Zarathos
Zarathos
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@GrimoireWeiss said:
Yeah I'd take a break eventually if I constantly streamed this game for 8+ hours.
Honestly dont know why he didnt sooner. Different stroke for different folks i guess. Inevitably we all need a change of scenary. Farmet john did the same and he was much better for it.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/347213/basekit-dredge-is-worse-than-basekit-sadako
HAHAHAHAH hell no!! Sadako with Tape and Ring Drawing can get kills without any hooks, technically better than Dredge's best addons. However, Dredge is just still objectively better in chase, stealth and more fun.
The sadako mori path is not great on bp generation which means actually stringing games together is more expensive then many consider. Traditional hook and down killers will generate way more bp since they will get full value from the sacrifice category.
With busted powerful killer add ons your rarely losing to much on po8nts but tombstone penace centric playstyles tend to rob you on potential sacrifice points.
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Legion popularity has nothing to do with it being boring is historically inaccurate. Everytime a killer gets popular they become op or "boring". Its a fact of games that over saturation of any charater or playstyle bores people. Maybe instead of moaning about an oversaturated killer start adding variety to the game by playing other less popular killers. If none of these killers appeal to you then come up with ideas for killers that would appeal to people.
Legion pives out the fantasy of a killer ramping up in speed and landing multiples hits in quick succession so of course he stands out from the rest of the killer cast.
@RavenzZ said:
https://forum.deadbydaylight.com/en/discussion/comment/3155777#Comment_3155777
I feel like you took my post in the exact way that I clarified twice that this post wasn't about lol. Legion has to chase survivors to get a 4k sure, but even if I escape the trial I still don't enjoy playing against him because whether it lets them win or lose most people I go against playing him won't continue a chase for more than a couple seconds before running in the other direction.
In fact its the exact same reason I hate playing with farming killers, I enjoy chases and suspense, when I know the killer is gonna hit me and run the other way I lose the fun.
Ok so you get survivours that want to be chased and yet we still have people moaning about being tunneled. Make up your damn mind. Its like you think every killer should feel obligated to take every chase except the ones that disadvanatges the survivors. This double standard is assinine. Legion plays the way many survivors prefer spreading out damage and never "tunneling" the survivor unless they stand in a dead zone.
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@SoulKey said:
Nah, making her stay 1 min literally with no power is too harsh.
The two most needed nerfs respectively are: make her blinks special attacks & Remove her faster blinks (Already nerfed next patch).
Dont make her blink a special attack it will just encourage nurses to run 4x slowdown perks since every single m1 basic attack perks is now null and void.
Do you want forever nurse this is exactly how we got forever freddy. I would personally reduce the effectiveness of aura reading perks on nurse. Yes it will also limit builds but it not half as brutal. But a nurse who can see you through walls is too much. Exposed isnt the issue its aura reading on a blinking killer.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3132309#Comment_3132309
I just don’t think giving solo queue “communication tools” is enough to bridge the gap with SWF. Like most solo survivors have access to Kindred, Bond, Empathy, Aftercare, and a bunch of other aura-reading perks yet they don’t seem to morph solo queue into SWF.
Your down one perk. Thats one less perk to prevent the power struggle play. On each survivor to since you dont know if anyones bringing it. Also the aura reading perk have much more defined limitiations then swf communication requiring specific clauses to trigger. I gurrantee you a ping system wpupd shppt up survival rate by at least 10%
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3132309#Comment_3132309
That wouldn't be in line with the game though. Think about it, the game is based on the principle of 1 killer chasing 4 individual survivors, how would that work if at least part of this was a real life scenario? Do you think that the survivors would magically have headsets or working phones?
Now as far as the killers being miserable is concerned I played killer half the time, and even though dead hard was a saving grace for survivors before, they never had to nerf it the way they did. They could have simply taken endurance off of it and left the dash. That would have been enough. The only real issue with dead hard was always the endurance, because it was the act of never getting hit via endurance that made it so hard to play around, not a regular dash that could still be downed.
No the regular dash was the problem. Dead hard for distance was a major issue. Theoretically you could take the iframes off and see how that goes but again your powering up the ranged killers and power based killer who already are stronger. The nerf to dead hard hurt the stronger killers not the weaker ones. A very smart decision. Dead hard pre changes was completely broken. It needed to be tunned.
