Akumakaji
Akumakaji
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2712782#Comment_2712782
What is a "ggez"? Someone's said that to me before and it confused the hell out of me.
gg = good/great game
ez = easy, as in "OMG this game vs you was soooooo easy. Rofl. Lol. Worst killer in the history of killers."
Peeps who use "ez" are usually pretty sad existences who don't experience joy, unless they mar someone else's gameplay experience.
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@BenZ0 said:
I dont get it anyway why ppl try to be nice as killer
Because we are more altruistic then the survivors. True altruism doesn't get repaid in blood points.
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We actually have a new perk that cjust does this, ie Grim Embrace. In its current state its somewhat lackluster, but it could be worked with.
The problem is that you absolutely have no payoff for hooking 1-3 survivors and then the effect for the 4th can come at a moment were it isn't that suitable. You have very little control about when it goes off, if it goes off at all etc. Maybe we could do something like a reverse "No Way Out" in that the gens get blocked for longer or shorter, depending how well you are doing. The fewer gens you have remaining when you hook the 4th survivor, the longer the remaining ones will be blocked.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2710658#Comment_2710658
Ironically, he and insta-kill Myers are probably the 2 genuinely scary killers remaining, because of the fear of what they can do. This leads into a rather weird scenario: 2 killers who have powers that can feel very unfair in certain scenarios also are 2 of the few times where you genuinely feel the killer is threatening and the game feels like there is something to fear, which (for me at least) is what I want from this game when playing survivor.
I am preaching this on the forums all the time. Bubba gets a bad reputation for having the premium camper kit, but because of his instadown power he is one of the last actually scary killers that you can't bodyblock, run circles around, clickety click and t-bag or all the other shenanigans. If he is near you either run, evade or you go down. I don't understand why so many people apparently play basement camping Bubba, while you can have so much fun upstairs with Tinkerer Bubba.
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I am new to dbd and play it for less then 2 month now, but it quickly became my favorite game.
So I don't know Deathslinger prenerf, but only played him a few times, maybe 8-ish; enough to get the adept achievement and finding his playstyle quite enjoyable. He just is very good at hitting survivors at loops that would normally be save, attacking from unusual angles, and you honestly feel like you are effectively hunting and the survs are your prey. Also his character is cool and I like that he oozes superiority and a disdain that doesn't feel tacky, like Trickster.
So... How much more awesome was his experience pre-nerf? What was cit like playing D-Slinger in the olden days? Tell me your war stories.
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@SunsetSherbet said:
Some people play to win the game, a novel concept. If one guy is leagues beyond the others and quite hard to take down, of course I'll largely ignore him and save him until the last. By himself, he will fall. It's simply not smart to focus on the one great player of a team while the other 3 do gens.
No reward would change how I played, either. And a punishment would just see me playing a different game.
I call that outlier good player the designated harasser. If you start your trial and rin towards one of three farther off gens and one survivor comes running straight at you, chances are that looping killers for minutes on end is their favorite past time and you probably should ignore them. Bonus points if they clickety clicked and/or t-bagged you. They often have their whole suite of perks and load out designed around looping and harassing and there is little to gain by chasing them, but a lot by ignoring them.
Very often they will hover around you, ready to jump to a flashlight save or inhooking other survivors, so chances are that they totally neglect doing gens and sorta obsess about you. Kinda cute, eh?
So normally I will only engage with them when they expose themselves during an unhook/save, or later in the game when the game snowballs in my favor. But they are just as likely to be dancing on my grave, if I cave in and chase them, or the other survs are equally good at looping.
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There is a lot to argue back and forth and a lot to take into consideration, but there is one metric, that over the years served quite well over all the different games and mechanics out there, if something is maybe a bit (or more) overtuned/OP/busted/in need of a tone down/whatever: pick rates!
If everything would be perfectly balanced, things would be pretty boring, but also most likely evenly distributed. That's why in most online games we got something that we call meta: over the time certain elements of the game mechanic and options open to players turn out to be either mathematically, mechanically or qol wise better then others, leading to them being picked with a higher probability.
A certain amount of over-picking isn't any issue, some people will be meta slaves, others will try new things or forge their own way.
