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fluffymareep

fluffymareep

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fluffymareep
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  • Mori is an offering, so of course you can't "find" it during match. They aren't 1 to 1 comparisons, despite both being equally annoying and changing the spawn wouldn't be a meaningful change, either. Keys/hatch should just be reworked.

  • It's more related to luck than being "red" rank. Half or more of my games are full of scared potatoes who can't loop, save or do gens. Ranking is broken atm.

  • DS is fine where it is. You have to down and pick up someone 60 seconds after they were hooked. Pay closer attention to who you're going after. It's so easy to counter now.

  • You're playing with other people. You aren't playing with computers and being a "killer" is nothing more than a name. Killers have a name for most everything survivors do, too. It's in human nature to try to name actions/occurrences. How are you playing that results in everyone cursing you out? You're playing with other people and they might not like what you're doing (camping/tunneling). If you play as survivor and do obnoxious or annoying things, you'll be called out, too.

  • I feel like this isn't a thing that should be happening and is a bug or something. You haven't even gotten time to collect your bearings or look at your surroundings for routing and the killer's already on you?

  • Same here. I had a game of SWF and it kept giving me an error and kicking me out of the SWF lobby while we were waiting for a game.

  • It can feel like a crutch or feel cheap. If the killer does poorly, they can typically hope on NOED to give them a kill. In many situations, you wouldn't have time to go totem hunting. Once you get down to two people, it's a hatch game. At that point, you can attempt to rush out gens, but it's likely just a game of who gets caught first. Some totems are very well hidden, too, and people have the habit of breaking the easy to find ones, leaving NOED to spawn on a hard to find one.

    Additionally, you don't control what you team does. Even if you break 4 totems, someone could easily leave a totem and that person could easily be the one to escape. It doesn't matter if everyone was alive before hand and just happened to be near to each other.

    The only time when I have an issue with it is when it helps the killer camp (camps 1, downs the next with NOED) or helps bad killers leak into red ranks. It isn't fun to have the killer chasing one person the entire 5 gens 'cause they figure NOED will help them after gens are done. And you try to get a totem where someone is looping. It's hard to say the least.

  • BT can save you if a killer camps, but what's more likely to happen is hook farming.

    Left Behind requires your whole team to die to be useful.

    Unbreakable is nice since you can use it in both gimmick builds and normal ones and can really turn around a match.

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/846392#Comment_846392

    1) You right, so let's increase gens needed from 5 to 8 for premades and lesser the hook states needed to kill someone from 3 to 2 so MAYBE the game for the killer will be playable :)

    It seems that nobody has red rank games like i do, this is the only reason why you can't understand what i'm saying. Some MLG red ranks survivors where 1 min game = ruin gone - 30 seconds chase - 3 gen gone - 1 hook (AT BEST) and still 11 hooks to go with an entire map made of god loops, tons of pallets, unmindgameable loops and exhaustions perk to catch up with... Not saying that they could have 4 purple boxes with 4 brand new parts and the game would admit that with no problems so... You still sure the game is balanced for both sides?

    1) "You're right" would infer I said the opposite of what I said. I think it'd be cool if SWF are limited to unique perks/3 perk slots/or 2 purple, the rest green perks. I also think it'd be cool if you made SWF go collect generator parts, etc., but adding a flat amount of additional time of being on a gen would be boring. The game is still playable for killer. You just have to change how you play. You also have to remember that part of what increased gen rushing was the healing debuff way back when and the introduction of the injured meta, which they appear to be attempting to address with some of the newer perks introduced as of late.

    The game is balanced for both sides. It's a lot better than it was in the past. I didn't understand what you said 'cause I thought you meant players who happened to be on a gen together, which would encourage people being on gens apart and that would just increase gen rushing. I misread what you were saying.

  • It's too soon to say for me. The only Oni-chans I faced were rank 20s, so I'm not sure what his actual potential is.

  • I'm pretty sure it's both now with the change.

  • Survivor: Head On, Inner Strength, Quick and Quiet, Small Game/DS, etc.

    Killer: Spies, BBQ, Discordance, Pop

  • ONLY No Mither, way longer than I could with any other perk

    No Mither does nothing to help you loop. If anything, it was just pure luck.

    The Jake ended up being the only one sacrificed as my SWF were all at the same exit gate, and the Jake didn't take the super [BAD WORD] OP perk of No Mither like the rest of us.

    Could also be read as "No one was brave enough to venture out while injured."

    All No Mither does is make you injured and lets you get yourself up if the killer is greedy. Most will see you're No Mither and won't risk it, though. So you essentially have a perk that makes you injured all game. It's only really good in sabbo builds and that's only if everyone's/most everyone's running it.

