LemeTheMeme
LemeTheMeme
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- LemeTheMeme
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Damn, y'all mad I'm bashing console as if there is a reason not to. That's too bad!
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Leatherface received no changes from PTB to live client. Maybe you just need to adjust your playstyle? He plays a lot differently now than before.
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@Chromeskull said:
https://forum.deadbydaylight.com/en/discussion/comment/1476685#Comment_1476685
For your first question, its after you finished healing. I wasn't aware about borrowed time and it means that when a killer breaks pallets she can repair them.
Sorry for the confusion.
No problem at all, but all three of those perks exist.
Blood Pact: Haste effect after healing
Borrowed Time: While unhooking a survivor in the killer's terror radius, that survivor get's the Endurance effect for 15 seconds
Any Means Necessary: Can lift any fallen pallet after a 4 second channel, has a 2 minute cooldown.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1476097#Comment_1476097
not killer main thanks for assume but Force them out is not a solution they never going to be a solution.
the only thing killer can do don't give them the satisfaction go to the door do other thing .
How is this not a solution? If a survivor is waiting at the exit gate and tbagging, just walk up and hit them twice and you're done with the match...
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I am really confused with your survivor perk descriptions... Why would you want haste while healing? Also, there is a perk that does exactly that. Also, your perk idea for "protest" is legit Borrowed Time on steroids. And for your last perk, I have no idea what that means.
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Ormond is one of the most unfun maps to play as killer on. Even more than haddonfield. Pre Balanced Landing nerf, I'd say Haddonfield was the worst, but now its just Ormond that's really unfun. Hopefully it's size is revisited.
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Huntress by far. She was my first p3 killer, and spend the majority of my BP's into her. I may or may not have over 50 iri hatchets and ebony mories...
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Totems should not be visible when just running around. They should be hidden so much better. "L" "T" walls are a perfect example of a terrible spot, as well as on the asylum map, where they are in the open. I would even be open to them spawning on Z walls that appear on the outskirts of the map.
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Despite people mad over DS, I use it to combat tunneling which is a great strategy for winning games, but often unfun for the survivor. Why should I not run it and let the killer just ruin my fun in a game? I get it can be used in ways that arent tunneling, but I'd rather have DS to counter tunneling than anything else. Adrenaline is a 3 perk cripple till all game till all 5 gens are popped. Only times it's problematic is when everyone else has it in a match and gets value from it, which can ruin any killers momentum.
Back to the main topic however, I don't understand why 2 perks that are considered meta means someone deserves to be harassed or insulted, when I don't bm or be toxic. I usually don't get upset over end game chat, unless some genuine bm happens in game, like I've previously stated. Wish people who strictly played survivor or killer would play the other side for time to get the different struggles. This "survivor vs. killer" mindset is making this game so much more toxic than it needs to be.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1472342#Comment_1472342
Tbh they should just nerf most meta perks (except BT) then just buff a ######### ton of the perks that are used in less than 50% of games
I don't understand why they don't nerf or look into perks that are used in a majority of matches. They are just really really slow at perk balance even when the forums have provided many suggestions for multiple perks. Hopefully soon they will buff the perks they said they would half a year ago...
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Jane Romero is the baddest b****
DS is healthy for the game, but needs to be reworked to truly be an anti tunneling perk (too often you can bait the killer to get you in a locker, or run into the killer on purpose for saving your team time on gens.)
Devour hope is mega unfun to play against.
Freddy is overtuned af
Adrenaline is overrated
Spirit actual takes skill
Nurse is the most fun killer to face, whether its 4k at 5 gens or all gens done in 5 minutes.
MEG AND FENG ARE OVERRATED AFFFFFFFFFFFFFF!!!!!!1!!1
BBQ is actual not that great of a perk if it didn't have the extra BP.
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Breakable walls were introduced with the Dead Dog Saloon map. I really enjoy them, and they do make looping more interactive and different. Hopefully they add them to the base game, but it might make looping way too difficult with some maps. I would be against them in jungle gyms, but on maps like that have unique structures, hell yeah!
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1472332#Comment_1472332
Yeah but BloodPact pre-nerf definitely could've been slightly meta
The Meta in this game has not changed for ever, DS, Adrenaline, BT, DH, Spine Chill, Unbreakable, Iron Will. Sure there are some other niche builds that require items and what not, but lately, the perks have been god awful. The only decent one recently was For the People from Zarina... Other than that, perks have been really situational, or straight up underwhelming. I do agree in it needing a buff to something, but this game suffers bad from poor perk balancing.