As for the whole not realistic. You can clutch a key to telepathically view killer through walls, you can share your aura with survivour with vaguely powered friendship links. In horror it is common to have characters share a telepathic link. Consult any stephen king book for reference. In multiplayer games like apex hunt even when there is zero justifiable reason for a mechanic to exist. It exists nontheless to improve the gameplay experiance.
Dbd need survivor communication tools. Its frankly backwards and unfair to rob survivors the abillity to communicate with randos using basic ping systems whilst swf has these tools available. Pandoras box was opended swf exists. We cant go back to buipding this game for both solo and swf. The ppwer level disparity is to different.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3130451#Comment_3130451
That's exactly it though, between competition and killers being boosted the part of this game that it make miserable was the part of the game which was always miserable but less so before, which is being a survivor. The killers of course have a lot more fun now, because they're boosted now. The survivors on the other hand aren't. And that's the part that makes the numbers fall off and the game unfun.
No im pretty sure killer experiance pre dead hard changes were miserable. Do you know what it was like looking at the rooster of killers and basically doing a dead hard litmus test on whether a kiĺer was worth playing. Killer largely always was the least fun role.
Solo survivor sucks because there is no communication tools. This means co ordination is a nightmare. Give survivoors a status system and a ping system. Bang the drum! Swf is the ultimate reason why were here give solos similar tools and dbd will be a fairer game.
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@Derix said:
Oh I forgot this forum is flooded with killer mains scouring for the next survivor nerf. As a person who plays killer most of the time, I actually enjoy an equal winning on both sides. if I struggle as killer then cool, I need to get better. I take 2 or more as a win, not 4k minimum. I want to play a different game mode as survivor by myself and actually stand a chance. Is that so hard to ask?
Then ask for communication tools. Offer ideas and concepts. Ranting about the increased difficulty gets behaviour nowhere. I have said many a time survivours should have a basic ping system. I m telling you all to bang the damn drum. Instead i see this moaning about x killer too strong for solos.
Solo players need communication tools bang the damn drum. Basic pings and a current status is all we need fix solo queue.
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@Seanzu said:
Is the game playable right now? Yes
Will the game become unplayable for those after the DLC releases? No
therefore it is not pay to win.
Nothing is pay to win by your definition. If you hold an advantage over your allies or opponent that cannot be accessed outside of money its pay to win.
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Dbd is definetly pay to win. It always has been. Mettle of man on release, pain resonance, after the heavy slinger nerfs they rush to make dead mans switch an auto equip perk. But here comes the hard reality what are you going to do about it. Youll all pay for the reassurance privilage.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3130528#Comment_3130528
It's 6 meters. 6 meters means two things. Killer will hit you, and you aren't on a gen.
A Band-aid fix at best.
Killer hits you what next? There camping there not gonna chase you. If there chasing you then the save is free for another teammate. Hell all you have to do is reassurance and run the other two teamates can do a gen for an additional amount of time pressure free. You people keep saying the killers only tunnel and camp. There is zero reason for them to pick you up or chase you unless there not tunneling and camping.
The entire belief a killer only tunnels and camps hangs here either you admit killers play the actual game and you all have been lying about how common this tunneling camping nonesense is or there is a genuine epidemic of camping tunneling killers and this perk hard counters it.
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Its a bit stronger then a band aid. This perk is great panacea of camping fixes. Ya being charged to fix a core issues is assine but lets not sell short how fundamentally reassurance changes dbd.
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@Rovend said:
But survivor queues are instant because there are less players playing on the surv side than before patch 6.1.0.
If you intend to add a forced timer fornthose that DC/Kill on hook, that would lead to even lesser survs and even longer killer queues.
And this timer does not guarantee that the surv that would die on hook will play the game instead. Some would just close the game and come back later, or not come back at all.
It not a lose only situation. Ihave dropped this game more to a dcing rando on my team then to a miserable game. Espicially if we actually somehow make progress. I cant describe how much hatred i have for the randos who give up immediatly, dont play the damn game if your just gonna dc on the rest of the team when the game dosent go your way.
I want less survivors who pull the cord even if it meant longer queue times. Because if you are solo dcing in my survivor games then you are the worst aspect of this game. Thats just facts.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3129692#Comment_3129692
Incentives only work when the game is fun, but right now it just isn't. And that's the core of the issue, if this game was in a half way decent state incentives would make a difference. But because it's become increasingly irritating and demoralizing to play the people who play it don't play enough matches for incentives to matter.
