Alphasoul05
Alphasoul05
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- Alphasoul05
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They're using a perkslot to do something that can only be done once, which means they're then using a second perkslot, most likely, on DS. That's a pretty good deal if you asked me.
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@JohnWeak said:
Can't wait for all the killers crying here to be wiped out of the high rank trials.
I play killer as well and i will continue to play killer, properly, never using cheap mechanics as most of you do (campnig adn tunneling that you defend in every threads). And as a survivor i will enjoy to face skilled killers that do not camp and tunnel aswell.
It's not because you won't be part of the high ranked play that SBMM is bad. Maybe most killers should have never been part of high ranks playerbase.
:)
You might want to up your posts that imply you play killer at any level of competency, since you're working with... zero. I suppose it's good to have some people handling the non-killer side crying. They really do need a voice.
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If you play against 4 good survivors then you'll realize that this game is much more difficult as a killer. Until SBMM gets implemented the fact is it is easier to play killer because, again, there's so many people who don't belong in the ranks they are, on both sides, that it is objectively easier for killers to win. It's easier at low ranks as a killer, which is why so many killers get into the green/purple ranks and they can't handle it, or the speed in which gens go.
Though, even with SBMM I would probably say it's easier to play killer *in general* because a mediocre killer playing 4 mediocre survivors will favor the killer, but a high skilled killer against 4 high skilled survivors will favor the survivors. The latter scenario most of this community cannot relate to, hence the lack of understanding around the topic.
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It's not easier, there's just so much variation across all ranks that killers can easily win if they take out the weak players. Sometimes, every player is a weak player. If you're going to use winstreaks as a form of balance or measure of difficulty, then I don't really know what to tell you, friend, aside from that's really dumb.
The only thing about what you said being true here is that it's easier to go on a win streak as a killer than it is as a survivor by virtue of so many more variables being at play. One camping Bubba can end your entire winstreak if you're doing it solo. If you're doing a SWF winstreak? Much easier, less variation, but one really good killer can play smart and end it on a favorable map with a high tier killer and good perks.
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Well, I think that hiding it removes the trust that people have in the system. The Overwatch community had massive complaints about not being able to see their MMR, or the MMR of their opponents relative to their own, resulting in not knowing if they should have won, should feel good that they won, or it was simply a complete imbalance. To top it all off they also started showing who was and was not in a party together.
I guess my point is a lack of transparency around this SBMM system is inevitably going to make a lot of people unhappy, and I hope they're aware of it. If you can't even give people a general idea of what "skill" is in this game relative to what the system uses to determine it, then how can we even be expected to trust it's functional?
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I hope it's a femme fatale and she throws her heels at us. I guess she'd be 110%ms until she throws them. I dunno, I just feel like I really want another ranged killer. There's just... totally not enough of those funs killers.
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@Objectively_speaking said:
Allegedly SBMM will take the average of a SWFS MMR and find killers based on that.
I sure hope that is the case because if it isn't based on average and instead places 4 SWF all of equal MMR against a killer with that MMR, and you throw in meta perks and comms, then that killer is not going to win, ever. That's going to be very common at higher SBMM levels and it's not going to be all that enjoyable for either side, I'd imagine.
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If you see a totem, that's worth 1000 points, and your immediate thought is to do a gen, you're gen rushing.
If there is no Ruin and no one else is saving a survivor on the hook, and they go second state because they wanted to do 2 gens, that is gen rushing. If you actively are totally scared of the killer and try to avoid all interaction with them, just so you can hold M1, you are gen rushing.
Don't pretend like there aren't plenty of scenarios where it does exist. You have more than enough time in a match with competent people to do more than hold M1, but for some people they sacrifice anything and everything to do it. Most people just don't understand and think that gens going quickly because survivors are efficient is gen rushing. They are just doing their objective, but sometimes it is easy to feel like you do everything right and the gens just go too fast.
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@Aneurysm said:
I barely see him, which is mostly a shame.
Mostly because I really prefer going against him as a swf, solo teammates tend to throw hard and all get slugged at 4 gens.
https://forum.deadbydaylight.com/en/discussion/comment/2471994#Comment_2471994
I see ghostface and nurse much more than oni and plague slightly more. I also see hag and demo more, I think I only see twins + billy less.
