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xni6_

xni6_

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xni6_
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  • unfortunately with the cheater problem they cant increase dc penalties since 99% of cheaters hold the game hostage

    if they added some way to not be held hostage, then they could increase dc penalties

  • a different change 3 (i dont think eruption needs to regress more) - the cooldown goes from 30 seconds to 0 seconds (so you can down someone and kick a gen and immediately eruption will be on it, instead of you having to wait for it to come back)

  • they really dont care about twins so i wouldnt get too excited for that, but if they are gonna do more blight skins i think oni, dredge, slinger and maybe trickster are probably gonna happen, and i think theres a chance wesker might as well since nemo got one

  • he should be a 4.6 now that theyve turned him into huntress but worse in every way possible

  • im hoping that theyll go and give him some better addons and undestroy his basekit

  • poorly designed, one of the most miserable killers to play and to vs. its clear that the devs do not care about them in the slightest

  • garden, eyrie, badham, coldwind, haddon, gideons, swamp, red forest, rpd

    maybe they could tackle them in groups, swamp and red forest together since they look like a game from 1996 in terms of graphics (exaggeration)

    then garden and eyrie bc its a strange concept to think they were playtested

    gideons, badham and coldwind bc theyve been reworked already but still suck in terms of balance

    then rpd and haddon last bc those reworks were super recent somehow

  • honestly i think the version of thana from a while ago (4% per stack, affects healing on top of repair and totem time) would be the best fit for the game rn

    nice and simple in wording and in effects, punishes staying injured, and adding slowdown to heals

    if they dont like thana plague/legion they could make it so broken/deep wound survivors arent counted, but that doesnt fix the problems on legion and makes the perk utterly useless on plag, but in the case of legion there would be counterplay where you 99 your mend and do as much of the gen as possible in deep wound then finish the heal and take the slowdown for whats left

  • for m1s with some type of chase ive been running surge, surveillance, pain res, shadowborn

    for m1s with no chase power ive been running call of brine, eruption, stbfl, shadowborn

    for killers who primarily m2 ive been running deadlock, eruption, no way out, shadowborn

    for chainsaws ive been running bamboozle, deadlock, eruption, shadowborn

    for plag and leg ive been running call of brine, eruption, terminus, shadowborn

    for huntress its been lethal, iron maiden, darkness, shadowborn

    for nurse its been lethal, floods, agi, shadowborn or floods, pain res, monstrous, shadowborn

    what do you mean im addicted to shadowborn? i just like seeing forearms is all

    ive only been using brown and yellow addons since anything rarer is impossible to get in bloodwebs now

  • i dont think this is the solution. my idea of a fix for 2man endgames would be having a form of egc start thats reset when objectives are being worked on so killers dont get held hostage (like a minute and a half where if a gen hasnt been touched and noone is on hook or downed then both survivors get deleted). im not sure if this would be a good fix, but i think itd be better than what it is now

  • i dont think hed be op with it, but i do think hed be very boring - having an insta break and having some of the best catchup mobility in the game

    itd be nice if he broke walls tho, vault pallets but break walls, but really current state with some bug fixes will put albert in a really good state

  • 4.4s have 24m terror radiuses. imagine a blight moving at 9.2m/s (as he does) but youre only just getting warned when hes 24m away. youd be complaining about that 100%

    also the fact that devs have stated criteria for 4.4s before, i remember they said all ranged killers would be made 4.4s, however i dont remember what the other criteria was nor can i be bothered finding where they said it, but blight clearly didnt meet it

  • i understand where youre coming from, but the game is much more balanced than before

    god pallets are still complete bs that should be removed completely, i agree entirely. id take it a step further and argue some tiles and main buildings need to be nerfed as well, but thats map balance not game balance, and the devs releasing garden shows they dont care about that in the slightest

    dead hard was nerfed. the only part that was buffed is good timing is a hit + distance instead of a missed lunge. the uncounterable dead hards are so much harder to pull off, and theyre technically not even uncounterable. its in a much better state than before

    genrushing has always existed. prove has pretty much always been a problem. toolboxes and bnps have always been op. but they do have a counter - hard tunneling asap

    99ing gates isnt really a problem. itd be nice if gates regressed passively, but the devs wont do that, it seems theyre happy with endgame being how it is, and endgame isnt really that bad as it is

    basically - play scummy, and bandaid fix issues with perks. its been like this forever, mmr has just made these issues much more obvious

  • they probably wouldve lost all the survs around gold 1

    when the killers started getting better, survivors started dying. with no comms the first survivor probably wouldve died earlier and when the first one reached gold theyd have probably be down to a very small cast of survivors

    on the contrary, being off comms wouldve helped since thered be no comms to clear, and itd be much easier to focus in chase and such against the stronger killers

    edit: this challenge proves nothing in terms of balance, and the adjusted no comms theorising bit in here also proves nothing. the game is very well balanced right now

  • this happens when leaving dream world. it also happens on eyrie and i think haddon.

    to avoid it until its fixed i recommend just staying in dream

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/346147/maps

    Killer main detected.

