AngyKiller
AngyKiller
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@Chilli_man2400 said:
Hereโs a list of licenses that are guaranteed to join the 6th anniversary
Jason Voorhes-Friday The 13th
Pennywise-IT
Candyman-Candyman
Xenomorph-Alien
Predator-Predator
Springtrap-Five Nights At Freddyโs
The Nun-The Conjuring
Jack Torrance-The Shining
It may be because I hate FNAF, but the day FNAF joins; I'm taking a long vacation.
This game is toxic enough without adding 12 year olds who follow their favorite youtuber who screams loudly.
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Boons should also have a token system; you can only place <x> number of boons a match.
But nope! Survivors get Better Hex Perks than Killers. Because what is balance? ๐
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Samus and an EMMI. NGL; Metroid Dread is hella scary. ๐
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You leave and go on to the next game. Or stay and watch your friends.
Even with a delay, unless that delay was 30+ seconds, SWFs could use that info to cheat. Hence why you can only see your fellow Survivors.
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What? Are we talking about one perk, or a list?
And if so; what perk? You just say 'it' and 'This perk' without naming what 'it' is.
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There are all SEPARATE ideas, not a list of everything to do.
- Make Boons limited in use. So stupid that Boons are infinite.
- Put a hard cap on healing speed buffs, so Survivors can't lightspeed-heal.
- Make the Boon noises louder.
- Make the Booned totem glow. Why not? Killers have perks applied to gens, and said perks make the gen glow so Survivors know to disable it ASAP (Looking at you, Pyramid Head perk I forgot the name of). Do the same to Boons. Why should boons get to be more powerful AND hidden?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2743129#Comment_2743129
At least use Nancy Pelosi, at least she's relevant to current politics
Is Pelosi relevant to anything, really? ๐
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@onekingbee said:
https://forum.deadbydaylight.com/en/discussion/comment/2743093#Comment_2743093
It's an opinion, that's supported by the majority of the community mind you, but an opinion. In not forcefully trying to impose my opinion on you, or personally attack you for yours. Stop being so hateful in this discussion, or leave. Nobody is forcing you to be here or asking you to make it uncomfortable for everyone else. Sorry your personal experience with the game has made you so bitter, my personal experience has done the same. Share your opinion respectfully, or don't share at all. Your choice, but don't do this in my discussion any longer, your hate has no place here.
It's an opinion, that's supported by the majority of the community mind you, but an opinion
Citation needed. All you're doing is making claims with 0 evidence to back them up. Hell, this community can't even agree on what's 'camping' and what's 'face camping'. I've been accused of 'proxy facecamping' by a Survivor salty he lost.
In not forcefully trying to impose my opinion on you, or personally attack you for yours
No, but holding that opinion, and reinforcing it, is contributing to the toxicity in game that gets me death threats because I 'camped'.
Share your opinion respectfully, or don't share at all
Funny; I don't see people being respectful towards Killers. Just the normal insult sand shame for breaking a made-up rule that, even now, you pretend is accepted by the 'majority of the community'.
I'm done here. All you're doing is talking out the side of your mouth to pretend you're being civil while backhandedly insulting Killers for breaking your made-up 'no camping' rule.
It's nothing but ego stroking garbage hidden behind purple prose to create an echo chamber of toxic behavior. You sit here and pretend it's a 'civil discussion' while insulting Killers for breaking your fake rules by calling them 'sweats' and 'tryhards'. Or the people saying they camp because they suck.
Nothing but a hypocritical echo chamber reinforcing the same toxic idea that 'camping is toxic, therefore I can be toxic back' that is slowly turning this game into a bad punchline in other gaming circles.
Congrats; you're the problem.
Don't bother replying. If this forum had an 'ignore thread' function; this thread would be on mine. It's nothing but Survivors having one big circle-faff about how evil Killers are, and how they're not to blame when they insult said Killers for 'toxically camping'.
And you, OP, are a massive hypocrite.
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Oh no, a female zombie in a dress, when women oft-times wear dresses, looks vaguely, if you squint while standing your head & are a little drunk, like a DBD Killer!
Does that me The Hag was inspired by L4D's Witch? I mean, Witch's are sometimes called 'hags'. And the Witch has claws for clawing at the players...
