FranzDerPalme
FranzDerPalme
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2611864#Comment_2611864
Except that week after key nerfs/ changes were announced and we had a key in nearly every game
Yeah, but that makes sence doesn't it? Because people knew that they will become pretty much useless after the nefe.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2612921#Comment_2612921
I just had one tombstone piece Myers today lol. I was totally unexpecting it.
I also didn't see them coming xD
Especially after the first one I was thinking to myself "What are the chanses he is bringing that aswell. Nah it'll be fine"
And the third one was like "Well now after I had two of thoses it just really can't be, can it? Wait hol-up you're kidding! AHHHHHHH"
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2612889#Comment_2612889
What was your team doing instead of gens, t-bagging him?
Well, that I don't know. But that is what usually happens if you don't play full-team. At least for me it is (playing on European servers), usually at least one m8 is just useless, doing totems or hiding in a corner even in red ranks.
Often one is beeing chased, one is chasing the chased one to Flashlight-safe or to try and get him a hit and one is doing generator.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2612480#Comment_2612480
Whenever I see tombstones in the game, it's because everyone escaped and the end tally screen said they had it.
I guess you're just a lucky person, or playing either with low ranks or with good m8s.
Had 3 Myers today, all with tompstone or tompstone pieces. Everyone of them killed at least 3 survs. The first of them even brought the add-on that he never leaves tier 3.
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@[Deleted User] said:
*32 meter terror radius*
*power comes from survivors' mistakes*
*hard countered by doing gens*
*almost all gens done by the time EW3 goes off*
*can only mori with base hit, not a lunge*
*can't mori out of a locker*
I'm still trying to figure out how it's OP. I bet the data shows fewer than 2 kills/average for this addon.
Bro, are you kidding rn?
It isn't really a mistake of the surv to be seen by him, it's just naturall.
It does not take that long, especially if you just bring a tombstone piece.
Even if you don't kill him with the hit or the locker, most survs that know u have the offering, will try to either go into the locker early, so you have a shorter chase, free hook, and in best case still tier 3. Or they will stay at a "safe" pallet that they vault way to often, so they get downed and not killed, and you again have the same effect of a "free" hook, and best case still tier 3. Or if you don't hook him, you can still go either down the next or mori the next.
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@katoptris said:
If you and your team can't hide from Myers then you deserve that mori.
Well thats also just stupid. Because you literally can't really pip up, if you never see the killer. You need to get a lil bit of chase points and a lil bit of healing points. And let's be honest if you just hide all the time it ain't funny aswell. Because if you only hide it is pretty much just a game of hide and seek, but if you get the chase it is kind of a mix of hide and seek and tag, what is way more fun.
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@Nathan13 said:
Because Myers actually is rewarded a mori for spending a lot of time leveling up to tier 3. It easily loses you 3 or 4 gens when doing so. Unless you bring corrupt and maybe ruin to help.
Well that ain't true, that only costs you that many gens if you bring the "stay-forever-in-tier-3" add-on aswell. I had a match against a tumpstone myers just 5 minutes ago and he had it charged up after 2 gens already. Second time after the next gen and we couldn't manage to do any more then that.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2611837#Comment_2611837
Not saying I think Tombstone Myers is fine, but both Tombstone add-ons inflict an actual penalty to Myers by increasing the amount of stalking he needs to do to reach Tier 3. The Hatch/Key may have a condition to it, but it has zero downsides.
Hmmm... Yeah that is a good point. I would argue that people would triehard with the hatch to hard and not commit gens, but that is only because of their own stupidity and not really a real downside of the key itself. Then they should add a downside to it.
But great point thanks for adding it to this discussion! Didn't think about it, that way
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@MrDardon said:
Judith's Tombstone is an actual viable Add-on now. 200 % more Evil to charge is a fair deal. You can stay EW 3 after killing someone but with the drawback of being a 4.2 m/s Killer during EW 3.