  • I think it's possible. If the lore allows a lobby full of Bills, I'm not sure why the lore wouldn't allow an alternate version of the killer that's survivor.

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/842595#Comment_842595

    1) They already do 3x gen at the start cause a lot of times they spawn separately and spawn system should be changed too imo, so 1 chase = 3 gens is my everyday game basically

    2) Early kills or "I wanna be killing everyone cause i just got bullied" ? Trust me, probably 1 out of 1000 goes for Mori=Early kills, tactically speaking

    3) I agree with you

    1) Oh, wait, for the first one did you mean to give a debuff to survivors that are premade and not those who work on gens together? I misunderstood what you said I think. The only thing with making a debuff like that is that it would make gen work even more boring than it is now. It's honestly be more fun if it were more dynamic.

    2) Yeah, often like "I'm having bad games, so I'm gonna give people bad games," though I believe some people use it to counter SWF and how fast they can be.

  • 1) You really want them to do separate gens so that 3 go off at once after your first chase? That isn't gonna help anything. If anything, it'd be better to limit perks between players so that they can't use the same perks or reduce their perks to 3.

    2) People use moris to get early kills. I'm not sure if people would be up for that.

    3) It'd be better to give a buff when chasing new survivors to encourage that sort of play.

  • @Shraar said:

    https://forum.deadbydaylight.com/en/discussion/comment/838942#Comment_838942

    so like, are you saying this game should be even more Pay2Win than it already is lol? paid perks MUST be stronger than free perks? why is bbq even part of the conversataion lmao this is about Wglf, get out of her ewith the off-topic nonsense

    Yeah, I'm talking about things to make WGLF feel better and less like a "I'm gonna kill off my team" type of perk, and they're going "But BBQ, though." Whenever I see someone running WGLF and they did any poor save, I assume that's why. And if someone's just immediately taking people off hook, I don't get surprised when they have WGLF. Its only purpose is to farm. We really don't need more Pay2Win aspects.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/841442#Comment_841442

    Right now the safer place in the game is the hook and every perk that work with the hook have no counterpaly ( there is nothing that killer can to do to stop them) . Normaly it will be a good trade one hook for a perk that killer can't counter but your idea is "let the other survivors to lose one of three lifes and I will have the the perk work for me" .

    Actually, the worst place to be is the hook. Especially if we're talking about solo cue. If you're on the hook, you're likely dead. Kindred doesn't affect you. It's only a benefit to your allies and it only affects the killer if they come back to check on you or are camping. Easy counter: Don't camp/check on the hooked. You won't have your aura shown, then. BT is easy to play around if you just go after the savior. You can smack them for time, but tunneling them off hook risks getting hit by DS. It wouldn't be on MoM's level before they gutted it. Everything has counters and work arounds. Not sure what you mean by your quote. "let the other survivor to lose" doesn't make any sense and "one of three lives" you mean 1 of 2? Their lives would be their time moving around, not on hook. You're dead/immobile on hook. To live is to move.

  • @NinoV1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/841517#Comment_841517

    I know I’m not arguing, the ranking system has way to many holes in it to consider everyone’s abilities.

    Each role should have their own ranking system, might make it fairer.

    I'm not sure. It might be too complex for them if they considered every role/play style. I think it'd be cool if they added scoring events related to using their powers or side effects, though.

  • I'm honestly so used to dying that it isn't necessarily a win condition for me. Coordination is poor on solo cue. I usually go by how fun it is and how well I think I did. If I had decent chases, I consider it a win, even if I lose.

  • @NinoV1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/841454#Comment_841454

    Killers like:

    Myers

    Plague

    Billy

    Bubba

    GF

    Theyre all punished for using their abilities by getting weaker emblems due to the nature of their power. Survivors have no such problem, they just have to play reasonably well and get rewarded 9 times out of 10.

    Not very fair if you ask me.

    Survivor's role is not as dynamic as killer in most cases. While you can have different perk builds to make you a different sort of survivor, most will be a generalist, even with certain builds. This isn't the case with killers since they have powers and unique play styles to go along with it. Therefore, it may be harder to put all that on the point system we currently have. It is something that should be addressed, though, if you ask me and I never said it was fair.

  • If you aren't pressuring gens/completing gens, you aren't getting out. It's already a race. If survivors don't try to push out as many gens as they can (acting as though they need to complete a certain amount of gens), the lose. While it is competing with each other, not everyone will be doing the same challenge. You just get unlucky sometimes.

  • @NinoV1 said:

    That’s why it’s easier to pip as survivor, you can die and still level up, The killer has to get 3 kills minimum. The ‘balance’ around 2k/2E is heavily in the survivors favour.

