AVoiceOfReason
AVoiceOfReason
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413489#Comment_3413489
Out of curiosity, what platform are you on? I'm on Epic. It feels like there's genuinely no matchmaking happening for me in solo queue.
I'm on Steam. I usually upload videos. Since the update, it feels like my teammates NEVER touch a gen. I was chased, got hooked, unhooked, had OTR which is 80 seconds. Got chased the entire time limit, got hit, chased some more, went down and after I was hooked, someone finally touched a gen. This is numerous games.
It's gotten so bad that I just upload whether its a shitshow or not, because the matches are becoming unbearable. It's like they kept my killers with Iri's and 4 slowdowns but gave me the teammates who have never played DBD in their life. I've also seen a big female streamer complaining about the same thing. Something broke in the MMR system for higher ranks. I'm a very good killer and survivor, but something is off.
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@[Deleted User] said:
Complete opposite of OP's experience since the patch went live. I was around a 70% escape rate over the previous 50 games before the patch. I think I've escaped maybe 2 solo queue games since the patch, and the only discernible difference is my teammates. Killers are the same, and I'm not doing anything differently. My escape rate is still 84% in SWF, so it's not like I'm running into some incredible killers all of a sudden.
Same with me. I'm getting super potato teammates with the sweatiest killers known to man now.
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I have almost 4k on Steam alone and I can say for a FACT that I've had over 15 cheaters. I record my games.
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With all these anti-loop killers now, I think exhaustion perks are the only reason why people are surviving as long as they are. You cannot say exhaustion perks are boring, then play Skull Merchant, Knight or The Artist, and say, they're fun to play against or with.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411232#Comment_3411232
Lets hope there wont be mass spammed nerf blight threads. Theyre not as alliteratively pleasing as the nerf nurse ones lol.
I would say that the Doctor is more annoying than Blight lol. Takes a lot of skill plus RNG map tiles to actually do good with him. Doctor just shocks you and prevents you from doing anything lol. I've taken a break from the forums, just to come back to THIS lol.
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I never thought I would see the day when Blight was OP lmao.
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The 200% for just scaring away a person while affecting every gen at once was broken. People knew it was broken, so they combined it with Undying. That's why it was combo'd. It was so bad that they had to nerf both. (Edit: This is why Call Of Brine and Overcharge JUST got nerfed. Same reason. It was broken.)
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@shiroo said:
Is it Today? It feels like it's today. Literally EVERY SINGLE GAME maybe with 2 exceptions has been hard tunneling from the start of the match.
No way of getting killers attention, even giving them a free hit didn't help. Just hard tunnel the person that's been unhooked.
I know it's not killers job to make the games fun but it's also not their duty to make the game as miserable as possible for others...
I don't mind camping and tunneling from time to time but when it happens THIS often...There's no point playing. No wonder player numbers are so low now and Survivor queue has a perma 100% bonus.
Just run Hyperfocus build. Its really good and it helps when killers tunnel hard. They want to get rid of someone quickly then just get rid of gens quickly. Balanced as all things should be.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3174604#Comment_3174604
They nerfed the best gen regression perks though. Gen slowdown as a whole is a good deal worse than it used to be. Also they added a FREE ten second BT with 10% haste basekit to all survivor unhooks.
Please stop spreading misinformation.
They did NOT. What did they nerf besides Pop? Thana still works as normal. They only changed the requirements. Stop spreading misinformation. I can pull a whole list of what perks got nerfed on survivor side. Tunneling is what got BT buffed. Survivors didn't go, oh.. please tunnel me at 5 gens, Killer PLEEEEEEEEEEEEEEEEEEEEEASE. BT was earned because of killers. Blame yourselves on that and stop bringing up BT as a counter. Keep camping a little more and they'll buff Reassurance. You know what I love about Hyperfocus and why others' dont like it? Its a direct counter to tunneling. You get someone out of the game quickly to get the upper-hand, Hyperfocus is there to counter that with gen rush. Congrats on it. You guys REALLY earned it after all that tunneling and camping from that super buff everyone got on the killer side.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3174769#Comment_3174769
Plague breaks people with her base kit, and can still use 4 perks and barely anybody plays her.
