Witchaven
Witchaven
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- Witchaven
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I don't bother playing DBD anymore unless a new killer / survivor is announced, because at the end of the day, something like 75% of the perks that survivors have are absolute trash. And so you spend the bulk of your time using a handful of useful perks. They really need to re-think how they balance this game. It's just not fun to play anymore, knowing that I'll just have to keep using the exact same setup every time I go into a game. There's only a few variations that are actually worth using. The rest are just "fun gotcha" moment setups, that you'd use as a way to break up the monotony this game so desperately suffers from. And truth be told, this new survivors perks are so blah that I'm still on the fence on whether I'm going to bother coming back for the Silent Hill DLC.
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@BlueSwifts said:
https://forum.deadbydaylight.com/en/discussion/comment/1239542#Comment_1239542
Where are these statistics because the community has largely been bashing the devs for favoring survivors too much. Idk where we are getting this "they keep nerfing survivors" because they haven't... Killer has received the most nerfs in just about all the big recent changes. I guess in that regard your point about "balancing" would be true! Except survivors are stronger than killer and it's been that way for a while. The recent loop changes were a fix not an outright buff to killers although you can look at it that way if you want. God loops/infinites are still in the game btw people have shown them off, quite the "survivor nerf" I'd say :D
Do have any idea how long it took me to re-find this post? So you better read it lol This guy goes over it with even a chart showing kill rate before the ruin nerf. It demonstrates that obviously not all killers are created equal, but that by and large it was at the 70% chance of most killers winning. And in some killers cases, it was over 75% chance of them winning on average.
Here's the link.
https://forum.deadbydaylight.com/en/discussion/comment/1237113
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1239574#Comment_1239574
If it does consume a token then they gotta update the wording, but right now it seems like it's worded similarly to BBQ.
See you out there in the fog (if the ping issues ever get fixed).
Seriously, if I could have 1 thing fixed versus a whole slew of changes to the game done, I'd ask for the latency to be addressed. I have lost track of how many times I vault through a window, take 3-4 steps forward and still get hit by the killer. I'd be perfectly fine with them taking 3 months straight on just working on making it so that doesn't happen anymore lol ah well, thanks for the info. Have fun out there!
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1239556#Comment_1239556
No, this still seems to work as usual. It's just a QOL change (according to the dbd wiki, my lifeblood) to make it more concise, It doesn't say it consumes the token, so it still works like usual.
Ok, that's the answer to my question. It doesn't consume the token lol because like the other poster pointed out, we already have Distortion. So it sounded to me as though they changed the perk to be a crappier version of Distortion. Which really made no sense, hence why I was looking for clarification if it consumed the token or not. Thanks again!
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1239529#Comment_1239529
We already have Distortion, the stacks just tell you how many other survivors have died. It still works as intended.
So it still works exactly as before, and the tokens are just an indicator for those who aren't able to see at the bottom of the screen how many of their teammates are dead? That seems like a waste of time to make such a change. This perk needs to just be reworked, I don't see the logic in ever using it.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1239529#Comment_1239529
Can you send a screenshot?
Here's a screenshot of how it reads now.
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In short, the squeaky wheel gets the oil. They released not too long ago statistics that showed killers were getting 3k on average. Well the problem with that is that according to their own standards of what a balanced game looks like, the goal is for 2 survivors to escape and 2 survivors to die. The statistics show that on average, 3 survivors die and 1 survivor lives. Yet they still are nerfing survivors. This I believe is largely due to the fact that killers dominate the forums. Since most people who play DBD as survivor, do it with friends. So they already have people to talk about DBD with, where as the killers sitting there alone not talking to anyone about the game.
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@EmpireWinner said:
Nerf, how exactly?
Well if I'm reading it right, it now gives you a token to use it to block 1 aura reading ability, as opposed to simply you being able to use it the entire match with no tokens, provided you are at the proper distance. But you only get tokens when someone dies. So up to 3 tokens (provided you are the last one left alive).