Kinda reaching, dude.
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@onekingbee said:
https://forum.deadbydaylight.com/en/discussion/comment/2742626#Comment_2742626
This is a discussion, no need for bigotry. You want others to accept your position on something, then respect theirs. I respect your position on this. Thank you for your comment.
This is a discussion, no need for bigotry.
Ok, then what about:
If they would be good players they wouldn't feel the need to tunnel or camp.
This poster Insulting Killers for using a valid tactic.
Sorry not sorry, but I will never not shame sluggers. In 99% this tactic is used for pure BM, not because the player is actually trying.
Once again; a poster openly saying they will shame Killers for using a valid tactic.
I think people are taking it too seriously, and getting insulted easily, especially the ones that support camping and tunneling as a tactic
You, once again attacking people for using a valid tactic.
Camping IS sweaty, it's already been identified by the dbd community as toxic and a cheap way to play
You, once again, insulting Killers. And no; the entire community has not decided camping is toxic. This is you talking out the side of your mouth again.
So you sit here and act like you have the moral high ground every time someone calls out the BS swimming in this thread. While you also sit here and insult and shame Killers for USING A VALID TACTIC.
That's the BS mindset that salty Survivors use to attack, insult, and send death threats at Killers in game. They rationalize 'They camped! So they DESERVE my vitriol!'
You want to have a discussion? Stop being a part of the problem. Then, you can have a discussion.
All you're looking for is an echo-chamber for your biased opinion on camping, then talking out the side of your mouth to pretend you're 'having a discussion' when all you're doing is getting an echo chamber of 'Camping is sweaty!'
I hate two-faced people. Hypocrisy makes me sick.
So either 'have a discussion', which means STOP INSULTING KILLERS FOR A VALID TACTIC.
Or just admit you were looking for an echo chamber for your already admitted view on camping.
Because I'm sick of watching Survivors vomit weak excuses to allow themselves to insult me in-game, just because I did not play by their stupid, made-up rules.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2742986#Comment_2742986
Just chiming in to say that while you've never heard of the language barrier problem before, it exists. It was something that annoyed me a lot while I was playing Overwatch and trying to get good at it- all the videos I'd watch would talk about how important communication is and how you should always be joining team chat, but I played in the EU servers, there was no guarantee everyone spoke English and a pretty large chance that at least one person wouldn't.
Fair enough. I play on US servers for most games, myself.
I should have said 'I never saw people on the community forums talking about this problem', as I instead made a very short-sighted sounding comment as if it does not happen because I did not experience it. And I may be a snarky jerk, but I'm well aware I'm not the center of the universe. ๐
But even if I had made the proper comment, as you say, it does happen.
Still; I don't see it as an argument against in-game voice comms, because it's not an argument against voice comms in said other games. It's a PROBLEM, sure. But it's not such a massive problem that it should invalidate the fact that voice comms are, literally, the massive buff SWFs have.
Basically; it still works in basically every other team-based game, and this one issue does not invalidate that fact. WHy should everyone else have an unbalanced game just because a few will have voice comms troubles?
If that was the case; voice comms would not be in every game that has voice comms.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2742696#Comment_2742696
Voice comms put way more strain on servers though, and then you're dealing with language barriers and a mic requirement.
This is a way safer option with less hassle.
It may be way safer, and less hassle, but it also does not fix the massive gap.
It shortens it, by like 10 feet, if the gap were 500 feet wide.
The problem is that SWFS have voice comms, and this gives them so much info that SoloQs just don't have. Even casually playing with a mic is just THAT GOOD. And Killers have to stay balanced for the power SoloQs have, or SoloQ will be unplayable.
But that means SWFs will be the top of the heap, power-wise. Because Killers are weaker to keep SoloQ playable.
And I don't get this 'language barrier' argument. I never heard this argument in DoTA, Lol, Overwatch, Planetside 2, CS:GO. Etc. etc.
But everyone acts like DBD will have this ONE problem that no other teamwork-based game with voice comms has had, and think it invalidates balancing DBD properly.
I'm sorry; I still think we need to give SoloQs the ONE THING they lack that a SWF has; voice comms. Then balance around that. It's the only way to properly balance the game.
