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Cotten

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  • @MPUK said:

    None of which are offerings that can end the game with a 3rd of their objective done so I am unsure how these perks are relevant in a conversation about offerings??

    Also:

    DS - Don't tunnel

    BT - Don't tunnel or camp

    Unbreakable - Pick them up

    Adrenaline - Single use perk when all gens are completed. I honestly never understood why people moan about this perk.

    If all 4 people are using these perks as you claim then you should know not to tunnel people right off the hook and never leave someone on the ground for a while.

    I play plenty of killer games and I don't cry about any of these perks that you have listed.

    Also you say dont leave people on the ground for awhile which i find funny.

    DS ( stun killer for 5 seonds with a skill check) activates if we pick you up after unhook

    Unbreakable ( get up after recovering fully on the ground )

    SO WHICH DO YOU WANT IS? PICK YOU UP OR LEAVE YOU DOWN??? Either way its a save

  • @MPUK said:

    None of which are offerings that can end the game with a 3rd of their objective done so I am unsure how these perks are relevant in a conversation about offerings??

    Also:

    DS - Don't tunnel

    BT - Don't tunnel or camp

    Unbreakable - Pick them up

    Adrenaline - Single use perk when all gens are completed. I honestly never understood why people moan about this perk.

    If all 4 people are using these perks as you claim then you should know not to tunnel people right off the hook and never leave someone on the ground for a while.

    I play plenty of killer games and I don't cry about any of these perks that you have listed.

    No one is whining. Im stating that you are complaining about an offering that is rare get and claim makes killers ez mode vs perks that go into every match. Ebony Mori is not in every match you play. Those perks are and make it super easy for survivors to survive. Hence why they are commonly used and at least one if not all will be used per survivor every match compared to the Ebony Mori Offering.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170178#Comment_1170178

    What a load of rubbish. Killers play ebony moris because it is easy mode and they want to ruin a game for other people. Tunnel off hook, mori. Enjoy your 2k points survivor. Then a load of stupid messages saying "ez" when they think they have played a good match.

    You say that about killers but survivors have DS, UNBREAKABLE, BORROWED TIME, ADRENALINE, ADDO-NS FOR FAST HEALS

    DO I NEED TO GO ON? Don't up talk one offering that's rare and not look at 4 people running these things and the amount of work a killer really needs to do to win a match.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1169709#Comment_1169709

    We tried it multible times in kill your friends that we put in 2-4 offerings on the survivor side (McMillian) and the killer throw in The Game. In all our tries, the killer got his map. Appartently, the killer offering counts more then the survivor offering even if you sack the same offering as survivor.

    Well i think of it like this.

    survivors votes count as 1 and killers count as 2 and they don't get to see the other sides vote

    3 maps means that at least one of them will have 2 votes on it (if everyone votes). This said the killer could chose one of the ones that have 1 vote thus making it 3 and thats the map. This will make survivors think about what map they want to play and 3 vote it. It also means that survivors can be more effecient with perks. How many times have you used Balanced landing only to spawn in a map with next to no drops to use it. If you know the map you can increase odds of winning. This is where the killers offering comes into play. Sure survivors got the map but the killer got the power.

  • @yobuddd said:

    I think what a lot of people are missing here, when they complain about ebonies, is that if there are other good offering options, killers will use them. That means they’re NOT using mories in those matches. Even if these offering impacted the game in different ways, this still benefits survivors in respect to one if their biggest complaints!

    I agree fully. If we had something better to burn we would but we don't. So they can be mad about the Mori all they want but they are like you said missing the underlying issue. The game needs to change how offerings work and what we can offer.

  • As a nurse player i would say the following with confidence.

    (a) Allow us to CANCEL BLINK. Every other killer can cancel their ability why cant she???

    (b) Allow us to always see our blink destination. There are a lot of factors that go into blinking. (a) is there an object between us (More charge time required) (b) is there multiple floors where I plan to land ( might blink onto a different floor) (c) is my angle to high or too low (changes the distance) Doing this will bring her more into the mainstream of killers.

    (c) Maybe Change the purpose of blink. Now hear me out. (1) Billy, Oni, Legion, Demigorgan, and Freddy can all move fast distances with no real down side. That said i know they have CD but at least when they get there they can keep track of the survivor and some can keep going "billy" until they actually down some one and that is a one hitter quitter. Blinking feels more like a Gap closer more so then any thing else. Your base blink is 20m 2nd blink is 10m so thats 30m with 2 blinks followed by 2-3 seconds of fatigue. If you hit the player you might as well stop chasing since they will be further than your blink distance after your fatigue most of the time.

