ukenicky
ukenicky
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@C3Tooth said:
ClownKing's idea should be a Hex or something, with a different name.
The Hemorrhage effect still need to be changed.
- May be dying Survivor bleed 15% faster
- May be M1 cause deep wound (but thats boring)
- May be an actual "smell animation", instead of scratch mark on ground/wall. Its a curve lines in mid air lead to the injured (should delay abit to make it not Op)
*cough* REWORK Hex: Blood Favor TO ACTUALLY BE USABLE *cough*
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People really calling for WGLF nerfs I cannot lol
You all just want there to be no counter to slugging huh?
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Final Hope
You were never one to give up, even in the face of adversity.
While you are on the Hook (In either Stage 1 or 2), if the Killer is within a range of 8/12/16 meters, Final Hope will begin charging over a period of 60/45/30 seconds. Once Final Hope is activated, the next time you would die on Hook, you will be granted 30 seconds of Struggle time.
Idk just a quick idea I threw together but this probably helps more with camping than tunneling. Though both do kinda go hand in hand.
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@AggressiveFTW said:
Killers in this game were supposed to be the power role, well that completely failed.
Survivor sided maps (if they want to make killers the power role, then they would have to make all maps killer sided) I'm not saying maps should be impossible for survivors, but I think maps should lean a little more towards the killer.
Flashlights to destroy Hag's traps (SWF squads can choose to bully Hag players by destroying all of their traps with flashlights which can make playing Hag against SWF with flashlights a very miserable experience, yes I know you can equip Franklin's Demise, but if they have comms they can tell you where Hag's traps are to someone with a flashlight)
OoO (yes very balanced and fair KEKW)
Dead Harding through Trapper's traps (this feature should have been removed a long time ago, but it still hasn't)
Successful first attempt Jigsaw Box searches (IMO they need to make it so the first search attempt on Jigsaw Boxes will always guarantee to be failed)
Abusing DS (also very balanced and fair KEKW)
Successful first attempt escapes on Trapper's traps (it might be pretty much gone in this upcoming update because of the updated escape trap mechanic, which would make me very happy)
These two killers are the only ones who make you feel in control are Nurse and Spirit. Yes, I know Spirit needs a nerf because she doesn't have that many counters (especially with Stridor) and Nurse is pretty much totally busted when played by a very experienced and good Nurse player. I'm not saying we should have more killers who are as strong as those two. I think killers should be more in control than survivors and also feel that they are in control.
It is. It's up to the Killer player whether they are powerful or not.
I hear all this talk of how hard Trapper has it and how easy it is to bully Hag.. I never see any of that (As a Hag player myself). I see Otz and Michi absolutely murder as Trapper and Hag respectively. I learn so much from Michi's Hag videos and guides and you learn each killer inside and out so that then you can use them masterfully to whoop Survivors and it's so much fun when you get to that point.
Yeah I still lose people to DS sometimes but I'm still learning and I'm getting better and me personally? I don't need to kill all 4 survivors to be happy as long as I scared them to death and took down 2 or more (Which I usually do) I'm very happy with my showing and felt like I embodied the "Power" role.
And yeah I get it bully squads get brought up and yes they're a problem but I really can't stand when people don't say anything about toxic killers bcuz they exist too and I think what happens all too often is both are responsible for the never ending cycle of toxicity between both sides.
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So basically Play With Your Food but easier to use / activate.
Idk
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875020#Comment_1875020
It's not like they can't search the jigsaw boxes. Heck, I already disagree that they can walk out with an unpowered trap. Why aren't the traps powered from the start? Why do they need a gen to be done?
I feel like RBTs should activate any time a survivor gets unhooked or a gen pops.
This would make it so that if they try to save a survivors during EGC, that survivor has to get their trap off or die unless they find hatch.
Still not sure how I feel about hatch escapes bypassing RBTs
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I'm glad undying is being changed the way it is it was unhealthy for survivor and killer both.
There was no reason for ruin undying to be as good as it was. It literally made all other gen regression perks and options moot in comparison.