But sometimes certain picks are so overtly better then others that they become auto-includes, no-brainers and become vast runaways over everything else in their weight class.
This is something that I think we are experiencing with DH, and to a lower extent with BT. If you take any random, experienced survivor, the chances that they have DH/BT/DS/IW equipped, in this exact combination, is pretty high. From my experience this is the most meta general survivor build. You can always swap one or the other out, go for a personal preference perk, but this is the meta to which everything else is measured.
One of the biggest assets to survivors are exhaustion perks, which offer a big movement advantage, before going on a cool down. And while Lith, Balanced Landing or Sprint Burst all have their fans and users, their pickrate is way, way, way below that of DH. I think this stems from the fact that DH neither has a very restricting activation component (no vaulting a window, slamming a pallet or jumping down something), but also offers something that the others don't: invincibility frames. This is huge and makes the perk extremely versatile and powerful, to the point were you have a somewhat three times higher chance to see it then any other exhaustion perk.
So, normally when something is over picked that much, its a clear indicator that its too mechanically/mathematically strong, compared to the other options and survivors might even feel that they are hurting themselves and their chances of success, by not picking it. I don't know how to curb it down, I have some ideas, but I am no game designer, but I feel that something sjould be done.
Mind you, I am a big opponent of "nerfing something into the ground", as nothing hurts a gamers or nerds soul more then to see their favorite toy destroyed. And the other exhaustion perks DO see use, just vastly less usage then DH. You will never get a perfectly even distribution over all options, and neither should you aim at that, it's totally ok to have some outliers and meta leading options, but again, if something is that much over picked, its usually too strong and the community got wind of it.
BT, for example, is nearly identical in pick rate, but this stems not only from its power, but because it helps to protect against one of the most hated tactics in dbd, ie tunneling. Tunneling is effective, but a straight down when you get unhooked feels super duper aweful, because you can do nothing about it. I recon if BTs main effect became base line, for example, we would see much more variation in builds, whereas if every other exhaustion perks got invincibility frames, it would change nearly nothing, because of DH singular ease of on demand use.
I'll end my book now here, as I'm not sure if anyone will even read this :)
Haply gaming everyone. Please enjoy your holidays. Luv.
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The best thing that happened to me in Haddonfield was Tinkerer procing on my pior Bubba in one of the upstairs Gens. So I run up there and bodyblock the backside Window. The Steve there runs up, stops and looks at me, confused. I rev the chainsaw, he still looks at me, and I finally down him. I don't know, maybe he acknowledged that I outplayed him? The Haddonfield was already in their favor? Or he didn't notice the chainsaw and just wanted to run past me once he lost collision after a M1 attack? But it was fun and you have to feed off this moments.
Another moment was with Oni. I had a rough day with lots of sweaty matches and swf and when I was send to Haddonfield, it just broke me. After a short, futile chase I just stood there on the cold November street in the rain, broken and bereft of my will to kill. The survivors felt the change in the air and cautiously approached me. I moved to look at them, but held my place. Then, one after another they all gifted me their items and I was truly moved.
This rekindled my aggression and I chased after them and we had a pretty nice match with a few hooks. When the last gen popped and I downed one of the survs on death hook, I hoisted him over to the gates and opened them. Then we all had a little dance together and the survs even waved me goodbye. It was one of my top 3 heart-warming moments in my (albeit short) dbd career.
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My casual go-to Pyramid Head build is:
- BBQ
- Monitor & Abuse
- Nurse's Calling
- Scourge Hook: Pain res
BBQ is just a, quality of life perk because of the extra blood points and could be easily swapped out for something else. M&A is awesome on a somewhat ranged killer and it combos extremely well with nurse's calling, giving you tons of downs via wall hacks, often hitting two survs at a time.
The scourge hooks are my new, favorite killer perk and even though PyHead has his cages I only use those when there is no scourge hook around or I need to keep the pressure going.
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@cantelope said:
I am genuinely wondering how they will get nerfed. I don't want them to be, but I feel like they will.
Pain resonance aggressively punishes survivors who refuse to think. Survivors will try and crowd hook not realizing that hooking you all one at a time basically will destroy the last 10 minutes of your game. Yet I have had two or three survivors not grasp this. Constantly.