    With that information give her a buff in Movement speed from 3.8m/s too about 4.3m/s and make the blinks have a shorter range. This will get rid of a lot of section (b) issues and give her a great feel instead of playing "look at the ground for half the game". While we are on the topic of looking at the ground. Can we remove us getting Blinded by Flashlights during that period!!!! I AM LOOKING AT THE GROUND.


    (d) Remove the fatigue. Yes we blinked but we still have a CD that we must go through anyway before we can blink again that is usable after the length of fatigue to begin with.. This fatigue serve no purpose. All it does is causes us to have to waste more time finding the player we just found.


    I mean since you asked

  • @RayrafLPP said:

    New offerings taht do something would be nice.

    But pls not anything with gen speeds.

    I would add this:

    Killer offering:

    Shows the location of all survivors for 5 seconds at the beginning of the trial

    Survivor offering:

    Yellow one: shows you the killer locaion at the beginning of the trial

    Purple one: shows all survivors the killer location at the beginning of the trial

    note: NO AURAS, just the position like Rancor does.

    As killer you would have an idea on where to go and as survivors you would have an idea of how save you are atm.

    Survivor offering Green: Mori protection for you.

    Survivor offering Pink: Mori protection for everybody.

    Killer offering Pink:

    Hatch does only spawn when one survivor is left ( To prevent key hatch with more then 1 person)

    Also i think EVERY offering except BP boosters should be Hidden.

    A chest less in the game? why do people need to know this?

    These are great ideas all around. The offerings for both sides sound interesting

  • @LetsPlayTogether said:

    Offerings arent meant to affect the gameplay in those ways, and they never should. This would only cause imbalance issues.

    Offerings should change game play. Survivors get 4 killer gets one so tell me how that alone is not imbalanced. To balance this out, offerings for survivors should only affect the one that burned it not stack for all survivors like most do.

    I look at it like this.

    Add-on affects the killer play style, offerings affect the map and its components.

    Just like items affect Survivors play style, Offering should affect the map.

    The prob is most of the time BP offerings are burned so players can get more BP. A system that makes you send BP to get offerings to earn more BP is Backwards for one and for 2 is a lazy way of acknowledging that it takes way to much BP to move through the web.

  • @Parallax said:

    Other than the moris, survivor offerings are basically the same as the killer's, so I don't see a need for change.

    You missed the point of the post then. Killer offering and survivor offerings should function and feel different. Survivor and killers have different objectives so lumping offerings that function the same really doesn't impact the game.

  • @SurviveByDaylight said:

    iridescent head for huntress ? That’s a notable add on.

    I think the biggest complaint I have playing killer is matchmaking. Why when I play killer as a rank 17 am I going up against ONE rank 1, two purple ranks and a green rank? Lmao. Where are all the survivors that are fresh off the boat lol .

    I agree the matchmaking does suck. Until they cross-play with console there is not much that will change. Que times are long so they put you in with higher tier players. I think devs said its unfair to put Console players against pc players. Don't know how, Fornite does it and that s an FPS this is not. The controls are so limited that its really balanced on both sides.

  • @SurviveByDaylight said:

    It’s ridiculous seeing all these whiny killers. It’s not balanced at all without teamwork and here are they are still wanting more. The last few patches have been all about killers. I mean, what do survivors have to make up for ebony Mori’s getting killers shortcuts on their objectives? A brand new part that requires two difficult skill checks and then poof it’s gone after it yields just a little chunk of gen progress? But uhh, We just lost a guy though. That makes gens harder. You combine that with thanatophobia or dying light. Throw some Pop in there to really keep those gens down and that progress meant nothing. Death is permanent though and that player didn’t have fun I’m sure leaving with a few thousand blood points because you decided to tunnel him.

    Same as aven_fallen response. I am aware that Ebony Mori are powerful and that's the point. That one offering impacts the game in a way that is felt for all survivors. We need more like that on both sides not just the killer side.

  • @Aven_Fallen said:

    Funny how you did not mention the strongest and most imbalanced Offering a Killer has in your list - the Mori. Survivors dont have an Offering which can have such an Impact, not even close.

    I want to thank you for taking part in this discussion.

    Mori is only one type of offering. SO the remaining offerings don't do anything really for the game. That is what i'm am getting at. Sure its a very powerful offering and it impacts the game. That's what offerings should do. Too many offerings don't. They sit in your inventory collecting dust.

    Scene: Game starts and you forgot to burn an offering. No one says OMG I FORGOT TO OFFER WE ARE GONNA HAVE A HARDER TIME. The reason, offerings are 90% pointless. The only 10% that are not are BP AND MORI

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140812#Comment_1140812

    She is absolutely not the best killer anymore, and the Devs own statistics show as much. Regardless, they went too far with the nerfs. No killer should be knee-capped like that, gradual nerfs and changes should've been the route to go.

