silverwolf4455
silverwolf4455
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/939575#Comment_939575
You can't read? Look at exactly what I stated. What is it going to cost them to offer a few bundles of 5000 blood points in the free track? Behaviour isn't a charity and the free track has a very important marketing purpose. That purpose could be enhanced with offering a few no cost Rewards.
I can read obviously. You just expect a lot for nothing. They dont even have to have a free track. All of it is optional anyways. You get all your auric cells back if you get to 70 and a bunch of cosmetics. It's a great deal.
But to each their own.
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@noneofyourbusiness said:
first the nerf nurse, not even a month has passed spirit is next, means that developers are able to respond quickly, but apparently only in situations that are important for the game (survivors fun btw)
Why not better buff other killers to playable level, this means every killer should be in match power role, this is only what I want, survivors should struggle, have stategy, plan, working as a team to defeat killer, instead this game looks like it's not 1 vs 4 but 1 vs 1 when one survivor can LOOP killer for 5 gens ect.it depends on survivor mistakes ect. everyone know this, it's real tragedy
Next patch: note: Killers are not allow to have fun./Pretty good job so far
A lot of the weaker killers only need small number changes to be more viable. But a lot of the unfun of games comes from bad map design.
A lot of maps are way to big, have some form of god window or just have a multitude of strong loops that spawn into each other than can be used for a 5 gen chase.
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@Dr_Loomis said:
Just completed the first Tome, all challenges levels 1-4.
Are you planning on buying the next Premium pass?
I personally think the majority of unlockables were pointless. I didn't like any of the charms except the Trapper's trap which is authentic. The majority of the other charms where just cack.
The Trapper mask was a good cosmetic, but that aside, pretty meh.
I also found some of the challenges irritating, but that was was usually down to the potatoness/saltanomics of some of the fellow players.
Personally. I'm not buying it again. I spend waaaaay too much time already on DBD. I spent all the accumulated cells on cosmetics too.
Probably.. I doubt I will finish this one but it had a decent amount of cosmetics and I will get most of my auric cells back. I dont even play everyday or hours on end and I'm at lvl 50 with all of the last section of quests to do.
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@Nicholas said:
The rewards were disappointing, especially the free track. They need to add more stuff, even small bundles of bloodpoints, offerings, items, etc. And I can't find the post, but what's the official position on the items in the premium track? Are they forever exclusives or will they return?
It's a free track... omg what do you expect. Lol
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Nea and Nurse.
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@woundcowboy said:
First off, this is NOT a balance discussion thread. From my experience as a red rank survivor and killer, survivors have been unbelievably bad lately. My killer games are almost always a slaughter since survivors are doing stupid things like being downed in 15 seconds or trying to gen rush while injured. When I am a survivor, I am often the only survivor in the group that can stay on their feet for more than 30 seconds in a chase, and isn’t allergic to doing gens.
Granted, matchmaking has been suspect lately, but I am facing red ranks that play like they don’t know what’s going on. Add to that the constant DCs and it’s clear that the level of play is at an all time low.
Thoughts?
It was already to easy to rank up as survivor and now that they dont get set back as far you see your typical green ranks as the new red ranks.
Makes killer easy but if your a solo survivor it sucks balls.
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@Clinton said:
Just wondering. I have spent $60 myself..
Prolly 40$ but I bought all the dlcs with cash except for oni...
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@MegMain98 said:
Pale Rose is NOT a survivor sided map. The boat isn’t the strongest main structure when compared to other main structures on different maps. Survivors don’t have much to work with on that map besides the boat and the dock which are both able to be dealt with easily.
Grim Pantry is a different story though. That is a heavily survivor favored map.
I do agree that some maps need to be looked at (I’m looking at you Thompson House). Rotten Fields needs to be shrinked A LOT. The window should NEVER be open on Rancid Abattoir. There should only be one window open on Wretched Shop. The ENTIRE building on Disturbed Ward needs a change. Those are just a few examples.
Yes... I think the devs need to make a size template for maps. Maybe using gas haven as a base (I feel like it's not to big) and give a lot of these larger maps the swamp treatment and cut a percentage of the size down to match.
Most of these god windows can be fixed by putting a doorway near the windows, making them still loopable. But this will let the killer chase and not just have to give up because the survivor gets to make it 3 times for free around these long ass loops.
I use them as a survivor and feel bad, but it's in the game what am I supposed to do? There are still other things that need tweaked but i feel like those 2 things done for each map will make them so much more balanced.