And yes; SWFs do have another thing SoloQ's lack; your teammates are mates you've known for months, if not years. You work well together because you think together. But 'teamwork skills' is not something that can be transferred, so I'm sticking to the one thing SWFs have that CAN be transferred; voice comms.
If we don't do this; BHVR will continue to give Killers Stealth Killers and Perks that theoretically work in an information blackout...which SWFs ignore because they give each other information at the speed of sound, literally.
Then those Killers smash SoloQs, and then those Killers get smashed by 2-4 people on mics. And we're back to talking about the power gap between 'The entire damn game' and SWFs.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2742778#Comment_2742778
Discord?
I'm talking about DBD's current voice-comm setup. Their lack of one. And said provided benefits.
I think I'm done here. You pointed out what Discord (and other platforms) do for voice comms as flaws with voice comms. Flaws that would not apply to an in-game voice communication setup.
Then say 'I was talking about other platforms'. Fair enough.
THEN say you were talking about points against voice comms in DBD
THEN say you were talking about benefits to voice comms?
I'm just going to leave it here: Voice comms break the game. The sooner the devs admit this, the sooner they can add voice comms, and balance the game properly.
Until they do; SWF (who have voice comms) will always beat Killers, and Killers will always maul SoloQs (who lack voice comms).
And Killers would have to be balanced around SoloQ power, which lacks the voice comms (and thus information & teamwork) of SWFs. Which is why facing SWFs sucks so much for most the Killer roster.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2742763#Comment_2742763
Ah, yeah, I wasn't clear, I was providing points against the inclusion of DBD managed voice comms.
Edit: At least with their formal product and not an informal place such as a Discord Server.
But your points don't apply to DBD managed voice comms. So I still don't understand why you quoted me, then talked about flaws with discord voice comms as points against DBD voice comms.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2742751#Comment_2742751
I'm talking about DBD's current voice-comm setup.
Then why were you quoting me?
Now I'm confused. Are you for or against in-game voice comms? Why were you quoting me and talking about current voice comms?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2742719#Comment_2742719
Player effort: If you're not in a friend group you literally have to coordinate with strangers to setup a party/call at the moment. Typically, people are not going to do that if they just want to give a passing "Yo mamma" joke. Effort is needed to engage, not disengage.
Opt-out: People are lazy and may not know how to mute others, or not care to, or have misgivings about "silencing" people regardless of how toxic they are. Opt-out means that the initial feeling is that this is what is expected. Opt-in gives a feeling that it is a choice you make.
Moderation: Takes time and resources. Is it a worthy thing? Yes. Should you try to make workloads manageable? Also yes.
And then there's still the necessity for the muted/accessibility framework for people that choose to not use voicecomms or that are unable to use voicecomms.
Player effort: If you're not in a friend group you literally have to coordinate with strangers to setup a party/call at the moment. Typically, people are not going to do that if they just want to give a passing "Yo mamma" joke. Effort is needed to engage, not disengage.
What? That's not how in-game voice chat works. Are you just making up flaws?
You get into a lobby as an SWF; you are now in that lobby's voice chat. There's your 'player effort'; you joined a lobby. The end.
Opt-out: People are lazy and may not know how to mute others, or not care to, or have misgivings about "silencing" people regardless of how toxic they are. Opt-out means that the initial feeling is that this is what is expected. Opt-in gives a feeling that it is a choice you make.
Again; you seem to be making up flaws. It's pretty common knowledge that you can right-click someone in a lobby (depending on game) and choose 'mute'. Or press 'tab' in-match and click the microphone next to someone's name to mute them.
There's your 'opt-out'. Again; I don't know any co-op games where people think a mute function is toxic.
Moderation: Takes time and resources. Is it a worthy thing? Yes. Should you try to make workloads manageable? Also yes.
Ok, and? Again; you're acting like this is some flaw of voice chat simply because you want it to be. BHVR should be moderating their game anyways. Voice chat is not going to quintuple their work-load.
And then there's still the necessity for the muted/accessibility framework for people that choose to not use voicecomms or that are unable to use voicecomms.
They can go into options and chose 'Turn off voice comms'?
And now, when Survivors can see them in lobby or are near them in-match; they have an icon of a speaker with a dash through it, showing they can not hear anyone?
