Akumakaji
Akumakaji
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The information game is already stacked so hard against the killer, why do you want to make the game even crueler vs really good survivors? The killer needs at least a little bit of information to work with, otherwise the role is just pure stress with hardy anything that feels good.
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Just to non-humble brag: today I established myself as a chad killer main by gaining Adapt Knight while in Iri1. Feels good not to have to wait 3 weeks to get this out of the way.
But that game just went extremely well. I suspect that I got a group that hadn't much experience vs the knight, yet. They didn't fall for all of my traps, but they often tried to hide at loops, allowing me to send out my knights and flush them out. When this works it feels really good and fun, and I even had one player Deliver himself, just to activate my devious Assassin, who hunted him down, that was hillarious, albeit probably not fun for that player ^_-
I very seldom send my Guards out to do any longrange stuff, so what the knight could really use would be to scrap the green orb. Just highlight gens or survivors or loops and press the power to send your guards out instead of going into pseudo-spirit-hunting-mode that only wastes time, the most precious of all the killers ressources.
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@Thusly_Boned said:
It's only been like a day, but I have noticed that most of the Knights I have faced have been super campy.
https://forum.deadbydaylight.com/en/discussion/comment/3273836#Comment_3273836
Yeah, it can turn the area around the hook into a real meat grinder if the team is altruistic. I've had a few really short games a surv against the Knight.
The super campy part might be, because you got a killer at your hand whos power is for the most part ineffective in a chase BUT rather super effective at camping. Its really frustrating, you lose about 2s if you just tap your ability to plonk down a banner right then and there, and by that time the survivors are already halfway off to the next loop, unless this was in some house or your somehow cornered them in a legit corner of the map.
I have had a couple very fun situations were my guard chased a survivor through the upper levels of Ormont and I cut them off at the next stairs, but for every such situation I got a dozen furstrating and unfun ones were my power was just to my detriment. So for the wider part this leaves killers with the option to just play as an M1 killer with a rather good camping game.
I copy pasta my ideas for a fix everywhere in the hopes that someone at BHVR might think "you know what? This dude got it!", so here we go. Copy pasta 7 or something ^_-
What if we did away with the whole orb thing and made the power work in a different way? Hear me out, with my proposed change we had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standart and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
His perks are mostly ok, but Hubris really needs to be buffed to at least 30s. 20s is barely enough to close to a survivor if you are running Spirit Fury and they get to a vault, without it you got no chance to use it at all besides a once in a blue moon missplay on the survivors side.
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@Kirarozu said:
I am tired of being left on the floor to bleed out wasting my time because the killer can't stand someone possibly getting hatch. This has got to stop.
I am tired of sweaty survivors going OUT OF THEIR WAY to rescue their mate in the EGC, because they can't stant the killer getting that one single kill. This has got to stop.
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What if we did away with the whole orb thing and made the power work in a different way? Hear me out, with my proposed change we had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standard and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
His perks are mostly ok, but Hubris really needs to be buffed to at least 30s. 20s is barely enough to close to a survivor if you are running Spirit Fury and they get to a vault, without it you got no chance to use it at all besides a once in a blue moon missplay on the survivors side.
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@Obelt said:
https://twitter.com/OtzdarvaYT/status/1595415182976630784?t=1FOtjYGTpbAQHnLRaUuBXA&s=19
Dead hard being the most used perk still after a rework and a nerf is mindboggling cause survivors see it as a high skill perk now if you can force deadhard consistently getting insane value distance then old dead hard ever could.
Devs are going to have to purposely make this perk bad so nobody uses it and here's how.
1.After use gives the survivor 8% hindered
2.Distance when hit gained -75%
Sadly, making something "so bad that no one is wanna use it" is not the solution. For a while DH was in a really good place, that was when no one could reliable use it killers could for a while just strike and down someone, when they cornered them and got within striking distance.
Now they have to "bait it out" again against everyone who hasn`t shown their exhaustion perk yet, no matter if they got DH or not. But "nuking something from orbit" should only be reserved for the most broken stuff that can't be salvaged any other way.
