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princeharlequin

princeharlequin

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princeharlequin
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  • Unfortunately this isn’t possible. I wish it was but it’s not.

  • So survivors have something cool to look at while they power through gens.

  • @thatcarbonfox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029660#Comment_1029660

    Survivors dont have a method of ruining a killers game and forcing a depip with no skill, everything survivors do requires skill and timing, everything a camping tunneling piece of garbage has to do is have the skills of a fortnite player i.e. 0 skill

    LUL

  • Nope you’re just supposed to supervise the survivors gen repair. Killing employees is frowned upon.

  • @Mister_Holdout said:

    Sorry, but these devs have no excuse. They deserve all the criticism they are getting.

    If new survivors don't want to deal with Ruin skill checks, they have plenty of options:

    Survivors can level up Detective Tapp and get his perk Stake Out. That perk basically lets you bypass Ruin skill checks.

    Or, new survivors can use Small Game, which will help them find totems much easier.

    Or, survivors can use Tapp's other perk, Detective's Hunch, which reveals totem auras.

    OR, bear with me here, survivors can learn to hit Ruin skill checks. It's really not that hard.

    .....

    I started playing Battlefront 2 over the Holidays. And let me assure you, that game is a lot more casual than DbD. There is no ranking system, which means new players can get matched with veterans.

    Do you know what the devs told all the new players on social media?

    They basically said: Hang tough when you first start playing. It will be challenging at first, but pretty soon you'll get the hang of it and be able to play with everyone.

    And guess what? That's exactly what happened for me. That's the sort of attitude developers should have.

    But not these devs. They've shown they are unwilling to admit that optimal survivors are a problem in this game. Instead, we get a nerf to important killer perks like Ruin (which helped to somewhat remedy poor balance).

    This

  • @TAG said:

    As long as we're throwing out ideas, how about we make it so downing a person who is inside the Exit Gate areas prevents them from leaving the trial for a few seconds? Just long enough for the Killer to be able to pick them up. That way, people who linger within the Exit Gates (especially to wait for the Killer to down them so they can fall into the exit) instead of just GTFOing do so at their own peril.

    I agree with this

  • I think 50 percent is a bit too much but I absolutely love this idea I think 20/25/30 would be fair. It is actually the simplest solution. I like how your brain works.

  • @anarchy753 said:

    One of a few things, or a combination;

    First, change generator times to be scaling. While 7 gens are on the map, make them take significantly longer, but then decrease the time it takes to complete gens when 3 remain. That would make it so that 3 survivors sitting on 3 gens while you chase survivor number one would take a much longer time and not necessarily result in 3 going off at an unreasonable time. Cooperation would be more efficient without blasting through gens in 30-40 seconds apiece, but then survivors would also not be punished by exceedingly long gens as the game goes on. The early game needs to be stalled somehow, because having 60% of the opponents objective complete when you've done 8% in a reasonable time is just obscenely stressful.

    Alternatively, the only perk that guarantees a slowdown in the crucial time period of the game has now been lost. To compensate, the tools which allow survivors to greatly stall killer momentum need to be adjusted so that you don't start with an easy 3-gens-done early game and transition into a mid-late game where the killer is constantly shackled by protective effects and extra hits. Without going into huge depth here;

    • Give Borrowed Time a visual effect when a survivor is unhooked. Firstly, it allows the killer to not waste a bunch of time because of maybe extra hits that aren't there when someone is making bad plays and coasting off the fact that threatening perks could be in play. More importantly, when I hit someone and they Borrowed Time save in the wipe animation, I can see that the saved survivor takes 2 hits to down and the unhooker takes 1 now that they're injured which actively discourages tunneling the unhooked as they clearly take longer, which is the point of the perk anyway.
    • Dead Hard, make it more like a visual stance change rather than a dash, like bracing yourself for a hit (which suits the motif of being dead hard much better.) Even if the window is slightly increased to compensate, it changes it to it's intended purpose of blocking a hit with good timing, rather than what it's completely used as these days which is "mini sprint burst on demand" to get to another loop and drag out chases.
    • Stop Adrenaline from triggering if it cannot trigger when the gens go off. If you're on a hook, you missed your opportunity to heal and you shouldn't come off the hook at max health 30 seconds later. If you couldn't last in the chase those few seconds until it saved you completely, you don't deserve to get your perk at a random time just so you feel like it works every game.
    • The DS changes everyone's been asking for. Stop survivors abusing the trigger by going into a locker and being immortal for a minute. Stop survivors using it as an aggressive tool because they can do what they like in the killer's face for a full minute.