The Coulrophobia build is powerful but it is very map reliant.
Plague cannot rush you down with a dash attack or jump pallets. Unless you HEAL and give her a fountain, she's just an M1 killer with no range except for her 1 free pool of devotion. That's why its different.
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@SuzuKR said:
Yeah, but healing slowdown can realistically be countered by a single perk - Autodidact. Gives absolute percent progress increase, which cannot be reduced.
There is no singular equivalent that more or less nullifies Hyperfocus being paired with a toolbox and either good reaction times or Stake Out to drop a 90 second generator to ~40s.
I've already told you that its not the SPEED of the HEALS. If you want to ignore what I've said already in a previous post that was directed at you then don't comment on mine.
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@TAG said:
Is Wesker the only reason Coulrophobia is being talked about? Because you just slap a hard range cap on Coulro, and it goes right back into the gutters.
Its the speed of the skill check combined with another perk that makes it tiny. You're 1-shot until healed, you miss the skill check and now the killer knows where someone is who is 1-shot so its free tracking too. Don't heal and a killer without a terror radius or a speedy killer can capitalize on it with no real effort. That's the issue. If they changed the speed of the needle, no one would complain. Just change it to like 30% speed but 50% speed is just about impossible to hit with a tiny skill check because of a perk.
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@SuzuKR said:
Fun fact, you can more or less counter the entire build with a single perk: Autodidact. The slowdown means you’ll get 5 stacks fairly easily, and since Autodidact gives percent total progress, slowdown cannot reduce the burst healing Autodidact gives on every skillcheck.
No one cares about the healing SPEED. Its the SKILL CHECK speed on top of the tiny skill check with 1 second to react. You miss that skill check and now the killer gets a free tracking perk that leads them to a 1-shot survivor. That's why its obnoxious.
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@OrangeBear said:
Right now as Wesker it's possible to use Distressing + Coulrophobia with a midwich offering to basically make coulrophobia's effect unavoidable. With it's new skill check speed buff + unnerving prescene healing is unbearable.
This can be done with Doctor too so i don't think it's a wesker problem.
I think coulrophobia should just be nerfed because with huge terror radiuses and sloppy butcher it's way too much.
Its fair and balanced but Hyperfocus is UNFAIR XD I have no gen slowdown but I got all 1-shots after the initial hit. Nerf Hyperfocus D; You can say anything you want but one side will always be biased to the other. Just run Hyperfocus every game so when you see this, at least you can get gens done quickly enough to avoid the 1 less health state.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3174621#Comment_3174621
Heres an insane idea, both extremes should be toned like, hm, idk, the doubling of base BT given to survivors on the last major patch. Tunneling and camping should continue to be weakened but so should survivor outliers like doing a gen in 45 seconds solo.
BT was a needed change. It didn't affect balance since the game was never based around tunneling 1 survivor out of a match. That was created early on. Its almost a guaranteed trade at a hook if a killer is camping so taking the trade, shouldn't allow the unhooked to easily be taken down quickly also for 2 free hooks. The fact that tunneling and camping is a thing PLUS killer perks to exasperate that on top of slowdown perks. "Streamer doesn't get another 100 3k-4k's so lets make a video about how busted a perk that actually can do something about it". You know most survivors switched to mostly gen perks? Its because of the tunneling and camping has gotten so bad that you cannot even get all the gens done if you're in Solo Q. This is a problem that some of the killer base has created and now has a ripple effect on EVERY killer. Fix your playstyle instead of trying to nerf survivors.
