wewantbetterfun
wewantbetterfun
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@ARTRA said:
https://forum.deadbydaylight.com/en/discussion/comment/2586959#Comment_2586959
Yeah you are right, also add a chance to blind the killer for 10 seconds, just for balancing. xD
perfectly balanced XD
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@Hippie said:
I already use rank 2 Iron Will only (75%) on most of my Survivors so that would be perfectly fine! Would actually be a buff for my playstyle, with the still/crouching/walking change 🙌
no lvl 3 because you find it unfair? you are quite unique
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@White_Owl said:
As an avid Iron Will user I'd be fine with that.
glad you agree :)
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@MeepLessThan3 said:
I love the idea! I think 30 seconds in the beginning and 16 seconds after each hook would be more balanced though. I think 60 seconds is too long, just my humble opinion.
you might be right, that would be a better way to balance it.
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@ARTRA said:
1 minute mayers? I like it, i would buff the 10 seconds on hook to 15 or 20 but yes. Like the idea.
+1
10 seconds because the devs would never agree on a 15-20 seconds gotta keep "balanced" numbers you know, they are too afraid to give killers power.
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ya good one
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2585197#Comment_2585197
Why would that be fun with BBQ or Lethal Pursuer?
Lethal pursuer because you have no terror radius and you can see where survivors are at the start of the match, if you are leather face with this combo you can easily get 1-2 chainsaw downs instantly if you are lucky, and BBQ so once you hook a survivor you have no terror radius for 10 seconds and you can see survivors 40 meters+ away from you, so you can get really close before they are aware of your presence.
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@MrCalac123 said:
30% seems to be the safe spot, maybe something a bit more specific like 33%. If that's not enough I really can't see it going above 40%, but it undoubtedly needs a buff, 20% is worthless
honnestly even 40% isn't THAT big, it's faster for sure but it still gives plenty of time for survivors to reach a safe spot, so if 40% makes them BARELY to reach another one and have ot drop it or try to respect it, that's what i'd be looking for.
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@Lily0 said:
I agree BS could use a buff, but if you make it too quick certain killers can pretty much instantly catch up after breaking a pallet. Breaking a pallet is supposed to give the survivor a bit of distance
I agree, but it gives too much
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@Freddy96 said:
How about you break pallets at 35% and breakable walls and gens at 100%
the gen is fine but breakable wall could be 50%, 100 even in my standards would be overkill
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@Thrax said:
it itself would be fine but stacking . . .
try it on billy with fire up and glove add-ons and let me know
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@RenRen said:
I don't mind brutal getting a buff but they're gonna have to add a cap to breaking speed. Cause shadow dance wraith with brutal, fire up would be a bit insane.
i'd find it hilarious haha, never made me win as a wraith using this combo, it's hilarious, but it doesn't make you win.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2577633#Comment_2577633
DH is a perk that's not a passive mechanic? Safe windows don't always create distance? Body blocking only works once?
it often does, DH is still something that gives survivors way more distance than they deserved
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@Trwth said:
I wouldn’t mind a Brutal Strength buff. Or testing one at least.
you can do that if you wish, try it on billy with the gloves and fire up and see the difference on how much time you save and let me know what you think about a 40% to 60% faster pallet breaking.
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@ClumsyTrapper said:
I agree brutal needs a buff to 50% would shake up the pre drop meta and give chase power to killers that need it like pig and clown
20% does nothing for you, it's hilarious on how little it does, 50% would make pallets way less safe than they should be, with the amount of safe pallets, this would affect this quite a bit until they one day in 3 years rebalance the tiles
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2577588#Comment_2577588
Which is why I don't like the idea of buffing this perk... it shuts down the survivors one and only chance of creating distance or continuing a loop.
one and only???? lmao do you even play the same game I do? what about safe windows? what about DH? what about body block? pallets are simply too safe, buffing the perk will simply balance it out and make it worth using unstead of giving literally 0.3 second less distance to the survivors.
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@throwaway79465468797 said:
Why stun if they can just have brutal strength and remove an entire mechanic from the game
why getting stun if you can just bait the pallet and break it giving survivors less time?
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Used to main him, maybe i'll play him again...in 3-4 months
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2569087#Comment_2569087
Yeah that's how I have this much progress. I usually find matches in like a minute. Pretty quick.
Because you are the only mastermind playing against the same 4 survivors each time
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@ThanksForDaily said:
Bamboozle is ridiculously OP.
Also, all the other changes are super strong close to OP as well.
Can sound op on paper but in practice it might be just okay or weak, remember when blood favor was shown in the ptb? everybody was like OMG, yet it's total trash once in a match, these changes seems OP because we are used to have killer perks that do LITTLE overall, we don't have very powerful perks that actually make a big difference, the biggest ones are hexs which can just be removed, I made perks that are weak by itself totally worth using, and if 80% of the useless perks end up being very good/powerful, won't it greatly improve build variety and overall experience since it won't be ruin undying tinkerer most of the time?
