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tt_ivi_99

tt_ivi_99

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tt_ivi_99
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  • @MegsAreEvil said:

    people just tend to want thing back the liked without questioning. especially killer mains who cant comprehend whats good or bad for the game, just whats good for them.

    @MegsAreEvil

    Must be nice to play survivor comfortably and easy thanks to all the second chance perks and poor map and gameplay design while you ######### on "killer mains who cant comprehend what's good or bad for the game, just what's good for them".

    You are the definition of hypocrisy.

  • What do you expect? With the addition of MoM and the current window exploit there are almost no killers playing.

  • The reward is to see Billy and Nurse all the time :)

  • I like your grandmother.

  • @Delfador said:

    They will nerf it when enough survivors buy Ash to get the perk.

    I am pretty sure that the devs knew what they were doing. This seems to be 100% business move to sell the Ash Vs. The Evil Dead chapter. This is not as strong as the old DS but a very close one.

    @Delfador

    It's way better.

    You could counter old DS by dribbling the survivor as any killer. The only way to counter MoM for sure is by playing instadown killers (minority of the cast btw) and even then the survivors can work around certain killers to get MoM working.

    You also get free OoO, let's be honest here, nobody uses that perk to check the killer's location, It is used to make the killer chase you.

  • @Peanits said:

    Math time:

    A pallet takes a little under three seconds to break fully. Let's just round it to three just for simplicity's sake.

    A survivor moves at 4m/s.

    In the three seconds it would take to break the pallet, they could move a total of 12m.

    Naturally, if you're going to fake it, you wouldn't break it fully. Let's say you stop at 2 seconds (if you go any more, you might as well just break it).

    In 2 seconds, they can run 8m away. That's not very far, that's half a tile.

    It would be neat, but in practice it wouldn't have a huge effect. Even if the survivor starts running away the instant you start breaking the pallet, they'll still be close enough to turn around and run back to the pallet before you can go around it (assuming it's a safe pallet). You might be able to mindgame newer survivors, but anyone with a bit of experience is going to be able to take advantage of that and force you to break it. If you don't, they'd be able to run back and vault the pallet again.

    @Peanits

    Well, with this change Brutal Strenght and Fire Up could be used more. With those perks and this change we could see more mindgames even with safe pallets.

  • You literally get a first free hit...

    His power is now used as a tool to hurt multiple people, as It always should have been.

  • I just like it because you can throw it at the killer's face.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/466508#Comment_466508

    It's not about bumping. Some threads just require short answers. For example, threads asking for Legacy just require two letters: N and O, in that order.

    @Orion

    Yh, you are right.

  • @Quake said:

    https://forum.deadbydaylight.com/en/discussion/62121/killer-changes-to-make-them-balanced-around-all-ranks

    I am 60/40 killer and i read till doctor.I'm sorry but these changes u proposed are biased AF.Also they are ridiculous.This is not balance this is broken beyond imagining.

    @Quake

    They are meant to be Billy Tier, which is the only viable tier at rank 1. If you read the whole thing you'll see how these changes wouldnt affect newbies that much and we could also ser variety at red ranks.

  • @Orion said:

    Yes.

    @Orion

    I like our quick and straight answers to bump this post.

  • @[Deleted User] said:

    Nobody heals, because so many perks give you essentially extra health states.

    Who cares about healing when you still got 3 or 4 more health states in your arsenal? One of them even rechargeable through exhaustion.

    @Sairek

    That's true, and it shows how broken the game is. When you can bypass a debuff provided by your opponent and have it easy to win you clearly have problem with balance, but that's something everyone knew.

    I keep saying it, survivors should have an individual penalty to repearing speed if they stay injured.

  • We dont even know how much time It takes to stalk a survivor to make him exposed... He could be strong but that just depends on numbers.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/465564#Comment_465564

    Also, i've seen the idea fly around multiple times here to not allow someone to escape first try from an Reverse Bear Trap.

    Maybe do that to Bear Traps?

    @Boss

    I'll add that :)

  • @BlackReaper said:

    https://forum.deadbydaylight.com/en/discussion/62121/killer-changes-to-make-them-balanced-around-all-ranks

    Im a competitive and hardcore player and i really want a good ranking system and all killer viable at rank 1.

    Just one thing, always try to put them a down side to counter or they will be annoying and less skilled to play with and against. Otherwise everything is fine and i want buffs.

    im a survivor main

    @BlackReaper

    That's the main reason why everyone complained about Legion but they went too far with the downsides.