To the people who cry about DS and keys yeah I get it you don't like them. Hopefully key rework comes soon and a DS change in the future so it can't be abused for invuln as easily.
But it doesn't change the fact ruin undying was unhealthy for the meta on both sides.
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Didn't one of the devs say if you don't like it play something else?
Anyways, that's exactly what I do. It's healthy to have other games to play or simply go do something more productive irl.
This game gets too toxic sometimes and I just unplug when I encounter toxicity instead of partaking in it or keeping the cycle alive. It's not like this game is dying any time soon so it's OK if people go play other games. If the team wants to be lazy because they know they can that's fine since there's only one DBD and no other alternatives just remember that.
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It's fair game for the most part for survivors to bring items. It's like bringing add-ons as killer. Both sides can bring some things to help them.
Yeah, 4 toolboxes or keys in any way shape or form are not fun but medkits, flashlights and maps are pretty fair game. Even toolboxes if there's only one or two and no keys.
Some killers can make healing moot (Plague) and literally every killer can turn medkits into death traps with Nurses Calling. Sloppy Butcher is also really good.
Franklin's is honestly pretty bad except on like, Hag.
Flashlights are one of the worst items in the game and killers shouldn't be afraid of them. Infectious Fright will rat out flash savers and imo is much better than Lightborn.
If 4 survivors bring flashlights that is no keys, toolboxes or medkits.
Idk after a while it feels like killers just don't like any items survivors bring at all and the same could easily be argued for certain killer add-ons
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@hydra_ said:
Late second switching is a dick move, survivors (especially SWF in red ranks) switch items last seconds before match starts to get the upper hand (bringing keys or map) or just straight up bully the killer (4-man flashlight).
What I want is for killer to have a window of seconds to change their perks/addons to at least counter survivors (perks like franklin's/agitation/infectious fright = counter flashlight plays, hex: retribution/ or just not bringing totems = counter maps etc.)
Maybe DBD should lock survivors item and perks at the 15 second countdown, which gives the killer 10 seconds to change the perks they want or just dodge the lobby or whatever.
#StopBullyingKillers
Understandable to a degree but I feel like Killer has a built in advantage being able to see the survivors and what items they are bringing.
Yes I get it, it doesn't really help if they all switch at the last second and you didn't have any time to switch out your items but still the Killer gets to see survivors and the items they are bringing while survivors are 100% oblivious until they see the killer in match.
Personally I wish killers couldn't see survivor items but this is because I wish I could bring a broken key with aura read add ons without killers going full hatred mode pre lobby.
Bottom line I think the way the lobbies work rn are weird for both sides. All I can say is if you're concerned about survivors switching last second, bring Franklin's Demise. Personally I'm not a fan of Lightborn if survivors bring flashlights I don't think flashlights are ever good at all. If everyone switches to flashlight last second they may as well be throwing lol.
Toolboxes on the other hand..
*worry intensifies*
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@AetherBytes said:
My idea for iri head was to let it go through walls instead on oneshotting
That's actually a really cool idea. Ethereal hatchets or something.
Might be too broken though? There would be no way to ever juke them around cover.. With I'm All Ears that would just be dirty lol
Imagine the jumo scares
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Plague is not fine. She has many, many issues at the moment and BHVR is ignoring them.
She likely won't be addressed until after Freddy and Demo if that even. They'll probably work on other Killers with add-on passes before Plague and it's really upsetting.
For those wondering:
1. Plague's power is seriously screwed over by dedicated servers. This applies to both Vile and Corrupt Purge. You can hit survivors with either and they will make the getting hit animation and scream but not get infected or take damage.
2. Her bloodpoint system is weird. Damage inflicted from Corrupt Purge counts towards Brutality instead of Deviousness and in general she has issues maxing out most of her categories, even when you've played well.
3. I've heard but cannot confirm that her break animation is longer than any other killers. If this is true all I have to say is why?
4. I still think the way she gains her Corrupt Purge power feels awful. I just wish they'd make fountains less likely to spawn on the literal outermost edges of the maps because when you have to walk wayyy out there to drink up it really doesn't feel worth it. You waste so much time it feels awful.