    Not true. Some killers have an easier time getting certain emblems than others and in order to die and still pip, you need to do really well. I wouldn't say it's a participation trophy at all. They do need to make it easier to pip as killer, though. I remember people being confused at the time when they made it harder to pip on both killer and survivor. Killer was fine before.

  • @DarkGGhost said:

    All of thoes ideas sound good but where is the counterplay because BBQ have at least 5 so what the killer can do to counter each or your ideas ?

    Well, what I suggested wouldn't be related to the killer, but helping survivors communicate better and (maybe) make a perk known for farming be useful in a practical sense, too. We already have Kindred and Bond, I know. I'm not sure how strong it'd be to see everyone (personal) with a perk, but only while someone was hooked. To me, it sounds like it'd be fair since it wouldn't just be throughout the whole match. I think being able to see when people are close to hook and showing when people are close would be cool, too.

  • He can make you a one-shot and approach you with no heartbeat. He can attack you straight out of stealth and if you accidentally look at him, he's notified that someone's close enough to look at him and the direction I do believe.

  • I've heard others say he needs a slight buff. I really love his terror radius and chase music, so I hope they make him stronger so more people play him.

  • @gaydavidking said:

    https://forum.deadbydaylight.com/en/discussion/comment/838983#Comment_838983

    A good effect i thought that's similar to your idea would just be to make it so your aura is visible to other survivors when you're 8 meters or less from the hook, just so other survivors would know you're going for the save!

    Or just make it so that only the hooked survivor can see the killer for 4 seconds. Either works.

    I like those ideas, too. You could also see other people's auras when they're closing in on the hook and they can see yours. Kinda like aftercare except with being close to the hook and not healing.

  • @GoatyTCO said:

    Actually, I have an idea..

    What if it worked alike to Solidarity, where unhooking or taking a hit for an injured survivor would heal them by 15/20/25 % or 40/45/50 %, and taking a hit for a survivor in the killers grasp would increase the effect of their wiggling by 5/10/15 %. I was thinking about it straight up taking a whole 3/6/9 % of their wiggle bar, but I realised that this would be rather frustrating for killers going against an SWF running this perk.

    Thoughts?

    EDIT: Sense

    I'm not sure if that would be too strong or not tbh. I just know that it isn't used very often since even with people saying survivors don't need perks, a lot of times they do for certain builds/play styles and most will think you're farming/playing selfishly if you have WGLF since there's no other practical use.

  • @NuclearBurrito said:

    I'd prefer it to have a stackable buff with a more unique effect.

    The hook related auras are already covered by other perks and so is ally tracking in general.

    So I suggest it be the opposite:

    * Survivors within 8 meters per token can see your aura

    Put that onto the existing effects.

    While you're not on the hook? That's just gonna increase people sandbagging you. You already see that occasionally with Jeff's perk and you can see the other person, too, so you would have an easier time avoiding them.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/838896#Comment_838896

    Again in order to use BBQ you have to buy the dlc but WGLF is free.

    You can get it on the Shrine now, too, and having a personal weaker kindred affect wouldn't be as strong as BBQ is.

  • There doesn't need to be a harsher punishment for camping. There needs to be a greater benefit to not. Same with tunneling. Make it easier for killers to pip and keep up pressure.

  • @Captain_Spaulding said:

    https://forum.deadbydaylight.com/en/discussion/comment/836306#Comment_836306

    It's literally not. It's a survival game. If I survive then I win, if I die I lose. Plain and simple. ######### other people. If I play killer I kill everyone, if I play survivor then I survive.

    It's a team game whether you want to acknowledge it is or not. You're more likely to survive the more people are left alive. You let someone die on first or second hook and you're down a person. Besides, this is more so a game to entertain the entity. It would be more of a survival game if it was implied you escaping is an escape/win condition of sorts, but its not and the emblem system would imply the entity finds selfish/boring play to not be appealing and rewards it less.

  • It doesn't interrupt repairing unless they've changed it. The other two I'm not sure.

  • Hello c: I hid around the corner of the pallets and threw it down on them. It depends on how lucky you are and sometimes you have to be willing to take a hit to get a pallet stun. I would say you're just unlucky, though, and hopefully your luck will get better!

  • He's the best at camping and survivors don't like camping. Pretty simple. If he decides he doesn't want you off the hook, he can just stand around with his chainsaw revved.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/830562#Comment_830562

    You can't put them all on the same level first because every killer works differently. For example Hag and pig they have completely different playstyle.

    You can rework them so that they're as good as each other, though. Hag did get a buff a while back. Pig needs one.