    I feel like my ideas still leave room for counters but the power doesnt limit the killer as much.

  • @Boss said:

    Mmm, i don't play Trapper a lot, so don't feel bad if you feel like this is bad, but reading @T0xicTyler 's comment made me think of something...

    When trapped in a Bear Trap, instead of repeatedly trying to escape, would it be better if...

    • You have to hold the Escape button until you get out
    • Holding it doesn't fill up the interaction bar at all
    • While you hold it, you will be faced with a tremendously difficult Skill Check
    • Hitting it fills up the interaction bar by 1/3rd
    • Hitting 3 makes you escape
    • Failing one removes 1/3rd of the progress

    The Add-ons would need reworks (again), but you can get ones like: "Increases the amount of Skill Checks needed".

    Idk, just thought of it.

    @Boss

    That's actually a good idea, Im tired of survivors escaping from my traps at their first try when I have the add-ons that decrease the escape probability...

  • @T0xicTyler said:

    I agree with all of these balance changes! Very good ideas!

    Perhaps add a difficult skill check to disarming traps that would injure the Survivor if messed up? Trapper is in a really rough place lol

    @T0xicTyler

    Yh, it would be nice to add skill checks because right now he's the only killer that can get his power destroyed by survivors :/

    I'll edit the post and add that and some other ideas.

  • @Boss

    @Visionmaker

    Maybe take away his reduced ms while uncloaking? That would make him very strong.

  • @Boss said:

    Wraith main, so i'll just be addressing that.

    Standard Shadow Dance - "White" sounds neat and it'll save multiple seconds per trial in total, but it won't do much where he lacks, which is the chase, unless you combine it with "The Serpent" - Soot.

    Faster uncloak is always neat, i guess.

    @Boss

    Yh, I actually thought about making "The Serpent" - Base kit but I've been using that add-on with Shadow Dance "Blood" and it's crazy strong so I felt like having just Shadow Dance "White" would buff him in a fair way.

  • @Acesthetiic said:

    Damn I had a post just like this lol here’s my ideas. I really like yours. I limited myself to only about one change for each (not named legion).

    1. Trapper- Traps that have been on the ground for a certain amount of time will be added to your trap count (unless you already have maximum capacity). Timer resets after each one.
    2. Wraith- Slightly faster while cloaked in base kit. 
    3. Billy- Iridescent add ons that include, ‘Ability to continue chainsaw through dropped pallets without stoppage.’ (Love this idea. It’s not mine). And, ‘Ability to almost instantly recover from stun when crashing into objects.’
    4. Nurse- Rework ‘extra blink’ add ons into something different and make the ‘increased distance’ blinks add ons actually hurt your accuracy along with not making them stackable.
    5. Myers- No terror radius for the first 20 seconds in each tier.
    6. Hag- Regular lunge when teleporting.
    7. Doctor- Be able to almost immediately swing after shocking a survivor. 
    8. Huntress- Iridescent Head add on now let’s you begin the trial with 2 hatchets. Slightly increases time to get hatchets and not stackable with belt add ons.
    9. Leatherface- Slightly faster during chainsaw rev. 
    10. Freddy- BEING REWORKED.
    11. Pig- Ambush no longer alerts you before the fact and is slightly faster (both while crouched and ambushing).
    12. Clown- Slightly faster recover in between bottle throws.
    13. Spirit- Slightly increase power speed in base. Adjust add ons.
    14. Legion (I’m cheating here) - Tremendously increase power speed, power duration. 15 seconds to mend. Mending now fully heals survivor. Make franks mix tape base kit (3 hits to down). Miss while in feral frenzy depletion stays. Rework add ons. Survivor who loses a Legion or forces a legion to miss while in chase, gains endurance for 15 seconds. No scratch marks and blood in feral frenzy stays. Increased smear/disorientation during turns while in feral frenzy (Harder to see survivors while vaulting and in general essentially.) 
    15. Plague- Has normal speed in vile .

    @Acesthetiic

    - Trapper: Lets say you trap a specific loop and nobody goes there until the last moment, you now need the trap but you dont have it. I feel like that change would hurt him.

    - Wraith: He already has 125ms or something like that when cloaked.

