tt_ivi_99
tt_ivi_99
About
- Username
- tt_ivi_99
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Comments
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"If you cant get a 0k, you are a noob."
- Default survivor main 01.
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Ruin is not even that powerful.
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Pyramid Head was a product of James mind. If a survivor must be added alongside this killer I think James should be the one.
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If you use traps on 2 survivors at the same time (unless it's endgame) you are using her wrong.
If you dont use her ambush to combat loops you are using her wrong.
If you are chasing a survivor that has a beartrap on his head you are using her wrong.
If you do not use her stealth to get the first hit you are using her wrong.
In my opinion she is the best licensed killer. She can combat looping, she can slow the game down, she can get the first hit pretty easily and when it comes to the endgame she still has a chance to get kills.
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Adrenaline is fine as it is.
The fact that gens can be done extremely fast makes the perk too powerful, but since devs said they dont want to touch gen speed most people tend to think that Adrenaline is the problem when that's not the case (I would remove the wake up tho, that's complete bs).
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/368084#Comment_368084
No No No. A killer is balanced when his winrate fits with an arbitrary ideal. In most games that's 50% for any given role.
You are falsely conflating balance with fun. As while balance is a strong indicator of fun it is NOT a guarantee of it.
Thus when talking about balance it is perfectly valid to change whatever numbers you feel like to reach the desired end. And if you actually did that then you would likely not end up with that ridiculous of a number. For example while yes 200% MS freddy is insane a 120% MS freddy is potentially interesting.
But yes I can absolutely have 1 stat be 0% and another stat be 100%. In fact for survivor's their run speed is 100% and their DPS is 0%. In fact any stat that is not applicable is 0% so there are an infinite amount of those. In any case the point I'm making is that pointing out balance flaws is NEVER sufficient grounds for a rework or removal. But instead you have to demonstrate that either fixing it will always create a non-balance problem or that there already IS a non-balance problem.
And your claim afterwards is also false since buffing or nerfing someone's MS does not have to imply anything about their power, instead it just happens to have a tendency to do so because reducing MS is a great way to counterbalance movement based killer powers when doing the numbers game I've been talking about.
Do not forget that balance is a numbers game and thus should always only be considered AFTER establishing that something doesn't have problems in area's besides balance
You seem to forget that this is a videogame. Your point is valid if we talk about competitions but we are talking about a videogame, and it's crucial to have fun while playing. If you dont have fun you just quit playing.
Would you play a killer that is perfectly balanced but is boring to play as? I wouldnt honestly, and Im sure a lot of people wouldnt want to either.
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No, just no.
You cant just take a stat and make it 0% and have another stat at 100%, It would break the game.
115% movement speed is almost universal killer speed because all killers can kill you without using their power (except Freddy unless you catch people inside lockers but that's never gonna happen).
If you buff their movement speed they'll M1 you without using their power which takes away the fun aspect of playing killer.
If you nerf their MS they'll abuse their power which should be super powerful to catch up on a chase, this would lead to more Nurse tier characters, something nobody wants.
A killer is balanced when he must use both M1 and power to down you.
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Adrenaline is not op, the speed at which gens can be done makes it op.
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My entire team of SWF plays killer as well and when we feel like the killer played super good but still couldnt make it because Ruin got destroyed at the first 20 secs of the match or because he got a ######### map we farm with him and always give him all hooks but killers never hook for a 3rd time even if one of us wants to die.
It's odd how the killer, the player who is supposed to be the bad guy, ends up being the good guy.
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I love being chased. If I manage to keep the killer running after my ass for 3 gens it's a win for me. If I get down in less than 2 gens I feel like I failed. If I get out alive or the killer DCs I just feel awesome.
No problem in getting tunneled if I ran you for more than 2 gens tbh, I get upset if I go down too fast and I get tunneled when the killer still has 4-5 gens left, that's kind of disgusting imo. Never dm killers tho, just move to the next game, start an argument because of a videogame is not worth my time.
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Fog Whisper or not, if you de-rank on purpose you are a piece of trash at this game.
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As someone who plays both sides, I feel like the game is pretty balanced in "chases".
The only problem is gens being done super fast but... Trying to go after the same survivor for the entire game is the same as camping, you are not doing anything to stop survivors from doing those gens.