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@Rivyn said:
https://us.v-cdn.net/6030815/uploads/258/NSTBKJGN8L66.png
My last match, and I'm at a total loss here. Was told the rank 4 had dced early, though I know I had at least one chase with them in the match. Three gens were done, and the rank 3 escaped. Somehow. Nobody had a key, and since only three gens were completed, I don't think the hatch would spawn. One moment I'm patrolling, the next, they escape, but didn't say how. I am so lost here.
If you notice they threw up offerings for a total of 4 extra chests..(that makes 7) and one of them was running plunderers so that increase their odds. And the formula for hatch spawning is one more than survivors alive. There were 2 alive and 3 gens done. So one found a key and dipped.
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@Smichaels82 said:
https://forum.deadbydaylight.com/en/discussion/comment/937324#Comment_937324
I see what you're saying but honestly - I'm okay with saying, "Goodbye" to SWF groups then.
If you decide to stop playing DBD because SWF is not an option - then it was never really a game meant for you.
My opinion.
Thanks!
It wouldn't be a game for anyone at that point. The game would prolly die... considering have of the survivors are swf of some kind. And I play mostly solo queue and killer so it wouldn't affect me.
Its just balance that needs looked at and swf wouldn't be so bad if the maps were fixed. And a second objective put into place. And god forbid the devs actually balance around red ranks rather than green. Yes at first it would be harder for lower ranks but that's what skill caps are, and you learn to get better.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/937300#Comment_937300
L and T walls can be strong if they're connected close enough to other strong tiles.
Only if they are connected to other structures. But if you instead have a jungle gym in its place connected to other structures it becomes ridiculous.
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@Smichaels82 said:
..get rid of it!
Seriously, this game was not meant to have this game mode at all. If I can remember correctly how the game was described upon release, it was something along the lines of: anti-social, feeling isolated and alone, unsure of other survivors' intent, play style, and skill, no mics, etc., etc.
I main survivor at red ranks (usually) so this is not another whiny killer post because I can't get 4 kills as killer every game. Sure, I've played SWF - mostly with my nephew (who hasn't dipped below rank 16 ever!) but I've also played with rando SWF groups who invite me to their party chat and from there, I can see how abusive this mode is. They are so altruistic to each other but if you're not in their group - you can BLEEP off. There's a very good reason mics are not accessible in this game. It just creates a certain toxicity and really takes away from the mood of the game. If you want to know the killer's every move - run Object of Obsession.
If groups want to play together, they can access KYF and play from there. Heck - throw in a daily 500 blood points for a successful ######### group match but for the love of all things - please get rid of SWF.
Thanks for reading.
You cant get rid of it now. To many people play with their friends. It would cause a revolt in the community and a lot of people would prolly stop playing.
Instead they need to balance maps, they are out of control and make a model for map size so we dont have anymore large ones. Prolly need to give some of them the swamp treatment and shrink them (rotten fields, red forest, mt. Ormond, etc.)
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@joshuashep22 said:
I'm curious do you think flashlight saves are toxic?
No.. 90% of the time it's the killers fault for letting a flashlight save happen, look into a wall or make sure to pay attention while in chase if another survivor is following you.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/937215#Comment_937215
Well Survivors pretty much can dominate litterally every game they are in, due to either bad map design or META perks.
(Meta means an advantage over something so a meta perk build triumphs a lower perk build because it doesn't have advantages)
So by them nerfing killers they are creating more META perks to dominate the killers which makes the game unfun to play killer. (Since killers in the game should be OP.)
Safe Pallets, Constant L wall T wall and walls that you can see over close together also makes it extremely unfun to play as killer. So it's either time to say screw the survivors and provide buffs for killers or Nerf Litterally all META perks, and redo litterally every map. To make playing killer more viable.
That's my opinion.
Most of the issue is map design. Also L and T walls are not that strong of a structure, easily mindgamed, it's a 50/50.
There have been several videos made from youtubers on what instant changes would make a majority of the maps more balanced. Many of them either need their god window removed or a doorway opened beside them.
Also a more consistent spawning of looping structures. Maps can vary heavily, like 4 T and L walls spawning isn't as strong as 4 jungle gyms. And a lot of times they can be tied into each other to loop them for the whole game.
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@Liruliniel said:
Knowing what you do now how would you level up each side?
It's not like my PS4 died or anything and I forgot my email and pass to my dedicated DBD steam account. Totally just for science.
XD
Getting the farming perk from each side as soon as possible and not prestiging anyone.