I always feel it's weird when we play SWF and I love getting those IF Oni's/Nurse's that are actually skilled. We could just split up and do gens and win pretty easily but we all just group up and have fun, losing or not. Any time I've played against one in solo queue, well, they almost always snowball on my team so I'm totally glad to never see him. Guess when I spend so much time playing against boring killers I appreciate the good ones... but I'm glad they're still rare
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It's almost like killers have to run gen regression due to the inability to stop the game from progressing at a rate that is out of their control. It's why "tournament" competitive killers run 4 gen regression perks and play the way they do as well.
Perks on both sides can sometimes carry someone a little bit further than they should, but gen regression perks will never be the defining factor as to why a killer wins or not. All gen regression perks are either not that strong, or simply have to be earned, otherwise they can be destroyed, or even ignored.
You can make similar arguments for Exhaustion perks. Zero effort required, giving you a free out to mistakes or avoiding a chase ever starting to freely get to a strong loop. They're effectively delaying the game by a massive amount relative to the time your average game takes. 4 survivors can have it, with multiple uses per match. That's fair, but a killer earning Pop, or potentially having 2 perks, is not? Fundamentally gen speeds need to be addressed, either directly or indirectly, such as going after Exhaustion perks, map size, general time wasters (indoor maps, breakable walls) before I'll ever agree gen regression is both OP, or carries bad killers. Plain, utter ignorance.
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@KweenPlease said:
AGREED. I only see killers complaining honestly. Like I'm sorry, YOU'RE GOOD. So you should go against GOOD players who play LIKE YOU DO. So if you don't want to go against survivors who play like you do, DON'T PLAY HOW YOU DO.
They just want to be good and get players who shouldn't be going against them. I'm sorry but my rank 8-15 friends shouldn't be going against you as a red rank!
The problem is killers playing against 4 survivors of equal skill to the killer at a high SBMM level should lose. Even then it's going to take far more effort on the part of the killer than it will on the part of the survivors to win. This isn't a "YOU play GOOD SURVIVORS and THAT'S why you're ANGRY" problem, it's is a balance problem that is going to affect the statistically small portion of the community and show a complete imbalance that people like you want to pretend doesn't exist. Probably because it benefits YOU.
You can look at the best of the best in tournaments. Despite the killer bans, the perk bans and limitations of addons, and maps, it is heavily, heavily survivor sided. While the highest SBMM isn't going to be like that, the fact is there is a clear imbalance at the top, and evidently people who are not smart, or skilled enough, aren't quite able to understand it, or relate to it. After all, who really cares about 5% of players? You don't balance from the top do- oh wait.. games do.
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Killers already can no longer change killers in lobby, which is already a big disadvantage. Adding the ability to know who the killer is results in people leaving lobbies and increasing wait times as well, because everyone will simply dodge until they know they're playing an easy killer to beat or play against.
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It's almost like this game isn't balanced for the 5% of players who are really good at it, and not balancing a game from the top down is a bad idea. Or are you implying that good players/SWF, skilled and veterans of this game who have stuck through, and continue stick through them being shafted don't deserve balance?
According to BHVR, you're absolutely right.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2468656#Comment_2468656
Mediocre players, casual players, new players, which form the majority of players if not the vast majority. How many really benefitted from the old ranking system?
None which would be an issue if the developers actually balanced the game from the top down. Instead, they fix the game for everyone except the people who are really good at it in the form of MMR. Unsurprisingly, competitive games doing what SBMM does don't balance the game around the majority, because as shocking as it is, the majority aren't super affected by meta. It just results in a messy SOTG at high skill levels.
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I think it's absolutely ridiculous that ranged killers, or all killers in general, don't have the option to turn on a little white dot. How can you even balance ranged killers if people with built in crosshairs use them and other who don't have that cannot? I mean they could just download one if they play that killer enough and you wouldn't get banned either.
All it would do is give people without them the ability to maybe improve at a killer. But we don't want that because we can't go increasing the amount of good ranged killer players, that would be unfun and boring
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I've never heard of a more brutal and shocking injustice I've cared so little about
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Single handedly the worst map in the entire game. Terrible for a large amount of the killer pool, god pallets, infinite loops, never knowing where you're going, never being able to get directly where you want to. Massive. Multiple levels. Confusing to get around in. Narrow, small, not knowing how good the pallet is in the room you run into is. Everything that sucks about maps all put into one. The climax of developers learning absolutely nothing about what makes maps good or bad all slammed together.
