goldenchild74
goldenchild74
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- goldenchild74
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Comments
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@Sluzzy said:
At first, I thought Blight needed a lot of skill to do well. I've seen enough and maybe some is needed but it is far less than required from the survivor. He is carried because there is not enough cooldown between his power and being able to M1 at full speed. Perks only adds a lot of icing on top for this character. I got out of a match on the killer-sided Ormond and it was one of the worst bloodbaths in a long time. He has virtually no challenges here, sprints across the map instantly downing everyone too easily. Very unacceptable. You cannot win against a Blight on most maps because they are too open. It is too easy for Blight to win. Too many deadzones, all he has to do is bump into something and it is a free down, most of the time. He also can turn too much at the end of his sprint so there is almost no counterplay to his spammable power.
His charges replenish too fast and there is not enough cooldown after the M2. Not enough cooldown, no punishment at all for missing a M2. He can spam his power and in only a few seconds he is fully charged again. Why is that possible? A well coordinated team should not be required to have a slight chance at winning. If you are less than a 4 man, you shouldn't automatically lose against this killer loaded down with oppressive perks. His cooldown after using his power should at least be twice as long. He has no punishment for using his power.
Blight needs nerfs and survivor needs buffed so it is fair to play against this killer.
I agree 100% you can be amazing at looping but it doesnt matter when he can hit ridiculous curves. Honestly his curving shld be similar to billys curving mechanics. Just an oppressive killer to go against. You can almost make the same argument with nurse but except she has a fatigue and gets punished if you dont use your power correctly.
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Ive literally never ever once as killer said to myself "man they need to nerf iron will and spine chill" right after losing a game lol. Just take your L and do better like the rest of us my guy. Complain abt actual perks tht are dumb for survivor to have. Heck complain abt keys tht makes more sense. I get plenty of 4ks against survivors using iron will spine chill in red ranks.
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On a real note who actually complains about spine chill and iron will lol. Out of all the perks you cld have complained about u choose those two?
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I think it definitely needed to be nerfed. However lets be honest killers do especially now take advantage of the nerf.
I think bhvr were on the right track however I think the perfect fix for ds would be removing the part tht says the action of healing whether it be yourself or others would cause ds to deactivate especially since healing doesnt progress the game. Of course if they are fully healed then ds would deactivate. Everything else on there is pretty fair game. Tired of seeing survivors fixing gens in my face knowing theyre ok because they have ds still. If a survivor is healed at least it gives tht survivor a chance to not get tunneled.
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@MrPenguin said:
The community thinks the map is pretty survivor sided as shown here: https://forum.deadbydaylight.com/en/discussion/225779/game-rework-survivor-sided-balanced-or-killer-sided
I agree with the community, its pretty survivor sided imo.
Also some examples if you care:
Also a video example for you:
In the 1st pic its looks the same as it always was but with breakable walls.
2nd pic It looks really bad at first but if you look closer it isnt. You spawned right above the bathroom and if youre familiar with the map it literally looks the same as it was previously above and below except it has more breakable windows lol. Those windows and pallets have always spawned there before the update my guy.
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@MrPenguin said:
The community thinks the map is pretty survivor sided as shown here: https://forum.deadbydaylight.com/en/discussion/225779/game-rework-survivor-sided-balanced-or-killer-sided
I agree with the community, its pretty survivor sided imo.
Also some examples if you care:
Also a video example for you:
Yea but some of those are breakable walls too those area not mention tht there has always been pallets above and below the stairs on the first pic. The 2nd pic at first glance it looks bad but if you closely and are familiar with tht map thats not the case. Where you just spawned, you are above the bathroom and from looking at it the pallets and windows have always spawned there lol it looks the same top to bottom just it has breakable walls now. Literally everything extra you are seeing is breakable walls in tht pic. Honestly survivors shldnt be able to to see breakable walls with windows of op, not like they can interact with them.
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@Pop_Goes_The_Gen said:
https://forum.deadbydaylight.com/en/discussion/comment/1941889#Comment_1941889
This has nothing to do with the map rework. Yes it is the updates fault that came along with the map reworks but it isnt the map. Theres going to be a hotfix soon enough but the map probably isnt going to change for a while. Also the hitbox issue or serverlag issue affects the game not a map specifically
I never said it was do to the map....i said "prior to the update" lol cmon guy
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@Kaiju said:
Once the pallets are gone, there's nothing to work with, so I get with they put so many pallets since vaults are non-existant
Exactly, and if you arent playing with a swf tht knows what theyre doing you get dead zones really fast and the top floor the center gen area is basically a dead zone. I mean there are situations where u have to throw the pallet like when going against leatherface so thts understandable. All killer has to do is make sure to pick the "3 gens" and make sure to get those pallets in those areas get broken as fast and as early as they can and then its dead zoned with a high chance of getting a hit. As a confident survivor I hate the idea of throwing pallets as a way to get away from killer, hell it takes me a while to get my throw the pallets challenges done. They shld just add more windows. I actually didnt mind the previous game map just the only thing tht made it unfun for me was the fact tht it was too dark the lighting they have now is great.
