thrawn3054
thrawn3054
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The difference between tunneling and doing gens is the killer has three other targets to pick from. If not being chased what else do you want the survivor to do? The only other thing that can be done is totems and chests. And there's only so many of those. I'd also argue it's only gen rushing if there's at least two toolboxes.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1004082#Comment_1004082
There are currently eight Trusted members - myself, GrootDude, Boosted_Dwight, FireHazard, Elk, Boss, twistedmonkey and NMCKE. As LordGlint mentioned, they (we) can be distinguished by the "Trusted" tag that appears next to our username on each comment.
I don't see a trusted tag next to names. Maybe because I'm on mobile? And I have no idea what PFP is.
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@Rex_Huin said:
Is 'Yes Men' code word for 'Trusted'????
Lol. Apparently I'm the only one who has no idea who has the trusted status on here.
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@Kreatya said:
https://forum.deadbydaylight.com/en/discussion/comment/998331#Comment_998331
Bro, brown toolboxes say moderately. It’s the same as the Commodious. They just have less charges. Moderately is 15% increase. Got to the official wiki and check it out.
Huh. Apparently they changed it. It used to be slightly.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1001545#Comment_1001545
No doubt they will. Im convinced though that the delivery of the change is what caused so much uproar. That and completely changing how the perk functions.
Definitely. I personally thought it was a terrible change. But what's done is done.
I don't understand the mentality so many killer mains are adopting. The run Noed and Mori to make survivors suffer camp. If they are that unhappy with playing killer, don't play. That will make how you feel more apparent then trying to ruin the game for others.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1000737#Comment_1000737
So healing during killers successful attack animation was fair?
Being able to sabo every hook but basement and them not come back was fair?
Unlimited exhaustion perks, perks that are still incredibly strong, were fair?
12.5 seconds added to the game per survivor? The horror.
Every change you mentioned was to give the killer a chance to do his job against even a slightly competent survivor.
All ruin did was give the killer a small chance to prolong the game just a bit. A complete rng experience.
Yes, killers and survivors wanted it changed no denying that. What they did was give us a perk that shouldn't even be called ruin. It bears zero resemblence to the original. Doesn't even try to do what the original did. Doesn't address why so many killers took the gamble of running 3 perks all game. Name one other perk that got reworked in such a manner?
I dont use ruin as i hate the randomness of it. In fact I've pretty much switched to survivor because of how less stressful it is.
Tl;dr Survivor nerfs you talk about are balance issues that needed to happen for killers to be able to do their jobs. Ruin was a nerf that did nothing to address balance
They weren't bad changes. The point was survivors adapted to them. Killers will adapt to the Ruin change as well.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1000706#Comment_1000706
Bad survivors: Omg nerf ruin it's too hard to hit skill checks and find the totem!
*Ruin gets nerfed*
Also bad survivors: Killers quit complaining just GIT GUD and ADAPT!
I wish I was joking but that's actually what has happened.
True. But Vancold wasn't wrong either.
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So you want to defeat the entire point of the perk. Got it.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/998367#Comment_998367
You have to wait plus a stun sometimes you even have a pallet stun with a blink stun the cool down is smallish but still really hurts her
Like I said I don't play her. So I can't speak too intelligently about her. I assume they have the stun wait for a reason. A full removal is unlikely. A reduction might be in order though.
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I don't play Nurse so I could be wrong. But doesn't her blink start to recharge during the fatigue? If so isn't the wait very small?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/998199#Comment_998199
Not if they arnt running away...
Ah. Yeah, then they just want to die.
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@Kreatya said:
https://forum.deadbydaylight.com/en/discussion/comment/997980#Comment_997980
Toolboxes are so op dude. Before the Freddy add-on nerf, the best two Freddy’s slow down add-on stack up to 15% slow. While even a brown toolbox can repair 15% faster. People were so mad at Freddy’s add-on and they nerfed it to the ground but the toolboxes are still op.
Brown are 10%.
I don't think gen times should be increased as that would be boring. I think the best way to approach this is adding another mandatory objective to repair gens. When you spawn in you have to find a toolbelt for example. There could be 4 special chests, they'd need to look completely different than the regular chests. Each one containing a toolbelt. The extra time at the beginning would help killers get going.
