AngyKiller
AngyKiller
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2811680#Comment_2811680
"Pushed 25% so hard"
You mean... put 25% on a still image they flashed up on screen to show the nerf, something they've done for every equivalent change they've showcased in a QnA...? It was identical to how they showed the initial nerfs boon totems got between their first PTB and the live servers, too. Calling this lying is an extreme stretch, and calling it deceitful is only very marginally better.
Again, it was a quick bandaid fix to make it less problematic without nuking it. What would you have wanted, them to lower the numbers down to 10% and anything short of that is lying? Surely you see this line of thought isn't exactly logical?
I would have liked a real change.
It seems to be a trend that Killer perks that over perform are nuked from orbit and buried in the deepest pit they can find.
But Survivor perks are very gently touched, because heaven forbid a Survivor perk be killed while people still enjoy it.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2811670#Comment_2811670
You're hinging an awful lot of justification on the idea that BHVR are refusing to nerf CoH and want to lie to the playerbase.
Maybe that is true. My interpretation had been that because all of their actual programming power had gone towards the massive amount of work they put into game health for that midchapter, all perk changes had to be number tweaks or similarly programming-light changes (this part is true, they said as much in the QnA) and so they decided to slap a bandaid on CoH until they could fix it with more actual programming effort. An earnest attempt at stemming the bleeding, so to speak.
Whether that's a good idea or not is a separate matter, but I'm sure you'll agree that it's just as valid an interpretation as yours with perhaps a little more basis in actual proof.
To cap it off, no, don't nuke all boons. They're a fun and interesting concept, and all of them except for CoH are relatively balanced with only minor issues.
...Except Exponential, but that one's just bad lol
You're hinging an awful lot of justification on the idea that BHVR are refusing to nerf CoH and want to lie to the playerbase.
They made a 'nerf' and touted '25%!' which SOUNDS LIKE allot. But when the math was done, it was a whopping +4 seconds self-heal (+2 seconds healing someone else). Since they must have known these numbers, it makes one wonder why they pushed '25%' so hard.
It was deliberately deceitful. Or they actually did not translate '25%' into an actual number. So which sounds better for the balancing team; Lying, or not doing their jobs?
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@jesterkind said:
I'm not sure I agree with that, myself. It seems like that'd be the double whammy of being overkill for any boon that isn't CoH, and also falling back into that awful trap of making perks only really usable in a SWF without being viable for SoloQ because you can't coordinate who has the boon up at any given time, it'd be a logistical nightmare and unfairly punishes people playing on their own.
I really don't think we're going to fix CoH with a change that affects all boons. It has to be a fix to CoH itself.
I really don't think we're going to fix CoH with a change that affects all boons. It has to be a fix to CoH itself.
I'd agree, but the devs already showed they will basically ignore all feedback and use misleading numbers to avoid actually changing Survivor's #1 crutch perk.
And since we now can't trust them to actually change it in any meaningful way, given they went out of their way to effectively lie to Killers; It's time to just demand all Boons get shafted. Nothing short of screwing all Boons will actually see change happen.
They already showed they don't actually want to nerf Circle Of OP, AND they showed they're quite happy misleading Killers with deceitful language (The '25%' SOUNDS so much better than the BS '4 seconds' it equates too). So, if we can't get the problem fixed; nuke all Boons. They never should have existed in a properly balanced game, anyways.
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Next up: Flashlight macro seizure-spam needs to be fixed!
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2809291#Comment_2809291
Yes, yes, yes; a thousand times yes.
Sooo many survs are convinced they are being tunneled when they aren't, because they are ignorant of how games go for killer. All they know is that they've been chased/hit/downed multiple times, with no contextual awareness of what is going on with the killer and other survs. It's a perspective issue that only really gets alleviated by playing a lot of killer.
Everyone has their own definition, but a rule of thumb for me is that if the killer lets you out of their sight, you probably aren't really being tunneled. If another surv is hooked before the killer turns back to you, you definitely aren't. A legit, focused tunnel is going to be swift and brutal.
And really good killers are going to make you feel like they are everywhere at once, but that doesn't mean you are being tunneled.
