bkn
bkn
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- bkn
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the real problem is that now, with the bad new power, they are not going to rework him anymore, and proper buffs are almost impossible now.
clown will now be forever bad... they cant really speed up reload anymore,and the yellow bottles dont have much potential without completely breaking the game
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i made a new main menu to go alongside the new UI .. thank me later bhvr!
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I just took a screenshot from my last DbD match...
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the positive side is that I quit playing before the patch. But the forum keeps me entertained, so im still here.
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drop the pallets... his power helps to catch up quickly... so just make him stuck in animations... he is the worst killer for a reason.
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@NoOneKnowsNova said:
The fact you make sure to say that you're not a survivor main three times in your post (including the title) makes me think you are infact a survivor main.
Regardless, I think the nerf was slightly overkill, I think it should've got a small time increase as compensation, or maybe the healing part removed. Otherwise I'm satisfied with the changes.
totally not... what is the time increase for?
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what are you talking about, the perk was a problem from the very start of its existance...
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survivors are already the stronger side...
if they also get a free power it will be a bit op, right?
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she is the least used killer with the lowers success rate.... and you want to nerf her?
the only players that are playing the nurse are the few that main her... nobody plays here just once in a while...
If the devs follow their logic by balancing for casual players, she needs a buff...
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NOED does NOT reward for playing bad... the effect (haste + insta down) ALWAYS kicks in when a certain situation occurs.
You can have NOED even when you you have alreay won the game basically.
It would reward you for playing bad when it only kicks in after performing bad... but it doesnt.
It is an endgame perk that helps you to insta own survivors in a phase of the game, where you usually dont have the time anymore for 2 hits, since simply holding "W" would grant an escape to the next door.
NOED works very well with the concept of the game... An example for a perk that rewards bad play is BT, it rewards you even after you farmed your teammate in front of the killer. NOED just punished bad survivor play, but doesnt reward bad killer play.
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i think they try to prevent preparations like franklins demise, hatch offering and so on....
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The "F" in facecamp stands for fun
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dont camp don´t tunnel...
but looping cow tree is ok
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why do you guys always make the killer responsible for YOUR fun...
And killer not camping/tunneling when needed is playing bad on purpose. How can it be fun knowing the other side lets you win?
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Gen rush is when all survivors do generators instead of anything else, which gives the killer not enough time to actually hook and kill the survivors.
But the game is balanced around survivors not doing generators that fast, to give new players a chance (because they waste time hiding, looting chests and so on) But veteran players can abuse the broken balance of the game and give the killer no chance of "winning".
THe term gen rush is born out of the broken balance of this game, and not something you can actively do, considering that doing generators is playing normal.
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-static works with insidious... but you get your terror radius back again (which is bad)
-its more fun simply blocking the stairs for some people, especially against SWF.
-some people want to camp and get a lot of bp. farming traps helps you.
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well there is nothing else you can do beside telling what is wrong with the game.
Play "no gen" defense clown or Huntress on Ormond on rank 1, and you see the truth about balance...
the state of the game is broken as hell. both sides get punished for doing their objective instead of randomly doing some other stuff to get points and pips.
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survivors cause the toxicity and there is no doubt about that.
i have almost never seen a killer insulting me in the chat, but basically every second game as a killer survivors start insulting, mockiing and so on...
I think thats because the survivors role is the power role... Toxic people are the ones that have no character or dignity.
People with these traits usually decide to play on the stronger side.
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SInce there is so much complaints about tunneling, im asking myself if some survivors intentionally don´t use ds when they are not being tunneled, but instead did a gen or got caught somewhere else...
i mean you want killers not to tunnel you, so i guess you only use it when you actually are tunneled, right?
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is tunneling considered to be toxic now?
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@jeremycarinio said:
yeah, but it has BBQ chili has more information than deerstalker. when you hook a survivor, ALL survivors can be seen, DOWNED or ALIVE. for deerstalker, only downed survivor. And speaking of slugging, you cannot guard a downed survivor since theres only 1 killer.
in terms of strategy, when 2 survivors remaining, slug 1-chase 1-hook 1 is the most good thing to do when you want to guarantee 4k, using BBQ & Chili. If its a nice perk, deerstalker should be meta; unfortuantely it isnt, because BBQ & Chili is more usable than Deerstalker.
There are many reasons/strategies to slug.
I for example (when slugging) slug from the very start and never hook anybody. I only start hooking when everybody is downed at the same time, or it becomes necessary or smart to do so in the meantime.
You dont need to guard anybody. The point is to get them off the generators to pick each other up while saving the time you need to hook them and get away from the hook again. this way you can go 100% genpressure and remove pallets from the map very fast until you can slowly catch up and slug faster than they can pick each other up.
