Kurri
Kurri
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- Kurri
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Comments
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Reworking generators and survivor objectives.
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@dictep said:
The kill rate is above 50%. Perhaps it’s you
That's smart. Let's consider broad statistics at face value, and ignore;
- The game has a great learning curve. New Killers stomp new survivors. A lot of new Killers are always playing with New survivors, while average and experienced Killers are leaving the game because they get tired of average and experienced survivors.
- Also average and experienced Killers are purposely lowering their MMR for easier matches against below average and new survivors, making the game painful for solo que, and new players.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2953781#Comment_2953781
I'm only guessing, but I think it might be that there are 2 people hooked, and neither of the other 2 are coming to save them.
OP isn't even looking into the map, they are looking at the other hook, and right wall, hiding to the whole map which is to the left of them.
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I don't understand why it matters how many flashlights they take in? If you're that scared of flashlights, just so you know survivors can get them from Chests too. Goodluck sleeping tonight.
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Give him some Canadian colors - Lumberjack Jeff and Canadian Mounted Police Jeff. Moosehead Jeff.
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@D3spair said:
So I was playing with my Try Hard Bird Lady Build of BBQ & Chili, NOED, Dead Man Switch and Pain Resonance.
I just downed a Feng that is on Last Hook and right next to Scourge Hook
https://us.v-cdn.net/6030815/uploads/JTXFHUJG6WJI/image.png
She DC's while I was picking her UP! She was dead on hook and right next to a Scourge Hook! and there was 1 Gen remaining! and Then boom the last Gen pops 10 secs later
https://us.v-cdn.net/6030815/uploads/4II9267KK40D/image.png
I could have prevented this if she had just waited 10 secs more! I just needed them to scream from Pain Resonance so Dead Man Switch could take effect!
In my 2K Hours of Playing Killer, This is the first time a DC from a Survivor was such a disadvantage and frustrating for me. I did get another Killer though because of NOED.
Hide the names in your picture. Hopefully you reported them. That's a violation of the rules and they could get a temporary ban for it.
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No I would rather not see it at all. This game isn't supposed to be that competitive.
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@[Deleted User] said:
We can only hope for a grind rework this anniversary or soon after. I spent 3 million last reset on one killer and still got memed by the bloodweb
Hopefully we get extremely generous compensation for all the BP we dumped into the current grind.
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The growth of Survivor entitlement is the literal definition of playing chess against a pidgeon.
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@PerfectlyPink said:
https://forum.deadbydaylight.com/en/discussion/comment/2950286#Comment_2950286
Do they have forums, I've only seen the reddit which is mega dead
I don't know. There is Evil Dead Archives, that's anything Evil Dead franchise related https://evildeadarchives.com/forums/
I don't know if the developers for Evil Dead The Game follow it though.
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Maybe try asking on the Evil Dead The Game forums
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Tunneling only exists in the minds of players that don't want to get good at the game. As killer you should be focusing the target who is the most likely to get hit/downed, so if after a hook the unhooked survivor runs to a deadzone. Party at the deadzone. If the rescuer runs to the deadzone. Then party at the deadzone.
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When I face Legion; "Guys please stop grouping up" "Omg why are you letting them get their 4th hit, body block, split up, stun them, do something other than letting them chase the 4th target" "Why are you all healing each other, instead of prioritizing gens?"
When I play Legion;
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The "HAH! GOTTEM"
Borrowed Time - Flashbang - Head On - Diversion
always take Borrowed Time
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I wouldn't just say Survivors. I would say Players attitude. I meet a lot of Killer players that are toxic when they play Survivor, because it's fun to bully Killers. That's just fact. Nothing is funnier than the fact that you can completely stop a 9 foot hulking brute with eldritch enhanced power by clicking a flashlight at them.
Then there is that the game is balanced around the if Survivors have fun, and if the Killer is "too strong". Not about if the Killer has fun or if the Survivors are too strong. Survivors takes mechanics to get second chances, or grant/enhance abilities. Killers have to take game mechanics to try and balance the game to an extent, and the best of their ability.
Maps were being designed that it was assumed Survivors should have everything they need in the Trial, but not considering the fact the Killer needs to have the ability to catch Survivors at some point. The updated Haddonfield map appears that the Dev's have figured out the Killer needs to be able to catch the Survivors at some point especially if and when they run out of resources in one area.
Players + Balancing + Maps = The Problem.
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They probably will never change it, because it is so easy to do at Rank Reset. When in Ash you can get Merciless as low as a 2-3 Sacrifice.
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Also might I suggest that if a player DC's then all hook based perks should activate as if you just hooked that survivor. Seems only fair, because it doesn't make sense that a Survivor DCing is such a penalty to the opposing side.