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Also the the hitboxes feel ridiculous! Getting hit from far away. It was never like tht prior to the update.
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Top floor especially the gen next to center of the map is super dead zoned everytime ive played on the map why was tht a good idea
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@Dragonshensi said:
Ever since the update the Killers have insane hit boxes and now my matches consist of one of my teammates or me spawning near the Killer and getting hit in the first few seconds of the match. I want to do the event and get the rewards but if I can’t even move before me or a teammate gets downed idk how I’m going to proceed in this event.
Ive noticed tht as well with the hitboxes registering hits from further away then usual its annoying.
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I dont mind tht he can counter meta perks thats fine but being able use m2 only to switch to m1 almost immediately leaves no mind game whatsoever on loops. It literally takes away survivors only safety from the killer. All survivors have is windows and pallets. I dont mind getting outplayed it happens but your only tactic is keep distance or pre-throw every pallet which is just unfun, theres simply no skill to playing ph. Also being tormented should really go away after every hook state and dont get me started on deathslinger and the fact freddy doesnt have any slowdown from setting blood snares.
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lol do i need to say anymore
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@BillyMain77 said:
I played a Freddy on the new yamaoka and it is terrible.
It is so dark its super hard to see anything when your in the dream world and god forbid someone saves you with BT.
Its so dark you cant even see where to run.
Especially the yamaoka maps!
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Im on pc so I can just imagine how it is on console.
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@Kleer_mi1k said:
Play freddy in dream world. Cant see anything
😯
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@Nutty_Professor said:
I'm going to state that in my opinion NOED is a bad perk. If you're using NOED, you're basically using three perks for the entire game. A perk slot which could be used for a perk to help you to try and prevent the gens from being done.
If you do down someone with NOED the survivors are less likely to try to go for the rescue and just leave if they're already near the exit gates, meaning you lose the potential to snowball when the survivor team go for the rescue.
Plus, it creates bad habits for new killers.
NOED is frowned upon within the community, due to how a killer can do nothing for the whole match but can get more kills then they arguable deserved.
However, the community don't have the same view on the DS and unbreakable combo. A survivor with DS and unbreakable can get unhooked and immediately begin working on a generator.
If a killer goes to the gen to interrupt the progression there isn't much the killer can do. They either take the DS stun (Which can cost the killer the game at higher tier game play), or they leave the survivor slugged and the survivor can get up with unbreakable and finish the generator.
If an unhooked survivor is working on a generator and the killer goes to that generator and downs that survivor, that isn't tunneling. The killer isn't going to ignore a survivor and allow them to complete a generator just because they just got unhooked.
NOED is negatively viewed as it rewards the killer for failing to prevent the gens from being done. In that sense, DS and unbreakable combo rewards the survivor for getting hooked and then getting downed, with 60 seconds of invincibility.
Comment your opinions.
Never had a problem with those perks on both sides. Noed, welp you should have done all the totems instead of holding m1 on gens all game. Ds and unbreakable well, they're strong for a reason. I literally run it when i get tunneled consecutively. Its not fun for killer to deal with ds unbreakable but would you say its fun getting tunneled for the survivor because the killer wants to cheap out an easy kill?
Honestly the way I see it, its your (not you specifically) fault if you let people shame you for running a perk you like or want to use because it's a "small pp build or you look like a noob". You cant really care what people think about you in this game or life.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1500733#Comment_1500733
I’ve understood the entire time, I was just dismissing how you said none of the devs play the game as that just isn’t true
Well that just makes it worse in a way lol.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1500715#Comment_1500715
Not_Queen live streams the game
McLean live streams the game
Mc_Cote sometimes livestreams the game
Your missing the point. Im saying why would these changes even get the green light to begin with. Now do you understand?
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1500715#Comment_1500715
Not_Queen live streams the game
McLean live streams the game
Mc_Cote sometimes livestreams the game
So there are only 4 devs m8 lol?
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1500708#Comment_1500708
Guess he doesn’t play
I meant as a whole. Did I single someone out? No
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I play killer because its fun. Sure i got bullied alot but once you put in your experience in it will be easier. You just have to find the killer that suits you. I play billy. It was tough trying to get where i am now but you just got to grind mate it takes alot of hours. Plus you are holding yourself back as a survivor by not playing killer tbh.
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@AshleyWB said:
There's been talk about noed getting nerfed and talk about noed staying as it is. One thing which stands out is that noed is a frustrating perk to go against. It's almost shameful to equip it to begin with.