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@Okapi said:
MCote shot down the idea in a podcast last October. The only niche or cult killers they will or have considered adding to the game are Pinhead, Candyman, and Babadook. All of whom were mentioned in the same podcast that the Tall Man was disconfirmed. Though only Pinhead was considered a cult character by MCote.
With that said he'd make for a neat killer.
That's too bad, The Phantasm universe is pretty awesome. They could of done so much with The Tall Man. Ah well, I like Pinhead and Candyman. Thanks for sharing this information.
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If they were to nerf For the People, then the perk would be complete garbage. The whole point is you are in the broken state after you use it. No one is using this perk when they are safe, the whole point is you use it in dangerous situations when the killer is right there and you gotta save someone who if they get hooked again they are probably going to die. So you go into the injured state and are vulnerable. You are broken and then after that goes away you have to heal yourself. So all of that equates to you being in the injured state for quite some time. It's just not worth changing a perk that doesn't come without it's own risks. And if they made it only useful once per game I'd ditch it entirely, and lets be honest, it's getting a bit obnoxious how many perks the devs have been nerfing to the point that no one uses them anymore. The list is getting a tad long here... makes the game boring when you can't have a healthy amount of perks to choose from when you get bored of running the same old cookie cutter build due to so many perks being nerfed to being completely useless.
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Gunslinger is a skill based killer. I've seen some people destroy with him and other's suck. The idea of giving him a way to bypass pallets is nonsense. Considering it's a killer people have to play an entirely different way against in regards to pallets in the first place.
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@LetsPlayTogether said:
Exit spawns atm are just easy win conditions for killers in 90% of the matches, sometimes they just spawn next to each other. Just make Exits spawn in a clock pattern (12 locked positions) with 3 or 4 free positions distance between them. Problem solved, fair to everybody.
This is fair. The fact is that the end game never used to be so certain death for the survivor before. The hatch being able to be closed by the killer essentially just means the survivor is for sure going to die. At least by spacing the doors apart the smart survivor could wait at a door, see the killer walk up to it and see no one is on it, and on his way to the other door the survivor could start on it. Will this work against killers like Hillbilly and the Spirit? Probably not due to how fast they can book it, but at least it will make it a more balanced situation than what we currently have.
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I like the idea of a survivor being able to get themselves back up if they solve a skill check if the killer leaves them to go get the other person for one major reason. Good killers when it's down to 2 players left will down 1, and then leave him on the ground and go hunt the other to prevent them from getting the hatch. This coupled with the fact that once the 3rd person is hooked, it takes a long time for the hatch itself to open provides a LOT in favor of the killer. And considering the so called "balance" is for 2 survivors to escape and 2 to die, I don't see the logic in providing that much in favor of the killer that late into the game.
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I can only speak for myself, but something I've noticed is that the survivor category continually gets nerfed time and time again. At one point even the DBD YouTuber's started bringing this subject up on how this dev team just keeps nerfing survivors into the ground. So although a lot of things remain that you bring up, a lot of the things that people used to counter these things have been taken out. Lets be real, most perks and items are garbage, which is sad since some used to be really good. But it is what it is. People getting frustrated, and I don't know why exactly, perhaps because they are by and large playing this game alone so looking for people to vent with, but these forums appear to be largely dominated by killers. So whatever gets said will be totally biased in that favor.
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EDIT: I actually do mean EVERY game so far. I haven't had a single match without someone killing themselves on hook yet.
So to a logical person that says clearly that the system they have implemented today of banning people for leaving the match doesn't work, since they are just going to find other ways of getting out nearly just as fast. If you start taking action against people for every little thing they do then eventually no one's going to bother playing this game. The disconnecting players was a tad annoying, but lets be real, the update today has brought with it a ton of people just saying "screw it, I'll just get myself killed." So maybe people need to just accept the fact that they can't hold people hostage in a ######### video game lol
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@innocentguy said:
https://forum.deadbydaylight.com/en/discussion/comment/930841#Comment_930841
this is a pvp game? Wow, interesting. Where’s my weapon to pvp the killer?
