thrawn3054
thrawn3054
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@Cetren I have to disagree. I pretty much face at least one Demo every night I play. Also, I disagree survivors dislike playing against strong killers. I like playing against Billy for instance. They dislike playing against killers that have (or are perceived to have) no counter play. And generally annoying killers Legion, Doctor, and Plague to name a few.
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Wraith and Piggy.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/869732#Comment_869732
So... turn her into old Freddy?
Survivors right now already hate rework Freddy using Dying Light, Thana, Swing Chains, and Jump Rope.
A plague using Dying Light & Thana with your suggested debuff would make her too similar to old Freddy, something the devs didn’t like survivors putting up with ( the immense debuff)
They don't have to put up with it though. They can cleanse. Currently nobody cleanses because it's generally bad to give her corrupt purge. Because it's not hard for her to hit you and down you with it. Especially with sickness making you broken. This way there's incentive to actually cleanse. The numbers would need tweaking. My initial numbers might be too extreme. But with my idea Plague would get to use her power and not need to rely on survivors to get it. A change similar to this or a complete rework are my only ideas here.
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I personally detest Plague. But if I were changing her I'd remove the possibility to break survivors. To offset this I'd have 3 stages of sickness. For each stage a survivor enters the receive an increasing debuff to gen speeds. Say 10/15/20%. The numbers can be tweaked if too extreme. I would then have a power bar that passively fills each time a survivor becomes sick/enters another sickness stage. When the bar is filled she can use blood puke. The bar doesn't start to deplete until she uses it. That would begin her bars count down. Survivors could cleanse like normal. But if they do the Plague can drink from the fountain to fill 25% of her power bar.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/869478#Comment_869478
If anything, killer needs more BP, considering the 4 to 1 spending ratio
No they don't. Getting points as killer is piss easy.
As for que times. I have the opposite. Survivor usually takes a few minutes. Killer takes at least 5.
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/869312#Comment_869312
The usefulness went in because of the fact that more loops were possible, rather than a getaway tactic like most other exhaustion perks were.
I know why it was useful. I don't even disagree with nerfing it. I just think it went too far.
@PistolTimb said:
"It's a dead perk"
"Gutting a popular perk"
Y'all are being a little dramatic. Balanced will still be very strong and give tons of distance. Now you actually have to play the game instead of camping pseudo God loops.
How else would you describe a change that removes the primary use of a perk? As I said above. I don't disagree with nerfing it. It just seemed too heavy handed. Hell if they'd have made the silent landing part active even while exhausted I'd have said it was a lateral move. One that removed the problem with balanced while adding utility to it.
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Uhh completely changing the usefulness of the perk. Not saying some of the loops created by it weren't unfair. But gutting a popular perk generally upsets people.
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I suggested before that they should make Ebony Mori require all 4 survivors to be hooked at least once before you can use it.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/866619#Comment_866619
Survivors complain about him quite a bit, actually, now they're just too busy taking a dump on the nurse's grave, that's all.
Just search the forum for the keywords "hillbilly+op+no+skill".
With that said, he still gets looped, he still gets ran around the shack/the preschool/Myers' house, he still suffers from DS. And the new maps, wich are a clusterfuck of ultrasafe pallets, god windows, and general clutter that prevents him from using his mobility, are certainly of no help. He is not balanced. He is underpowered. If the survivors are bad, he wins. If the survivors are good, he gets rushed and looped, just like every other killer.
We will have to agree to disagree here. He is the most balanced killer in the game in my opinion. Yes he can be looped. But he also has tremendous snowball potential and map pressure. To say he only wins if the survivors are bad is just not true.
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@Acromio said:
The devs can say what they want, we all know billy is next on the chopping block.
That would make no sense. Practically nobody complains about Billy. Nobody complains about him because he's balanced. He's a strong killer with solid counter play. They might touch his addons. But even those are fine really.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/866147#Comment_866147
65% puts her at a tie for the 3rd least lethal killer at red ranks. That's very significant considering the narrative some are trying to push about the nerfs not being substantial.