    Midwitch and wreckers yard are about as balanced as old headonfield was to killers. Next time write, that shelter woods and rotten fields are survivor sided. Absolute nonsense the whole post

    wreckers is one of the fairest maps, and it still has 2 god pallets. its got 6 generic tiles and a shack. what makes it balanced is that most of the tiles are fair tiles, where the killer gets a hit if the survivor makes a mistake, and if the killer makes a mistake its another loop at the tile, and theres enough pallets that all the gens can get done if the killer just insta breaks.

    it might be op for killer if killers were strong, but they arent so the map is balanced

    p.s. im not a killer main, im mostly solo q since the patch bc killer queues have been so long

    in Maps Comment by xni6_
  • p10 on sadako, artist, blight and billy

  • @CookieBaws said:

    They could swap his chase music with Wesker's, but keep presense music default.

    https://www.youtube.com/watch?v=sCYMSr4V7O0

    they could make this his terror radius and chase music

  • it only really works out if the survivors were already grouped up when legion starts his frenzy

    if survivors split up like youre meant to against legion (and really most killers), and they hold w away when he approaches, that addon combo isnt enough for a down

    if survivors dont split up properly, and he catches 2+ in the same sort of area, its much different, and hell likely get a down, but thats the survivors mistake, not the addon combo being op

  • itd be nice if we could do that across roles too. sitting in killer queue and levelling up one of your survivors, or sitting in survivor queue and levelling up a killer

  • lethal is a great early game perk that buffs most aura perks.

    think of it like a new sort of corrupt, but instead of its purpose being to slow the early game, its to play aggressively from start to end

  • solidarity is actually a surprisingly good perk when you use it with certain gimmicks

    like running it with resurgence and healing your unhooker, you have 2 healthy people in 16 seconds (shorter with heal speed perks)

    i remember it working with autodidact (the first 2 stacks taking progress lets you do more heal progress, and heal yourself more)

    it also used to counter sloppy (not anymore tho)

    so maybe if they made healing progress from both resurgence and solidarity not get deleted by hemorrhage, thatd be a pretty good buff to it

  • itd be nice if they added little minigames to gens so its not just holding m1 for 90 seconds. like time sensitive mini games that show up instead of skill checks

    im not sure how well that would work, but itd be less boring at least

  • its not throwing unless you know theres pentimento.

    then its most definitely throwing

  • id recommend playing them in order

    but if youre only gonna play 1 play the first or second

  • dead space

  • for perks? yeah. zarina has 2 amazing perks and a meme perk, slinger has 2 perks that have great synergy with other perks and another perk thats just subpar tracking

    for the killer/survivor themselves? slinger feels awful to play after he was nerfed to oblivion, zarina is an above average survivor (average loudness, average size, pretty good stealth, some good cosmetics)

  • guardian + noone left behind. unhooks in endgame = unhookee moving significantly faster than the killer for their entire endurance

  • back when hatch standoffs were a thing, had a nice friendly wraith stand there for a bit over an hour before deciding to hit me (it was a battle of wills. i was the clear victor)

  • they could make kinship also make the hooked survivor glow white like they do with reassurance. maybe take it another step up by making their aura white to other survivors from both kinship and reassurance

  • honestly? there are some teams you just wont beat unless you get better. those teams, id suggest commit to chases and learn what you can (where you really shouldnt chase, where to push survivors to, and how to push them that way, when to respect pallets or eat them, picking up on survivors playstyle so you can better counter them), and dont get too frustrated or disheartened if you lose

    id suggest putting on deadlock if you have it just so you can overcommit to a chase and waste a bit less time, maybe putting on just 1 chase perk; stbfl, brutal, bamboozle, some other perk im not thinking of, just to help out with your chases

  • i think it could be a little faster at base on top of having an addon to increase it, but with his current list of addons im not sure what theyd have it replace...

