Akumakaji
Akumakaji
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@ThiccBudhha said:
I would... Fix his zombies. Call me old fashioned.
Press the alt. ability button once to send a zombie into a direction, hold the button to call it over. Boom
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I wouldn't dream about listening to even the slightest whisper outside of my killer gameplay. Chasing survivors is very demanding and you need to be able to notice the most faint of moans or cracking of dirt. The chase music is so loud that I at least can't afford to listen to some music besides the game ^^
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The 2% probably clutch a lot,leading to more close whiff, but this kind of buff is very hard to verify.
Here is my idea: make Dark Theory an egoistic perk with unlimited range: you bless a totem, you get the effect map wide,but only you.
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@AshInTheTallGrass said:
**NOT MY ORIGINAL IDEA***
A while back, another forum member and I were discussing dream chapter ideas. The forum member brought up a fantastic idea.
It's about a twist of fate.
What if BHVR had chapters where certain Killers had become Survivors instead of Killers?
Hold your horses. I'm not saying Spirit is removed from the game. I'm saying that Rin is added to the game as a Survivor. Here's how it would work. In an alternate reality, at the moment Rin was dying, the Entity took her and made her into a Survivor--dooming her to repeat her trauma. How's that for a new level of horror! The Entity is such a malevolent being that it wants Survivors to re-live their darkest moments and literally face off against their darkest selves. It's a very nuanced and mature lore, to be honest. Rin facing Spirit is a literal manifestation of the "sliding doors" theory/the butterfly effect. The idea that our entire lives could've gone differently if only we had made one different decision.
Personally, I would love to see Spirit as a Survivor. I've always felt bad for her and thought her lore was among the best. Her cosmetics would be incredible, too, and simply seeing Rin and Spirit in the same game would be so cool. On that note, I think having a similar cosmetic for both Rin and Spirit that incorporates a butterfly would be a nice homage to the "butterfly" effect idea.
**This idea is also applicable for other characters, but I'd love for it to start with Spirit and Rin.**
*** If that forum member still uses the forums and sees this, I hope you comment/make your own post about it. You might have come up with some more concrete ideas by now and I'd love for you to share them. ***
Holy Switchero Batman! This idea is pure,f-ing gold! ! !
Artist / Carmina would work great, too, as would the Knights of Mischief (or
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Pretty good! I could see this combo well with Adas perk that got recently buffed and WAGLF
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@SgtMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3155086#Comment_3155086
There's this bizarre need to win at all costs. Bloodpoints aren't real currency but to them it might as well be gold or bitcoin or whatever the currency du jour is. To paraphrase, sh*t in one hand and put the 4k from the game in the other and see which one fills up first.
You are mostly right, but same thing could be said about the survivor team that totally dominated that match and then 99% the gates, reset and swarm the hook with 100 bodyblocks to not even leave the killer that one measly kill. Do they need that 4E that much? I mean, Bloodpoints aren't even a real currency, but to them it might as well be gold or bitcoin or whatever the currency du jour is.
In short, you will always have chill people and you will always have sweatlords. And while I love to give the last survivor the hatch, sometimes I really want to get that last survivor, because the team really hit a nerve with their obnoxious gameplay. Often you reap what you sow.
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@SgtMittens said:
This is slightly a strawman because you're assuming they're all the same. I do agree that standing at the exit gate to preen to the delight of no one ranks with a killer shaking their head yes or no at whatever it is they think they're great at.
Actually I always ranked shaking and nodding or even a single slap on the hook the same as t-bagging after a successful vault or palette stun: quite unneeded, but actually just a small jab or slight that doesn't actually waste anyones time.
Though facecamping and waiting at the exit gates so that you can give the killer one final, glorious t-bag both wastes the time of everyone involved, while being quite pointless.
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@Gamedozer7 said:
But then stand at the exit gate for the whole timer and it's not like is some occasional thing its 99% of the time no matter how many are escaping.
