AngyKiller
AngyKiller
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2755725#Comment_2755725
I... you want me to repeat all my arguments again, is that it? Because you didn't really address them the first time around, but I guess I can condense them down a little bit...
1: Boon perks as a whole aren't broken. One of them is pretty well balanced, one of them is actively weak, and the last one is the one that's broken. Hard nerfing boon totems as a mechanic makes CoH less annoying but obliterates the other two as unfair collateral damage.
2: Boon totems are not designed in the same way as hexes. They're supposed to be relightable at the cost of being a timesink away from generators, and since that's a very good concept it should be propped up and not discarded.
2a: Hexes are weak and need work. The answer to this is to tweak hexes, not drag boons down to also be weak, underwhelming, and in hneed of work.
3: Pentimento is only relevant insofar as it would become OP if killers could break boon totems. I'm just not here to talk about the relative strength of that perk right now.
Pretty sure that's most of it, if you want the more eloquent versions you can go reread the messages I've already written.
Fair enough on all of it, but you're ignoring that Hex: Penti is literally irrelevant because it requires an action that Boons have all but rendered obsolete. It's, literally, useless as it is, because Survivors don't have 0 reasons to cleanse; they actually have reasons to NEVER cleanse: Boons.
So it requires an action that asks Survivors to work against their own self-interest. It's the dumbest thing ever added to the game, hands down.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2755713#Comment_2755713
I'm not here to talk about how to handle Pentimento, I'm here to talk about boon totems and why the killer being able to break them is a bad idea.
The solution, to repeat, is that boons should be reigned in on a few things like verticality and audio radius, potentially given a cooldown, and then the actual problem area of Circle of Healing should be properly nerfed.
I'm not here to talk about how to handle Pentimento, I'm here to talk about boon totems and why the killer being able to break them is a bad idea.
Except
Pentimento is the biggest reason killers shouldn't be able to destroy totems.
Un-huh....
So...Why is it a bad idea, outside of Hex: Penti? Why is the Killer being able to stop Boons permanently a bad idea? Other than 'Broken Boon perks will be less broken'?
Why is it a bad idea to let the Killer spend some time to ensure a Boon can be re-lit in 14 seconds? All 3 boons are powerful enough, game-changing enough, to warrent this.
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Let Killers 1-frame of animation tap exit gates to make them regress. The exact way Survivors BS their way past gen regression. ๐
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2755693#Comment_2755693
Pentimento is the biggest reason killers shouldn't be able to destroy totems. That'd be a frankly insane amount of slowdown they'd get essentially for free, that perk would have to be nerfed into oblivion to be balanced with this change.
Which, adding on to everything else I've been saying so far, only seals the deal that killers breaking boon totems is a bad idea from pretty much every conceivable angle. There are not only better ideas, there are ideas that wouldn't make the game worse if they were implemented, so I'm really not sure why so many people are still on this ludicrous, awful suggestion.
Pentimento is the biggest reason killers shouldn't be able to destroy totems
Then tell me how Penti will work? Because Survivors have 0 reasons to Cleanse totems anymore. Ruin? Override it with a Boon. NoED? Wait for it to pop; override it with a Boon.
At least letting Killers destroy Boons means he can only apply Penti if he finds a Boon. It's not like he can place it at will. You seem to think the Killer will be able to Penti every totem at the start of a match. It clearly says 'Destroy a BOON TOTEM'.
Which Survivors will just override with their Boon again. Because Survivor Boons are more powerful than Hexes, for some reason.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2755664#Comment_2755664
Okay, so once again, we're going to glide past the weird "devs are survivor mains" stuff since it's fully irrelevant...
Yes. Hexes are weak. I said that. Though, Ruin and NOED aren't the only useful hexes, that's extremely reductive. That's not relevant to the actual argument taking place here, which is about how to balance boons.
Due to Hex: Penti; I really do think Killers should be able to destroy Boon totems. Let me explain:
- Hex: Penti relies on Survivors destroying Totems. Except...Survivors have 0 reasons to destroy totems now. They can't Boon a destroyed totem.
- And NOT destroying them literally counters Hex: Penti without doing any extra work. They counter it by sitting on gens.
So Killer's got a Hex perk that literally requires Survivors to work against their own self-interest (leaving gens, and Cleansing totems so they can no longer Boon them). The Killer CANNOT do anything, at all, to make Survivors give him Cleansed totems.
This is why, because this perk is yet another garbage Hex perk due to it's drawbacks, that Killers should be able to destroy Boon totems. It gives them totems then can now Penti.
And, though I've not done any tests, I'm fairly certain Survivors can override Penti with their own Boons, like every Hex. So a Killer rebuilding a totem as Penti is giving Survivors a new totem to Boon again. More risk vs reward.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2755636#Comment_2755636
Yeah, this is where you're wrong, which I somewhat expected based on your previous message.
