BismarckCane
BismarckCane
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- BismarckCane
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Solve the real issue here. Reward Killers for the chase, the kill should offer way few points. If you give the reward and win conditions to hooks and chase over "Kills" the killer will not care to get the 4 k in order to secure that pip over a neutral at Red rank.
The truth for most killers are the way the emblem system works they need 4k in most games to pip.
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Agree though, whoever designed the codes, did not understand it is about 8 additional movements to get a code in on a controller.
Hopefully BHVR will learn from this and change the way it works in the future.
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Legacy Gamers be like: I feel bad for you...... Old spawn points....
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So I played Killer for the first time since Crossplay came out. I play both sides and at Rank 1. Here is what I noticed.
1) I was not ready for the flashlight skill. On console survivors are trash with them and I can look up and face walls etc. However the first game with flashlights was a macro click fest. I took 3-4 blinds to revert back to the habit of validating my area before just picking up. This is on me and wont be an issue, just an old habit from a difference in platform
2) looping is way tighter and pallets don't just get thrown, you have to not respect pallets for free hits.
3) Find the weak link and push them, there are more "mechanical rabbits on PC" just there to take the chase and waste your time. On Console we have them but the gen rush is the primary tactic that I am used to.
4) There are still potatoes on PC. I played 6 rounds won 4 (3+ kills) drew 1 (2 -2 split) and lost 1. (Normally I get more 4k but again I had not played in a few weeks)
5) Indoor maps are horrible at the moment for console killer. The frame drop was soooo frustrating, on The Game map, I almost just let everyone out. (This needs to be addressed ASAP)
6) 360 spins can be countered with higher sensitivity on console. You have to learn to run this at a higher setting (even if akward at first), That or you will wiff 4 times to get 1 hit.
7) I could sense that Red rank PC players were drooling for console killers and expected to bully me, when they realized I was console. The actions reminded me of a year or so ago when every survivor was toxic af. This changed once I started playing strong but I can see from this they must have had their way a fair bit and thought it was gg ez. So expect PC survivors to feel in the power role atm.
Overall the skill is about the same in my mind, just some clear platform advantages to PC players.
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@Peanits said:
OhTofu is great if you want to learn some things. If you just want someone chill who isn't going to get mad at people constantly, I'd suggest RunningMan or Friskk.
Oh Tofu ----- Wholesome.... Tell that to any Blendettes he faces HAHA
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Looks like you were punished for the playstyle, looks like you slugged given the scores of the cake using survivors and the fact you are iri on gen D,
Killing 4 people is 25% of the score. So if you want pips you need to chase, defend, hook and kill.
So doing 25% wont get you a pip!
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I think they maybe waiting for a new line up of spring trench coat colours to pop up in fashion week to decide on how best to keep Adam boring for the next year....
You have said it right, no one wants to wear his default coat when they start out, because everyone's friend will tell new friends to start off as a Claudette or someone more blended.
Adam needs a cheap more earth tone option and sales will inch up.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/783996#Comment_783996
A depip would be unfortunate, but would likely be more indicative of an oversight in the emblem system (things like one shot downs only counting for chaser once). A safety pip would be expected, though. You did draw, after all. You didn't win or lose, so you probably shouldn't be pipping from that. You'd need to perform better than expected to pip.
The issue with the emblem system for killers is that over the past year or so several point mechanics have made it easier to score on the survivor side but for killer it has not been tweeked (chase gives bonus if others complete tasks, cleansing etc) For Killer if we suggest that the Balance is 2 kills and a win is 3 or 4. The emblem system for pipping needs to reflect this. Right now one of the worst things is having to slug the 4th to ensure you get the points to pip and not neutral. This becomes more of a point at Red and even Purple ranks. Add to this not all killers are treated the same because of how their skills work. (Plague may never Pip at red rank). The mechanic needs to be adjusted and reviewed for the killer. Not to add more blood points but to help balance. I would love to let someone go (maybe after i downed them as the struggle at the exit gate and show mercy. However for now. I am forced to be sweaty and hang them up.