I dont have any issue woth dbd tbh. I have been playing primarily survivor. However dbd i m playing less of because vhs is giving me a more refreshing experiance. On top of the hunt showdown event I am playing less dbd.
The game dosent annoy me as much as competitiom is heating up and its going to get harder with the number of asyms still to come. As said a few new items and the introduction of perks like reassurance should help make dbd more exciting. The new patch did a lot to help reinvigorate my love for playing killers like doctor and other m1 killers. Because i cant describe just how much dead hard killed my interest in dbd pre changes.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129696#Comment_3129696
Right, I just said the extra distance on the hit is the one aspect where it’s better. But that doesn’t quite make up for all the other ways its worse.
I wouldn't want dead hard to be as good as it was. Overall dead hard now better counter the stronger killers, your huntress, tricksters, blights etc. But makes a lot of normal m1 killers much harder to counter.
Dead hard is in a good spot now. I have concerns that it may just have made better player's even better but as long as it is nowhere as pronounced as before i consider the changes to be a success.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3129578#Comment_3129578
It won't help, we don't care about incentives. As long as the game remains in its current state the que times are going to be long, because the population of people who still wants to play will be lower than usual. The average for this game sits around 50k, however after this patch the population sits between 27k/34k that drop off will only change when wesker comes out for about 1 week. And then as soon as the hype train leaves it'll drop right back down and then stay there.
Incentives do work double bp events often increase the player numbers. Dbd is starting to see more competiton at the moment. Many games are hosting events and vhs and evil dead is now competing with dbd.
Theres a good bit of fire under behaviour to step up. Last patch was due for a while. The killer exodus really hurt the game both in terms of killer variety and queue times. I would like to see more nuances added to the survivor role some new items like caltrops and adrenaline.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/3129597#Comment_3129597
Yeah, they definitely could’ve done Nemesis a lot better, it could be so much more then some tentacle and AI.
Its annyoing themeatically hes a intellgent bio weapon that gradually becomes more beastial and dangerous. His mutation should result in dramatic shifts in gameplay similar to michael. Throw out the zombies, make add ons focus on maintaining or augmenting one side of his power.
A transformation from a ranged killer to a highly aggresive and mobile dash based killer would have been way more true to his presentation. Admitadly it would be difficult to pull off but myers put dbd on the map and gave it a dedicated playerbase. Not alone because myers was iconic but because his power has so many layers and playstyles depending on add ons equiped.
Nemsis was very phoned in and even basic things like augmenting zombies using nemsis power wasnt even bothered with. The add ons are so boring even his iridescents are trash #########!
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3128129#Comment_3128129
Find the weakest link then there is always one unless you play agains't seal team but that match you would lose in any other map too.
You don't need to be seal level skilled to pre drop every gideon meat plant pallet in chase. Your teammates just need to stop arsing around and do a friggin gen. Of someone is stupid enough to get downed on this map at max pallet capacity they have horribly messed up or are terrible.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3127953#Comment_3127953
But still you won there are worser maps than the game for killers. Once you get rid of pallets you will start to get easy downs.
No way you go through all of gideons pallets and still have gates unopened/99ed. The person dcing probably was angry the team hadn't finished by the time the killer cleared the map. This is with a fast pallet break killer too. #########! Gideon is assininely desigened and its 100% the worst map in the game. I wish the license holders pulled a stranger things and pulled this map. Dbd would be better off.
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@WishIcouldmain said:
As a Nemesis main there are definitely a few reasons that he is quite unpopular to face. The Tentacle hit box is very inconsistent sometimes it hits you when it shouldn’t while other times it hits you when it should’ve, just making it a real annoyance in counter. Additionally the pull up time in the same as Old Deathslinger so little reaction time. The pallet shred while on Nemesis is nice can be like very hard to face on survivor because it gives him insane zoning if a lone pallet gets broken. And finally the zombies it just doesn’t feel like skilled or outplayed when some clunky AI chases you off the gen or hex totem, it’s why I personally think they’re unhealthy for the game. But, yeah those are a few reasons.
@EvilSerje said:
I don't know about "don't like", but for me, personally, I don't like to play against him because of players, not the killer himself. The same reason I hate to go against wraith, legion and Bubba.
Majority of these killers players are facecampers, tunnelers and extremely toxic and unfun. The only problem with these characters is very low skill floor, that attracts people I don't like to play with very much.