If I see one more person complain about a medkit that can heal you 2-3 times WITHOUT A PERK THAT WAS NERFED INTO THE GROUND, I'm gonna bust a blood vessel. We've come full circle. Nerf literally EVERYTHING a survivor has until you can easily sit in a corner and win. The Clowns' perk is fine, remember? That stupid fast skill check is fair? This perk is fair. I cannot heal then I can do gens. Nerf things that killers do before you look at the others' perks and items. Dude has over 100 wins in a row with each killer but we need to follow this video like a religion to nerf anything that a survivor uses? Final thing, if you think 10 seconds of BT to help survivors who are HELPLESS as they get unhooked from a killer is a buff instead of a QOL that was needed, don't talk to me about balance.
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Skill will always be freed. If you can juke me or at least do a good enough job to avoid me during the match, I'll always let the 4th person go. I'll close the hatch while carrying them then let them have the door. Hatch is never really an option because it doesn't help their MMR. I want them to get better teammates, not get into another match with the shame low levels again. Or just make me laugh. That usually does it too. Also, DCs.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3174604#Comment_3174604
Okay that's cool and all but explain to me how soloing a gen in 45 seconds is balanced?
Why are you able to stack 4 regression perks on top of each other to get value by doing nothing but your objective? To progress the game. Those skillchecks aren't easy to hit without other perks helping it and that means you don't have other perks to help you in chases. Choose your battles. Tell me why is it balanced to tunnel someone out of a match with 5 gens still up? I could play the same, tell me why, game. I told you why. Now tell me why its fair to stack 4 regression perks on top of each other while also tunneling like your life depends on it? Each progresses the game the same way. One makes it go up, another makes it go down until one side either escapes or dies. STOP trying to NERF survivors' ITEMS AND PERKS. Also, don't bother saying, "tunneling because gens too fast", argument. That's a load of bull and everyone knows it. People were tunneling when this game first was introduced before people knew how to even loop. If they took everything out for a survivor to use, most killers would STILL tunnel people out or face camp them to death. Final note: Don't use a streamer who has won 100 straight games on each killer for advice on how to nerf survivors for even EASIER matches. I guess 100 3k-4k's isn't enough to show that most survivors aren't gods.
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I've read a lot from people and what I've gathered, almost anything a survivor has to do their objective or even HEAL themselves isn't fair and needs nerfed but all the killer gen regression perks that people LOVE to stack are fine and tunneling plus camping is also fine as long as the killers are winning. I guarantee that barely any of these people play survivor without being able to heal or do gens. It's obnoxious. Toolboxes, medkits and perks are fine. You know most of the time it's 100% Bloodpoints for Survivors? No one wants to deal with that role any more. Finally, I'm getting sick of people using the streamers as valid reasons to nerf things. Dude has done 100 win streaks with almost every killer at "high mmr" but gets rolled once and makes a video on how to nerf a perk xD
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I liked old DH. Everyone complained about old DH. I told EVERYONE that if they change it, people are going to get even angrier and won't stop complaining about the perk. I'm glad that I was right. Enjoy the new DH. You guys earned it.
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Like the previous comment. Let us see the killers' ping also in the pre-game lobby.
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Just buff it to 1 minute per health state and I'd be happy with that.
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No. Its a gen perk. The killer role has a ton of gen regression perks. Let the survivor role have a couple that ACTUALLY progress gen times that aren't complete doo-doo butter.
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No.
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Been raging about it for awhile now.
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Surveillance for killer and Wake UP! for survivor.
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I'm gonna keep adding these pics every time until it gets reverted.
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Doctor and Trapper. Both really do need add-ons.
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3171323#Comment_3171323
What have they done exactly? The only things they've as of late is encourage people to stay at hooks by removing the info from pain reso and making BBQ useless to most killers, but at the same time adding reassurance as a bandaid fix to camping.
The massive buff overall to help killers end chases faster and to improve kill times so tunneling and camping would not be so great but all it did was increase both.
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3171286#Comment_3171286
Did you read the first part? This would heavily discourage tunneling and camping, while supporting playing the game in a way that allows all players to have chases(the only part of the game that expresses skill from both sides), the values could always be changed, and regression perks can always be nerfed, but you would prefer this over getting tunneled and camped, correct?