It's like you just made up the most absurd flaws you could without actually thinking of if they're actual, real problems or not.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2742696#Comment_2742696
I rather not have some 12yo kiddo scream into my ears or some guy crunching chips while playing. Why suggest adding voice chat if most ppl would mute it? The HUD change is the only decent way to buff soloq.
Why do people pretend this is what happens all the time? Literally every co-op game has voice comms and you rarely get eaters, screamers, and mouth-breathers. And that's what the mute option is for.
I don't know a single game where people mute more than they use the VC to work together.
I will say it again, since people are ignoring facts to point out frankly uncommon scenarios: As long as voice comms are ignored, and the game is balanced around SoloQs not having voice comms; SWFS using voice comms will completely break the game balance.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2742696#Comment_2742696
Requiring Player effort to setup voice-comms in and of itself performs chat filtering.
Base-game opt-out voice comms is just ripe for toxicity.
Integration with DBD also places moderation completely onto Behavior.
Perhaps introduce platform specific methods in order to more easily setup (opt-in) party chats with platform specific/3rd party software.
Even then there are people who don't want to use voice comms.
What 'player effort to set up voice comms'? You have a mic and run the game? Boom; voice comms.
How is opt-out VC ripe for toxicity? Literally every game with co-op has it just fine.
Moderation SHOULD be on BHVR; it's their game.
Just freaking add voice comms so the game can be properly balanced. This half-arsed balancing where they pretend it doe snot exist is what keeps Killers weak.
Ok? So they mute it. Put an icon over their head for Survivors to see so they know 'This person can't hear me'.
The game will FOREVER be broken, so long as SWFs have voice comms, and devs keep balancing as if voice comms don't exist. Because that means voice comms are breaking whatever they throw into the game.
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@Firellius said:
Well, you can't have a balanced game and a massive solo/swiffer gap. This is a step towards shrinking that gap and putting the game in a more balanceable state.
Maybe they can make it toggleable so you can still handicap yourself if you want to.
All they have to do is add voice comms, completely with mute options.
Now, SoloQs have the same exact power SWFs have, and BHVR can balance around that instead of this half-arsed 'Can't be too strong or SoloQ suffer!' that makes it so Killers beat SoloQs but SWFs beat Killers.
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I was about to say this, too.
I have a sensitivity to high-pitched noises (I can hear the tube in old CRT TVs), so if this was in the game; I'd never be able to play. ๐
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This thread has turned into a bunch of Survivors, salty they lost, insulting Killers for not following made up rules.
Once again: Camping, tunneling, and slugging are accepted tactics. Anyone insulting people for using them (calling them 'sweaty' or 'tryhards' etc.) is just continuing the toxicity in this game by belittling their opponent for not following their made-up, unenforceable rules.
Also, every time you shift the blame to 'The Killer was a tryhard!' to excuse your loss; you fail to learn from any mistakes you made, never get better, and thus will lose again. And then make up another Killer-insulting excuse as to why you lost, and thus not learn from any mistakes you made, and thus make them again...
Stop. Being. Toxic. Camping is not 'sweaty' or 'tryhard'. They are not the 'weakest players' or they would not have won. Camping does not carry the game that much, since they still have to find you, chase you, hit you, chase you more, and hit you again. They also have to use their Killer's power well enough to do all this.
Bottom Line: If you think camping, tunneling, or slugging is 'weak', 'tryhard' or 'sweaty'; you are the problem with this game. You'd rather insult your opponent for winning in a way you don't approve of, instead of learning for your own mistakes.
And frankly, I'm gods damned sick of being put on blast by this toxic mindset that 'The Killer camped, so he deserves insults'. Because, 99% of the time? I did NOT camp, but Survivors decided I did, and since there's this atmosphere of 'He was toxic (according to me) first, so I can be toxic back!'; I get treated like shite by Survivors simply angry they lost.
Knock it the hell off and grow TF up.
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Leatherface does not need nerfs. Why would you turn his chainsaw sweep into a 1-man-hit? The whole point is that it can hit multiple Survivors.
