Jungles23
Jungles23
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- Jungles23
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3282764#Comment_3282764
Having a warning appear does not mean the devs shouldn't make changes so elements in the game are less harmful to people. Plus the changes to flashlights were not a nerf. They still have the same function they did before.
It was a nerf, flashlights are super weird now as explained in my post
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3280613#Comment_3280613
They added a warning when the game loads up. And you guys really need to get over the flashlight change and stop getting angry at people having legit health issues.
Why would they need to nerf flashlights if the warning is enough then? Your logic isn't lining up. I honestly doubt more than like 5 people who play this game are at risk anyway, really no point in nerfing flashlights. And honestly if they did add a delay after like 3 quick clicks I wouldn't care, but their system now has made me miss so many flashlight stuns it's insane. The beam is always like one second away from blinding the killer, and I never had a problem before. Flashlight click registry just seems to be broken at the moment. Before I could quickly turn in blind, but now I have to click twice for the game to register. Never had a problem before the update, they nerfed flashlights with their horrible programming and should fix it.
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@YOURFRIEND said:
I also feel like flashlights are pathetic now. They should have let you click like 3x before going on cooldown and I have no clue why they changed where they point. I also feel like the buffer is likely overturned. They nearly doubled an untested value. Insane.
Classic BHVR.
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@Starrseed said:
Wait. So it's easier now to actuall save someone with a flashlight and at the same time stupid pallet blinding isn't working? Sounds like a really good patch
The pallet blinding was an error before this patch, it was caused by their flashlight nerf. But yeah it's easier to flashlight save someone now, and they didn't even list the unresponsive flashlight problem as a bug.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3269876#Comment_3269876
I see, I misinterpreted you and I thought you are a killer main complaining about survivors escaping with a key found in chests. The only useless key is green, the others are still useful to escape through the hatch or even to bring to your item collection. They are very rare without Plunderer and to be honest I think if you are running the perk you should expect a key, otherwise you should be running Appraisal. Just a thought.
They need to rework the green key. They should make it last for 30 seconds.
And I agree that at least green keys should be removed from chests, but the others can stay.
Yeah I just never see uses in the keys honestly. BHVR will never release it, but I'm willingly to bet very, very few people unlock the hatch. And I agree with adding the keys to your collection, but that requires you escape. I'd just rather they were removed entirely from chests honestly, but they 100% need a rework
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@Rudjohns said:
WOW, a survivor escaped through the hatch with a key, which means the game was practically over, so why bother?
Are people going to die in real life if you don't get a 4k?
Gee, people these days man, I can't
Just try to have fun with a videogame for once.
No that's not what I'm saying, I'm saying they should be removed from chests because they're useless items in the game. Whenever I run plunderer's I get keys that do nothing instead of something useful like a medkit or flashlight
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@Zephinism said:
https://forum.deadbydaylight.com/en/discussion/comment/3269789#Comment_3269789
Can you make a montage of this?
No, because he's lying. There is no way in hell half of his escapes results in leaving through unlocking the hatch, unless he's crouching in the corner the whole game. And even then it's far fetched
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@Plsfix369 said:
I get half of my escapes through key and hatch that I get through plunderer's and chest; it doesn't bother killers and actually boosts SoloQ stats; it also allows me to do last-minute escapes; denying survivors access to key and hatch is just oppressing the SoloQs at this point.
Ok I'm gonna be honest, I don't believe you get half of your escapes through unlocking the hatch
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@Rovend said:
Keys and maps in general need to be reworked, fixed, or removed from the bloodweb. They are so useless compared to medkits and toolboxes that you are handicaping yourself by bringing one.
In fact, to bring a key is an invitation to be tunneled early by the killer.
So would you support removing them from chests, at least for the time being?
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@VexTheHex said:
Remember that kill ratio was with them factoring out matches with disconnects which are often 4Ks as well. So the rate would be even higher. No telling if matches with KOBE were also excluded or not which would boost it even more.