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I actually like this idea. weed out the 2547 flashlights, one trial at a time.
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@GoodBoyKaru said:
To be honest I'd be in favour of upping the regular DLC price to £10.98 (2x the amount of current) and getting half as many chapters per year as we do now (1x licenced, most likely for anniversary, and 1x original most likely to be around winter), and taking the extra time gained from freeing up the relentless content grind to ensure that:
- New chapters are properly finished and have far fewer bugs, especially gamebreaking ones such as The Knight's power just not working.
- Older chapters can be revisited far more often than current, allowing reworks to killers that need them, such as Twins, Freddy, Sadako, and Nurse.
- More balance patches can be released, especially just tweaking a few numbers on certain perks just to watch what happens (it can always be fixed after a week during the hotfix patches).
- More midchapters for greater optimisations and a higher quality game overall.
I would upvote this 10 times if I could. Yes, this is what I want.
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@danielmaster87 said:
I'm just tired of spawning with 2-3 of my teammates as survivor. That's literally the weakest starting position you can have as survivor. Give me the spawns my opponents get, where they're all spawned on separate gens and one is even spawned on my side of the map. All I ask is for a little consistency.
While we are at it, please prevent the killer from spawning smack in the middle of the map, this is such an aweful position to start. Usually one survivor will spawn at one of the two furthest away gens, but with the kilelr in the middle the first patrol is just a toss of the dice and could very much lead to two lost gens without seeing so much as a whiff of a survivor, just because you chose to check left at the start of the trial, instead of right.
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Regarding totems, this is the solution I have proposed a couple of times. Its a bit more elaborate then the rules we got right now, but propably really fair and cuts into no ones abilities to utilize totems.
1) at the start of the match The Entity sustains all the killers hexes. They have full effect but don`t appear as hex totems in the world. This grace period could be anything, but I propose 1:30min.
2) all totems start as dulls. Survivors can utilize them any way they want: boon them, cleanse them for tome challenges or perks like Inner Healing/Overzealous or just take a mental note.
3) once the grace period is over all of the killers hex perks are transfered to dull totems on the map from left to right on their perk loadout. If not enough dulls are remaining when this happens all the killers hexes stop working.
This way the killer always has 1:30min of guranteed usage of their hexes and probably some more, while survivors aren't bereft of any of their own totem related perks, with the exeption of Overzealos hex totem cleansing pert, which wouldn't be possible at the start of the game. Doing bones would be meaningful again, because hexes would be utilized more often, while a bone hunter build could cleanse all 5 totems in a jiffy, alas at the cost of not having any boon locations left.
I really would love to see this idea realized in a PTB one day, but I know that this is probably a pipedream; unless Peanits thinks this idea slaps :)
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@Jay_K said:
This is a question to the devs but any comments from the community to get this address would be great.
So spawning issues in this game. Mainly Hatch, Survivor and Totem spawning, when will this be addressed.
The big issues currently are:
- Suvivors spawning into the trial right next to a lit totem - This shouldn't ever be allowed to happen. There is surely enough room on each map to spawn survivors not within x distance from a lit totem. So many games i run a hex it goes within 16 - 20 seconds because a survivor literally spawns in and is instantly on the totem. All the while i'm watching them clense it with lethal persuer
- Hex totems spawning right out in the open - I get some spawns can be out in the open but why are majority of spawns in the open? Don't get me wrong some maps the totem spawns are in good spots but on any open map (farm, wreckers, macmillian) i often see multiple totems spawned in the open for all to see.
- The final spawning mechanic that seems just broken is the hatch spawning. Countless games i final hook the 3rd survivor and soon as they are out of the game hatch spawns and game ends because its spawned under a survivor. On the flip side it spawns right under the killer causing an instant closure of the hatch. Given that there is just 2 players left in the trial at this point (1 survivor and 1 killer) surely it can be programmed so that the hatch can't spawn within x distance of either killer or survivor. The end game hatch is already a broken thing as its purely RNG based but the current spawning mechanics make it even more ridiculous (Obviously this doesnt include games were a hatch offering is used)
I'm sure others have had issues with spawning mechanics as both survivor and killer.