    Lastly, make other stalling perks actually have some form of effect earlier so that you don't lose so much of the objective just because all the pallets are on the map in the first chase. Ruin was so valuable because it had an impact while in the first chase which is when so many gens go off that the game can feel lost from the get go. Nobody really enjoys playing a drawn out 3 gen to scrape a win.

    • Thanatophobia; significantly increase the slow, but stop it from affecting healing. This encourages survivors to take the time to stop what they're doing and heal, rather than laugh off the 12 seconds it adds to a generator while powering through injured. Alternatively, greatly change the scaling from 4 per injured survivor to heavily weight towards the first and second survivor, and less on the other two. This means injuring a couple of survivors and chasing one actually puts some slow onto everyone and gives you some breathing room, where before it basically just coloured the progress bar red.
    • Dying Light; either affect the obsession, or remove the obsession's bonus speed to healing. The actual slow values when you consider it affects 1 less survivor than the amount remaining are tragic. It's such a niche perk. It feels terrible as most killers when you're stacking up a slow so slowly and by the time it has any effect it's irrelevant because you chase one person and the other is immune, or you can't chase the other person because killing them disables it. It sucks to be so constricted by your own perk for such small reward.
    • Thrilling Tremors; significantly increase the duration so it's more stalling than BBQ 2.0, or remove the cooldown, rewarding killers for being efficient.
    • Coulrophobia/Overwhelming Presence/Unnerving Presence; give them the same treatment survivor aura perks get, let the effect linger for several seconds outside the terror radius. If that's too confusing to players that might think they're still in it, add one of those little timers on the perk icon while affected to show it's wearing off when you leave the area. Maybe allow Overwhelming Presence to slowly drain charges while within the TR instead, but do not allow it to drain lower than 1 charge.
    • Greatly improve the area or duration of Cruel Limits and Surge. They're so tiny and short-lived that they're almost never tempting to use.
    • Swap the conditions of Surge and Infectious Fright. Make IF take a regular hit (and stop ridiculous chaining like Chainsaws and Kanabo hits) where Surge triggers on any down, like say, the basic attack of the killer it belongs to; shred.
    • Make Mindbreaker do something. It has potential, it just never has an impact on shortening early chases the way it's intended.
    • Remember Me; affect the obsession. It's a really small value these days, so putting in the work to stack it up should always have an impact, not be random based on who opens the gate. Also it discourages tunneling the obsession to death in case.

    These are all pretty minor changes that would just improve the quality of the game for killers without being very different at all for survivors. It removes a lot of the shackles placed on killers who are already stressed just to get their perks to feel like they work for their side, and are designed to be fun to use.

    I feel like the Ruin change will be healthy if the problem it was added to fix was actually addressed. This may have been months in production, but having a rework ready doesn't mean it has to be released right now if it's going to vastly change the balance of the game without simultaneous changes.

    Edit: also a fair few maps really need the Blackwater Swamp treatment of shrinking them down and removing a lot of the extra space. Size of the map seriously impacts how many gens can be done before a chase initiates or completes, and maps like Mother's Dwelling, Temple of Purgation, Rotten Fields etc are just unjustifiably large for how few unique assets are present on them.

    Most importantly, and I really hope this doesn't have to be said;

    Address the issues players have with the pacing of the game, do not sell us a band-aid solution in the next DLC.

    All of this! Specifically the last part.