Tombstone Piece needs it's stalk requirent increased from 150 % to 200 % as well. The loss of EW 3 after a kill is fair as it's also a more common Add-on.
Sure you lose you're tier 3, but the surv team loses a viable m8 that can safe another surv, or do gens or pretty much anything.
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@Kebek said:
Because for one, it's 1 killer out of 25 killers so your chances to even see him are rather low, it's ultra rare / very rare addon that is already unpopular and rarely used due to the very different playstyle it has, it has multiple ways to completely deny killer the ability to use it (lockers, awerness of MM addons and time it takes to charge them, obvious perk choises for the builds that work with it, mori hand etc) and most importantly, it's FREAKING Micheal Myers, you should be honored to be killed by him directly insted of beiing space spider food.
Also, the purple tombstone will get nerfed since it's time efficiency is overtuned, that's pretty obvious but there's nothing work with the pink one, it's one of the best designed addons in DBD.
So were keys, they were rare or very rare and not everyone would bring them, you would see one in every 10-20 matches. And even if sbdy would bring a key it would often not be used.
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@Seraphor said:
Tombstone Myers is an example of a mori that is earned, it's his entire power and it takes ages to charge up.
It may be a little overtuned but it doesn't need removing outright.
I do think that is alright, but I don't think that the hatch was any worse then that. I think both were justified I don't understand why they wouldn't leave both in, they're pretty much the same
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@tennmio said:
https://forum.deadbydaylight.com/en/discussion/comment/2600597#Comment_2600597
I do (if even possible) write to every player if they show decent behaviour (it is a bit of work on dbd). Usually thanking them for fairplay. It's not even much work as it doesn't happen very often and it is easy and fast enough to write a thx in between two games. Oftel while I type (I have to type every single letter with my controller and it takes a while) I get some message asking me if I'm going to complain because I died or something similar and a lot seem surprised getting a nice message. I guess that says a lot. Bet you got some storys about that yourself o.o
Yeah I do xD
One of the funniest things that happened to me was that another surv was flaming me in the chat and the killer started to defend me. Those moments were jsut amazing and I'll never forget that xD
I used to thank the other players for playing fair aswell, but kinda lost that tbh. but I usually try not to be that toxic if I get mad, I try to ask the other player/s why they played like they did, what caused that behaviour and what they want to accomplish with it.
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@tennmio said:
https://forum.deadbydaylight.com/en/discussion/comment/2596848#Comment_2596848
I'd say it would be more fun if players did not try hard as much as they do.
I agree that even in a 4 vs 1 tunneling and camping from the beginning take away the fun for all 4 survivors and I can't really imagine a killer having fun playing like that neighter. Not sure how much killer you play, but rude, provoking and unfair behaviour can be found on both sides wondering who started it seems like the "chicken-egg-problem" if you know what I mean. What I noticed is that it is more likely on my platform to message survivors than killers that is one of the reasons why I wanted to address this here. To survivors I am usually able send a message in game.
Yeah I understand what you're saying I also don't quite know where it all began. Back in the days it was also a problem, but it was not quiete as bad it seems to be. People used to say thx after the match and tunneling wasn't that much of a deal. But maybe it's just how I remember it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2596845#Comment_2596845
Killers get a wonky, hard to use speed boost that costs them an addon slot.
Survivors get a free, powerful toolbox or medkit.
There's a big difference.
https://forum.deadbydaylight.com/en/discussion/comment/2597138#Comment_2597138
I've watched and read plenty of guides.
It's entirely possible for a gen to be done 14 seconds into a game, 2 gens before 1 minute and 3 gens before 2 with a coordinated group, PTS and multiple toolboxes. Worse, with the right rotation strategy, 3 gens can be completed together before 2 minutes while one player scouts/runs the killer.
Even with Discordance, on the wrong map, it can be literally impossible for some killers to reach the gen before it pops.
Hell, I'm probably 'middling' MMR wise, and I frequently have games that despite my best efforts see multiple gens popping before I even get a chase. RPD (and to a lesser extent Haddonfield and Badham) are the big offenders here.