If you list out the effects of Exponential on paper, yes, it looks very strong! However, the times where you can actually use it require so many things to fall into place that outside of very niche circumstances it's just not worth running. The killer has to slug you, in range of a boon totem, that someone's already put up, that doesn't get snuffed partway through... Those are all pretty big "ifs" to put on this perk, it's just not good. Period.
Then we get to Shadow Step, and even when listing out the effects on paper it's clear that it's a fair and balanced perk. Losing scratch marks makes chases harder, yes, but it's a fair difficulty increase that can absolutely be played around. Know how I know this? Two things; losing scratch marks is baked into some killer kits as the fair difficulty increase for a chase, and there are other survivor perks that remove scratch marks that most people regard as quite weak. On top of that, unlike CoH - the real problem - survivors have to be in its range during a chase, so you're far more likely to know where it is to snuff it after they're downed.
Where does that leave us? It leaves us with a fair and balanced perk (though the mechanic it rests on could use tweaks - I've never liked that boon auras go through floors, for example, and the killer should be able to hear it from further away) and kind of a useless perk, both of which would be destroyed by making totems one-time use for blessing.
We're going to glide past the weird "devs are survivor-sided" stuff since that's fully irrelevant, and conclude with this:
You don't take a sledgehammer to a potentially fun and fair mechanic just because it has minor problems and one problem perk. The solution is to put a few more limitations on boons, as I described above, and to redirect that sledgehammer to Circle of Healing, where it belongs.
the times where you can actually use it require so many things to fall into place that outside of very niche circumstances it's just not worth running
So...like every Hex totem. You know; those niche effects that barely last 30 seconds, barely do anything, and can not be re-hexed? Outside of the only 2 useful ones; NoED and Ruin. Which can also be removed amazingly fast.
You don't take a sledgehammer to a potentially fun and fair mechanic just because it has minor problems
Why not? That's what they do to anything Killer. ๐
Joking aside; I'm not fully into the whole 'Devs are Survivor mains' stuff, but when they do things like Hexes, and give Survivors a buff to wriggle speed for no reason within the change to wriggling; It sure LOOKS like they are playing 'favorite child'.
For the record: I agree with the wriggle mechanic change. I Just don't see why they added a Survivor-sided buff to wriggle speed inside it at the same freaking time.
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It's amazing how many people seem unable to understand that OP is asking about the WRIGGLE BUFF of 1 second less. Not the mechanic being changed.
They could have changed to this mechanic without the buff, but added it in. And no one seems able to understand that THAT is what OP is asking about.
Not the mechanic changing, which is a good thing to help people with disabilities, but the little ninja buff for Survivors that was unasked for and unneeded. Just a gentle headpat for Survivors to 'have' something in the change, like a favorite child. This, and Boons being Hexes (but better), really make me wonder if there really is a Survivor bias in the dev team sometimes. ๐ Can't even make an accessibility change without giving Survivors a reward from it.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2755611#Comment_2755611
There are two things wrong with this comparison!
1: Boons and hexes are not the same mechanic. They are not designed to work the same way, and part of that is that boons are designed to be limited range but replaceable at the cost of a time sink, whereas hexes are designed to be mapwide (+ supposedly more impactful to the core objective, but that's always been a bit dicier since there are more outliers) but temporary.
2: Hexes are in a bad spot right now. They're weaker than they should be. It'd be absolutely pants-on-head stupid balancing to give boons the same downsides as a perk type that needs some buffs/tweaks.
I'm sorry, but to me; Boons are just strong Hex perks BECAUSE they were given to Survivors.
They also impact the game heavily: Hiding your scratch marks & aura from the Killer's powers/perks? Strong. Having DOUBLE the Recovery speed AND infinite chances to pick yourself up? Strong. Having DOUBLE the healing speed? Really effing strong! Oh yeah; and any time the Killer spend Snuffing is undone because Survivors can re-bless forever.
They are exactly the power level Hexes SHOULD be, but only 2 Hexes are anywhere close to being Hex-level powerful. The rest are utter jokes. Slop thrown to Killers long before Devs decided to suddenly make GOOD effects, and hand them to Survivors.
And since they ARE as powerful any the strongest Killer Hexes, in terms of game impact; they should be LIMITED like all Killer Hexes. it honestly does not surprise me that Boons are pointed at as yet more 'Devs care about Survivors more'. Because, even if they don't; it sure as hell LOOKS like they will always give Survivors OP toys to ratchet back inch by inch, and this mindset is reinforced when they took Hexes; a KILLER MECHANIC, made it as good, if not BETTER, and then said 'By the way; unlike Hexes, Survivors can rebless infinitely'.
