KurburBing
KurburBing
About
- Username
- KurburBing
- Joined
- Visits
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Comments
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Band aid fix for hook is to drop survivors then pick them back up, as for vaulting, back away until button prompt disappears then come back. It has cost me kills unfortunately. I’m sure they’ll fix soon.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1608333#Comment_1608333
No worries mate, just curious. As a Ghost Face main he can be wildly inconsistent. I think he could use some more fine tuning.
I agree, he’s just too bully-able and inconsistent. Hopefully he is given some tuning soon.
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@SCP_FOR_DBD said:
Why did you make another post within the same hour as your last one about the same topic?
I wanted an opinion on it, sorry, the first was feedback, the second is a question. I’m not sure if he’s unbalanced or if I’m just bad, and this is a very active part of the forum I have noticed.
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@Human said:
https://forum.deadbydaylight.com/en/discussion/comment/1607344#Comment_1607344
Heartbeat thing is obviously a bug. But grass hiding the scratchmarks will most likely go under the radar and will remain the new reality that will make killers even more miserable. Once again, what a wonderful update.
I understand your frustration, I have faith they’ll do something about it since it’s a serious balance issue.
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Honestly it’s the feeling of hopelessness I get as legion. They’ve made some good buffs to him yes and changes to deep wounds to make it more threatening, I still wish he was more effective, especially since missing a hit cancels your power, but the biggest issue I have is how fast gens are done early game.
I feel survivors get a free gen immediately, maybe they should have to cleanse a generator before they can use it? And after they cleanse the entity from it, the entity unlocks all gens simultaneously. Just something to buy a little extra time you know?
I don’t run hexes so it will be tough. I wanna be able to use perks of my choice instead of a meta and be efficient you know? I’m not a bad killer by any means, I have been playing DBD for two years now, there’s just genuine situations where it’s unfair and those issues revolve around the beginning of the match for me.
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I’m sorry I’m not trying to discard your feelings on the matter. Not seeing scratch marks is a problem, yes, maybe they can have them show up on the grass too?
I was just letting you know that it wasn’t just killers who lose a little bit of sensory. But still I think scratch marks on that map should work in a way that’s visible. Scratch marks covering the grass, or brighter and larger scratch marks, etc.
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Apparently they removed the heartbeat for survivors as well for those maps.
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@Zeidoktor said:
I thought a potential Ultra Rare could be breaking Generators by Rushing into them. If that were added on to the pallets and walls, could that make it UR worthy?
Absolutely. That would be the second best iridescent add-on second only to iridescent hatchets in my opinion. But pallet rush breaking should be default to be honest.
I really really don’t like the idea of a killer’s efficiency coming from add-ons. Pallet rush breaking at the very least should be default. I feel the reason they made it this way is because they are concerned with a pallet having next to no effect with his ricochet like ability.
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OP’s username...
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Some people are just fantastic at aiming and don’t miss often. When you land your shots almost all the time while playing aggressively he’s one of the best pressure-killers.
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I don’t think deleting a killer’s iridescent is a good idea. Every killer should have access to something powerful or useful for iridescent. It’s hard to play against but it has counter play. What’s the harm of a little sense of danger?
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Give him a dirt bike.
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What each killer’s favorite food is.
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While I’m not a survivor main, I do my best to give survivors who are struggling or getting too much of my attention, as much breathing room as possible. As someone who hates being stressed as a killer, I also understand that there are times where survivor is extremely intense. If I see people running into walls or using dead hard too early, losing their edge with evasion, I’ll hit them once then leave them alone and find someone else.
Sometimes people even take notice of this and give me some mutual respect in return. I don’t really think there’s a better experience in this game then having survivors trust you with their play experience, and just play more relaxed. Gens slow down, and I’ve even had an experience pre-endgame phase where this meg was so happy with how I played, she would not leave, I can’t remember how many I had killed before her, but she literally wanted me to kill her. I thought it was pretty kind so I downed her and dropped her through the exit gate to show I appreciate the gesture. Got a “):” message right after though lol. I’ve had my share of red rank seasons as killer but those matches where everyone is on the same wavelength are just the best.
I feel that kind of sportsmanship would really fix a lot of concerns revolving around how much fun each side is to play.
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Self care, because I don’t care about myself.
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I feel like tunneling is usually a panic response. Killers who tunnel have a pretty good chance of doing it because they feel pressured that they are losing control of the match. I understand that all too well, when you’re stressed out or panicking you can’t always think straight, in these cases the killer quickly resorts to the easiest and simplest solution, go for the one who is already injured.