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The Trapper was actually good and Survivors were terrified of where to step. ๐ช
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2741750#Comment_2741750
They've brought up tons of stuff that has never seen the light of day
Theyve mentioned a early game mechanic to help killers at the start of the game
Never saw it
Theyve mentioned making Mori's basekit
Never seen it
They've mentioned gf and legion reworks
Never seen it
Theyve mentioned revealing gf was getting looked at
Never seen it
They've mentioned for years console optimization was getting looked at
Never seen it
I'm not trying to be negative Nancy I'm just saying I wouldn't get my hopes up if I were you
Also; husks to replace DC players.
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@katoptris said:
You didn't receive the rule book from one of the survivor at the start of the map? I'm disappointed in you.
I was told all Killers are expected to know the rule book from front of back, but Survivors are in no way responsible for giving out copies.
Also; rules can and will be changed whenever Survivors want, and Killers are expected to keep up with these changes, even if they were changed 5 seconds ago. ๐
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Counter Point: No it's not. It's over-tuned and makes healing way too quick.
Plus, boons are broken AF because they're infinitely replaced. A Killer literally loses time if he does not Snuff or loses time if he does Snuff.
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(Any numbers I list can be changed, for balance purposes, and are there to outline the idea)
I still think his traps should be invisible outside of 20 meters, partially visible between 10 and 19 meters, and fully visible 9 meters and closer. There reasoning is thus:
- Survivors in SWFs won't be able to see his traps across a map & alerts the SWF Hive Mind. This cuts down on how USELESS he is against SWFs.
- Survivors not paying attention will still step in his traps before they see them. Same with if they're being chased.
- Survivors walking slowly and looking for his traps will see them before stepping in them.
- This allows him to place his traps on any map, even indoor maps, without them being as stupidly useless-visible as they are right now.
- This ALSO allows him to place his traps out outside maps without HAVING to place them in patches of grass to hide them, which seriously limits his placements to 'freaking obvious patch of grass no Survivor will step in'.
Also; all Traps should start armed. So Survivors will have to be careful from the word 'go'.
Or
Trapper should start carrying every trap. So he's not wasting two-and-a-half minutes of a 5 minute game hunting down & picking up his freaking Killer Power.
Alt. Idea:
Trapper can 'toss' his traps as he moves. They only go 4 meters, and take 3 seconds to arm:
- This means they are not usable in a chase; he does not throw them far enough, and they do not arm in time, to catch a running Survivor.
- But they ARE usable to close off a loop, if the Survivor stays in it.
- This also means SWFs on voice comms can't watch him placing traps, because now he's doing it as he walks. Again; communication is literally the hard counter to Trapper. This is BS.
- It also means he's not wasting 2 minutes bending over and slowly opening a trap, repeatedly.
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The Trickster does not need his Laceration Meter to decay any faster. Such a nerf would make him nearly unplayable, as Survivors who hide around a loop for 2 seconds would be free from danger.
I honestly don't see why you'd want his LM to decay any faster, as he's not OP where it is.
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if it wasn't then why do so many people dc or kill themselves on hook when they're being camped?
Because they are babies who can't stand losing, and don't want to accept their own toxic behavior, so they blame the Killer for 'cheap killer/perks/tactics'.
And it works in reverse, too; Killers can DC and blame Survivors, when the real fault is their own garbage attitude.
Camping, tunneling, slugging. Using items, add-ons, or tactics are all ALLOWED.
Calling any 'sweaty' or 'tryhard' is a BS attempt to shame the opponent for trying to win. And it creates a toxic mindset that absolves people of their own garbage actions. IE: 'I only disconnected because the Killer/Survivor was being toxic FIRST!'
Reality: No, they were not. They were trying to win. My hypothetical person here needs to suck it TF up and not DC.
People will use ANY excuse to shift the blame. And calling an ACCEPTED TACTIC 'sweaty' or 'tryhard' fosters an atmosphere of blame-shifting and toxicity, where players will DC, then blame everyone else for their own, truly toxic, actions.
For example, in another thread, someone recently said '99% of all Survivor DCs are against campers and tunnelers'. This was shifting the blame from Survivors DCing to Killers 'playing toxic' and FORCING them to pull their router plug.
People who think like that will ALWAYS DC, because they will ALWAYS blame everyone else for their own garbage actions.