One of the times I saw real tunneling was an Otz video where he was Survivor, and the Killer was literally ignoring everyone for 1 Survivor.
Like, the Killer would hit others if they bodyblocked, but he was DEAD SET on killing one, specific Survivor, and ignored everyone else until then. ...And then he would slug and ding-dong his bell nonstop.
It was one of the few times I could point at a video and say 'That was, legit, toxic tunneling'.
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It's literally impossible for the game to know if you crashed or ragequit. It's not not something current programming can do in any way.
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@ThiccBudhha said:
If you do not want to hear about tunneling, do not tunnel. And even that advice is not a surefire way to prevent it.
You would not believe how often I get called a camper or tunneler, even if I make a point not too.
it's why I can't watch youtubers; the second their buddies go down 'OMG! He'S cAmPiNg/tunneling/slugging!' No, buddy; he knocked your friend down 2.3 seconds ago, and another Survivor was 3 feet away. What did you expect the Killer to do? Walk away?
It got so teeth-grindingly frustrating, to hear Survivor youtubers whine these excuses the SECOND they start to lose. No Killer can ever win 'fairly' because the second they start to win; Survivors claim it's the result of camping, tunneling, or slugging. It's never 'The Killer out played me! Good game!' unless the youtuber in question is a literal saint.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2808963#Comment_2808963
I just played against an artist who did 0 hooks before 5 gens were done. Of course, he had noed. 2 kills at the end because few pallets and he camped. Of course all noed killers can think he’s a very good killer.
They used an end-game perk in the gasp end game to good enough effect to get 2 kills.
Of course, all whiny Survivors will claim it's proof NoED is 'op'.
Get it through your head; the game DOES NOT END when 5 gens are done. Survivors HAVE NOT WON until they LEAVE THE MAP. So I don't get why y'all keep babbling 'before 5 gens were done' like it means anything. It means nothing. 0. Zilch. Nada. Bupkis. Jack squat.
It's not some magical 'Survivors won because 5 gens' finish line except in the head of whiny Survivors who insist it's proof NoED is 'unfair' or 'OP' or 'unfun'. 🙄
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2809094#Comment_2809094
Whining (or pointing out issues, as I call it, because that is how they get resolved) about something that is unfun to go against isn't wrong. Just because it is not OP or a major part of a kit doesn't justify it. NOED isn't OP, it's just really unfun which is why it should be changed. DS's insta aim-shoot combo wasn't OP, it was unfun so it needed changing (although he didn't deserve a nerf so they really should have added a better buff).
Unfun#OP. Sometimes, things need changing because they aren't healthy for the game. And in such cases, there should be a counter buff to compensate.
'Unfun' is a bullshit reason to ask for Killer/Perk nerfs/changes. It['s literally saying 'Weaken/alter things because my subjective fun is more important than game balance' because what's 'unfun' for you is fine for someone else.
The camera screw is part of Hag's kit. It's not 'unhealthy for the game' just because some people dislike it. NoED is fine; it's only 'unfun' to people who want to stay on gens all game & ignore totems.
'Fun' is too subjective to use as an excuse to make balance changes and, 90% of the time, 'Unfun' = 'I don't want to face it'.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2809085#Comment_2809085
Actually, you're right. Besides messing up with your camera, those traos don't do ANYTHING else. They don't allow the killer to teleport there, they don't make counter loops, they don't make camping without being close easy, they don't do NOTHING.
And the teleporting would be useless because of the pause in animation to dissolve & reappear; A Survivor would trigger the trap & just keep sprinting.
It's almost like the camera screw is part of her kit! Imagine that! Whining about it is effectively saying 'I don't get why Killers can be effective! Make Hag less effective because I hate losing! 😭'
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Her traps would be 80% useless if not for the camera screw.
Imagine running by a trap that explodes and...you just keep running, because nothing else happened to slow you down or throw you off in any way.
I seriously don't get people who sit here and go 'I don't get why this power affects me and gets me hit! It's so weird that the Killer's power HARMS ME! 😱'
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@dictep said:
I don’t know why campers , tunnelers and noed killers always need to feel they are good killers. If some one tells them what are they doing they feel bad
I don't know why you keep whining non-stop about tunneling, camping, and NoED. It's like you have a set goal to insult anyone who does not follow your insipid, fake rules.