I've had way more games were 2 or more survivors will just wait tell the last second to Walk out.
That's the hight of entertainment: just in case that the killer missed the fact that they lost, there is always that helpful survivor that will explain it in broad , wide twerks to them. If need be in the very last second. And telling the killer "if you hate it that much, just eat that tweaking and jerking and just drive them out of the gate" is classical victim blaming.
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@SgtMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3154877#Comment_3154877
"Hey, everyone. When I play solo and have my game ruined by someone playing for an invisible trophy, I just move on. Surely that's a universal sentiment"
Whatever rows your boat definitely doesn't mine, and vis a vis. I am still kinda curious what you tried to convey, though.
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@ByeByeQ said:
What questionable act have you committed in the name of getting an archive challenge done?
I'll go first. I had the Escape as the Obsession challenge and after having failed in 4 or 5 attempts I was getting exasperated. When I finally got it there was a survivor on the hook and I was not the obsession. Injured Felix came to me and I used For the People (which made me the obsession) on him and immediately left. I know I could have played that so much better and still had a good chance of getting the challenge, but I did what I did. I'm not proud of it. I still remember how Felix looked at me. He looked disappointed. 😆
I .... I am pretty sure that I'll win this, because I did a really, really scummy thing. I was doing "Aces Journey", the challenge were you need to do finish two gens, cleanse two totems and do two safe unhookings. I had failed a lot of games already,as usually either the killer got the upper hand finding you while you're doing gens or the team dominated the killer, leaving you with no unhookings.
So one game on Grim Pantrie vs Deathslinger we were quite dominating and poor slinger only got a single hook. So I had everything and I was just missing one dann unhooking, and I wouldn't let this chance slip by! So when we all ran to one exit gate with no Slinger to be seen I hustled in front of everyone, stood in front of the gate leaver.... and did nothing :V
Eventually the Slinger found us, the terror radius growling louder, while the other survivors ran around agitated and frantic. When he Slinger emerged he took aim and ...picked me, his unlikely ally. I got hooked and well, surprise, surprise, no one came for my rescue :D A sound 3E and the rat got their fair fate :P
Oh and of course, the post game chat was especially spicy, but I more then deserved that one.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3154867#Comment_3154867
Survivors have been too afraid to speak up and that's why the game is really failing hard and survivors overnerfed and killers over buffed, constantly. Survivors shouldn't be so easy to be silenced or intimidated.
You. Me. Shack after school. Don't forget to bring your flashlight.
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Haha OP,you nearly got me and I was already grinding my gears, but luckily I skimmed over the thread before posting :>
Yeah, I noticed the prevalence of DH again, too. You can now basically anticipate the perk just like before, but you know what? Now I don't rant care :) BHVR pulled off the impossible and nerfed DH,without "nerfing it into the ground" or "nuking it from orbit". It might be just as strong, with its easy activation whenever needed, but it's now much more skillful and fair. When I get hit by it I flare with anger! At myself for falling for that very foreseeable trap! And just keep chasing. And I am learning, seeing the telltale signs of a deliberate turn into me in order to trigger my killer instincts with better and better accuracy.
Bravo, BHVR :>
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@Gary_Coleman said:
It seems like the only reason left to play solo queue is to do dailies and rift challenges in games that don't really matter bc nobody seems like they're even trying anymore.
I dunno what you guys are all talking about. Yeah, soloQ is apparently the hard mode of the game, but queue times are so fast that if I get tunnelled and camped I am just back inc the next game within 2min. And contrary to most stories here, I don't get camped every single game,nor 5 games in a row and while I got a decent number of awful survivor buddies,I don't get hook-suiciders and DCers every match,either.
I am having an fun in soloQ and at least my game are not half as and as anyone else's commenting here. But maybe that's just different perception due to different expectations? I don't expect to escape every game. Often enough I get caught and sacrificed at the last gen, but that game was still fun and I walk out with 22k BP or something, so I would count that as a good game,while others might be sad and downtrodden, calling the game utter crap.
