thesuicidefox
thesuicidefox
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I hope this signals a greater change to some status effects and perks. Namely Hemorrhage. It's honestly worthless as an effect.
IMO Hemorrhage should make blood glow like Bloodhound. That would make it INCREDIBLY useful. Then change Bloodhound to just say "Inflict Hemorrhage on up to 2/3/4 survivors at one time" and then change Sloppy to only inflict Mangled (on up to 2/3/4 survivors at a time).
Both perks are effectively the same, and now Hemorrhage is actually a useful status effect to put on survivors.
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I now have cirrhosis of the liver.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1866903#Comment_1866903
Killers can still play around it. You just don't slug anyone until you've hooked them once. And if a survivor has the broken status effect, did they kobe, no then it's not deliverance and are they broken after you hit them and they're on the ground, yes? then it is no mither and you should pick them up.
Survivor perks shouldn't be braindead obvious to counter. If you have any pride in your ability to play killer you wouldn't want a win handed to you.
Yes but there are situations where the killer NEEDS to slug you but can't because you have No Mither. You force them to take your hook, which in the example I provided means you can use NM to sponge hits for other survivors and force the killer to chose to kill you or lose pressure on them. The best time to do this is when that survivor is Exposed. I've done this many times, I guarantee if you know when to do it then the killer will slug you, because taking your hook is literally throwing the game.
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@konchok said:
No Mither should start the game healthy, you should become broken when saved from a hook. (That way the broken status effect looks like second wind/deliverance) and when the exit gates are powered you should no longer be broken. This would allow the perk to be hidden initially, giving you an opportunity to use the perk before the killer realizes you have it, and if you get all the generators done, you then lose the status effect allowing you to heal up (after the primary goal is complete) to improve your chances of escaping.
The perk is at heart unchanged, you're a bit stronger at the start of the game and the end, but you're still broken throughout the match. And the core aspects of the perk can be utilized because the killer will not initially realize that you have no mither.
The major reason to run NM is to be injured from the start of the game. It's the only way to proc Resil or have Dead Hard available without first being chased by the killer.
Also the Broken sign is there to tell there killer they cannot ever slug you. What this means is that it's harder for the killer to gain pressure on the group if you keep taking hits. For example, EW3 Myers is chasing someone. Right as they swing, Mr. No Mither steps out and sponges the hit. Now Myers is in a catch 22. Either they slug you and continue to chase the healthy guy that is Exposed, giving you a chance to self revive and giving the Exposed guy more distance, or they take your hook right there and waste their EW3. This is one example of this, you can basically do it with any exposed effect really, just have NM and take the hit for the guy. Killer will almost always choose to slug you because it's better to get value from exposed where they get a free down on a healthy guy than to waste the exposed time on the already free down always injured guy. If you can do it at a pallet then they are even less likely to want to pick you up.
EDIT: Also if you wanna do something REALLY fun, run No Mither, Unbreakable, Tenacity and Soul Guard. Have someone save you with BT and then tank a hit. Run to the farthest point on the map and go down, then crawl away and revive to 99. If the killer takes the bait they won't find you and you probably just gave the others a lot of time to do gens. Stay slugged until the killer chases someone, get close, then you stand up in their face as they swing and tank a hit for the guy with SG. Rinse repeat until they decide to chase you or you bleed out. If you get a Legion this is a super fun strat and killers have no idea what to do about it.
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This is actually a good idea.
Although we do need them to remove the injured music.
I'd also take some kind of increased BP earn rate, similar to Distressing for killers (and NOT like BBQ/WGLF which are post trial boosts).
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@CLB198 said:
The math has ~5,850,000bp to get all perks on one killer
~128,700,000 bp to get all perks on all killers
~211,200,000 bp to get all perks on all killers with max prestige
Assuming 50,000 bp a game and games taking 15 min that would be 1 day, 5 hours and 15 min to get all the perks on one killer
26 days, 19 hours, and 30 min for all killers
44 days for all killers prestige 3
I have to be doing something wrong there must be a better way
Any suggestions
Short version: Play 1000 hours of killer and be efficient in your BP spending and you won't need BP anymore. Unless you wanna go play survivor.
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The value in Furtive Chase is more for the switching of obsessions.