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He is a pretty good killer since his rework. I would put him in A grade myself. BHVR did a good job on making a joke killer into someone with a lot of map pressure and add ons that can grind the game without ruin.
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Do to the point system for killers, they are forced to try and 4k if they want to pip. The game has made it super easy for survivor to rank up but killers may get more BP but are punished hard on the current point system for so many things that the fear of neutral forces the last kill.
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Only In Green Ranks through 20. After that Survivors rule with the game giving survivors strength as if it was 1 v 1 and not 1 v 4. Add coms and this can be punishing for all but a few killers(Nurse, Spirit etc)
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Not enough Red Rank killers it seems, lobbies on PS4 in Red rank are about a 5-10 minute wait now.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/733495#Comment_733495
i've had ppl message me so not so nice words over the ps4 messaging system...
Report them on Ps4 and Playstation takes it serious. You will stop them from doing it to others
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I lost so many as well. Even impacts the red rank pips because sometimes you need that escape to put you over the black pip or into black..... Between this issue and the lobby system not loading everyone in SWF or the timer freezing in the killer lobby. This patch needs a hotfix stat!
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/655434#Comment_655434
Do you realize that MANY others can do the same thing as him? He does not understand balance well. He's very cocky so when he loses he has to blame something to maintain his ego. Remember this is the guy that said "I just face better survivors for some reason." If you enjoy him watch him though. Some content creators are good for talking about balance but there are some that play the game well but sometimes that skill goes over your head and you think that if you lose it must be because survivors OP.
To say he is not good at the game shows how you are just not a fan. The guy has got to rank 1 every way possible as both killer and survivor, using every killer (not just one). He has got to Rank 1 with no perks/add ons, with only no mither, with peoples choice builds. you name it, this guy has done it. The nurse game above was a paid build and he had not played Nurse in a few days. So going in cold on Nurse is never easy as its a muscle memory reaction mechanic. Gens are done insanely fast in this game. To address the "i go against better/harder players quote that is being dropped every 3 posts, you are all taking it out of context. True compares who he gets matched up with when he says that. As he is playing solo. When you compare the unorganized crappy team he gets with what he vs (often SWF) you can see his point clearly. I watch several streamers and when you compare Tru3 vs who is on the creative council Fog team, you know why the Killers are always balanced to Rank 10.
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Use Moldy Electrode for faster shocks. This will allow you to Pallet stop the dropping when being looped. (ONLY MUST Add on), After that Range extenders are good or any effect ones you have.
Tips with doctor, have Ruin, Don't run around aimlessly in attack mode, Use treatment mode (slower but builds the fear). In a chase always zap them 2-3 times to build the madness, this will cause them to scream throughout the match. Use pop over overcharge. Lock down 3 gens (find the closest 3, then stay in that area monitoring them) Leave the farthest gens alone, if they do them so be it, you need a smaller play area to take advantage of Docs ability. Games will be long and you will rank up on gen defense alone.
Anyway I have a P3 Rank 1 Doc (pre reset) He is not easy, he is still an M1 killer but you can do a lot of damage if you know how to stop loops for free hits.
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Another Idea @Peanits would to allow Perks to come from the bloodweb Mystery Boxes. (based on rarity higher %). This would also lower the grind by allowing for 2 Perks to appear and taken on 1 Bloodweb.
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I love P3 Claudette, it gives me a reason to bring a Mori ;)
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My favorite is the swing and it directs you via autoaim at the wall beside you. (Face palm)
Tip for console: PS4 crank sensitivity to max and don't play on wifi, make sure survivors are under 150 ping to you or dodge the lobby.
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People seem to think this is a one off random action or people with name tags that are obvious.
This is not the complaint. The issue is some of the larger Streamers and promoters of the game have been under constant attack for a few weeks now. Players are specifically loading up map offerings, counters, toolboxes to break traps, anything they can to disrupt the killer and ruin the stream.