So please; stop with this '<x> tactic/perk/Killer is sweaty' BS. All it does it shame people for trying to win and increase the toxic attitudes this player base is known for everywhere else.
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@onekingbee said:
https://forum.deadbydaylight.com/en/discussion/comment/2741457#Comment_2741457
I definitely relate to this! I wish there was a lobby for us casual players, and one for sweaty campers. That way, everyone is happy.
You'd see camping, even in causal play, because camping is not 'sweaty'. It's a tactic to win, like...oh, I don't know; doing gens with a toolbox.
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@dictep said:
99% of dc are against campers and tunnelers. Do you really think this kind of selfish people would let the last surv escape?
Rofl, BS. But I love how some Survivors try so hard to blame Killers for their own toxic behavior.
99% of DCs against me are when Survivors FELT LIKE I tunneled, even if I did not.
Or they FELT LIKE I camped, even if I was across the gods-damn map. I once had someone DC the exact second I downed them, and they accused me of 'Proxy Facecamping' as Hag. My traps were in obvious chokepoints that anyone with half a brain would crouch-walk through. But it was my fault they were too stupid to learn. And thus I was being 'toxic' because they had the memories of goldfish.
That's not to mention the people who DC when I yeet a hatchet as Huntress at the start of a trial and get a random, blindly-lucky smack.
Or when I harpoon someone as Deathslinger.
Or when Survivors see I'm Doctor.
I've even had people DC when they step in a Trapper trap.
Oh! Or when I down people as Billy or Bubba!
But sure; Blame Killers for the toxic crap Survivors do. Because Killers are big old meanies, and Survivors NEEEEEVER DC unless Killers are toxic first! Survivors are just little angels and it's all Killer's faults! ๐๐คฃ๐
'99% of DCs are against campers and tunnelers'. Rofl. What tripe.
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@Steel_Eyed said:
Maybe if the zombies were stronger they could actually compensate for the eight extra health states. Unfortunately I find him weak and unfortunately I find him incredibly fun.
I'm still convinced the zombies were supposed to be a bigger threat, and more likely to bite Survivors, which would save Nemesis needing to give them a free health state via infection.
But then they scaled by the zombies and never adjusted his power to compensate.
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@Colton147147 said:
Stretched resolution gives killers more advantages than survivors.
Your point? It's cheating either way; why make it an Us vs Them?
Killer or Survivor; stretched res is cheating and should be fixed.
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Honestly, the Generator's aura just should not show up to Survivors. Thinks about it:
- Survivors have very few Gen Aura perks. So they see a Yellow gen; they know it's ToT.
- Now knowing it's ToT; they're more alert, because they know they won't hear the terror radius.
- Seeing the aura means they can run right for the gen and tap it in 1/60th of a second.
- Gen-tapping is still BS, since they can tap a gen in 1 frame of animation. Killers spend 3 seconds kicking a gen, get ToT, and Survivors wriggle their hips and shoot a wink to the gen, and it stops regressing in literally 1/60th of a second.
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The last time I tried to be a friendly Killer when a Cake was in play, it was a 4-Man SWF. It had to be, given the setup:
1 Survivor found me. I hit him, he self-cared, but kept botching the skill-check to buy time.
Once healed, I hit him again, and he self-cared, but messed up again and again.
Then he ran to a pallet AWAY from his friends, and I let him hit me with it.
Meanwhile, his 3 SWF buddies all brought BNPs & split up to use them on 3 gens.
And, of course, they 99'd gens as well. So when 3 pop, and I get serious about downing the distraction; they just sat next to gens, waited for him to go down and bam pop 2 gens, Adrenalin gets him back up in under a second.
And, of course, they twerk in the exit gates and point at me non-stop, because they played me.
So now, I just play the game normally, no matter what offering is in play.
So don't whine that Killers should 'NOT TUNNEL' because you want to farm; because Survivors ruined Killer altruism years ago. And we ain't your servants; we don't have to adjust our playing according to Survivor moods.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2740433#Comment_2740433
Why should I get the less bloodpoints when I bring that offering just because the killer is a jerk? It's a waste of offering!!!
Because the Killer is not a bot or your servant, and you don't get to say 'I brought <x> so you have to farm. Your lord Survivor says so!'