You forgot how his power promotes tunneling. A fresh chase is 3 hits not two so nemsis players tend to tunnel since at most they will have to deal with two hits. The endurance hit/ds stun then one more down as opposed to a fresh chase. Which involves dealing with 3 gurranteed hits and a freshly hooked survivor.
Its the twins problem all over again they built a killer that reinforces ppaying scummy what were they thinking?
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@Aurelle said:
Because his tentacle hit box is weird and sometimes the size of a truck and his zombies are very annoying. Also most Nemesis's tend to play in the most toxic way they possibly can.
Probably because unlike most killers a fresh chase involves hitting a survivor 3 times instead of two. Tunneling as nemsis is common because taking a freah chase gurrantee working through 3 health states.
I gurrantee you if nemsis could injure with his tentacle immediatly there would be way less tunneling nemsis. The killer is built to encourage tunneling since fresh targets are extremly poor decision making. Even if you argue ds punishes tummeling to nemsis its just another health state no different then chasing a fresh target.
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Single handely obliterated the hit and run archetype until inevitable nerfs. Shadow banning more then half of the rooster in the game. Shes the queen of something I'll tell you what but its nothing positive.
Shadowstep was and still is a cool perk to be fair.
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Too much trial and error using his power. Overheat worsens this by creating downtime learning loops and dissuading newer billy players from actually commiting to learning him. Small bits of rocks and invsible hitboxes makes the power aggravatingly bad.
Compared with blight who suffer less from missing has more angles and points to correct. Indoor maps increasing in number and the hillbilly nerfs hitting him. The map change imo was the last nail in billies coffin. There so much debris qnd garbage and actually moving around the map is obnoxiously harder.
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I am hoping we get rendition of winds of madness for wesker chase theme. That track is legitimatly incredible.
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Scott betrayed the council of onis and revealed his hidden power. As such he has been excommunicado from the league of oni's.
In all seriousness oni bug is really strong and if the do fix him id like they gave him a buff since he hasnt really been the same since circle of healing.
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@killer998 said:
No one is saying the problem was solely dead hard and no not every survivor did use dead hard, but 80% of the survivor player base did. A whopping 80% used dead hard including me btw, and literally all my friends on dbd used dead hard. I've a friend who's an insane survivor and one of the biggest reasons he got away with so much BS in chase was, you guessed it, dead hard.
Now he's still strong without dead hard, but when it was there he would take about 3-4 minutes every time to go down unless the killer either had him in a deadzone, or really messed him over. But he'd spend most chases laughing during the chase as to how the killer couldn't get him. This makes him sound like a terrible person, but he's not he just knew how to abuse dead hard to the max.
Dead was not the sole issue, but Jesus was it a big one.
This ×100 holy hell this perk killed my interest in the game. It became a filter test of how bad does this killer lose to dead hard to decide whther i played them or not. This patch could do none of the awesome things it did but nerf dead hard and i would still be happy. The play rate was absurd for that perk. Not everyone used dead hard op but when more then 75% of the player base was using it that spoke volumes of how broken this perk was.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090389#Comment_3090389
The problem with "small" changes is. That they get blown out of proportion by our community. The last patch is the best example
I wouldnt call last patch small changes. The killers buffs are subatantial and imo necessary. Blade wipe+ gen time+ gen regression+ a heap of perk changes. Last patch was huge. There are some underutilised under appreciated changes. The haste change is crazy good and bt endurance time + haste increase is pulling serious weight in my games.
That being said the doomsaying of killer op has not affected my games in the slightest bar the inability to play killer. I have gotten more variety of killers and its seen some killers like doctor and pig finally appear in my games as opposed to blight 24/7
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@GoshJosh said:
The same devs who reworked Freddy - when he absolutely didn’t need it - passed up the opportunity to rework Legion, and instead buffed him. Sigh.
He needed it freddy definatly needed it that dream transition was assinine and i despiese any take that says otherwise.
Legion always was popular due to his power being easy to use and frankly themed well to his chase and asethtic. He is a very good entryway killler as many other killers are far to micro intensive or lack the flare the general dbd audience loves. Wraith used to be another good entry point killer but then they overnerfed him. "Sigh".
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090054#Comment_3090054
Aaaand you also buff SWF with that information. Just like the little icons we currently have do right now.