For the hatch the thing is that the hatch spawn is decided from the very beginning. Its invisible but can be detected early by walking over it and noticing the bump. Besides this, its totally RNG if no hatch offerings are played.
How about we did this: offerings aside, the hatch only spawns once the 3rd survivor dies, and it does so somewhat equidistant between the two players, maybe with a variance 50/50 to 60/40 split in the survivors favor due to the killers higher speed. This way there would be no instances with the hatch spawning directly next to one of the two players and it would be mostly a race for the hatch, with the opportunity for some tight chases and injuries.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3273619#Comment_3273619
Have to catch me for that first
1 v 1 now
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3272828#Comment_3272828
Meanwhile I've been getting plenty. It feels good to have the most fun item to use actually feel decent again too- so much more engaging than another toolbox/medkit.
No matter if flashy, toolbox or a kid, they all decay on the floor.
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I think it was was an attempt to give him a bit more profile and character besides a faceless helmet, but you know how the internet works: they jump on something like this and redicule it to no end.
I think its rather okay and I get it, but it still looks odd and is easy to be made fun off. When you think about it, its rather spooky, as someone further up this thread explained, that he hasn't taken off his armor for centuries and his hair just kept growing.
Now what I really want is a jousting or frog mouth helmet. Could come with a broken off lance for a weapon and a dented shoulder plate. That should actually make for some fun cosmetic :)
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An averaged sized killer already towers over big boned 'umies, so thats why :)
Compare that to Nemesis or Oni, this dudes are not just tall, they are monsters ... oh, and they are! What coincidence.
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What if we did away with the whole orb thing and made the power work in a different way? Hear me out, with my proposed change we had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standart and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
His perks are mostly ok, but Hubris really needs to be buffed to at least 30s. 20s is barely enough to close to a survivor if you are running Spirit Fury and they get to a vault, without it you got no chance to use it at all besides a once in a blue moon missplay on the survivors side.
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Of course thats not comparable, but Outbreak Breakout is just such a badly designed achievment, that even after 3 month less then 0,0% of the player base have completed it. Its the only achievment, thats not less then a day old, that sits at single diget completion rate, as in 0% flat. And its a survivor achievment, so thats the big part of the player base ^_-
I just find it eternally fascinating and guess that grinding it out was my biggest DBD achievment, even though "Left for Dead", "Evil Incarnate" or even "Skilled Huntress" felt way more like an achievment, and not like a slog.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3273224#Comment_3273224
i mean personally i find haddie 1000 times more appealing than vittorio. And its not because shes a woman and he is a man. But her cosmetics are kinda boring not gonna lie. Just recolors. (and for vittorio i just find sad how he has not a single medieval cosmetic going for him, while the knights iri cosmetic could straight out be a frozen knight or Game of thrones character.)
Yeah, the fact that Vittorio is a real, living, breathing medieval lord opens up so much design space and cool new vistas --- and yet they chose the lazy way of "he just loots hot, contemporary guys clothings". Why? Just give him some awesome, lordly outfits. Or a "sneak out the castle"-peasant outfit. So many options, so many cool things to explore ... its just baffling.
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"But didn't you get a nice masquerade outfit?"
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Prestige just shows how much a player loves a single character. As all survivors are essentially just skins and all play the same, its pretty common for a survivor main to just focus on one single character and dump all their BP into them. It just shows somewhat dedication, and as a sorta byproduct a little bit of skill, because if you invest 500h into just playing one character, you are bound to get at least a little bit skilled, but besides that its just an e-peen number that will never go down, only go up in a linear manner. This fact alone just shows that prestige is no indication for skill.