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Ain't it better for Pinhead to just use the box and start a chain hunt? I never played as him.
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@SuzuKR said:
DCing is for cowards and pricks who donโt care about ruining the match for their teammates.
Are we reenacting the Boston Tea Party? Because you just spilled some major T.
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That's like Killers being pissed they can't DC when flashlight-blinded.
If you can't handle a Killer winning in a way you, HIS OPPONENT, don't approve of; don't play a PvP game? ๐คท
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While I see the point from the 'It's supposed to be an anti-tunnel perk' standpoint, I also think that may nerf it a little too much as, as gendoss said; the Survivor can't really DO anything while keeping D.Strike.
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@Mokdroh said:
https://forum.deadbydaylight.com/en/discussion/comment/2739885#Comment_2739885
I like your suggestion there, that is a good idea for countering camping of an Assembled Part.
And I really appreciate that you mention the issue of Killers having to channel to kick the generator in order to make it regress (and very slowly too) while the Survivors can literally tap M1 to instantly stop regression. This is something I have tried to share several times around the forums, but don't see enough attention paid to this, as this is an issue that causes core imbalance multiplied by 4. I hope they make it so the Survivors also need to channel in order to stop regression and start repairing. Another thing I also think is important is when a Survivor fails a skillcheck and runs off, the generator explodes, but still counts as being undamaged (not regressing). The Killer somehow still has to spend time channeling to damage the generator that in fact just exploded. This makes no sense and is another imbalance multiplied by 4. I hope they make it so that when the generator explodes, it counts as being damaged (naturally) and goes into normal regression (same pace as a Killer damaging it).
I honestly think Survivor stopping regression should work as follows:
- The gen is Regressing from a kick.
- Survivors start working on a gen. The effects of Regression are suspended, so the Survivor gets the full effect of repairing.
- If the Survivor hits a Skillcheck; Regression is removed & the Survivor can leave the gen without it regressing.
- If the Survivor failed a Skillcheck; Regression stays suspended, but will resume if the Survivor leaves the gen.
- If the Survivor is chased off the gen BEFORE a Skillcheck; regression resumes.
Basically, the Survivors have to hit a Skillcheck to remove Regression from a generator.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2739268#Comment_2739268
So when someone bring a perk that can give them a boost to make a pallet, that ISN'T planning ahead but NOED is because....?
I never said it was not. I just said I think it should be 2 perks.
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2739421#Comment_2739421
If 5 gens popped and all survivors are alive and you "plan on NOED" that literally means you put bad pressure the entire game and got outplayed by the survivors and NOED is your safety raft.
But I did not get 'outplayed' until the Survivors are not around to be killed.
I repeat; I have not lost, until I can't kill the Survivors. This BS about being 'outplayed' or 'losing' because 5 gens popped is a flat lie.
The Survivors do not win until they are off the map. Until then; I can play, and I can Kill, and that includes using perks that activate after 5 gens pop. Anything else is just Survivors trying to pretend an arbitrary time limit (5 gens popping) means they have won, or the Killer has lost. Then they point at that and go '5 gens popped, so you have BASICALLY lost, and thus NoED is flawed!' And it's wrong.
I repeat: Until Survivors leave the map, the Killer has not 'basically lost' or 'got outplayed'. So any arguments using these BS statements are factually wrong.
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@Mokdroh said:
https://forum.deadbydaylight.com/en/discussion/comment/2739359#Comment_2739359
Thanks for sharing. While it is the Survivors' objective to escape the trial before they are killed, it is the Killer's objective to do everything in their power to kill the Survivors before they can escape and this indeed includes camping. The idea was to give Killers a double-edged sword to both be able to afford chases better at the cost of camping efficiency - the closer the Killer is, the higher the cost, but if as you say the developers did indeed test around with something similar to this suggestion regarding slower sacrifice upon the Killer having close proximity to the hooked Survivor and it did not work well, I totally agree to scrap that and continue to try to find ways to both balance and incentivize ways that we might have more fun with our objectives, both as Killers and as Survivors.
Perhaps better than a base Ruin would be a Pop Goes The Weasel basekit implementation for Killers, which would both offer more balance as the Killer's damage of the generator is very slow regression while also being something the Killer has to work for to apply.