The buff to swf would be small at most tbh. For solo queue it drastically improve solo queue. The biggest causalty of a ping system is hex totems. If no action is taken and the communicatiom changes are pu in as people suggest these perks will likely be far to weak.
I wouldnt mind hex totems being weaker if the solo queue problem is fixed sooner rather then later.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3086127#Comment_3086127
So is BBQ worse the Hangman's Trick?
Cause I don't think so
Hangmans what? Though in all seriousness bar the truly awful perks bbq is pretty bad.
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@Alphasoul05 said:
BBQ is a meta perk that I would say is overall healthy, in that it does not directly grant you a large benefit immediately as a perk like Floods of Rage. It encourages you to not camp, you can sometimes hide behind a gen, in a locker, or just use Distortion/move away from where you are, assuming you're willing to stay off a gen for 10 seconds. Or ex-meta perk at this point. Sometimes it's good to ask yourself if it's good a perk is or isn't meta, because would you prefer a killer fill a perk slot up with BBQ over something else?
Its worse then every other information perk. Thrilling tremors,dead mans, discordance. Its really hard to argue bbq is a god perk in comparison.
Also bbq massively encouraged spreading your hooks out with the double bp gain. Its a shame we have one less perk that actually encourages keeping more survivors in the game. Overall bbq is imo inferior to every other info perk.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3085120#Comment_3085120
Actually, yeah. Before this patch at high mmr a single survivor mistake at the wrong time could mean the killer wins the game, just as a single killer mistake could mean the survivors win.
Nerfed Dead Hard plays a very small role in what is happening right now.
https://forum.deadbydaylight.com/en/discussion/comment/3085129#Comment_3085129
This is the worst balance has been in years. When it was this bad, it was in favor of survivors. That was a long time ago. If you want to play the "killers good, survivors bad" card, go ahead. I'd rather discuss something that is fun and balanced for both sides. Right now survivor is not fun. I play solo survivor. It is a bloodbath. Killer is even less fun right now. Some people enjoy playing the game on easy mode. Not me. I'd rather there be some semblance of a challenge. It's way, way too easy. Maybe that's because I have about 3k hours in killer alone, but still. It shouldn't be this easy.
Solo needs communication tools not nerfed killers. Bang the drum.
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I hate how half of the solos here has zero ideas on how to fix this without screwijg the killer against swf matchups. Common sense please you should be banging the give us pings system. If your a solo player in dbd its your entity given duty to bang the drum of give us commumication tools.
You cant balance swf and solos together till you close the information gap. Losing a hook state to solo miscommunication or lack there of is assinie. I just want one of you to please push behaviour for god damn pings.
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Side note nemesis players are usually the ones tunneling and camping most of my games. Tho i think thats more to do with his power requiring 3 hits to down.
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I had maybe 1 face camper and 1 tunnel in like 17 games. Pretty good tbh last patch was miserable woth so many killers just camping and tunneling every oppurtunity they could. Turns out if 3 gens dont pop at the start of the game the killer is less inclined to camp amd tunnel. Strange huh?
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3081329#Comment_3081329
So not a solo q main, that's what I thought yeah.
When was solo queue fun?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3078669#Comment_3078669
Me ? I want a game that's balanced for both sides. I play killer mostly. The only time you'll catch me on survivor is with my community on Saturdays. Or with friends after stream.
It doesn't take a genious to realize what is, and what isn't busted. The changes to chase time, AND gen speeds are too much together. DS currently is useless against basically every killer. STBFL is stupidly busted right now. There's a difference between earning your hits, and them not even making it to a loop. I promise you if I get 4-8 stacks of STBFL. You're probably not even making it to a loop to have a chance. It just needs to be toned down to account for the faster weapon wipe and speed boost.
Loops are practically next to each other. Literally today I ran the killer around cowtree into jungle gym in to shack all lined up next to each other what maps are you playing on? Ds gives you a third chance after the endurance hit you likely got how have you still not found a pallet or vault. How are you still unable to get value out of a ds? Ds should not be used just so you can keep holding the w key eventually you need to use a pallet. There are two strong killer who ignore ds blight and nurse both who need nerfs. For the first time in ages I'm actually playing vs ghostface, legions, doctors. The most shocking thing is my games don't end after the killer gets his first hook there still 3 to 4 gens imagine that. Don't you dare go demanding these guys need to eat a 5 second ds stun or spend even more time cleaning there weapons. I like playing against killers that aren't blight and nurse every twist and turn and judging from the kill rates things were looking really bad for the lower rung killers.