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deerstalker has way better use in slugging builds than bbq. bbq can be good to collect survivors at the end of the game, while deerstalker assists you during the match.
bloodhound is very similar, instead of aura reading you get a very bright red color and longer lasting blood trails and almost works like deerstalker, but without the wallhack. but also assists you in chases.
you have pros and cons everywhere.
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camping and tunneling are things because of the hook stage mechanics, which allow you to kill a survivor very fast by hooking him several times in a row
could be solved by removing hook stages and implement an overall health bar for survivors, where hits and hooks just remove junks of the overall health.
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The only thing i can see is full aura vision for everyone (and reworking aura perks) in exhange for SWF balance. But i think thats also against the idea of the game.
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There are killers like me who go in full slug mode from the very start, having kindred doesnt help here. voicecomm does help alot.
killers could just work around kindred.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1884103#Comment_1884103
A simple thing would just make kindred base kit, so I can actually use other build like every SWF is able to.
I don't want voice commons and never did. Most of Solo Survivors don't want either.
kindred alone doesnt really help solos if you start buffing killers to the point to be competitive.
I think most killers wouldnt mind that, but having kindred in exhange for SWF balance would lead to even more punishment for solos, since it doesnt replace voicecomms at all.
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I mean balancing around SWF is the only logical solution.
When you play competitive teamgames for example, you always can choose to play with friends for example, or go solo... and solo you are always in a disadvantage, thats just the nature of things.
You go in solo, and play vs a premade team you are in a disadvantage, That doesnt mean the balancing evolves around solo players in any form.
I mean you want to buff solo survivors, but thats simply not possible... you can give tools for qol, but what else are you going to do to improve solo without buffing SWF even further?
you can have a build in voicecomm yes, but that simply doesnt fit into the idea of the game. The balancing evolves somewhere in between solo and SWF currently. If you implement voicecomm today, playing killer becomes literally impossible task, since they usually get stomped by swf just to have an easy compensation win against solos...
And there is the problem with the game, the devs don´t go the entire way because they are too scared.
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@Marigoria said:
Have you ever had SWF on your team when you're playing solo? At least as killer you can still try to get some chases going. I cannot play when I get left to die on first hook even when I have kindred and they have BT but they only care about their SWF group.
Killers also complain about keys, and it is indeed very annoying to see people escaping by just pressing m1 near the hatch, but have you been left behind by a SWF group when they open the hatch and leave you to die? At least as killer you can try to kill them before they open it. The percentage of me being able to open a gate, that a lot of times aren't even far and with a timer, isn't great.
SWF is as bad for Solo Q as it is for Killers, and some of the killers who complain about "OP" survivor perks, forget that Solo Q also exists. Those perks are mostly a problem in SWF.
Well, people that are participating in the forum usually don´t belong to the casual players. They usually play at higher ranks and go against Swf´s way more often.
The problem is, the game already gets balanced around casual survivors, and high rank killers can feel that very well. Imo the game should actually be balanced around SWF.
Instead of solo q survivor you can still play the solo role, killer. and if killers are properly balanced, it should even be way more fun for solo players to play killer isntead of survivor.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1883999#Comment_1883999
I would say that Nurse and Billy stayed mostly the same, but look at current Freddy and old Freddy, that comparison is really upsetting.
Well, I mained both characters at some point. Today i dont even touch them anymore, because they are not fun, even when they are still viable...you can get same if not better results with easier killers.
the thing with freddy is, people bought him with with money and they completely changed him. Thats not ok tbh... the problem was they designed him very badly from the start, so something had to be done about him.
They should make sure killers work properly when they actually charge you money for them. Its not that big of a problem when you just unlock a character with shards ones in a while.
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@ImHexyAndINoed said:
He needs a proper rework not a deep wound buff
rhe rework mentality causes a lot of harm... people that main these characters don´t like it when their main changes too much... Lets just have a look at Nurse and Hillbilly... how often do you still see them? When people at higher ranks mained 2 killers it was those both, but they completey changed their base kit.
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when survivors bring ebony moris 🤷♀️
That one was obvious, but how many cheaters play in a way that you dont notice them?
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Yes i give sacrifice to the killer for several reasons, but i am one of the only survivor players with some dignity out there, because i actually play killer.
- he deserves my kill when hes playing a low tier killer and has a hard time, or even gets bullied
- I played too tryhardy against an obvious low rank killer
- he was playing nice when the survivors didnt
- etc...
I really don´t like the survivor community, and don´t participate in their scummy behaviour against players that actually play killer these days.
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i got like 500 reports for camping, tunneling, slugging... ofc they will report and ban you... somebody even put a video of me farming traps next to him while letting him bleed out.
95% of the survivor playerbase are salty, and they do everything they can to get you banned.
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play some more low tier killers like clown, trapper, wraith,.... and you will see that even midrange game become harder and more likely to be toxic when they realisise they can push you around.