As for toolboxes, that's a tricky one. Unless new uses or special traits were added they'd be hard to nerf without making them useless.
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Leatherface or Clown. I'd say Legion, but they need a complete ground up rework.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/998171#Comment_998171
The only time I'll slug someone to BM is if they obviously want to suicide as soon as their hooked. If you go find the killer so you can leave a game after finishing your challenge or something...you can bleed out. Saw way too much of this during the original hallowed blight event with survivors farming flowers and then noping out of the actual game.
They could also have a daily to be chased.
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Peanits said part of the ruin change was to help determine if gen times needed adjustment. Are there any plans you guys have already fleshed out? Obviously not expecting details. Just wondering if some ideas are being worked on.
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Outside of slugging to BM it's fine. At least to me.
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Ghostface is fine except for the reveal mechanic. It is busted from both sides.
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@TutorialEntity said:
https://forum.deadbydaylight.com/en/discussion/comment/997027#Comment_997027
There wasn't vast improvements, and most of those improvements were aimed at stopping exploits, preventing survivors from holding killers hostage, and addressing game breaking power survivors held.
In terms of survivor QOL and killer QOL it's like this:
[-----------------------------------------]
[--------]
We have multiple killers that are nigh unplayable due to bugs, Wraith can be permastunned, and has no lunge(fixed on PTB), Clown has 30+ bugs, Huntress and dedicated is wew, Legion in generals multiple nerfs to buff BT, Oni's nerf off PTB+triple nerf after a week. We've had minor shifts to help killers, but that doesn't compare to the mountain of fixes, changes, and real shifts in meta/variety survivors have gotten over their years. They're giving survivors full medical treatments in a fancy hospital while we're getting a dirty bandaid someone ripped off.
I'm not going to deny we've gotten good changes, but they're so few and far in-between compared to how incredibly fast survivor issues are solved. This leans into a the creativity of the fixes too. No one wants perk #75 to address issues we've had for 3 years. Especially when the community continues to show that they can, and will fix the game with creative, balanced, and well thought out fixes.
If only the devs would actually listen.
I would have thought fixing game breaking issues like infinite loops would be considered a big improvement.
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@TutorialEntity the OP's entire point was things have moved fairly consistently towards a more balanced game. Have the devs made poor choices along the way? Of course. MoM was a terrible idea. The Ruin nerf is another example. But you can't disregard the progress that has been made. There have been so many things added over the years to fix early mistakes. The overall direction they've taken proves they aren't survivor biased. Otherwise the vast improvements they've made would never have happened.
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As others said it has a few uses.
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I mean the 7 Adam mains would probably buy them.
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I used to main him, he's still my secondary killer. I loved being able to sneak up on people. Add in his extra speed while invisible and he's just alot of fun to play.
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Honestly if it just increased wiggle speed. Not alot, otherwise it would be broken. But maybe enough to shave a couple of seconds off the wiggle bar. Then it would be useful with being unfair.
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@Bigbootiejudy666 said:
I notice recently that The Devs have been recently mainly focusing on survivors making sure they have fun. What about us Killers, do we deserve to have fun? I´m not saying that killers don´t have fun playing but I think it kinda unfair that survivors get all the love from the Devs while they lock us in the closet and make us pray. I wish the devs would focus on both sides having fun the then just one side having fun
They use the term fun. But I think their goal is to remove or rework the things that players find most annoying. Many people hated facing Legion so they reworked them. Into the ground. But I see what they were trying to do. BL and Insta heals were the bane's of most killers existence. So they nerfed them. I don't agree with all of BHVR's decisions. I'm looking at you Ruin nerf. But, I understand what they're trying to do.
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@The_Second_Coming said:
The big issue with reworking them is, you need to rework them in a way where they aren't useless. Like, everyones idea that mori's should only work when the survivor is on death hook effectively makes them useless. There would be no reason to use that over just a normal sacrifice. Sacrifices give more points.
Keys are a bit easier to rework without destroying their viability.
My idea for reworking keys is simple. Purple key only the key holder can escape. Skelton key only two people can escape with it. They'd still be useful. But not OP.