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Two Spirits? Common! There can be too much of a good thing.
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@GannTM said:
Two Spirits as a possibility? I like that.
For once I am disgusted with you. Downvote!
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@ReverseVelocity said:
It makes survivors walk, and makes them even slower if they have more than 1 chain bound to them. That's not exactly low reward.
The problem is that you don't just fire them, you basically use them like Nurses blink, but instead of being right on the survivor and getting a hit if you are successful, you slow them down, while you yourself wakeup from basically a stun. Even if you successfully hit the survivors, they can still break the chains easily via environment and gain distance on you. In many cases the value you get of a successful chain is minimal, while a missed chain basically ends the chase and lets the survivor escape. Its not really high risk, high reward, but the low reward is quite spot on.
Pinhead is balanced by his very strong passive chainhunt and chains are best used to disrupt someone who tries to solve the box or for scouting purposes, especially on two storied maps. There is also the issue with Engineers Fang, that turns the chains into basic projectiles, but I am not a fan of this kind of add-ons and people have issues with the fang for this very reason.
I got pretty good with hitting with the chains and if you do it well you can often get some value out of them, but the chains are a really, really weak power, probably one of the weakest in the entire game and thats really a shame, because I totally dig the concept. During chain hunts chain portals spawn and chains home in on survivors on their own with not perfect accuracy, but quite dodgeable; so with this system already in place it would be possible to change the power to just place the chains and they fire on their own. This would limit their scouting potential, but also make them much stronger, and Pinhead already suffers from a big disparity in effectivenes vs soloQs contra vs SWF.
As always with this kind of issues, there are no quick and easy answers and things are more complicated then they may seem.
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Wow. Thats a horrible record! I mean, it could be that the stars just aligned and in three housholds around the globe three of the peeps who just queued for your game were faced with a personal emergency, and best wishes to them if that was the case, but probably the reasons were less dramatic and more childish in nature.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/3153747#Comment_3153747
How many bp do you get for escaping with box?
+2500BP Seeker of Pleasure score event
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3153759#Comment_3153759
Oh i think the basekit BT will cause 2 things:
- people dropping BT, because well, its basekit now.
- people complaining about how the 10 seconds isn´t enough on this forum.
You think it got better? A couple of days a go, i played 20 something solo matches and only had like 2 normal ones where no one disconnected/suicided. That was depressing af. Especially since most complaints have been solved by the devs and yet, people are not happy. I fear they´ll never attempt to buff killers again.
LMAO, yeah that sounds about right: everybody dropping BT and then complaining that they always just need that extra bit to make it to the next gym.
I honestly thing that everything got slightly better. This is all anecdotally as I didn't take any notes, but my games feel mostly better now with not that many DCs. But yeah, you still get the "suiciding on hook" thing fairly regular, if that survivor somehow blundered and got downed within the first minute or so.
On an unrelated sidenote, I faced several Pigs today who were all not interested in Snout Boops at all and one even played for a sweaty tunnel 4k at 5 gens.
The thought that BHVR might never buff killer again is pretty depressing. Lets hope that they will just refrain from nerfing killers again, so that we can live with the current state of killers for a very, very, VERY long time.
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Killer: 7-8
definitely not the best of the best, but I am pretty good at killing, I would say. I sometimes rekt sweaty SWF bully squads, other times they hand my butt to me, but against regular survivors I fair pretty well.
Survivor: 4-6
still pretty good, but a good killer will always get me; a bad killer I might loop all game, though, without getting caught. Depends on my mood and the day, sometimes I play like a real potatoe. But survivor games queues are fast, so if I die 2min into a game, by minute 4 I am already in a new one.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3153750#Comment_3153750
Same. Nothing really changed apart from the bigger amout of teammates that give up early. I wonder when that will stop.
