EldritchElise87
EldritchElise87
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- EldritchElise87
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It's still busted strong being exposed longer wont change that a lick.
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I love her design asthetic and really want to main her, but playing against survivors with a single brain cell is actually depressing. just worthless power.
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"If you teammates can't last long or someone gets downed at trades"
there's your problem right there.
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I imagine they will have it take 2 hatchets to take a health state, 1 with an iri add on that gives you only 2 hatchets.
Not adjust her number of hatchets, give her 115% ms, disable ability to hold hatchets within 32 m of hook, call it good.
Will never see a huntress again.
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Its only been a day and im getting survivors that seem to have learned the distance you can turn with slice and dice enough to dodge it consistently, I am struggling to get hits on aware survivors when they are not animation locked, which idk if I just cant get used to the third person camera and hitbox, or learning how to mindgame around pallets properly with them, but I am not having the best of times tbh.
The slowed scamper fels like in nearly every loop in the game its a waste of your power, and you'd be better breaking the pallet, by the time I have scampered over the pallet the survivor is close enough to go around the loop again, so again the only value i really geting is the occasins where im right behind a god pallet, its dropped with my power off cooldown.
Which is not only situational, dont take much survivor brain power to just.. not do that which feels the same way with most loops, at 110% if survivors just dont drop pallets you feel like a short impotent lil bastard.
But im sure itll be nerfed regardless.
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It sounded like he was getting other hooks and chases throughout the game, or was he just focusing you only?
It sounds like you just got caught three times and your teammate threw the game by hook self deletion early anyway. Id be much more mad at the survivor for giving up.
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You need headphones to play Spirit at all, why shouldn't it go both ways, just ,listen to where she is.
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Its a perk that either has zero value and serves as a minor annoyance, to with stacking of offerings and teammate coordination , the most value of any perk by some margin. (in terms of killer time wasted/hooks lost)
It's not healthy no matter which way you slice it.
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Attacks made towards hooks should target the unhooker, and have hits registered skewed towards them, with base kit borrowed there is no reason for the extra iframes to exploit whilst unhooking, if we had that back hook grabs can stay gone imo.
As a killer if i see survivors making reckless or stupid attempts to save, i need some way to punish that behaviour.
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In my day we had to remember where pallets and windows were with our brains.
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At that point you may as well get rid of hooks entirely, give survivors a pool of 12 lives that the killer has to down through and the last 4 eliminate the survivors.
Personally that sounds incredibly boring and takes away a good part of the interactions of the game (member how that system worked in last year the nightmare) , but I genuinely dont think you will be happy till thats the case.
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Shes been nerfed repeatedly, what do you want.
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This game is heavily RNG based, and many cases a win or loss is detirmented by perk matchups, map tiles, and straight up jank. There are many scenarios in games you will come across that will just be unwinnable, and the only way to play this game and not lose your marbles to toxicity is to just accept that.
You dont need to care about what other players in the game thought of your performance, at the very least not in any persona way, its super hard though and it took me years to get to a mental point where I can let this games aspects not affect me, and entity knows you only have to look through this forum to see the negative effect it can have on people.
. It is after all, just a video game.
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I havn't been able to play spirit since she got gutted, I genuinely do not understand how people still think shes strong. Survivors can just hear where you are at all times.
Just be near a window, which isnt too hard.
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I have started to see Survivor teams start to actually use turrets effectively, to chain around loops to pretty much any your power the whole game.
It's not as bad as singularity as setting them up still requires a time sink by survivors, but it really won't be long before people get better at shutting down tiles, and actually setting turrets up. It can be pretty miserable if they know what they are doing and the changes however needed make that 100% worse.
It was nice having a killer that wasn't overly punishing and exportable by bully squads that isnt blight or wesker, which is a shame.
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Killer is Malicious "Just have a perfect game 4 head" too.
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Survivors that crawl near windows should be instantly teleported to a hook /s
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So sick of games where 2 will Dc early on, and the, the 2 bots will waste my entire game just trying to get rid of the annoying things. Such dull, boring games that you know how long each chase will last before you even start, and the human plays have enough basic game sense to abuse the bots ai to mess with you.
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unhinged balancing idea. no.
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I want hatch grabs back. its so boring now.
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BHVR to Survivors. "Oh no, your poor babies, have a visual TR indicator, generator icons, chase icons.."
BHVR to killers. "we made the game physically uncomfortable to play because f you thats why."
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it sounds like you sweated to prevent the killer from getting a kill, then accused them of being sweaty.
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Comments are wild, slugging to me was always choosing a build and killer and go into a match trying to get 0 hooks and get everyone on the ground, either to hook them then for the 4k, or just to make them sit there for 4 mins to be toxic, this was. It was a killer generally doing things just to make survivors have a bad experience over simply winning.
Slugging nurse might still exist but when people talk about slugging now, they seem to mean "any time a killer downs a survivor and dost immediately hook them*
This is stupid, as often the complaints from survivors as to why slugging is toxic, is that it robs survivors of 4 mins- but then crawling away defeats this.