So yeah; they took a Killer mechanic, made it better, and took away the ONE drawback of said Killer mechanic. Tell me that does not, on the surface, look like 'Devs are Survivor-sided'.
It honestly feels like Killers Perks/Powers are rubber-band-guns and get buffed to handguns over months, if not years. While Survivor Perks are orbital lasers and nerfed to bazooka levels over months, if not years. Look at Boon: Circle Of OPealing; no word on it being a broken pile of BS. Because they want Survivors t have fun before nerfing it.
But Killers? If enough people say '<new Killer on PTB> is OP', it's nerfed to dust. Look at: Literally every Killer to exist. Even Nemesis is mostly trash because 'the game could not handle that many zombies'. So why, if the zombies were a bottleneck, is his power still based on using them? Because Killer powers are always weak and 'eventually' get buffed. Maybe. Just ask Legion when.
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@jesterkind said:
We're still on this, are we? War never changes...
Anyway, I disagree. Destroying a totem not only runs the risk of messing with killer perks like Plaything or NOED (as well as providing an insane buff to Pentimento), but it also completely neuters boon totems from ever being the kind of mechanic they could be. They're so, so close to being an incredible addition to the game conceptually, but if they're one-time-use on any given totem, that dramatically cuts down their usefulness, and so nobody will ever run them.
Ask yourself this. Would Shadow Step or Exponential ever be worth using if the totem they're attached to could be removed entirely, when they're already so damn situational that one of them is only mediocre on the majority of maps and the other is actively awful?
but if they're one-time-use on any given totem, that dramatically cuts down their usefulness, and so nobody will ever run them.
So...exactly like Hexes. They would then be Hexes for Survivors. You're saying Boons are only good because they are infinite use, which is what makes them OP.
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@Wulfasger said:
Killers are also be able to pick between destroy totem permanently -only if its blessed- or keep the totem but debless it.
Agreed. it's so stupid that Boons are as powerful, if not MORESO than Hexes, yet Hexes are both 1 and done, and are applied randomly. Whereas Survivors can pick a good, hidden Totem and Bless it & waste a Killer's time trying to find it while they have super-sonic healing, or no scratch marks, or whatever else broken effect Survivors will get. ๐
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2755221#Comment_2755221
Why not make the Survivor invisible next? The Killer has 4 ways to track someone: Grunts of pain/breathing, Blood & seeing them, scratch marks, and auras.So being healthy is now broken? And as I said, I think scratch marks and a 100% (maybe like 75%) reduction of grunts is just stupid and shouldn't be included.
No single perk should passively negate 3/4 of the Killer's tracking info. That's insanely broken. If a Survivor wants to play immersed; they need to use MULTIPLE perk slots. Not ONE.With this idea, you truly become immersed... around 2 tokens. Which means 2 survivors have already died. This idea (without scratch marks cause screw that) makes 1v1 a "I'm now a healthy survivor even if i'm injured".
(also, shadow step exists like- It can be destroyed but it literally removes 2/4 killer's info)
And again; No perk should turn the game into a 1V1!This perk doesn't turn it into 1v1! It makes a survivor equal to a healthy survivor (with one more benefit of no aura readings)
This perk doesn't turn it into 1v1! It makes a survivor equal to a healthy survivor (with one more benefit of no aura readings)
With this idea, you truly become immersed... around 2 tokens. Which means 2 survivors have already died. This idea (without scratch marks cause screw that) makes 1v1 a "I'm now a healthy survivor even if i'm injured".
So basically, it negates the Killer's ability to track a wounded Survivor for no reason other than...because? There are other perks that do that, and they're not gift-wrapped in one perk.
What is the point of this new perk? If you remove the scratch marks part; you're still getting 75% quieter grunts (a T2 Iron Will), which counters Spirit, and negating blood tracking, which hard counters Bloodhound, Wraith, and every indoor map. Then it's blocking aura reading, which counters BBQ, Nurses Calling, I'm All Ears, and a plethora of Killer add-ons.
Let's list every Killer countered by the aura blocking:
- Clown has aura reading,
- Artist,
- Hag,
- Doctor,
- Myers,
- Legion,
- Huntress,
- Pig,
- Demogorgon,
- Trickster
- Pinhead
- Nemesis
- Plague
- Wraith
- Oni
That is literally every Killer with some some form of aura reading in their add-ons or power. All countered because 2 Survivors died. Make it 16 Killers because Spirit is countered by the free T2 Iron Will.
This perk is still OP. It's hard countering most forms of tracking in one perk. This is OP. There's a reason Distortion has tokens; it's because having infinite aura-blocking is OP.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2755038#Comment_2755038
So, what does current Sole Survivor encourage? What does current Sole Survivor provide to that one survivor that hasn't died but others have fallen?
This is overloaded (scratch marks and 100% reduction is a no-go imo) but is a better step than what we have now.