Its great because since they are so expectant of you to tunnel they will essentially set themselves up for getting three hooks in a row screwing over their poor fourth teammate watching 45% of their gen blow up literally in their face. Then when you continue to not tunnel they push harder and harder to get you to tunnel to try to avoid the gen carnage slowing their own progress down.
Thantaphobia gets great value here as once again the poor sob trying to get gens done is now going much slower and having 15% explosions in their face.
For real! I once had a game were I hooked one survivor and then skirmished and traded hooks with the others for several minutes, until the last hook didn't proc, because there was no gen to regress anymore. The game ended with a 4K and they barely got 2 gens finished.
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Well, good that you tried that out in a couple custom games, fam. I 95% main killer and have been 100% confused by a legit hit with wiping animation, blood, screams and all, and then couldnt find the survivor anywhere on the floor ... because they DH away and now are half the map away.
I appreciate your different experiences from your custom game with a buddy, but just maaaybe work a little bit on your tone. I am not trying to eat your soul, I am trying to have a civil conversation about a game that I hold dear and would love to do my part to improve it.
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I can agree that its uncool and probably unfair, if a perk doesn't work like it should due to latency issues. But the way hit validation was added to DH created a bucked full of other mechanical unfair situations, that aren't resolved.
Ok, I hit a survivor, when I shouldn't and the hit is rolled back, I can accept that. But I, am still locked in the blade wiping animation, giving the survivor all the time in the world to get away, with nothing to show for it on my side.
We have l seen teleporting survivors after being hit or downed, so why can't they allow the server to force the killer out of the blade wiping animation when the damage was rolled back? This would still give the killer a minor disadvantage, but curb down the frustration level by a lot!
Same goes for some powers, like Nemesis tentacle strike where survivor hits get prioritized before pallet hits, and where the survivor being hit gets rolled back, yet the pallet stays intact, leaving the killer with nothing to show for. THIS is just as mechanical punishing and busted and frustrating as using a perk that didn't work x-number of times due to latency issues. This stuff is tricky, but it somehow needs to be dealt with, otherwise you are just changing one set of unfair conditions for another one, and in a charged up environment like dbd this will lead to discontent and grief.
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Rancor0. Because gens will be flying no matter what you do, so get some perfect aura reading while you are at it.
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Give +25% bonus blood points with up to +100% for each unique, non-tunneled, survivor to the killer... ... ... Oh wait!
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I dunno, but I like that map and I am a killer main. If you are in hot pursuit, you will get a lot ofwindow grabs on Lery's.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2710703#Comment_2710703
I want killer to be the power role and be feared, because they really never have been, but Leatherface instadowning multiple people isn't the way. Killers should be able to kill survivors and win, through chases and pressuring gens, not just one OP interaction with their power.
The downing multiple survivor mechanic very seldom comes into play, outside of unsave unhooking, yet when it happens you feel super awesome, because you normally massively outplayed the survivors. Its such a double-edged sword: good survivors nowadays don't respect the killer at all and will unhook in your face in the most unsave ways possible. You can't do that vs Bubba, which is a good thing ... but by its very nature this also facilitates facecamping hooks, which no one wants to endorse.
In the end it comes down to the player behind Bubba. Some peeps see no other way of scoring hits but via face-camping, but most people agree that even for this players it can't be a very interesting or rewarding experience. But even some rather simple change like "multiple downs at the unhooking don't work" will lead to cocky survivor again. Its a though nut to crack :V
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@DemonDaddy said:
Wouldn't mind the idea if it comes with injury when attacked, killer should definitely be rewarded if they catch you hiding like lockers do.
I wanted to say this exact piece, and then saw the very first answer to this thread. I wouldn't mind some places for survivors to hide and encourage a more stealthy approach instead of "hold W and/or M1", but the tanking hits thing would have to go.
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Strangling, headbanging hair.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2710935#Comment_2710935
You leave Urban Evasion alone! It is perfect as is and I wouldn’t know what to do with myself if the devs ruin it. It was hard enough for me when I removed Self Care from my perks.