If it was a one off it would be one thing but its 4-5 times a day. This is griefing and abuse and is against TOS.
Other games have added streamer modes and ban snipers when the streamer can show obvious and repetitive abuse with names(account).
You want to protect your FOG Whisper members as they are your face and draw in new blood.
(that said a certain standard needs to be held by FOG whisper members that may not be going on today, different story)
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Changes I would make
1)I feel Ivory Mori should be on death stage ( 2 hook or 1 if they go past struggle) for use.
2) Ivory Mori
Ivory should mark one survivor (obsession) and they would get bonus BP for the length of time they survive the trial(100%). (nothing sucks more then getting camp tunneled so that a killer can eliminate you from the game) This would reward a survivor for avoiding death.
3) Ebony Mori
Can only be used after 10 minutes of game time. Killer gains rage as the trial drags on. (if you ever played Friday the 13th, Jason gains rage and becomes stronger the longer the game) I think after 10 minutes a warning bell will sound and any player hooked can be killed on the next down. Thus the counter to a mori will be completing the game or not getting hooked in the first 10 minutes.
4)Cypress - any survivor that is caught in the end game that has been hooked once prior can be killed.
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First 4 minutes of the game, power through the first 3 gens ( Freddy will be stuck in Trapper mode, trying to plan a few of his traps out.)
Even with shorten teleport times, he will have to chase someone, odds are that with a hit, the chase will last 30-40 seconds at the fastest time. in the meantime power through the gens. (even with a slow effect). You should be able to get a 4th gen done.
On the last gen, you may want to clear if you can to allow for a faster action speed on the last gen and gate.
Until The Dev's default bigger slowdown effects as a base kit to killers like Freddy or Plague, survivor meta is to not cleanse the effects so that they hold back power and get more survivors out.
Suggestion in testing is to listen to Red Rank killers and survivors. Balance to rank 4-5 as you want to balance the play to people improving with time and thus we wont have another killer that is trash at purple and red ranks.
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Gen teleport shows he is coming, just move away to a safe pallet.
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Freddy Meta will be like: stay asleep- gen rush, if you get in a chase drop pallet and run to the next (if you get hit by a trap take hit and sprint to another pallet), while everyone else does gens... but will see
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As Killer it is better to learn the type of loops and to learn to mind game by hiding your red glow. As Survivor look for you next 2 moves when near a gen (escape route), look behind you, learn the spacing before just throwing a pallet, so you can start to learn how to loop the killer to burn more time.
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There may be content for future work being added that is not active or in use yet, Freddy rework, map design or even dedicated server code. Not everything is actually in the patch notes.
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The issue I see with balancing the game around rank 10 (bulk of survivor/killers). It assumes that no one improves.
This leads to a greater imbalance in time.
So the game should balance to promote improvement and skill gain. (Red 4)
How many less complaints would we have on both sides if we forced overall game skill improvements? Learning how to loop, how to counter and how to run around a billy etc.
As of now we just have people get to an okay skill and then complain when things get harder.
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I wonder if the Ghost face cost is because it is a cosmetic for a licensed Killer.
I agree with whoever said that colour changes on skins should be cheap, with unique items more.
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assuming the killer has a 3k and more then one Gen, I am not sure why they care about the fourth kill so bad, if you get him then great but at what cost? 20 mins, he could have double piped with 100k BP in another match, for that time.
As a Killer, I give the last survivor the hatch or gate typically (mainly didnt want red ranks to fast from 2 pips) however often I will knock them down then take them to the gate.
(If they are toxic, they just go to a hook)
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The main thing to remember is (and I play both sides), survivors often try and compare this as a 1 v 1, this is a 1 v 4 game. So take that into consideration before we cry that a killer is more powerful then my 1 survivor.
When I see the MOM comments it speaks volumes, that perk gave survivors 4 extra hits to track down. It may have been balanced against a nurse or Spirit but an M1 forget about it.