Also, this perk is a definition of "1v1 me killer", idk how you didn't get that from "Your teammates dying = you're stronger"
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Alternatively, they could also drop the whole survivor dying stick and replace it with a buff of sorts that you get when no one is near you within a distance. What buff however I have no clue.
Also, this perk is a definition of "1v1 me killer", idk how you didn't get that from "Your teammates dying = you're stronger"
Because the Survivor team is supposed to get WEAKER as people die. They are strong as a 4 and weak as a 1.
So, by that logic, making the ONE as strong as a Killer is making them stronger as it activates. In this case; as teammates die. Thus; they get stronger as teammates die.
So, what does current Sole Survivor encourage?
I never said Sole Survivor was good. I just said this idea is stupidly over-loaded and OP as hell. No grunts of pain, no scratch marks, and no pools of blood, just because they're the final Survivor?
Why not make the Survivor invisible next? The Killer has 4 ways to track someone: Grunts of pain/breathing, Blood & seeing them, scratch marks, and auras.
This perk idea literally negates everything but flat-out seeing the Survivor. No sound, no blood, no scratch marks. Play a Survivor with dark cosmetics and you're basically invisible on some maps.
No single perk should passively negate 3/4 of the Killer's tracking info. That's insanely broken. If a Survivor wants to play immersed; they need to use MULTIPLE perk slots. Not ONE.
This perk would be META the second it hits the game. Free Shadowstep without needing to light a Totem, plus Iron Will, plus no pools of blood (thus countering Bloodhound & a stealthed Wraith)? Ever Survivor would use it and immerse until they find the hatch or he Killer DCs because they can't find the last Survivor.
And again; No perk should turn the game into a 1V1! If every Survivor used it, it would turn the game into 4 Killer-power-level Survivors Vs 1 Killer. Rather than 4 Survivors = 1 Killer Vs 1 Killer.
The whole point of the game is 1 Killer = 4 Survivors. Or, 4 Survivors = 1 Killer. The SECOND you alter that equation; the Survivors will be so brokenly OP, because they are not meant to 1V1. They are meant to be a team. In 1 Survivor Vs 1 Killer; The Killer is supposed to win.
People need to understand that basic concept before they start throwing out ideas.
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So, basically, you get Iron Will plus no blood plus Shadowstep, just for not dying?
That's so brokenly OP, and encourages Survivors to hide and drag out games because now the Killer can't find them with literally any perks or powers.
Gameplay-wise in a 1v1 situation it is a fair matchup because poor Laurie does not stand a chance on her own versus Michael, these stacked effects allow for Laurie to put up a fight as the sole survivor of the team and perhaps reach the hatch or door without being found first!
There's your problem; Survivors are not supposed to have a 'fair chance' in a 1v1 against the Killer! This is NOT a 1v1 game. This is a 1v4 game. This means the '1' Killer has to h ave the power to match '4' Survivors. This also means, when the '1' Survivor is all that remains; The '1' Killer is stronger than them, and surviving is almost impossible.
People need to stop thinking this game is a 1v1 game. It's not. Your perk is insanely broken but you think it's fair because you think 'I'm making the 1v1 even' is a good thing.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754996#Comment_2754996
The chances of being matched with the same players repeatedly (with crossplay on) are probabilistically insignificant, so I doubt it will "ruin the game". Until the system is actually tried, we can't be sure how it will actually turn out. People who will block every killer they lose to will have problems finding the game themselves, so I doubt many players will start blocking everyone. Most will reserve this power just for the trolls only, and it will surely make the game more healthy (although people who only play to ruin the game for others will surely complain that "they are blocked by everyone because they outplay everyone").
Most will reserve this power just for the trolls only, and it will surely make the game more healthy
This is the same player base where a large portion think they can control how others play, and give threats and insults when they're not obeyed.
Many will block anyone who beats them, using excuses like 'They camped' or 'They had Dead Hard' to excuse what they are doing. Let's be real. And then those good players can't find a game as quickly, because salty players have blocked them with the sole reason being 'I lost to them'.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2754996#Comment_2754996
I've gone back and forth on that. I mean, the potential is definitely there, but (and this may just be my old man brain thinking people are better than they are) I don't think more than 5-10% of the playerbase is that sodium-filled. I do think it likely that streamers would have a much tougher time however, which isn't great.
I don't think more than 5-10% of the playerbase is that sodium-filled
I like the optimism, but this is the game where bad eggs on both sides think they can shame and insult and threaten the other side for using in-game perks, powers, and tactics they personally don't like, to the point that they actually make posts on the forums thinking they can get the devs to enforce their personal rules.
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@AsherFrost said:
And this is why I really wish there was the ability to block a player so you aren't matched either with or against them again. Sorry you have such a pain in the ass sore loser to deal with. I don't have any suggestions that weren't already offered
Yeah but this would be abused to high hell. People would block Killers or Survivors that out play them, and those Killers and Survivors would have a harder time finding matches.