She has one of the lowest pickrates for a reason, BHVR needs to address it but they choose not to, I guess because she isn't a popular killer and this is a shame since I think she's very unique and honestly has a great design. She's a strong killer when she isn't screwed over by the things I've mentioned though. I don't want her to be buffed to high heaven I just want less BS to happen when I'm playing as her.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1871803#Comment_1871803
Oh yeah, only killer perks are so "powerful" that they deserve being completely removed by holding a button for a couple of seconds.
Hex perks are high risk but only low reward.
Ruin is low reward? Interesting
Pop, Oppression and other amazing gen patrol perks and combinations exist. There's no reason Ruin Undying should have ever been as strong as it was and a killer can still run Ruin Undying if they so choose and they'll still get value out of it. Players are either forced to cleanse it away or try to play through it and the longer Ruin stays up the more value you're gaining from it.
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Ruin Undying was a problem because it did too much. Ruin is the most powerful gen regression perk in the game. Hexes are usually extremely powerful because they can be cleansed and once cleansed they're gone for the rest of the match. Old Undying potentially allowed Ruin to stay up through 5 totem cleanses if the Killer was very lucky. And yes it could also be cleansed away in 2 but that was unlikely.
Just yesterday me and my friends had two matches where we couldn't cleanse away Ruin Undying in the first few minutes and it just makes you lose the match when / if the Killer downs anyone and removes someone from the match. And then when we DID find the final lit totem the Killer camped it. Like ugh talk about overkill at that point.
Yeah if I bring a map + detectives every match I can be on guaranteed totem duty but I don't have that many maps so rip.
Bottom line, powerful hex perks shouldn't stay up for free ALL match long that doesn't even make sense especially when Hex Undying itself IS A HEX PERK.
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I like how some people are saying Hex Devour Hope isn't worth running because it can be cleansed away.
Have we forgotten why Hex perks are designed in such a way?
Powerful effects at the cost of being able to be cleansed and removed by destroying the totem.
I feel like the same people who are upset over undying being nerfed are the ones who thought it was fair for Ruin Undying to (Potentially) stay up for 5 totems without any defending on their behalf.
Yeah, Devour Hope is a mega snowball hex perk that you're gambling with when you use it but that's the point.
If you want consistent Exposed statuses that won't be cleansed away there's plenty of other options but no need to trash Devour Hope which has been a well designed Hex since its inception.
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I think it would be cool if there was a perk that let you help recover another downed teammate if you're both downed.
So for example the killer is going for a 4k slugfest, you crawl to your teammate and could heal them to pick them up.
I'd argue it should be base kit but killers would probably flip out and I guess it isn't exactly logical that a dying survivor could heal another dying survivor but I think this is potential for a really great fair and balanced anti slug perk.
I mean think about it, it punishes 4k slugging but the killer can also see it coming if the survivors crawl towards each other so there's still counter play on the killers half.
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I love love love Technician. I've seen killers leave me working on a gen because they must not have heard the repairing sound effects due to technician.
And then the killers who do come to check on it, sometimes I can stealth and hide while they kick it then go right back to work on it.
It's especially underrated in any scenario where I'm working on a generator above or below the killer though as, they can't hear repair noises and have to check manually.
Paired with spine chill this let's me truly play like a rat.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1870336#Comment_1870336
Kerosene Can is still only 30 seconds, reset each time the survivor is intoxicated.
Ty for this clarification. The cigar box add-on looks to be my favorite.
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I'm excited but also scared since I saw that Pinky Finger is unchanged lol
But aside from that I'm really happy and hope future Killer changes will be like this. Also yeah! I'm wondering about those add-ons as well, specifically how long their effects stay up because permanent blindness and or mangled seems broken but idk. I also would hope that the effects linger for while after being intoxicated though as, I would hate for the status debuff add-ons to feel weak.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1867130#Comment_1867130
Bubba isn't S tier. I always lose to Mikeys don't like them but that doesn't make him S tier A tier. You're putting Bubba on the level of Nurse, Spirit, Hag, Pyramidhead, Oni Freddy. Because you don't like him. Which is ridiculous.
