Exiled1990
Exiled1990
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- Exiled1990
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We are in global lockdown due to a virus pandemic, as such more people are off work, and therefore more people are available to SWF. The resulting effects are that a higher proportion of survivors are reaching red ranks (helped by teamplay and/or time spent on game), and killers are more likely to stay static in rank.
The matchmaking system whilst normally having issues, looks worse right now because of circumstances outside their control. Quite often you will face red ranks that would normally have only reached green or purple by this point in the rank reset cycle.
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As most people would say, you can get rid of NOED once you get rid of keys, and alter the requirements of a few other things that survivors can very easily cheese and manipulate in their favour. The fact is that calling out what you are doing is kind of (arguably and subjectively) against the feel of the game more than NOED alone is. For better and worse SWF is here to stay, keys are likely to be here to stay, and therefore NOED is here to stay.
Map RNG, map offerings, keys, moris, OoO, NOED, camping, second chance perks yadda yadda yadda yadda are all in one way or another subjects of frustration, for either being too strong, having the potential to cuck certain killers, or making survivors lives hell. NOED, whilst deflating when you do well and you know deep down the killer didn't have the skillset to support the kills they may get is still far less a problem than some other parts of this game, and can be countered.
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I don't know man, they combined Huntress and Legion into one package and he's not the greatest killer around.
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I think a fun killer is someone that has consistent and broad interaction and pressure against all members of the opposing team. This of course isn't always to be viable for winning games, but for me killers that can put aside the anger towards the dull af survivor objectives (m1 sim) and enjoy the hunt and chase aspects of DBD are the most enjoyable to face.
It's a shame some actual killers (characters) disregard direct interaction for the monotony of extending time (Legion, Doc et al) instead of sticking to the dangerous, yet immensely fun and rewarding experiences of facing killers such as Billy, Oni, Nurse, Huntress and co.
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I believe that the grind is way too high, and if there is some data to suggest that people return to the game based on an addictive grind aspect, then there is something fundamentally wrong with the core gameplay of Dead by Daylight.
I have the most fun when I have characters with all available perks and I can adjust my perk builds depending on what I feel like doing each game. So in respect to part of the question 'do I want to add 9-36 bloodwebs to every single character for some half assed perks that are mostly filler'? Absolutely fewking not. Do I like variety in killer power or appearances? Absolutely yes.
If the devs had the confidence in their own game to not rely on an addictive, boring element to keep people's attention, thereby letting it stand on its own two feet by game mechanics alone, then I would always be open to new things, but with the way the game forces you to grind and grind and grind some more, I am worn down by DLC releases, and now kind of dread them rather than look forward to them.
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It's better than it used to be in most situations, but depending on how well the killer played it can be a little bit counter-productive to the concept that it is an anti-tunnel perk. In my opinion the timer should be removed if another survivor is downed and hooked after you were unhooked, or if a set distance has been gained between both parties for x amount of seconds.
In its current state it can be abused, especially by coordinated SWF groups, as well as proc even when there has been no indication via the use of common sense that a tunnel has occurred.
Is it better than the old dribble to the hook days? Yes. Are there still ways to make this reworked perk better? Absolutely.
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Yeah Ardetha got hacked and was facing Switch players as Freddy that could not see him.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1180219#Comment_1180219
And enduring lets you swing through every pallet to collect your free dedicated server hits you might otherwise miss, and then with spirit fury you are ignoring every third pallet entirely?
With brutal added on as well you basically ignore pallets and cannot be looped, and I think those three combined are one of the best builds in the game you can run right now. Toss on corrupt or pop too so your game lasts more than 3-4 minutes.
It works especially well if you are on a killer who one shots, gets totally free damage states (plague, legion) or already stops looping to begin with (clown).
I respectfully disagree that is one of the best builds, and putting them all on is gearing yourself up to be hindered in your other areas that you have to think about when playing killer (pressure, information, and other enhancements.)
In comparison putting on DS, BT, Unbreakable and Adrenaline allows you to play around poor mechanics ('tunnelling' being determined purely by time and no other variables, DS proc'ing by jumping into lockers, Unbreakable forcing DS to be used, and Adrenaline allowing all that time wasted to accumulate into you getting healed up.
The problem I feel is not that killers do or don't have second chances, it's that their 'second chances' come at a big cost in other areas of their gameplay, whereas survivors get a nice bump around the board - especially when they cheese game mechanics when they 'play optimal'
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Except that Spirit Fury tends to require Enduring to ensure it is a 'second chance perk' aka two perk slots for perhaps one, two, or if you're lucky three proc's per match.
NOED requires totems to not be cleansed during a match and for the RNG to be in your favour when the lucky set of bones gets picked.
Perks such as DS, Borrowed Time, Dead Hard, Unbreakable, and probably a few others I am forgetting do not have many prerequisites, and tend not to be used for their intended purpose (because you know, people will bend mechanics to their devious plans when given the chance.)
I understand a couple of the perks I said aren't strong on their own, but the problem comes when paired up with other perks. Whilst to get a 'second chance' as killer often requires weakening yourself in many other areas, survivors typically get stronger by incorporating multiple perks for their desired playstyle.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1158917#Comment_1158917
how are you disputing it takes more than 4-5 pips to get back to your previous color? If you were 1 you go to 5 it takes Five to get to 4 from there
Oh, so you mean 4-5 'Ranks'. Pips are gathered from matches, and with enough pips you rank up. Failure to amass pips leaves you at the current rank. Loss of pips potentially drops you down ranks. One good game could get you 1 pip, one great game could get you 1-2 pips, one bad game could get you -1 pip. So, should Pippy Longstocking have a run of bad form, get bad teammates that hinder her progress, or not have the required time to amass the required amount of pips to secure the several ranks needed to go beyond the rank reset drop value, then she is running at a deficit each month.
Add in that some days she may want to only play killer in that game or two she may have spare, other days she may simply need a break from the monotony of the aforementioned issue of matchmaking in the lower ranks for veteran players, and numerous other variables both in game and away from the game, then you may begin to see why 4-5 ranks could be something of an issue for people of certain skill levels, but limited time.
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It works both ways: You seem to get paired with newcomers, who through no fault of their own struggle to understand the game, against a killer that grasps it a little better, or you get a team that is coherent enough to demolish a newcomer to killer, giving you no chance to really get any of the emblem categories filled up enough to pip besides your base objectives.
I did just get to Rank 15 though, so things are looking up for me! I may even get to Rank 14 before the next reset if I have enough free time ๐
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I highly disagree with your simplistic response for a number of factors that you aren't taking into account (getting bad teammates due to rank reset, playing other modes, requiring more than '4-5 pips', being unable to play, playing much better games over DBD, etc), but I only came here to put forward a different point of view, rather than get into a battle of witty retorts lmao.
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I am in the boat where I have over 1.6k hours, I know what I am doing on the game, consider myself pretty competent at survivor, but due to play solo queue, having a social life, having a full time job, and a girlfriend that likes to spend the vast majority of my freetime together I am left unable to get up in ranks before the next rank reset shunts me back down.
I don't think the majority of people 'smurf', I just think the rank system from the very first inception has been a poor experience, that only works for the people that have lots of free time, or those fortunate enough to have crafted a streaming/content creating career and somewhat rely on proving they are one of the best by some sort of figure.