You can run CI, which of course requires you to either farm for months or pay real money (and level one of the least popular, jankiest killers in the game) or pray for it to pop up in SOS (never seen it).
Plus, on certain maps CI can backfire and you end up wasting a perk slot. You can run LP, which can have the same problem. Or you can 3gen into camping and slugging, or run NOED+NWO and hope you get good gate RNG, which is about as much fun for the killer as it is for the survivors.
Watch any top tier killer stream and you'll see what I mean. Even folks like Otz regularly get skunked by SWF groups
Dude what the actuall **** do you just want the game to be boring as hell? First of all, the Items that survivors can use are not infinite. Even if they bring a toolbox or a medkit it will depleat, or you can just bring frenklins and depleat it for them.
Second of all, there are many add ons for killer that are super easy to use, like the "bring more hatchechts to the match" for the huntress or the "Your traps are gonna open themselves rdmly" for the trapper.
Like what do you excpect from the game, do you just want the survs to go and hook themselves on the hook for you or what is that about? Especially you're describing only the case that all 4 survs are rushing a gen, what is almost never the case in my experience except if you play against a 4 man swf and even then it is not guaranteed that they will do that. Often there is one who is beeing chased and the other ones might do a gen. If you play solo though you're happy if 1-2 of your m8s are doing genereators, because in my experience there is always this one person who is hiding as soon as he has terror radius, one is always just running around the map, and one is beeing chased.
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@tennmio said:
If 1 person dc's right at the beginning and 2 people brought bloodpointofferings for everyone, maybe consider not tunneling, camping and slugging people. With 0 gens done, ruin up, on a map (midvich) that you decided to go to. With you having good perks and add ons, when those survivors don't even bring 1 meta perk.
For those about to complain: No I don't expect someone to farm, I don't want to farm. BUT one can play differently in a 3 vs 1. Be respectful, don't tunnel/camp. Give survivors at least a chance to get some points. Just behave like a feeling, empathic human being, it's all I ask (if that isn't true for you, just play as if you posessed those qualities, like an actor).
Tbh I wish the devs would punish tunneling and camping in 3 vs 1's when bp offerings were brought. Like there is NO acceptable reason to play that disgustingly selfish if you are already having an advantage.
I think in general the game would be a lot more fun if most killers wouldn't try hard that bad. Even in a 4 man match if the killer camps, tunnels or slugs it is often just really annoying and I think that's one of the biggest reasons why people are toxic.
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I don't know what exactly your problem is. I tried both sides killer and single surv it is pretty much the same as before.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2590926#Comment_2590926
Most maps should be cut in half, that would literally solve like 70% of the game's problems. Like, the Game is huge for no reason for example
That would be a super bad thing. If the maps would be cut in half you would pretty much always be in the terror radius of the killer if he has a bigger radius. Especially if he brings perks that widen it you would always hear him. Also the gens would be way to close by then and you would run into issue like five-genning yourself, because the killer could literally just hear what generator your touching rn.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2588683#Comment_2588683
So what exactly do you suggest?
Killers now can't down a survivor if they've already downed them?
Automatic unhooks?
Baseline unbreakable?
Exactly how more survivor sided do you want to make this game?
In my opinion there are two things that are super annoying, that happen if you play as a survivor and those are beeing camped and beeing slugged.
I think there are multiple ways how the devs could do sth about that, for example add a "give up" option if you're longer then x minutes on the floor, or after you've bleed out about half of your progress bar.