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@2LuvRias said:
You need to fully repair the Gen. Just hopping on it at any point past 1% of completion voids the achievement. (Unless it gets back to 0%)
If you get the map again I recommend knocking out that Gen immediately. Bring BNP.
That's incorrect you can get these achievements as long as you are on the gen when it is popped. Even if it's at 99% when you jump on it.
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@poyant said:
https://forum.deadbydaylight.com/en/discussion/comment/934926#Comment_934926
No one uses sole survivor, I don’t even think I’ve ever seen it used. As with distortion it’s rarity. And it also needs a buff imo. As there are ways to counter it’s not a reliable and sustainable way. It doiesmt solve the problem of inconvenience. There will be more times you aren’t near a locker or gen aura or right beside the hook.
The point is, it has so many counters. You saying its op is hilarious.
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@poyant said:
https://forum.deadbydaylight.com/en/discussion/comment/934865#Comment_934865
You’re not always by a locker sadly. Which is the only way because hiding behind a gen doesn’t always work. It’s def the most OP killer perk besides perks that slow down/prevent gen time.
Hiding in a locker, hiding behind a gen aura, being within 40m, distortion, sole survivor with people dead... there are so many counters.
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@youarewronglol said:
the team has a lot of work to do right now, like thinking up new nerfs for legion and creating even more bugs please understand
Yep there was a leak that mending times were to long and they were gonna reduce them to 2 seconds. Also thana would no longer work for legion and they would get a 10 second stun for missing a FF attack.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/933218#Comment_933218
Because that's the way it was for the past 2.5? years and over the how many months? the bug was in the game they obviously realized people were using it for wrong rather than right, even when people are going "I'll be the good samaritan and totally take off my meta build to put on stuff like kindred to help out my newbie teammates"
Adding on: they should also let killers see their opponent's rank then. I personally used the bug to asses what rank killer I'd likely be facing. IE I'm rank 2 and have 3 purple rank allies, I'm likely facing a purple rank killer rather than red.
Why should red rank survivors have to play with rank 18-20 in the first place when not in swf? This is a silly matchmaking system. I have queued up as a solo and seen each person come in solo with quite a bit of time between and me and one were red and the other 2 were rank 18.
This certainly wasn't fun for me as they kept going instantly down against our red rank killer.
Fine I get it they dont want to increase queue times. But then they need to fix matchmaking. Because it's broken as hell.
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@Stitch7833 said:
free day so i played most of it mixture of killer and survivor and near every game had at least 1 dc, well rage quits lets be honest, their game didnt crash or anything they quit on down or if they did bad/mess up. Any idea when console players will get this? and have they said anything about stopping people killing themselves on hook?
They won't do anything about people killing themselves on first hook. And we will not get anything till next year. They said they would talk about it in the end of the year dev update.
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As the ranking system is set up right now killer is by far the harder to rank up. They really need to tweak survivor a bit. I liked how it was I think when plague came out. But everyone complained and they made it easy again.
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This would be awesome. It would let you know what everyone was accomplishing. Or if they were the drag on the team.
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/924603#Comment_924603
It sound like a HUGE nerf on her
imagine Billy should charge 24M(OR 32M) to has his one shoot hit.
it is not a change to make him "still power but require skill"
it is a "Billy you are with Legion now"change.
if you change IRIDESCENT HEAD to that way
.................
.................
.................
Maybe it is still fine?
don't give me wrong.
it is a huge nerf that make this red add-on totally useless.
But most of the killer's red add-on are not too useful.
it is a okay change but i don't see the reason to change it.
If you make all the killer's red add-on useless.
What is the point to make all killer have red add-on?
i mean if you really change it.
It will only end up like she doesn't have red add-on since no one will really want to use 7000BP to have it.
And as a survivor I dont want to spend 7000bps on a brand new part or a needle... because they are weak to what they were. But tough cookies I guess.
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@Herman_CMH said:
https://forum.deadbydaylight.com/en/discussion/comment/928213#Comment_928213
Agree, one more thing is the chasing speed, I just never can hit a survivor if he / she is good at looping
Well you dont chase with her. You trap. If you find yourself chasing you need to set more traps, especially at loops. She is a really strong killer she just has a different play style.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/928129#Comment_928129
I think the speed is fine. What gets me the most is her height. Makes mind games more of a guessing game a lot of the time.