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@Mandy said:
I'm not sure if we can say it broke...because I do not remember a time when it actually worked!
It's something that I have brought up with the hosting company, as it's not worked for me since the inception of the forum.
Oh, weird. Well, thank you for the reply! :)
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Literally not possible.
How is a game supposed to know that someone's router (or modem, or game) disappeared because of a power outage, or because they rage-quit?
All it sees is 'connection no longer here'. And it's not possible for your data disappearing to tell the game WHY it's disappearing. All the game knows, all it CAN know, is that your connection closed.
Sorry, but what you are asking is, at this point in time, literally impossible to do.
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Imagine needing to be aware of DStrike twice on each Survivor, and getting stunned for upwards of 40 seconds when you can't wait it out, or your timing is off by 1 or 2 seconds.
Hell no.
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For you; The day Bubba facecamped you was the most important day of your life.
But for Bubba; it was Tuesday.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754073#Comment_2754073
In the series there is only one that is kinda good...
Never watched the series. I'm just memeing on Demogorgon in DBD. He is a good boi. ๐
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@km66 said:
I agree but what species is demagorgen?
It's obvious: Demogorgon is what is known as a Good Boi. This is a rare species that only it, and every dog, belong too.
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(Note: This post only applies to Survivors who fall into this mindset. Obviously, not every Survivor thinks this way.)
Sometimes it does feel like there's this massive double-standard in the DBD community.
Killer gets a 4K:
Survivors: OMG! Tryhard! Sweaty Killer! Crutch Perks! Sweatlord give hatch! Be happy w/ 3K!
Survivors get a 4E:
Survivors: Baby killer! Noob! Uninstall! *Crouch-spams in the exit gates* Git gud!
I have never EVER had a Survivor give me a pity kill. But I'm put on blast every match I don't give a pity escape.
And I freaking HATE BP events. I try to farm? Survivors slam gens and twerk out the exit gates, and insult me as above. If I try to win? Survivors insult me for being a sweat, tryhard, and/or ruining the event.
There seems to be this thought in part of the Survivor community (Not all Survivors), that Killers are expected to make THEM happy. That Killers are supposed to make Survivors have fun before trying to win, because Killers can remove people from the game, and that's MEAN! ๐ฅ
Any Killers, Perks, or Tactics that they hate; Killers are disallowed from using. And if a Killer does use them; this is a valid excuse to insult, belittle, and threaten said Killers. Because said Killers were 'Toxic first' by using Killer/perk/tactic that Survivors decide are toxic.
NoED? Toxic; you deserve the death threats. Camping? BM; learn to play. Slugging? Toxic; going to be told to off yourself. Etc. etc.
And part of the insane beauty of this mindset is that what is camping/slugging/tunneling varies from Survivor to Survivor. I once got called a 'proxy facecamper'. Even though 'facecamping' means standing at the hook, and 'proxy camping' means moving away but coming back, or not moving too far away. Yes; I was Hang. But my traps were in chokepoints/pallet points. Not at the hook itself. The rescued Survivors DID NOT have to hold crouch to avoid a trap. And I did this EVERY TIME. Anyone with half a brain woulda void, or crouch through, chokepoints. Not them, and thus it was my fault.
But Killers are fully expected to not only obey these fake rules, but know what each and every Survivor considers camping, slugging, and tunneling, per Survivor, per game. Or get insulted, threatened, and told to off oneself.
It just sucks the fun out of the game to be blasted for trying too hard. Then be blasted for losing. Then be blasted because THIS Survivor hates Doctor. Then be blasted because this NEXT Survivor hates Trapper. Then THIS one fully expected the Hatch for being Last Survivor, and it's my fault I did not give baby his bottle/hatch like he wanted.
It's gods damned mentally exhausting to see a legit 'gg' once every 15 matches, instead of 'ggez'. If Survivors want to know why their queue times are going up so high, it's because playing Killer right now is like being a Plumber; even your best day is going to catch allot of crap.
And yes, before anyone says so; it does happen in reverse. There ARE toxic Killers who will pick apart perk choices, and scream about being pallet stunned, and say things like 'You held W real well, scrub!'
Both sides need to step TF back and treat each other like human gods damned beings. The world sucks hard enough without beating all fun out of a freaking VIDEO GAME.
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@GannTM said:
Bring back old Freddy.
Old Freddy was unique, but horrible, IMO.
I freaking HATED Survivors popping gens or heals in my face because I literally could not hit them until they fell asleep. It just gave them basically immunity to the Killer for set periods of time, and they could easily wake up by failing a skillcheck, which would render them immune basically at-will.