And per the topic, insta- heals are not used in 90% of the games from Rank 5-20. In red ranks you see them about 40% of the time, the primary issue is the game is not balanced to red ranks and thus this can mean a loss to many killers. (which does not mean you wont pip, you just may not get a 4k pip, but a 2k black)
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Not saying I agree this is the best route to go but if I was balancing this perk I would just make it so that not all of them need to be cleansed but 3 of 5, Thus you remove the camp option.
However until the Placement (to close to gens with line of sight ) and to close to Survivors on maps and a bright red fire on Hex's (use entity fog or have offerings that darken) this will just be a waste to run.
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Feels bad, ran into another Plague, the no purify strat, worked, 4 gens before first hook and 5th while one was in a chase after the save. No kills, feelsbadman. (post rank reset, we were all green rank at the time)
Given the stats were pulled at her release when everyone was playing her, I would love to see the current play ratio (how many are playing her)(because I get a game with her 1 time every 2-3 weeks) and then see her kill ratio at all levels now that we all know her hard counter.
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Object of obsession destroys him.
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The power is a tracking tool, with a built in forced delay from generator repair. Adding in damaging hits or even franklin's will make them delay the gens even more. After that he is a m1 killer like any other. So just don't get caught up on long chases and keep tabs on people. Eventually you will end your ability near someone and with the 115% speed be able to down them.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/504457#Comment_504457
We're not asking for HUGE buffs, we're asking for some MINOR buffs.
For example: Fully infected survivors suffer a 10% action penalty until they cleanse themselves.
Once you make this change, wait for a few months so we can see how Plague is doing. Maybe we could nerf it down to 5% or buff it to 15%? You need to take an incremental and iterative approach to buffing these characters. Get out of your comfort zone and try some things out! :)
I would agree, right now there is no incentive to purify, making the choice was part of the build design but after a few months it is meta, only potato's will give her the power to kill.
Right now one survivor takes the chase, drops a pallet and moves to the next, drops it till she gives up and or just moves along to the next of 12+ loops. Rest of the team gets the gens done. Normally halfway through Plague gives up or gets one down and by then its No enhanced power and 2 gens left. She is just to slow and the survivors are far to smart.
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As Killer, red rank survivors and mainly SWF groups tend to be horrible.
Other then that I see it when someone gets killed that wont admit they made a potato move and blames the killer and this happens at any rank.
As survivor, toxic killers, face camp at first hook (Camping after the doors are open, what can a survivor expect). This tends to happen from rank 10-15, the strat does not carry up the food chain as survivors will just gen rush and take the 1 kill hit.
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I am in the camp that Mori's should only work on death hook. They should just add extra blood points for the killer and animation.
After one hook, is the true root of the issue. People are leaving not because they will get mori'd, we all love the animation, it is just because at 1 hook it just steals the fun of the game.
If it is moved to death hook and you add a few bonus BP for its use, it will be far more excepted.
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I ran into my first Plague match in over a month yesterday. Meta now is deny her the power and get an easy win.
The trade off of healing vs remaining sick or even broken is an easy choice.
Her power guarantees a down and if multiple people are near her it is easily multiple downs.
So by simply remaining one hit or sick you considerably make the game easier to win.
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No, it is a mechanic, survivors get points for protection hits, distraction and going forward this is how MoM will get its stacks so expect more of it.
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@FregglesFred said:
That Cashier was a rank 20, heartbeat clearly.
They made it so real that sounds are messed up in the promo, just like the game ;)
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Playing Blendette is easy mode.
Seriously the ability to stop and stare at a wall or in weeds and disappear is so frustrating in first person killer view.
So when as a killer you see multiples load in, your darn right were gonna even the odds with better perks, trackers or mori's to purge the bane of this existence.
If you are tired of it play other skins, don't push this on the killers.
Edit add:
Also as a survivor I hate Blendettes, because they make it harder for me. I mean when you are the only one with a skin that can be seen, you have to expect the chase. Oh look, there goes the urban evading P3 Claudette in the corn again..... :)
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@Peanits The only issue with your statement is that it assumes you will catch up. Like running in a straight line to each other. The truth is it buys survivors time to get to the next pallet or jungle gym or jump point. This in effect means that the factor of gaining stops once the survivor is at the safe point and is reset.