    I agree. As a killer main i tried the nurse after the rework. I can say that after 50+games with her I don't like the rework. She feels clunky to use, blink charge time varies depending on if your blinking in open space, through object, thickness of object so its hard to get the blink alone down. Couple that with only 2 blinks, now she is less aggressive. You have to wait for that second blink to charge back up to do anything offensive which just gives more survivors more time to run. Lets be honest she is easily countered by any good survivor. They just look behind and see you blinking and run back towards you.

    I get she was hard to go up against I do but this was too much. I think doing a combination of the following might make her feel more sold.

    1) Make her base movement speed 4.2 and leave her 2 blinks that she can only blink a set distance ( no charge up just blink.) This will allow Nurse users to use blink in an aggressive and consistent too which is the big thing. You can even increase the recharge rate to balance this out.

    2) Make charging her blink faster. The way it is right now makes it too obvious and easily counter.

    3) Allow us to swing while holding the charge. I don't know why we cant since she swings with the other hand

    4) Allow us to cancel the blink. This will add more mind games during the encounter.

    5) allow the camera angle to determine which way we are moving mid blink. To many times I blink and see a survivor to the right or left mid blink but I can't do nothing cause I have to blink in a straight line.


    Now im not saying add all these or any im just suggesting things. So bring on the Survivors who know nothing about the nurse because they are casual killers and let the flame

  • @MakoaKeo said:

    "Allow pressing blink to cover the length of a pallet by default." dumbest idea in your whole post. do you not do 1-inch blinks to fake out the survivor ever?

    to address the topic, the Nurse is fine. if anything I wish she'd be reverted because the blink on a charge system is dumb.

    If I need to blink one inch I might as well hit them. There is no situation where a null blink is useful Imo. What I was getting at with that statement is: There should be a default length when pressing blink. If you use the add on that allows you to see where you’re going blink to, you will notice that it takes a while for it to charge through a wall/pallet but won’t take as long to charge to cover the same distance in open space. So having a default distance might be useful. Also We should be able to end blink mid use. That would add a lot of plays to her.

  • The events are really blahhhhh at best so no not really in my opinion

  • Honestly as a survivor, I hate when other survivors quit. If we start the match and some DC after a few seconds/min it makes more work for the remaining survivors. It also increases the killers chance of winning. I know if they Dc during loading it gives us one less Gen to do but when it happens in game, man do I get pissed. I think that maybe if someone dc in game the Gen that is the closest to completion should pop to keep the balance. Only if the first Gen hasn't popped yet.

    As for when killers DC "Ehh" don't care too much just Que up again

  • @NullEXE said:

    I've ran into smart players, and swf who would all loop back to the same corner of the map, and before I knew it there were no Hooks left nearby for me to get the last 2 survivors. It's a neat trick.

    I also sometimes spawn on Red Forest, or Ormond, and there is always just 1 hook in the distance for me to hook someone when they run to a corner.

    So there is strategy that can be had for it, but it's very difficult right now. They don't want to reduce the hooks and make hooking impossible, when that directly effects the progression of the game.

    I agree that is why I'm thinking (x) hooks (x) destroyed

    example

    lets say 10 spawn not including basement.

    now lets say only 2 can be sabotage permanently so now the killer has 8 left to work with.

    They could also award killers more BP depending on the amount of remaining hooks when they hook a survivor.

    Idk Just a thought.

  • @Hag.is.Dtier said:

    This is why I can't take survivors seriously. Most of them a ######### garbage and would rather have the game be dumbed down for their lack of skill and brain cells. Out off all the problems in this game and you think Bubba is one of them... LMAO!

    So apparently you think I'm a dumb survivor? Nah far from that. I love the game and played it on and off since release. My issue isn't really Bubba or Billy. My issue is the fact that they don't have to work for it. Take my favorite killer Michael. He needs to stalk you to build his Evil Within to be able to one shot. Doing this makes him move slow and he can only 1 shot for x amount of time, unless he has his add-on. See, there is an actual mechanic to it. The Doctor just got reworked and now his ability has a 1 minute CD, thus it needs to be used wisely. Revving up a chainsaw that can one shot any one with not downside associated to it is frankly "ehh" and it sucks cause I feel like I cant give props to the killer for wining cause its not really earned.

    I will agree that at higher ranks he becomes less viable due to lack of pressure. That said that's at high rank. So when i have to play with people who all need feel the need to save some one or run around all day and not work on the gen it compounds.

    Other killers have the similar functions of 1 shot but have mechanics behind the use of it and that's what makes it balanced. Running from Bubba's Chainsaw just so the can rev up again instantly makes me say "really my dude this all you going to do". I would like simply a mechanic behind it. The Trapper had to go around getting traps, Jigsaw and Freddy require us to interact with an object, Maybe Billy and Bubba need to refuel. <--- just a suggestion. This is not a rage rant, its merely an observational thing.