And maybe don't give the killer so many points for camping and or add some kind of mechanic that survivor have a chance to save someone who is hooked, even if the killer is camping. Sure there is Ds and bt but tbh they're not enough especially in the last few days the killers I played against are literally face camping and even if two survs come to save another usually one gets grappled coz the killer ain't trying to hit them.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2588683#Comment_2588683
A survivor is just as capable , the methods just differ
No it is literally not true. As a killer you can just ignore a surv that is annoying you, but you can't do anything as a surv if a killer wants to annoy you. If the other player wants to make you feel bad, it is way easier as a killer to destroy a match for a surv then the other way around
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What do you mean by not really? Have you ever played this game? If you play killer And somebody annoys you, you can always leave him alone and do sth else, but if the killer wants to annoy the surv he can just camp, tunnel or slug you and there is literally nothing you can do about it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2587081#Comment_2587081
Killers are always the power role, in this subject we were talking about DCs. The killer can at any moment end the game and it's not on the survivor.
Speaking of strength, they are still the power role, it only matters how good you are and how good you can use your perks and addons with your playstyle to overcome the situation in your game. Some killers are weaker indeed, we all know the tier lists.. but especially with MMR, everyone can do it now. In the skill based games, you are matched accordingly, you are the power role... it only matters how you handle it.
I totally have to disagree with that.
I don't know if you've ever played this game for a longer period as a surv, but in my experience especially if you play against a killer and you're better then him he will camp and or tunnel you. Often they argue with "They got gen-Rushed" while they were chasing you, even though they could have left the chaise any time. And the ones that just kill you "fast" are the nicer ones. I also have been left on the ground blocked in the basement and many more. And in some of those situations you just don't want to waste any more time with this killer.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2587060#Comment_2587060
You know that it's actually quite good for survivors too? Unless they liked to use key for free escape
1) You will not have situation where killer just stand on top of hatch and close it instantly, because he found it before killing second survivor.
2) When there are 2 survivors left and you run killer, second survivor will not just ditch you waiting in locker next to hatch, so you have better chance he will finish gen.
I mean I usually play with at least one m8 that I know and we had the situation that our m8s died quite fast and we were left with 2-4 gens and didn't know what to do, if either one should kill themselves or whatever, but sometimes we found a key and could turn the whole thing around. It was a amazing moment but that is not possible anymore. Or this moment when you run towards the hatch one opens it the other one gets downed straight on the hatch and still makes it, that can't happen anymore and that is so sad.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2587046#Comment_2587046
There are tactics you can do. There are different types of players, some want to annoy other people while others just to win, so they do the same strategies but with another purpose, that's not toxic.
While I did mention both, only 1 type is toxic and this one can be easily spotted by the way he plays... however, a lot of the times this tactic is triggered by the survivors during a game (others could instantly do a basement play, the moment they start in). It happens and I see it daily survivors trying to annoy the killer, and making the DC, then in post game chat trashtalking even more.
Not everytime though.
I mean I know what you're talking about. The thing is that often it is only one person that wants to annoy the killer and all survs will be punished for that.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/289742/about-the-hatch-nerfe
"they should at least also remove the killers ability to close it"
So you complain that keys are useless, which they are not. They are bond and OoO in item, everyone is just used to free escape with it.
If killer can't close hatch, it will never be closed, so what is that key for?
And imagine I kill everyone else on 5 gens left, like what the hell should I do as a killer, when I find hatch, but can't close it?
I am gonna stand on top of it, so you can't go inside, then i am going to get something to eat and maybe watch a movie, enjoy m1 simulator.
Okay yeah I get that, you got me there. I still think it is not good, that it only spawns if there is only one player left, seems unresonable to me.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2586909#Comment_2586909
How is it fair that the survivor can escape for free cause they have a item?
How is it fair, that killers can mori the survs and don't have to hook them? That was kind of the same thing
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@Hippie said:
I think the nerfs are fair. The hatch was only ever intended to give the last player a chance to get some big BP, not multiple players bypass the objective and end the game early. And with the hatch/key changes, I've actually had less teammates camping the hatch waiting for me or a teammate to die.
The Killers slugging for the 4k hasn't changed though, in fact during this event it seems to have gotten worse... but I believe that can be fixed with a "give up" option for Survivors who have been left on the ground for around half of their bleedout timer, or 2 minutes. Or else have Survivors get a free Unbreakable after 2 minutes of being slugged. Either of those would be very helpful and make for healthier gameplay.
