aura of a generator within 4 meters of that survivor is hidden for as long as that survivor's aura is being revealed to you.
Spirit Fury: Every time you are stunned by a pallet, you also gain a passive 10% faster recovery speed from pallet stuns, to a maximum of 30%.
Starstruck: Reduce cooldown to 30 seconds.
Stridor: Injured survivor's groans of pain are increased by 50%, and the breathing sound of healthy survivors are now increased by 100%.
Surveillance: You now receive a sound effect when a survivors begins working on a generator that is affected by surveillance. Sound effect example: https://youtu.be/BMMnQeoMw00
Territorial Imperative: Whenever a survivor begins repairing a generator that is at zero progress, their aura is revealed to you for 10 seconds. Additionally, whenever a survivor is within 8 meters of a hooked survivor, you receive a killer instinct notification. (I had no idea what to do with this perk tbh)
Thanatophobia: Increase the penalty to 6% per survivor.
Thrilling Tremors: Reduce cooldown to 40 seconds.
Trail of Torment: Reduce cooldown to 30 seconds.
Unnerving Presence: Reduce the success zones of skill checks by 80% and remove the great skill check box completely.
Unrelenting: Upon hitting a survivor, your next successful and missed basic attack cooldowns are reduced by 20% for 45 seconds.
that isn't balance, that is called power spiking. Some changes are a nice beginning for a brainstorm, but that's it.
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oh.. idk if it still works, you can't open chests as they close, right. But! you could (or still can) take the vaccine out and lay it in front of it. If that still works, they should change it imo. Kind of pointless
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@AceinaHole said:
Your responsibility for this hacking mess comes to you and not from BHVR itself. If you have no self control to hack the game and only think in 2D then when will games ever be hacker free? Humans can't be responsible, why do you think people don't get freedom? Because people would use the internet for bad things same in real life.
Can i have some?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2640117#Comment_2640117
"Yes, but not every killer will be A or S tier."
I actually think that's a problem. A tier should be the baseline for all killers to have a chance at being competitively viable. Anything below A is under performing and should be improved.
Some killers are very weak on higher mmr, and that's good, because wraith is a very strong "noob"-killer. And i mean that in a good way. When i started playing killer, wraith was funny, because noone paid attention to the wobbly air. In higher MMR everyone will know how to counter him.
Nemesis is still strong in mid mmr. He can be A tier in certain scenarios, but i know what you mean.
but we need below A tier, there always will be. because theoretically every killer can perform, just not high mmr, and not everyone is high mmr.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2640107#Comment_2640107
Even with that issue fixed I think most people (myself included) would put him in B tier and that's being quite generous. B tier in DBD is extremely weak for reference. B tier basically means those killers require the survivors to make lots of mistakes to capitalize on.
Yes, but not every killer will be A or S tier.
Nemesis is fine as he is, and if his zombies would not get stuck (let's say we even give him one more) he already would be very strong.
The only problem he really has is that his zombies are often very useless, but the more fun it is when they are actually useful. I would rather see other killers be balanced (except zombies being stuck all the time). I mainly use them as info anyways, only if i can close a tight spot (for example he guards the shack entrance).
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@Blueberry said:
General notes/Early disclaimers
I find Nemesis to be quite lackluster and he feels like a lot of missed potential. I thought we might get a discussion going of potential ways to improve him not only in terms of strength but also in terms of enjoyment to play as and against him. I've got some ideas but feel free to post you're own or simply thoughts on Nemesis as he currently exists.
Firstly I think the #1 goal for every killers design should be to have the survivors play differently. We only have one game mode and well designed killers I think ask something different of the survivors. This philosophy keeps the game feeling fresh and unique even when it's still the same game every time. I find that we have too many killers that have their counter play or play style generally speaking identical to others.
Some positive examples of good design would be things like Nurse, Huntress, Plague ect. Keep in mind we aren't talking about power level here, but simply their play style and how you play against them as a survivor. It's unique to other killers. This keeps the game fresh and differentiating one match from another.
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Nemesis
I'm actually not looking to do much in regards to his tentacle as to me it's very copy/paste to other killers and not a unique experience. We want to emphasize what makes play as and against him unique. I also think improvements in terms of a killers map pressure or mobility are also much better design rather than improving on anti-loop. This allows survivors to have their long fun chases while allowing the killers to still be competitive and not have those long/fun chases lose them the entire game.