As with most things of this nature, ignore it, the only one who knows if you play fair to your own sense of morality is yourself, and in this game other players will generally have confirmation biases, or just be a bit entitled.
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Do you just want survivors to have 3 lives and remove hooks altogether?
That sounds incredibly boring and you are taking a huge part of the game, but the way some people whine they just want less interactions.
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Can i block survivor perks? Or items? What the hell do you want. If you don't like the game, dont play it.
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I actually miss bodyblocking wraith, it used to be much more fun with speed add ons.
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I feel bad for survivors that misuse turrets then start campaigns to whine and get the game changed needlessly again.
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A good team is more than capable of making life miserable for Xeno, the fact that its counterplay requires some effort and for thought from survivors means that the cast majority are going to eat ######### vs xero, this is fine.
As long as paying attention and actualy playing the game to a reasonable level is balanced vs Xeno then I do not care what the average throwing solo q survivor that thinks turrets can make Xeno drop survivors or is going to stun you round a loop or something.
Skill issue.
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The difference between survivors being survivors, and not knowing how to use turrets, acting like they can stun you out of pickups or just using them to annoy because its funny to set the killer on fire, and comment teams that can bait you into areas, and force you to make descions between tankng fire and losing your power, breaking chase to track the turret or sticking to your chase, is huge.
literrally skill issue, the turrets can be plenty strong if used well, a lot of suvivors arn't using them well yet.
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So thats what that is.
It feels awful pls change it. whiffing then getting a faceful of fire is just annoying.
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Knocking it out of runner mode mans it either chases you with M1 for a while or breaks chase, what do you want it to do, kill it?
Using turrets effectively can shut it down and be really annoying, basically adding time to begin any chase. I have seen survivors already learn to place turrets so that I have to commit fully to being burned to break the turret, and that sucks from a killer pov.
in short, skill issue. As survivors get better at using and placing turrets, itll be fine.
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Please don't Pryamid head them.
Xeno is perfectly fine, if they want to nerf its power, then buff turrets back up a bit, for the love of god don't make the power clunky or worse to use, even a little bit. It's perfect the way it is.
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It's either useless or insanely broken, and on the right map with oak add ons its stupid tbh, can just deny hooks in whole corners of the map. And if a team builds around preventing slugging, its one of the worst things to go against imo.
Perks shouldn't be this map dependant to get value, and the value shouldn't be as strong as deny a whole hook (often after a chase, pickup, and carry. If you lose a hook this way against a decent team the game is over.
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"this will benefit killers.."
no it wont shut up.
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@Audiophile said:
OMG the exaggeration is epic. If that ‘strategy’ worked people would be using it now all the time to struggle free when being picked up. The reality is that’s workable like 0.3% of the time.
Reality - this will be harder to deal with people going for plays with downed survivors - sabotage, flashlight, etc. Oh no… you’ll have to pick up the survivors quicker and lose a few more in transition.
Also - this will stop all the fng a holes who used to slug the 3rd to get the 4th which evidently proved they were good at the game. Lol. Sportsmanship be damned, I will leave you on the ground and ruin your gaming experience for 5 minutes because getting all 4 means I’m fantastic. No more slug traps. You know the lose/lose situation where if you went for the save you’re stupid and if you left them on the ground you’re a bad teammate? This is LONG overdue.
Everything connected to slugging was garbage. Please get a grip and continue to enjoy your 75%+ kill ratios. Decent killers are not at 61.
"slugging the 3rd to get to the 4th" as if the hatch mechanics arn't the ones that force killers to do that.
the only reason to ever not slug a penultimate survivor is if you don't actually care about the final one escaping through the hatch, which to be fair i rarely bother anymore but if killers want to actually do their objectives its the only thing they can do.
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The biggest issue with his current hitbox is at short range it is simply not consistent if the survivor is dodging or moving erratically, forcing a guess and a high chance of missing, calling it a skill issue ignores the fact that at best getting a grab is a guess and can't be relied on regardless of killer skill.
Coupe this with Weskers disproportionate loss of time for missing an ability if you account for charge/cooldown and being moved out of position, even worse if you throw a survivor without dealing damage. You only need to whiff 2-3 times in a game to have a huge impact on momentum, so you may well see Weskers in your games appearing to do well, but I think people are missing the whole game when they see it from 1 survivors pov.
So it comes down to should Wesker be able to consistently land his ability or does he need to be doge able by switched on survivors consistently, given his ability needs los, is stopped by obstacles, has a lengthy wind up and cooldown and requires positioning to even deal damage, having the bound be fairly consistent to hit feels fair.
If you go the other way, and require a higher degree of luck/mistakes from survivors to hit (notice i didn't say skill) then he needs a lesser penalty for missing a la the tweaks made to Pyramid head.
I don't think its justified given his other limitations however, and just tweaking the hitbox back to 30cm or so is all thats needed.