You couldn't bypass ######### tbh, because you had to finish as many gens as players where in the match(including the killer) for it to spawn. So it was pretty fair in my opinion.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2586918#Comment_2586918
Thing is, if you know the killer is the power role in every game... you as a survivor, you can cause the DC by the way you are playing... so even if this is not fair, why wouldn't you be nice?
While knowing the killer can end the match at any moment, you as the survivor still try to make such an event happen. It's interesting.
I mean I get that, I understand that the killer is the power role and has the ability to end it all, but if the killer is just slugging you for the whole match and or tunneling you after you get picked up, after he slugged you and he is just looking at you nodding his head, I understnad why you'd leave.
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@JohnWeak said:
that many survivors feel forced to play some games when it is enabled.
Everytime a survivor is early camped or tunneled, it's 1 and sometimes even 2 survivors DCing.
It shows that some behaviors, especially camping/tunneling 1st hook are considered toxic and totally unfun by the survivors.
Haven't seen one killer DCing for the last days while i have seen at least 20 survivors DC. It means a lot.
And also it is a lot easier for a killer to ruin a survivours match then for a survivour the killers fun.
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@Mat_Sella said:
As it should be.
Why should it be like that? That isn't fair, especially because you can literally waste the chests or your bloodpoints on pretty much useless keys
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I mean in a chaise there are not really any rules in my opinion. I think the chaise is pretty alright, the thing that is much worse is the time after the chaise, especially if you did well and the killer punishes you by camping or tunneling.
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@Seiko300 said:
Just bring no mither ez lol
Bruh, ur kidding right? xD
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Wouldn't it be also kinda cool, if you had some kind of multiplier based on your rank?
So that you would get more points if your a higher rank
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@Seiko300 said:
It is far too strong in its current state, the reason for this is, is because it is no longer being used for its original purpose: as an anti-tunneling tool. Instead it is now most commonly used as an aggressive tool which facilitates extremely aggressive plays or allowing players to make extremely stupid mistakes and either way the killer cannot punish you for it.
The answer to this problem is honestly quite simple however, we don't need to nerf DS in that we don't need to nerf it's actual effect. Tunneling sucks, and a tool that helps survivors counter it is great, what isn't great is when that tool is quickly and widely abused as a "hey, look at me! I've got invincibility for 60 seconds!!" mechanic.
The answer is simple: deactivate Decisive Strike when any of the following conditions are met:
-A survivor begins repairing a generator or cleansing a totem
-A survivor jumps into a locker
-A survivor exceeds a distance of 48 meters from the killer.
The logic behind this:
-If you are in a dangerous position shortly after being unhooked and the killer is still nearby you should not be repairing a generator. Repairing a generator means that you feel safe enough to stay still making noise (repairing a generator / totem cleanse). If you feel safe enough then there is no reason DS should still be active.
-In Dead By Daylight the survivors should never feel completely safe, the killer should always be a potential threat at all times. The locker trick violates this concept with complete disregard, survivors feel 100% safe just because the hopped into the confines of a red box. Were I an actual killer, I would stab you in the throat then and there for being so stupid. Lockers are not get-out-of-jail-free cards, there has always been some risk to jumping in a locker: you're out of sight but you could still make noise on the way in or even while you're inside when injured. This trick flagrantly spits in the face of killers
-If you are at a distance greater than 48 meters from the killer himself, you. are. not. being. tunneled. You have clearly already escaped and the perk has served its purpose. You should not be able to run all the way to the other end of the map, and then run back only to play extremely aggressively because you've still got time left on the DS timer. That is BS and that clearly goes above and beyond just saving you from being tunneled, again, using the perk in a way you're not meant to.