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It was a horror game before Survivors got 500 second-chance perks to delay the sting of death & Killers were nerfed to make Survivor players happy (And thus spending more on cosmetics).
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I don't like FNAF because I can't play a single horror-themed game without FNAF fans deciding it would be totally cooler if FNAF was somehow shoehorned into it like a bad cross-character fanfic.
And the moment someone says 'I don't think that'd work', they start frothing at the mouth and screaming about how FNAF is the best thing ever and it being shoved into other games is a sign of the clear gods of horror graciously lending their golden characters to clearly inferior games. Because FNAF is clearly the best thing ever and every other game should be so lucky to get the best horror to exist added to them. 🤮
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@Junylar said:
How to completely fix (bandaid) the cheating problem: allow DCing without penalty, so that we finally can leave when there is a cheater in the game. But alas, it's not a popular opinion here for some reason. Those who would give up essential Liberty, to purchase a little temporary "Sportsmanlike conduct" , deserve neither Liberty nor Sportsmanlike conduct.
Rofl. Are you so full of yourself that you think mangling a Ben Franklin quote will make your wrong point correct?
When the DC penalty is off; people DC for any reason, and the game is unplayable. You hacking up a Ben Franklin quote does not change facts.
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@RakimSockem said:
I'd rather see survivors get an equivalent that's just as easy to capitalize on.
We're going to live forever should be based on the objective (gen completion) and should be given regardless of who completes the gen.
BBQ rewards killers for literally just doing what they are supposed to do and DOUBLES their bloodpoints for just hooking each survivor once. We're Gonna Live Forever shouldn't be based on protection hits and hook saves (which you can't guarantee you'll get because there's 2 other people who can get there before you).
Buff WGLF and it'll be fair
'Fair' is not 'have the same thing'. By that logic; Circle of Healing will only be 'fair' if Killers can re-ignite Hex totems.
Or if Killers get a sprint-burst perk to speed up at-will for a few seconds. Or a Dead-Hard-like perk.
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@BoriskyTheFox said:
I think they should change it so killers can only get max 3 tokens and it doesnt show the aura of survivors anymore.
Why? There's no reason for this idea other than 'Nerf killers'
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2807432#Comment_2807432
Well the OP said they kept getting revived by other survivors so that would draw out the process.
keep crawling so the other survivors can’t heal you.
I was slugged by a Slinger today. After he hooked the other remaining survivor he came back to watch me bleed out even though he could have reached a hook. I think he got frustrated because I think he wanted me to do something to amuse him. I thought, “Nope, you can be bored too while listening to my AFK crows. He kept shooting at me too, which was fine since I was awarded “Near miss” BPs evey time he shot at me.
But them getting revived is not the Killer's fault.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2806427#Comment_2806427
Creating Killers with the information black-out in mind? Not really.
Artist? Not really. She's fairly strong but boring.
Pinhead? Yeah, you could make the argument that he is crippled by SWF's.
Nemesis? Not really.
Trickster? He's just a bad design anyway.
Twins? Also bad design, but I could see the argument.
Blight? Not really.
Likewise, Peanits literally says in that thread that using voice comms is not cheating. Are you claiming to have more authority than the actual developers of the game?
How about we list the Killers meant to surprise Survivors by not knowing where they are?
Trapper
Wraith
Shape
Hag
Freddy
Pig
Spirit
Legion
Ghost Face
Cenobite
Basically; you're supposed to be alerted by their TR, or not at all, in the even of a stealth Killer. ALl that goes out with window when your friend says 'The Killer is heading your way from the Killer Shack' and you can then crouch-walk away without leaving scratch marks before you ever hear the TR.
Voice communication literally removes Killer pressure by allowing Survivors to bail before they hear the TR, and thus don't leave scratch marks, which means less chases, and less hits, hooks, & downs. It means less gen pressure, as the Killer kicks & leaves, because he did not know a Survivor was around. Whereas, again; a Survivor with 0 info would have to sprint & leave scratch marks when they heard the TR, if there was a TR AT ALL.