*insert pointless shot at survivors being bad and malding*
Nah. Things already got better over time. Lets hope that things just keep improving, as more and more players get the hang of the new situation. With all this campers abound maybe all it takes is Rebeccas perk to shake things up a bit and that basekit BT buff? I mean, I never face camped in the traditional sense save that one time were I wanted to know what insidious basement Bubba felt like ("bored disgust" is what I would describe that flavor), so I am all for giving legit campers the finger.
Though I am also a bit torn about how powerful the basekit BT could be now and why its not just a perk tax for those who don't want to deal with it? People ran BT all the time in the past and now most of them save that perk slot for something juicier, I think BT in itself is losing more and more of its appeal with the basekit changes. On the other hand the killers got basically smol Brutal Strength and STBFL as basekit, so I guess its sorta even.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3153539#Comment_3153539
Killers have now the same queues survivors had before the patch that buffed killers. Aren´t you happy that survivor finally has some instant lobbies instead of queues?
I don't mind it at all. During the day I do my survivor challenges and during the evening/night I have often sub 1min killer queues and enjoy my killing, as usual.
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I am addicted to escaping with Pinheads box and I am always trying to inspire others to do the same. Its the ultimate flex in this game, imho.
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@versacefeng said:
Balanced, fair, and counterable. I don't get the uproar. It's completely unnecessary. 💀
While the whole Demo community might be agitated by this, in the dbd community this might not even be registered as a burb. :P
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@lifestylee said:
https://forum.deadbydaylight.com/en/discussion/comment/3153623#Comment_3153623
in the comments people were saying this works vs billy and blight to a lesser extent aswell. could you imagine missing your chainsaw with billy to things like this. you would feel robbed especially as his chainsaw is already pretty damn hard to hit.
Dang, thats rough. Playing Billy against half competent survivors already feels like a slog. Maybe we can do something about this and just nerf Pig?
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@Wowie said:
They're changing the map soon so people are probably looking to ######### around on it a few more times. That's why I ran it a couple times yesterday, but I was in a SWF. Felt bad for the killer though, both of them gave up and I really don't blame them at all.
"This morning I looked into the mirror and backed away from what I saw. Where this empty, soulless pits my eyes? What had happened? When had it happened? When had I become the monster, I pondered? The soul-less orbs just gazed back at me and I felt The Entity gnaw away at just the tiniest bit of my humanity left. Time for another trial. Time for another RPD batch to be burned up"
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Thats utter BS lol. But well, people encounter so few Demos that educating them on a hidden tech to counter his power probably wont hurt the "Demo community" of 5 peeps.
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Though you can run it in combo with Bite the Bullet to get 100% grunt reduction on demand for as long as needed. In todays meta most killers don't expect you to be silent and actually rely quite a lot on your grunts of pain to know if its worth looking around an area.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3153529#Comment_3153529
Sometimes when I was bored I'd play Wraith and if there was a streamer in the lobby, I'd put blink addons on and whenever I was chasing them I'd just aggressively bing bong just to see their reaction. Cloaking doesn't slow wraith down much
It was very amusing
One day when I got a Wraith daily ritual, just for the lulz of it I once equipped the meme add-on, which I actually had never tried before, ie the one that lets you generate a terror radius while being cloaked, and holy guacomole, did it mess with the survivors perception and made them run around like headless chickens. It won't do jack against good, experienced survivors, but a lot of the chaff won't know how to react as this isn't what they got used to.
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@Aneurysm said:
Despite all the complaints about strong perks there's a decent amount of players who don't appreciate losing to weird off-meta stuff either.
That feeling when you got your second kill at 3 gens, but you are running four end game perks.
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Yeah, this one has been bothering me for a pretty long time, too. Some challenges would really be much more beareble with it and not waste everyone time, just because you are not sure if you "got chased by the killer for 75s" or if maybe 10s are missing. Also most of this challenges are 0/1s in the post game screen, so they give you not much feedback if you are doing something right or maybe missing something. An ingame counter that showed you life progress would be such a bit QOL improvement.
