terumisan
terumisan
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- terumisan
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/944699#Comment_944699
The real issue is time aka genrushing. 2nd objective for survivors will fix this hopefully
2nd objective have been in the game and survivors didn't like it.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/944090#Comment_944090
The game shouldn't punish people who want to play with their friends. And saying perks can bridge the gap is wrong because solos will essentially have fewer perk slots to work with than swf.
Nerfing the stronger side isn't the right answer. Buffing solos to near-swf level and re-balancing weaker killers for that level is the best course of action.
I honestly don't see the problem with indicators for every survivor. Would help the killer keep track of which survivor he's chasing too. Maybe they could also work in a way of telling which hook state a survivor is on by their chase indicator.
In mobile, you can see the perks your team is using before the match starts. Having something like that in the lobby for PC/Console would be nice, too. That way you don't have two people running a chest build or 4 people with Kindred (if only 3 people have it it's basically the same as 4 people with it). It'll allow some coordination between randoms in the small time they have to chat before the game.
If solo got the unlimited information that swf have which the perks exist btw what buff could even exist that killers can even remotely compete with survivors if a chase indicator existed which it does with the obsession
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I'd put discordance and stbfl at a
Blood warden at b
And surge and dying light at d
Also iron maiden at e
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With the way frenzy works that doesn't really benefit you since frenzy can't down people
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/944090#Comment_944090
Devs won't nerf swf. They already said that and it's probably set in stone. They stated they will NOT punish players for playing with friends.
They kinda have to because if solo's are on the lvl of swf how is a killer ever supposed to win with the massive amount of information survivors get also solo's can already have that kind of information if they use aftercare/kindred I use both and I have a good idea who's doing what
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/944060#Comment_944060
Keeping solos in "headless chicken level" won't make your games against tryhard swf groups better. Prove me wrong if you can.
We nerf swf with an action speed debuff so swf aren't as strong and with solo's there are already perks that can bridge that gap
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Absolutely not people would rush through gens 100% of the time and what killer buff could you even think of that can pressure all survivors/gens while killers are in a chase because the other survivors will know if the killer will break chase
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Because I wanted oni
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/938704#Comment_938704
So you just slug the survivor with absolutely no penalty for doing so? How about people who use ds just get auto hooked when they hit the skill check so your life is easier
Ds has no other counterplay besides slugging and they get picked up quickly because of recovery and still are able to have ds this removes the abuse of hopping in lockers or doing gens in the killers face while creating map pressure since other survivors need to hop off gens to pick up the other person
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How about you can't recover if you have ds
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Running a god loop doesn't make you good tbh also why drop pallets so early?
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@Blueberry said:
Yeah this is what a lot of people have been telling the devs for a very long time, map design is the games number 1 problem.
It's clear they recognize this and are working to fix it which is good, but the problem is that at the rate we're going it will be years before all the problem maps are fixed and that's assuming not a single other bad map gets released in that time.
Sanctum of wraith is a big map with lots of obstacles and its the newest map too I'm not going to set my expectations very high
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I mostly play killer and I head straight to the buildings when I'm a survivor all of them or at least the majority are strong
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Even though I p3'd him probably demogorgon since there is too much counterplay to his powers
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I'd rather ds prevent you from recovering while slugged
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Have as much fun as you can I hope you enjoy it
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/930315#Comment_930315
Does it really matter? Its almost always a win for the Killer on Rank 20 and on Rank 1 (unless the Killer is way worse then the Survivors due to rank reset)
It does matter since if it's red rank experienced survivors they can abuse certain loops a lot more and just gen rush since the chase would take too long if it's a red rank killer duh it's a stomp and with average yellow/greens its a coin toss
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@xEa said:
Hmm
Lets play some rounds. 4 random Survivors with a Key vs a Killer with Ebony Mori. I bet a Quadrizillion Bison Dollars, the Killer gets at least a 3K 95 times out of 100 games.
So yea, lets go and talk about keys, when something as "ballanced" as an Ebony Mori is in the game.
What rank survivors or killers?
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/929921#Comment_929921
Plunderer if equipped allowed survivor to see that item on the ground.
Or basic memory don't forget that
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I was in a 3 man swf with kindred and the solo left me to die even though he was the closest and my squad were on the other side of the map healing each other while the killer was walking to them
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/920379#Comment_920379
This is such an idiot example it makes it pointless for me to argue with you
Tell me the counterplay to keys besides pressure more
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/917263#Comment_917263
So he's like that dog you force to wear a Christmas sweater to the party because they look adorable? Come on Peanits, he'll get used to it. He probably gets cold, especially in Ormond or Lery's.
Tbh in the show it likes it cold
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/918740#Comment_918740
Keys are weaker because they depend on gens done for the hatch to spawn, the user knowing where the hatch is and he not getting moried within 2 minutes of a match
Ehh gens can get rushed pretty fast these days depending on the first chase but the hatch spawns consistently in some places depending on the map and not getting mori'd is entirely dependant on the map how good you and your team are at looping and if your team is focused on doing gens
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@wladimiiir said:
https://forum.deadbydaylight.com/en/discussion/comment/919576#Comment_919576
Check Nemesis perk description. It does say 'everytime new survivor becomes obsession suffers Oblivious...".
Did you test it and it does not work as described?