As for Mori's. I've suggested before that the Cypress Mori be reworked to allow you to kill the obsession after one hook. The Ivory Mori would allow you to kill a survivor after you have hooked two different survivors. Lastly the Ebony Mori would allow you to kill all survivors after each survivor has been hooked at least once.
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They clearly read the feedback and suggestions. I think they just take them with a grain of salt. Most topics are about what people dislike after all. The ones about things they like a pretty rare.
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@Apple2o said:
Go up against some rank 1-2 killers playing meta builds on killers like freddy or spirit, and you will be wishing you could rush the gens even faster.
Most killers who complain about gen rushing are just focusing one guy the entire match instead of spreading the damage, which is how you should be playing.
This is what gen rushing actually is, by the way:
https://us.v-cdn.net/6030815/uploads/620/PAUQWHB7IKC1.png
Unless the survivors you are facing are rocking a build like this, you are probably just not applying enough pressure.
Needs streetwise.
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@LordGlint said:
Typically if I dont see auras, my first thought isnt that theyre right around the corner, but rather that theyre in lockers. I still might take a look around, but I'm not wasting too much time.
Exactly. Anybody with a brain tries to hide behind a gen or in a locker when someone is about to be hooked.
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Honestly gen speeds would solve most of those problems. The easiest way to solve this, in my opinion at least. Is require survivors to find something before they can start repairing gens. Like a tool belt or something. This would make sense. As how are you fixing gens without tools? It would also give survivors something to do. While giving the killers time to setup/get going.
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Came here expecting a pathetic amount of hate for Claudette and Nea. I wasn't disappointed.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/984750#Comment_984750
What if he had decent control of a sprint, similar to Oni...just without the swing immediately after. He'd have a cooldown coming out of it similar to when Billy misses a chainsaw.
Anything that gives him a bit of map pressure sounds good.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/990287#Comment_990287
The thing is you can have no win for that, you can actually have a black pip or even depip in some situations (Survivors abusing dc’s so killers emblems are hurtled so much).
Killer MUST HAVE a chase at the end to have higher chances to pip or win, especially as Hillbilly or Plague for instance.
Which means the emblem system needs addressed. Not the hatch.
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@Lovegoddess said:
https://forum.deadbydaylight.com/en/discussion/comment/971829#Comment_971829
I won't feel better until they Nerf survivors to the ground like they did ruin I mean why not Nerf decisive strike why not Nerf dead hard why not Nerf adrenaline? oh that's right because the devs listen to the survivors more than they've ever done to killers
Because nerfing dead hard when it doesn't work half the time would be dumb. Adrenaline is fine. DS is in a good spot mostly. Though I'd say it still needs a bit of tweaking.
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@Deltin said:
https://forum.deadbydaylight.com/en/discussion/comment/989268#Comment_989268
well, bringing medkits, flashlights and toolboxes (atleast a variety) is fine by me, but if i see 4 tool box's i instantly dodge because ######### gen rushing. "it's the objective" yes but a "video games objective" is for everyone involved to have fun.
I had meant the OP. With 4 of them I don't really blame you.
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Okay. Another killer who thinks survivors shouldn't be allowed to bring items.
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No. I see no reason to run it.
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Which is why I think the game is relatively balanced at the moment. Most killers need some QoL buffs to make them more viable at higher ranks. But otherwise it's not in a bad spot. The emblem system needs a rework though. When kills are all the deciding factor in your pip it's an issue.
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@TunnelVision said:
https://forum.deadbydaylight.com/en/discussion/comment/984735#Comment_984735
I'm perfectly fine with that. It gives everyone what they want.
Until too many people quit because they can't get a game.
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I suck at looping. Both sides really. I also struggle finding people as killer.
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I think he should get his own version of Billy's sprint. Not as fast. Maybe 150%. They could give him an animation where he swings his chainsaw over his head.
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@TunnelVision said:
https://forum.deadbydaylight.com/en/discussion/comment/983163#Comment_983163
Solo queue for killers, pretty simple solution. People who dislike SWF have their own queue. People who don't have a problem with SWF can play as normal.