The idea for the Assembled Parts was that they do not halt regression on a generator if the Killer damaged it, but just halted the effects of Ruin on the generator they were applied to, and that there would perhaps be a maximum of two Assembled Parts being obtainable in a trial. In the case of this idea with Pop Goes The Weasel basekit instead of Ruin, perhaps these parts would instead boost the repair speed by a small but fair amount (but not instant or super repairs like older versions of Brand New Part). Since they are a few pieces that need to be assembled into parts, the assembling itself could also be a little mini-puzzle where you rotate and turn the parts to fit each other, offering something interactive as a side-objective for the Survivors.
My suggestion would be to make the parts temporary, and have them respawn 10-15 seconds after their effect wears off. In this way; Survivors are not screwed if the Killer camps a gen a Part has been used on.
I like the idea of Pop being basekit, but I have a problem with gen-kicking in general; it takes the Killer 3 seconds to START a regression,a nd Survivors literally gen-tap in 1/60th of a frame of animation. It's something devs need to look at and fix before gen-kicking (and gen kicking perks) become useful. Because the Killer is wasting 300x the time kicking, than Survivors spend gen-tapping.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2739842#Comment_2739842
Given that he's a sadomasochistic torture hell priest, no. You're gonna get double innuendo in your face whether you like it or not.
I had a joke for this (more a portmanteau of words), but it may have crossed the line. ๐
So I'll just say 'That's perfectly fair'.
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Can I open the box, and have him arrive in a prompt but in no way double-innuendo'd manner?
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2739625#Comment_2739625
That's for all players, including brand new babies. Not the average - high skill level.
You do realize the average is the average of ALL PLAYERS playing Killer? Not just the ones you want to count? Hence 'average'. Not 'Average of the best players'.
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@Psyphren said:
https://forum.deadbydaylight.com/en/discussion/comment/2739076#Comment_2739076
Perhaps it would be more believable that this isn't about nerfing flashlights if the majority of your profiles didn't show the same consistent pattern in your prior comments on other threads - which is crying about survivors' ability to outplay you translating to ya'll as survivors needing to be nerfed effective immediately. Say what you want, but track records don't lie, which is probably why YOU'RE the only profile at the time of this post that's been set to private so people can't track your prior comments. Some of you even admit to playing killers exclusively. These past two weeks I've been no lifing the game while I recover from Covid and not a single time have I ever had the experience of survivors rapid clicking the flashlight the way you claim.
P.S. Photosensitivity (which I have) has nothing to do with the sound of clicking so miss me on the "oh my god someone potentially blinding me and BMing me with flashlight clicks is bad for my health" nonsense. Clearly you haven't tried any of the suggested solutions previously mentioned, because you rather have an entire game be altered instead. My other comments on this thread already address you and your posts/concerns, perhaps too directly for your liking. I said what I said, and I'm not sorry.
Devs/Mods, do what you will, but if you continue to cave to nonsense like what I've addressed in this thread from a bunch of sore losers trying to sound like the "majority voice" rather than learning, improving, and enjoying the game, then you'll essentially be the reason why the game will continue to lose traction until it becomes a dead game that nobody plays anymore.
*Mic Drop*
- It's about flashlight list-spam. As it is turne don; it makes a click noise. Hence 'flashlight clicking'. But it's clear I meant the LIGHT.
- It's clear that spamming a flashlight 100 times a second has 0 impact on winning or losing, so you're wrong in assuming it's because I lost.
- Congrats on boiling it down to 'You're a killer main' and missing the point of my post.
- I set my profile as private after another Survivor main tried to 'mic drop' me claiming to trawl my posts, then said he lied to 'trigger me'.
So, do you have any actual points for or against flashlight-clicking with a macro? Because that's what this thread is about, regardless of what you assume the thread is about.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2739464#Comment_2739464
Another powerless person that needs to feel powerful in a video game. Poor soul
Another scrub who needs to belittle people who disagree with them to feel any power. Poor soul.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2739268#Comment_2739268
DH does not save you when you get outplayed.
Itโs a mid chase perk that activates mid chase. Itโs called planning ahead. Why is that so hard for people to understand?
Try again. At least, when I said it, it was actual logic and not someone parroting me in a sad attempt to throw my words back at me.