On the other side, high prestige killers are somewhat rare. They are showing up more and more, but with killers you got the fact that everyone plays different, so its not uncommen that a player would want to have all killers at P3 or even P6 for their outfits. I have done so for all of my killers, a couple are P6, some legecy P10, my main is P13 right now, but everyone is at least P3. Still, P13 doesn't look as impressive as P45+ on a survivor, but it actually is. My combined killer Prestige levels are an mindboggling 195, but not a single one has left their teen levels, so to speak ^_-
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Lets make a social contract, then: when I come charging around a corner, find you doing your glyph/rift/whatever and avert my strik and just stand there, letting you finish, please have the decency to nod at me afterwards and let me hit you after you. Less then 1/4 of the survivors do and its eroding my willingness to let them do glyphs.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3272833#Comment_3272833
im sorry but some 4% scenarios are not really saying too much. At one point you have to see that there is inbalance at the skill-level required for both sides. In your scenario, your YEARS of experience made you have enough sense for the game to bait it out in a situation like this, you managed to hold back the trigger, not fall for thinking they would vault the pallet and wait for the DH animation to finish. Many of us come to loose loose situations, judging by others posts here im not the only one at that.
meanwhile the survivor runs at a pallet, presses E and gets either hit (but not downed) or dont, which is a skill requirement like none.
Oh yes, definitely. It was the first time that this worked as intended, because I could basically see that Vittorios plan and even then it was a gamble. So in essence, I just wanted to brag.
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I am pretty proud if myself, for today I so outplayed a Vittorio on the new map. I hit him, he drops a pallet, we dance around it, he circles back to the pallet in striking distance and I ... don't swing. He DHs against the pallet and I down him when the DH runs out.
This kinda gaming sense IS possible, but its hard earned through rivers of tears and mountains of salt. And its still a mind game that you can easily lose.
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The patch has only been out for like 10h, but I got a good couple of games in. In my about a dozen matches as the killer the survivors got flashlight saves off not a single one. The buffer might be there, but the rules havn't changed: if you down a survivor face a wall or punish the wicket hiding in the bushes, etc.
But things might change as the player base gets used to the new timing..
Only time wil tell
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As a matter of fact, I have not seen a single non-shirtless Vittorio all day. Not one. Facts!
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I remember some angry twitter posts akin to the tone of "has BHVR lost their mind? Killers are so strong and now they think that versing against two at the same time will be fun? This will kille the game in now time!!11".
Should have screenshotted it.
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@Akumakaji said:
Its the same each time a new killer got released: the grade reset just happened and that sweet, sweet, easy-mercyless Ash ranks flew by like in a jiffy and by the time the new killer arrives most of us are already in deep silver or even gold ranks and then its either "git gud a lot" or wait 3 weeks to get a shot at the new killers "adapt achievment". This makes me really sad.
Also, new chapters releasing on the 13th (or the next regular workday after that) has a nice, fluffy feeling to it. Just saying.
I will leave this just here.
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I am sorry for your bad experience, but that happens. As a sidenote, don't confuse P(restige) numbers with skill or something, there is absolutely no correlation, its just the amount of blood points someone was willing to dump on one character. While there is a certain correlation between playing so much to earning the BP for prestiging and developing some gaming sense and skill, its more of an indicator how much someone likes that character. You can play a game a lot without getting actually good ^_- And as a lot survivor players often main only one survivor, a high number means nothing at all.
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@Akumakaji said:
Hubris will be awesome on any M1 killer in combo with the general purpose pallet shredder build, ie Hubris/Enduring/Spirit Fury/Brual strength
I played a bit around with this combo and while is super fun when it works, the 20s are rally too short. With such a short window of opportunity you can only catch survivors in a dead zone or if they missplay or something.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3272656#Comment_3272656
I have the same thought, I would also add highlight a pallet to make a Guard patrols around it, but its kind of free Zanshin tactic.
Make each guard highlight something different
- Jailer with Hook
- Carniflex with Gen & Pallet
- Assassin with Survivor
And only requires Knight just slam sword down and summon them instead of drawing a path.
You have Assassin and in chase, M2 to slam sword, Assassin spawns, done.