I guess if you are a killer with an already smaller TR (Myers, Hag, Slinger) then it would benefit you. It's almost like a reverse M&A.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1866843#Comment_1866843
Yep, this exchange is proof of that :)
I mean don't lie, you know if you had a bunch of bad games and suddenly see someone with No Mither 1 and some random crappy build that you wouldn't dodge too. Again if you are legit fine with whatever people run then you wouldn't need to see their build in the first place.
I would be okay with the game telling you more about when a survivor has a perk in certain instances. Like maybe there is some signal the game could give when someone is on a hook with DS so you know you can just farm them since they have some protection. That kind of thing is okay, you can't dodge since you are already in the game. But I don't buy this "oh I want to see what other people run so I know what to do" BS. We all know the real reason to ask for such a thing is so you can ultimately dodge players that run a ######### build/perks.
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@The_C12H15NO2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864549#Comment_1864549
One of the best ideas I've ever read on balancing. Buffing solo up to swf will 100% crush the available pool of killers and you'll just have 30 minutes or longer wait times to get into a game as survivor. Hardly any killers will want to remain if all survivors run like swf. And those killers will most likely be OP Nurse mains. Additionally I'd suggest decreasing repair time for swf for each survivor in the group. swf are known for knocking gens out with or without ruin/undying due to the high degree of coordination.
Anything that directly affects gameplay is a no no. Slowing down repair times isn't necessarily fair since you are now changing the dynamic of the game. People would start to solo que and try to find each other in a lobby we want to avoid that as much as possible.
Simple stuff like putting limits how much a SWF can influence the starting position of a match is okay though. Stuff like preventing them from using map offerings is a good example. The game itself is unchanged, just now if you SWF you won't be able to control things as much as you can now.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1865187#Comment_1865187
I do. It's rare to see any Urban Evasions, but when they're used they're usually not used to just waste time all game. There are lots of boosted potatoes at red rank, but the people who are still constantly hiding in corners and terrified of the killer usually get weeded out before they rank up that much.
If you say so. Doesn't change the fact the people will 100% dodge if they could see your perks.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1865090#Comment_1865090
Because in this game killer doesn't have time to wait around, i don't see how don't see the problem here. I've gone to completely other guy, hooked him, got back, found this guy who was on gen, downed him and still got hit by it. That is fair right?
"Killer doesn't have time to wait around" which the survivors take advantage of and there is nothing wrong with that.
If you ignore people you recently saved and focus on the other survivors, or slug them, or eat the DS early then you are taking that advantage away. So what if they have UB, if they have to use it then let them, that's 24 seconds of them not doing anything.
You're basically asking for the ability to just play like a bot and not need to use any kind of strategy to get kills.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1865049#Comment_1865049
Using this perk in high level matches just how it's used in low level matches would be bad for the team, but in high level matches people typically don't use it that way.
Do you... play at red ranks? They totally do.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1865047#Comment_1865047
I go for the other guy, hit him twice, hook him, go on the gen and down other guy, but get hit with DS, i was tunneling right?
Then why you picking him up right away?
Like really if you get DS'ed here it's your own fault. You know full well you hooked this guy recently but pick him up like a bot. Just slug him, if this is the situation then his DS will be up before he can use UB.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1864739#Comment_1864739
I'm not trying to argue that Urban is a strong perk. I'm simply saying how it should be used if you're running it. You seem to be bothered by teammates crouching too much with it, so I'm trying to say why that makes sense for people running it.
I disagree with you that people only use it counterproductively. Rank doesn't mean much, but still, you almost never see players that immersed at high rank. When you see people running Urban Evasion, it's usually either for Adept Feng or it's just part of a normal build and not used badly. When MMR comes back, that should eliminate any remaining boosted potatoes for high-rank matches.
How it should be used and how it is used are two totally separate things.
Using this perk at a high level in the way it is almost always used is throwing the game. Period end of story.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864843#Comment_1864843
The thing is, they force you to pick them up and slug them, while people on other side are doing gens, you go for them but they guy will get up with UB, if i pick him up I'll eat DS, it's a lose-lose situation. Just like that you lost all the pressure you were working for because if one perk, that isn't what you call balance.
Pair that with 4x of DS and you lose 1 minute if the game for each one. 'eat it early' I'll need to tunnel or camp with for it, which is again, very punishable against good survivors.
Stop trying to protect the abusable parts of the perk, if you tunnel it's okay to eat it, that's okay. But being forced to and lose all pressure is dumb.
Why are you chasing that guy though? Go for someone you can hook.