Old Freddy, while unique, was also pure garbage to play. Staring at a Survivor until they fall asleep, only for them to predrop a pallet, start Self Care, and fail a skillcheck to wake up (And thus be immunie to damage again) was NOT how a Killer should work. People seem to forget this, for some reason.
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I'd love if using his mori took a screenshot saved in the DBD files. Could be an option to turn that off, too.
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Pinhead's chains would be useless if Survivors could ignore them to slam gens like the final shot of whisky at last call.
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Makes account today. Makes first thread trying to make completely OP changes to Survivors sound reasonable.
Nice bait mate.
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@Nathan13 said:
The DC penalty does needs to be raised to like maybe 10 or 15 minutes. 5 minutes is nothing.
How many ways can I say 'The five minutes is so people with LEGIT OUTAGES are not punished' before people get it?
@Sakurra said:
It's not my problem you have bad internet. Fix it.
How to say 'My parents pay my bills' without saying it.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2752127#Comment_2752127
The funny thing is, your statement can also be said about your "facts".
Also, i think it always was like this. Dont think it was changed at all.
Oh and dont forget, opinions are opinions. Stop crying about mine. It stays the same. I just discuss in a FORUM which is for discussing.
Personally attacking is just blantly proofing that you cant discuss at all. Have a nice day!
The funny thing is, your statement can also be said about your "facts".
My 'facts' are real facts. Not anything in a quote. Your comment is like saying "Your 'facts' about the sky being blue..." Putting it in quotes does not make the facts less true.
Also, i think it always was like this. Dont think it was changed at all.
Can you say that again? Not picking on you or anything. I legit don't understand what you're trying to say here, so I can't discuss it.
and dont forget, opinions are opinions. Stop crying about mine. It stays the same. I just discuss in a FORUM which is for discussing.
Opinions can be wrong. If I say 'My opinion is that the sky is actually pink!' does not mean I'm not wrong. So your opinion can be that Killers are being selfish, but you're wrong. The literal, cold, hard facts about why it was changed makes you wrong. Not 'facts'. But facts; Actual things you cannot change or invalidate with 'But that's my opinion!'
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I love those times I'm playing Huntress, go to resupply my hatchets, and there's a Survivor in the locker.
They usually DC, then scream that I'm a cheater in the end game chat. No, cupcake; I needed more ammo. You were just stupid enough to hide where I rearm.
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@catkillsmouse said:
Egon from the cartoon,that hair lol.
I feel like this would be disrespectful, given Harold Ramis is actually dead, and then the game would be putting him/his character in a version of purgatory where he gets killed again and again for eternity.
I'm gonna say Ghostbusters is not a fit for DBD.
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Honestly, the only fix Deep Wounds needs is that the timer goes down 15% faster if you're sprinting & not in a chase. To avoid exploits, it could be instead 'when you can't hear the Killer's Terror Radius'.
I mean, you have DEEP WOUNDS and you're sprinting everywhere. That should make you bleed faster.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2752847#Comment_2752847
I disagree.
Someone DCing due to ######### internet is just as unfun to the rest of the players in the game.
If ones shiternet can't handle the game, then don't play a game where it has a negative impact on other players.
You seem to be ignoring the fact that sometimes crap happens. That's the whole reason the first DC is 5 minutes.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2752813#Comment_2752813
Every killer is way too strong if streamers can 3k average with no perks and 30 second afk. Now imagine what they could do with perks and no delay. Scary to think about how killer sided this game truly is.
Every killer is way too strong if streamers can 3k average with no perks and 30 second afk
Rofl. Please tell me this is a spoof post, because this was...I can't even.
The streamers who can perkless 30 second AFK are god-tier players. If all Killers were nerfed based on how Otz and others can play; no average Killer player would ever get even 1 kill, ever.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2752859#Comment_2752859
I've also been around before a DC penalty and when it turned off too. what I'm saying is DC penalty on or off don't matter people who dc more when it off are the ones who just kill them self on first or second hook i'm pretty sure,it's why for some feel like the DC penalty working.
people who dc like this on my screenshot may have more the 1 acc for the game and they don't care.
The point being that the DC penalty DOES work, because DCs are more than halved when it's on. (Source: I can actually play for a day or 3 before getting a DC, when it's on).
And people 'DCing on hook' are still giving the Killer BP and score events. Does it suck for their teammates? Yeah, it does. But in a game that removes you from the match when you lose; you're literally NOT going to be able to dissuade people who want to bail. They will just lose as fast as possible. ๐คทโโ๏ธ You can't make them not lose when they want to lose so they can leave.
And as for OP demanding the DC penalty be removed until hackers can be taken care of:
- No. We've already pointed out the DC penalty does more good than harm.
- You can never 'take care of' all the hackers in a game. You ban them? They get new accounts. You block the hacks? They make, or buy, new ones.