But it's so toxic! Survivors immersing and not even leaving scratch marks, while moving at full speed D: Its killing my fun!!!1
That being said: sorry for bringing it up ;) Let's just be friends and share a cookie.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2710889#Comment_2710889
My point was you shouldn't be surprised how low players will go. While I don't think Lightborn is overpowered, boosted survivors who think they're entitled to blind the killer do. And yes, they're not trolling, they're seriously seething at the thought of not being able to mess with the killer however they want. They did the same with Franklin's Demise, going so far as to say killers are toxic for trying to counter their items.
Nothing should surprise anyone on these forums.
To be fair, that ain't the majority of the survivors player base. But that this even got this kind of traction is quite astounding... Or not, depending on how cynical your view of the dbd community is :P
Maybe I'll start a rage thread about how OP and toxic urban evasion is and just see how many peeps will run with it?
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Pop + Scourge Hook: Pain res.
If things go right you can knocka gen down 40% in one go. If they hook trade, you can do it again, and there are no hexes involved, so you won't loose this 1min inside the game.
Honestly, the new scourge hook is such an awesome perk that gives us killers much needed breathing room, by always hitting the strongest going gen.
I hope with everything I got that it stays as it is and won't get nerved :<
Your combo is strong, but its just regression, with no room for anything that makes you better at killing or ferreting out sneaky survivors. That's a lot of egfs in one basket and half your perks are just Ruin, which is hard countered by not finding the survivors in the first place.
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I like playing different killers, but cool perks are a bonus.
Though I am no meta slave and rate fun higher then strength.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2710872#Comment_2710872
Mm. I wish I could swap it out for Discordance.
Discordance is good enough that I even run it on its own. I don't know if I would run BBQ anymore if the blood point part was killer baseline.
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@Grandpa_Crack_Pipe said:
Ultrakill is 25% off and worth twice the full price, go nab that too while you're at it.
######### did my eyes just see? I admire its purity. Its so beautiful.
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Half of the time I forget that I got ot equipped on my killer and then get confused were the healthy survivor disappeared too, until I notice him writhing in agony on the floor.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2710824#Comment_2710824
Do you count the ones where survivors suicide on their first hook? Because the Stat Crunchers responsible for super early killer nerfs certainly do.
"I've never seen this killer before and I don't know what his power does. I'm just going to kill myself and move on to the next game." And then, a man down, the killer usually gets the others. And then, the stats come back "oh he's Overperforming. Better nerf the power to the ground." And by the time survivors DO learn how to deal with the killer power, the killer's so weak that playing him is an exercise in futility.
This should be sung as gospel from every house.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2709286#Comment_2709286
Something about the word "lair" and my experience with D&D makes me wish DBD expanded upon the basement concept and created an entire subterranean network on every map that has multiple gens (one of which needs to be completed) and grants the killer various boosts or lair actions.
That sounds pretty cool.
And I still think that it's a squandered opportunity to not personalize the basement for each killer.
I lmow, I know, some peeps think that it will give the survivors, who sneak into it, some kind of advantage, knowing who they are up against, but most of the time the killer will initiate their first chase within the first 40s of the game anyways.
For the stealthkillers you could also make it so that they get a random other killers basement, with one hidden hint, like Ghostface's mask on one of the skulls, or whatever.
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@Renfear said:
I find it interesting that DH and CoH are on almost every single one of these.
Killer: Dead Hard, DS and Deliverance. That particular combo is just to troll with.
Survivor: Thatanatophobia, Sloppy Butcher and BBQ
Honestly it surprises me that there's been so little mention of BBQ. I hate it. It's the biggest crutch in the game, even as killer I hate using it because it feels like training wheels but it's too good not to use. Up to double bloodpoints and vision for every hook ? And then you're in Solo and your teammates can't run so you've gotta hop in a locker every ten seconds.
I actually never considered BBQ that much of a clutch perk. I run it on nearly all my killers just to lighten the blood point load, so I try to get everyone hooked at least ones, but half the time all the survivors are either to close to register, or on the literally other end of the map.
I would 1000% swap BBQ out for Rancor, if that gave double blood points, too, just for the infinite better detection. Gens will always be flying, no matter what, and with Rancor you sometimes see someone hiding right mext to you.
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Phew. Forca hot minute I miss read that as DH and thought what new madness is this?