Oh, and btw, pretty soon we will be getting the option to be equipping two challenges, ie one for the killer and one for the survivor, so you don't get that aweful feeling were you forgot to switch and just got the perfect game to finish your current "non chosen challenge". Happened way too often to me.
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Yes! And I really would appreciate a bit more transparency with the different groups. I know that all this people are always saving up big time before a new chapter release, some even braking the 100million mark for fun one time. But every time I try to do so, I end up with something like 2.120.000 and then it forces me to either waste all further BP gains or stop there. Its pretty confusing for an old lad like me :V
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@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3153501#Comment_3153501
By all means, I just want to hear it’s going to get more challenging eventually haha
Haha, yes. This true fact is just hilarious. Cracks me up every time. Life is a comedy, after all.
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Frankly, I am amazed in two ways:
a) that BHVR thought in the first place that such a perk with just 10s downtime would be good or healthy or balanced
and
b) in the way they eventually nerfed this perk.
10s downtime is obviously CRAZY! Al comparable perks with a strong effect have a lengthy CD of some 60‐90s. At the very least the Cooldown timer should only have started after the 30s duration expired.
In the same vain, a single activation per hook state seems barely worth it. The perk functions sorta like an inverse camaraderie, but someone has to come close,but not quite close enough to do a proper unhooking.
How about a token system? IE every survivor with the perk can use it three times per trial. This would allow a bit more flexibility and a single survivor could potentially traverse between their gen and the camped survivor a few times,while everyone else slams gens efficiently.
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@CrimsonMothKing said:
https://forum.deadbydaylight.com/en/discussion/comment/3151168#Comment_3151168
Normal Killers are 115%, the survivors would outrun the killers.
I mean, outrunning the killer in this one scenario, ie getting away from the hook and preventing an easy tunnel, I am sorta behind that.
Everything else is theory crafting,ie what's the maximum possible speed someone can attend. I remember seeing several theory crafting videos were they showed the theoretical maximal heal speed with everyone sitting around the hook to throw on all their various buffs etc.
But Guardian will indeed make survivors zoom off like mad!
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@Biscuits said:
Sweat build - Windows of Opportunity, Off the record, Deliverance, Lithe
Meme Build - Blast mine, flashbang, quick and quiet, head on
Your Meme Build is my go-to build that I use in the vast majority of my games, save for the Flashbang, which I switch out for a flexible perk. Most often I use WIndows of Opportunity, but depending on my tome challenge I might use anythign that helps me or that I feel like. I got some pretty cool plays with Red Herring, ie luring the killer back to my blast mined gen.
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@Sava18 said:
If you played overwatch for as long as you did, then you would know that having the same overtuned meta for a half a DECADE is extremely unhealthy for a game. OW literally died from a lack of changes. League, OW and most big multiplayer games have at the very least an ever changing meta. The problem with dbd was that survivors had the same meta for way too long, I quit the game from April until this most recent patch. The reason was because I was essentially going against terrible players getting carried by their perks every single game(bots with perks). I agree with you that solo queue is in need of some base kit information and some mmr adjustments so players can be happy but complaining about DH and IW being nerfed is just dumb. DH was boring to play against and by far the most broken perk this game has ever seen, and after validation it didn't even require good timing just a skilless perk carrying 75% of the survivor player base. DH quite literally countered the entire killer roster besides blight when he has something to bump off of to bait it out, the only time anyone else could bait it out was if there was a very large amount of distance until safety. The changes they made to perks were healthy for the game. Now they just need to buff solo queue and massively change nurse.
Here's a thought what if they just nerfed tracer instead of adding brig like they did? That's kinda what dbd did here.
FR, DH was basically the Brigitte of dbd: a hard counter to nearly all killer powers and more often then not an uncounterable "get out of jail" card. This perk alone made playing killer such a miserable experience that I even doubted myself why I was sticking with it.