I said A to S but go off.
I'd say he's comfortably an A tier killer but what do I know.
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When I hear a chainsaw I prepare myself for one of two things:
A super fun match against a Billy
Or
A crap match against a Bubba
There's just nothing fun about Bubba. If you don't reach a pallet or window you get insta downed. Of course, the real reason Bubba is not fun to play against is the fact that they almost always camp and tunnel off hooks. I mean I get it, when your power lets you OHKO multiple people why wouldn't you but it's really poor design if you ask me.
Nevermind basement Bubbas that's a whole different realm of bs. Idk like, other killers basement saves feel possible but against Bubba it can and usually will result in everyone dying. A trade if you're very lucky.
With Billy the lethality of his chainsaw is limited to only ever hitting ONE survivor so you never get these problems with him. Also the way his chainsaw sprint / attack works makes him fun to loop. I love the adrenaline rush when he comes flying at me it scares me so much but I still feel like I can juke and do stuff lol
Leatherface I feel none of that it's more like I just want to be in the next game. Him and Freddy make me consider leaving asap they're just overtuned and boring to play against.
Anyways, having said all that I wouldn't mind if they looked at Bubba. He is an incredibly strong killer even without camping / tunneling / slugging. Easily A to S tier because of his insane lethality potential. Like you said he can potentially OHKO 4 survivors with one use of his power that's just silly lol
But I don't see how they can ever change him without reworking him in a fair way and even then idk how. Tbh I'd rather just never play against him than ask for him to be nerfed.
I can't stand this character lol
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Lightweight - In addition to your scratch marks disappearing a few seconds sooner, Lightweight would also reduce the sound of your footsteps (Making them silent while running).
Premonition - Reveals the killers aura to you when they look directly at you. I feel like revealing their aura to you would be a good enough trade off for literally all of Spine Chill's other effects since Premonition has a cooldown.
Hope - You gain the Haste status effect once the last generator is finished being repaired.
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@Shirokinukatsukami said:
If you really want to escape, don't take anything the killer does for granted and always play as if you are about to die. If you let your guard up that's completely your fault.
I'll never forget when I was watching my friends stream once and one of them teabagged at the exit gate vs Freddy instead of leaving and they literally waited for another friend to get hooked and then blood warden activated RIGHT in their face.
Talk about karma
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They're too reliant on slugging and camping. Tunneling too sometimes but it's mostly slugging and camping since their kit naturally lends well to those two things.
It's not fun to play against and I'm sure people who play as Twins don't feel too good about literally having to use those tactics to have a chance at winning. See that's the problem here, while camping, slugging and even tunneling are all valid strategies that killers may use, it's absurd when a killer is designed so poorly that, if they don't utilize those strategies constantly they are quite possibly the weakest in the game.
That's just poor character design. I want to see the Twins be powerful enough to be played like the average killer and NOT rely on slugging and camping two players at once. The loading screen tips literally advise against camping people on hook and yet Twins pretty much have to camp to maintain any sort of intimidating presence/their kit literally screams to camp.
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If survivors don't see Ruin then they might be way less likely to cleanse totems.
So now we're looking at a scenario here: Survivors have to by chance, notice a lit totem- or maybe even notice two. This could scare them into thinking it's Haunted Grounds if they see two lit totems. Or maybe it's Devour Hope Undying.
The other scenario is that they didn't notice the lit totems and they're just focusing on rushing gens which means you'll be able to accumulate Devour Hope stacks. Once you reach 3 tokens survivors are pretty much in huge trouble. It's bad enough having to cleanse 1 Devour Hope totem when the killer can instantly down players but having to cleanse another makes Devour even more of a death sentence imo. It will probably make for scenarios where you just murder the survivors before they can find it and if they do, you can hit them off of it and get more tokens.
Once you can mori people you basically win from there.