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To me tunneling is focusing on one survivor to the detriment of your ability to control/win the game, and instead to just grief one survivor unnecessarily.
anything beyond that is part of the game and i stopped caring a long time ago.
If I am as a killer playing around BT and DS as I would do normally then I know im playing as expected and wouldn't expect any different.
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day #524 of telling bhvr that the chat filter leads to more toxicity and doesn't let someone see the difference between an innocuous word and slurs.
I don't care about someone being salty in chat, but as a trans person whos profile makes it clear im trans, idk id like the option to block/report the more egregious stuff in chat if i see it.
But to remove the filter you would need to have a better reporting and banning system, and that costs time and money ig.
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@Reinami said:
The problem is that they release the PTR, and see bugs or issues, which is great. But then they fix them in the launch patch. they don't do a second PTR to test their "changes from PTR".
Realistically, PTR comes out 3 weeks before the patch. Why are they not updating the PTR weekly, or hell even daily with changes to test things out?
The baffling./funny thing is THEY USED TO DO THIS
i can't recall the actual chapters but 100% they have made pre-ptb changes to test things before live, it kind of leaves the only plausible explanations simply laziness/cost saving.
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I just miss when you could zone survivors out. I never clicked with him after that nerf.
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The thing with the hitbox, is it's not a case of it being impossible to hit, it's not being possible to hit consistently, or when you would want to use your power.
If the survivor is aware, hitting becomes at best a 50/50, and the penalty for missing being so harsh. The amount of lost time for missing a strike, especially on the 2nd bound, if you account for charge/travel time and cooldown is insane, cumulatively only missing a few times in a match is going to amount to losing the match, which is why if you play against a Wesker that's getting downs, you are probably not seeing both the missed attempts, and also situations where the Wesker is just not using their power when they could be.
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it's making me want to stop playing and wait and see if he gets adjusted. Theres a lot of potential in his power and he was so much fun to play on the PTB but i have not had more than 1/4 kills in 12 games.
Way too punishing.
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i am straight up not having a good time.
It feels like playing Pyramid head post-nerf in that the only places to reliably use your power are places that you should be able to m1 anyway, almost every other situation gives the survivor plenty of chance to easily avoid.
He's not ad, just not consistent enough to be good when missing an ability hit costs so much time, along with vaulting pallets feeling like a waste of time in all but specific scenarios, vaulting feels clunky too.
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its the way its always worked but for licenced chapters it stings a biot extra hard as it works out considering more in cells than the DLC would cost, so its tempting to spend more real cash to get it early, which kind of sucks but hey.
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In this the first thing you should have done is stop crouching and trying to stalk, and just run the ace around to get the shack pallet down, You kept looping back and crouching around both loops giving him more than enough time to avoid you.
Ghostface isnt invisible, if the survivor has seen you, they have seen you.
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*laughs in ghostface*
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100% of peoples issues with noed stem from it feeling unfair when the killer is "less skilled"
On the face of it, the perk is fine, counter able, and has other, better alternatives to get instadowns, you could reduce the speed boost, give it a short delay before activating, bring in more incentives to do bones and it would still be complained about, because it allows a killer that gets 0 hits all game to seemingly steal a kill,
So you either remove/rework the perk entirely, or accept that if not noed, it would be bbq, or any other perk deemed to be "low skill" that can be complained about and instead balance perks around how effective they actually are as opposed to player perception.
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Game is unbalanced
Game is about as balanced as can be expected for an asymetrical game
Both these points are true, and its why we don't exactly have a slew of viable alternatives to dbd. Think back to every dbd rival thats tried to launch the last few years, none of them were balanced, a few were complete train wrecks.
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So i thought about this a fair bit, the abuse being caused by this cosmetic is pretty apparent to see, and its clearly not acceptable.
I can see a few sides to the argument, removing just Claudette's face singles it out, and sets a worrying presented that minority groups cant have certain things in the game just because it may be used in an offensive way., honestly so would just removing the faces altogether.
I watched this panel recently which i would recc to anyone looking to get a wider perspective on it.
https://www.youtube.com/watch?v=Ha_dd6E9Jv4
I think i came to the same general conclusion as the panel, which is that removing it wouldn't be ideal, trolls will find a way to be racist trolls regardless, the best way to deal with this would be tightening up moderation and reporting, BHVR need to start banning people that are recorded trolling in this manner and treating it the same as any hate speech in dbd/steam.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2644989#Comment_2644989
Because it's not purely dependent on ping.
A survivor could have 100 ping, the killer could have 20 ping...but if the survivor did the action first and early enough then it would count first - it's what information the server receives first...in those circumstances if the survivor did the action the same time as the killer, then the killers action would count first due to lower ping.
I get why it happens, but are there any plans or possibilities to clean this up from a player perspective? Both on pallets and DH, seeing a hit reaction but not getting the hit feels like trash, takes you out of the game to have to double check the player icons to see what happened.
There must surley be a better solution to validating hits than this, it should be game design 101 to not give players false feedback.