People will say: "ThAt DoEsN't MaKe SeNsE!? If U dIdN't WaNt To GeT HiT bY Ds YoU sHoUlDn'T hAve TuNneLed?? ObVioUslY. JuSt ChAsE sOmEoNe ElSe" I hardly believe it's tunneling if 1. the survivor runs up in your face after being unhooked because they know they have the ultima defense of DS and then hops into a locker right in front of me or 2. if they feel safe enough to cleanse my hex: totem, repair a generator right in my face, disregarding my presence as the godd*mn killer looming right behind them as if I didn't exist and I were no more than a plushie toy.
As well, sometimes there literally isn't anyone else to chase I don't see why I should be forced to find the immersed P3 blendette that's been rescuing everybody but the guy running DS decides to not make any effort to walk or crouch or be stealthy at all and just runs around everywhere leaving Scratch marks. DS protects survivors who are clearly making stupid decisions on purpose, not because they're actually stupid but because they don't need to put in that kind of effort to escape when they've already got "invincibility for 60 seconds"
The great thing about these changes, is they don't change Decisive Strike. If you are genuinely being tunneled off the hook, you're running jungle gyms, you're dropping pallets, and the killer downs you right away anyway, guess what, you've still got the perk active.
The Locker mechanic would suck, because most of the killers would just slug the person on the ground
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@Seiko300 said:
Player statistics is something the developers have wanted to do for a long time and it's something that's been on their radar for awhile, however it's not as easy or as simple as people think.
The problem comes from figuring out previous information on veteran players. It's not exactly fair to start everyone off at square 1 and have a new guy who's playing all day every day for weeks on end have better stats than a veteran player who's been playing for 4 years and is only now playing a few days a week for a couple of hours. A new player statistics tracker that only tracks from the present into the future doesn't account for those who have sunk in real dedicated time and effort for well over a thousand hours, two thousand hours, even more than that.
Those of us veterans have the benefit of dates on our steam achievements and how many hours we've clocked in but that's about it, and it would suck to get completely shafted and be placed all the way back to square one for everybody else in game to see.
To be honest I have no idea if it's even possible to get four years of information and statistics back, if there's even a chance of it working though I would want to wait for that to figure that situation out before anything else.
I am a Veteran, I play it since 4 years, and sure it would be nice, to have the stats from back than, but tbh. I don't care that much about the stats from back than, I just want to have any stats, they still could add the previous stats to the new collected stats, if they figure out, how to do so, but we could already collect some new once.
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@ThisGuuy83 said:
Only if killers can counter DS in return...
Don't tunnel or slug, there you have two counters
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@Mookywolf said:
oh come on, this is so stupid
obviously it should be that if they run for too long, their shoes catch fire and they lose a health state, and scream for the killer to see their location. sheesh, learn to balance
You forgot, if they still don't stop running the fire kills them instantly xD
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/169785/lightborn-buff
Whether it gives immunity or the current 80% is functionally the same. I run lightborne all the time and im telling you youre never getting a flashlight blind at 80%. It would take 2 of you at tge same time and even then i doubt it.
The real buff is the aura reveal which honestly isnt that big of a deal since usually the peoole trying to use their flashlights stand there like morons holding it till i slap them. Seriously next time you see 3 or more flashlights run lightborne before the buff, youll see what I mean.
Yeah I know what you mean, probably won't madder that much actually, it's pretty much just the aura revealing, what's actually changing.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1423662#Comment_1423662
- You're forgetting that this is an asymmetrical horror game we're talking about, meaning one side isn't balanced to the other. Killers are meant to have strong perks because they're, you know, the killers. Survivors are not meant to be stronger than the Killers yet they have all these perks.
- DS and BT are not useless themselves, it's how the player chooses to use those perks which deems them as useless. Dead Hard does work 50% of the time if you time it correctly. The problem you and most of the community are talking about is latency, from the Killer's perspective it looks like the weapon hit, however with the survivor it appears to register a hit at an unusual angle.
Therefore, telling me most of the killer perks are too powerful when you quickly jump to defend survivors perks are convincing me that you're a survivor main and therefore have a biased complaint.