And no; I don't have more authority than the devs. But I'm aware they probably gave up on the voice comms thing because there's no way to stop it.
The problem is; They don't admit it's a problem that breaks the game wide open, and continue to pretend it does not exist, which is exactly why SWFs roflestomp all but the best Killers. Because the devs refuse to admit voice comms are the most broken thing in the game.
So, until the devs admit it breaks the damn game, and balance around SWFs on voice comms; I'm going to keep calling it what it is; cheating to get an unfair advantage.
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2806427#Comment_2806427
There were voice programs before Discord existed, Team Speak, Mumble, Skype was baked into every Windows install, they knew full well that "SURVIVE WITH FRIENDS" would encourage people to call each other up and play together.
Steam has voice chat built in, xbox has voice chat built in, playstation has voice chat built in, none of these are "third party" programs because they're all required to run the game. There is not a single way you can twist this into some form of cheating, and being entirely ambiguous with the "third party" program part of the EULA is ridiculous, they aren't going to list off a stack of programs that are "allowed". We all know third party programs refers to hacking software, and they've already covered this particular third party program by reiterating every other month that using comms to play ISNT cheating.
Read this post as well as the previous one I put; it's blatantly obvious they had no idea what voice comms would do to the game, and continue to pretend it's not the single largest balancing issue DBD has.
Because, and let's face it; when have the devs EVER admitted to a mistake they have made in a timely manner? Looking at you Hook Struggling! They got asked 'When will this change? It PHYSICALLY HURTS ME.' and answered with (and I'm paraphrasing) 'We like the idea, and we created it, so we won't be changing it' a few years back. And it took until recently to change it. Not to mention the radio silence on stretched res cheating, and seizure-flashlight macros that are a literal HEALTH ISSUE.
So no, I don't think they knew 'full well' what voice comms will do, and even knowing NOW, won't do jack squat to change it, because they rarely admit mistakes.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2806221#Comment_2806221
Behold.
https://forum.deadbydaylight.com/en/discussion/77444/swf-is-cheating
As Peanits says in that thread from almost THREE years ago, SWF isn't cheating. Stop trying to spread misinformation.
also fun fact I am also in that thread, a month after I joined the Forums.
Oh, SWF ain't cheating. I know that.
Using discord for voice communications is the textbook definition of cheating. 'Using a third-party program to gain an unfair or unintended advantage over the other players'.
And let's face it; when the devs added SWF; they did not think about discord, or how it would break the entire damn game. At that point, the game worked on 'information blackout'; the Survivors being unable to communicate verbally. Unable to tell each other where the Killer is, or the trapper's traps. They weren't supposed to be able to tell each other where lit totems are. Or if the Killer is camping. There's ENTIRE PERKS to do those things. Meaning they never planned for voice communication.
So discord is an 'unintended advantage', and therefore; cheating.
The fact that the devs KEEP balancing & creating Killers around this 'information blackout' that has not existed in years is also why playing Killer sucks; they're balanced around what the game is SUPPOSED TO BE, while Survivors play the game as it IS; with discord cheating & the 500 information perks they get for free by using it.
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We all would but the zombies being crap is a Killer issue, so it won't be looked at for at least a year.
If the zombies make straight lines for Survivors; it would be fixed with an emergency patch within hours.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2806223#Comment_2806223
That would hurt anyone who gets into a lobby with teammates who refuse to use voice chat, though. I imagine a lot of people would refuse to use it. I certainly wouldn't touch it.
A chat wheel would be better. And it'd be useful for mixed-language lobbies, unlike voice chat.
That could work, though they should have local audio. IE: If you ping the Killer, and he's close enough, he can possible hear a Survivor whisper 'The Killer is here!'
Then again; No one would use and keep using discord to cheat, and SoloQ's would get screwed by being almost forced to use it.
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Voice chat with friends is cheating. I don't care how it's prettied up.
If they added local voice chat that was always on; SWFs using discord would give themselves away. This would be fair and balanced, since voice cheat with friends is insanely OP. But it won't ever happen; Survivors will riot if voice cheat with friends is ever balanced in any way.