    - Billy: I love Billy but those add-ons would make him God tier 😂

    - Legion: 15 seconds to mend would be too much. I get that people dont heal against this guy but that problem needs to be adressed by adding an individual repearing speed penalty while injured imo. Fully healing a survivor would kill his power. That Frank's Mixtape change you've mentioned was tested on a previous PTB and was so broken 😂. I dont think a survivor should be able to gain endurance other than with BT but that's just me.

    I agree with all the other changes :)

  • @undeadmauler said:

    https://forum.deadbydaylight.com/en/discussion/comment/464752#Comment_464752

    Billy and nurse have 0 downsides and are arguably the easiest to play, I havnt lost a game as nurse and only played her 4 times, all in rank 1. They need balance but because people intentionally potato when it comes to showing "how much skill you need to play them" bs they're too easy with so little counter play especially nurse. "Hurr duee just double back" sure that doesnt work when I look down and blink right on you.

    @undeadmauler

    Billy and Nurse actually take skill if you want to use them at their max potential.

    @KaoMinerva

    If you read what I wrote before writing the Nurse/Billy changes you'll see why I wrote them.

  • @Hoodied said:

    I enjoy these, they are not OP as well

    @Hoodedfengm1n

    The objective of the post is to make killers viable at rank 1, not broken. With the idea of buffing and nerfing different killers every 1-2 months we would see a lot more variety at rank 1 and newbies wouldnt have to face a full cast of "broken killers".

  • @Orti said:

    Trapper: I think 10 traps is to much but mostly because of the time management you have to do with this. I would like it if they rework the trap placement at the beginning and let all traps spawn already armed. so you only have to reset the ones you don't need right now. Reseting a disarmed trap at the ground should be already part of his kit.

    Hag: Sounds good, maybe not necessary maybe to less. I'm not really into hag because of her small size.

    Bubba: Loved this idea too sounds fun as hell to play against would and would make him even more adorable

    Doctor: I think they need remove the 110%movement speed makes his ability to shorten loops almost useless. Otherwise this sounds fun and put the focus more on his ability to apply negative status effects

    Myers: Maybe from Tier 2 to 3 but not for 1 rewards playing him in a poor way. You're supposed to sneak up on survs and get your power from them. But walking a bit faster while stalking would be fine. Only idea I figured out would be to make him faster in tier 1 one to get tier 2 faster but you can't attack at 1 anymore or grab. For that you need to use an mirror addon that removes the faster movement then. Lower corn to make him more viable on Coldwind maps

    Legion: A miss should let you lose 25% but not the whole thing frenzy should be faster too. But getting slower for every hit you applied. so it wouldn't get too easy just hitting always every one. That would make him unfun to face again.

    Mommy: 115% is too much with the hatchet and broken with faster movement speed while charging the throw but would love a faster movement speed while charging up. Remove TR and only give her the Lullaby also make the Lullaby apply the effect on TR perks.

    Peppa Pig: Only okay if the timer stops.I like your other ideas sound good, maybe she needs a bit more then that to compete. Not sure

    Mr. Chase: I think the effect is spreading further when the bootle get thrown into a tree but could be wrong. I think the effect should stay at it is clown is fine imo most people just not that good with him.

    Vommy Mommy: Besides the TR change that sounds intressting but not sure if it could be a bit frustrating in mid and low rank. Worth the try

    Bing Bong Boy: He also needs back the 1.5 second sprintburst but don't remove the movement speed penalty, also he an attack quicker now already

    Spoopy Bae: She is love

    Sweater: Hope the rework makes him viable. I always enjoy playing him already

    Billy: I would like to try to reduce billy's movement speed to 110% and see how it goes. Of course he would get the 24 meter TR. But your idea sounds good too just not sure if it really would have an effect without making the stun like 4 seconds or even longer

    Sally: Would also love to see these changes get tested but making her movement speed faster would remove what is unique about her

    @Orti

    - Trapper: The problem with this guy right now is that It takes too much time to go around the map and get and place all traps. Maybe you are right bout the number of traps, I just thought he should have more than Hag because his traps can be easily disarmed.

    - Doctor: Yes, I forgot to talk about his reduced ms while in Treatment Mode, thanks for pointing that :)

    - Myers: I feel like he is great where he is now but he just needs that extra push to be viable at rank 1.

    - Billy: The problem with this killer is that he is like any other killer if you stay near a loop, which in most cases takes away his ability to down people. I dont think 110ms is really needed with him but if we need to sacrifice him so that the game can be balanced around those "new objectives" I would understand it.

