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gentacle

gentacle

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gentacle
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  • They had a limited time killer with the demogorgon when you think about it.

  • I wouldn't worry about it since the game is peer to peer and the host disconnects whenever you're winning.

  • Operation Health but it's just doctor buffs and nurse cosmetics for feng

  • @Sumnox said:

    Well, this has basically brought back the old "I'm gonna spend the whole trial holding m1 mending". It -is- boring. Ultimately what these things cause is, people play less. Which makes sense seeing the bleeding of players.

    deep wounds is a metaphor for the bleeding of players hehe

  • If anything, they still need buffs lol

  • i just want them to be faster and have more feral frenzy duration, personally :^)

  • @Seraphor said:

    Killer perks are generally stronger than survivor perks.

    I could get on board with a fifth perk, if they completely reworked Hexes and made it a dedicated Hex slot.

    But that's unlikely now we have their counterpart Boons.

    I disagree ever since they decided that iron will should trump stridor. Killers have strong perks but the meta is preventing the game from being over in a flash while survivors get to use their strong perks. Killers get the 30 seconds that they lose from an optimal dead hard back from slowing the game down. If killers had real chase perks that didn't need to be loaded somehow things might be different but then survivors would be going down asap and still probably not be happy with it.

    PWYF needs to be charged. Coup needs to lose generators. STBFL needs to be charged. Spirit fury needs to be charged. Enduring buys you an extra 1 second to kick a pallet or chase around an unsafe loop. Brutal strength probably shouldn't even be mentioned. Bamboozle is good except for when RNG decides to put two strong loops next to each other, or you get sent to the game. I guess beast of prey is technically a chase perk but lol. Blood echo needs certain conditions to be fulfilled (is it a chase perk if it relies on you to already have won a chase?). Hexes crowd control and blood favor can be destroyed and honestly aren't strong enough to be hexes, but would be crazy if they weren't hexes.

    I can't think of any other "chase" perks killers get and they all have disadvantages or counter play or some other downside.

  • oh no it's now loud enough to drown out my forum posts too :D

    but for real, getting into a chase with someone with iron will and legion music blaring makes it 100x harder to find them than on other killers.

  • the only thing i hate about it is that it's loud enough to drown out a lot of survivor actions lol

  • The 6 is a question mark upside down, clearly we're getting The Riddler :^)

  • If anything legion still needs buffs. Super fun to play now but base feral frenzy duration's rather low lol

  • @Mandy said:

    Where do you have that?

    I've just opened my game to check and do not see the Unreal Engine image.

    Windows store game pass version :)

  • I can tell you straight up that her lullaby has got to go

  • Hey gamer, survivor and killer perk metas achieve two different things right now:

    Survivor meta perks either undo mistakes, force the killer into a mistake, or a combination of the two. Killer meta perks generally slow the game down so they have enough time to actually accomplish their task of killing survivors of all skill levels. Right now it could be argued (and i will argue, at length) that survivor meta perks have almost no downsides to their activation and killer meta perks have a bunch of downsides. Or rather than say no downsides, they activate normally over the course of play with things that you would expect to happen.

    Dead Hard erases a mistake and almost always prevents a killer from getting a down with the validation buff. This leads to more time chasing and more time for teammates on gens. DS is supposed to make killers wary of singling out a survivor after hook. BT allows for bodyblocking the rescuer (and therefore more time wasted on not doing something you naturally want to do as a killer). CoH makes survivors self sufficient and even more altruistic. Bodyblock someone? It's all good, you have unlimited resources. Other scenarios like boil over/breakout/sabo squads do pretty much the same thing but require coordination so I count them as SWF only. Iron Will is 100% silence at all times while injured and the only perk counter was nerfed so now you have to worry about door checks and all that fun stuff in a chase on the offchance the sound engine craps itself and removes their footsteps and normal breathing as well. The common theme to me with these is that there are no real drawbacks. Sprint Burst, touted as a lot of survivors as being "just as good as DH" doesn't show up often enough to support that. But with sprint burst, killers certainly don't feel dumb when they've cornered a survivor only to just have them dash out of the way and throw a pallet on you. You basically catch up to the guy fairly and you get your down.

    Killer perks on the other hand all have downsides. Corrupt intervention has a timer and doesn't prevent every generator from being done, it just means you won't have something pop within 30 seconds of the game starting... usually. Deadlock slows people down but their progress is still there, and you have to basically start losing for it to gain benefit. STBFL can lose stacks hitting the wrong person. Hexes can be snuffed out, or worse... replaced with a boon. There's not a single perk that I can think of as a killer main where you gain its benefit permanently and it exists as a hindrance to survivors.