So Survivors invent clever excuses and lies about how 'It would never work' even though it works in literally any other game with co-op. Because they want to keep how OP voice-cheat with friends is.
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@Clevite said:
I'll never understand the need to 4k that much.
Take the guaranteed 3k, and hope to find the hatch first, who cares if one gets there first?
No. I want the 4K.
How come I never see Survivors say 'I never see the need for a 4 escape? Take the 3 escape and try to find the hatch first.' It's always Killers who should 'stop trying' and 'take the 3K' to accommodate Survivor fun.
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@yeyil75996 said:
https://forum.deadbydaylight.com/en/discussion/comment/2805463#Comment_2805463
What are you talking about xdddd does disabling his chainsaw give you immunity as a Survivor? He will always have his M1 to attack Survivors. The point is to discourage this kind of behavior which makes no sense at all and which literally prevents a save, even with borrowed time, which is completely against the game.
What are you talking about xdddd does disabling his chainsaw give you immunity as a Survivor?
Read again; I said 'Immunity to KILLER POWERS. M1 is not a Killer power.
The point is to discourage this kind of behavior which makes no sense at all and which literally prevents a save
Oh no. The dangerous Killer is standing by a hook. Welp! Time to hold Survivor hands and tell them 'You can have that unhook because the game revolves around you' and do EVERYTHING Survivors are vomited as bad ideas over the years: Blind the Killer. Steal his BP. Remove his power. Teleport him away from the hook. Give free unhooks. Pause the sacrifice timer.
Survivors need to stop thinking they deserve the unhook just because they really want it so badly. If the Killer is camping his kill; suck it up and do gens.
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@yeyil75996 said:
Disabling his #########*ng chainsaw if he's too close to a hook for too long would solve the problem! This guy can camp a Survivor without any effort and without any teammate being able to come and save his teammate on the hook, which is totally absurd AND EVEN WITH BORROWED TIME! A killer should not have the possibility of ensuring the impossibility of taking a save!
No.
Survivors should not have an immunity to Killer powers just because they really want the save and believe the game should hand them everything on a silver platter.
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@jakubr21 said:
https://www.twitch.tv/mclean_yep/clip/InnocentSlipperyPlumageBuddhaBar-Ta89Ag9JLRGNVoRQ
MCLEAN SAID THAT HUG TECH IS A BUG WHAT NOW BLIGHT MAINS?!!!!
Did you really spam this in every Blight thread, with caps, like a child screaming 'I'm right! Nyah-nyah!'?
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@lavars said:
https://forum.deadbydaylight.com/en/discussion/comment/2805270#Comment_2805270
They get more overall, but if the killer hits someone that is 32m away from the hook, they loose progression on the hook.
Oh, I misread.
Still; I have to disagree. 2 minutes is a set time meant to pressure Survivors into acting ASAP. They don't need longer hook times while they go immerse so the Killer can't find anyone.
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@Predated said:
What I would consider NOED to be unfair:
- when it spawns practically next to a hook/basement.
- that it requires survivors to cleanse all 5 totems to prevent OR get very lucky it doesnt spawn close to the basement/next to a hook if you cleanse late.
- it rewards killers who are facing players who are out of their league
Because 1 makes it impossible for the hooked survivor to escape, you cannot even hook trade(which, especially with MMR reducing the most MMR from the survivor who dies first, is objectively unfair)
And for 2, you dont always have time to cleanse all 5 totems, sometimes the killer is simply already oppressive enough to not even need NOED and survivors barely get to finish the final gen with already 1 teammate dead and then NOED gives them another for free unless Noed spawns next to one of the survivors.
3 is just that a killer can be chased for nearly 5 gens, a random teammate finishing the 5th gen and then simply camp you.
How to fix it? IMO that is quite easy: Change NOED's mechanics to something similar as Pentimento.
In the case of 1, survivors should have cleansed that totem earlier, its just 1 specific totem, every game at least 1 totem can be cleansed.
In the case of 2, Survivors wouldnt need to cleanse all 5 totems, just all tactical totems.