Jesus I wasn't aware of that. I guess now I know why my games never feel balanced like the numbers they released suggest lmao
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@YOURFRIEND said:
I wish they'd never released that information. Nobody apparently read any of the caveats attached to it, that just saw a number and never stopped clutching their pearls since.
I mean that's why I'm asking here, what are the caveats?
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@Tragopan said:
Yep. The game balance right now is atrocious.
Seems to be. Most of my games just end in death now. Dumb teammates is one thing, but the killer just seem awfully strong now too. I couldn't even reveal ghost face while opening an exit gate which led to him downing me in one hit and then trolling me. It seems like most of the killer's powers comes from bugs actually lmao, but solo queue is just impossible without some form of voice chat or fixed MMR
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@GrimoireWeiss said:
Imagine getting outplayed by something that's literally braindead lmao
What other choice did I have? I can't stay on the generator so I had to run, and I can't exactly hold W to another loop when the killer gets bloodlust now can I?
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3238479#Comment_3238479
They are cheap in the sense that with 0 skill from either side they can either carry in some cases or do nothing completely randomly, they need some level of control to them so they can become a healthy part of his kit.
What type of control?
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/351788/nemesis-needs-his-zombies-to-be-nerfed
Zombies should be fixed or made more prevalent rather than nerfed. They are badly designed in the sense that from 0 skill from either side zombies can without warning completely doom you. Either on a gen or in a loop, the killer did 0 and the zombie helped them. Zombies should be made more controllable in some way idk how but nerfing them just makes nem worse which he could use some help.
I agree that Nemesis could use some buffing, like making it so you can't heal if you're infected or if you're infected for a prolonged period you lose a health state. But zombies are just BS. Killers should never be able to stop you from doing a generator or block a loop without using a perk slot. Zombies are just cheap
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@TheArbiter said:
You're joking.... The zombies that literally get stuck on a 1cm inch of grass and don't even move???
BS, that's never happened on any game I've ever played against Nemesis or as Nemesis. These zombies are always in the worst ######### place at the worst ######### time.
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@pieces200368 said:
I call killers who use Franklin's Petty a** killers. because when you are in solo que it is hard to get help from randoms.
Exactly. People in here are really like "well you don't need items to win" like it's not obvious they don't play survivor lmao. "Noooooo you cant bring in a medkit it means I can't one tap youuuuuu"
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3226286#Comment_3226286
You aren't prevented from using items. You can still use up a toolbox. You can still flashlight save. You can still heal with a med-kit.
Not if you get hit, drop it, have to go in a chase and then it's entirely drained when you get back.
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@usesPython said:
https://forum.deadbydaylight.com/en/discussion/comment/3225803#Comment_3225803
I play solo queue without perks or items, if you need a 64 charge medkit to play normally then that's a gamesense issue of not knowing where your fellow survivors are to go to them and get a heal from
Gamesense issue? Sorry I didn't know my teammate was gonna be crouching in the corner hiding from a killer across the entire map. And yeah I've won without bringing in items too, but that's just because others did bring in items. I'm saying if survivors never brought in any items then it would be a slaughter with how long it takes to heal and do gennies.
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@GrimoireWeiss said:
The killer is sacrificing a whole perk slot just to try countering items. Yeah it might suck losing your item with good addons but you have the advantage of only playing against a killer with 3 perks then.
You're acting like a killer with 3 perks is severely underpowered. First off they do have 4 perks, and their 4th perk is prevented you from using items which is a huge deal. Second off 3 perks is still powerful as #########. I mean I've gotten 4ks and 3ks with one perk on a killer I've never played before, it's not hard.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3225375#Comment_3225375
Did you seriously just compare dropping your little toolbox with being EXPOSED?