I am survivor main but I also play killer, and even if I play killer some of those hits seem like they shouldn't hit. And I don't play killer that much because it is often to easy and the waiting time is way too long. What I mean by it is too easy, if I am not a main player but I still manage to get a 4 k as a green rank against a full red rank team, it is kind of too easy isn't it?
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@Digwiid said:
https://forum.deadbydaylight.com/en/discussion/comment/1423679#Comment_1423679
You still get the heal off, and if you jump out of the locker where the killer gets to utilize the 15 second exposed it's just you being bad.
You get the heal, but you show the killer your position, and the killer can get there and take the heal state back. Especially for inner strength you need to destroy one of the five totem's that are somewhere on the map. So I really don't see how this perk is op in anyway. Especially if you play with random people they could just destroy the Totnes before you can, than you can't heal up
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@Digwiid said:
https://forum.deadbydaylight.com/en/discussion/comment/1423662#Comment_1423662
IRON MAIDEN classified as op???
Yea ok buddy
Nah it is not op, but it can completely counter inner strength, should have specified that, sorry.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1423468#Comment_1423468
So it's not okay for killers to have "OP" perks but survivors are allowed? For example you have DS, Borrowed Time, Inner Strength, Dead hard all these second chance perks, you're telling me a buff to Lightborn is not ok?
Those perks are not that op, and killers have already pretty damn strong perks like BBQ, nurse calling, monitor and abuse, pop, iron maiden. Especially DS and BT are useless if you don't camp and or tunnel. Dead hard is pretty useless most of the case's if it works it can give the survivor a lil of a chance to get to a window or a pallet, but tbh it does often not help, because the killer does not hit on the dead hard. In best case scenario it can be useful but not even almost as strong or game changing as BBQ or pop.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1423559#Comment_1423559
And what you get from the aura reveal? Nothing.
If someone tries to blind you, you know anyway where he is.
If you try to flashlight safe, the killer can see you up to 10 sec, if the survivor is close to a hook he can probably still see ur aura and go straight after you. In the current state you would still have the chance to get away or to hide near by, to go unhook your made in a bit. But I guess you are right, actually it does not madder that much. Thank you for the good arguments.
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@Lily0 said:
Lightborn will do what it is already doing?? If you managed to get blinded while using curent lightborn then idk what you're doing. The only difference is it now works against firecrackers , and nobody uses those outside of the events anyway
Sometimes I use firecrackers I saved from the event xD
And yeah blinding is almost impossible currently but at least the killer doesn't see the aura of the survivor.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1423468#Comment_1423468
To be honest being blinded at a pallet doesn't really do too much at least on pc where I (and probably everbody else) use a headset with surround sound. At least if you don't run any antisound perk iron will.
That's exactly what I do, I run iron will, and this little 2 seconds time give me often the time I need to get to the next window or pallet
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@LordGlint said:
Im just curious at how long the perk defines as an attempted blind. Do I have to hold the beam on a killer's face for abit for it to register, or can I do a quick flashlight click and it still counts.
I guess it's at the point you would have blinded the killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/169785/lightborn-buff
No it’s not overpowered.
Yes it completely nullifies flashlights and fire crackers, which:
a) does not prevent survivors still engaging in their objective or escaping.
and
b) prevents flashlights saves which is only going to be a big problem for someone on death hook, and nobody can sabotage a hook. Which is fine, because that’s a down and hook that the killer earned.
It is pretty OP because you can use the flashlight also to blind the killer in a chaise, while he vaulting a window or breaking a pallet, it's not much, but it gives you about 2 seconds heads up, that's something.
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@Mtom912 said:
you basically can't blind a killer with lightborn currently, basically no difference imo
Also lightborn imo is a waste of a perk slot anyway, it's not difficult to bait out a flashlight save for more pressure
That's true, but at least he does not see your aura currently
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@Voyager said:
https://forum.deadbydaylight.com/en/discussion/comment/1403680#Comment_1403680
When I reference a SWF group, I don't mean random people grouping up for fun, or even friends on discord just having fun without a serious need to win. Against groups like that, winning for a killer is still possible. Harder than it should be just from simple problems like coordinated knowledge of who needs to go rescue the guy on the hook, or one spine chill equating to 4 because that knowledge is insta-shared.