Not tunneling though, right?
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864753#Comment_1864753
Actually no, it's abusable, it leaves absolutely no counter play to it, killer shouldn't be punished for doing his job, it's okay to get hit with DS if I tunneled, but if I am not tunneling and still eat it it's just stupid and unbalanced.
So I guess killer main like Fungoose are stupid because they don't eat DS and lose all their pressure? Especially in the end game?
The counter play is don't fall for the obvious bait, or eat the DS early, or slug. I play several killers at rank 1 and it's honestly not that difficult to play around. ######### it, set a clock on your desk if you really can't count to 60.
Pay the ######### attention to when you last hooked someone. If you're "not tunneling" as you claim then you generally won't have to slug them for long to avoid a DS. Oh boo hoo I wasn't tunneling but I lack the ability to count to 60. No sorry that's not a valid excuse.
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@Healthore77992 said:
It's not that rare anymore, also it's more about how they play for that 60 sec. They will jump on a gen in front of you, you slug them but they will have UB. Jump in locker in front of you etc etc..
That needs to get fixed, if you have time to heal, do gens, unhook, you are not tunneled anymore, so DS should be deactivated.
Yes any survivor should just be scared of the killer to the point they always run clear across the map to Self Care so as to waste as much time as possible.
The entire point of doing stuff like this with DS is to pressure the killer, or to prevent the killer from gaining more pressure. Having the guy with DS do a gen or a save is forcing the killer to pay attention to them and thereby giving other survivors time to do things. You have 60 seconds to give to your teammates. Any smart killer would either eat your DS early or slug you and force UB. Or just not tunnel you and pressure the other 3 survivors in the trial.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1864719#Comment_1864719
It's not a bad idea to stop running if you're in the TR, especially if you don't know where the killer is or if they're occupied with another survivor. Crouching with Urban is equivalent in speed to walking but stealthier, remember, so there is no reason to walk when you're running Urban. You should always be crouching instead of walking, even in situations where crouching would usually be the wrong play.
Plus, if your teammate is trying hard to avoid getting into a chase, that probably means they don't chase very well. Would you rather them be stealthy or get into a chase and go down in 20 seconds? I'd prefer they stay hidden and get back on gens when the coast is clear unless they need to start taking some chases for hook state reasons.
"Crouching with Urban is equivalent in speed to walking but stealthier, remember, so there is no reason to walk when you're running Urban. "
There is no reason to use Urban if you can do the same thing by walking. Which yes you can I do it all the time. It makes no sense to waste a perk slot to do something you can already do.
Plus as I've mentioned anyone that runs Urban doesn't just use it in this way. They crouch walk EVERYWHERE. Literally, I never see someone using this perk and running unless they are being chased by the killer. Doesn't matter how far the killer is, they will just crouch walk everywhere.
I'd rather they do things quickly so we can keep the pressure off. You're not going to legit hide from a top killer with Urban. You still make sounds and the killer is still faster than you. Chances of them getting found with or without Urban are effectively the same.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1864697#Comment_1864697
Hiding when the killer is close is not throwing the game, especially if you're a weaker looper than your teammates. You can also use it to get into better position for flashlight and pallet saves, quick unhooks in the EGC, etc. It helps for looping killers like Myers and Huntress where moving quickly while hiding behind obstacles is important. It's useful against Pyramid Head for crossing trails and Hag for avoiding traps (as you said). It can sometimes let you escape from chases because killers will assume you can't have made it around certain chest-high obstacles without leaving scratch marks. There are tons of ways to use it well. I hardly see this perk in my lobbies but I'll use it from time to time depending on what I have unlocked.
"When the killer is close" does not mean 32m. People that run Urban will hide at the slightest hint of the killer. So yes it's throwing when you are hiding when the killer is not even aware you are around.
If you know how to play this game you can 100% evade the killer in close range without needing to crouch. Walking is just fine.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1864705#Comment_1864705
Possibly a survivor that sees a tonic gas cloud between them and the pallet/vault they were intending to reach
######### that. My ass is running through that cloud. Less of a chance to get hit AND I'm in a safe place whether or not I do. And if I have Dead Hard then I can take that risk easily while injured, unless they didn't change his exhaust add-ons at all (which I doubt they are honestly stupid).
Like explain what would be the benefit to run AWAY from a loop ever? I makes no sense to me. You get hit in a dead zone, you're still in a dead zone. You have no defense. You get hit at a loop you still have a defense.