There's a reason people like all of the old maps, and why this game spiraled into terrible maps the moment Red Forest was introduced.
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Same reason everyone hates DH; it's a really good perk that everyone uses.
Tinkerer is worthless without Ruin, and you can remove 2 perks, resulting in the killer having 2 perks. It requires you to drop chases even to pressure gens. Even WITH Ruin and Tinkerer, you can't be everywhere. Split up, do a gen each, the killer can't get around to stop the gens from completing in this scenario. This means that it's only really efficient on killers that could probably do well without it, sometimes being a bit too strong on super mobile killers, but being just fine (and sometimes necessary) for weaker ones.
At the end of the day the reality people need to accept is the fact that gen regression is required on every single killer and will be double so when SBMM comes out. This is not a killer perk problem, it is a fundamental problem with the games inherent design the developers bandaid fix with gen managing perks.
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Why does hooking not get any hate? Imagine hooking the survivor and forcing them to hang there, doing nothing, or forcing them to do tedious skillchecks while you watch your teammates be useless. Smh my head
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2465311#Comment_2465311
See when you keep throwing out cosmetics and new content but have a whole player base suffering from serious performance issues and are almost completely silent it doesn't look good. It makes said player base feel like they don't care and are just trying to get money. The silence is causing more problems at this point than it is helping. IMO
A game that you purchase, can buy cosmetics, can buy a battle pass, can buy DLCs, can buy individual characters, has zero excuse for the current state it is in in terms of optimization.
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It's not unrealistic. That wouldn't have hit if you were crouching earlier, but because you crouched so late, that means on their screen you were still standing. Due to latency, lag comp, and just how fast a hatchet toss is, it looks like they shouldn't have hit you, but they very much did. That's why the hatchet exploding where your head was before you crouched.
I swear some people have never played an FPS game in their lives. Surely you've played TF2 at least once and got sniped around a corner?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2460353#Comment_2460353
If it means that he would be fair to verse and fun.
He is fair to play against, and most killers are not fun to play against and get labelled "boring"
People just hate him for the same reason they hate Blight, he's everywhere and everyone is playing him. If everyone was playing slugging Oni, they'd be just as up in arms. The biggest difference is it doesn't take much effort for a mediocre Wraith to stomp mediocre survivors, but mediocre survivors will stomp mediocre Oni's, or Huntress, or Deathslinger's; killers far more unfair and unfun, but far less common and skilled. Nerf his speed? The whole reason they buffed him was reliance on addons and 0 map pressure, or you could see him coming.
Maybe when SBMM comes along you'll have an easier time with people at your skill level, though
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Something being "dependant" on latency isn't an argument for balance. At all. If that was the case we could call Nurse balanced because she requires good latency or her blinks stagger her. It's use is not used for dodging a swing. At all. Being useless in a dead zone just means it has a weakness, a scenario where SB trumps it. However, it's completely irrelevant if you're not injured anyway and the benefit of DH comes from a hit.
Objectively speaking SB is better. Realistically? Realistically it counters some of the best killers in the game. Nurse perfect blinks, 5 Blight bounces, fatigue into them both.
Mess up at a loop? Dead Hard. Get outplayed? Just push E. Want to play greedy and get another loop? Press E again. It seems weird to me that people want to pretend that DH isn't totally busted, the same as Sprint Burst. SB prevents that hit and chase from ever happening, but DH? DH makes what would have otherwise been a down and turns it into a pallet, a vault, and a massive amount of time depending on the loop and what you can get to next. I think it's pretty ridiculous a perk can let you sit in perfect safety as the killer walks right up to you, for you to just be 100% safe and SB to a loop. Again, all Exhaustion perks are busted, unfair, and will never be changed.
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He's fun and rewarding, and generally fun to play against. Spirit bugged, Freddy nerfed, he's the next easiest top tier killer in the game for mediocre players to do well, but even then he's still demanding on them to do well. You can bounce from gen to gen all you want with Tinkerer, it won't win you games.