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It is an interesting perk, but way too situational. I'd honestly rather run Solidarity than Blood Pact...
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Spirit is very strong, but you need to have good headphones and surround sound audio. If you are bad with her phasing power, you'll be running an M1 killer with no chase power. At that point, might as well play Billy or Oni. I do really enjoy her and she's my second most played killer behind Huntress. She just takes some time getting used to it!
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I think the best thing here, is to a buff to WGLF... Spine Chill should really lose its 6% bonus, but other than that its fine. BBQ is easily counterable too. Just assume every killer has it and play accordingly.
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@Snowstruck said:
This is like, a super small change/set of changes, but as a legion main, here are some things they should add/keep/fix.
Mending- Make it so the mend time still goes down when mending, similar how to the pig's trap timer still goes down while you're trying to find a key in her boxes. KEEP the fact that it does NOT go down when in a chase, though this is obvious.
I'll add more changes in the comments/if I edit, and I'd like to see your feedback/change ideas for the Legion or other killers : )
Well, the mending bar actually only goes down as long as you are running, being in a chase has nothing to do with Deep Wounds anymore. Not only will this not work out, because they've already tried this, but it doesn't work balance wise.
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Ruin didn't affect every person, where as this does. To be honest, it's about time to remove things like big maps and infinites. What is problematic with this update is the amount of dead zones there are. I get they don't want jungle gyms to spawn around other structures to create easy loops, but dead zones should not exist to this extent. On the live client, Ormond already has tons of dead zones, now there are more. It's a step in the right direction, but until they nerf hook spawns and killer mobility, as well as remove bloodlust, then it will be more tolerable. Did I mention, dead zones are problematic?
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That's what the perk used to be, then they changed it. Honestly, I think it should just scale from 60/80/100 or even 80/90/100
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@Peanits said:
Basically when everyone is in struggle and nobody can possibly free themselves, it skips everyone straight to the sacrifice stage (much like when you hook the last survivor) so you aren't waiting around for a minute doing nothing and waiting for them to die. It won't change the actual gameplay, it'll just end the game when you can't possibly survive.
Will there ever be a change to when you're the last survivor, and on your FIRST hook, to get the opportunity to free yourself? This is the main reason why I don't run deliverance, because if I don't get hooked all game till I'm the last one, I don't even get the chance to use my perk. I get that if you're in struggle phase, you should just die, but first hook? Maybe to reduce the trolling, make it so the game forces you to attempt an escape instead of not acting and wasting the killers time.
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I'm unsure about how I should feel. Glad they added a window on the upstairs of T. House, but my issues stand with the amount of deadzones there are. Not only are there an abundance of them, but they are not just small areas. I hope things like bloodlust and killer mobility are looked at too. However, looping is a lot more difficult now then before, which was heavily necessary.
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The only issue I have, is the amount of deadzones, and the size of said dead zones. I don't think dead zones are healthy for the game, especially when there are gens in them. However, I'm happy they have reduced the map sizes and the ability to loop multiple tiles at once. The game is going in the right direction, which is great, but the problems like: deadzones, bloodlust, killer mobility, perk adjustments, etc are still issues needing to be addressed.
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1186899#Comment_1186899
Have you ever contributed to a thread in a positive way?
he hasn't, he just cries about killers being weak, but is probably a rank 12 clown main
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Adrenaline can be borderline useless, but it can also shift a game from a 4k to 0k if used perfectly. Same goes to unbreakable.
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Still not enough Bloodpoints in my opinion. Why does Huntress get way more BP's when she hits hatchets, but when you use your corrupt you get only 250? I honestly think hitting with corrupt should reward 400-500 BP's. Also, she already gets 100 BP's when she uses a fountain so lets not reduce it to 50. However, I do think that she is in need of bloodpoint reworks. Playing as her, and playing against her, you're robbed of BP's (no healing).
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/1173551#Comment_1173551
I know they were looking into perks to reduce the gap between tiers, and this already does that. The numbers are weird, but eh, then you don't need to get it to tier 3 for the perk to be actually helpful like a lot of others.
Maybe it's time to ditch tiers all together. It'd reduce the everlasting grind. I have almost 2k hours, and only 4 survivors and 6 killers prestige 3. Rest are just lvl 50
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@Toxicity23 said:
Distressing is a perk that's good with only a single killer, and all the terror radius perks, Which rarely get used other than for memeing.
I'm honestly concerned for you if you're getting concerned at a perk that almost always give survivors an EARLY WARNING to the killer.
Also... The INCREASED BLOODPOINTS need a change..? It increases the number of bloodpoints you obtain, how is that warranting of a change?