    - Nurse: I just talked about buffing her normal ms because maybe she would be a little underpowered without her ability to negate pallets and a 96%ms but that's just me, it would need testing for sure.

  • Really? I feel like it's way better, at least on Ps4

  • @Chaotic_Riddle

    LMAO. You know what? I'm gonna make a thread about actual balance.

    And btw, nice bait op :)

  • You mean details about his very possible nerf?

    Soon...

  • Bloodwarden getting nerfed in 3, 2, 1...

  • I like the idea of having to actually face the killer in order to not die, having to find different objects also looks nice.

    This idea of the Tr is similar to the Doctor's power and it seems pretty interesting as well.

    I liked your rework idea :)

  • @SmokePotion said:

    lolololololololol

    Someone didn't read the patch notes.

    This is, 100% intended

    @SmokePotion

    Looks like you're the one who didnt read the patch notes. It says Missed attacks will end Feral Frenzy, It doesnt say anything about losing the entire power bar. Even the devs said this is a bug...

  • @slingshotsurvivor said:

    Last patch for consoles the FPS update was AMAZING! Haven't played yet but I'm hoping it stays good or better as on console it was terrible but the SWF laughs made it worth playing 😎👍

    @slingshotsurvivor

    It is better, at least on Ps4 :)

  • I honestly like this attire way more than his classic black bed sheets.

  • G8 b8 m8

  • @CallMeSpidey said:

    Pick one.

    Either they nerfed the killer by making their hitbox smaller, or widened the stairs.

    A. They didn't nerf the killer, the hitbox remained the same.

    B. The stairs are widened, blame the jerk killers that take the game hostage for survivors.

    I'm a killer main and I don't care for these changes, who the hell cares.

    @CallMeSpidey

    Bubba cares.

  • Plot twist: It's John's wife.

  • Remember:

    With this update we'll have less Bubbas/Pigs/Legions and more Billys/Nurses.

    I cant wait to see what the Devs have planned for Myers, Doctor or Clown...

  • The change that Im most pissed off about is the Pig's nerf.

    They could've just made so that the end-game timer goes down slower if someone has a RBT but no, they made her power completely useless after the gens a done, what a ######### joke.

    in I swear Comment by tt_ivi_99
  • Not unless he's Billy tier.

  • Yh, cant wait for an AI to teabag me.

  • @McCree said:

    https://forum.deadbydaylight.com/en/discussion/comment/461343#Comment_461343

    Both Myers in T1 and Freddy are immune to it... Also Spirit in her Phase walk iirc. I don't think the Pig should be able to be unseen if crouched... maybe Wraith but definitely not pig

    @McCree

    Why not? I mean... her crouching is the same kind of "invisibility" as Tier 1 Myers.

  • This is the hatch scenario but in reverse.

    Right now you can find the hatch as killer and you'll be ######### anyway, with the end-game changes the killer "wins" if he finds the hatch, seems fair to me.

  • @Tsulan said:

    So, you complain that killers are forced to use only one killer on high ranks. Yes?

    And that it is boring for Survivors...

    @Tsulan

    No one is complaining... He is just stating facts.

    Also, OP you want variety? Pray for killer buffs.

  • "The overwhelming advantage that the killers have over survivors"

    1j9ywu.jpg


  • I think Devs already said that It wont be a thing anymore for Legion. I dont know about Plague tho.

  • I only camp if you teabag me or flashlight me after a pallet drop or window vault. I dont really care if you teabag me to get my attention, in fact I prefer it.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/460877#Comment_460877

    You cant compare camping and tunnelling to not healing, you honestly cant be series with that statement, well at least I hope not.

    Camping can remove someone from the game within 30 seconds of it starting, that is why the devs wanted after 2 years of deliberation to do something about it, they didn't remove the choice they simply added in mechanics to make it less attractive the same with tunnelling.

    Not healing already has that as even with all the perks you still take one less hit to go down, it's like the killer having NOED all game.

    You can see the game however you want but it's only survivor sided for the strongest swf teams, solo players are a lot more balanced.

    Infinites don't exist anymore it's clear you never played when infinites were around or you wouldn't call the long loops in game now an infinite.

    I dread to think how you would have handled the 40s gens and true infinites of the past.

    @twistedmonkey

    Why are you comparing this version of the game to the one at launch? Just because the game is less bs now it doesnt mean it's balanced.