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Killers have enough rules and ridiculous expectations of them already, they don't need to "respect" something that shouldn't be in the game to begin with.
This is up there with "If the survivor doesn't wiggle they get hatch" nonsense people spew. Like, congratulations if you're a fan of stockholm syndrome, I guess.
Also, did you just... equate 3 chances at 4% individually each to 12% chance total? lol
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Here's the only rule people really need to remember. These developers don't listen or care about this community and their balance concerns or suggestions, because they know best. Therefore any and every single thing in this game that bothers you is their fault. Maybe not every scenario but, you know, you can't blame people for doing things in a video game that exist as a game development decision.
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Yes, it is fine. It's fine because the remaining 2 survivors can use this time to go to well known totem locations and listen/look for the lit totem, and destroy it. Then, at least one of them should have BT, and they can all escape with zero effort. You're also taking one specific scenario and pretending like that scenario defines NOED and its balance. Bad idea.
At the end of the day your major issue in this entire scenario does not highlight the issue with NOED, but an issue with insta-down killers like Billy/Bubba and their efficiency at camping. Sorry.
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I don't think Legion requires any skill at all, actually. He injures people with his power and then simply becomes a weak M1 killer. Completely useless, bottom tier. Hillybilly doesn't take much skill unless you're curving, but you can do well without it. The power of having an insta-down completely trumps a comparison to Legion. Pig doesn't require skill, you put traps on people's heads, try to sneak up on someone to get a free hit, and use your power at short loops with a fake left + go right with your dash to hit. Twins? Twins, well, I'd probably say there's an argument to be made there.
I think it's kind of weird that you're implying not taking a stun, or missing a swing, or reading clear notifications to the location of survivors, or even losing scratchmarks on players you're not comitting to a chase with, are somehow in the category of ridiculous skill.
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It's already flawed logic to imply something has to be earned in the game. That makes no sense in the context of countless perks. It makes sense for Adrenaline, it doesn't make sense for Dead Hard. You don't earn Whispers, you don't earn Corrupt Intervention. Beyond that you're treading into the territory of individually balancing every perk and its strength based on if it is earned vs not, and they don't do that.
If a killer has a survivor hooked and has NOED, unless that killer has the survivor hooked right next to the totem, then it isn't hard to find that totem, BT the survivor out and it's no problem. It's really not an issue. Maybe it's an issue like countless things in this game are, for bad survivors, and in that respect that might be true. They don't understand totem spawns, they don't understand the strength of, or have, BT, but why should a perk be bad because some survivors don't have the capacity or interest to learn, or improve? Is that who we want to cater this game to?
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Exclusivity is bad, unless it's Legacy, then for some reason being a hypocrite is cool.
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3 months and all the content you get in a chapter amounting to one killer and 3 perks, and pretty much nothing else is absolutely pathetic regardless of what you want to call it.
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@Snowbawlzzz said:
Myers. At least Pig has built-in slowdown.
True, her dash is useful at quite a lot of loops in this game as well if you fake one direction and go the other. But counterpoint: Myers is the only killer in the entire game who can "run out" of their power. Quite the outdated mechanic if you asked me.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/275087/dont-you-guys-find-map-offerings-to-be-boring
I don't find Badham, Ormond or Coldwind to be 'survivor sided' maps, nor Shelter Woods or Dead Dawg Saloon to be killer sided maps (unless Blight). So that's a pretty big hole in your logic right there. These are just maps you personally don't like.
I like Hawkins, as both Survivor and Killer, and I'll play the HNL I.D. as either, although less often as killer these days because I'm still making my way through my stock of anniversary cakes.
Not quite flaws in their logic when that's the general census among survivors and killers for those respective maps. Maps like Badham, Ormond and Coldwind are massive maps with pretty strong tiles that make it overall survivor sided. This is just a fact. Coldwind is a bit debatable, I'd honestly be putting in Red Forest over that map, but Coldwind has ridiculously strong tiles.
Shelter Woods and Dead Dawg are slightly killer sided, but they're not ridiculously strong for them. They have some strong loops, too.
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If you go into every single game and no matter what, above all else you tunnel one person, then you are a bad killer. You'll never learn to improve, you'll never learn to get better, you'll just always be bad. Now, maybe you just ranked up really quick and these survivors are just better than you and you can't manage them. Okay, fair enough. I hope MMR helps you, but if you do that badly enough you'll naturally derank as well.