- For every survivor currently infected zombies gain an addition 25% move speed.
- Every time a survivor is hit with Tentacle Strike zombies move 25% faster for 10 seconds. During this boost period zombies are significantly louder.
- Zombie detection range increased by 8m and field of view increased by 18 degrees. (Admin Wristband basically)
- Reduce the speed boost gained from tentacle strike on causing infection. (basically only when it's used to cause infection, not cause damage)
- Using a vaccine takes 10 seconds longer.
- Mutation rate when hitting survivors increased by 33% (Marvins Blood)
Essentially our main priority here is increasing map pressure through zombies which is his main feature that is unique. Survivors should actually be actively scared and running from zombies instead of what we have now which is just an annoying thing that shows up sometimes and isn't actually effective at giving any map pressure really whatsoever. I understand the devs have limitations with adding additional zombies which is why I have gone this route. If we cannot have more zombies, then make the ones we do have scarier. We want the zombies to be actively pressuring gens much better than they currently are as well as scary moments of speed increases for the zombies when the killer plays well and lands more tentacle strikes. This creates more risk/reward and skilled plays. The killer may try to greed more tentacle hits to increase map pressure but in turn these are much easier to dodge than if he just went for the m1. Survivors should need to draw zombies away and break line of sight to lose them. More active game play with the zombies in other words.
The vaccine increase is to slow the gen pressure down a little more as well.
The mutation rate change is because it's currently too low to where every Nemesis basically feels required to auto lock Marvins Blood every time and limits build diversity.
The reduced speed boost on only infection tentacle strike hits (not ones that injure the survivor) is to make it a tad less punishing in the fact that he requires 3 hits to down survivors essentially.
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Addons
Not focusing here too heavily but just some tweaks to under performing addons.
Iridescent Umbrella Badge - Survivors are inflicted with Exposed status effect for 60 seconds when using a vaccine.
Shattered S.T.A.R.S. Badge - Increases zombie move speed by 100% for 45 seconds after a generator is completed. Your zombies are silent.
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Will be actively updating this post with changes as necessary.
The zombies JUST need to stop getting stuck on everything and he would be one higher tier, he's still strong as he is, is add-ons are mediocore though
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@daggersnight said:
My dc timer is now over 60 mins because of hackers. I shouldn't be forced into a penalty because I'm in a match that doesn't end until the hacker decides to let it. I just had a hacker crash the game for everyone in the game (I was a survivor) and OH LOOK I'm locked out of the game for an hour. Just great. Glad I paid money for this.
you literally can't tell me you encounter that many hackers that your punishment is 60 minutes.
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@Mandy said:
First of all, nobody is banned on reports alone, evidence is always required. If you were not actively taking part in the cheating in the game - you have nothing to worry about. Video evidence is required in cases like this and that would show the actual situation. Our team of ACM's knows exactly what to look out for, and are used to dealing with things like this.
Our Easy Anti Cheat is also constantly being updated to remove cheats like this and people are banned (contrary to popular belief), it's unfortunately a never ending circle however, because people constantly update their cheats and bypass the system, then the EAC is updated again for that, and then over and over.
Actually, I appreciate this statement. Why isn't there an FAQ about this? That's what most people want (and i know that there will be more crying, even with a statement)
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Is everyone actually confirmed cis?
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@Pankaces said:
Is it just me or every single new killer is just godlike loop potential and thats all?
Like we have nemesis that is a vault the window get hit by tentacle, dont vault it get punched
Trickster is spam knives at survivor and move because they cant move faster when crouching so they are getting hit from every 6th knife until they are downed
The artist is just i'll leave a crow here and you find another loop or get hit
The cenobite has more counterplay because you get warned when he opens a portal but he is still only good at looping maybe being a bit helped by his passive chains but gets countered by a good survivor team
And these are 4 in a row anti looping potential killers that are in dbd. I know that it's hard to come with a good killer ideea and i don't really want to say that i dont appreciate the developers for making a large variety of killers but i would like to see more killers that are better in other situations or just not having a ranged attack
If you guys have a different opinion about this subject or just think im wrong let me know, i would really appreciate more opinions
Nemesis is really not very strong, yes his outplay: even if you miss you may get the pallet, is strong. But it doesn't help when are immobile
The new killer "the artist" is basically trying to fix what they can't fix otherwise, lots of infos and some new perk that is already weaker than everyone thought, because of a typo.