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@Impose said:
I stopped reading at bamboozle. That is blatantly overpowered and ridiculously so.
I also said it at the very start this post is about making perks better and with the mentallity of 4 vs 16, making 1 killer perk worth a lot more.
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@Impose said:
I stopped reading at bamboozle. That is blatantly overpowered and ridiculously so.
oh no I lost 2 windows out of 14+ (depending on maps) so broken
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2566289#Comment_2566289
I mean I play it all the time. Mastermind is definitely the power role.
you play a game with 48 players all the time? quit your bullshit
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@Lynxx said:
You sweated to get up to high MMR, enjoy your reward.
I was high before it was even a thing, I am stuck into it, I wasn't sweating 80% of the time before MMR, the game was fun back then and could play pretty much any killer I wanted, now I lost that
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@Squirrel_Thicc said:
I've started playing her more cause she's one of the only killers that I feel like I can occasionally win with. That's not a bad thing though bc I genuinely find her fun to play as. I just miss being able to play a wider variety of fun killers like pig without constantly getting destroyed.
exactly....I want to play other killers but always lose 2-3 gens before my first hook thanks ot MMR, so ######### annoying
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@TheDarkTyrant said:
I suggest play more games. I specifically suggest REsistance. Really great game it is.
you think i'll fall for that? that game died thanks to absolutely survivor sided balance, masterminds can't do ######### unless they only use camera builds
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hahahahahaha that's a good one
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@snowflake102 said:
Or play the killer you are good at
I am good with 85% of the killers, only 1-2 are viable at high MMR and it piss me off to be stuck playing spirit because otherwise I lose everytime
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@AssassinZodiac said:
I agree with you, the fact that escapes are basically all that matters for mmr ranking seems silly to me.
it is, the emblems actually were a decent system, but it got removed for no reason, they should have kept it but making ranks not part of the MM, but they trashed this system, what a shame
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@MandyTalk can you move it into feedback please? can't do it since I am still a "applicant" why is that? when will I be able to post everywhere?
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@Crowman said:
A big problem I have with the emblem system that would have to be addressed if the devs ported it to the mmr calculations is how the game determines chases.
Being chased by Victor doesn't count as being chased. Being followed by a cloaked Wraith doesn't count as being chased.
that is true, but wraith isn't a threat while being cloaked, and a way to fix it with Victor would be that if you crush him you get points for it.
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@[Deleted User] said:
If you made the video why couldn't you have just typed the copy in the forum post so I could have digested the information 12x faster.
I haven't made it.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2558957#Comment_2558957
Thankfully not because I think it would definitely ruin a good bit of the experience... it's not supposed to look like a very serious horror game
why not?
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@throwaway79465468797 said:
This is made with a map editor from another game 😅
They probably spent a decent amount of time on it, and it looks great, but it's not made from scratch
that's not the point, the point is, the game could look THIS good, yet we will never have this
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@DwightFairfield said:
Its funny, to the most of my knowledge this was made by a single person, sure assets may be flipped from the engine they're using but that's not the point. With over 700+ employees, with who knows how many in graphical departments, its a shame that Behaviour is outshined by a single fan.
you got that right
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@PigMainBigBrain said:
That would be great, but something like that requires passion and effort....
it does :(
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@Shaped said:
Well one day bhvr might give us dbd 2 with awesome graphics and hopefully normal working game with barely any issues on all platforms.
maybe one day
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@Squirrel_Thicc said:
I agree this looks amazing and I'd love if the game looked like this but graphics shouldn't be a priority. Especially when the game is as unfun and unbalanced as it is right now.
it is truly unfun and unbalanced AF since MMR is in full time, ruins the game so bad
but god why can't dbd be like this???
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@Jerek said:
Given a large number of pallets and jungle gyms there are in most maps it does sound nice, but not a good idea.
Bloodlust is already a thing, even though it isn't a great one.
But the main issue with this perk idea is you are not considering any killer powers combined with this. Killers with ranged attacks would be so much stronger being able to close distances and land their strikes much faster. Every other killer would just be that much harder to escape.
Making killers faster to win just isn't a very good and boring idea.
not to be rude but this is the kind of mindset that make it so we don't have new meta perks, oh this seems to strong oh there's no counter to it, we need new strong perks, instead of having the same meta over and over again, aren't you tired of pop/ruin/undying? or DS/DH/unbreakable? new combos of strong perks would be nice, I don't consider my perk idea strong, just good enough, since you can never have the effect or have it everytime, and giving you a 5% speed boost isn't that much, chase someone with 1 stack of PWYF and see how easier you can catch a good survivor, it's barely easier, it could sometime simply give you the speed you need to land 1 hit you wouldn't have landed without it
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@Chocolate_Cosmos said:
Sounds weak and niche. Also the perk itself sounds boring to me. Nothing personal of course, just don't like it.
to each their own :)
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2554918#Comment_2554918
10 seconds of haste is not a "little" boost... Your "idea" would be broken at that increase.