In the case of 3, the killer would need to let go of chase to quickly ignite NOED(again, Pentimento speeds)
Bonus: snuffing a boon totem would instantly apply NOED too if elligable
It would make NOED require some killer interaction rather than just having it work instantly. Just like all other endgame perks require killer interaction. NOED is fine as it is in terms of power, the activation requirement is my issue.
- The Killer does not have the time after 5 gens pop to light/snuff/whatever totems.
- NoED does not need some bullshit hoops to jump through just because Survivors demand Killer perks have 50,000 restrictions and requirements 'to be fair'.
- NoED is fine as it is.
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@lavars said:
If you down another surivor 32 meters away from a hooked person, they get a progression penalty (overall change that sacrifice takes longer to balance it)
Would encourage people to actually go for others to make the sacrifice faster.
Wait; AWAY?
So Survivors get more struggle time on the hook for the Killer NOT being near the hook? Rofl, no.
@lonesomekill said:
Yeah needs a radius fix. Maybe after 50 seconds too close killer gets blinded like a torch for 10 seconds, and im a killer !
No. Survivors would force the Killer to camp by being near the hook, wait for the blind, then unhook.
Survivors (I don't care if you say you're a Killer) need to stop suggesting easily-abused BS they can leverage for easy unhooks.
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@disgust said:
https://forum.deadbydaylight.com/en/discussion/comment/2804629#Comment_2804629
don't you tunnel and slug for the 4k? i rest my case
Rofl. ######### does that have to do with throwing the match? or are you just trying to act superior?
It only works if you have a valid point, so try again.
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@realflashboss said:
Maybe they could rework it so noed is only active when youre out of 32m range or something of a hooked survivor
...No? Why do Survivors think they deserve some sort of shot at the hook? Suggestions to turn off Killer powers, make safe zones, make the hook teleport, and now 'It should turn off NoED'?
The gens popped, and if the Killer hooks someone by a gate; why should he be punished, or why should the Survivors be rewarded?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2804305#Comment_2804305
Who said you get to deck out the bots? They're just bots.
Anyway, it's a pipe dream. It'll never happen. I just hate that I play in a pair with one other person, and we always get the worst teammates. If he dies I usually go up to the killer and suicide because I want to play DbD with him. The "with him" is the important part. It'd be nice if I didn't have to do that just to continue playing the game with the person I want to play the game with.
So you play a game where you KNOW anyone can be killed separately, and throw the match when your teammate dies, thereby screwing over the other 2 players?
How selfish.
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@SunsetSherbet said:
People feel they have won once the generators are done. If the killer wins after the gens are done, they feel like their win was stolen from them and the killer doesn't deserve it because he lost all the gens. They also feel the killer didn't do anything to get it despite playing with 3 perks for 90% of the game.
NOED exists in this weird state where people insist that killers don't deserve kills with it and are bad, but also that they can't do bones to stop it because the killer is too good and pressuring gens.
You hit the nail on the head. For some reason, Survivors have decided that THEY get to decide when they win, and anything that goes against this is somehow not balanced, unfun, toxic, or whatever new buzzword they will invent tomorrow.
This is the only game where I've seen players decide THEY can invent a new win/loss condition, and expect it to be enforced in the game's balance.
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@TragicSolitude said:
I think SWF should be able to fill the leftover slot(s) in their lobbies with bots. Then, if a player dies before the bot, they can take over the bot. It would be a great way to help solos avoid getting farmed by SWF, it would allow someone in a SWF who dies the chance to continue playing, and goddamn I would rather have bots as teammates because I am so tired of being put in lobbies with players who never touch gens.
Oh gods no.
Imagine going against SWF with 4 second chance perks, who put 4 second chance perks on the bot, and use voice comms. And then I knock one out of the game, and they take over the bot, which has the same perks they had, and now has the same SKILL as the person I removed, while still being on voice comms.
The 150 Killers left would quit en-masse once they realized SWFs were using 1-2 bot-slots for extra lives.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2804286#Comment_2804286
Those perks require a lot of input that noed doesn't require. How is getting passively an unlimited insta-down ability an input from the killer?
He has to guard at least 1 totem. He has to find people, chase people, and hit people still.
How is it Survivors can't understand that they don't create the win/lose conditions for the game? or perks?