    So with that said, when I look at "non-toxic survivor perks" I look at ones that do something similar to the meta perks and have a downside. Power struggle is decisive strike that uses a resource up and is pretty funny when it happens. For the People/Soul Guard means I now have someone who's broken I can chase and get a down on them. Head-On is an exhaustion perk that means I know I can chase someone fairly after they've used it. Kindred gives everyone wallhacks but the downside is you're on a hook so it leads either to gen progress or evading the killer on a rescue mission. These are examples of perks that feel fair to me as killer because the wasted time comes at a cost. BT is boring because it's 12 seconds of doing nothing as the killer. Dead Hard is frustrating because a fish you caught just slipped out of your hands. DS is boring because right now if COH is on the field and you don't tunnel someone, you're probably gonna have a bad time.

    anyway hope this helps gamer.

  • Twins were in a perfect spot once they got some love around April last year but were then made a chore to play. I still love them but current meta + all the changes put them in a bad position where on paper they sound strong, but in reality they have the narrowest edge to balance on. You cannot make a mistake once while playing the twins without at least 8x mistakes being made on survivor side to make up for it. Miss a pounce due to dead hard and you're hardlocked at at least 25 seconds gained for survivors. Consider that they're the only killer who can down someone with their power and has to wait a mandatory 5-8 seconds before picking someone up in a CoH meta, and that's if they're downed relatively near Charlotte!

    In the past year the twins lost immunity to dead hard, borrowed time, added 2-3 seconds to Victor's successful pounce victory state, nerfs to addons, nerfs to switch times, and a bunch more I can't remember offhand. I also include CoH as a huge nerf to the twins because there's no way to just grind out the survivors' resources to heal once it's on the field. And instead of getting any love, they got toy sword nerfs because statistically everyone used toy sword.

    So getting toy sword basekit would be nice but it won't solve their issues. They're purposefully kept nerfed because survivors hate them vOv

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914204#Comment_2914204

    The fact that she has a lullaby is a joke. Let's give the survivors time to run to there safe loops.

    Yeah pretty much. Lullaby was overkill.

  • Lethal Pursuer basekit but it shows you members of SWFs for the first 9 seconds and honorable solo queue gamers get to hide :^)

  • @beatddb said:

    Can't wait for the "Down a survivor using Victor's pounce from 30m away" type of missions, real fun waiting ahead

    Down someone with victor's pounce from 30m away within 15 seconds of them triggering the perk "Hoarder"

  • No one got beat over the head by Twins players since we're so rare and they got nerfed too :^)

  • Learn Blight/Nurse and never let them teabag you again, gamer :)

  • It still gives 2 perks to 3 teammates all for the low cost of one perk slot. Nothing's going to change until boons are completely reworked or ditched.

    My perks make it so you can't do a generator for like, 30 seconds lol. There's no way any of this is comparable.

  • None of the midchapter stuff really does anything for me personally. My twins keep getting nerfed. Mid-tier killers like pinhead get nerfed. Nemesis' addons that made him almost function correctly got nerfed because too many people were using them.

    Chapters are supposed to bring people into the game and mid-chapters are supposed to get us to stay yet that doesn't seem to be happening ya know?

  • corrupt always, ruin so i can goop it up with pyramid head and get a free torment

  • MMR works best if both sides want to play the game but as there has been a mass exodus of killers for whatever reason (coh? boon totems? that entire month where survivors could hop into a snowman? who can know or speculate as to why) it doesn't actually work out well since the asymmetry is now lopsided.

    People obviously still want to play survivor enough that they'll wait 10 minutes in line like at disneyworld just to get a killer, any killer but it wasn't always that way. The game had problems, but throwing in competitive numbers and stuff exposed them and now you either quit playing killer side or you adapt and get meaner like some of us have >:)

  • I want a dread knight or a corrupted paladin of some sort with a big ole claymore and they can have the dark souls roll as a mobility option :^)