It was a joke lmao
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3225791#Comment_3225791
It's a 1v4 game. The killer of course has more power over the survivors than survivors have over the killer. There's a reason why killers knocking out items from the survivors hands is fair compared to this theoretical perk where you disable the killer's innate M1 ability.
Items are optional whereas the killer being able to damage survivors is not.
If you want a 1v1 game, you aren't going to find that here in DBD.
Never said I wanted a 1v1 game, and for solo queue items really aren't an option. I don't think you will find any survivor mains saying that solo queue is possible if survivors go in empty handed, considering it's already complete aids now. If solo queue survivors can lose horribly with fully stacked medkits imagine what happens without them, and before you say it's a "skill issue" remember that there is literally 0 way to communicate with your teammates. Plus the ######### MMR already stacks the odds wildly against your favor in 9/10 games, so it doesn't really matter how skilled you are if you are paired with a brand new dwight that can't hit a skill check.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225525#Comment_3225525
Funny... I play Pig as well
This game wasn't designed with comms in mind (hence why Discord is used)
Also in game comms would be hard to code
But complaining about a perk when you bring a strong Item...
"The pot calling the kettle black"
Also you might want to edit that F word out
There is no way this game wasn't designed with comms in mind. It's not like voice chat was unheard of in 2016 bruh they 100% knew people would be in voice chat, and saying otherwise is just an excuse for poor game design. This game should've had built in voice chat since day 1, but the only argument against it is that "oh toxicity is bad someone might cry".
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@kisfenkin said:
I say this every time this comes up, Franklin's isn't fair.
If the survivors had a perk that would eat the killer's add-ons they would throw a fit, but they are perfectly find with wasting the blood of the survivors.
Also, White Ward doesn't save an item that isn't in your hands when you die, so Franklin's goes around that. Again, imagine you as killer bring a black ward and the survivor hits you with a pallet and deletes your add-ons. WOULD THAT BE FAIR?!
NO! It is not fair.
Lmao imagine you pallet stun the killer and they drop their weapon. ######### would be on reddit and this forum every day going "BHVR ONLY CARES ABOUT SURVIVORS THIS IS SOOOOOO OP".
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225466#Comment_3225466
I play both sides (solo as Survivor)
I understand why you bring in a medkit (I do as well... but not a 64 charge medkit)
But do you play Killer? And face off against really strong Items...
Yeah I do, that's the only hard part about killer lmao. I get 3ks and 4ks every time as ######### pig against prestige 10s bruh. Solo queue is mad underpowered
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@TWiXT said:
Looks at title.
Reads Post.
"Sigh... SSDD.." (Same #########, Different Day)
My Primary response to this, Banal, and often repeated whining about Franklin's Demise is first of all: Wait a while, you're young yet 😋/s. Second, There are far better targets of contention among the killer perks that have some actual merit in their debates, due to how imbalanced they are/seem. Finally 3rd, If you're gonna pick on one of the few perks the killers have that are meager counters to survivors items, FIRST get your Facts straight:
- Franklin's Demise USED to destroy items after 90 seconds instead of removing charges, giving you no opportunity to reclaim them, much less leave the game with them after the fact. This was changed with the Nemesis DLC update to only removing items charges in order to keep it from destroying Vaccine syringes, for obvious reasons.
- FD Was the ONLY counter to keys for the longest time, and while that doesn't matter as much anymore due to the changes to the hatch mechanic and survivors using less of them, it still is.
- FD is the most EASILY countered killer perk ever! Once you realize the killer has it, Simply DROP the item yourself before you enter a chase, or even during a chase, and retrieve it afterwards, or when you need it. FD cannot harm the items charges, or affect it in any way unless the killer knocks them out of your hand with it. You can do this in .5 seconds, but if you leave the match without re-acquiring your item, that's on you, not the killer, even if they knock it out of your hands at the gate (it takes less time to pick your item back up and escape at the gate than it does for the killer to finish their strike recovery animation). When keys were THE go-to OP mechanic/item of the game, this counter made equipping FD extra useless, as survivors would simply hide their keys in a corner of the map until the hatch spawned, retrieve it and escape anyways.