If I get a survivor that throws 3 pallets at me and I havent hit him yet I just leave him, he'll come back to where the chase started (near a gen) and he'll be out of pallets.
Then we have infinites which are completely broken because those dont require skill at all and can be abused for all survivors (yes Disturbed Ward, Im looking at you). This is the only thing I hate about looping, everything else is fine imho.
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He is already easy to loop, end of story
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Survivor perk: Get the f"ck out of here
When a survivor unhooks you without Borrowed Time and the killer is closer than 17m from you, that survivor goes into the dying state instantly.
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@thevenom_999_ said:
https://forum.deadbydaylight.com/en/discussion/comment/366819#Comment_366819
lol, admit, myers is OP
Dude, just because you get buried by some characters It doesnt mean they are OP. Myers is easy to loop, end of story.
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@Mr_Jay_Stark said:
For Christ sake they already took away getting bloodlust at tier one and stalking multiple survivors! What else do you want them to do to poor Mikey!
The nerf to stalking multiple survivors was just stupid. Dont want him to get that tier 3 faster? Then dont work together, that was the counter and he still got nerfed. Im scared that devs do something like that to Billy...
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Myers doesnt move faster at tier 3, he just vaults Windows faster, that's It.
His power requiers time, something that killers dont have, and he is easy to loop so... No, he is not overpowered.
People need to stop complaining about thing that already have a counter instead of trying to get them nerfed.
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When you stunn the killer he will teleport to the half side in which he got hit. If you happen to hit him too late (when he is standing on the half of the pallet that it's closest to you he will teleport to that side.
About those pallet drops... Yh, me too. I dont know what could be causing that...
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/366619#Comment_366619
Billy addons = instachainsaw, the tinkerer change didn't affect too much it's still fast
Omega blink nurse = 5 blinks, any noob can destory any experienced player with that addons build..
Noed = are you serious a fan of noed? this is the principal problem why there's a lot of rank 20 killers at rank 1 and cry to the forum they are getting bullied by survivors.
IH = Well.. let's not talk about that..
Myers addons = if you only equip 1 of them with at addon to increase the rate you win ew the ew3 infinite addon is op, i just used some weeks ago and got the ew3 really fast..
Mori = it would be fine if it actually require 2 hooks, and will still be op, because a teammate can sabotage a hook.. a lot of things can happen, but only 1 hook, seriously?
Are you seriously comparing Omega Blink Nurse with Billy? Are you kidding me?
If you stay near a loop Billy will almost never get you if you are good enough, the other conplains just dont make sense either since all of them have counter play, the problem is you dont want to face them because they are powerful.
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Camping is just a strategy, It's hard to deal with if you play solo survivor but SWF players dont have a problem with It.
Maybe when the gap between solo and SWF is closed it'll be harder to camp solo players.
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If survivors complain about camping devs "nerf" it.
If killers complain about Gen Rush devs "nerf" Thanatophobia.
This game is killer sided btw...
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Nothing to worry about.
If I have the slightest clue that Im gonna face a 4 man SWF I'll go tryhard slugging Nurse thanks to the optimization patch :)
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/365585#Comment_365585
You missed the point. DS and its issues are a developer problem, not a survivor abuse issue. You can't blame survivors for using a perk given to them. No more than you can blame a killer for using a perk given to them. Everyone knows killers hate ds. Everyone knows survivs hate certain killer perks.
Stop trying to find fault in the other side when the fault lies in the development of the perks to begin with.
It doesnt matter who's got the fault, what matters now is that DS is balanced and has counterplay like any other perk, deal with it.
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Im a really competitive guy, I have fun if I win, just like in any other game.
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@Aven_Fallen said:
I wouldnt have any problem with the Thanatophobia-Buff. I am running We Will Make It for ages, and with almost all Killers it should not be a problem. However, it is a problem with Legion, and therefore I am quite happy that it did not go live.
Exactly what I said, thank you for stating the obvious: The Killer did nothing good at this point.
Yh, but that's just you running We'll Make It, every other survivor runs DS, Exhaustion, Self-care and Adrenaline, nobody runs Bottany Knowledge, Resilience or perks to buff their healing speed.