To be fair, how much of that is because alot of people dropped her post nerf? I imagine alot of Nurse players that were really good with her jumped to Spirit. That probably is having an adverse effect on her kill rate.
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Every opinion is biased. It doesn't matter if you main a side or play 50/50. Your opinion will be colored by your own personal experience.
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I don't think either side particularly likes Noed. As a survivor it always feels cheap that you can not go down all game only to die to Noed. I know you can counter it by cleansing totems. But it can hard to do if only you are doing it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/863198#Comment_863198
As I said before, one of the things listed as a reportable offense under "Unsportsmanlike Conduct" is "Purposefully losing the game". It's not the sort of thing where you get in trouble for doing it once or twice (same with stuff like DCing or hook suicide), but if you make a habit out of it at the expense of your fellow teammates, they can certainly take notice.
Then you get into the murky waters of proving that is what they are doing. How do you prove it's intentional and not they are just really bad in chases? Like I said there will always be a way around these things. No matter what is tried.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/863150#Comment_863150
The goal is to avoid getting dinged for being "away from keyboard". Just getting stillness crows isn't going to mean anything by itself, but if they notice you getting crows repeatedly, it would at least warrant them looking into your circumstances, seeing that you are just constantly moving in one direction and not actually playing the game, and making a judgement call from there.
From my understanding, stillness crows happen when you stay in the same area for too long without doing something like working on gens or something.
I'm saying if it was tracked by you taking an action like moving it would be easily avoidable. Hell all crows would require is you periodically move to another spot and go back to what you were doing. Even if those two things failed they'd just run at the killer and get hooked. Then run at them again if they got unhooked. There will always be a way around this.
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Do you want the survivors to just stand still? Looping is their only means of defense. Obviously they're going to use it. As far as gen rushing, what else do you want them to do? Their objective is to repair gens. People don't like killers that tunnel because, contrary to popular belief, the killer is the power role. If a killer wants a survivor dead there's nothing they can do about it. As for survivors trolling you, what can I say? So people are just garbage people. But trolling behavior goes both ways. Noed always feels cheap when you get hit with it. But it's the survivors fault when they do get hit with it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/862562#Comment_862562
Once you start running into a wall, stillness crows can still get you for staying in the same area, so just finding a way to have your character automatically move in one direction wouldn't work.
https://forum.deadbydaylight.com/en/discussion/comment/862853#Comment_862853
I don't feel like I am. That person's argument was that Survivors would always find a way to get around whatever punishment measures devs could put into place to avoid having to play a game. But I am thoroughly unconvinced. There's only so much a Survivor can do before their only options are "eat the punishment," "stop excessively leaving the game," or "stop playing altogether."
Also, I would argue that this is more unfair for Survivors than Killers, as it makes a Killer's game easier (though the higher rank you are, the more you are penalized in the emblem score) but a Survivor's game more difficult.
The goal was to avoid getting dinged for not moving. If they tracked it by if you had crows that would take more thought to avoid. I'm not sure if you'd gather crows while running into something. I never tested it because why would I.
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Tru3 made good use of him. Now people want to try his method out. Add in the fact that he can hide his terror radius at will and he is pretty strong.
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Because killers whine about basically every tool survivors have. Just as survivors whine about alot of tools killers have. Head on just doesn't bother as many of them as ds. Partly because it isn't used as much as Ds. Though I've seen more then a few killers say head on is toxic.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/862433#Comment_862433
You didn't actually specify how they'd get around punishing AFK. :P
I assume they'd track afk people by them not moving. Position the left stick forward. Or for PC have w held down.
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Jesus. This again. If they first hook suicide it sucks. Get over it. There is nothing to be done about this. If you managed to get first hook suicides banned they'd just go afk. If going afk became banned they'd find a way around that. There is nothing you can do to stop people from getting out of a match they don't want to play.
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It would be a really bad idea. PC has to many hardware advantages to have it be an even playing field. Between fps issues and mouse and keyboard allowing for better control it'd be a disaster.
