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MrDrakanator

MrDrakanator

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MrDrakanator
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  • Even with the reveal of the new Bubba changes, they said that he restores a charge to his chainsaw every FEW seconds. Just give us some ######### numbers for once please.

  • I'm sure many people have called you sensitive and have told you to get over it. And I'm sure many people have been like "I don't mind playing Killer." That's great for them, but that doesn't make your point any less valid. Some people have better matches than others, and some people grow used to the constant stress of playing killer to the point they no longer feel it. These killer players that are saying they like playing killer would probably still tell you that survivor is less stressful than Killer, and that is quite remarkable. I've have many points where DBD killer has torn at my mental health as well. I start to get over that stress only when I start to ignore it or not care so much about winning. But as a competitive person, I want to care about winning. No other game takes the same mental toll on me in my efforts to win as this game does.

  • "Not abiding to any rule but their own" I wonder why one of their rules is that they have to stun themselves for 20 minutes at some point after they activate their power, and there is nothing they can do about it.

  • @Todgeweiht said:

    Or maybe. simply. stop playing this game completely? that is an easier solution than crying everywhere. Stop falling victim to the sunk cost fallacy.

    OR, there are people who want to see this game succeed because they love it but they have massive issues with it. Get outta here with wanting people to leave instead of actually trying to better the game.

  • When the dev's announce some day that all survivors will go down in one shot on the next PTB, I look forward to seeing these same people saying we need to wait and see how it goes. It doesn't matter how big or small the change is, people deserve to be able to give their thoughts especially when we already have video footage of the changes in action.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408596#Comment_1408596

    Yeah? Remember how Soul guard was supposed to be OP? For the people? Second Wind? Breakout?

    Oh wait...

    Remember how people said that spirit needed a buff in the PTB? lol

    Just wait for the PTB. If you don't like the changes, you don't have to play billy.

    I don't have to wait for the PTB to know what the changes do. There is video footage of it, and what it shows is both of these killers having their power put on a cooldown just because they used it. I don't have to play it myself to know that that's not fun. As I said above, I already hate playing both of these killers, I never play them. I am speaking out in support of those who LIKE these killers because I want them to actually be able to use their power.

  • You have every right to give your opinion despite not having tested it on the PTB. Ignore those telling you to wait. We have details on how these changes work and we have video footage, that is enough to build out initial thoughts.

  • You make a valid and important point. Cooldowns are the most anti-fun change a character can receive, and they're shallow understanding of their game makes them incapable of coming up with interesting changes to their characters. First of all I don't think Hillbilly needed a nerf AT ALL. He was an actually decent killer, not OP. But even if they're going to nerf him,making people be able to use his power less is such a bad design approach to a nerf. The "buff" to Leatherface is also a nerf in a way because it makes his chainsaw have a really long cooldown if people actually want to get good use out of it.

  • I have believed for a long time he should carry all 5 of them at once. Carrying 2 at base is the bare minimum buff we should see in my eyes. The buffs he got focused on his add-ons which really isn't a buff, that's just making a killer an add-on reliant killer, which is an awful mindset.

  • No, that's not how balance works, a mindset of the devs and community is "if you buff it in some way you gotta nerf it in some way." or vise versa. That's bull s**t. The Hag is a worthless killer who needs buffs in fact she needs way more buffs to her core power than she is getting. Yes she's getting buffed because she sucks, if we nerf her to compensate for buffing her, the buff means nothing. Bottom line.

  • @MrDrakanator said:
    To last forever might be kind of nuts combined with the chili because a few seconds in he's gonna be zoomin like sanic across the map, but yes maybe "tremendously increases the duration of the chainsaw attack" I can definitely get on board with.

    His speed actually has a cap, chili just helps reach said cap faster.

    Ah ok I actually didn't know that ( I hate playing leatherface lol) well, even then, it would maybe be pretty crazy, and annoying, but I'm no professional on the character.
  • That's certainly a better idea than the generators simply finishing and the gates being powered. I think this would create a situation that good killer's could deal with as well, either by taking note of the locations before closing it or finding the gens after closing it and taking note.
  • To last forever might be kind of nuts combined with the chili because a few seconds in he's gonna be zoomin like sanic across the map, but yes maybe "tremendously increases the duration of the chainsaw attack" I can definitely get on board with.
  • Only1biggs makes some good counter arguments outside of just "you need to get better at playing killer" because no matter how good you are at killer, survivors can always win if they try. Now onto my thoughts.