  • if you want to use less regression but want to still be able to combat genrushes, id suggest moving some of your build into the endgame, things like rancor, no way out, remember me, noed, terminus, etc. just so you dont bully chill teams where you dont need much regression, but so you can still combat those seal team 6 navy seal sweats

  • an fov slider for killer only (for motion sickness so vision impaired and motion sickness people dont need to run shadowborn), being able to turn on the mobile edition heart thingie (so hearing impaired people get to play normally without being reliant on spine chill), being able to turn off vomit sounds/vfx against nemo, plag, etc (it makes some people feel unwell), updated models on the stuff surrounding your screen (dorito torment, whisker infection, plag infection, etc just so they dont look like clip art from microsoft word)

  • dead hard is fine, the only real issue with it is how the risk of its existance removes the killers ability to lunge unless theyve seen a different exhaustion perk in play

    and also cheaters but thats not a dead hard problem thats a cheater problem

  • a bit ago i had a game as demo where a sabo squad accused me of cheating bc they couldnt wiggle out

    the criteria that was met off memory was just dropping the survivor instantly after seeing a sabo attempt

  • the only issue with eruption before was the cooldown, and now the incap is too long AND it has a cooldown (the regression buff it had was good)

    so if they made it 16 seconds incap, 10% regression, and have no cooldown, thatd be perfect :D

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173525#Comment_3173525

    Okay but please explain this dead area like you get close enough to surivor it deactivates or is no longer directional

    so in your idea, the base whispers are 40m, and running the perk makes the closer 32m directional. the dead area i was talking about was the 8m where its not directional, even tho youre running the perk

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173511#Comment_3173511

    I never even thought of the idea of making the perk directional.

    Idea

    base when you get within 40m of a surivor you hear that noise whispers makes this stops when there is one surivor alive

    Perk then you get within 32m of a surivor the audio becomes directional

    that could work, but 40m also could be a detriment for killers, since the whisper sounds can be annoying

    maybe have it 32m base, but the actual perk has it so theres no dead area where its non directional (so if you hear the whispers, its directional)

  • itd be nice, but what would the actual perk do?

    maybe base whispers as 32m non directional. and real whispers 24m and directional?

    also the argument for last survivor, maybe have it work like chain hunt in that it doesnt exist if theres only 1 player standing (i dont think thats even necessary tho tbh)

  • he cant catch up, his saw only moves a 123% iirc, plus the speed boost from getting hit is too much, and the unhooking speed from noone left behind is about twice as fast as bubbas charge time. as i said, uncounterable

  • hope, noone left behind, bt, babysitter

    unhooked people in endgame move at 124% speed. i move at 107%. free escape for both me and the unhooked player in endgame

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170446#Comment_3170446

    Based on @xni6_ 's suggestion, the perk would only increase the self-healing speed.. 😅

    So, you'd end up blessing a totem, wasting fourteen seconds just to ensure that you can self-heal yourself with Self-Care at .. ~85% of the original speed? At that point, you'd heal faster with Self-Care and Botany Knowledge combined as you wouldn't need to bless a totem in the first place.

    It was an obvious exaggeration or joke.. One of those.

    it was only increasing healing others speed, no self healing and if you use a medkit in it it doesnt heal faster was what i was suggesting, just worded poorly

  • the issue with boons is how circle is so undeniably op, and the other 3 are just kinda average

    shadwstep sucks bc its just a lose the killer for free, exponential sucks bc you cant really slug if it exists, dark theory sucks bc it doesnt do much against most killers

    like breaking a boon causing all totems to break and for all survivors to be exposed for 30 seconds wouldnt be a big deal it it was circle, but if it was a lone shadowstep then its not a good change

    coh needs to be nerfed into the ground. that will make boon play as it is ok

    my suggestion for a coh nerf is removing the self healing ability and speed boost

  • only change id say dh needs is having mettles new "special endurance thats not endurance" so it can be used in deep wound

    then again, its not necessary, only 2 killers really counter dh

  • just have it so ds can be used twice, while still being a 3 second stun.

    so if the killer is hard tunneling, its a 6 second stun total, plus the time waste from picking up survivors

    the 5 second stun allowed survivors to hold w across the map before the killer even gets to move, and it was only that long of a stun bc years ago enduring countered ds

    3 second stun is fine, have it activate twice so theres a reason to use ds over otr

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169746#Comment_3169746

    i agree it needs to be buffed, but it should not be a thing you get off every game. just a threat like pighead

    i agree, but my suggested changes should make it so people do tape deliveries more, so they waste time (like against pig), bc if they dont they are at risk of murder (like against pig). condemn isnt uncounterable, even if you have all 7 stacks you can get hit and pull off the tape delivery during sadakos hit cooldown

  • @Jeromy137 said:

    Gideon meat plant needs the pallets because there are only 3 vaults on the top floor and 2 of them are bad like really bad

    it doesnt need so many god pallets tho

    add some fair windows, remove every single god pallet

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169721#Comment_3169721

    It was an event to loosen up. Stop making this game a full-time job. Its not even a competitive game. People MAKE it competitive.

    itd be cool if killers got something next even then instead of just survivors

    like imagine we get something that just allows us to insta down no matter what killer we are for a few hits - like a reverse snowman, and then do nothing to nerf it when all the survivors start complaining

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