It was tested by someone else pre patch
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/918740#Comment_918740
What about playing a match with an Ebony against 4 keys and see who escapes or kills more
Wouldn't it be 2 escape since hatch spawns when 2 people are left or its guaranteed 1 escape also there are a lot of variables in this
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@kreeper124 said:
https://forum.deadbydaylight.com/en/discussion/comment/919562#Comment_919562
Wasn't really interested in the stacks from furtive chase, mostly just the change of obsession making them oblivious
No the oblivious status only works if blinded or hit with a pallet
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The gap between solos and swf won't be filled since voice communication will not be added to the game and that's a huge part to why its broken since you know exactly what the killer is doing or running which places are dead zones who's on gens ect
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Pretty sure you still lose all stacks when the obsession is dead so when you get another obsession through nemesis you just start a 0 again
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/919050#Comment_919050
Punish survivors for not wanting to be tunneled?
Punish survivors that abuse ds since slugging is the only counterplay to ds it also forces survivors off gens creating pressure
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/919037#Comment_919037
Calling it "earned" does a disservice to anyone who actually kills survivors with hooks.
If we're using that logic keys aren't "earned" since you didn't use the exit gate to escape
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The only nerf I'd give ds is you can't recover when slugged it makes slugging a pressure tool outside of a 2 second heal
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I'm saying it's bad for killer
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/919019#Comment_919019
Ranking system bad.
Ranking system make survivor have fun
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Badham is generally survivor sided imo
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/919013#Comment_919013
Maybe because you type like you're drunk. I have trouble finding your argument and even when I do it's still not there.
My first post I said keys had no counterplay
My second post killers end goal is killing survivors goal is escaping
Third post game punish you for being an efficient killer especially with a mori
Understand?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/918994#Comment_918994
The devs implement perks to discourage tunneling and you say tunneling is what killers are supposed to do? Not only that but you say the survivor objective is to get tunneled?
Yes the game punishes you for bringing a mori , slugging, tunneling, camping, and chasing because the devs want to prioritize survivors having fun. I said the end goal of killers is to kill survivors/sacrifice them if a killer wanted to be efficient you'd just pick the strongest killer and tunnel with a mori and the survivors end goal is to escape either through the hatch or exit gates.
I honestly feel like you skimmed my post
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/918740#Comment_918740
The hell mate? Keys are only really effective once the killer and survivors have done their job. Meanwhile with Moris just tunnel and get free kills, punishing survivors for saving like they're supposed to.
The end goal of killers is to sacrifice/kill survivors gens try to give enough time for killers to do that but at the end of the day the game isn't over till the survivors are dead or have escaped the rough exit gate or hatch. Tunneling to get someone out of the game is still killing the survivor meaning the killer is partially fulfilling their goal of killing all survivors
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@Leachy_Jr said:
Ebony moris are the killers way of dealing with a SWF group. I hate it when people compare moris to keys as keys are much weaker but more annoying. If they nerf ebony moris then they should nerf SWF along with it. If they're not going to balance the game around SWF then ebonys should remain the same.
How are keys much weaker? Keys have no counterplay since if you bring Franklin's it can be picked back up not to mention plunderers counters it too also the hatch spawns regardless if the survivors win or lose so if they brought a key in or even worse found it in a chest it's a guaranteed escape even if you previously closed the hatch
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@MysticAdvisor said:
At first some of the nerfs may seem unwarranted but if you look closer what is one of the big things this community wants? (Besides bug fixes)
More objectives- I think the devs are weakening killers so survivors have a higher chance of surviving against them in 15 minutes rather than in 5-10.
It makes sense to me now that they would weaken really strong killers so they couldn’t kill everyone in 3 minutes, they need survivors to last 10-15.
Their building up to this I hope.
And yes this is a guess.
I mean they've been wanting to put in a second objective for a while but they hadn't no idea why maybe a lack of ideas but killers get nerfed and gen speeds remain the same while this happens
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/913289#Comment_913289
I consider pharmacy to be better than self care
Pharmacy is only better in the beginning but you don't get med kits after that unless rng got your back and plunderer builds but its still kinda a waste self care is slower but unlimited
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/913259#Comment_913259
? Wake up and pharmacy are decent
Not if you bring self care after care or bond and you can remember where the exit gates are instead of wake up
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Quentin's are the worst
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I care more about the bloody glove nerf tbh
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I want a flammenwerfer
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/911113#Comment_911113
3 of Freddy's add-on get nerf.
6%->2% 66%nerf
9%->4% 56%nerf
3%->2% 33%nerf
Thank you
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/911113#Comment_911113
Freddy slowdown addons got nerfed \o/
I just read the hotfix notes and I also noticed that the bloody glove got nerfed hard too the question is still why since gen speeds weren't touched at all but base gen speed toolboxes and resilience still exist
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Wait what happened
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https://youtu.be/MGdhk52uUXw@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/909727#Comment_909727
Man you kids love showing tru3 on this forum, you realize this was map specific right? If this were a map like most of the rotten fields good luck.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/907675#Comment_907675
Adrenaline rewards big survivor success.
NOED rewards big killer failure.
Yet somehow they are comparable? Really shows killer main logic.
Anything that might stop 4ks=op crutch perks for entitled survivors huh?
It actually doesn't since the killers end goal is to sacrifice/kill survivors. Survivors don't win till they actually escape which is why exit gates exist noed doesn't really reward failure