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There won´t be any hard nerf for sure, because the key is a survivor thing... there will be probably a timer or something which does nothing at all...
when you have a 3 gen and are about to 4k, and they go for the hatch, 3 people will escape... you cant defend gens and look foor the hatch the same time, while the survivors can 100% focus on the hatch. When 3 people escape via hatch in my games its usually when they found a key, and there is nothing you can do about it, if the hatch doesnt spawn right next to your gens.
is it unfair? yes it is. But like i said, its a survivor thing, so it will stay. Mori was a killer thing so it had to go, like ruin, undying etc.
But tbh, the harder the devs push survivor gameplay, the harder i go on playing killer... its very likely 1-2 people bleed out on my regular games because i turn them into a slug fest from the start, so i dont have to deal with the other broken stuff like DS, BT and so on...
In my killer games, survivors don´t get any points for unhooking at all... they stay on the ground all match.
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Playing survivor is easy, there is only 1... Its just skins... the perks trigger automatically when you need them (adrenalin, SP, BT,DS...)
Playing killer is the hard mode of the game (yes, when 1 role is easy, the other automatically must be "hard") The killer perks often requires some thought behind it using them correctly. The ones that trigger automatically like bbq etc. still needs you to process the infos you get and work with them correctly. Every killer is completely unique and needs some kind if not a huge amount of effort becoming good with. Even the addons often have a learning curve behind them. survivors just need to learn how to loop somehow, while killers need to learn the same loops + cutting them shorter with the killer they are playing, while every killer is completely different in that regard.
But everybody hides behind the survivor role because they wouldnt even be able to perform as well as the killers they complain about all the time.
Beside the fact that playing survivor is easy, and the games balance is completely on their side, they still cry about "camping" and "tunneling" while having super crutch perks that requires nothing and can completely break the game. They do so because they know nothing about playing killer. They lack the gamesense for anything other than spamming flashlights or crouch button.
But its those people that are super toxic ingame, in the chat or after the game spamming your profile. And its those guys that keep the balancing of the game where it is. the balancing evolves around bad survivors, and not bad killers.
solo q survivor is also easy, but the majority is just bad and even gets the basics wrong. They never had to learn or to adept, because they can still rely on making huge mistakes all the time, getting saved by crutches and still win.
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doctor on the game with overcharge, unnerving, disstressing, lullaby...
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nurf clone
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Still waiting for all those survivor mains to start playing killer and show the rest how its done, because the game is balanced apparenty, and killer mains are just bad thats why they camp und tunnel.
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or anything with insidious + noed... let 2 survivors die on first hook or trade hooks... than you clean with noed.
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@WishIcouldmain said:
You should just bring green keys to have them waste a perk slot.
someobody playing serious would never bring franklins in the first place...
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this perk is actually very bad. it doesnt really help you to perform better overall.the only good thing is that you can make them drop keys, which is fair to avoid survivors escaping trough hatch.
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@Bumbus said:
Yes, Hillbilly is like Nurse now.
billy and nurse, both got ruined for no reason. nurse was the swf counter, and billy the overall favorite of the killer players.
billy today is overrated becauseof his past. but you dont see him very often anymore.
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dbd is a toxic wasteland. i sometimes think its all about the humiliation of the other side, not the gameplay itself that keeps people here.
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well, doctor is solid and versatile overall, he is the best killer in terms of tracking and has something that helps in loops.
if you play him well he is strong, maybe thats why you get better results
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the way i will play clown is the same way i play him now, but with faster reload, and hooking survivors faster with antidote... i think you can´t make it work in a chase properly, the loops are not designed for it.
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When you have the opportunity tunnel them off, but be careful, they have no brain perks for this situation, because the survivors never learned to unhook safely.
@[Deleted User] said:
It's cheesy. Do it if you want; but you likely won't get any respect for it.
Generally most (knowledgeable) survivors are not going to give you too much flak for it though. It IS your job to kill survivors. There is a point where it crosses over into just petty though and not gameplay; and that is what you want to avoid.
ahaha, respect, in DbD... *facepalm*
respect from the exit gate camping mayflies that use the crouch button more than their brain. no thx.
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@TauNkosi said:
Fellas. Is basement trapper toxic? I've started making trapper and find trapping the basement is my best course of action to secure kills.it doesn't always work but when it does, it's mad easy.
no thats how he is supposed to play... Trapper is weak at chasing, so you close down certain areas like shack, loops, basement etc... you should always be close to your traps and therefore always around a hooked survivor...
when you go chasing with trapper its your own fault for playing stupid, its like playing clown without bottles... survivors dont get over it that trapper is a born "camper", so they loop the killer shack until they end in the basement just to cry instead of actually adepting once.
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+ it helps survivors aswell which speaks for itself.
bhvr is just to scared of their entitled survivor community.
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They just needed something easy and quick to do to present something "new" without creating 100 more bugs in the process...