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Yea I don't get this logic either. I'm 100% going to run to the area with a pallet and not a ######### dead zone. What survivor would ever choose to run a dead zone? Sure you get 10% movement speed but so does he so the effect is basically moot, you're literally just running to a dead zone and giving him a free hit. I'll take my chances that I'll reach the pallet through the tonic cloud thanks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1864334#Comment_1864334
Running Urban Evasion =/= crouch walking everywhere. May as well dodge lobbies with Sprint Burst because your teammates might be walking everywhere.
If you have Sprint Burst you can use it to save me faster. Not to mention you're less likely to just hide and not move since you have an easy escape if the killer finds you.
Urban does mean crouch walking everywhere. I literally never see someone with this perk that doesn't do exactly this. Every single time I see this perk, all the person does is crouch walk everywhere and hide if the killer is at all close. Waste. Of. Time. You. Are. Throwing. The. Game. Stop. Being. Slow.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1864463#Comment_1864463
So no one can play with their friends with this suggestion? Before SWF friends would constantly lobby dodge until they all got in the same lobby. Imagine what returning to that would do to queue times now for survivors.
https://forum.deadbydaylight.com/en/discussion/comment/1864549#Comment_1864549
From their history of changes the devs seem determined not to split the playerbase, hurt queue times, or "punish" anyone. Also a killer paying attention will know "all I have to do is eat one DS and then tunnel them all" or how about "well he got up on his own, the UB is gone slug everyone at 5 gens" or two brand new players with only Dwight with semi-decent perks cannot even queue together?
I mean when you can wafflestomp 95% of killers in a 4 man with no perks, I wouldn't considering a limit of perks instances "punishing someone". All it means is you can't all run DS, which yes means all the killer has to do is realize you are a SWF and then they know to eat a DS and be done. But they have no way to REALLY know that so the smart killer would continue to play around DS anyway in the off chance one or more of you are solo. Maybe don't make it completely obvious you are a SWF?
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1864500#Comment_1864500
No, that's Detective Tapp. Adam is a teacher.
Oh, well he has a trenchcoat LOL.
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If you have a friend name Theodore you can tell him...
"They fixed Fixated, Ted!"
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Impose limits on SWF. For example, any size SWF can only have 1 instance of a perk. Therefore only 1 DS, 1 UB, 1 Dead Hard, etc. If you solo this wouldn't effect you. What this does is encourage team builds over everyone just running the best meta.
IMO you guys should try playing in a DBD tournament or at least watching one. If you did you'd learn that at the highest level, SWF is completely overpowered. Bringing solo survivors up to that point is literal insanity and would kill the game. It makes a hell of a lot more sense to bring down SWF to solos wherever possible. A top tier SWF with no perks will still steamroll nearly anything you can throw at them. Nurse and Spirit are the only ones that might stand a chance, and only if they run very oppressive builds (and no I don't mean Undying/Ruin because that is worthless against a SWF that just does all the totems in the first minute of the game). Yet in the normal game, these teams will actually be running full meta, which makes them even more overpowered. Yes, imposing a perk limit won't be the end all fix, but those are the kinds of things that need to be done to balance the game.
Anyone that says "buff solo to SWF then balance the game" is delusional. You won't be able to balance the game at this point, survivors already have the advantage, however slight, and in a SWF it's much bigger. You're saying you want a totally busted game? You want a game where every game is like the hardest SWF you ever played? You're ######### crazy.
Nerf SWF, but do it in a way that doesn't make people hate the game. Besides the 1 instance of a perk rule, maybe also you can't be the same survivor. Maybe also your offerings become more limited (eg. no map offerings). Maybe your luck greatly decreases in a SWF (or rather the chance of finding good items is decreased so no more keys or maps). Stuff that doesn't directly impact gameplay (so nothing like less time on a hook) just stuff that evens the playing field a bit.
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Adam would probably act more like a lone wolf. He's a detective right? So he would do his own thing and probably not care if others follow him.
Dwight is more of a leader because he seems like the type of person that would think before acting and then make the safest choice.
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Force people to play both sides regularly.
This would solve a LOT of problems.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1864334#Comment_1864334
That is not necessarily true. Urban evasion can be pretty useful when hiding from a killer especially on a map like Springfield since you can sneak away much easier. It may not be a meta perk, but it is still useful for stealth. You would be surprised to see how many times you can use it to sneak away from the killer who is very close to you.