I love my hag... the only thing I hate is her camera height cause she's so short
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@Unironicalygoth said:
I'm purple rank 7 haf a game with 3 rank 20s fix this or allow us to see ranks again I should not have to play with rank 20 level 1 players
I'm with you it sucks but they said they won't because they dont want everyone lobby dodging and making queue times worse.
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@Jplanas98 said:
When are DC penalties going to start being implemented (for console at least, not sure if PC already has them.) It's stupid that you guys would make an archive challenge requiring you to get sacrifices but absolutely 0 consideration into the fact that players will DC. Nothing like going against a toxic SWF team and beating them just to have 2 of them DC and not have the sacrifice count towards either of them making.
Not until we get dedicated servers and pc hasn't got the dc timeouts yet either. They were delayed because of all the game breaking bugs lately.
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@Aztreonam78 said:
The main issue is information feedback for Survivors, the same thing with the Spirit.
When his shroud is active, and you ran to Jungle Gym, T-L wall, other types of wall loops, you literally have nothing to determine where he his, for some reason my skill is nothing and I have to do blind decisions and to be LUCKY to escape him. Is it okay?
And his reveal mechanic is very weird sometimes.
No he doesn't need nerfed. He is fine and fair. The only thing that needs looked at is knocking him out of his ability, it can be clunky. Sometimes not able to while staring right at him in the open and sometimes revealing him from behind a wall or other obstacles that you cant see him.
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@Hex_KillerMainBTW said:
Why remove bloodlust? If you remove it then you basically let survivors abuse multiple loops without taking any sort of skill. A lot of those maps are fine, I just don't really like ormond.
Bloodlust was implemented back in the day as a bandaid for to infinites. Once maps get reworked to be balanced, there isn't a need for it. The killer should mind game not just run around the loop waiting to get fast for 45 seconds.
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@rch614 said:
https://forum.deadbydaylight.com/en/discussion/comment/919177#Comment_919177
You still will suffer because their servers still aren't the best with handling laggy killers or survivors, and killers still get hit priority. You'll be rubberbanding alot less but you're also still going to get hit over a lot of windows and pallets.
I do hope it works out but sheesh I miss P2P on PC.
Ya but the p2p on pc is a lot better than p2p on console. I'm fine waiting but I would like them to hurry up and get everyone on the same page already.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/919164#Comment_919164
Yea I can find a game instantly as killer.
Either there is no one playing killer or something is wrong.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/919176#Comment_919176
I don't think anyone is playing Killer. It fluctuates enough that it isn't a matchmaking thing.
Yep, there is a killer drought.
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@CashelP14 said:
I dislike the fact that they made this change while there still are bad survivors at red ranks. I personally think they should have did one more normal rank reset, while also making the conditions to get to red ranks harder.
So by the next time I'm reset back to rank 5 I'll know I'm with actual good players
It won't matter... pipping, especially for survivor is a time thing. Can you get to rank 1 before the month is up? Now that the reset is less there will be far more potatoes at red ranks.
I guess that is the balance change for the killers. Just give them a bunch of potatoes to play against. :/
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/919212#Comment_919212
You can't balance around a 2k. There are so many variables that it's an awful system. You balance around top play.
Correct
@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/919212#Comment_919212
You can't balance around a 2k. There are so many variables that it's an awful system. You balance around top play.
I know that but the devs are persistent on not balancing around red rank play. They seem to want to balance around green for some reason. Even tho any other game balances around the top play not middle of the pack.
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@Monlyth said:
Title. The emblem system doesn't seem to accurately measure your skill. From my personal experience (And from what I've seen from other people), ranking up as Killer tends to be too difficult, and ranking up as Survivor seems to be too easy. In many cases, Killers will only get a black pip for 3Ks and 4Ks and will frequently depip from 1Ks and 2Ks, while survivors will often be able to get a black pip even when a match goes very poorly, so long as they work on the objectives and occasionally help their teammates.
The end result is that there seems to be a major shortage of red and purple-ranked killers, forcing the matchmaker to match low-ranking killers with high-ranking survivors, while high-ranking survivors are often left with exceedingly long queue times. A less-than-ideal experience for both sides.
Another side effect of this is that, because the game doesn't take ranks into account when evaluating your post-game score, you can easily depip when you were matched against players who were ranked much higher than you, and you had little hope of victory from the beginning. This makes it even more difficult to rank up, as you are not only matched with players who are ranked much higher than you on a regular basis, but are still punished with a depip even when the game was clearly one-sided and it would have been a miracle if you had won. And a hard-fought victory against high-ranking players is counted the same as a one-sided steamroll against low-ranking players.