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I believe it would be. It falls directly into "What actions will result in a temporary ban?" category on the Dead by Daylight support page.
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What I see. Apart of the problem why no game can compete with DbD is because every time a new game comes out that can compete to Dead by Daylight instead of getting to grow their own community; The Dead by Daylight community floods that game, and then starts a comparison war in that games community before ultimately returning to DbD. The fluctuation of numbers, and skewed feedback/statistics is a game developing nightmare for a new game, making then unable to compete to Dead by Daylight with either dying off or continuing with a miniscule cult following.
That's what appears about to happen to the Evil Dead game. Hopefully all of their extra PR, and marketing brings in more non-dbd players so the game can grow even after the DbD community makes it rounds. The only other game I seen doing well post 'Dead by Daylight community raid' is Identity V, but that maybe partial to the fact that BHVR had a helping hand in the original works of the game, gave the chance for the game to grow in Asian countries, and with taking a different balancing direction.
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My only grip with twins is how wonky aiming with Victor is. It appears I hit more survivors that I was going to miss, and miss all the survivors that I appear to had hit.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2949908#Comment_2949908
Announcing that without immediately implementing it would be a terrible idea. It’s like saying “Heyo you hacker people, we’re coming in 3 weeks!” You’d be giving them ample time to just circumvent it entirely.
The reason that this hacking group is having such an easy time with bypassing the anti-cheat is because they don't pay for the better version.
"You'd be giving them ample time to just circumvent it entirely" 🤣
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"We have decided to buy the stronger and better anti-cheat"
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It's Fallout from Bethesda.
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Well when this post on twitter, reddit, and the forums blows up I am sure they will do something soon. It's very serious after all, and I don't see BHVR being that type of people they would risk someone's life to let some survivor click their flashlight really fast.
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I had not even considered this. It would be very important to implement a fix to macro users on flashlights as soon as possible, because we don't even know how many people playing the game the first time may of had a seizure and no one was there to help them. Epilepsy is not an uncommon disorder.
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my gift to you
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I learned to play Spirit without Stridor, and now when I equip Stridor it throws me off completely. Imagine if after a Survivor Sprint Bursts or Dead Hards, and now all of a sudden they are throwing off my ability to track them with sound.
Suddenly your idea for exhausted is a benefit then being a hinderance.
I could see it slowing survivors down somewhat though, like a 2% decrease in speed while exhausted.
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@Chiky said:
At this point I have almost an entire month playing daily at least 6 games per day, sometimes even more.
It is incredibly absurd that in that amount of time I'm still almost 3K shards away from buying the first character.
Is this a way from the developers to try to get you buy the characters with real money?
That is exactly why. The game is pay to win. If you don't pay money you have to wait a long time. You have to wait the long time till perks appear in the shrine, and you have to wait a long time to get Iri for new characters. If you don't use Iri for Bloodpoints from the shrine then you have to grind an outrageous amount of hours to unlock the most common perks on that character.
Pay to get DLC and the character and perk availability faster, and you just cut out months of work getting Iridescent shards. Then start using iridescent shards to cut years of time out grinding BP.
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I know quite a few people that just hook all the survivors twice, and then let escape just to avoid getting into higher mmr. They say they get more BP this way, more diverse matches, and still feels like winning / playing a decent game. Especially everyone is happy in the end game screen.
Ngl it sounds like a good idea and a much better Killer experience.
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Oh boy! The "Get downed quickly, and farm who ever saves me" challenge! Isn't a challenge to do, but hey don't hate the player hate the game.
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I met this weird guy who enjoyed playing Twins. He even laughed when he downed someone. Pretty sure he was a psychopath.
Yea, it was me.
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I'm bummed they didn't give her a space suit.
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@IlliterateGenocide said:
The Speed one would be really hard to do.
Speed Modifiers Stack.
Breakout, Hope, Boon: Dark Theory, Adrenaline, Lithe, Smash hit, Balanced Landing, Sprint Burst, Blood Pact, Guardian, and Clowns Piss bottle
A lot of these can make a speed way faster than 4.0.
especially if combined
So the Speed cap would have to account for these
Then there is teleporting
they don't walk or run at all.
and rubber banding may or may not trigger it as well.
You can code it that it takes into IF the Killer/Survivor has this perk then make the cap THIS amount.
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I tried to switch out Sloppy for Gift, but it's just not the same. I ran into problems where the amount of time I lost walking to Scourge Hooks, I could of spent pressuring gens and injuring survivors. If you can even make it to the Scourge Hook. They seem to have a habit of all spawning on one side of the map, that is just a massive dead zone not even the Gens hang out there.