You get WAY more value from Spine Chill or just good awareness and walking away. Urban is a waste of a perk slot and encourages people to play slow, thereby throwing the game. That time you spent using Urban to evade the killer and hiding could have been used to just run to another gen instead.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1862651#Comment_1862651
How is Urban Evasion throwing? Even No Mither can be helpful in certain builds, although it's obviously very risky.
If you are crouch walking everywhere you are wasting time. Literally the only time Urban has a use is against a Hag. Every other time it's worthless, and everyone that runs this perk will crouch walk EVERYWHERE and hide if they even hear a heartbeat. They don't rush gens or saves, you get to second stage or die on first hook because they waste so much time. It is one of the most self destructive survivor perks in the game.
You should be running everywhere unless the killer is nearby and doesn't know you are.
Urban is 100% throwing the game, whether they know it or not.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1863137#Comment_1863137
See that's what I want to know. Getting to rank 1 from rank 20 takes easily over a hundred pips. Since pipping doesn't correlate to matchmaking or skill anymore, will it be removed for say, an experience system?
It takes 85 pips to get from rank 20 to rank 1.
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@Almo said:
I have Devour Hope with 5 tokens and Undying. Someone cleanses DH. The totem disappears. The Undying totem is now a Devour Hope totem with 5 tokens, and the Undying perk shuts off.
If you have more than 1 totem will the first one destroyed just swap to Undying and that's it?
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1862710#Comment_1862710
At least when you see red ranks you know the person knows how to play the game.
Honestly the funniest thing i've read so far.
Even red ranks is full of players that are absolutely terrible at the game and have like 0 knowledge about the game whatsoever.
-Pig players that just tunnel the trapped survivor
-a wraith with ruin+undying that chases me for 5 gens
-a doctor falling for the worst window vault bait ever
-a meg that selfcares while being infected
-a cheryl actually running away from pallets and windows
The list goes on...
Have you seen a rank 20 play? I have 2 smurfs and it's literally painful. As bad as some red rank players are they know to do gens and make saves and to run from the killer. How well they do it is another thing, but rank 20's have literally no clue what to do at all. Red rank killers also know what a loop is and won't just wander off thinking you've wandered off.
A rank 1 fish will probably get caught on a hook because they are not too bright. A rank 20 fish will just jump out of the water and onto your boat.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1862625#Comment_1862625
The problem with current matchmaking isn’t only the fact that low and high ranks get matched together but that even with the same rank there is a wide range of skill. As many many people can confirm here on the forums, most red ranks are just not really good at this game (myself included). I shouldn’t get matched against and with that much higher skilled opponents/teammates as now.
They are never going to accurately measure skill. At least when you see red ranks you know the person knows how to play the game.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1862651#Comment_1862651
Well since you already admitted to dodging lobbies I think it is safe to say that you aren't "forced" to play a game you are going to "100%" fail because of someone's perks. I recommend judging someone by how many hours they have instead if you are on PC. Also, just because someone is not running the perks you would like does not mean that you will die.
I'm saying if you let me see the builds on other survivors that's what's gonna happen. Everyone dodges each other.
I play on Xbox.
It does actually. Only a handful of solo survivors could ever play against a really strong killer while using No Mither. And if you have Urban we all know what you are going to do with it, and that means people get to stage 2 and/or die early. It means you will hide instead of taking a chase or making a risky play, which means that if the killer is any good we will lose. Literally 90% of the time when I lose it's because someone decided to play with Urban Evasion, hiding too much and playing way too slow to actually win a game.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1862603#Comment_1862603
You are kind of part of the problem then.
Yes because I should be forced to play a game I'm 100% gonna lose because someone is deciding to throw before the game starts.
And yes, unless it's a Hag, using Urban is throwing the game.
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I have 0 faith in it.
I honestly hope it fails miserably so they revert back to the current rank system and remove the killer lock. All MMR is gonna do is make wait times longer if you are either really good or really bad. If you are really good you also have to deal with sweaty game after sweaty game, especially as survivor. At least with killer you can go play another killer but you will quickly gain MMR and eventually be too high to get actual fair matches unless you start maining that killer.
There is honestly nothing wrong with the way the game matches players now aside from the BS where it puts a rank 1 against a rank 15 or lower. I don't understand why they can't just make it so that never happens. Then we don't need to ######### up the entirety of matchmaking.