Like Brigitte, DH held the game in a terrible vicegrip/stranglehold and alone lead to unprecidented bleeding of killer players, because playing that role was just not fun anymore. Playing survivor had become so easy and many players got carried hard by the ever same meta combination, that a 4E was more or less the devault state, unless the MMR system paired a killer with way more inexperienced players.
So OP might be right with some of their perceptions, but its very one sided. The 6.1 patch breathed fresh air into the game, and while it made things apparently a bit too tought for survivors, I applaud BHVR for the brave decision.
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I spectate a good amount of matches. If I die very early then I skip, as I have no emotional investment into that match, but if its just 2 gens left or something, then I often wanna know who makes it. You can also learn quite a few tricks or tactics by viewing the match through some experienced survivors eyes.
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With some killers it is ludicrous, ie you can't actually use your power, because its detrimental to your score: Myers, Bubba and Ghostface for example will have a hard time getting their hunting points up if you insta-down survivors. And Pig has its own slew of problems, with entire videos on youtube detailing tactics of how you can maximize your points. Plague is another problematic killer, were you power and perks actually hinder you. They are all doable, but many of them are no fun.
A lot of people have suggested over the years to change the task to getting a 4k or 3k+hatch, but the Playstation Network is probably the culprit, as you can only change achievments there is they have become literally impossible due to gamemechanical changes.
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I did so,too. But I am always spending 100‐200k so that I can easily bounce back to max ,while waiting for the new Resident Evil chapter und Wesker boi.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3151168#Comment_3151168
117% is already a 2% advantage in the survivors favour.
Ah yes! I messed up ^^ 115% killers are called that for a reason :P
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@dugman said:
Most people say Shadowborn is ok, I don’t remember a lot of people saying it’s “bad”. It has a kind of useful effect and there are definitely people who use it frequently. (I like it but I don’t use it that often. 🤷♂️)
Lightborn isn’t quite as good, not because being immune to blindness is bad, but because it steers survivors away from trying for flashlight blinds at pallets and from doing risky often time wasting flashlight save attempts. Basically it’s telling the survivors “don’t mess around with the flashlights, just go do the gens”. So ironically by being immmune to flashlight shenanigans you end up making the survivors play smarter. That said I’ll use Lightborn sometimes simply because it’s hilarious when you get a hit on someone desperately trying to blind you. 😄
There is also the option to fake it, ie not stomping through a flashlight cone boldly and confidently, but quickly looking upside or to the ground. If you do this at pick ups they might think that they just barely missed the timeing and try again later.
Sure, survivors won't get blinding the killer score events, and clever ones will therefore see right through this facade, but it works surprisingly often.
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I think that the Boon system could effort some variety. Right now they all use the same base mechanic, something that BHVR seems to favor in a lot of their design decisions. But what if Boons were more unique?
What if Dark Theory, for example, allowed you to interact with the Boon for like 10s in order to gain its effect map wide. 1/2/3 survivors could benefit from it at one time and it could either be on a timer or go away on a hit. +2% is not much, but it adds up over the course of a match, and it would lead to more whiffing and missed strikes at vaults etc.
A similar system could be implemented to Exponential: go to the totem to receive your blessing and pseudo Unbreakable, but in this case I would limit it to 2 survivors or maybe even just the survivor who errected it. Unlimited Unbreakable, but you must find and bless a totem.
Shadow Step is already pretty good and I wouldn't buff it further.
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For the reference: I am doing Tome 6, page 4 "As Long as It Gets Fixed" right now, and that oddly works.
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@Raccoon said:
I've seen a few posts/people saying the speed boost is irrelevant....boy, are you going to be surprised.
People are always understimating numbers, but especially the magical 10% ... the same people were claiming that "10% general killer buffs will do nothing", while I sat there and thought "you know how often I whiffed by just THAT much? Nearly all those close encounters would now be a hit". And now some people are talking doom and gloom and that killers can't be beat unless they throw the game or "only got 2 brain cells".