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2710805#Comment_2710805
My point is the huge difference it makes having basement in main compared to shack. When I’m main It’s just so easy to keep applying pressure and hooking in basement cos it can be accessed very quick. And then keeping an eye on it and getting back is a guarantee to have survivors close in a dead area.
The parts of ormond that are strong aren’t near the basement stairs apart from the window that is made weak by breaking the wall.
The others didn’t disagree really, one mentioned a window and the other haddonfield. And this is DBD, nothing is universally agreed lol
At least that very last part I can wholeheartedly agree with you :>
I feel that the basement in the main building is always stronger then shack because it frankly is there were the most action takes place, giving you more opportunities to catch survivors, without punishing you for being totally out of place.
Also, the killer shack is one of the strongest loops for survivors and It's not worth it with most killers to commit to a chase there. So maybe those Viggos blueprints are useful, after all.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2710800#Comment_2710800
Your data doesn't matter, unfortunately. No one knows their MMR and yet will continue to justify all their losses due to their MMR. It doesn't matter what you show them.
Some data is better then no data or gut feeling.
You are right, I don't know my MMR score, frankly no one does. But the claim was that the system should be balanced around 2K, and the available data seems to indicate that this doesn't work as intended.
Yet, most of us experience a change in the quality of their matches, ie way more sweaty and (BAD WORD) to the walls kind of matches and a very loud majority (I assume here) wants the old system back, as they can't cope with the constant stress of sweaty game after sweaty game.
And the only condolence are nasty comments the like of "hur dur that's on you. You are too good, should have played worse."
By collecting any kind of date (assuming that we don't lie) at least gives us some way of interpreting what's going on and quantifying it.
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I mean, I had some fun matches om Haddonfield, and even somr 4Ks, yey for each of these I, also had godawful ones, where I didn't see ANY survivor for the first 3 gens. Heck, I had one game vs the Stealth Gods were I didn't see anyone at all, until they opened to gates and waited for me to get my daily dose of t-bags.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/301378/killer-service-announcement
Another absolutely brilliant game to pick up is The Riftbreaker. It's my contender for GOTY and one of the most fun, innovative and cool games I've played in ages.
Siralim Ultimate is also an awesome time waster. Its a cross between a dungeon crawler and Pokémon and you can add every monster to kill to your party and play with literally endless combinations of powers, perks and abilities and even fuse two monsters together to get both abilities.
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@chargernick85 said:
Killer:
DH - Only because of the visual effect on killer side.
Boons: Single handily killed hex perks for me. Won't run them without Pentimento.
SB - SB to a strong tile soon as you here killer TR. I won't even ######### chase you....but I will get my hands on you sometime.
Survivor -
Corrupt - Solo Q teammates go down and give the killer 2 or more hooks before corrupt ends. If we can't apply pressure to the killer early we have uphill battle and that's a recipe for disaster in solo's.
Devour - Not even sure how this stays up honestly. I deal with it a lot and it always seems to activate when someone's already dead (Tunneling).
Franklin's - Always seems to be in my games when I bring a FL or MK. franklin's destroys them before you can even pick them up.
Tbh, I often run Franklin just to spite and grief survivors a bit. It helps that they often predictably come back to fetch their items and then go down.
Back om topic
Killers :
DH
- it's so versatile and hit validation will often lead to the Killer be stuck in their blade cleaning animation with nothing to show for it.
BT
- if it were just a tool for getting away aftet unhooking, I probably wouldn't even notice this perk, but so often the unhooked surv will bodyblock for their savior and both get away scott free with little risk for anyone. It's just frustrating.
CoH or IW
- CoH is just plain too strong and threw the whole balance out of the window. But I equally hate IW because it single-handedly shuts down an underused perk (Stridor) and robs killers of one of their most important tracking tools. Also Spirit is pretty hard to learn with half the player base running IW.
Survivors:
NOED has the potential to be quite the show stopper, even if you did nothing wrong. But in today's meta I run it myself more and more without feeling bad.
Franklin:
I love this perk for the same reason I hate it. I normally don't go into a game with an item equipped, but when I do, and even add a few add-ons, I am 95% sure to loose it against a casual Franklin hit.