I like noed but I think it's due a nerf and when perks get nerfed to be less annoying, they tend to lose their function.
So here I am thinking of nerfs which will be less annoying but still as lethal at the end game.
Waiting 7 seconds for the noed cooldown to happen would mean the perk is more strategy based and not as crutch as it is deemed now. It would reduce the slug potential due to the fact that if you hit one Survivor down, for the next 7 seconds if you hit a survivor they will need 2 hits to go down or the 7 second cooldown to be complete.
This isn't a nerf noed thread, this is more of a I know noed will eventually be nerfed and when it is please make sure it's use remains, which is of course the insta downs once gens are completed.
And yes I know some Survivor perks need nerfs to break them out of the meta but that is irrelevant to my point however much I agree with you.
I truly hate going against noed but honestly if dont do dull totems and just hold m1 on generators the whole game thts your fault. Its not like you cant counter this perk, its not invincible. All totems spawn near gens.
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@Mringasa said:
You would lose some players of course, but not as many as some people think. The problem then becomes one of the reasons SWF was introduced in the first place, lobby jumping to find your friends. Queue times would get ugly because people would be jumping lobbies until they found the one their friends were in. I'd rather face SWF than deal with that. Probably end up with a 3-man bugged lobby every other match.
Consoles are probably much more SWF contaminated though just because the playerbase is more prone to online co-op/MP with friends, and they are really setup for this in the first place. Built-in communications and messaging are not a thing on PCs like they are on the consoles. You have to take a couple steps to get there, easy enough of course, but some people aren't willing to do so or just have no desire.
The fix is simple implement a dodge penalty like they do in league of legends. If people keep backing out of lobbies continuously they get ban from play for x amount of time which only goes higher the more times they do it that day.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071936#Comment_1071936
No no no, even better is when they start attacking you after you completely destroy them.
No, when they start attacking each other after out gaming them all.
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@OmegaXII said:
Recently, i just got into red rank.. I must say, if you want to enjoy this game as killer, DON'T GET INTO RED RANK.
I'm forced to sweat in order to stay in red rank.
I'm forced to use meta builds, because every team i face is sweaty as hell (i'm in asia region).
I can't play whatever killers i like. I can't learn any killers that i'm not familiar with.
Guess i'm still a baby killer and do not belong in red rank.. i'll derank to rank 5 for the reset
I find tht the problem(personally) is swfs in red ranks. You can always tell when you go against a swf vs solo que survivors. It seems pretty decently balanced for the most part if your when going against solo but because they dont have comms. Then again im using a top 3 killer. Definitely tho some maps are too big which almost always force you to make the survivors 3 gen themselves which tbh this strat is already old tired for me.
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@Schmierbach said:
Unfortunately this would cause 1 of 2 things.
- Queue times will increase dramatically due to 2 seperate modes.
- SWF will lobby dodge until they get the same lobby as their friend/s driving up queue times as well. (This happened before SWF was introduced.)
If they do anything, I just want a 50%(2man), 100%(3man), 150%(4man) increase in bloodpoints so its worth my time actually playing the match.
Doesnt league of legends have something like when you dodge you get a dodge penatly of some sort? If that were to be implemented it would take care of the 2nd issue.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1076486#Comment_1076486
The queues are already dead, and you can't punish people for playing with their friends.
/thread
You would still be able to play swf though thats not punishing. However, I agree with you on the queues being high mainly in red ranks. I obviously dont have the answer but somethings got to give. Really liking what Schmeirbach suggested.
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@McLightning said:
This has been suggested multiple times, and it's never a good idea. Including now.
Why wouldnt it be a good idea let me hear why you think so? Its definitely an ongoing issue that would probably easier to do then reworking maps to make them more balanced. Although, thats a different subject, just want some balance is where im getting at as well.
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@Schmierbach said:
Unfortunately this would cause 1 of 2 things.
- Queue times will increase dramatically due to 2 seperate modes.
- SWF will lobby dodge until they get the same lobby as their friend/s driving up queue times as well. (This happened before SWF was introduced.)
If they do anything, I just want a 50%(2man), 100%(3man), 150%(4man) increase in bloodpoints so its worth my time actually playing the match.
Thank you for replying. That wouldnt be a bad idea either. I like that too.
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@zaquintar said:
How about in said mode killers can see auras of survivors some distance outside of their terror radius. That would counter the swf comms
Well if it would be in a seperate mode that isnt ranked I probably wouldnt care too much if they were on comms but I see where you are going with this. Especially as a incentive for killer to play said mode but would probably be too strong.
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@GHOSTfaceP3 said:
Then killers wouldn’t play it lol no one wants to go up against a swf try hard group
Your probably right its just an idea which is why is said there would have to be an incentive, maybe rift challenges that cant be done without playing said unranked(swf mode).