Most strong killers need to push survivors away from gens, not loops. Survivors have a lot tools to have a comeback. Dh, bt, ds, flashlights etc.
Trickster is very weak on maps where you can take sharp turns, you wont get enough knives on people, loops are secondary and mostly to waste his time breaking pallets (throw them early).
Cenobite is overall nice for short gap-closes, but overall his portal mechanic is slow and inefficent. Nurse and blight are always the better alternative.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2636218#Comment_2636218
That's great! Glad it could go to someone who could use more characters.
Ah unlucky about the skin, but you could always get his prestige outfit rewards.
Happy hunting in the fog <3
Very much appreciated ^^ i already got all the characters i have on 50 (these are yui are the only one unlocked) and killer are only nemesis, my main, hag i got mainly for her perks xD and now demo again, thank you very much ^^
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2636205#Comment_2636205
Have you redeemed it?
yes.. to be honest i didn't expect it to work, but i thank you very much.
i only have nemesis and hag. i even gave away a skin for demo, as i didn't had it to someone who really want it, so i guess karma(?)
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They would need to overhaul sooo many perks for a new objective and adding new.
The best would be to have more than just "skillchecks".
Smaller adjustments like not being able to "tab" a gen to stop regressing, kicking a gen actually doing something (without perks). Like.. you just waste 3(?) seconds or so and the survivor is like "tap" and it stopped.
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@[Deleted User] said:
Hopefully i can help someone with that...
Heres a code for the Stranger Things DLC on steam : 038TF-KVIVG-XH4BM
you... i.. i didn't expect it to work...
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The problem:
- balancing around the timers is not easy
- doing gens is boring af
- it wont solve the problem on any sides
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2636130#Comment_2636130
Interesting. I'll have to check that out tomorrow (off to bed shortly). I wonder if that's 'movie' canon or 'expanded universe' canon though.
https://forum.deadbydaylight.com/en/discussion/comment/2636123#Comment_2636123
Ye gods...
Too soon, too soon! XD
you know it's funny and you know i'm right
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@Exxodus21 said:
Is that why there's a number by the more now? We have new more animations incoming?
trak-stat you can buy skins to see how many survivors you used the mori one
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@whythisgamesucks said:
https://forum.deadbydaylight.com/en/discussion/comment/2636138#Comment_2636138
all im saying is, this should just be a fun exciting game for both sides, but its just a 1 sided stomp with a rank system for whatever idiotic reason lol.
Play killer, if you have low MMR you smash everyone, even if you are bad.
If you have one friend (on Discord there are many always up to play) that is decent, then you have a lot fun learning the game. without guidance, the game is worse than it is with it's problems. it still is a good game. but i can understand the frustration. Both sides want fun, but at the moment the game is kind of in limbo. You should keep an eye out for "VHS" which hopefully releases somewhat soon.
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@whythisgamesucks said:
killers like scream, michael myers, the big guy with the club that looks like thanos, you cannot get away from them. theres 0 point in doing generators when they can cross the map in 5 seconds and check every generator. what me and my friends do is just wait for him to kill 3 of us and then 1 person escapes and we count it as a win. and then half of the time when its one of them, they think they are good at this game that should be fun but people take it seriously for some reason, and they have some ego about playing a broken killer, so they be friendly and waste like 10 mins of your time
The problem is that the game is build around perks and readablity of certain hints.
if you go into this game blind, you are lost "why could he do this" is something in didn't understand for a long time. you need to learn a ton of perks to understand the game. Simply you can't even hide as certain perks show you on the killer side, and looping is something that needs a long time to do for longer than 20 seconds.
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Nemesis
Pro:
- nice mechanic with the zombies and infection
- nice range that can reach over some objects
Contra:
- Zombies are WAY too stupid
- His add-ons are bad, most mediocore
- very immobile
- hitbox pretty small