Insidious: not very meta, but the peeps who play it are often the mean face camping kind. I wish that it would be more viable as a sort of stealthy perk for everyone, like it originally was intended, but how fast gens fly nowadays, I can't see that happening in today's meta.
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Your objection is valid, just one thought: didn't BHVR say that MMR is just split between Killers and Survivors, but consistent within that group? I think they are somewhat adjusting for perk slots, as I noticed that a lvl 5 killer got a higher chance to play against other babies, but beyond lvl 15, you should be back to your normal MMR.
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Well, while that might be true, I still fail to see your point, I mean, I see survivors all the time around the map, yet this doesn't guarantee me a win :P
I know that I am a bit silly here, but still, I think that the Ormond main building is pretty strong and even got some god pallets that you have to remove in order to proceed.
So we agree to disagree. Still, that some other users here challenged your statement seems to indicate that your view on the Ormond basement isn't some universally accepted truth.
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@ScottJund said:
i dont think you had to do a study for this
Well, you are wrong with that, my friend. Gut feeling and "I actually think it works this way" are as varied, as their are players and only numbers allow any kind of educated considerations.
So let is all write down a few numbers and compare notes :>
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I still play Killer.
But I have just below 300h, so I probably can still deal with all this BS thrown at you. Still, some days I just get broken by two sweaty and clickety clicky swf groups, who thanks to all their second chance perks are practically untouchable.
I give it my best to not be too biased and see both sides, but I can't fail to conclude, that killers have it far harder then they should and are a far cry away from the power role they should occupy.
In my pov the killer should strile fear into the survivors heart and they should be deadly afraid of him... yet sometimes the killer is the survivora plaything and they torment him unpunished and poke him without fear of consequences.
Only good, old Bubba plays like a killer should, because of the constant danger of an insta down, but you know how much flak he gets for existing.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2710756#Comment_2710756
The basement on ormond is pretty much centre of the map. It takes no time at all to get back to the basement without camping. It is also a dead zone just above the stairs apart from 1 or 2 unsafe pallets and the window that is dead after the wall is broken
Yeah, but unless you are proxy camping the stairs, its just as with every other hook: you can camp it, but then the gens will just fly around your ears. But I guess we have different playstyles and experiences.
When I hook in the basement, its usually to scare the survivors and waste a bit of their time because they cautiously sneak up to the stairs, then make a run for it.
But without some camping involved I fail to see how its an automatic win, unless you count a 1K game as a win.
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I hate Haddonfield, but I got a nice game there this week, where the survs burned strode key offerings, and I got a 3 or 4K with Bubba. That was a regular run, no camping involved. But Haddonfield is such a busted map, I hate it!
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2710760#Comment_2710760
Holy crap! I'm not the only stats nerd here! Joy! Looking forward to see your stats when you get to that number of matches. But even what you have (2.66) is already not what we are told to expect from SBMM. Do you also feel that matches are easier as of last few weeks? Or do you feel no changes?
After a rank reset I get a few very easy baby matches, but this ones aren't in my records, because I only later decided to take notes.
After a short while it stabilizes and I have a mix of chill, normal and sweaty games, but as a somewhat decent player, I seem to win most of them.
After most people, who care, get into their Iri ranks, the games also seem to become more chill on the whole.
But yeah, I guess with the influx of new players everything got a bit more chillaxed, I got the feeling that I had to sweat more and harder in the past.
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I would love to see some ocean or sailor themed maps.
Innsmouth would be frigging awesome: a rundown fishing village with a spooky church and some underground tunnels.
And a luxury hotel liner would be fun: 4 decks of lots of small rooms, a big restaurant area, the bridge and machine room and maybe a fun outside deck area.
Rapture - no need to elaborate on this, this would just be pure win. Also, a whole Bioshock chapter with a Drilling Big Daddy killer would be my wildest dream.
Also: Dead Space run down space station or Even Horizon map. *_*
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I can't play Blight, if my life depends on it. I will just helplessly slitter past survivors, hit some nooks and crannies or just slide ineffectual around.