Also, due to their playstyles and/or powers, some Killers have a much easier time ranking up than others. Legion can often get pips from 2Ks, while the Plague will depip much more often than most killers.
So, in my opinion, the emblem system needs to be re-evaluated. I have a few suggestions:
-Change the ranks to be more akin to a traditional "elo"-like system. This would help prevent players from de-ranking when they were matched up against players who were ranked much higher than them. The elo system takes this into account; if you're beaten by players who are clearly much better than you, you don't lose as much rating. And if you manage to beat players who are ranked much higher than you, you gain more rating.
-Change the conditions for "victory" and "defeat", especially for Killer. You should get a depip if you got 0-1 kills, a black pip if you got 2 kills, one pip if you got 3 kills, and 2 pips if you got 4 kills. It shouldn't matter how you got the kills; it should only matter how many you got.
They do need to change the ranking system but I doubt they will do a 3k as a pip since it seems their goal for balance is a 2k. The balance shouldn't be you lose... idk how to fix it, I like the Elo style you suggested and it definitely needs to be harder to pip as survivor and easier as killer to make it more balanced.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/916527#Comment_916527
Whats wrong with that? It still prevents tunneling, if the killer dosen't hook another survivor it still lasts sixty seconds? Its such a minor nerf that just prevents the perk from being overly strong to still being strong. I don't understand the resistance to this idea.
Because you still will be tunneled. The killer will slug you, down and hook the rescuer and come back to give you another hook.
A better idea is that if you are fully healed or start to repair, sabo, heal, search or anything else it deactivates.
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@aregularplayer said:
Hey BHVR, when are we (PC and console players) getting a double XP event? Nobody cares about BP tbh. Don't we deserve it too?
They prolly won't do a double xp event because of the rift.
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@DeanIcity said:
I keep hearing about how the complaining doesn't do anything, It's not warranted, constructive criticism is much more beneficial. I agree. It's hard though when things are so unbalanced as a whole.
So I was thinking about my interaction with this game, where do I feel frustrated, where do I feel like I'm having the most fun, etc...
Which got me thinking about this question.
Which role is more stressful to play... Survivor or Killer?
Which SHOULD be more stressful to play? In the sense of what this game is, and is the current result appropriate?
I just feel like a dialogue should be had in this regard to identify where the true frustrations lay. I would imagine fun is the ultimate goal for all, It is a game after-all.
Thanks.
Killer is always gonna be more stressful. You have to protect the gens, and its 4v1. As survivor your not getting chased all the time but as killer you are always in chasing racing the clock to get pressure before the gens are done.
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@pemberley said:
Calm Spirit is a niche perk that completely nullifies the Doctor.
No Mither SHOULD leave NO DROPS OF BLOOD. It makes way more sense than the perk making the crows quiet also countering the Doctor.
Calm spirit doesn't nullify doc.. he still laughs if he hits someone with shock therapy so he knows your there. It only counters the tier up through static gains
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@ravekid said:
Yes they did a good job on Freddy and then Oni is a balanced killer. It's fun to play against, at least for me.
Nerfing add-ons more pls! Most of the killers are fine, like Myers, BUT that unlimited add-on ruins the gameplay filing. Unlimited? Seriously? Maybe double the duration of evil with in III, but not unlimited.
And the insta down hatchets for huntress... another totally broken add-on. Maybe allow to insta down every survivor once/trial, but not the whole duration of the match.
+After nerfin insta heal to the ground, they should change its colour to purple and the cost reduced to 6k from7k.
So just little tiny changes, which will give the filing that they actually cares about their consumers.
It takes a ton of stalk for unlimited. If you let him get that much and didn't do all the gens.. it's your fault.
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@Rinthespooki said:
https://forum.deadbydaylight.com/en/discussion/comment/913744#Comment_913744
Would love that but give some for killers too.
Clown already has his xmas outfit ;)
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@FriendlyGuy said:
They changed a few things i understand, a few things i understand but they messed up and a few thing i just don't understand.
For example, i understand the newest oni flick fix. I understand the nurse "rework", but her base power nerf is just incredibly unfun. I don't understand the freddy nerf at all, because toolboxes exist with numbers even bigger than old freddy slowdown.
I agree that nurse basekit didn't need nerfed and it prolly makes her unfun. Slowdown Freddy was also unfun... so let's revert cooldown on nurse and call it even :)
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@DwarvenTavern said:
Please, please, please. I would absolutely love it! Imagine it!