I like this idea. The Knights downfall is really hoe time consuming and inefficient the orb thing is. Patrols sound cool and fun on paper, but even if everything was silent and invisible to survivors, you waste so much time for something that's only effective in your direct vicinity. It's really baffling.
With my idea it would only work with objects in your line of sight, but that would still have much more utility then the current state.
Your rework has the free pseudo Zenshin tactics, which some people might object. Maybe the vision only becomes active when your activate your power and look around, much like hooks only become visible after you pick a survivor up.
I would take any of this reworks over the current rather clunky way. I really like the Knight in concept and how they BHVR tweaks his power in a good way so that he becomes viable and fun to play.
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What if we did away with the whole orb thing and made the power work in a different way? Hear me out, with my proposed change we had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standart and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
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They are working on making the bots DC if you down them too fast. Its called DS, ie digital salt.
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I hope that we get some AI tweeking options, like bots playing for chase, geniuses, sneaky or refusing to finish the last gen so you can explore the map etc.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3272061#Comment_3272061
Untill they stop stunning you :(
But then you got the chance to play around the pre-dropped pallet, which is its own win, especially for poor M1 killers.
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Hubris will be awesome on any M1 killer in combo with the general purpose pallet shredder build, ie Hubris/Enduring/Spirit Fury/Brual strength
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This wasn't actually meant that seriously, and I am sorry if I came off as doomy and gloomy. I was just surprised to see +100% killer this time of the day ^_-
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@CodeDB said:
Without the orb, what am I to ponder though?
https://us.v-cdn.net/6030815/uploads/D0TXNTJ0E1VL/pondering-my-orb-header-art.png
Fair enough. I hadn't considered this one. So its back to square one, isn't it?
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@TeabaggingGhostface said:
Why not run both?
Limited perk slots.
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Third Seal indeed feels a bit outdated, but its biggest value comes from disableing Windows of Opportunity, which a lot of survivors like to play, and obfuscating downed survivors, which can be a real hassle. But yeah, hex perks as a whole are in quite the bad spot right now.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3271867#Comment_3271867
I guess my experience is different because if I get a kill with that many gens left, unless I massively misplay, the remaining ones don't get to reach endgame. Anyway, I realised my question sounded somewhat provocative, but it was genuine
No harm done, I know what you mean. I acually rarely have my first kill at one gen left, if all the survivors in my games survive that long, they usually have no problem to slam the last couple of gens. I guess this heavily depends on playstyle and perk selection? And I am only talking about close games, I also got a good couple of games were I get my first kill that early and the game just unravels from that moment on, with the other survivors not regaining their footing and me stomping.
Close games are the best DBD has to offer, but they are somewhat rare, because there is no come-back mechanic like dynamic repair buffs/debuffs or whatever depending on the hooks/gens remaining ratio or whatever. People seem to dislike such comeback mechanics because "why should I be punished for playing good/the other side berewarded for losing?", and there is some truth to that, too. Every descision has advantages and disadvantages, and the greater picture isn't always apparant at a glance.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3271803#Comment_3271803
How can you even call a "close game" a 3v1 at "2/3 gens left"?
Well, it obviously wasn't close for the sacrificed survivor, but for those who made it to the end. Most of my normal, non-stompy, non-tunneling, well-proceeding games have the first kill at 2 or 3 gens remaining, with the other survivors spreading out. If i didn't keep up the pressure after that first kill, i would be down to one gen about 20s later. DBD games have become faster and the only way to slow that down is, well, slow-down perks and slow-down playstyle.