  • @Poochkips said:

    https://forum.deadbydaylight.com/en/discussion/comment/981175#Comment_981175

    If you're too lazy to read the two minutes it takes to do so then eh, it's on the person who refuses to read it. He refused to read, i'm in my right to refuse a TLDR. And why i bring up that the mori seems toxic is because the community is protesting by saying that they're going to be bringing mori's so in this sense, yes it makes it toxic because the way they're going about it is wrong. They're looking to be as rude as possible to survivors that didn't even do anything but play the game. Unless they teabag. then idk

    You are right my dude you absolutely have the right to refuse to. I had the time, no biggie. Have an amazing day.

  • I don’t consider them toxic it was just the vibe I was getting from the OP who refused to provide a TLDR for the guy that asked for one. Possibly misinterpreted. Meh.

  • @ASAPTurtle said:

    TL;DR

    Basically don’t be toxic to people because you’re mad and advising survivors if they run into a killer being toxic due to the ruin change, just hide all game and don’t touch gens

  • Unfortunately that’s not how games work. Totally get where your coming from though. I literally only got her for Ruin as well. Now that it’s useless it feels very much like a bait and switch. Guess this is how surv felt when old MOM came out. MOM was Arguably broken but if you pay for something you expect to retain its value in some form. This sucks.

  • @Peanits said:

    The elephant in the room is that you could walk backwards after a survivor to avoid a chase, allowing you to close the vast majority of that distance very quickly. Even a 4.6m/s killer would be closing the gap at over double the normal rate.

    Soooooooooooooooooo will we being seeing map size reduction or literally anything to compensate on the killers side?

  • @edogast said:

    No one wants to do generators, especially lower ranks and new players. We are too afraid to touch generators because killers know exactly where the generators are and the generators are so loud it practically gives our position away (THANKS TECHNICIAN YOU SOLVED NOTHING). We hate being sitting ducks and with Hex:Ruin our motivation to do generators went from 20% to 0% and we end up hating the game, not wanting to play dead by daylight anymore. Hex:Ruin is Toxic to us newbies who can't even hit regular skills check, and with the fluctuation of ranks, we're bound to get a killer who has Hex:Ruin on anyways. Did you know? there are a lot of grey rank killers who have all the perks unlocked, so rank doesn't even matter anyways.

    "BUT WHAT ABOUT THE GEN RUSHERS, YOU CLEARLY NEVER PLAYED KILLER BEFORE"

    well you see, when a survivor is hooked, all the other newbie survivors will stop doing generators and try to save the hooked person just to end up getting hooked as well, it's a cycle of trying to save but getting hooked instead. If you're getting Gen rushed then it's completely normal, you are not supposed to get 4k every game. You think a killer getting 4 kills in a game is a normal occurrence? you should think again. BVHR actually want new players to play the game and enjoy it, Hex:Ruin just sucks the soul right out of survivors, of course veteran players will argue "why don't you just run the perk small game?" "what are you talking about? hex:ruin gets destroyed by the first minute of the game", yeah but you are forgetting those OTHER GAMES, where newbies are just mad, frustrated, running around the map just to never find a ruin, they don't know the exact spots where ruins would spawn yet.

    And aren't you bored of having Hex:ruin on EVERY build when you play as a killer? A newbie is not going to have the HAG unlocked, when you have Hex:ruin on you're always paranoid who's cleansing your Hex:ruin, and when you get your Hex:ruin cleansed within the first 1 minute into the game you get this sense of despair. Is that """FUN""" I rather run around freely getting Gen rush then getting salty the moment my Hex:ruin gets cleansed and tunneling that one survivor who cleansed it

    I think BHVR did a right thing for creating a more friendly environment for new players and noobs. It's a lot more fun now that Hex:Ruin will be gone. New players can live freely without the PTSD of Hex:Ruin

    I genuinely get it and can admit Ruin was “annoying” but part of the fun of being a new player to a game is learning how to play and progressively getting better. While you’re getting better, and starting to improve, you get satisfaction from your progress. You can’t balance a game around brand new players. That’s idiocy. I’d be more than happy to have a perk slot back if there was some sort of balance on the other side to compensate. This change was completely approached only by looking from one side of the game, the newer base of that one side no less. I hope they find a way to balance this prior to launching to live servers.