Does that mean we don't remove them & block the hacks? No, not at all. But people have to realize it's literally impossible to permanently block cheating in an online game. As long as the game needs to call data from your PC, people will find ways to alter that data. And since the game is not a thinking being, it can't realize when that data is being altered.
Sure; you can TRY to put redundancies in place, but that only works as well as the developer's foresight and the cheater's ability to code around it.
Put code in place to insta-ban Survivors that move over a certain speed? What happens if you then make a perk that gives you +200% speed for 2 seconds? Now people are being banned for using your perk! Remove that restriction? Now cheaters can move at 190% speed without being caught!
So the DC penalty should NOT be removed because
- It makes the game worse and
- Cheaters will never permanently be 'taken care of'.
But BHVR could do better to remove them, I'll admit. Though I think they said something was coming down the pipeline.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2751420#Comment_2751420
https://us.v-cdn.net/6030815/uploads/2BB9ZY5ZBV38/fjmmlqovcau-yl4.jpg
this is with the dc penalty on, so what did it really do? NOTHING!!!!
btw it was 5 gen all I did was down someone with my birds I didn't get to hook anyone and I let the last survivor go.
anyways the dc penalty does nothing.
Rofl. BS on that 'nothing'.
I've been around before a DC penalty. I've been around whenever the DC penalty is turned off.
Whenever it's off; Survivors DC like that EVERY MATCH. You pointing to 1 screenshot to 'prove' it does not work shows you have 0 clue what you're talking about.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2752814#Comment_2752814
Yes, it's unfortunate that there isn't really a way to tell the difference, just because it does suck when someone rage quits for no reason. But I would rather a rage quitter get by with no punishment than someone be severely penalized just for not having perfect internet
I would rather a rage quitter get by with no punishment than someone be severely penalized just for not having perfect internet
Agreed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/305382/about-dc
The issue there is that there are lots of natural crashes that aren't DCs and they get flagged too. Someone shouldnt have a game crash and then get a full day ban.
If the game could tell the difference between a quit and a crash, then yes. But as it is, absolutely not.
With current technology; it's not really possible for the servers to know 'crash' from 'ragequit'; Both are 'information stopped coming from the player'. And since information stopped coming, there's no information saying 'this was a crash'.
Also; it'd literally be impossible for the game to know that the power went out randomly, or the player turned off the router in a fit of rage.
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The reason why the first DC is 5 minutes is because, sometimes, internet or power DOES go out. And the idea is that the penalty will be passed before they get power/internet back, so they're not being punished for an honest mistake.
The reason it ramps up, however, is to punish people DCing on purpose. And those people playing with bad connections, since playing whiel KNOWING you have a bad connection is still ruining the games for others.
So no, the first DC should not be a 1 day ban. Because it's meant to avoid punishing people with actual sudden problems. Chill.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305341/we-need-to-talk-about-pinhead
The Cenobite is just a weirdly designed killer.
At base, he's pretty weak. A mediocre anti-loop and a secondary objective that is basically meaningless, thanks to how easy it is to completely negate (and the weird 'tech' that lets survivors solve the box without allowing you to teleport).
A huge amount of his power came from his addons, which were then nerfed to Freddy levels.
He needs...something. A good start would be removing the gimmick where he breaks his own chains, fixing whatever allows survivors to negate teleports and bringing up his weaker addons.
Wait, Survivors can solve the Box while denying Pinhead his teleport? Wonder how long it will take BHVR to fix this. Or will it be like the audio bug, where it won't be fixed because it benefits Survivors?
Whereas, when Killers were losing their TR; it was fixed within a day. ๐
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I still think what is Dead Hard should be 2 separate perks:
- For Distance: Pressing <use power> lets the Survivors dash forward. They can still be hit.
- For I-Frames: Pressing <use power> lets the Survivor lose their hitbox for the second or so (however long DH lasts). This lets the Survivor: Run over Trapper Traps untouched. Avoid attacks. Avoid damaging Killer powers (chainsaw, tentacle, etc). Or run through the Killer when bodyblocked. But it has to be well-timed, given the small window of i-frames.
Now, Survivors can either pick to make the loop, but have to use it early to avoid a hit, or become i-framed.
Edit: Or keep it as 1 perk, but it's effects are bound to 2 separate buttons. So you can activate one OR the other, as situation demands. But never both, and not one right after the other.
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I love that everything breaks Pinhead's chains.
Walls? Breaks.
Junk? Breaks.
Other Survivors? Breaks.
An errant insect that happened to fly between the Survivor and the chain? Pretty sure that would break it.
Does it happen to be 50% humidity that day? The moisture in the air breaks the chain!
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2752188#Comment_2752188
You're just flat-out ignoring that getting off the hook when you're the final Survivor is almost useless.