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2804175#Comment_2804175
When a killer get two hooks all throughout the game he doesn't deserve a come back because of one perk. A good killer can snowball with any perks... take noed away they won't. That's the problem. Take NOED away from the equation, they would never make a come back. So NOED is the problem within this scenarios.
Cleasing a totem or fighting a timer is different. Cause one is rng related. Not the other. And the gameplay would be more interactive since the killer would have to choose between taking risks or camping till the end. He won't be passive and getting as much value from it.
When a killer get two hooks all throughout the game he doesn't deserve a come back because of one perk.
Ok. If I hook 2 people before 1 gen pops; Survivors no longer deserve to do gens. I have decided I automatically have won too much and Survivors can't be allowed to snowball.
See how bullshit that sounds? You don't get to decide when Survivors have won or Killers have lost. This 'Killers basically lost' idiocy needs to stop. You're wrong. You don't decide what a win is, and you don't decide when a Killer has lost. The end.
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@BoriskyTheFox said:
Countering it requires a lot of effort and killers can secure at least 1 kill thanks to NOED. Thats why its unfair.
@BoriskyTheFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2804029#Comment_2804029
It might be easy for SWFs but im talking about solo teams. This perk is straight up overpowered if its used against solo survs because they have no coordination.
So, because SoloQs are bad at working together, the perk is OP?
Peak 'I'm too lazy to do bones, so please nerf the perk so I can sit my lazy butt on gens all game' reply.
@dictep said:
They should remove the increased speed. That’s all. If you want a kill, work for it. Not let a perk kills for you
Odd. Why should Killers have to work for every perk while Survivors have 500 second-chance perks that require little to no input from them?
Oh right; because Survivors think anything Killer-powered is OP unless it's got the hardest requirements to activate.
Not even 'Survivors can counter NoED' is enough for them. It has to be counterable AND require massive effort to use. And even then; they'll think of another reason to whine if it's still at all useful. 🙃
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@legoshi said:
No way out and remember me all require the killer to DO something to get stacks to use the perks in the end game. NOED only requires that you wait until the end game to activate. Can anyone actually explain to me why noed shouldn’t be structured in the same way? And please don’t give me any of that what aboutism about dead hard, I know it’s bs as well
NOED only requires that you wait until the end game to activate
No; NoED requires Survivors to be lazy and not do bones.
Funny how Survivor's 5000000 second-chance perks either require 0 Survivor input, or need Killer input, but the ONE useful Killer perk Survivors can turn off is somehow OP, unfun, toxic, or whatever other bullshit Survivors invent tomorrow to call it.
Almost as if Survivors are lazy whiners who want NoED deleted because they don't want to leave gens. 🤔
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2803643#Comment_2803643
I mean... just from a flavor perspective I still think it's weird that Survivors can do skill checks when they aren't on the gen anymore.
I would prefer it being flip flopped to how it is now though. So Overcharge checks blow up if let go but standard ones follow you.
Side note, what would you think of making it so any in progress skill checks just disappear when a Survivor lets go, but if a Survivor lets go of a gen in a situation that would start a chase (minus the survivor running), then the gen explodes? Though... that might be too strong for a baseline mechanic... it'd be a neat perk though.
Honestly; just make it so a Survivor holding crouch when they release the gen avoids an explosion via skillcheck.
But they they release as normal; surprise skillchecks might happen. Maybe a 10 or 15% chance.
If they hold sprint while leaving; it should explode. This would reward Killers pressuring gens with gen regression & punish Survivors who repair until the last possible second.
And holding crouch while releasing to dodge skillchecks should have a sort of invisible cooldown, so Survivors can't literally dodge every skillcheck. I don't know why they would WANT too, but a mechanic should be in place to avoid it.
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You need to git gud. 😊
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@SilentShepherd said:
Imagine a world where Ghostface didn't need to fill his stalk meter to insta down you
or a Michael Myers who starts with EW3 for insta downs from the start of the match
thats what bubba is. doesn't have to stalk or do anything to start instadowning everyone.
Imagine a world where Survivors did not omit information to falsify their requests to nerf perfectly fine Killers.