    Your ideas are interesting. Some ideas I like some I don't like. #1 thing that I like, sweep attacks. I think that's a really cool idea,I wouldn't allow that to be done while carrying a survivor, but outside of that I think it would allow the killer to not feel so overwhelmed when having multiple survivors around you. I think the hex perk slot is a nice change but not the change we should see, this change is of course aimed at Hex: Ruin as it's an absolute necessity of a perk to run. This change would help make it not cost a perk slot which is nice, but realistically the perk just shouldn't feel necessary to run, that's the change we really need. Terror Radius debuffs are cool, the developers create so many damn terror radius debuff based perks and their repetitive and boring, I think the terror radius should be more threatening, most survivors genuinely don't give a ######### if their within the terror radius unless the killer is like 10 meters away, just in general making survivors more afraid of the killer's presence. Not sure on the deerstalker/knock out changes, interesting but don't know how I feel about it
  • @Runiver said:
    Nurse is nothing more than a survivor in disguise.
    She allows the same abuse.
    Instead of allowing both side skill to be relevant, it mostly empathizes one side.
    If you play against Nurse, you're mostly reliant on HER skill (or more like, her LACK of skill) to be able to survive.
    If you don't play Nurse, you mostly rely on the SURVIVOR lack of skill to be able to catch them.

    And people just give too much credit to the "skill" you need to play Nurse. Skill should be rewarded, but still keep things balanced. It's not because a character is harder to play that it means she has to be stronger than other killers.

    I agree 100%, I think every killer should become more rewarding to play as you get better with them, but none should be meant to be inherently better simply because it takes more practice to get better with them, it should be down to being rewarded for getting good with the killers you enjoy playing, not the killers that are the most viable.

  • In todays dev stream i saw ochido in matt steam friends pop up. I wonder if these type of survivors are the main audience. I hope someone like tydetyme is also on his friend list also. Cause hope there really not talking to one side of the coin. Wonder if camping killers made all this happen to game also.
    Guess looking for something to blame.... but maybe its the red stain and all the maps have to just be designed better.
    I would say they avoid people like TydeTyme or even Tru3Talent who call out the games imbalance. I almost relate the developers back to politicians because they only talk about what they want to talk about and never address and criticism of their game, particularly regarding balance, they just don't discuss it and probably believe the balance isn't that bad because they look no further than statistics.
  • Yeah they are oblivious to their own game most of the time and this was proof of it, they can either make it affected by coulrophobia or make it no longer considered healing and not affected by any other perks. They'll probably due the latter because it's a reason to nerf a killer, and since survivors constantly ######### about how annoying the doctor is.
  • This is ######### genius, every part about this is amazing, this allows for mind games during a chase which is what makes chases on the rare occasion they are fun and not loop festivals, I personally can't see this causing any major issues and I would love to see this tested on a PTB. The idea is unique, I've never heard anything like it and I LOVE it.
  • Let's be clear on one thing, The Nurse RIGHT NOW, doesn't need nerfed, because, as you say, she is the ONLY viable killer. I fully agree that all the other killers need to become viable like the nurse, now, once that happens, however that happens (there are ######### countless amounts of suggestions that are never listened too), if the Nurse outperforms every killer when almost every killer is viable, that' when she is better than just viable, and that's when she is OP, right now, she's not OP, she's just actually playable.

  • Eh, I do get where your coming from and I understand what your saying, in fact I think the design of the perk is to only make use of that exposed status affect once, however, with that said, I don't know if the "QOL" change should happen, as it is situational for such a unfortunate thing to happen, and Make Your Choice is not really something that most people look at as needing a nerf, which this would be. However, on the flip side, it's so situational for this unfortunate thing to happen that this change most of the time wouldn't actually hurt the perk, for me I wouldn't mind the change I don't think, but it's up in the air.

  • Molim0 said:

    Interessting. Everyone knows about how doomed Killers are and the devs just do not care...
    I played Hag so far on 40 because of the hex perks and wrath to 35. Trying to get leatherface and billy up now.

    Wouldnt it be great to make it a lot easyier for survivors to pip?
    Or give the Survivor/Killers only the unique perks at rank 3 for the specific charakter and for all others cap it at rank 1?
    And to top it off i would like to have a colorblind mode (only put some more blue shades into the red/green ones) Half of mankind is Red/Green blind like me and doesnt see bloody claudetes in the green/brown Gras.
    Killer ranking up is way too fast. almost guaranteed to pip if you manage to get one kill, rank 15+ is pure waste of time for me