You can also still run other slowdown and gen regression along with Undying combos. Pop is really good, Oppression is underrated and almost like a manual Ruin. If you still want to run Ruin be prepared to defend it some instead of letting Undying give it a bunch of second chances for 0 effort.
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I've basically become a full time survivor lately because Plague is unplayable for a variety of reasons so yes can we please help more killers who are in bad spots?
I'm really hoping Plague and Demogorgon both get addressed after the Freddy rework / changes. It's really sad that certain killers have glaring issues or abysmal pick rates and Behavior seemingly ignores them.
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@Katie_met said:
https://forum.deadbydaylight.com/en/discussion/comment/1862014#Comment_1862014
Well they made it so the aura reading only applies to dull totems which is incredibly useless.
It might seem useless but let's consider things:
1. Dull totems still act as wards, revealing auras of survivors to walk by them or cleanse them.
2. Killers can see the aura of their lit hex totems so they can still protect their lit totems if they so wish.
Previously a Killer could do absolutely nothing and their Ruin Undying could stay up all match. With a hex as powerful as Ruin that's just insane. Undying still buys a hex perk some extra time but now it isn't ridiculous.
Pop can actually be used again. Oppression is an option. Ruin Undying was unhealthy for literally any other gen regression perks that exist.
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@Jay_Whyask said:
Pretty good idea, better than a majority of rework proposals I've seen. You removed the thing everybody hates, replaced it with something just as powerful, and most importantly kept the movement speed bonus. Hate it when people try to get rid of that, NOED wouldn't even be a hex perk without the movement speed bonus.
Agreed. Hex perks should be powerful.
Not not too powerful of course. Idk the Exposed plus Haste feels bad. With this however I think it would be a lot more fun and scary to go up against yet still be possible to escape but if you get downed..
Also what Killer doesn't love being able to mori? Since the ebony nerf I really hope a behavior will rework past perks or introduce new ones that have built in mori potential like Devour Hope and Rancor.
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I like this idea. We need more things like this that bring players together.
Sometimes the separation between survivors and even survivors and killer feels extremely alienating and I feel like it promotes toxic behaviors sometimes.
People are more inclined to not care about total strangers.
Like it probably sounds silly but I wish I could tell the killer before the match, glhf but you can't do that. It's difficult to even coordinate with randoms in the pre game chat lobby with the limited amount of time you have.
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I'm just happy Undying is being changed this way.
Devour Hope and Huntress' Lullaby will now have opportunities to be run with Undying.
Ruin and Undying can still be used together but you may need to actually actively protect the Ruin Hex totem. I fail to see how this is a bad thing as, Hex totems have no business potentially staying up an ENTIRE match without the Killer doing anything to protect them.
You'll have vision on Dull Totems being cleansed and you can still see the location of your lit Hex totems. If Killers wish to run the Ruin Undying combo they still can, they can still likely generate a lot of pressure off of it and survivors still have to cleanse away the combination so it's slowdown. It's just back to how Hex perks are supposed to be: incredibly powerful effects but gambling with the chance that they might be broken and removed from match permanently as they should function.
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They should add more perks into the game or rework existing ones to allow Killers to kill Survivors early.
Take Hex: Devour Hope for example.
Rancor can even be incredibly clutch. Using DS on a Killer with Rancor means that that Survivor can now be mori'd straight away.
I'm really hoping they look into adding Mori to old perks that need reworking (NOED) or in the form of new perks.
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@ProfessorDunwich said:
In honor of the Clown changes which includes his power being able to help survivors. I've come up with some additions, since this may be where the game is going. Feel free to add.
Freddy: Survivors in the dream state get 10% increased repair speed
Myers: If Mikey does not down a survivor during Tier 3, all survivors heal one health state
Doctor: The Doctor is affected by his own madness! He now hallucinates survivors!
Trapper: If he steps in one of his traps, he loses 10% movement speed for 30 seconds afterward
Billy: When Billy uses his chainsaw sprint, survivors can see his aura
Huntress: Survivors gain an extra 1% movement speed per hatchet in her inventory
Cleansing at Pools of Devotion heals you one full health state-
Oh wait.