    Infinites dont exist? Are You kidding me? Things like the double window in Disturbed Ward are not infinites? Lery's Memorial has like 2 of those, just to name a couple.

    "Devs didn't remove camping they simply added in mechanics to make it less attractive the same with tunnelling."

    You are right, they added a stupid amount of perks that can completely ######### on those playstyles so tell me why killers dont have that? Survivors have like 4-5 perks that counter those playstyles, what do killers have to counter the non heal meta? Thanatophobia? Which adds like 12-13 seconds to a gen? Meanwhile survivors save like 30 seconds if they dont heal, it's a joke when you compare the numbers.

    Also, It doesnt matter if you are 1 hit away or not, as long as you keep the chase for something more than 30 seconds the killer wont have enough time to hook everyone 3 times before the gens are done. Not to mention the fact that doing gens is not risky at all, if survivors had to look for parts of the gen around the map that would be a different story but that's not the case.

    Yes, I am comparing tunneling with the non heal meta, a.k.a gen rush, because it's the same thing. If the killer wants to play efficiently he'll tunnel, if the survivor wants to play efficiently they'll gen rush, the problem is that killers dont have tools to fight back against that tactic while survivors have a ton of them.

    And also, this right here:

    "You can see the game however you want but it's only survivor sided for the strongest swf teams, solo players are a lot more balanced."

    Is complete bs, the game is survivor sided for both sides, just because solo players dont know how to use the tools that are being provided It doesnt mean they are weak, It just means they lack skill. The only reason why SWF is so strong is because everyone in that team knows every trick in the game. If you are a guy without skill in this game It doesnt matter if you have information or not. This comes from someone who is a SWF player.

  • I feel like stealth killers should be inmune to it, just like Myers Tier 1 or Freddy.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/460780#Comment_460780

    @tt_ivi_99

    Did you read what I wrote? Specifically the part where I said healing did need some changes? dont try to put words into peoples mouths.

    I dont disagree with the healing change at all, it was OP at the speed you could do it at.

    It still doesn't change the fact that it is what the players were asking for infact they wanted more, only allowing SC to work once, only allowing healing overall to work once, must use a med kit etc to cut down on the amount of times someone could heal.

    Now players aren't healing at all and its "we should find a way to force them to heal as there is a non heal meta" this just shows what the community thinks it wants isn't always what is best for the game.

    Forcing people to heal up removes choice and playstyles along with challenges, that is why people have been asking about more objectives to combat the gen rush problem against certain players or ranks, this of course may be good or bad who knows it's just suggestions.

    The problem the devs have with that is that the whole user base is in one huge matchmaking system, whatever they buff for the higher ranks they nerf for the lower ranks.

    The only true way to do it is to seperate users in abetter with a system that removes players with over 1k hours from matching with those who have 50, that is what other PvP games do and until that can happen do the devs want to consider making it harder for the majority of the userbase?

    Afterall the stats showed an average of over 10 mins per game which lends to what I just said above about the whole user base.

    @twistedmonkey

    "Forcing people to heal up removes choice and playstyles"

    Change heal up for camping and it's the same. Devs nerfed camping and potential tunneling and thus, they made those playstyles useless, survivors even have perks to counter those strategies so tell why on God's earth cant killers get the same treatment? We were going to get something similar with Thanatophobia but It got nerfed instead...

    The only reason why people is complaining is because the game is clearly survivor sided as they always get better tools to fight back and completely negate killer's tactics while killers have little to nothing to counter things like genrush, Insta-heals, infinites, etc.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/460048#Comment_460048

    That's a straw man argument, the Legion was going through a rework and the PTB was to test what to do with him.

    The Pig changes were due got he EGC which again was asked for over and over to help solve the issue of the hatch and trolling players at the end of the game who refuse to leave, the one change that was silly regarding the terror radius and trap they reverted.

    The healing changes were on a PTB also, healing needed some changes but that's not the point, the point is now it is complaining about players not healing.

    This isn't about add-ons being balanced after a PTB or making a change to the pig as with the end game it gave little to no chance.

    This is about a change that was asked for, it then happened and now you are not happy that you got what you asked for.

    @twistedmonkey

    So you think that the healing between pallet drops was fair and balanced? Is that what you are saying? Healing was broken and it got normalized, gen rush has always been broken since launch, it has gotten better over time but that doesnt mean its fair now.

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