It is easy to loop Legion when he gets stunned. Added to this his sight obstruction, (looks at feet and sight circles with blackout) you can add more time if the survivor does not run in that straight line.
As a survivor and a Legion player, i can do fine with him now but against a good survivor this statement is wrong to use as truth.
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I actually think that on PC it would be easier to miss then on console because of the ability to spin on a mouse vs a controller.
so far I miss about 1 every 15 or so and normally its my own fault. (miss click)
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@Raccoon said:
Imagine if killers wanted to penalize survivors for running multiple second chance perks.
Don't really see the comparison on this one, perks vs play style? and trust me I am as tired of mettle as the next killer.
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@[Deleted User] said:
If it was as easy to get to red ranks as killer by camping as you suggest, then there would be a hell of a lot more killers in red ranks.
You lose more pips face camping due to the face camping penalty considering you'll have zero gatekeeper (unless your teammates run into the camper's arms) and 0 chaser due to the camping. That's a depip in most ranks.
Oh you don't see this at red ranks I agree but it is a green to early purple problem still. 8-15 and more noticed after rank resets (in my sight)
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@BloodyTapp said:
But you know the first "solution" had been tested about 3 years ago? It kept being abused by survivors and then given up by the dev team. If you get facecamped, no big deal. They'll get their punishment by losing bloodpoints and Chaser emblems. Just go on to another match.
Also, if we want to discourage camping, we should look for rewards for non-campers, not punishments for campers. Or maybe add more perks that benefit you only while you are keeping a certain distance from the hook
The issue really is its not currently enough to punish by BP only, and solo lobbies, moving on is really a DC away from punishing a whole team. By adding the timer it all but ensures 5 gens before the kill. Thus its an for sure 1 kill.
To your point about rewarding the chase and moving on. This is how it is now. You are rewarded by chasing, hooking, hitting others. The incentive is there. It is not working is some cases and thus if we really want to end the camping, this would be my suggestion :)
Thanks though for the reply
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She is okay till you hit Purple ranks, once there survivors counter her with loops and don't empower her, grind through the infection. If one or two get downed they will get rescued and escaped.
On some maps she will be destroyed by the number of windows and pallets.
I agree she is fun and funny however the counter play is to strong, they should have left her inhale speed alone and it would have eliminated much of her loop counter play.
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People camp for various reasons.
Normally you are right that it is a rank issue. often rank 13-20 camp more often because they don't know how to chase, know the maps or even the killers well enough and at that rank survivors potato and try in vain to rescue and fail thus giving wins and false hope to bad killers.
At higher ranks killers will get gen rushed while the survivor takes a GG for the team and the killer will be tbagged at the gates and lose all his points for 1 kill.
The reason bubba camps is a bit different, he can melt multiple survivors with his chainsaw, so he is counting on the survivors going to save their friends. The reality like above don't play into his hands and everyone should smack gens down while the one player hangs.
The only other reason you get camped is from being toxic, really good and frustrating the killer, making him/her so angry they just want you dead. Or if you get hook farmed and the killer only sees you having been rescued, so he takes you down as a result. Its not the killers fault in this case, its the poor save.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/495014#Comment_495014
Killers can dodge for any reason under the sun.
Maybe we should deal with the various reasons survivors constantly D/C in-game rather than forcing them to subject themselves to it. /s
How do we teach survivors how to not potato?
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I really don't understand the hate. Battlepasses have a free line (get some rewards) but not as many and a premium pay for line that gets the free items and more per level.
The largest complaint I see is that it feeds on want, like I want everything, or I want what others have. The question I have is how is that any different then the store or sale packs for clothing that exists today?
You don't have to buy in to play, or you can buy in and get more. Often the cost is like 15$ a season, its not a lot but if it is to much then don't buy in. When they start bringing in chug jugs you can start doing the Fortnite comparisons.