The only way MMR could work is if there was a separate rank playlist. Because majority of people play the game casually, or meme, or play for dailies/challenges and in those instances MMR is worthless as you're not gonna measure someone's skill if they aren't actually playing to win.
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Yes but if the guy is in any way decent at running by the time you get the third hook the game is over.
More like if you have the opportunity to tunnel someone early and other survivors don't gen rush then yes, you will pretty much always win because 3 survivors with anything more than 3 gens is generally a loss for them.
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I'm dodging anyone I see with Urban Evasion or No Mither.
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What's funny is regular killer mains complain about Spirit, but actual Spirit mains generally don't. For this exact reason, they understand how to play against her.
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I honestly hate the phrase "power creep" because most people don't actually understand what it means.
For example, people say Borderlands 3 has power creep but that's not true. Yes a lot of the DLC weapons are top tier, particularly DLC 3 and 4 (and Arms Race which is I guess DLC 5), but that doesn't mean content in the base game is weak. In fact you can solo true Guardian takedown with only base game content (I do it all the time myself with Amara, Facepuncher, Driver, level 1 Ward, and Cryo Stone White Elephant... by far the most powerful build in the game). Just because a lot of DLC content is top tier doesn't mean there is power creep because you can solo the hardest content in the game without it.
Borderlands 2 however DOES actually suffer from massive power creep. OP levels are just disgusting and the scaling of gear is equally as disgusting. When you are calculating base damage in the 10's of millions and still not doing enough damage to kill efficiently there is a problem. Yet some people don't call it power creep then complain about the "power creep" in Borderlands 3. Straight up facepalm.
As for DBD, no there is no power creep. The strongest killers in the game are some of the oldest, the best perks are some of the oldest, every once in a while a new killer or perk will break into the meta but many more just fall flat. If anything this game has the opposite of power creep since the game 3-4 years ago was WAY more broken than it is today.
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10% movement speed if 0.4 m/s, so Clown will move at 5 m/s (Bloodlust 2) and survivors move at 4.4 m/s (Hag/Huntress/Slinger).
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It's basically the Twins version of Madness 3. Can't do anything except vault, drop pallets, hook save, and open a gate.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1857254#Comment_1857254
As I said, what you are referring to was fabricated. So you can talk about it as much as you want.
https://forum.deadbydaylight.com/en/discussion/comment/1857255#Comment_1857255
This however is true. Even then they said they have no plans yet and it would be a long while before, if anything happens.
You can still get banned for that.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1857253#Comment_1857253
I play both sides on a daily basis. I even play on the worst platform (switch) and I'm telling you it's more balanced. Also I said it's "More balanced" that does not mean it's balanced.
Yes I play both sides too. It's awful. IDK how you can say it's more balanced when it's literally bigger than before and all the strong loops are stronger than before.
They just need to shrink the map and open some of the breakable walls upstairs to make it better than before, but as it stands it's still the worst map in the game.
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@JohnShark said:
https://forum.deadbydaylight.com/en/discussion/comment/1857216#Comment_1857216
Thats not a rumor, thats a myth.
I would say more but I don't wanna get banned for talking leaks.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1857156#Comment_1857156
Ormond's more balanced than before. I'm not going to say it's perfect because it's not, I think they went a little heavy trying to make it more balanced for killers so now it's dreaded by survivors. Disturbed Ward does need a rework and I hope along with the graphical update it's also reworked, I'm just saying that the graphical update does not equal a rework.
Ormond is not even close to balanced. It is still complete ######### show for killers. Some areas have massive deadzones yes, but the size of the map is still a major issue, so are the tiles that actually spawn pallets being way too strong, and it's damn near impossible to track properly on that map. Also have you even BEEN upstairs yet? The god window is even more godly than before. It's just awful.
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I literally bought a new 4k monitor for myself for Xmas because it has a built in crosshair feature to use in this game.
######### the haters.
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Rumor has it that DS is getting changed in the next update.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1857040#Comment_1857040
I always hate when people say stuff like this. Sure they rework parts of the map cuz the devs are LOVING their breakable walls, but the graphical update is not for the intentions of reworking. Chances are (like many other maps) the maps will ended up more unbalanced. Not all maps are like that but some are. (Autohaven I'm looking at you)
Ward needs a rework, but yea they screwed up Ormond even worse than it was before so I shouldn't be expecting a miracle here.