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@Cetren said:
I'm sick of people saying its getting gutted. Nothing is being changed for people who don't abuse loops with drops. In fact, for these people, and for stealth players, balanfed will be significantly better due to it muffling the sound of falling, which is usually a dead giveaway of your location. Not only that, but you still get the stagger reduction, which means you don't lose any of the speed boost due to being staggered after a fall. Its still going to be my go to exhaustion perk.
It's main reason for use was taken away. Sounds like it was gutted to me. Yes it was abused. But I'd rather they have addressed the map issues instead. It the silent landing part was active even while exhausted it would have been at least a lateral move if not a buff in my eyes.
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It goes both ways. But yeah. I wish people would remember there's an actual person behind the killer/survivor being used.
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@tt_ivi_99 said:
So I saw the new killer and said to myself "hey, he looks interesting" and I thought I'd come back to the game but... I heard Nurse was nerfed, Spirit is gonna get the same treatment, if I understand the new "Nemesis" perk correctly, that means Legion is gonna be broken as hell again and Im not really sure if I want to deal with all the other problems the game had when I left (around 5-6 months ago maybe?)... Im just gonna ask you guys some questions, you'd really help me if you could answer them:
1. Have totem spots been improved?
2. Any nerfs to Billy?
3. Do The Pigs Reversed Bear Traps activate in endgame?
3. Any nerfs to infinites and insta heals?
4. Is Freddy playable at red ranks after his rework?
Totems are about the same. The Hawkins map has some really good spots though.
Billy is the same.
No.
Insta heals were nerfed last patch. The bottle is arguably stronger though.
Freddy does pretty well over all. He's top 5 to most people.
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There's smart immersion and dumb immersion. The OP listed the dumb ones. I know personally I'm not very good at chases. So I try to avoid them. But I'm also the person who will die to get the others out.
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100% support this.
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Like 19 I think. Lol.
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Assuming that everyone is on equal footing. By which I mean they are killable by the same hack, slash, and stab type of injuries. And assuming this isn't 1v1 I'm torn between Bubba, Oni, and Billy. Bubba can mow down multiple killers at once. I'm looking at you Legion. Oni is probably the strongest. I doubt anyone is withstanding a shot from his Kanabo. And Billy is so fast with that Chainsaw. It's hard to say he wouldn't zip around picking others off.
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So long as you agree it's pathetic when killers dodge because or items or cosmetics.
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It really sucks trying to rescue against hags. If they don't actually camp the area they usually trap the ######### out of it.
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Had a team body block for me once. Everyone took a hit. But it worked. I was taken aback by them trying it. But it was actually really cool to see that level of teamwork.
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@Pulsar said:
I'll always slug for a 4K, not giving up my points! However, if I can't find them within about a minute, I just hook the 3rd guy and hope for the best.
This is a sentiment I can agree with. Slug to try to get the 4k. But not wasting a bunch of time on it.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/857857#Comment_857857
And I think most self healing perks are a waste of a slot since medkits are just better.
Which is fair. I usually don't like taking medkits because killers always seemed to freak out and dodge or run Franklin's.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/857852#Comment_857852
That's called a sidegrade. It's not better, it's not worse, it's just different.
I know. It's technically more of a lateral move. I always liked the green medkit because of the amount of heals you could get. I prefer more potential heals over the speed buff.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/857847#Comment_857847
And thus you have different perks with different strengths and weaknesses.
Regarding reliability Pharmacy can be reliably proc'd using the basement since there is always a chest. Inner strength has no equivalent.
And not that anyone actually uses this, but Pharmacy also has additional Utility in that it can open the remaining chests faster as well for other items.
Yes. I just think Inner Strength delivers more value.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/857800#Comment_857800
Well you can stop wondering that, because they didn't nerf it.
The green medkit change is arguably a nerf depending on your needs. I liked the old one far better.
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@Vampirox said:
GOD! Even tool boxes are getting nerfed, Give killer insta pick up suvivor too so flash lights are no longer usable while you devs are at it.
Also remove BNP with the rework that ######### is a garbage overly nerp piece of #########!
not mad just left like ranting ^_^
Where did you hear they were nerfing toolboxes?