I get that it's a very niche perk, but how can a 1metre increase between tiers be okay?! I'm not concerned, I'm just giving facts about something that needs to be looked into. Drop the attitude, it's not a cute look.
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I don't blame you, I check the forums maybe twice a week to see what's up, but I think I load dbd like once every two weeks now. It's sad that I have more fun on games like Smite and Overwatch than this.
Hopefully something will happen soon, and I'm excited to see if they have plans regarding map balance and hopefully a meta change with perks.
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@Peanits said:
This was actually something that was tested earlier on when the End Game Collapse was created, for what it's worth. While it's nice, it did mean that coordinated groups had a noticeable advantage over solo players. You could communicate and have one guy wait on the gate keeping it prepped and ready to open while the other guy goes for the save. Meanwhile a solo player would have to cross their fingers and hope for the best, possibly coming back to a gate at 0%.
Ultimately it was decided against. We don't want to widen that gap anymore than it already is.
As far as the blocking the gate bit goes, that would be considered griefing and you can report them for that.
Then why not add ways to reduce the gap between solo and SWF players? It's really the only thing that is impeding a more balanced flow. There have been several suggestions on the forums that haven't had any dev comments. Hopefully something gets done about this, because as of now, solo play sucks and SWF is fun for only the survivors most of the time.
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Why are the devs only commenting on the reason why Static Blast has a cooldown? I think it's quite obvious why it has a cooldown. There have been many issues people have stated with cooldowns related to perks, yet they just get ignored. Some transparency would be nice you know. Why do perks like Surge, Thrilling Tremors, and Blood Echo have cooldowns at all? Thrilling Tremors should be a 20-30 second cooldown at most and the other two don't need one at all. Just make it so Blood Echo doesn't stack on each other, and rather just reset the exhaustion duration. The lack of transparency has been killing this game for me.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1123770#Comment_1123770
I think challenges should be like achievements - some of them easy, some of them difficult. If all of them are completable within a match or two (assuming by that you mean a match or two's worth of attempts, not theoretical progress), they're hardly worthy of being called "challenges". Though obviously, a balance needs to be found in how Rift progress is affected.
I actually think they've come a lot closer to hitting that balance this time - this Rift, by my calculations, should take about 70 hours in-match with all challenges complete, but it could do with being a little less grindy, since they once again appear to have failed to factor in time spent in queues, lobbies, loading screens etc. between matches.
The thing is, you're approximate is purely that, an approximate. The amount of time a game takes is about 10-20 minutes. Finding a match is anywhere between 5-10 minutes as survivor, to instant as killer. There are also more survivor challenges than there are killer ones. I don't agree with it being an "achievement" because this is a battle pass, and they come and go frequently. I don't feel like I've "achieved" anything when I complete these challenges, I feel actually underwhelmed that the first challenge as a survivor takes 5 games to beat IF you escape, for 15k bps and a little progress on your rift.
I don't want to spend 70 hours in game to complete one pass. I don't just want to sit and play dbd everyday for hours to complete it. The grind is not worth the rewards in my opinion. Not to mention that 70 hours is inaccurate due to the waiting times with finding matches, sitting in lobbies, loading screens, players not loading into matches, etc.
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Just had a game where I was rank 10, and my team was rank 20,18,16. one had no perks, one had no mither, one had a standard random perk new survivor build. Killer? Oh, they were rank 10 with full build. They kill themselves on hooks and didn't know at all what they were doing. I am absolutely giving up on this game after the 2k hours because it's just a cash grab now.
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I didn't buy this tome because it was way too grindy. I don't want to dedicate everyday to this game just to get some recolors and some new cosmetics. Also, some of these challenges require a lot of games to achieve them. That should never be the case. A challenge should be able to be completed in a match or two, no more.
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Honestly, a cool idea for Spirit is if she's phasing in ur TR, you can use your flashlight and get to see her. But that would also cause you to be revealed to her while in phase walking.
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The only logical way to remove his facecamp capabilities is to make it so when he reaches 100% on his saw, it goes. Also, adding like a 5 second cooldown so he can't immediately rev up again. If that were to happen, he would need so many buffs to help his in chase potential. Whether it's by increasing his speed, acceleration, I don't know, but I do know it will make him more oppressive during chases and less while face camping.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/1042266#Comment_1042266
So, uuuh, "my intentions are beyond your comprehension".jpg
If it doesn't hurt anybody, don't touch it. Just don't wanna get sucked into debate of applying pressure and dropping chases.