If Thanatophobia made it live we could see a change in the meta of the game.
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@Aven_Fallen said:
https://us.v-cdn.net/6030815/uploads/388/CCVLVX2BXR9I.jpg
Also: Comparing NOED to Adrenaline is...meh.
How is that possible if the Thanatophobia buff didnt make It live?
Let it go live and we'll see how many survivors make It to the endgame by just rushing and not healing.
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@altruistic said:
@NoShinyPony Curious how you got to this logical leap. Adrenaline rewards a player for Surviving until the 5th generator is powered.
NOED is activated when the Survivors have completed their objective, and activates on Survivors who you have NOT completed your objective on. The objective being sacrificing.
I really don’t care about game balance anymore, but this logical leap always intrigued me.
NOED can be countered so... I dont get how it's a problem...
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@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/365578#Comment_365578
Your comment was valid a year ago when Killers were a joke, but not really anymore.
Tell that to Freddy, Wraith, Trapper, Leatherface, Legion, Clown...
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Then the problem is Adrenaline, end of story.
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DS is now balanced, as it always should have been.
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Some of these ideas are cool but some others look pretty damn broken if you ask me 😂, devs have sometimes implemented some community ideas here and there on the game so... Who knows? Maybe they'll take a look at what you have here :)
Love the idea of survivors having some kind of "costume" based on different killers :D
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@Warlock_2020 said:
Survivors have not been abusing DS anymore than killers abuse Chili. We play the perks as they are. Frankly, the endless loops, camping, and tunneling are absolutely 90% of the problem in this game. Too much toxic play style. (Add overall teabagging in.)
The new DS should not work with Enduring. I say that as someone who stopped being a survivor main a long time ago. I enjoy the killer life much more because I can dictate how I run each match, and still get a ton of bp while doing so. DS sucks, but it is not game breaking. Some killer mains cry and whine about the new DS, I would like to see it even more of an anti tunnel perk. I don't think the timer should run while in dying state. Slug em, and still get DS.
This game needs new game modes that take into account the toxicity that looping, flashlight bombing, organized toxic SWFs, camping, and tunneling create. Would love to just see this as a fun killer vs survivor game without all the crying bs.
How you comparing BBQ, a perk that has about 1 billion counters, with pre-balanced DS is something I cant understand...
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LMAO, of course it's killer dominated.
I mean... What do you expect from a game in which killers, who are meant to be a threat, are just a joke... People are gonna go crazy on the forums 24/7.
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Well... Given that survivors have been abusing DS for about 2 years and a half... I dont see a problem if killers start to abuse it's little stun time for the same amount of time...
Keep in mind this perk can be used by all 4 survivors more than ever now. If you see you are getting tunneled then try to reach a window or pallet before going down, if you go down you have DS and a loop nearby, problem solved.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/365411#Comment_365411
Being injured when you're exposed is pointless, you're already a 1-hit down so why worry about his EW3?
If you dont want to heal up then good luck playing against a 115% movement speed killer that has a 16m TR most of the time (without Monitor & Abuse)
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@Watery said:
It’s not healthy for gameplay. Healing yourself will take 57 seconds, and will be increasingly harder to pull off due to the healing noise, and moans if you aren’t running iron will.
Some ideas are better on paper than they are in exposition.
So it's ok to be able to heal yourself in about 14 seconds (5-6 seconds to heal someone else) with the right perks and a medkit but it's not healthy for gameplay when a killer with the right perks makes it 57 seconds...
Pretty good balance so far :)
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/365385#Comment_365385
You're not a free down when you're injured, the killer has to find you and win a chase against you. Not to say that survivors who rush the generators while injured will likely equip Iron Will/Dead Hard to alleviate the fact that they are injured. Believe me, I can loop killers for a good minute while injured and I'm terrible at chases.
You said it yourself, the killer has to win a chase against you, meaning there is only 1 chase instead of 2 because you are 1 hit away from being downed. Why do you think Myers power is so good when you activate it?
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Let me ask you a question.
How many No Mither guys have given you any trouble? None, right?
That's what not healing a health state does, it makes you useless; you make noise, you leave blood, you go down instantly.