So yeah, a lot of my games with the first kill at 2-3 gens turn out to be rather close, but as always: your own experience may vary, and by its nature DBD is prone to be swingy. The same game that could be a lot of fun with defending the last gen, while the survivors try to hit and repair it could very easily just snowball at a moments notice and be over that very instance.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3271806#Comment_3271806
Lol they don't. I'm devotion 24 and I've had 1 survivor give me a free kill when I had a terrible game. They also don't stop gen rushing even if you have 1 hook at 1 gen. If you play fair and don't camp or tunnel, you're rewarded with tea bags at exit gates and dudes moon walking in your face basically saying you're a joke and trash
TBF, thats the fallout of the MMR system. Before the MMR I would experience survivors sometimes giving me a mercy hook or gathering in the middle of the street and all donating their items. But with the MMR, losing as a survivor really suxx. It increases your chances to be paired with scared, little baby-survivors who will let you die on 1st hook, even if you run Kindred and the killer is chasing someone on the other side of the map. While a killer giving a survivor the hatch won't be punished for this with a higher chance of facing off against a seal team 6 sabo squad.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/3271810#Comment_3271810
Or maybe cleanse a totem after completing a gen every time. Gens going too fast is very "unfun" for me too :(
A modern DBD classic
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@TheycallmeLix said:
I disagree, since they both have been nerfed many times.. can’t believe people STILL complain about Dead Hard 🙄
I bet you want the perks to get nerfed into the ground and would still complain about, Killer main boi.
The gripe most killers have with DH is a basic design problem: it feels really counterintuitive and "unfun" to have a survivor cornered or in the open right before you and yet, you can't just freely swing and down them, because you don't know their exhaustion perk. A killer being afraid to swing and, well kill, is somewhat strange.
Imagine if you had to do some kinda voodoo dance every time you repaired a gen for the first time, just to check if it wasn't warded and you end up getting wounded for no reason. It would get old pretty fast, and thats what waiting and checking and baiting every single survivor feels like.
Besides that, yeah, DH is as fair as it gets and it definitely never was in a better state then now. Its just a fundamentally design problem that will never sit well with a part of the player base. Every other exhaustion perk has a limited condition or activation requirement thats not always available, while getting wounded is always there on your way to getting hooked. DH is always available when the situation for the survivor is the most dire, ie they are wounded and maybe even in out in the open. You can't summon a window in that situation for Lithe, but you can 180° into the killer and they have to decide whether to swing or not.
I personally am lost myself: I know that DH is at its best is ever has been, yet I despise the meta aspect of having to give every single survivor a couple of free seconds of hesiation "just in case". This is what makes DH the ultimate meta exhaustion perk: every single survivor profits from it, no matter if they got it equipped, and this will never change with its status as a parry feature. The single most overtuned killer perk, Eruption, is a far cry away from such a meta status. Imagine if every single survivor let go of their gens prematurely 10-15s before they anticipate someone going down in a chase, just because they don´t know if Eruption is in play, yet. Heck, even if they know that its in play, a lot of players won't risk wasting 10s on a hitch and just eat the 25s should it happen.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/3271787#Comment_3271787
So killers show "sportsmanship" by not tunneling. How do survivors show sportsmanship though?
Running under a hook and waving you over.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3271714#Comment_3271714
You couldn't repeat it because this perk requires you to get used to it. I couldn't too, I have nice reaction time but with DH you should also use clairvoyance, I suppose. I press it perfectly (according to picture) but I have to press it perfectly according to servers. Here I'm exhausted on the ground with no profit. Now I don't use exhaustion perks at all because of their inconsistencies and my frustration about them. Don't like be angry because of servers RNG and loose lithe because killer has ping 200. Still, my friends (after dozens of games) are able to get away from stupid situations and sometimes even clamed as cheaters and "nice autodh lol" because of that. And in other games same people shout "goddamn stupid dh WORK PLEASE".
Like. Don't get me wrong. AutoDH definitely exists. And I'm sure people use it. Of course your cases could be autodh. And yes, cheats are big problem. But you asked what else could it be and it could be anything (cheats, skill, luck, unluck, bug, lag, anything). Don't loose your sanity over it and don't become too paranoid with no proofs. It's just more healthy that way :D
Of course, it's up to you to decide how to explain those DHs. And anyway, you are free to report those players just in case.
True, and that makes it so devious. A player could just be really really good at the game and have amazing game sense ... or they could just be a script kiddy who barely knows what he is doing, but getting off of the salt.