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I'm expecting Devour Hope, Thrill of the Hunt and Undying to be a nasty trio.
Devour Hope wins games at 3+ y'all sleepin' on it.
Ruin + Undying = preventing survivors from getting the gens done
Devour Hope + Undying = kill all the survivors before they can get all the gens done
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Try running devour hope + undying.
We're so obsessed with slowdown, maybe we should instead be obsessed with killing the survivors before all gens get done.
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Hopefully they slide it in incognito like they did the mori nerf.
The issue with the supposed key rework is that they said it's taking time to well, rework them. From the sound of things they're probably adding animations or something that requires more resources.
And I hate to say this but I think Killers would do well to not get their hopes too high for a massive key / hatch nerf unless Behavior can change certain achievements so that one challenge where all 4 Survivors have to escape out the hatch isn't a thing anymore.
Maybe that's why the rework could be taking so long? Maybe they're looking to change achievements to fit the new mechanics they'll be implementing but who knows. It's ALL speculation at this rate.
At the end of the day though keys will still exist and hatch will most likely still exist as an option for the last survivor and killers need to keep their expectations in line with reality.
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I've noticed two kinds of people with these Clown changes:
1. People who actually main Clown and are appreciative of the buffs to reload speed and that he will be able to give himself a mobility increase, addressing one of his BIGGEST flaws. Players who see the potential in this and are already thinking of ways to utilize these, literally nothing but buffs.
And
2. Afterpiece Antidote gives Survivors a speed buff? WOW Behavior you just can't do anything right huh? This game is disgustingly Survivor-sided. Killers are a joke and I'm upset.
Clown is one of, if not the best anti-looping killers in the game. He's scary. Afterpiece slows down survivors. If Antidote DIDN'T speed them up / cure the effects of the Tonic (It is an antidote after all) then we're talking about a Killer who could slow people down while speeding himself up, how is that fair or balanced?
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@chieften333 said:
https://us.v-cdn.net/6030815/uploads/UVUKXU81726D/20210108-191518.jpg
It keeps the gritty style that we know and love, while showing the necessary info that the new UI was trying to convey.
I honestly have no idea who to credit this to. So if any of you know please tell me.
( just so y'all know those are the survivor adept portraits )
Behavior: No, no this makes too much sense.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1858455#Comment_1858455
Exactly.
And Hex-Perks are not meant to stay up all game. Two days ago I had a game against a Blight with Ruin/Undying (he did not have Tinkerer tho), and in that 12 minute game (he got a 4K), I cleansed 3 Totems and he still had Ruin and Undying left (he was a streamer and I watched the VOD afterwards, so I knew that those Totems were still in the game).
And I only knew of 1 more Hex-Totem, so even if I would have been able to cleanse that as well, it would have been a 50/50 if Ruin is really gone. This just shows how good Totem Spots have become on many Maps and IMO it should not happen that you have to cleanse 5 Totems to cleanse one Hex.
And now Undying can be used with other Hexes, while not being too oppressive with Devour Hope.
This. Hexes are powerful and shouldn't stay up ALL match with literally no effort on the killers part.
Ruin is the strongest gen regression and pressure perk in the game. Giving it the kind of protection and uptime Undying did was overkill and unnecessary.
Killer mains who say otherwise need to reconsider that it's not always feasible to remove Ruin Undying in a timely manner. If a Survivor gets killed and removed from the game before Ruin Undying is removed the Survivors most likely can't win.
The combination of any semblance of map pressure along with Ruin Undying makes it impossible to complete a 3 gen.
I know Killers want good slowdown and gen regression is absolutely a mandatory thing but there's a point where it's just too much and it's literally oppressive and begins making things like Pop and Oppression completely pointless to run.
This is a healthy change. You can still run Ruin Undying and they still have to cleanse it away. It still wastes time. Ruin is still powerful. You can camp and protect your Hex totems if you want to keep them in play as it should be instead of potentially maintaining Ruin Undying all match by doing nothing. Additionally this makes Devour Hope Undying infinitely more viable but nobody's talking about that huh.