They already did a LOT to encourage that. That just made it worse. Rewards are not working for people who only focus on those 2 elements of DBD.
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@WeakestNurseMain said:
why not just make DS basekit and automatically happen, and reward killers for spreading out hooks, I was think a +5 percent bonus to gen kicking regression for each unique survivor hooked as well as adding back BBQ's bp bonus as a basekit mechanic, that would be more than enough to get me to start playing nice again.
So a free Pop Goes The Weasel on top of multiple gen regression perks? No thanks. If they add BBQ BPs back, then WGLF should also get it back.
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Just reward any killer with 4 iridescent for face camping someone to death and remove Reassurance so its a fun and balanced game. This is pure sarcasm. Stop complaining. The perk already sucks as it is.
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Lets just remove the perk altogether and give 4 iridescent emblems for any killer who face camps someone to death.
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@jaerthebear said:
- All numbers referencing killer powers taken from the Wiki
- There are many comparisons Of The Mastermind to Both The Nurse and The Blight in this post, the purpose of which is to Illuminate how, despite being much stronger killers, they often have Much Lower Cooldown/Charge up periods on their powers, and generally much more forgiving Gameplay when compared to Wesker, Whos power is worse in both chase and mobility than either killers, yet is marred with Longer Cooldown times and Charge up Periods.
- There is a lot of personal opinion in this post.
- - The Survivor hitboxes of The Masterminds power are too small (this had been acknowledged by the dev team and they are looking to increase them)
- - The environmental collision hitboxes feel inconsistent and too large (In my opinion) For a killer whos power consists of two dashes with no turning or course correction capability
- - The Mastermind's infection mechanic feels too forgiving, with an Abundance of first aid sprays on the map *In addition* to decreasing by half when hooked And taking almost two minutes (1 Minute and 40 seconds) to reach critical infection stage.
- - His Terror Radius is Un-necessarily large, presumably because his power inflicts an 8% hindered penalty, however, It takes a long time to reach critical infection state, and, as mentioned, the abundance of First aid sprays on the map make it trivial to cure, making the increased terror radius a strange design choice. I would mention The Masterminds "Mobility" While using his power here, except that it is objectively less than any other Mobility Killer Like Nurse, Blight, Or Hillbilly, and they all have the standard 32 meter terror radius, so I assume his mobility is the less likely factor in his terror radius being so large when compared to other killers.
- - His power cooldowns are Un-necessarily long, With his "Fatigue" state after using his power being three seconds long. Comparing him to other killers, with much more potent powers, Like Blight, who has a flat 2.5 second fatigue state after using his power, and Nurse, who has a 2 second fatigue state after blinking, 2.5 seconds after using two blinks, or 3 seconds after Three blinks, I think its very odd for The mastermind to have such a punishing fatigue state despite his power being objectively worse in chase And mobility then either blight or nurse, both of whom have much more potent powers And shorter cooldowns.
- - The masterminds Cooldown after Vaulting is 1.5 Seconds, this might not sound too bad, however, a normal killer vault is 1.7 seconds. This means you save a whopping 0.2 seconds on a vault when using his power, which in my experience is often not enough to make any difference in a chase. It looks cool to do, but its very much form over function. In fact, just using bamboozle and basic vaulting will allow you to vault a window Faster than using The Masterminds Power vault. A Vault with bamboozle 1.44 Seconds Long, which means The Masterminds Power vault is Less than 15% faster, which is very, very underwhelming and unfortunately, is often borderline, if not entirely, useless.
- - Using his power at most loops and tiles is just not possible. Loops and tiles have too many turns and corners to make any use out of his power whatsoever, as he can only dash in a straight line, twice before he is forced to enter a cooldown state. Tiles where you May be able to Use his power are often marred by terrain collision, which completely stops him in his tracks and forces him into his cooldown state. Vaulting anything with his power takes too long to confirm any hit or damage, aside from a few specific "God Pallets" on maps like RPD or Lerys, forcing the Killer player to often just break the pallet and continue the chase from there. This may not seem like a problem, but at that point why play Wesker? Any killer can break a pallet, what sets Wesker apart? You can vault the pallet till the cows come home, but why would you if breaking it is more efficient? At that point what is Wesker doing that another killer cant?