😂 best answer ever 😂🤣
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/113963/disconnect-loading-in-and-punished-for-it
They mentioned this is an issue on the stream earlier today, but I'm hoping they do keep punishing before people load in when it isn't a freeze/crash: uh oh mori / map I don't like cya
Then hide the killers offerings from the survivors and problem solved..... But this is stupid. Like right now I am thinking "ok I don't want to log in to DBD because I have no idea how many bans will cause a perma-ban." And this DCing thing isn't just something that happens to me. My girlfriend and my buddy both have it happen to them when loading in as well. Tonight we're playing something else to not run the risk of perma bans until they figure out this whole banning thing that clearly wasn't thought through very well. And lets be real, if you want to get out of a game, just run up to the killer, let him hook you and then try and jump off until your character dies. No ban will ever happen to you then and you get the same result as if you were to just click "leave match." So this was a stupid system put in that only hurts people who disconnect.
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@Orion said:
@Dabrownman1812 said:
It's not about that, seems as though ya'll are so used to lack of vacuum posts you fail to understand. This issue can only be seen from a survivor point of view, it will bring the killer to the same side as the survivor sometimes, even if you are on the other side. Even with proper timing, spacing, etc, the pallet will bring the killer to your side, register a hit and then warp the killer back. Sometimes it will just keep the killer on your side, the pallets will sometimes drag a killer to your side and get stunned on your side with a registered hit. It's seems like a latency, fps, and some extra issues combined, not sure. The bs hits aren't felt by killers do to killers being host, only the survivors see some of this.That's a bug, but it's not what OP is complaining about. OP is complaining that his character doesn't teleport to the opposite side of the pallet as soon as the interaction is available.
No, he was right. I don't want to teleport to the other side. I am talking about those times where you are in the middle of the pallet, and drop it, but it now pushes you BACK towards the side where the killer is on. It never put you on the same side as the killer in the previous version of the game, and it does now. THAT is the issue.
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@azazer said:
Witchaven said:@Master said:
No, prevent Dcing in the first place by harsh punishments.
btw, all survivors DCing gives the killer 2,5k BP and he loses all addons and offerings, seems fair eh?
Problem with your logic is what if someone crashes as opposed to just rage quiting / dropping, then it's going to punish for something that is out of their hands. They give killers blood points for survivors disconnecting, I say do the same for survivors too.
They give bloodpoints to killers because they are essentially robbing the killers of the points they would earn. the rage quit bonus simply gives them a fraction of the lost points. There is no reason to reward your team for the failures of a rage quitter.
Rage quitting is a prevalent issue and simply using a ramp up punishment is more than enough to account for those playing on the moon with bad connections
Which is why I'm still scratching my head as to why they haven't put in a system that allows you to select a cap on how much latency you're willing to play with. It makes absolutely no sense to put someone in a lobby with 400+ latency, it wastes EVERYONE'S time.
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@Master said:
No, prevent Dcing in the first place by harsh punishments.btw, all survivors DCing gives the killer 2,5k BP and he loses all addons and offerings, seems fair eh?
Problem with your logic is what if someone crashes as opposed to just rage quiting / dropping, then it's going to punish for something that is out of their hands. They give killers blood points for survivors disconnecting, I say do the same for survivors too.
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@JackieEstacadoWhen said:
Ranked is a complete mess to be honest. It's pretty easy to rank up which puts people with less than 50 hours up against people with 1000+ hours and it's an issue not limited to rank 1.Improvements to the rank system is a heavily requested thing and hopefully it happens or some progress towards it within the rest of the year but for now we have no choice but to deal with broken matchmaking.
Yea it's really weird, like at rank 1 I'll face off against killers who are just WAY better players than I am. And it makes no sense that they'd put me against them. I don't want to de-pip myself by just dropping game after game, because I know how much I hate it when people randomly drop like that in matches I'm playing. But man I'm starting to understand at least why they do it, who wants to face off against killers you stand no chance against? Kills the game for you then.
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I can think of a great reason for this not to happen, because once those generators are finished, about 90% of killers camp the guy on the hook. Meaning getting hooked at the end (even if you'd never been hooked before that) would mean certain death.