There's nothing wrong with doing this when you know you really need to, but if you do it regardless of the skill, the amount of gens you have, or how much progress is in them, or whatever else, then again, you're not a very good player. I'm not going to pretend like survivors don't overract or act entitled, or play how they want, but let's not pretend that just because survivors are playing well that means they're terrible people sweating their balls off.
Sometimes you are going to lose, that's the nature of any game. I mean if guarantee you if you tunneled me all game I'd loop you for 5 gens, because no killer worth their weight will throw the game to chase me. But I suppose there's a lot of bad survivors that make this strategy work all too well.
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Someone who's good at the game or better than you. You can't be either of those things without being sweaty, according to the loser anyway. To others, it's you used a certain killer, or you used certain perks, or you're SWF. Pick any one of a dozen other things they don't like to justify losing.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2445611#Comment_2445611
There's a huge difference, borrowed time is countered by not tunneling or camping and DS punishes survivor to actually keep it. There's no counter at all to tinkerer, the killer gets a huge blessing for survivor doing what they supposed to do.
That's a meaningless argument when the killer is actively doing their objective, which is to prevent generators from being done and pressuring survivors to kill them. So no, there's not a "huge difference" at all. Unlike a survivor just holding M1 on a generator, a killer still has to drop chase, not pick up a survivor, walk across the map potentially giving other survivors a ton of free time, all potentially of course, to the detriment of the killer. And directly apply pressure to the survivor on the generator.
But again, huge difference? You're implying every perk requires a counter, that's weird considering there's technically no direct counter to BT, no direct counter to Prove Thyself, no direct counter to many, many perks. Ironically, there's a counter to the perks people complain in that come with Tinkerer, like Ruin/Undying. Might want to think about these things.
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If the killer kills 3 of the 4 survivors, I'd argue that the killer is far more deserving of the hatch than the survivor. You've effectively lost, why should you get a pity escape? It exists purely to not have the end-game last forever and to give the survivor a chance, which is a bit silly since the last survivor should feel like all hope is lost and accept their inevitable death, realistically.
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It is pretty crazy when you have a small FOV as a killer, and then some survivor just totally disappears out of your FOV with a quick turn, in an instant. Some people really are just so stuttery
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I don't think you understand what hypocrisy means, friend, because that is not it.
SWF can be just as much of an issue as this game and the struggles of playing solo queue, I don't really understand why you're making this into an imaginary argument with made up hypocrites.
"Bro, you can't complain about SWF, solo queue is way worse" Solid logic. Here's some for you: I can't believe you're comparing SWF to solo queue difficulty, do you have any idea how difficult this game is as someone who just bought the game, and also has no arms? Absolutely ridiculous how hypocritical people are. I promise you if you play without arms or eyes you'll realize you're just an entitled killer main.
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I think gen speeds are a bit of a problem when you get into skilled survivors against a skilled killer even, and SBMM is going to highlight this issue much more. I doubt the developers will really do much about it.
The real issue is the introduction of things that exist purely to waste a killers time. Second chance perks, breakable walls are a big offender, the size of maps or any map that does not let you directly move from point A to point B (ie indoor maps). Several things all coming together to result in many of the killers, and even some of the good ones, not really having the ability to have enough time to deal with what's being thrown at them.
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Local ignorant OP opens his argument with the usual 'whataboutism' rather than forming an actual argument about DH itself. In other words you're not really worth arguing with.
Ah yes, you can't change x because of y. Two unrelated things, from two unrelated sides. Dur, I can only compare things to other things. If you're going to whine about Tinkerer, at least make an argument against that, rather than justify one perk with another.
I don't think any perk that rewards you for playing greedy, for making mistakes, for getting outplayed, and extending a chase for quite an long period of time, all granted by what's essentially a third health state, is in any way healthy for the game.
Tinkerer? Tinkerer is only good on killers that can apply pressure real quick. Freddy, Billy, Blight, maybe Wraith. It's essentially a perk that benefits already strong killers and not so much weaker ones, so in that regard it is a bit strong, but it's not something that's gamebreaking either. it also requires you to often break a chase, or directly apply pressure to said gen and survivors, and you can't defend that generator forever. If anything it's more strong when combined with Ruin, which also can be eliminated, too.