- -Wesker is forced to use his second token on his power within a specific time frame, or else he is forced into his cooldown state. This feels like an odd design choice because again, His power cant go through terrain like Nurse, and he cant bounce off of walls or course correct like Blight, so being forced to use your power within a specific time frame or be punished with a cooldown just feels silly, considering how Precise you have to be with it; You need time to aim it, but you're forced to make the calculations within 2 seconds, as that's how long his chain bound window is. It leaves no window for mind gaming or baiting, and then you have to go through a 3 second cooldown, which is again, Longer than both Blight and Nurse, Despite their powers being Stronger.
- -Wesker's power takes too long to regain tokens. Blight regains tokens at 2 seconds per token, which takes 10 seconds for completely refill his power. Nurse takes 3 seconds to recharge a blink, which means it only takes 6 seconds to fully recharge her power, 9 if she is using triple blink. In contrast, Wesker takes 6 Seconds Per token, leading to a 12 Second Recharge period to fully replenish his power, Once again, More than Blight and Vastly more than Nurse, who are considered the two Best killers in the game at large.
- -The Period of time it takes for Wesker to charge his Virulent bound is too long, at 1.5 seconds, this is only .5 seconds faster than Nurse, who can go through terrain with her power. Again, Wesker cant do any form of course correction or phase through terrain at all, so the long charge period seems silly.
- -Wesker's move speed during his chain bound window, is far, far too slow to make any post dash adjustments in preparation to line up another dash when playing around any kind of structure, be it a short half wall, a table, a couch, etc.
- -Wesker's move speed while charging his power is also quite slow, at 67.5% (This number may be wrong however, it feels too slow regardless of the accuracy of this number) this combined with his long charge up makes using his power around loops unreasonably tight at best, borderline impossible at worst.
- - Far too often, his power just Doesn't Work. Weather he is just dropping survivors mid bound with no damage, not hitting vaulting survivors with his tentacle and instead simply slamming into the wall while doing no damage or performing a vault himself, not damaging survivors who are standing too close to a vaultable object as hes vaulting it, or slamming into a vault location and simply not vaulting it, his power often fails to have any effect whatsoever, leading to a frustrating experience and lengthy cooldown.
- - Any change in elevation whatsoever while using his power, weather it be trying to use it from the top of a hill on autohaven to accidently bounding over a pebble, will completely stop him, wasting a bound token and potentially triggering a cooldown.
Wesker is a killer who, in my opinion, needs a lot of work. This is understandable as, Wekser is a very unique killer in terms of power mechanics, The Developers really Picked up the Gauntlet with him and have clearly tried very hard to make a faithful rendition of him for the game, which is very, very respectable considering just how much has clearly gone into him as a character in the game. Understandably, they have a very tight schedule, releasing a new killer every 3 and a half months, on top of new tomes, events, cosmetics, balance changes, New games, etc.
For the most part, Wesker is all there, hes just very, very rough right now, and needs a considerable amount of Polish. That being said, I'm very thankful that hes in the game and has had such a faithful re-creation. I'm hoping That he gets the polish he deserves, as I think it would be very silly for them work so hard on him to only leave him Partly finished. It'd be like running a marathon and then calling it complete 75% of the way there, and leaving it at that, which is my biggest fear here because, As a Resident Evil Fan since I could basically Walk, I want Wesker to be Competitive, Fair, Balanced, and Fun.
Meow Meow
Very well thought out. Devs can see what you wrote and can judge if its worth addressing or not, since you posted it here. I agree on every point. He's too punishing for what he does. Blight can do everything but better. He needs a lot of mini buffs. His power is pretty much useless until you're in the open or in a very tight corridor. His power fatigue is too long for what it does and since he cannot correct his pathing and there are environmental litter around most loops, you cannot even use his dash without getting snagged on something. He's just not worth playing when Blight is there for free.