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/857728#Comment_857728
Yet the much slower inner strength is apparently amazing for some reason.
Ultimately you should always just bring a medkit and ignore self healing perks, but if you are taking a self healing perk then Pharmacy is the fastest one and if you hit a great skill check you can farm medkits with it so you can eventually just use the medkits directly.
The change to the medkit is a sidegrade that gives it something it's the best at beyond farming.
Inner strength takes a bit more time. But it is more reliable in my opinion. You can almost always find a totem for one thing. You are getting an extra 1,000 to 1,500 points for healing yourself. And you can usually bank on at least two heals if you need them. Pharmacy may be a bit more time efficient. But Inner Strength gives more overall value.
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@Captain_Spaulding said:
https://forum.deadbydaylight.com/en/discussion/comment/857810#Comment_857810
YT who everyone here sucks his dick for some reason. But I agree. He doesn't need a nerf only slight adjustments but people already begging for him to be gutted and comparing him to other killers.
I'm a console scrub so I haven't gotten to play against or with Oni. But what I mentioned above are what my observations have lead me to conclude. The only real nerf I think he could use is how fast he can repeatedly get his power. I think they need to change the power completely depleting on pick up also. If they don't every Oni is just going to slug. Eventually that will lead to alot of hate. And probably nerfs.
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@Captain_Spaulding said:
https://forum.deadbydaylight.com/en/discussion/comment/856539#Comment_856539
Scott Jund says he's op so he must be nerfed!!!! *sarcasm to the ######### fullest*
Cool. No idea who that is.
The only nerf I'd give him is to how much his power bar fills on a hit. I'd remove picking up a survivor depleting his power. Or rather I'd adjust it so it only partially depletes it. That's the only adjustments I think he needs. At least from what I've seen.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/857333#Comment_857333
You can still run the harvester without balanced landing just fine.
I never use it. I was hoping the silent part would always be active. I might have used it then.
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@indieeden7 said:
It does for some reason
@FriendlyGuy said:
Yes. They gave it a buff and a nerf. To prevent people from abusing infinites like Haddonfield or the harvester.
Damn. I was hoping the silent part would be always active. It would have been a nice change.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/855688#Comment_855688
######### is now pharmacy supposed to do?
It still does the same thing. Just gives you a meh medkit.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/856958#Comment_856958
Even if your entire team sucks it is still very easy to die and still pip as survivor. This ranks you up and the likelyhood of bad teams gets lower and lower.
Which doesn't change the hatch is not free.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/856906#Comment_856906
That wasn't something my post assumed at all. You get good teams and you get bad teams, that doesn't mean you have any reason to get a second chance.
Considering the idiots I encounter I think the first chance is debatable.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/856889#Comment_856889
The reasonable chance was 4 survivors to complete 5 gens, that WAS your chance and your team failed. You don't get another chance at winning for no reason, you already had it.
The fact that you assume your team can be counted on to do anything is baffling.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/856819#Comment_856819
Outplaying is getting all the gens done. The hatch even spawning is a freebie chance at survival that wasn't earned. Not the escape, literally just the hatch even spawning to give you the chance.
Yeah. Because it's completely reasonable to expect 1 survivor to complete 5 gens.
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/856782#Comment_856782
Yeah, I will try to find it first..oh wait the survivors are mad that I slugged them to find the hatch. See the issue?
It's boring but it's whatever. Of course considering how much faster you are as killer you have the advantage finding it.
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/856782#Comment_856782
Yes it is. If I don't like the hatch I'll slug you all, which is where we are at now. You shouldn't even have the chance to find a hatch first in that scenario because you failed your objective.
Which still doesn't make it free. Ffs if they got there first they either out played you or got lucky.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/856694#Comment_856694
They failed to do the gens and got to escape, that is a freebie.
That doesn't make it free. They still had to find it before you. If you don't like the hatch escape find it first.
@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/856694#Comment_856694
Lmao, it's not free because they had to hold w. Great logic.
Yeah. They got there first. Meaning they meet the condition they needed to in order to escape. It seems a really hard concept for people.
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As soon as they hit Mori's as well.