  • @Peanits said:

    The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.

    Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?

    I’ve always been fond of the idea of removing the insta down feature and having it reveal the auras of the three other survivors upon hitting the one your chasing. It would provide useful information and potential follow up snipes.

  • @Oshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/890399#Comment_890399

    If they just buff movement/vault speed without nerf DW/FF no one would COMPLAINING! 

    That wouldn’t actually fix legion though. It wouldn’t make them more fun to play as/against and it wouldn’t really make them that much more viable. Would it help? Sure. But legion doesn’t need help, they need to be fundamentally fixed. They are a perfect example of a GREAT concept but poorly executed.

  • @Oshi said:

    How do you will explain all negative feedbacks after patch about Legion? You are ignoring all feedbacks/suggestion before patch, now you continue to ignore. Just curious.

    I honestly believe the devs don’t know how to fix legion. It’s a complicated kit and without a complete rework to legions power, meaning it doesn’t operate at all how it does now, there isn’t a way to change it without making them broken or even weaker. So basically, I don’t think they’re ignoring, I think they just simply don’t have an answer.

  • It’s literally the dumbest addition I’ve seen in this game in a while.

  • I don’t run discordance because of the explosion getting in the way of aiming hatchets however I am curious as to what the differences are and why they should be moved?

  • Hey! Here’s a possibility! Maybe both Moris and Keys need a rework. Every time I see a post about keys being overpowered, here comes the “but killers have moris” comment. One mechanic being poorly designed does not validate another poorly designed mechanic.

    Moris would be a lot better if they only activated if the survivors are hooked twice. This would allow killers to use them without feeling scummy and be able to enjoy the animations. Keys would be a lot better if they didn’t interact with the hatch at all or at least had an interaction time so mid chase a survivor can’t just stumble upon it and boom, they’re out.

  • Yes. I got rotten fields 4 times yesterday and the rest were the remaining coldwinds.

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/484260#Comment_484260

    No, I'm saying that B&C for low level survivors is impossible to play against. I'm a low level killer because I don't kill anyone and I see it when I play as killer

    Low end survivors typically just started the game and they have to learn to play against it as well as learn to play the game in general. Balancing the games for rank 20’s is a horrible idea. BBQ is honestly one of the most counterable perks in the game.

  • @prayer_survivor I’m sorry, but did you put bbq and chili as a reason to DC? Why? There is literally like many ways to counter it since the last couple patches and you have plenty of time to go somewhere else if the killer is running it.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/452184#Comment_452184

    I think it’s a mixture of both. Even the swamp maps are still on the larger side.

    And tbh killers still have to contend with both large map sizes and survivors running to the nearest infinity gym. I think helping at least one of these issues would have a positive impact for killers.

    I hear ya man. I just don’t have much hope for the map shrinkage. Immediately after shrinking the swamps, they added Mount Ormand, Yamaoka Estate, and temple of purgation. If they were actually concerned with sizing they wouldn’t have done so. It makes literally zero sense but I guess it is what we have come to expect from the devs

  • Swamp maps have kind of already proven that shrinking maps doesn’t fix them. I actually use to enjoy grim pantry prior to its size rework, now it’s small, had a dock added, and anytime you get into a chase they run straight for the pantry which is a mandatory minimum of a 2.5-3 minute chase without balanced landing (speaking as a Huntress main). The issue is the broken structures and loops. That is what needs to be looked into. Could you imagine Torment Creek shrunk down so every time you get into a chase they run the damn blimp thing....yikes.

  • Imagine having a bad day, wanting to play your favorite game to cheer up and not being able to because the worlds ######### outnumber its kind souls....oof

  • Or maybe people can start being kind to each other... just a thought