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@Whitkey said:
"It gives everyone experimentation amd freedom to practice characters and perks they've never tried because of the previous Meta."
meanwhile all the killer noobs with now 3218941398047890347819471 training wheels: ye im gonna switch my 4 gen slowdown perks to 4 new slowdown perks.
meanwhile surv: everything got nerfed to the ground, had to ACTUALLY change their build even maybe playstyle.
yep, definitely a fair patch am i right? :)
They nerfed ruin, pop, pain resonance, dead hard, iron will and ds. There were a lot of nerfs to perks that needed tunning. They buffed bt adding baseline small bt with haste, distortion got the ability to regain tokens, pharmacy is now giving you the best med kit in the game in every single chest. Though you will try to obfuscate that no doubt. Please try the new perks before moaning about the changes. Killers every chapter are changing there loadout pulling different regression perks exhaustion effects its constantly changing survivors build is same rancid crap all the time. It was always dead hard, ds, and bt. Finally we might see off the record, self care+botany, pharmacy? The thing about the killer gen slowdown was they had different activation effects stuff you can play around and they vary killer to killer. Survivors builds were the same guff everytime.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3078309#Comment_3078309
Yea, no. Communication was never the issue. That's just a cope for killers who need to get better. Communication doesn't mean ######### if you're getting downs at a good pace.
They need to revert DS stun to 5 seconds. Gens should probably be back to 80 seconds. STBFL needs adjusted to compensate for the new chase changes.
Problem with that, you people keep asking for killer anti loop power to be nerfed so there "counterplay" whilst also wanting gen times to be short and have 3 hook state are you that entitled. Make up your damn mind! Do you want heavy anti loop killers or give the killer more time and less stun time to play a fair game. Frankly swf is exactly where it needs to be.
Stbfl is a payoff for weaker killers who play smart and avoid the obsession. If the killer plays well they deserve to have faster downing potential it allows them to build power based on there skill expression. The definition of good perk design!
If anything we want solo queue to have more communication options. The pandora's box of swf was open long ago. Comm's are a thing stop trying to build a game around both swf and solos and denying solos any communication. Close the gap ds is fine where it is what I want is blight and nurses power to go on cooldown after being stunned. Gens should remain as is the slow m1 killers need more time if the maps are going to continue be mansion sized map with co ordinating players.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3064835#Comment_3064835
It used to be the opposite.
The lullaby was heard by awake Survivors, while the TR was heard by those who were asleep.
That way, you could make use of stealth perks and add-ons (Freddy had one) to make Dream World more deadly than it already was.
Ah, if BHVR just listened to me for a moment, we could still have that.
Now every freddy runs 4 x slowdowns because half of the perks rooster dosent work with him.
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@ThanksForDaily said:
Billy is rare because the insta saw is gone and people are bored to learn.
Overheat is not a problem I have never seen a billy overheat.
You see billies? I dont know its been long enough new players would have picked him up and not cared. I think eventually even you have to agree there more to why this killer isnt played because hur dur people played billy for instasaw.
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Freddy and stealth is kind of non existent. So many stealth perks dont work with his lullaby. Thematically the lullaby is brilliant for freddy. But from a gameplay perspective it massively limits his build option since 90% of stealth perks don't work on him. Kinda wished they gave him two separate terror radiuses tbh.
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@Deme said:
https://forum.deadbydaylight.com/en/discussion/comment/3060754#Comment_3060754
if you have map knowledge you only need to know how to blink
Not if they break los and double back. I ve seen people argue you can just take safe blinks but that will dramatically increase the time it takes to down a survivor if they keep pushing for distance. Survivor players arent brain dead zombies they will throw curveballs on there movement.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3060891#Comment_3060891
The way I describe them. Blight is brute force. Nurse is finesse. It's easier to face finesse. Then it is brute force. I've been making the case lately blight is better then nurse. I have a LOT of experience with both. I can get survivors who know how to face nurse and make me guess as much as possible. There's really not much survivors can do against my blight now adays.
A reasonable assertion though time to down and map design gives nurse an advantage over blight. Blights harder to counter but his map traversal is often weaker then nurses. Nurse can also chain downs much faster thanks to her map traversal. I dont mind blight or nurse they have there place in the game. A minor nerf like stuns putting both there powers on cooldown is not unfair with the ds nerf incoming but no further.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3060828#Comment_3060828
That would all be fine with me if they didnt buff tunneling and camping.