    Now this is not me excusing the imbalance of the game or anything,because you should be able to play any killer. But I well you, you are getting pretty much the worst possile experience you could by playing the Wraith and the hag. Both of these killer's are generally looked at as being in the worst 3. I personally think the hag is the absolute worst killer in the game (unpopular opinion as Freddy is generally looked at as the worst). If you want to have a semi-decent kind of sort of indirectly half was enjyable killer experience, you gotta pretty much devote your entire time to the nurse and the hillbilly, they are the 2 best killers in the game, so just a tip, I recommend you play those killers.
  • Welcome my friend, to the world of playing killer. This is where you will find the most stressful experience of any video game ever, Dark Souls envies this ######### it's so stressful. Playing Killer is an almost always awful experience where you are not in control of the game at all. If you do well as killer, it's not because your good at killer, not to say your bad either, but the only way the killer wins is due to survivors messing up and the killer being able to capitalise on it. The killer has been underpowered for about a year or so now,maybe longer, but balance means jack ######### to the developers, and whenever they do balance it always ends in favor of the survivors. Someday when enough killer mains like me have stopped playing killer due to the stress, maybe then the game will be fixed, but until then they seem to not give a ######### about the balance and have no intent of fixing it, and if they do intend to they do it a sluggish pace which is completely unjustifiable seeing as they have had at least a year to fix it.
  • Ok I'm actually really into these changes. I was really uncertain about the self care nerf, not because I thought it was too much, ######### that, no self care nerf is too much lol. But in the end I think that idea overall would make it to where someone couldn't fully heal themselves on their own more than twice most of the time, I think it may need to provide even less charges for great skill checks but either way I think that's great. And Catching your breath, ######### FLAWLESS, that idea is got out genius. If the amount of time it took to catch your breath was proper, that would be a fantastic change, I can't praise that enough.
  • Spot on in my eyes. I always thought the idea of losing the points upon them being healed in general was the most counter-intuitive thing I've ever seen in my life. The general idea of gaining points,say, every second, the survivor is injured, downed, or hooked is so much better to me. Just that general concept being applied in some way I think could make the emblem so much better.
  • Good idea, I personally would make the duration Infinite at level 3 but either way I like the idea of the survivors aura being revealed for a few seconds
  • @ThePloopz said:
    I wouldn’t say it’s a “get out of jail free” card that’s what the hatch stand off was. I’d say it’s more of a “ the key is right next to your cell and all you gotta do is reach it” free card lol

    Haha, yeah I would say that is about right

  • Yeah I think he is pretty bad, he isn't hag or Freddy but he is on par with the Wraith I would say so far ( Despite my experience as a killer main I am not trying to definitively say he is bad), but the slow from his bottle seems barely noticeble and the duration of the affect is laughable. Yes as the developer stated it's 1.5 seconds after they leave the cloud but how long does it take to escape it, like MAYBE 1.5 seconds if caught in the dead center of the explosion? Either way the affect does basicly nothing in a chase because you have to slow down and throw the ######### thing before it can potentialy have any affect. And That's if they aren't at a pallet, if their at a pallet your ######### my guy, just like most killers, you can say he isn't notably bad (I'd disagree) but you can't say that he is a viable killer to me AT ALL.
  • I think your buff suggestions are great,and I fully agree that his power is too weak. People have been saying "Oh he's great at stopping looping and making you go to places you don't want too" no he's not. His poision does jack ######### at base, and not much more with add-ons so it doesn't bother me to step in it
  • Blueberry said:

    Very weak, low mid tier. He doesn't stop looping at all. His power needs to last longer at base and maybe even worse vision. They keep making killers too addon dependent.

    I fully agree with that, 100%
  • Yeah not quite available yet, but a lot of us are just eagerly anticipating it

  • Entity gives him a pat on the back and tells him, "it's ok, I know you're a low tier killer, I'll go straighten up Mathieu."

  • Even though Decisive Strike is pretty strong, I think this re-work would do 2 things. 1. The perk would become insanely weak because a killer can just avoid going through pallets, granted this could cost the killer some time to allow you to wiggle free, but most of the time it wouldn't be enough to make the difference, and the killer could run agitation or iron grasp to help deal with this. 2. The mechanic gets abused by way of a survivor ensuring that they get downed at the pallet, so if the survivor just sits there under a pallet, the killer will know what the survivor's plan is which would create a lot of awkward situations.

  • Just sitting here waiting for the PTB to launch.....x sigh x man it feels to good to finally have an original chapter coming again.

  • Tinkerer is certainly a weird perk that I would like to see be re-worked, I don't like the idea of a perk which relies on the killer running add-ons to began with. I think a perk working well on some killers and not on others is cool, and should be a part of the game. But like you say, some killers it literally has NO use on, and poor Doctor can only be HINDERED by Tinkerer if anything.