Trapper in a stretched out ripped Christmas Sweater that has little bear traps on it
Wraith with his little bell
HillBilly with a chainsaw and a bottle of moonshine on his back (Thompson's moonshine.)
Nurse with bandages and pill bottles all over the sweater
Huntress with hatchets and shiny military pins
Hag with little dead survivors or tiny organs
It's cute and really stupid. But, in all honesty, I would buy one for everyone. If you somehow got sweaters for license killers (I highly freaking doubt that.) It would be amazing. IMAGINE PIGS OR MYERS OR LEATHERFACE
What killer would you choose for a Christmas Sweater?
Clown has his Santa suit
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@DeKillerKiller said:
I just hope Freddy can have Wes Craven's New Nightmare cosmetics now that he is owned by the Craven Estate again.
I love Freddy and I wish to have him have his old look compared to the 2010 version and new cosmetics.
If you watch Paulie's video Wes Craven only own the license in America so it's still a co-ownership... so prolly no cosmetics at all.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/912429#Comment_912429
Will that take 2 years as well?
Obviously you dont pay attention to the dbd news, it's coming in the mid chapter.
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@Artyomich said:
https://us.v-cdn.net/6030815/uploads/865/3G02NJA3D0N7.png
The amount of information that it's handed to you now is amazing. It's turning into a personal favorite now as a Solo Survivor, I could do what I need to do because I have an idea what the hell everyone is doing, Those pressure from someone getting hooked! Hah. All gone.
If any random survivors out there gets into a Queue with me, I have Open hand so you'll have a good idea what direction the killer is going to.
I've already placed it there.
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@NuclearBurrito said:
If it were true that Killers throughout the game have been getting nerfed more than Survivors and that Survivors have been buffed more than Killers then it logically follows that if we go back in time Survivors should be weaker and weaker the further back we go.
https://www.youtube.com/watch?v=Q1fkX3H84SE&t=229s
Thus in order for that to be true the Survivors in this video must be far weaker than Survivors are now in terms of what the mechanics allows them to do compared to the Killer at the time.
Since this is clearly not the case it's just a matter of quantifying what changes makes this so and why it had this effect.
My theory (which is easy to verify by just looking at patch notes) is that the big core gameplay changes were all in the Killers favor, while the majority of Killer nerfs were outside of the core mechanics.
For example some core gameplay mechanics that have changed since 2016:
- Medium vaults added
- Entity blockers will now block windows after 3 vaults
- Killer vaulting is faster
- Pallet breaking is faster
- Generator regression implemented
- Generators now take 20 extra seconds to repair
- The end game collapse was added
- The Hatch can now be closed
- Bloodlust added
Those are all the ones I can think of off the top of my head. Meanwhile I can't think of any changes to the core mechanics that were in the Survivors favor except for the hatch always spawning for the final Survivor.
I'm sure you can come up with plenty of Killer nerfs period, but if we restrict ourselves to just the core mechanics it's pretty obvious how and why Killers are stronger now than before.
That doesn't mean a lot of Killers don't need buffs, it just means that the claim that Killers have been getting weaker is demonstrably false.
I'm guessing people feel targeted when their fav killer gets adjustments and immediately goes.. all killers are getting nerfs.... tho I agree behaviour does some questionable balance changes. It has slowly been getting better... just to slowly..
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@Blueberry said:
The majority of people seem to think she is still nearly just as strong and worthy of S tier.
In all my experience with and against her post changes, she seems significantly weaker. Almost every game I've gone against her at rank 1 she's been destroyed. Her cooldown is very abusable as a survivor. I'd give her maybe A tier now.
The question now is she weaker/stronger than spirit?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/912594#Comment_912594
I think they're done buffing solos.
Well if the only buff was kindred... meh.. but I'm ready for all the killers that need love to get it. Most of them just need minor number adjustments that could be done almost instantly and then we could test it live lol. Most of them dont need full reworks.
And then they could tweak the numbers every other week as necessary and it will be real balance changes.
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I'm waiting for people to bring out the huge list of survivor nerfs lol.. this kinda talk is crazy.. is the game balanced yet? No... is it steadily getting better... kinda.. tho really slowly.
At red ranks survivor is still the power role and a lot of stuff still needs tweaked here and there. We need to all chill and think of ways to fix the game and make it more balanced.
They need to hurry and finish buffing solo survivors so that they can buff the hell out of the mid and low tier killers. They need to double time on the map reworks and then just start balancing atleast every 2 weeks having updates.