- Survivors acquire Items from both the Blood Webs AND Chests in the trial grounds. Add in all of the survivor perks that center around ITEMS such as Plunderers Instinct, or Appraisal (which can give you 6 random items to pick and choose from, as well as having the bonus benefit of searching the chests a 2nd time 80% faster), or Built to Last (which basically gives you 3x the charges on an item, that you recharge any time an item is depleted, so, extra powerful against FD), it's not like LOSING an item/Items charges is such a TRADGEDY that you have to come on the forums to whine about it!
- "Oh my GOD... I LOST AN EVENT ITEM TO FD! THIS PERK IS BROKEN AND NEEDS TO BE REMOVED!" Please... As if you don't already have a plethora of them in stock, and it's not like they were a "1 time unique item" that you'll never see again (holiday event items return every year, and by the time the event is over, your inventory is typically overstuffed with them)! Regardless EVERY survivor item is easily replaced via spending blood points in the blood web, or collecting them from chests in the trials, and with the aforementioned survivor perks that focus on looting and even tripling your chances of getting good items to pick from out of those chests... you don't have a leg to stand on with this complaint. FD killed your item, so what? You can get more just like it easily enough that you really shouldn't be so sentimental. For crying out loud, my survivor has so many items in stock it's impossible to believe I'll ever run out. Honestly it's the add-ons I'm lacking, but that only seems fair since the killers lose add-on's every match as well, and only a black ward can save them. Survivors on the other hand have both the White Ward AND Ace in the Hole to keep theirs, so there's no point in getting all butt hurt over losing your add-ons/items to a perk that counters the survivors options to keep them. Overall, Items are a dime a dozen, accept the loss as you would even if you hadn't brought in a white ward, and move on. TBH, with how easy it is to collect/replace items in this game these days, I'm surprised White Ward sees any use at all.
With these facts, I HARDLY see how Franklin's Demise is "OP" when there are SO many other things in this game that have so little counterplay... You picked the wrong perk to mess with my dude, FD is fine as it is, and ultimately used for WHAT it is: A MEME PERK... rarely seen, sometimes funny, and as far from meta as they get.
- I said it only removed charges, not items. Doesn't matter if you have the item but it doesn't have a charge though so idk what the point of this was
- I mean you can only use keys for so long, it's not like they have an infinite charge. Besides you can still catch survivors if they can see your aura so having FD to counter keys is a weak argument, especially after the nerfs.
- The point is you won't know if the killer has FD early game, and it's not like you want to just drop an item before every chase. Especially if the item is a flashlight which is used mainly for chases, besides flashlight saving. Killers lacking the skill to counter items, one of the few things survivors can bring in to counter killers (especially powerful killers like nurse), should cause them to have harder chases. I've never complained about survivors having items when I'm killer, and it only seems fair. Also it's a pain in the ass to go back and retrieve the item, especially if one of your ass ######### rank 10 teammate steals it because the MMR is garbage in this game.
- Yes we can get items from the bloodweb, but that doesn't excuse not letting you use the item lmao. Also chests is a weak argument because you still have to escape, and putting in item gathering perks takes up slots for gen rushing or looping perks. And I'm not whining about having to buy the item again, I'm "whining" about the match being ruined with this garbage OP perk that no decent killer needs. It ruins the fun of the match and I swear I've never heard a survivor disagree, only killers going like "omg survivors can heal what a BS OP item".