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Again, ANOTHER MATCH where a Wesker slams me into another survivor with the survivor being pretty much behind a wall in RPD because again, HE's RED PING. I'm about to just go back to playing Killer again. This is bullshit.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3171035#Comment_3171035
Definitely disagree, and I am also pretty positive that won't happen, considering most people only have a problem with his hit box.
The 1,5 second charge time is 100% needed. Having two dashes is very powerful, the longer charge time makes it balanced. It's one of the main elements that gives survivors an actual, fair amount of counterplay for survivors. And we need more anti-loop killers like that, and not more like Artist.
A Majority of the players disagree with your opinion.
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@OneGoodBoyDemo said:
I know his hitbox is a big problem but the fact that it can take a long time to charge , survivors have more reaction.
I find it pathetic that wesker's power can be countered by the weakest loops and it is also very difficult to hit survivors vaulting a window.
Maybe i'm really bad playing him, but i think we'll have to wait for his hitbox to be fixed, i lost a lot of hits with it but my biggest problem is the long time to charge.
Take off .5 seconds off of it and reduce his CD time to 8 seconds.
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I don't care about my score. It was the fact that this dude was hitting me no matter what I did. How is this FUN? How is this FAIR? Why would you take away the lobby ping indicator and not give us one to see the killers' ping? You think I want to do another match where the killer is literally WALKING INTO A WALL THEN IMMEDIATELY IS HITTING ME IN THE FACE WITH NO WAY TO REACT? STOP THIS. Its really grinding me down. Put it BACK.
Edit: Added another picture.
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That would be impossible to win against if you know how to set up your traps right in most maps. That is one of his best add-ons paired with the auto-set ones. Just set 1 trap at each window (only 1 at a T-L Wall, have Bamboozle as a perk then after every pallet is broken, they're dead. All loops are immediate grabs. Oh, they disabled a trap? Add-on resets them every 30 seconds so you can set them and forget them. Use Brutal Strength, Enduring and Spirit Fury with Bamboozle for an easy win. Once you're forced to jump windows, you're dead. Its my favorite 2 add-ons for Trapper with 100% win rate.
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I keep throwing up RPD Badges and every time, someone dc's while loading so its an auto-escape. How can we get an achievement for 20 damn escapes after opening a gate if NO ONE wants to even get in the MATCH?
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If they don't have voice lines and such, no. Its premium for a reason. A shiny new skin will not make me buy it. I buy all DLC because of the achievements, whether I like the killer/survivor. I LOVE Sheva and Lisa Garland so I bought both of them. I bought Chris but his face looks messed up.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3169536#Comment_3169536
Uh...what?
Killers also get to enjoy the game, and if survivors were playing around more rather than abusing the snowmen to gain a substantial advantage, it would have been far more fun.
How the bloody hell is this the fault of killers?
https://forum.deadbydaylight.com/en/discussion/comment/3169744#Comment_3169744
My experience during the event was maybe 1 in 10 groups having fun with it and the rest using the snowmen tactically.
We want more interesting events. We get them. People complain. We stop getting interesting events. Why don't you guys ever do special events any more? Its been going on like this for years now. We can't even have 2 weeks of just fun, mindless games without people grabbing pitchforks. I'm not talking about you, Star. I'm talking about in general. People take this game as if its a job or something. Its just a GAME. Just have fun. Remember when killers where being ######### by refusing to let people escape with their crowns during the first event? We ignore that for snowmen that have no real bearing on the map but that's considered hurtful to killers? People need to really think about how they see this game. If people would stop looking at it that way, everyone would be much better off, mental health-wise.
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@[Deleted User] said:
Welcome to My life been facing Chinese players for the past 6 months being an Australian with the new MMR every single one has a red bar ping in game suffering
I was in that match for like 4 minutes before getting 3 hooked. I legit was getting hit behind pallets, before throwing pallets, around corners and I was even interrupted on RPD from fast vaulting over the big drop near the helicopter and got halfway before being teleported into the killers' arms. I was like #########, Man.