Wait until people start complaining about that combination lol
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Things I think we need moving forward:
NOED rework
DS rework
The key rework if that's even still happening
Reworks of certain broken add-ons for killers, eg. Iridescent Head, Scalped Top Knot, Pinky Finger etc.
And lastly what I can think of, Demogorgon and Plague desperately need help after they're done addressing Clown, Wraith, Freddy etc.
Sorry, some of these points were Killer oriented.
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@nerf4man said:
https://forum.deadbydaylight.com/en/discussion/comment/1858732#Comment_1858732
have you ever wondered why killers get “almost instant” queue time? Yes, because there are less killers. Why are there less killer? Because PLAYING AS A KILLER IS MORE LIKE A PAIN IN THE BUTT AND NO ONE ENJOYS SUFFERING.
and if you are making an argument on survivors getting tunnelled out in the early stage of the game, It’s neither an abuse or cheating, it’s just a killer killing a survivor.
Playing as a killer, you get to focus and think more. This is clearly more exhausting. You’ll know what I mean if you have played a killer at least once. I’m not talking about the balancing of the game. What I said is killers need more compensation for more exhausting concentration on the game.
I know the struggle of playing as a killer, with no meta perks to boot and yet I still make more BP on average when I play killer because I can do reasonably well every match and can get into and out of matches faster than waiting for Survivor queue.
Honestly I only play Survivor with friends so when they aren't on I'm playing Killer. I get to see both sides and I make way more BP as a killer on average than I do as Survivor lol
The BP grind problem exists for both sides and Behavior knows they need to address it for both. I understand there's a collective group of people who don't want Survivors to have any form of extra BP farming ease as
"this would further exacerbate queue times as Killers would just play Survivor reee"
but I don't see that ever happening. Killers will always have fast queue times and be able to make more BP consistently than Survivors can individually save for those few games where Entity is displeased and we get rolled. There's just a sort of natural balance already. Survivors don't need some broken way of getting more BP but something small would be appreciated to help new players with the insane grind + long wait times.
Heck I'm all for both sides getting more ways to get BP more easily. Like if you buff Killers ease of getting BP considerably you could actually do the same for Survivor and Killer would still likely make more on average as well as retain their fast queue times etc.
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I would like to see more perks that allow you to mori.
Take Rancor for example. That's nasty. It's absolutely a second chance for you to flat-out OHKO + murder your obsession during end game without even having brought a mori.
The great thing about potential Moris is they can, potentially bypass DS
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@nerf4man said:
It is already well known that Devs are in survivors’ favor but this coming update proves it once again.
OK, We got it. It’s fine. We get it.
You guys care about survivors more because they are the ones who dominate DBD population. From business perspective, I can relate to that.
However, there are going to be less killers if you guys keep shredding them apart.
Give killers more BPs at least to make people wanna play them despite all the pain they have to go through from chasing survivors. (especially when survivors are 4 man’ed team)
I mean, who would play killers if they keep getting nerfed and there is hardly compensation for it.
Both survivors and killers would agree that playing killers is more exhausting physically and mentally. Why no better reward for playing them? I don’t understand.
They technically are. Survivor and Killer both will be rewarded Bloodpoints in tier values based on their ranking at the end of the season.
Aside from that Killer has almost instant queue times and scores more BP on average than Survivors even without BBQ.
A survivor can be tunneled out of a match and get 3000 or even less BP while a Killer makes over 20,000 easily. Additionally most survivors don't even come close to a perfect 32k while on Killer it's much easier to get close to that / gain bloodpoint in various categories as, you never have to worry about being tunneled out of a match in the first few minutes lol
At least try to see things from both sides before making a post to incite. Killers are just fine on BP farming, again even without BBQ. BBQ just makes it infinitely better to BP farm as Killer than Survivors with WGLF.
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Imagine being terrible AND unfun to play as AKA: The Plague.
The only difference with Plague is they haven't nerfed her but she's got so many bugs and issues. If they fixed her known problems and the way her bloodpoint system works I think she'd actually be in a good spot but alas.