    1. Remove negatives from obsession perks on the killer side. (This would fix m1 killers almost instantly and do almost nothing for nurse/blight)
    2. Corrupt Intervention/BT is now base kit.
    3. Circle of Healing/Dead hard nerfed or deleted.
    4. Map rebalancing to fix a lot of the troublesome maps that either blatantly unbalanced or just subjectively unfun (like rpd)
    5. Unnerf the twins :^)
    6. since i forgot, I would consider merging all of the not really useful but flavorful perks like coulrophobia/unnerving presence into basekit for killers. same with monitor and abuse. Smaller terror radius for most killers would make the game a bit more balanced imho and when survivors are in the terror radius, they're affected by different debuffs (and the terror radius in chase is now larger to affect more gamers which means you have a bit more of 1v4 built into your base kit since survivors will heal slower and have more chances to mess up on generators etc). They're bad as perks, but would be good as basekit imho.
  • I learned about this my first week of playing and I was up versus three TTVs in a 4 man swf around February last year. I was sent to haddonfield by them and they literally had one of their members with OoO up on the second floor of a house calling out my every movement to them. I somehow managed a 2k out of it but naturally I only got those because I was a toxic tunneler :^)

    Regardless, it definitely set the stage of what I had to look forward to playing this game and I started to become a twins main since Victor was untrackable by OoO lol

  • i get to listen to music while they're in the basement. it's chill

  • give us cute pictures we can put in place of the grades like an ingame avatar or something since they kind of clash with the aesthetic imho :)

  • @Ryan489x said:

    you guys are missing the easiest solution of all. proximity voice chat that the killer can hear. it would force SWF's to watch what they say and if they're not careful it can help a killer.

    I've already seen what survivors type to me, I'm not sure my twitch would last a day if they had open mics fr fr 😅

  • one day they'll remember twins exist, nerf them again, and deprive us of our cute victor outfits for another year :(

  • alien but their power is something like "tail whip" or "bite" and they're an m1 killer

  • Herd behavior, probably.

  • I don't mind survivors playing with their friends. I just hate the current meta and the vicious cycle that buffing solos indirectly buffs SWFs harder, just as buffing perks buffs blight and nurse. Ever since I started playing last year we've gotten buffs to Borrowed Time, Dead Hard, pallet hit evasion, the crazy boil over meta, Circle of Healing, that whole month of december where snowmen made some killers impossible to play, undying nerf (which i'm fine with), and a slew of changes to killers that made them even weaker while nurse and blight consistently got buffs. No one thought Deathslinger was top tier. Twins nerfs were unjustified. Did Blight really need adrenaline vial to give him everything?

    In return killers got uh, the hatch change. And proposed demo nerfs. And a bunch of addon changes that virtually did nothing but looked like the killers were getting some TLC. And the decisive strike "nerf" that just meant it wasn't a wow style paladin shield for 60 seconds. And none of these changes happened without some sweeping buffs to survivor perks around the same time. DS change led to BT being always on. There's no counterplay to it. Stealth killers now have to deal with deep wounds and body blocking. Teleport characters can't outplay it. Hatch change coincided with a huge announcement around it for survivors to use their keys and Boon: Circle of Healing immediately followed.

    It's like BHVR has two children and one of them is very upset when the other gets a present so they also have to get a present. Speaking as a killer main, I don't feel like we're even asking for much. We would just like to be able to play who we want and not feel like an idiot when RNG/strong metas prevent us from using over 95% of our options. We have limited options to do fun perk synergies while remaining competitive, and almost all of them are doubly busted when used on nurse/blight compared to "normal" killers. While off the top of my head I can think of 3-4 perk combinations that become viable just because you're now on voice comms with your teammate. Flashlight/break out saves. Boil over/sabotage bullying. Circle of healing/body blocking builds. Circle of healing/anything builds.

    So if I pick pinhead, and I get Lery's I'm statistically not going to have a good time because my power won't even work on it half the time. If I'm a survivor and I have 3 friends with me, and on the off chance we're not burning realm addons, if we get Lery's it's not a big deal. In fact I can't even think of a map right now that's tilted anywhere towards Killer advantage.

    The problem isn't SWF. The problem is 75% of the killer roster isn't even viable to begin with and then it keeps getting worse while the two killers who are viable in 99% of scenarios just keep getting buffs to keep up with the survivor buffs.

    Anyway just my two cents, <3

  • Let's add 2-3 generators extra for the survivors to do, would solve everything as I hear they love to hold m1 and prove thyself exists ;)

  • If anything it's going to need more nerfs and an outright change to boon totems ngl

  • Posting on the forums is better than queueing with the current meta :)

  • I think for most killers if mobility isn't part of their kit there should be some kind of macro mechanic or ticking clock for survivors to deal with and that most of the cast needs outright buffs.