Spine Chill - does what moving your camera would do O_O
Adrenaline - rewards you for surviving until endgame with basically 3 perks (similar to noed)
Lucky Break - limited duration and you still make sound/can literally be seen so your "0 tracking" is just wrong...
Sprint burst - seems to waste more survivor time than anything as most survivors will walk around to save it rather than 99ing it...
10 seconds 5 times per match IF you are in a chase during each time a gen is completed, and 10 seconds haste can be barely enough for 1 hit, won't be for 2 ever unless they make a bad movement, be biggest boost happens only 5 times max, the medium boost can barely happen 1-2-3 times per match, and healing happens often, so a 10 second haste that can be neglected by a really good window or god pallet isn't a big deal, to be able to hit survivors on strong safe loops you need 3 stack of pwyf and even then it can be difficult, you mostly will use this perk for when survivors will heal, giving you a short advantage, and again, this perk can technically never trigger.
It's like when they nerfed coup de grâce, you can only do 5 attacks with 100% increase range per match, was too strong for the devs apparentl when not a single person complained about it being too strong.
This perk can either have all the value possible or be totally useless, exactly like ruin, it either last for the whole match or 20 seconds, it is simply to possibly give the killer a short duration boost to re-apply pressure after losing it.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2552196#Comment_2552196
I'm more thinking in open areas. If a survivor committed to a gen and you'd get a hit. The survivor gets the speed boost from the hit and you'd still close the distance for basically an insta down... Seems too rewarding with no risk/work on the killers side...
Spine chill: makes you know ANY killer is coming from a distance of 36 meters
adrenaline: gives you a free health state at the end of the game
Lucky break: gives the killer 0 tracking of your location
Quick and quiet: allow you to vault a pallet/window/locker without making any noise possibly making the killer think you didn't vault while you did and so losing you.
Sprint burts: allow you to instantly gain distance from the killer without any cost.
Yea my idea would be too rewarding because it would give the killers a little boost for losing pressure/the game only during a chase.
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@SleepyWillo said:
I thought 7 seconds was bad but 10 seconds of haste for a gen completion seems extreme...
a simple pallet can neglect this effect
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mad, they killed deathslinger
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@Rockotheawesomepug said:
Please put this for Heather too. She deserves a lot more love and this pulls at my heart strings so hard <3
survivors need they own theme too
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@[Deleted User] said:
This is an acknowledged bug : Ji-Woon's Autograph actually is 1 knife and the Fizz Spin Soda Is 2. Should be fixed when it releases on live.
thanks for the info
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@BadMrFrosty said:
Here's the issue: killers like Deathslinger are a symptom of a much greater problem in DBD - map design. Rather than take the necessary long road for the game's health and fixing problematic maps, what the team has instead opted to do is nerf killers whose chase potential is overwhelming. This leads us into asking: why is their chase so strong? Simple, it's to make up for how ridiculous most maps are, and more importantly, how many safe loops/linking tiles there are (or can spawn).
Deathslinger's strengths are the following:
- Low TR (allows for cheeky first engagement hits and follow up shots).
- Quickscope shots that cannot be reacted to (not fair for survivors, granted, but neither is the pace of the game especially for slower killers).
- Zoning (again, not really fair for survivors as it's essentially a one-sided guessing game).
So, in conclusion, what we've seen is that in order for this killer to maintain what is generally considered upper mid tier strength, he's needed several unfair advantages over survivors in the chase. That said, as many people would state, he's not unbeatable because he lacks map pressure which is the most critical part of a killer's design, if they're fortunate enough to have it. That being said, if you take away his overwhelming chase potential, nerf his TR, and leave him at 110%.. without strong add-ons, he's essentially a worse huntress in every way possible.
If we go down the road of assuming his new add-ons are strong, then he simply becomes another add-on dependent killer. Again, we just seem to be in a worse place than before OR turning him into yet another killer who'll need add-ons to function similarly to before.
you are making total sense, better ruin the killer experience over changing what's wrong with the game
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@Yords said:
The devs made a note on part 2 saying that they aren't adding the dust effect when she phases after all
i'd rather have the dust over the sound
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@BadMrFrosty said:
I'm not surprised and honestly I've kept my expectations low and close to non-existent. These developers are massively out of touch, and without a complete shake up of their map/balance teams, I doubt that'll change. Expect more of the same.
which is why many veterans are getting so tired of them
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2525806#Comment_2525806
I can at least understand getting tired of killer being stressful. But I am not sure how this game used to be better. Back then the game had some really broken crap for survivors, it's not nearly as bad anymore.
There are also enough veteran players that still seem to be enjoying the game as far as I can tell. I only started the game when Clown released, but I have over 1 thousand hours in this game, and while I do take may fair share of big breaks, I still enjoy this game. Of course, it still has a lot of room to improve, but I personally believe the changes made in this patch are very good, even if I do wish that Deathslinger would have received some form of buff as compensation.
I just want to not lose 3 gens for 1-2 hook everytime and lose my ruin/u dying in the first 40 seconds and having almost every mind game impossible since they can read me even without seeing me, I am tired to sweat