This is just DBD and its community :) Some crazy SWFs will quickly weaponize the speed, everyone else will finally be able to just escape from the unhooking scenario and leave the killer to deal with the unhooker.
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Add in Guardian and go up to 117% speed so even normal speed killers will have a fine time. Might be the time for Boon: Dark Theory to finally shine to boost that escape velocity up to 119% and give normal killers that crazy 1% advantage :>
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@illNicola said:
https://forum.deadbydaylight.com/en/discussion/comment/3150977#Comment_3150977
And that's my point. I don't want to be punished for tunneling. Devs have to find ways to counter tunneling, but in the same time find ways to incentivize mixed hooks, because now if I do mixed hooks what I get? 0k or 1k, because the insane gen speed. So, your ideas are better than mine, I wanted only to immaginate something that can possibly counter tunneling, camping and genrush at the same time
Aww thanks <3
Your idea isn't bad, btw, but everytime something similar is suggested, the people here (maybe rightly?) say "oh, so should I get punished for playing good?" or "oh, should the killer be rewarded for playing poorly/losing?". Its a tough beast to tame, thats for sure, with many aspects to consider and both sides to be taken into account.
But at the end of the day, if we find some kind of system that leads to lesser amounts of tunneling and more fun games, everybody wins, right?
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@Jay_K said:
I don't know why everyone can't just play for fun these days.
If you get tunneled then either the killer just wants his kill or (and this is what i see more as a killer) the survivor put themself in a position to be tunneled. AKA by using a perk like off the record just to get in the killers way or by the survivor doing the rescueing just stealthing leaving the only option as going for the unhooked person.
If your playing solo que and you get hardcore tunneled then just get hooked and go next. Survivor queues are very quick so its not a major issue. If your a SWF then turn the game into less "we have to all escape" to "lets just bully the killer for hardcore tunneling".
I personally don't tunnel in the traditional sence however if the only option I have is to chase the unhooked survivor (due to can't finding anyone else) then I'm not going to just throw the game and let them go just because survivor handbook sais i should.
Killers are being punished more and more for a playstyle yet nothing ever gets done about bully squads who think its fun to run a 4 man chain stun build where the killer has no chance.
"I personally don't tunnel in the traditional sence however if the only option I have is to chase the unhooked survivor (due to can't finding anyone else) then I'm not going to just throw the game and let them go just because survivor handbook sais i should."
Sadly sometimes the survivor unhooked is the victim of a too successful unhooker, ie they didn't lingered to take a protection hit but disappeared so skillfully that I only got one target: the poor, unhooked survivor. If its still the early game with 4 or 5 gens, I might just down them and try to pull someone off a gen and expose themselves. But if the game has already progressed too far, that survivor is going back on the hook.
Show some after-care to the survivors you unhooked, don't just throw them into this harsh world, wounded and without any protection. Don't hate the killer who just follows their nature, hate the "friend" who put you in that situation :V
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@Devilishly_Rowdy said:
So survivors rage quitting finally pays off as usual. Now they get a full on buffed version of BT as basekit. Which can pretty much guarantee an escape during endgame, if the survivor is unhooked anywhere near the exits. Go on, keep punishing killers for camping and tunneling, instead of looking into why MOST of the camping and tunneling is happening (survivor objective is much quicker than the killer's objective). So much for the kiLLeR siDeD pAtCh lol.
Low skill and MMRKillers brought this in themselves, though, by not adapting and leaving their hooks,exploring the world out there, but by staying home and slapping that meat on that hook.
The tunnelling and camping really went overboard and I wouldn't attribute this just to whiny survivors.
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@Flimflam said:
I think over time the nurse problem is just going to get worse as the game ages. Once all the god pallets, flashlights and teabagging you go through as a normal killer drives you to play nurse why would you go back to that. I think more and more killers are either reaching that point or leaving.
This hits way too close to home.