    Sadako's release has shown that there's a huge disconnect between what the devs want from their killers and how it actually plays out in match. Condemnation is such an afterthought that there's no realistic way any survivor would be worried about it. But stuff like that should be added to killers and made a threat. Pinhead's box is game changing and if it wasn't for indoor maps existing, it'd be an ideal example of "deal with this before everything goes wrong."

    And now we're coming upon the precipice where survivors are potentially getting borrowed time basekit giving them all 20 perks while killers are stuck with 4.

    So with that said, I'd go crazy. I'd let trapper start with 8 traps and gain a new trap every 25 seconds. Also he can now throw traps. Pig bear traps now act like hooks where she downs a survivor and people rescuing them have to solve a jigsaw puzzle box to unhook/trap their friend. Generators are also boobytrapped and injure survivors on missing skill checks. I'd make condemnation progress build up just by looking at or being near Sadako. I'd let torment stick around generators or hooks for pyramid head. I'd add clown style reloading to huntress/trickster. I'd add sloppy butcher basekit to oni. I'd give nemesis a charging shoulder run move for mobility (and fix zombie AI). etc etc

    There's fundamentally something wrong with the game where the best killers (two out of 27) are the best because they ignore mechanics and have fast regenning resources. I don't see a nurse having to reload at a locker that's RNG dependent on the map she's on, ya know?

    Anyway some food for thought 8)

  • Condemned for her seems like such an afterthought. She should straight up be able to start the viral infection by hitting a survivor or being seen, like a reverse ghosface, or balance it by spreading it amongst each other for thematic reasons. It's overly manageable and doesn't do much even with the buffs.

  • Circle of Healing must be the funnest perk in the world for survivors to willingly wait 5-10 minutes in queue at primetime to use it so I can imagine this is the conflict the devs have with removing/nerfing it.

    As a lot of other people have touched on, CoH's existence/the threat of CoH means that the winning condition for killers in a match shifts to immediate tunneling/camping. We're in a meta where taking the DS/DH/BT after a hook is a massive timesaver a majority of the time compared to letting CoH run rampant. If we're being honest with ourselves, we're all playing a video game versus other people to win (barring the people truly playing "just for fun and to have a good time" but does that sound like your fellow dbd community members, truthfully? :) ) and I fully acknowledge that people are going to use it for that reason.

    As a killer main, I personally don't view CoH as healthy for the game in any form but neither do I blame people for being results oriented and using it. It's taken the place of old OoO but isn't relegated to being powerful just in a swf. That being said, the adaptation for me has been to go hot out of the gate and deal with whatever post game salt may come.

  • I wish they would implement elevator music for survivors getting camped in the basement or give us the option of turning on a radio for them.

  • This is just going to get twins nerfed again :(

  • if this leads to RPD being disabled again, I'm for it

  • I think medkits need a nerf but the main issue with CoH for me is that it's almost always a time save for everyone and makes healing not a limited resource. Once medkits are depleted, survivors have to actually find each other and take a goodly amount of time to heal one another which lets the killer patrol and stumble upon them.

    Not only does CoH remove that concept from the game, but it does everything incredibly fast so there's no incentive to ever let a survivor go if you can help it. I get that survivors want to win and all but the optimal solution to counter this has been camp to second stage and mori since a dead survivor is an unhealable survivor (until the devs add: boon resurrection later this year).

  • @emetSdidnothingwrong said:

    ALL effective tactics in this game are boring. Camping/tunneling/gen slamming/W/prethrow pallets. All effective stuff in this game is extremely boring because all of them minimize interactions with the other side and basically just remove them from the equation.

    -edit for spelling error.

    Pretty much. Before the hatch change it was bomb 4 gens and get everyone out with a key leaving the killer feeling silly. Now it's put up a boon totem in the corner of the map or on the top floor of a building and celebrate if the killer doesn't work around free infinite medkits.

  • i play gimmick starstruck builds with undetectability so people get instant downed when they try to body block for their friends or I tunnel people out of the game. either way works :)

  • They can't nerf pyramid head's addons by numbers as each one of them is uniquely bad and so we all use a spectrum of them lol

  • We saw boon totems being a problem way out in advance and you guys are getting 2+ months of them. I hope dead man's switch stays like this. Hell, i hope it gets even more buffed. >:)

  • I'm still playing twins out of spite, personally

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