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Just going after the only person who was unhooked until they're dead. There is no other "tunneling". If you haven't been hooked, you're being CHASED, not TUNNELED. You cannot be TUNNELED unless you have been hooked and even then, only if the killer is going after you and only you.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3167525#Comment_3167525
Why is it wrong for the killer to go for the 4K? If 2 survivors are dead and the third is downed, the killer has pretty much dominated the game. Wanting the maximum result isn't weird.
Do you apply this same standard to survivors going back to unhook the fourth survivor instead of leaving them to die? If they can get a 3-man escape, why go for the fourth? Is it weird they want a 4 man escape over a 3 man escape?
That was perfectly said.
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I knew it was gonna be a streamer video XD
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The indicator lets me know if I should dodge a lobby. ANYONE who has been in a lobby past 80 can attest that skill goes out the window when you get wind shuriken'd by a killer no matter what you do at any window or pallet. Its even worse against fast and insta-down killers. Seeing it IN-GAME does nothing for me. So you want me to deal with super trash lag during the entire match and not dc after already going against something that might be super frustrating all because you want us to play games against others who might be VPN'ing or put us in a server against people across the world? Nah, Dude. You have me twisted on this. I try to be neutral. I try to not be over-the-top but come on. This wasn't even a healthy change. You're literally screwing your players.
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I would push the button and I've bought every chapter, unlocked every bloody cosmetic (expect for the new ones), got every perk in the game and have almost every achievement but to have the game perfect, in a theoretical mindset; I wouldn't even have to think about it.
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@pseudechis said:
It was only an event not a permanent change.
bit of fun that’s all.
It was silly and Christmasy but who’s playing a horror game at Christmas really.
Game shines in Halloween and becomes a joke at Christmas.
Most people just laugh it off.
Some people take this game too serious. I really loved the event. So many people waddling towards me and others pretending to be a real snowman XD Then I come back and its gone XD
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3169252#Comment_3169252
so instead of infinite health states, you only use them for the event skins and event bloodpoints
It was an event to loosen up. Stop making this game a full-time job. Its not even a competitive game. People MAKE it competitive.
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@Dream_Whisper said:
Okay, so I am having a difficult time playing with Wesker and trying to earn a Adept Achievement with his own perks, which isn't grand for him nor does it contain any slowdown/regression perks to help my case. But, I am not having problems with trying to learn the new killer's Power and improved on my outcomes to get it.
I feel like the new Emblems changes (from 8,000 to 10,000 per Emblem score), new prestige system that allows every experience Survivors to use any perk they have unlocked, as well as bad map designs and match making system pairing with players with best experience and time investment isn't helping my chances to achieve the "Merciless Victory" score, with 12 hooks and 4 kills and praying no Survivor DC as well.
Meanwhile, the Survivors adept Achievement is simple to escape, no need to max out their Emblems scores nor any "Merciless Survival" score event; just Escape!
I call for a Rework in the condition for Killer's adept Achievement when running these 3 teachable perks they used. Instead of attempting to win with the Merciless Victory, I think Killer should be either
Option A.) Achieve "Ruthless Killer" or beyond, with the teachable perks they own.
Option B.) All 4 Survivors need to Die, no 12 hook requirements; Mori, Enetity Kills (Endgame Collapse timer reaching 0), and even DC will count as Kill. Bleeding out on the Ground doesn't count.
Option C.) No Rework necessary, instead we Nerf Survivor's adept Achievement so that a additional win conditions must be made, make it so all 4 Survivors must be alive at the end of the trial!
Summary: I am leaning towards one of the first two options, as Killer should have a simple adept challenge, just the same as Survivor's adept; instead of having to play very "nice" and praying that the Survivors do not gen rush too quickly or even rage quit to deny Killer's on their attempt to win Merciless Victory.
His power currently gives no chaser emblem progress. Only his M1 does.