- Pretty much the same as point 4.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/350232/franklins-demise-ruins-solo-queue
Franklins was reworked and apparently its still OP, lol
I see that over the summer the inexperienced Survivor-only players found a new trendy tag to add to all of their complaints. They just attach SoloQ to anything they can find that slightly inconveniences them and think that'll magically make their complaints valid. Perhaps they should also receive a weekly paycheck and free auric cells from BHVR for playing SoloQ since people apparently can't go without mentioning it 😐️
Anyway the last time I checked, SoloQ makes up most of the DBD lobby population yet people wanna act like they're some oppressed minority doing an impossible task by playing it. This game really isn't this hard lmaoo...We're talking about Franklins Demise for crying out loud
No one is acting like they're in the minority lmao. The whole argument is that the game should stop catering entirely to 4 person SWF because THEY are the minority.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225369#Comment_3225369
Sorry... my mistake
But still... you had a medkit that had 64 charges... to heal yourself 4 times
And you are complaining about a perk.... look at the pot call the kettle black
Kinda need to be able to heal yourself in solo queue. Idk if you main killer or only play with a SWF or something but medkits are almost a necessity in solo queue, and it's not like healing yourself is done instantly. It takes time and you still need to get yourself to a position to heal, which is unlikely with the vast amount of tunneling in the game now. Plus you either risk losing a really rare medkit or a white ward when you run this build, and you don't have the option of bringing in a flashlight, map, toolbox, etc. So yeah it's powerful, but there are tradeoffs and it's not like you always get to use it.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3225369#Comment_3225369
NOED can be cleansed. The totem even gives off its own aura. I don't think I've seen NOED give more than one down at endgame since 6.1 hit. I'd argue Terminus is much better value right now.
I don't wanna stray from the Franklin's demise topic but na NOED is dumb AF. It's hard as hell to find the totems anyway and I rarely see the aura, not the only one with that problem either. NOED is the killer's pre-nerfed dead hard lmao
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@KrazyKatFTW said:
I'm done with franklins, insta DC as soon as it happens
I don't even blame you, it's such a BS perk. Wouldn't be surprised if next update BHVR makes it so survivors have perma expose effect and exit gates don't even open anymore lmao.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225364#Comment_3225364
90 charges? What? How can a medkit have 90 charges? I've never seen that before, mine only allowed for 4 health state heals so it had 46 charges. And yeah survivors have items because there is no other way to win against a fully stacked, NOED using killer that gains bloodlust if he's trash and is in a loop for too long or gets windows and pallets blocked because a survivor used them 3 times lmao. That's just basekit on all killers, not even including special powers like what nurse has or blight. Killers are not at a disadvantage at all bruh, there is 0 excuse to not let survivors use items...
64* not 46
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@RaSavage42 said:
So the Killer is supposed to allow Items to reign supreme...
Franklin's is a perk that has uses (like the one you brought up)
But it wouldn't be that big a deal if Survivors didn't bring in their best Items...
You said that your medkit had 90 charges... why would the Killer allow you to use it freely
90 charges? What? How can a medkit have 90 charges? I've never seen that before, mine only allowed for 4 health state heals so it had 46 charges. And yeah survivors have items because there is no other way to win against a fully stacked, NOED using killer that gains bloodlust if he's trash and is in a loop for too long or gets windows and pallets blocked because a survivor used them 3 times lmao. That's just basekit on all killers, not even including special powers like what nurse has or blight. Killers are not at a disadvantage at all bruh, there is 0 excuse to not let survivors use items...
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@Crowman said:
It takes 90 seconds to fully deplete. Not really "super fast"
It's justified, because the killer is a single player who has to deal up to 4 stacked items survivors bring into trial. Being able to attack items at the cost of 25% of perk slots is a fair price. Not like it doesn't have counterplay, survivors can always drop their items in positions to grab when they need it to avoid Franklins.
Plus you have perk options to allow you to heal yourself without a med-kit if not being able to heal yourself is a huge problem.
Yeah that implies that they know they have franklin though, which they have no way of communicating if they are in solo queue or if they are the first one to encounter killer. And yeah the killer is only a "single player" because he's ######### powerful, and it's not like it's hard to kill survivors who aren't in a discord call