Oh well, I guess I'm not a killer who relies on a gimmicky mechanic to get to rank 1, but we all have our flaws.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1036573#Comment_1036573
I'm just copying and pasting this, but there have been many MANY more killer nerfs than survivor nerfs. Now, I want to be very clear- how many nerfs a side gets is not a valid example of unfairness, and should never be used as a measurement. If it were however....
General killer nerfs:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
Trapper:
- removed the ability to be able to trap hooks
- increased the minimal distance at which the trapper can place a trap next to another one
- changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap
- shadownerfed the size of the hit box of the trapper's traps several times
- changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*
- removed the trapper's ability to be able to place traps on the hatch
- decreased the time it takes to disable a trap from 5 seconds to 2 seconds
- removed the ability to be able to set traps through staircases and certain floors*
- changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*
Hillbilly:
- increased the duration of the stun when bumping into an object
- removed the ability to flick*
- removed bloodlust from when using his chainsaw*
- reduced the effectiveness of the addons which reduce the volume of the chainsaw
- increased the cooldown on the hillbilly's chainsaw
- removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*
- removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*
Wraith:
- added an increased cloaking time on the windstorm addons (white and blood)
- increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities
- removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*
- removed the ability to be able to appear as cloaked for survivors while not being cloaked*
Nurse:
- reduced the ammount of default blinks from 3 to 2
- reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)
- nerfed every single addon she has
- nerfed the range of her lunge after a blink (three times)
- removed the ability to be able to look up during her fatigue*
- removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*
- added an attack slowdown when swinging while carrying a survivor*
- removed the nurse's ability to be able to blink on top of the shack
- added the ability to be able to lightburn the nurse while she is charging up a blink
- changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*
- added the weapon swipe animation after hitting someone after a blink before going into fatigue*
- added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)
- Nurse blink attacks no longer bypass mettle of man*
Shape:
- removed the ability to be able to stalk multiple survivors at once
- reduced the movement speed on the vanity mirror
- reduced the point generation on the vanity mirror and the scratched mirror
- removed bloodlust from evil within 1*
- added the vulnerable indicator for survivors when the shape goes into evil within 3
- reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking
- removed the shape's hitbox while stalking
- removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*
- removed the ability to be able to stalk survivors in lockers*
- removed the ability to be able to stalk survivors who have left the level*
Hag:
- added the ability to not trigger any traps when crouching over them
- removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*
- added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon
- removed the terror radius from the hag phantasms*
- removed bloodlust from using the scarred hand
- changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*
- removed the ability to be able to have traps triggered by dying survivors
- changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards
- removed the outline of the hag phantasm when a trap is triggered*
Doctor:
- added an attack slowdown when swinging while carrying a survivor*
- removed the doctor's ability to be able to shock injured survivors from a massive distance*
- snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)
Huntress:
- changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory
- removed the ability to be able to throw hatchets without losing any tokens on play with your food*
- added that the huntress slows down massively when she puts away her hatchet after she pulled it out*
- Reduced the effectiveness of the addons which reduce the huntress' windup time.
Cannibal:
- removed bloodlust from when using his chainsaw*
- when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*
Nightmare:
- added an indicator to tell survivors when someone is asleep
- increased the size of the nightmare's terror radius from 16m to 24m
- added a 3 second slowdown after putting someone to sleep
- added that you wake up when you recover from the dying state
- removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*
- changed adrenaline to make it wake up the survivor who is using it when it activates
- removed the ability to be able to put survivors to sleep who are in lockers*
Pig:
- Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*
- Traps that have not been used up by the time the exit gates are powered become inactive.
Legion:
- Nerfed the majority of the legion's addons
- Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit).
- Feral Frenzy can only be used when the meter is fully charged.
- Feral Frenzy move speed is now 5.0 m/s.
- Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.
- Increased the Legion's terror radius to 32 meters, from 24 meters.
- Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.
- Missed attacks will end Feral Frenzy.
- Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)
- The Legion cannot see pools of blood while in Feral Frenzy.
- Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).
- Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*
Plague:
- Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*
- Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*
Some of the things you listed were bugs and/or SERIOUSLY in need of nerfs. Insta killing ANY survivor with a RBT by placing them by the exit gate seems balanced to you? Not to mention, these are basically all the nerfs that occurred since the LAUNCH of the game. Three and a half years of nerfs. Killers have been buffed much since then too. Survivors have been nerfed much since then. Actually come to think of it, how many general survivor buffs have there been? There might have been very little. Killers were way over powered when the game launched because survivors didn't know what looping was.