Even without trying hard, the game was not remotely designed with balance in mind if you include SWF.
And against SWF groups actually trying hard, which most are at red ranks, no killer can win outside of top tier. Nurse & Spirit, because they can apply so much pressure and down so quickly. If you aren't getting multiple downs and hooks per minute, against a good SWF group you will lose.
And btw. I just played a killer match with a 4 swf, and they were pretty good, and coordinated, but still it was a more than possible match for me, yeah they did not try hard completly, but tbh. most of swf. don't try super hard, just gen-rushing the killer, except if they see he brings a mori. Like look at this round:
All of them were higher rank than me, I did not run any pretty strong perks or add ons as you can see. And I like to repeat I am NOT a good Killer, I am not experienced at all. I just run with the with my survivor knowledge.
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@Zagrid said:
https://forum.deadbydaylight.com/en/discussion/comment/1401042#Comment_1401042
I think you underestimate the ability of killers to get downs. There have been literal countless situations where I have gone after the person who unhooked, hooked them, then found the guy who was unhooked, downed them and still gotten DSed. I didn't tunnel and still got punished. That shouldnt happen. Or the situation of the person unhooking in front of the killer without borrowed time. Of course im gonna down the dude who just got unhooked, but im gonna leave them there and chase their friend to create more pressure.
Also, survivors should rely on their teammates to help them when slugged. I don't think slugging is really a problem. Its actually the same reason why I think camping isn't a problem. Usually the only reason people get camped is they either pissed off the killer or their team is too close to them so the killer has no reason to leave, so in that situation camping is the correct play to make.
With slugging, you might see an opportunity to down a person, then chase their friend. Slugging is supposed to be the counterplay to DS. If the survivors make a dumb unhook, you down the guy the correct play to make is to leave him there and chase the other guy. The survivor jumping into the locker removes any counter play to the perk and literally makes the survivor invincible until the timer fades. And as stated before, the stun time on DS is about a second longer than it should be because of old Enduring.
When the survivor jumps into the locker they aren't avoiding being tunneled, they are using DS as a weapon against the killer. If they were actually being tunneled the killer would pick them up even if they downed them normally. Them jumping into the locker is them knowing that if they don't the killer wont pick them up, and if that is the case... are they really being tunneled? If the killer leaves then someone can go pick them up and they weren't tunneled, if the killer just stands there and waits out the timer, well same reason as camping, either they pissed off the killer or its the correct play to make.
TL DR: Jumping in a locker is the survivor realizing that they aren't being tunneled but they want to use DS anyway, which isn't what the perk is meant to do and doesn't fit thematically or design wise.
Btw. I just played a match, with 3 DS's and all of them used it with the locker technic, but still it was by FAR one of the intensesest matches I played in a long time, it was just super fun, and even if it could change something, it just made it more exciting, coz it was not super easy becuase of that
I really don't want it to be changed
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@Voyager said:
https://forum.deadbydaylight.com/en/discussion/comment/1404916#Comment_1404916
It's simply impossible to lose as a coordinated 4-man SWF group. You obtain so much information, it's a neural net distribution network. You know where the killer is, where your friends are, you know who goes to rescue on the hook if anyone is ever even hooked at all. Even what pallets have been broken. To have all that knowledge at all times delivered to everyone, imagine a perk giving that to solo queue players. It would be the most OP perk in the game by a country mile.
It is possible especially if the killer does something like slug. If the killer runs a slug build with infections fright, and stuff like that your coordinator is not that usefull, because the killer does not lose any time with hooking people. Or even if you just play against a really good huntress for example. We often had rounds were a huntress just sniped us with pretty much every single hatched she had thrown. You can't to anything against a huntress like that.