Except que times would be absurd if we split the player base like that.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/983245#Comment_983245
That's double standards though. It is no different than saying SWF is better than anyone else. They dont need to follow the rules, but you do. You can't get free perks, you can't choose your rank or matchmaking, you can't just give yourself an advantage at will. But SWF can.
What makes SWF so special? What makes SWF better than anyone else? SWF isn't following the rules, they are ABOVE the rules!
Call it what you want. But SWF is held above everyone else for no reason other than they are SWF. It isn't fair, it isn't right, and there isn't any defending it. You said it yourself.
SWF is allowed to work outside the rules for no reason other than it is SWF.
They are following the rules though. You may not feel it's fair. You're not really wrong. But it's still allowed with the rules of the game.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/983163#Comment_983163
Maybe you can do what Groot can't/wont.
In your own words, defend SWF and explain how it isn't cheating. Why is SWF not cheating when anything else that bypasses rank, bypasses matchmaking, and causes lopsided gameplay is?
And Iv already gave an idea to how to fix this. Combine SWF with KYF and make it unranked. It isn't without fault and will lead to a backlash. But SWF shouldn't have been put into ranked gameplay to start with as DbD was never built to support it. Ranking would have worth if SWF couldn't allow players to play above/below their ranks. Matchmaking would be better if SWF wasn't trying to pair up and organize cluster ######### of group numbers across all ranks. Gameplay balance wouldn't be so horrible if SWF didn't allow Survivors to run pure meta builds without any need of support/information perks.
SWF is a root cause of a LOT of problems in DbD. And in order to fix said problems, you gotta deal with its root cause or else it will never be fixed.
Because if it's allowed within the rules, it's not cheating. Arguably unfair, but not cheating. There really isn't much else to it then that.
As for combining swf and kyf, how? Kyf has all perks unlocked and unlimited addons. Add to that putting in another game mode would increase que times by alot.
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@OMagic_ManO said:
How is Dedicated Servers? I'm not playing until this coming Monday.
So far pretty good. I haven't noticed any weird hit boxes or lag. No idea if it'll last. But so far, so good.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/983024#Comment_983024
I can't follow the rules and am a cheater now? I hope that's just bad english and nothing more.
Because if it isn't, that means you are accusing me of being a cheater for the nerve of wanting fair gameplay or calling out bullshit when I see it.
I'm saying people following the rules can't be said to be cheating. I thought that it was fairly clear I wasn't referring to you there. I understand why you feel swf is unfair. It can certainly cause some lopsided matches. But you and I don't decide what is or isn't allowed. Even if we did, what would you propose to fix swf? Short of removing it altogether, which would cause alot of damage. There isn't much to be done.
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/982956#Comment_982956
First the chatter
Then they scatter
One by one
They lose their fun
A pretty good job so far
Killer perks hit by a car
Slowly they disappear
Because the end is near
While survivors over behavior fawn
Chanting their cry, "Hex: Ruin is gone!"
Except most survivors seem agree it was a bad change.
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@Fleece said:
I see only one option nerf ghostface into oblivion because survivors fun is more important than game balance
Nobody is saying that. All the OP said was 17 out of 20 games being Ghostface is boring.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/981710#Comment_981710
No. I said you never had an argument, not that it wasn't valid. I gave my opinions and defended them. You haven't said more than "nope" and plugged your ears.
I also said that I don't care if the devs said SWF wasn't cheating. Not that you lied about it. SWF in ANY game but DbD would be cheating as it bypasses ranking plus matchmaking systems and gives unfair advantages the game was built to NOT support. So it is cheating by any definition of the word. Legal cheating is still cheating.
It isn't illegal to count cards, but you are still getting your hands smashed and kicked out of the casino.
Except the devs made the game. Which means they make the rules. You can't follow the rules and cheat. You may not like swf. But it's not cheating simply because you say it is.
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Meh. Didn't care enough to bother trying to complete it.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/982009#Comment_982009
Well, he is the only DBD youtuber that doesnt get completely butthurt and blames everyone but himself when losing, he instead looks at what he did wrong and what could have get done better.
That's the main thing I like about Otz. He freely admits when he misplayed something.