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2442480#Comment_2442480
Travel time really depends on the map so not 10-15 seconds.
On the largest maps it isn't going to take you longer than that to reach another generator, unless both gens to the left and right of the one you're on are done. Even if it did, it's still worse than most every other meta gen regression perk. It also requires a gen to be done, and it only locks off the most progressed gen for 20 seconds.
Basically, yes, it's a terrible perk that will never be meta and will only be used by people who camp, to no real major benefit. And honestly, no one really cares nor is this game designed around "tournament perks" Lol. Oh no, another gen regression perk to the arsenal of every tournament killer who already use 4 gen regression perks. What ever will we do?
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Maps the size of Red Forest, Ormund, and many others have no place in this game anymore, really. They were fine when people were far less skilled on average at the game than they are today, so all it does is make killers that lack map pressure do poorly and forces you to 3 gen to stand a chance of winning. I don't see a problem with there being good and bad maps for killers or survivors, but maps in extreme size are a bit much.
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Guess it depends on your level of skill. SBMM will benefit bad killers because it pairs them with bad survivors, and people who are equally bad will always favor the killer. If you're a really good killer in general, then it won't matter what killer you play, you'll eventually raise your SBMM to the point you play those same skilled survivors, just maybe not at the top level Spirit.
As opposed to high SBMM, where good survivors are paired with good killers, which favors the survivors. If anything you shouldn't be asking for SBMM for this complaint and you should be asking for balance at the higher level, since they're trying to for a competitive thing (SBMM) into what is a non-competitive, not balanced around it, game.
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He's like a BDSM killer with chains, sends you to be I dunno, probably tortured with his Mori, that gives you the "Seeker of Pleasure" when you escape with the cube, and also says he came when you open his box. Why would they stop? It's funny, it's unique, and of all the toxic things in this game the fact people complain about something silly like this? That's the real sad part here.
Still kinda funny that the first killer to talk and this is what he says, though.
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@MrDardon said:
They aren't op. Syringe can be quite risky to use and a single BNP does almost nothing and can also be wasted entirely, just like syringe.
Look at Old Old BNP or even the second version, that was op as well as the old Syringe and Styptic.
But now they still are decent in strength for being Ultra Rare.
Compared to other items and addons, I'd say they are, yes. "Useless" if you're playing a good killer that won't swing on you or a bad one that just ignores you and you used it at a bad time because you're also not that good. And yeah, it isn't as bad as it used to be, so they're fine, right?
I don't think with how quickly gens can go, or how many second chances that exist, that these two really should... but at the end of the day the problem with that statement is that some perks are stronger than temporary items and addons, and stacking it all together, though rare, is pretty gross.
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There's been no real massive content update that hasn't been your basic new killer/survivor since 2019. That was what? Around the time of Shop/The Archives? Nothing of substance in 2 years. I guess you might consider map reworks and a new map content, which is true, I mean this patch lacks literally everything but a new killer after all, so by a lot of people's definition it has next to nothing.
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The difference between this and dedicated servers is this will make me just play something I enjoy instead. That's just me personally, but I don't think it has any place in this game and I'm not really interested in it
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Based on current Hex totems my assumptions is they'll, again, make them high risk, high reward. This will result in severe balance issues when there's 4 survivors that could have one, which means there's going to be a general increase in overall dull totems on the map. But the biggest issue here is that, like breakable walls, I don't think the killer needs another thing they have to go out of their way to drop their pressure to deal with. There is not enough time for something else you have to manage.
But that depends on if a Boon totems strength is on the level of Third Seal/Lullaby, or Ruin/Devour/Undying
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A 2k isn't even balanced. It's just the easiest number, based on the statistics, that the developers chose to try to balance the game around. It's the most basic concept to exist, the "There's 4 survivors, so 2 kills 2 escapes = balance!" despite it being a 1v4 asymmetrical game, which often will not balance around that kind of arbitrary number.
Most people would consider a 2k a draw, and I can tell you right now if high SBMM killers are getting 2ks, the likelyhood they had to sweat their absolute balls off compared to the survivors is sky high. I'd say you'll be lucky to walk away with a 1k if you're playing survivors equal to your skill.