Playing killer is quite stressful once you get in the top 10. I’d say a little too stressful. I avoid tunneling as best I can but sometimes the urge to down the same person to get control of the match back is there, I don’t act on it though out of sportsmanship. Sometimes however, it’s coincidence that I find the same person who was the most previously unhooked, and to that I say, nothing personal.
But stressed out killers are a whole different topic entirely and I don’t want to derail this post.
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Everybody gangsta till legion brings out the ebony mori.
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What is the last survivor supposed to do though? Replacing the hatch with something else would just make it work pretty much mechanically identical, I really think it’s unfair to remove the last survivor’s final chance to escape. There’s no way they are getting those gens done alone, and the exit gate won’t be possible 90% of the time either. I think hatch is okay. Whoever finds the hatch first wins basically.
however I don’t really like that the hatch is visible before there’s only one survivor left. You should have to possess a key to see it, otherwise it means when there’s two left, one usually distract’s the killer while the other looks for the hatch. Then one allows themself to die basically. It’s a little anti-climactic for the killer but I guess it’s not all bad considering one of the few things that’s nice about killer is the ability to stay to the end of the match every single time. And you get a kill. 3 out of 4 isn’t bad.
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I still think legion needs a little more threat tbh. Still my favorite killer though. I agree, he’s very beginner friendly.
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I don’t even understand how a game without a leaderboard, or public W/L ratio’s can even be so.. vicious. Ranks reset on the 13th of every month with no available track record of your final rank when the season ended. You can say you’ve been rank 1 on both sides every season and no one could disprove that, it’s pointless. Just play. I guess there’s something infuriating about being defenseless as a survivor, or not being able to find a pallet. For killer it’s just... stressful.
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Honestly I’d like the struggle phase button mashing removed. Like that’s kind of the only thing stopping me from playing survivor more often. I’d rather hold a button to give up. The button mashing just for a chance to stay in the match is just not a very good time for me personally.
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I mean... if I have a Mori I’m going to use it. It’s an occasional thing for me. Maybe once every 20 matches I’ll use a Mori if I have one.
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@KingFrost said:
I don't think this fixes the problem. It just gives the killer more territory to search. Instead of checking to see if survivors are on gens, they have to see if they're on gens or getting parts. They could be doing either.
The biggest issue is that killers lack early game pressure. Survivors can sit on gens, get 3 or 4 done, and have little to nothing to show for it. And while they CAN comeback thanks to snowball potential, all it takes is two good survivors to end your game.
-Survivors should start with the oblivious status effect.
-Killers should see the survivors starting aura's. This gives them a good idea of which direction to go.
-Survivors should also spawn together. No more spawning on 4 different gens.
Just a couple ideas that would help killers with having some early game pressure, without affecting gen times at all.
I think early game pressure is the biggest balance issue around generators.
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@MrPeterPFL said:
https://forum.deadbydaylight.com/en/discussion/comment/1597922#Comment_1597922
It takes 80 seconds for one survivor to complete a gen, not 40.
Ah ok, thank you.
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I think hatch is good where it is now tbh. It’s a race to find the hatch. If the killer finds it, survivor has little chance of getting away, if survivor finds it, they gone.
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@Zeus said:
The only nerf PH needs is his ability to instantly M1 while drawing trench. It's kind of an exploit that needs to be removed.
I always spam trying to use my ability before rite of judgement charges the strike, and then an accidental M1 comes out because it wasn’t charged. And then I smack a pallet and cry a little. I don’t know if being able to M1 before the ability is charged during rite of passage is intentional but it’s cost me quite a few times. I guess that’s what I get for mashing M1 impatiently though.
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The best point I’ve seen made about the whole generators situation is that it takes like what, and correct me if I’m wrong please, 120 seconds for a gen to fully regress from 99%? And it takes 40 seconds for one survivor to do a gen start to finish, right? I understand the regression has to be slow, and I didn’t go to school for game development like the devs did, so maybe I don’t know any better, but regression taking 3x as long as doing a gen when there’s 8 in total, and survivors only need to do 5 seems a bit much. I feel kicking a gen should give an instant 5% regression to kickstart it a little bit. (No sarcasm btw I trust BHVR)
edit: I was wrong because I’m dumb. It’s 80 seconds for a solo survivor.