I guess my brain just isn't wired for Blight awesome gameplay. *shrug*
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Interesting, you beat me to that. I am currently recording my own games and got 26 so far, and my average kill rate is 2.66
I plan to do about 100-150 games, and I also keep taps on how many DH, BT, CoH etc meta perks I encounter.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2710752#Comment_2710752
Have you played ormond as killer when basement is in the middle? Makes it quite a very easy game if you get first hook in there
Pleas elaborate, I still don't get it. Do you camp the basement? And how does this give an automatic 4K? I am intrigued, because it doesn't work that way for me. Time to activate those dormant brain cells, I guess.
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Just to put this into perspective, Dark Souls 1 has an achievement for your first death, and only about 95% of players got this, I think :D
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@Impartiality said:
In my opinion the basement should never be in or near the middle of the map. It’s fine when it’s in the edge of the map in killer shack. When it’s in the middle of the map (ormond main building) it makes the game a bit dumb. The killer can easily and quickly get there from anywhere on the map and if you get the first hook there it’s a guaranteed win unless the killer has no brain cells
Why on earth is a basement hook a guaranteed win, unless you have no brain cells?
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@Tr1nity said:
Wait there’s a debate?
Well, yes, but actually, no.
If you wanna call "hur dur Lightborn is toxic! You're ruining your clickety clicky fun" and "serves you right, ya flashlight clicking (BAD WORSD) (BAD WORD) (BAD WORD) and (BAD WORD)!!! 1" a debate. Yet it went over several pages and even spilled outside of the community. What a time to ne alive (rolla eyes).
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@Altarf said:
I think part of the balance is meant to be how difficult it is to get to. Eyrie's main building is a nightmare to hook survivors near, as the wiggling has a good chance of knocking you off the narrow upper floors and staircases, and the abundance of breakable walls and random objects certainly doesn't make it any easier. It's also mostly a hook deadzone because of the breakable walls and the upper floor hook. The basement is also located underneath a staircase with both doorways into the main building being quite far from it.
It's like the RPD and Game basements where they are strong, but they're so difficult to hook a survivor within in the first place that this rarely becomes an issue. When have you actually seen a basement play on RPD? It just doesn't happen. You're not realistically hooking somebody in there, and it goes similarly for either main building hook in the Eyrie of Crows.
Also the map has way too many interconnected pallets and loops in the first place, please don't add more.
I tried about 3 times to hook someone in RPD. I couldn't find the entrance and they all wriggled off, so I stopped trying :)
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@BigSwanginRatnuts said:
https://forum.deadbydaylight.com/en/discussion/comment/2710632#Comment_2710632
While I agree making hook trades and patrolling hooks are how certain killers and builds are played (demogorgon, twins, bubba, Myers to name a few) claiming that face-camping is not an issue is totally wrong.
Face-camping hooks isn't fun or interesting for either side. Yet as a killer I often feel forced to do it, and as survivor I often feel helpless against it and forced to bring BT and Decisive to counter.
Chases are fun, but getting downs in chases mean nothing compared to securing a death on hook. And that's where the problem lies. Too often it's just a better idea as killer to camp a hook to secure a kill than it is to let someone get away and easily heal so you have to chase them again.
Idk how to fix it, killers should definitely still be able to use proxy camping or force hook trades. But at the same time it shouldn't feel like the main way the game is played now. Neither side enjoys it. I'd much rather leave hook to patrol and chase the other survivors, I just know that I am often giving survivors an advantage by doing so.
I always get irritated when people call out proxy camping, I mean, yes, face camping is super lame and I next to never do it unless its the EGC, but proxy camping is sorta the expected thing to do, isn't it? When I hook someone I move towards some gen on the area, but always keep an eye on the hook, because 95% someone will come for the rescue, and of you aren't sneaky about it, but unhook in the open, well, then the free hit is nothing that the killer should be ashamed off.
After playing a bit more survivor, I learned how bad and unfun true tunneling is and I normally let the unhooked surv escape (sometimes I follow them, though, and breath down their neck, letting them know that I could gotten them, before breaking off the chase) and go for the unhooker.
But why is it expected that the killer plays like he has Devour Hope equipped and runs off after a hook with blindfolds on?
That would be the same as asking survs to not look around when M1ing their gens, so that killers can get free grabs.