I think the idea was Gift was supposed to be the Sloppy for M2 Killer's. Though I find myself running other things on my M2 Killers there isn't even room for Gift or Sloppy. Like Huntress I run BBQ, Murmur (bugged rn), Iron, and NWO.
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Balanced Landing Infinites Flashbacks
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I like the new ghostie music
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Imagine me sitting here wait for the thread to get closed again.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/2944404#Comment_2944404
If they made it so leaving lobby screens gave you a small que penalty like a few minutes to reque, would you be okay with them showing SWFs? Or is it something else that you think would be unfair to show SWFs. Because I think giving killers the time to mentally prepare for a hard game, far out weighs the chance of dodgers.
I don't see that working. If you penalize players for lobby dodging when they know they are facing a SWF. Then they will start to go into the match and proceed to AFK. Waiting for survivors to finish all gens in 4-12 minutes instead of waiting a 15 minute penalty. That is assuming that the penalty would start small, and progress into longer penalties the more lobby's you dodge.
Adding the ability to see SWF in the pregame lobby is going to create the incentive to lobby dodge. Penalizing lobby dodging will incentives players going AFK since the match will be shorter than the penalty at some point. Even though statistically SWF doesn't make a huge impact on how a game plays out, players will still feel demoralized seeing it by the stigma that SWF is why Killers have bad matches.
It would be better to just add the ability to see SWF in the end game screen so players can adapt, and realize the impact after the game for future matches.
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It sounds more like you need to change your definition of camping and tunneling.
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I like it. It feels more aesthetic to the Halloween series. I am having a hard time deciding if it is more Killer sided or Survivor sided. Appears to be a very well made, well balanced map. I wish they put this much effort and good work into all their maps.
Like can we get a Haddonfield update on Springwood next please?
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DbD is the only game I heard of giving the player who takes the game hostage a free win mechanic to prevent them from taking the game hostage.
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Easy Fix;
- Add hexing mechanic where the Killer can hex dull totems (same time it takes to place Pentimento).
- Hex Totems no longer spawn on a dull totem at the start of the match. Instead when the Killer has a hex totem available all dull totems are revealed by a yellow aura, and they can go up to one of these dull totems and hex it with their perk instead.
- Cleansing or Booning a Hex Totem removes the Hex, and all stacks on that hex.
- Killer can hex other dull totems with their hex so long as their is an available dull totem. (Only one instance of that hex can be up at the same time - I.E you can't hex multiple dull totems with the same hex).
This makes it that the Killer can get more use out of Hex perks instead of just getting 20 seconds of use at the start of the match. It also means the Killer has to spend a few seconds or more to hex a dull totem. It also means the Killer has more control over where their hex is placed so they can place them more strategically than being a glowing orange/red beacon atop a white hill on Ormond.
Survivors will have to use Boons with the understanding that if the Killer snuffs their boon they can hex that totem right after, and deciding if they want their infinite boon and deal with an infinite hex perk, or cleanse the dull/hex totem from the match (and having to cleanse all 4 other totems to remove possibility of the hex entirely).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2942893#Comment_2942893
"Good" anti-cheat still goes through the same process. The difference is the detection methods of cheating software, however, i don't think DBD is competitive enough of a game to warrant those kind of things.
The game doesn't have to be "competitive enough" to warrant a good anti-cheat software
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Just banning cheaters doesn't fix the problem. Updating the anti-cheat to just gut cheaters when they cheat or before they start cheating is how you stop cheating.
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No. Players should just get a quick message radial to share information in game.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2942485#Comment_2942485
The Hatch was a mechanic intending for the survivor to be able to have an alternate means of escape, something that can rob that is unfair.
The hatch was a mechanic added to the game to stop survivors from taking the game hostage when completing gens appeared to difficult.
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@[Deleted User] said:
It's an impossibility. Whenever cheating gets "fixed", it can and will be broken again by the cheaters.
Unless they put money into a good anti-cheat
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I am selfish enough that I just wouldn't cleanse hexes. Bring on the Mori's.
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@Azshhh said:
https://forum.deadbydaylight.com/en/discussion/comment/2932437#Comment_2932437
Bzzt, wrong. It was a safe save. Safe saves are negated by tunneling which is why devs are apparently looking into options to give survivors to help have more counterplay to it, such as basekit bt
Well I don't need someone to give me Borrowed Time, and I don't take Decisive Strike. Killers that choose to tunnel me have the worst time, because I know how to play, but you know. Base all your skill around second chance perks, and continue complaining about the game instead of getting better.