If everyone starts using Adrenaline (which is something that already happens) just use NOED. Do you really think they'll make it out alive if they have to find all totems and do all the gens while injured? Also, how would they counter killers like Myers, Freedy, Spirit, Wraith when their power is based on getting the first hit for free? Not to mention that DS wont be a problem anymore...
I still think that 24% healing debuff should go live...
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@Mister_xD said:
@tt_ivi_99 also, i think with "Cleansing speeds are the same" they mean that every tier of the perk now gives them a 6% cleansing speed penality for each token. right now its 4/5/6%, with the new one i guess its gonna be 6% on all levels.
I hope that's the case...
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@Mister_xD said:
@tt_ivi_99 thanatophobia actually got a great buff. i dont know all the numbers, but with 4 injured survivors, when the old one gave them a 15% penality, the new one gives them a 24% penality.
its finally worth using again! :D
Sorry man, that 24% wont make live, check the Q&A. Devs decided to change the numbers again and it's worse than before.
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Maybe Im wrong but this is what the patch notes say about ToTH: Cleansing speeds are the same.
I think that means that you no longer get the 6% debuff anymore, could be wrong tho, I havent seen it's description on the PTB
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They were doing so well balancing DS and now they destroy Thrill of the Hunt, Thanatophobia and Fired Up...
Pretty good job so far...
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/365145#Comment_365145
I already played she and tried the menos trece build, and it's op for me, only with 2 vomits you get in the broken effect that means injured.
Her vomit is pretty vulnerable to 360s, just saying... Once people figure out how she is countered we'll judge.
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@Tzeentchling9 said:
L
M
F
A
O
The PTB survey just dropped and they want to know how we feel about the increase to Thanataphobia values.
Where can we give our feedback? Any link?
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Spanish guy here :)
Havent seen the video but I encourage you to first try the killer and judge after you have played enough time.
Some things can be predicted by only looking at patch notes but other things like perks, killers, maps have to be played to judge.
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@Peanits said:
Just my take on it: It's not good for gameplay. With the PTB values and combined with sloppy butcher, it would take a survivor ~57 seconds to self care. That's almost an entire generator's worth of time.
"That's great, though," you might say. But what ends up happening is much like what you're seeing now. Because healing takes so long, you're much better off doing generators instead and waiting for adrenaline to heal everyone. To which you might say, "But the generators would be 24% slower." While true, that adds about 20 seconds per generator (solo).
Added time to generators: 20 x 5 = 100
Added time to healing: 57 x 4 = 228
Worth noting that you might and probably will get hit more than once, so you'd have to repeat that for each time you get hit. Take your pick, would you rather spend an extra 100 seconds on generators *and* get healed, or an extra 228+ on healing and then still have the generators to deal with?
On the surface it seems like a great idea, but it's further encouraging not healing and instead doing generators as fast as possible, which I think it's something we can all agree isn't fun.
If they want to do gens instead of healing that's ok, they are 1 hit away from being downed. And if all of them have adrenaline that's ok as well, good luck dealing with NOED...
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@The_Crusader said:
Would 8/12/16/20 have been better?
I always expected a 10/15/20/25% tbh, considering you'll always have 2 survivors hurt at max, not to mention all the counters it has. Just because people doesnt equip those counters it doesnt mean they're not there... I was so happy when I saw the new numbers on the PTB...
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@The_Manlet said:
https://forum.deadbydaylight.com/en/discussion/comment/365001#Comment_365001
Anything is awful on Legion. Trying to balance the game around Legion is a fool's errand.
Even more considering he is getting changed...
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@The_Manlet said:
https://forum.deadbydaylight.com/en/discussion/comment/364969#Comment_364969
Run healing perks instead of 4 chase perks and it's like it doesn't even exist.
Exactly, that's why I think this is an unnecessary "nerf". If people would give up on the chase perks and used healing perks (something I personally do) this wouldnt be a problem.
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@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/364959#Comment_364959
I can only speculate, but this is a knee-jerk decision that I've ever seen...my guess...they don't want an uproar of supposed Killer favoritism by changing/nerfing one of the most widely used Survivor Perks AND buffing a Killer Perk
If that's the reason I will just give up my hope on this game. DS has been freaking broken since it's release, it's not nerfed now, it's balanced.