  • The only thing for survivors to do is gens, chase, totems (optional), sabbo (optional), and chests (optional). If you aren't in a chase or getting people down in a timely manner, they're not gonna get off the gens to give the killer free kills. Besides, half the time when you're playing solo, you're gonna get teammates too scared to work on gens. I've had people camp hatch with three people left. If your teams are all really strong, you're lucky.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/830471#Comment_830471

    Not once has anything been said regarding a buff. More fun to play against has literally nothing to do with buffing the killer. Also come again why do strong killers need to be nerfed in order for weak ones to be buffed? What is that logic?

    Yeah, but they aren't the best at communication. Honestly what's most likely to be happening is that they're attempting to get all the killers on the same level so people don't feel like a god playing as one character, but a maggot as another. The theory (and i'm not the only one to say this) would be that if all killers are getting a buff at base (like longer gen times), the stronger ones would benefit largely from it while everyone else would be normal. I think the spirit nerf has more to do with it not feeling rewarding or fun to go against her since it's a multiple guess sort of situation for survivors. Still, I don't know why people think it'd be okay to give all killers a buff, but not attempt to put them on the same level first. You're going to create a situation where a certain killer is win by default while the others take into account the player's skill.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/825334#Comment_825334

    Problem is we haven't heard practically anything when it comes to buffing base killer. If they are trying to do so, they should really recognize why the strong killers are strong and use those tips for the others.

    If they were to buff base killer, they would need to weaken the very strong ones. I think they're trying to make all the killers basically equal, but different.

  • I'd love if they weren't restricted to survivor/killer.

  • It depends on the situation. Do I have BT? I can make it so that both of us may get out. Were they helpful? I'm not saving someone who didn't contribute or sandbagged me. If they did something annoying while I was interacting with them, I'm likely to weight my escape more important than theirs. Whether I will or not is dependent on if I'm okay with swapping with them. It's also dependent on how far along is the timer. If me saving them will just get both of us killed, I'm not going for it.

  • I think the perk should just be reworked to actually be useful. It's a meme at it current point of time. There isn't a perk worse than it. It doesn't need BP. It just needs a useful application. I don't think the killer should be able to see the broken affect.

  • What were your emblem scores? It'd be easier to tell why you depipped if we had the information. The most we can do is theorize. I'm honestly fine with how it is rn. I'd rather it be more on the harder side to pip than easier for survivors. Additionally, it feels hard to lose a pip (unless you get tunneled and can't loop the killer for long). Makes me feel as though there may have been an accidental farm or something else.

  • I actually didn't know! Thanks for sharing. c:

  • It's possible they may be nerfing the strongest killers to give a buff to base killer. I know a lot of people suggested that.

  • It also depends on how it's used. If you use it to get out of a sticky spot (such as the basement after being saved), they'll usually leave you alone for example. If you do so to save someone after being picked up, it also depends. I think ultimately depends on the killer. There's some that'll camp you for daring to bring in an exhaustion perk or existing in the trial.

  • You attempted a save. Farming is typically only concerned with points or getting the aggro off of you. Someone running back to the hook to unload the killer: Farming/sandbagging. Someone not giving the killer even a moment to step away: Farming. Most people who do that don't bring in BT, but it doesn't have a good affect in most matches if you save the person (even with BT) without given them a little bit of hang time and giving the killer time to move away. It's essentially giving the killer an easy target (unless they have DS) or puts you in a situation where there's gonna be hook swapping.

    What you did sounds fine to me. At least you tried, even if it turned out poorly.

  • Usually I'll farm with 2 DCs and just go easy on them with 1. If there's a DC, I'll let last get hatch most of the time.

  • @Raptorrotas said:

    The winner shouldnt gg first, that all there is to be said about the topic. Saying it first is just bragging or rubbing it in.

    Other than that, dont tell a killer to be happy with one kill. You probably dont like to be told to appreciate getting just one generator done either.

    The equivalent would be one person escaping and not how many gens are done, right? Since you can get up to 12 hooks, but there's only 5 gens to do. Regardless, if I was the only one doing gens, I would consider that pretty good for myself, especially if my team were killing each other off. You could technically have a good game, despite only killing one. It's like how you can have a good (and by good, I mean long/fulfilling) game with only one person left if everyone's been hooked twice. You can also have a crap game if people are farming each other or leaving people to die on first/second hook.

  • A lot of Killers don't care if your teammates DC

    I had a killer one match who still went hard on us after 2 DCs and called me salty when I expressed not liking the match. He was just being rude all around. I'll stay and gg even if I lose, unless it wasn't a fun match like the killer tunneled people out of the game, there was a DC, etc. If they're gonna camp me and make me bored, the game isn't good by definition. As killer, I'll dodge the end chat if I feel they'll be toxic. It's always weird when rank "15" survivors will roast you for being bad. It's like, get out of the rank if you think you're so good. You punching down. Then sometimes you get crap maps on both sides and the other side will act like them winning is just purely skill.

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