If tunneling and camping was a serious problem wouldn't overzealous be meta? If all the killers do is tunnel and camp then overzealous is a permenent increase to repair speed that only switches off if the killer stops tunneling/camping!
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3060742#Comment_3060742
No,I didn't even mention Blight,I was just saying Nurse is too overpowered and there's little you can do about it.
At least Blight has some sort of counterplay and if your team plays good,you actually stand a chance.
Laughs in comp team. Nurses that play perfectly vs perfect survivors (admitadly everyone is human) will lose. This is heavilly visible in the smaller competitions where there are perks and items banned (a large amount of these being survivor equipmemt/perks).
A great blight does not have counterplay if they play perfect the bump logic they can use will always net them the down unless the map is hugely unfavourable. Nurse is faster at landing downs but does not have the blights advantage of sticking to the target. There is a lot less guesswork with blight then nurse.
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@Deme said:
https://forum.deadbydaylight.com/en/discussion/334075/when-will-nurse-be-nerfed
BuT SHe hAs tHE LoWEsT KiLl RaTE!!!!!!11!!!!!1! ANd sHe iS "HaRD" tO PlAY!!!!!!!1!!!!
Edit: i put " " in -hard- because she is not
Bit of a purist arent ya? Whther you like it or not the micro for nurse is uniquely difficult. Very few games entertain a constantly blinking slow character. Its a completely different game to what other killers do in dbd and for that she's a god damn masterpiece of game design.
So many killers play the same looping game. Pallets and vaults with the only nuances that changes up the formula the odd ranged attack. Comparing her gameplay to any other killer is impossible since she so distinct. It like saying a shooter players is better then a fighting game player. Very distinctly different gameplay and gameplay is very different espicially when your against survivors who break los constantly and will double back on occasion.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3058506#Comment_3058506
You don't need to wait for the killer buffs to go live to understand that nurse is in dire need of a balance change. People have been saying that she needs one for years.
As long as swf is unbalanced nurse needs to exist. If swf becomes significantly weaker then I agree. Im not against minor changes. Range nerfs on her addons or her power going on cooldown after being stunned fair. Any major changes like base cooldown will break her appeal and put more focus on sitting and doing nothing while the meter gradually goes up.
Many dont know this but a large number of nurse players dropped off dbd when they added the longer cooldown and add on changes. I know people will argue the nurse is broken plays a different game. But thats good she breaks away from monotunus looping gameplay.
Dbd should embrace these distinct playstyles not mandate the same pallet vault loop gameplay. We already saw what happended to slinger and even if you dont like him dbd as a game is more homongenised and worse off. Fighting to preserve a killers unqiue playstyle and giving alternative more interesting gameplay trumps balance.
Balanced games become monotonus look at hwo much hype was going on with the tank builds survivors were looking to build only to get balanced before it even went live.
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Old e key (dead hard) has made it to risky to mindgame. You lose a lot of time just to bait out an exhaustion perk so onga bungaing thrpugh pallets is your bedt shot to get anything. Some are gonna lament dead hard and in someway i do. But after it got "more consistent" the perk became a massive nusciance actively discouraging the fun part of dbd chases the mindgames.
My strategy with bubba used to be red stain hiding moon walking and all that jazz but now i dont even bother with my m1 unless there way out in a dead zone. Most of the way i play tiles is forcing pallets and creating dead zones.
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@[Deleted User] said:
Sadako is not weak in anyway, she is hard to use and requires much more practice than most killers in this game.
She is not Blight, Billy or most killer's difficulty, you don't play this killer for a chasing level but more strategically. Buffing someone who has a hidden potential (people do not realize) may make it unbalanced for those that know how to play.
That is my opinion, feel free to disagree and provide arguments!
She is a two hit killer with a teleport that is heavilly telegraphed. With long cooldowns. In a meta that has dead hard and med kits aggresively countering her hit and run tactics. This is very apparent when you look at dredge. Who has a significantly shorter cooldown with lockers positioned in zones where he telegraphs little and his main counterplay misused can be turned on the survivors to not just hurt the survivors but grab them. With an anti llop phamtasm he can fake.
Sadako has no unqiue advantage other then an undercooked condemened systems that further nerfs her teleport capabilites and is deliberatly designed to be underwhelming. With some add ons being required. All high rarity!