Oh boy! You jumped off! Now you're slugged for 60 seconds in case you have DS!
But what if I am near an exit gate?
What Killer with even half a brain is going to hook you close to an exit gate, knowing you can get off the hook, and knowing DS is in 99% of all Survivor builds? This idea is a 1 in 100 chance of happening. Hell, I avoid hooking near gates when Survivors are still IN the match, to make it harder to save the person & escape.
But of course, you think the other 99 matches, where Survivors are hit and slugged for a minute, or they fail to get off the hook a die, are a small price to pay to get that ONE match where you escape.
No one else agrees. It's a waste of Killer time. It's a waste of Survivor time. And repeating it again and again and again will not get the devs to revert it. It's not happening. It's a bad idea. It's a waste of time.
"Curtain's call" status effect: once only one survivor is left, both killer and survivor have all cooldowns on their skills halved (ds would be 30 seconds). also crawling, bleeding out, frequency of blood pools left on the ground, recovery speed, wiggling speed, killer carrying speed are all increased by 50%.
Or the match can just end. The Killer killed you. The end. You don't deserve ANOTHER second chance on top of 4 META second chance perks. Escape before you become the last one hooked. Not after.
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@cordonrouge said:
https://forum.deadbydaylight.com/en/discussion/comment/2752134#Comment_2752134
i really dont, i only run breakdown as far as perks that could help me pull this off go. but there's at least a dozen of perks that could easily make it realistic to survive in that situation, and they're not unpopular either. it's dumb that the game says "nah just die you're not gonna make it anyway" when you literally could. i also help my team, getting to end game at 0 hooks is not unrealistic especially when some killers tend to tunnel one survivor at the time, and i never said i build specifically to get into that situation or that it happens to me often either.
https://forum.deadbydaylight.com/en/discussion/comment/2752127#Comment_2752127
oh my god are you not tired of saying the same thing over and over? that doesnt even make sense? giving survivor chance to unhook โ giving him both hook phases. as someone said, they could make the survivor attempt automatically then die (possibly after a skillcheck so they can still choose to suicide), otherwise as i suggested, just make the timer about 10 seconds with an unhook attempt removing 3. there. no bm, no game delay. are you gonna keep repeating it another 10 times just because you have ptsd from survivors doing this to you back in 2017 or what? jeez.
You're just flat-out ignoring that getting off the hook when you're the final Survivor is almost useless.
Oh boy! You jumped off! Now you're slugged for 60 seconds in case you have DS!
But what if I am near an exit gate?
What Killer with even half a brain is going to hook you close to an exit gate, knowing you can get off the hook, and knowing DS is in 99% of all Survivor builds? This idea is a 1 in 100 chance of happening. Hell, I avoid hooking near gates when Survivors are still IN the match, to make it harder to save the person & escape.
But of course, you think the other 99 matches, where Survivors are hit and slugged for a minute, or they fail to get off the hook a die, are a small price to pay to get that ONE match where you escape.
No one else agrees. It's a waste of Killer time. It's a waste of Survivor time. And repeating it again and again and again will not get the devs to revert it. It's not happening. It's a bad idea. It's a waste of time.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2750227#Comment_2750227
With your logic here, you act like its just 0.00001%
But tbh, we have many many new perks.
Again, i just think most killer mains here, dont want their free kill go. I accept that.
Again, i just think most killer mains here, dont want their free kill go
And I think most Survivor mains just want to delay Killers for 2 minutes out of spite. See how blanket statements don't do crap?
Everyone has said why it was changed. The actual reasoning behind the change. And you plug your ears and go 'Lalala! It's because Killer mains are selfish! LALALALA!'
You're wrong. That's it. The facts are in the thread, and it's not 'selfish Killer mains.'
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@Rivyn said:
High risk, high reward. Deal with it.
Then they give infinite relights to boons. And people claim there isn't bias. . .
Hexes: High risk, moderate rewards.
Boons: Low risk, high rewards. ๐
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I have heard they made totem spawns more obvious for the apply of Boons. Which was a direct nerf to Hexes, when you think about it. ๐
But I don't know how true it is.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2751567#Comment_2751567
Stop being toxic towards his suggestion. The perk is not fine, it is toxic. And calling words overused is also a form of toxicity. That is a triple whammy for you, good sir.
Sir, I find your talking of toxic very toxic.
Also; this is a Wendy's.
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Sure, if Killers can filter out 4 perks to match the 4 filter options Survivors have per room. ๐
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2751551#Comment_2751551
Unless it is one of those tricked out event flashlights.
True, but I keep those out of fear of losing them.
Eh, I would not be adverse to them reappearing in your inv afterwards, if you have one. I don't THINK they do much more than a normal flashy? Fact check me on that; I don't use flashlights because I can't FL-Save to save anyone's life. ๐