But there are a few give aways: did the person do a 180°, ran into you and bait your swing to DH? Totally legit.
Did they look over their shoulder and keeping a close eye on you while running away, sway left and right, anticipated your first two hestiations and still DH on your third opportunity? Totally legit and mad skills coupled with nerves of steel.
Did they just run straight away and never so much as glanced over their shoulder, yet DH at the perfect moment without so much as a single frame of the animation showing? Yeah, thats one of the bad apples. Bonus points if they play rather bonkers and fall for 2/3 of your mind games and have a name like "frdf-7".
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@Devilishly_Rowdy said:
Can't think of any other game where one side tells their opponent to "play nice" for them and to not kill them early. Weak links/players always die first in any game. Can you imagine a pubg player telling their opponent "i literally just spawned, don't kill me early, let me loot first". Why is this "play nice and fair for me" still a thing in dbd i don't know lol. Killers are allowed to kill someone as fast as they can just like survivors are allowed to do gens as fast they can.
Most people enjoy the games that were pretty close, like everyone got hooked once, first one dies (not tunneled) when 2 or 3 gens are left, then its a battle of attrition: all gens got some 50% done, but everyone is on death hook. Killer gets the second kill, only one gen left, now its skill vs skill, but all pallets are gone. The desperate last chase, if the killer downs the survivor now, they win the game, but the last gen is also at 85% and cant be left alone.
This is the kinda DBD that we all remember fondly, but this kinda games are somewhat rare. Most of the time one side is clearly on a roll and kinda stomps the other. If its the killer, they can at least not tunnel and camp and thus everyone walks out with a somewhat nice BP amount, but if they just slaughter everyone at 4 gens its just a wasted game.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/355372/the-onryo
How you get scared of as Onryo do u get scarejump from surv appearing on ur face when tv teleporting?
Just chilling in the menu, deciding what to do, when suddenly Sadako.
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@Entitled_survivor said:
If a killer has cringeborn I'm sittin my ass on gens and gtfo after waiting for the last possible moment of endgame collapse while tbaggin for bringing that unholy perk,,
Username checks out. But I guess that you are just role-playing your part, mate :)
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@HugTheHag said:
I think it's precisely too situational to warrant a nerf... If you're alive to see the gates being powered, and are doing a good job distracting killer at that, it's well deserved. Plus the health state is very good in chase, sure, but it's also nice to not have to reset with someone when you're doing pretty much anything at this time. Heal only when on hook would make the perk useless.
Plus, some perks completely bypass Adrenaline in that situation of "chase while last gen pops" : NOED, arguably Rancor, and Terminus (other exposed status perks exist but they're less consistent in their trigger). So it does have counters if one is really bothered by it. I think Terminus is a good "equivalent" because it is, too, a perk that can give you great value in endgame but that you're always reluctant to take because you won't reach endgame (or have survivors be injured before endgame) consistently.
So yeah, there are plenty of demoralizing situations on both sides, but that doesn't mean that the perks at the origin of the situations are necessarily unhealthy.
Yeah, I totally hate it when I am in that last, desperate chase, with one dead, everyone wounded, most of them on death hook and you are THIS close to down that survivor who always jumps on the gen the second you turn around and its already at 85% and after a minute of cheeky chases the gen at the other side of the map pops and the survivor in front of you jumps up healthy and zooms away ^^ We have all been there and experienced that ... but thats just this perks design, its designed around being THE clutch perk in the game.
You sometimes can feel it, when the wounded survivor tries to get in your face constantly, while the others take a backseat to the action, but its not always apparant. Still, its a very high risk thing, if they go down, so usually does their team. But on the other hand this player plays with only 3 perks for most of the game, as every other end-game-perk. I actually like it when players do something like this, giving something risky a shot, while forgoing the more reliable meta setup. Adrenalin really hurts when it rears its head in a clutch situation, but at a lot of other times the player wont see any value of it.