Playing Plague is not fun at all and it's just depressing. Nobody even respects your power much less you.
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The only time I hate basement is when the killer runs agitation and or iron grasp and is hellbent on taking you there even if you go down far away from it. These are typically bubbas, trappers and hags but quite rare.
In these instances I just hope for the match to end quickly because legit basement camping builds are painful to sit through.
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Because it is in all honesty a brain dead combo. Yeah it's cool that a ruin undying is an amazing gen regression combo but it takes the spotlight away from literally every other possible gen regression / control perk in the game right now.
Pop is still amazing. Oppression is actually good. Surveillance and Discordance are nice. But any killer who can put out even the most basic map pressure and scare people off generators will gain instant and crippling value off of ruin undying. This combination also buys the killer more time than any other combination will until it gets destroyed. Survivors are forced to either power through the gens with ruin looming OR cleanse the totems.
Now that we've all that established let's talk about why survivors despise all this:
1. Undying reveals your aura when you cleanse any totems even dull ones. It's not a bad idea to cleanse dull totems along the way as, in case Ruin gets moved to a new dull totem via undying, this will ensure there's 1 less of that. Also NOED
2. It will take a minimum of two cleanses to remove ruin undying. Realistically, probably more.
3. Totem hunting is actually pretty difficult without a map if you ask me but I'm still kinda new.
4. Coldwind has a totem spot that can't be cleansed. Went up against a Ruin that stayed up all match there because it spawned in that spot from the beginning of the match. You can't "just do bones" when certain totem spots are glitched.
Bottom line, the only real counter play to ruin undying is to cleanse it away which can take a lot of time. Trying to power through gens isn't always possible especially against a good killer.
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I'm more concerned nobody is saying anything about Object of Obsession but I get it. They said they don't think it's a problem so it's probably not getting changed any time soon.
But yeah some changes to DS would be good. I'm mostly looking forward to the key rework though, whenever that may be.
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Why not replace breakable walls with these?
Imagine how creepy the creaking of a wooden door could be lol or metal screeching of a metal one!
Also it would fix the issues of reworked maps like Azarov's Gas Heaven which has that room with two breakable walls in it so it's literally a death trap when you're working on the generator in there- why would a killer ever break those walls?
Now if they were doors- or even just one was a door the Survivor could run out it and the killer would know but now it's not a literal death trap.
I've noticed breakable walls are either: completely bad for the killer; they break those immediately so it isn't a timebl waster in chase later OR it's a death trap for survivors and the killer will never break those walls if they know what's good for em.
I genuinely just hate breakable walls I think they were a poor addition but hey what do I know.
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The Game looks like it's getting a mega glow up omg it looks GOOD.
No offense but these look wayyy more promising than Azarov's. They did an amazing job with Ormond to be fair but man I hope we never get a gross green everything mess like Azarov's again I actually legit despise going there as killer and survivor both.
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For me I'd say:
Oni because he's scary to go against.
I don't actually find him that scary on his own because he's pretty loud and noisy and I can hear him coming from a mile away so I have some time to react lol.
Spirit because the phase walk jump scares but aside from that I don't actually find her "terrifying" as much as she is annoying. And sometimes it's fun trying to juke her phase walk even though I know 9/10 times I'm going to die to it.
But personally the two who scare me the most are Billy and Bubba. I'm scared of chainsaws irl so they just actually terrify me lol Billy especially with his dash and yell, makes me jump out of my chair every time during chases esp when I BARELY avoid getting sawed. Bubba on the other hand isn't as bad because I just feel like I'm always inevitably gonna go down if I can't make it to pallets or windows etc and it's not as scary as Billy with those close calls but still the near death chainsaws get my heart beating lol
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Killers have bbq and chili and Survivors have we're gonna live forever (wglf).
Both promote healthy and advantageous playstyles on their respective sides and I hope neither one ever gets nerfed.
Anyways to actually be on topic, I'd say the biggest crutch killer perk is NOED