It frustrates me that you try and bring things as old as some of the base killer nerfs. Some of the things you added as "nerfs" were actually QoL improvements. The honing stone change was actually a net buff to Trapper. Imagine using that perk with a 50% chance of it working. We didn't need more RNG. Educate yourself and bring valid arguments before doing clownery.
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Spirit worst killer. Second is Hillbilly. Periodt luv.
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I'm really unsure about it. It sounds like it's going to be practically useless. Maybe they're working on improving the system? I don't know. I guess I'm just happy that matchmaking will be based off of something else, since what we have now is pretty flawed and inconsistent.
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Very constructive, must've just had a wonderful match.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/1042259#Comment_1042259
With bloodlust, that "can't loop forever" is slightly shorter. So maybe bloodlust is actually helps survivors to be smarter by forcing them to leave it earlier?
Why is there a need for it? If you loop a killer around a pallet for 15 seconds or more, why are you even wasting time chasing them? Just that is 15 seconds you AREN'T applying pressure to gens or other survivors. Killers really need to learn when to break a chase, rather than attempting to get a survivor with Bloodlust.
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@[Deleted User] said:
I have a suggestion:
We disable blood lust, you play killer, and I run you around Wretched Shop double windows, the Disturbed Ward Asylum, the "House of Pain" in Haddonfield, one of the two god windows in Rancid Abattoir, the god window in Torment Creek, the god window in Iron Works of Misery, and many many more... and see how much fun you have when I can loop you over, and over, and over, and over, and over again and you never catch up.
Sound good?
Even in those scenarios, Bloodlust will break half the time and make it impossible to even utilise it. Don't follow people into strong loops then. Whenever I'm on Asylum, I will never follow a survivor inside.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/1042223#Comment_1042223
Breaking isn't making. no reason to REMOVE something if it doesn't really hurt anybody.
It doesn't really have a purpose. You can't loop a killer around 1 pallet forever, so why is it in the game? What purpose does it really have? I find it quite unnecessary, personally.
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@JakConstantine said:
https://forum.deadbydaylight.com/en/discussion/comment/1042229#Comment_1042229
Well in that case make SWF like KYF and not give blood points. Make it separate to the public matches which give you blood points. Major thing is that this new match making system will be mainly for solo play considering that it's based on your own skill.
Again, that will kill the player base, and create larger queue times for both sides. Not to mention, why do I have to be penalised because I want to play with my friends? Arguing that they shouldn't get bloodpoints is absurd and might as well just delete it if that were the case. The grind is awful as is.
I get that SWF is blatantly more stressful to go against, but this isn't the answer that will solve anything. Whether you like it or not, SWF isn't going to receive nerfs, but the only solution to this problem is to add more information for the Solo survivors, as well as balance the killers accordingly. Removing the BP factor won't make it less frustrating to play against. That's just a silly balance philosophy you have there.
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I think rather than removing a feature that most of the player base uses, we should opt for more ways to decrease the gap between solo and SWF play. After those changes, then balancing can be made accordingly.
I've made several comments and discussions about the topic and ways we can improve this, but removing this feature will kill the game.
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I think bloodlust should be removed. It honestly is a gimmicky way of reaching survivors, but also, it hurts the killer sometimes more than the survivor. Spending so much time to bloodlust a single pallet can be the difference of 1-2 gens popping, just for a hit.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1041454#Comment_1041454
The point is that the points would even themselves out over time. When looking at ratings like this, you have to look at the big picture, not the individual games. If you lose points to someone who tunnels and camps, yeah that sucks, but if you're a skilled player, it won't matter because you should still win more than you lose and so your rating will still go up over time.
Okay, you make it so hard not to agree with you on every damn post you make. I guess over time it will be a solid representation of where you belong. Obviously in the beginning, it will be crucial for these simple variables, but like you said over time, it will definitely place you in an accurate position.
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I have to say, why would the devs lie about adding an MMR system? Like they made an entire blog post about it. I have serious doubts that the devs would lie about something just to get pressure off of them, rather than saying, "we are trying to find better ways to improve the MM system." If you really don't trust these developers, and are scared for the future of this game, why are you even supporting it. I mean, they make money off of you playing, so if there is so much distrust, go play Last Year or something.
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I base my win conditions on bloodpoints, or if I do some crazy nice jukes, plays, or if the team synergy is amazing and we all escape.
For killer, I like to reach at least 25k BPs, but for survivor, I like at least 20k-22k.
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Both of Doctor's abilities don't work whilst in the dying state. However, if you are already in madness tier 3, you will scream while in the dying state. You can't progress in madness while in the dying state, to make a long story short.