Bubba still needs to charge his chainsaw, so it's not the instant-down, kill everyone on the map all at once, OP power you are lying to make it sound like.
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@JUMPSCAREKILLER said:
Well its not abusable in overwatch so why would it be here ?
https://forum.deadbydaylight.com/en/discussion/comment/2802519#Comment_2802519
Because there WAS a block function at one point, and the best DBD players ended up blocked by so many salty babies that they had 20+ minute queue times.
I don't care how overwatch does it; it was abused here.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2802788#Comment_2802788
I'm not even sure I have to argue this point, you're kinda doing it for me.
I'm not sure if I've ever heard anyone say that Survivors should be punished for leaving the gen as a Killer approaches.
I also don't think I can convince you and I think that everyone else can see the reasonable argument, so I think I'm done responding, unless something else piques my interest.
I'm not sure if I've ever heard anyone say that Survivors should be punished for leaving the gen as a Killer approaches.
Because Survivors think they should have everything work in their favor.
If you think about it, instead of brushing me off, you'd understand what I mean; It's punishing Survivors who don't leave early. The ones who have to SPRINT AWAY because the Killer is 10 meters away.
But, again, you think it's a 'QoL' thing because clearly nothing in this game should favor Killers in any way, shape, or form. Anything that does is CLEARLY an oversight and needs to be fixed.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2802766#Comment_2802766
Then, again, your issue is with the skill checks.
Besides, that isn't even a skill check. It's a punishment for leaving the gen, there's no opportunity to even hit it. Are you saying that Survivors should just hold M1 as you approach and shouldn't even bother getting off the gen? That's a hilariously bad take if so.
It's a punishment for leaving the gen, there's no opportunity to even hit it.
That's, literally, what I'm saying it is. I'm pretty sure it even has a higher chance of triggering if the Survivor holds shift while leaving a gen.
Are you saying that Survivors should just hold M1 as you approach and shouldn't even bother getting off the gen?
No. I'm saying it's a punishment for staying on the gen for too long, because now your HASTILY RUNNING AWAY (IE: Holding shift/sprint). Whereas it will happen less if a Survivor leaves 1. Right after a skillcheck or 2. While holding crouch (or NOT holding sprint)
Another way of looking at it is that it's a Killer's REWARD for pressuring a Survivor off gens.
But all Survivors see is 'Gen pops. This is bad for Survivors so it's CLEARLY unintended!' because the entire game should hold their hand and never work against them.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2802757#Comment_2802757
If 99% of Survivors don't miss skill checks, then that's an issue with skill checks. This is a QoL fix. You should at least have the opportunity to hit the skill check while running. That doesn't mean you automatically get to hit it.
No. Survivors are meant to be punished for running off a gen. The only abomination that goes against this is that stupid Overcharge, which lets Survivors hit it while running away. Because whoever made it has never played Killer.
If you removed the surprise skillchecks with your 'QoL' hand holding, then gens would NEVER explode. I can't count the number of times I got regression because I chased a Survivor off a gen, and it happened to explode right as they left.
I don't care if you hide behind 'Qol'; this is a DIRECT buff to Survivors and a nerf to Killers, as the only regression would come from kicking. And kicking is stupidly useless to do because it takes 600% longer to kick than it does for Survivors to hump a gen for 1/60th of a second.
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Yes, let's remove the only way for Survivors to fail a skillcheck since 99% of them never miss skillchecks when on a gen, and the only way for a Killer to get regression outside of his 50000000 year kick animation that gets reversed in a 0.0060 second gentap.
Never mind that such a change would also remove the explosion from the Killer chasing Survivors off gens, too. May as well just make it so the only regression is the 3 year long kicking animation, while Survivors can gen-tap in less than a sixtieith of a second. Not like literally every other aspect of the game holds Survivor's hands already.
In fact; why not just remove regression all together? The Killer now has a fixed time to kill everyone because Survivors can never fail skillchecks, and kicking is too long and useless to do. 🙃
I mean, it takes 2 perks to do this combo; half a Killer's perk loadout. But it's clearly unfair that Survivors might sometimes have a gen explode. That's just so unintended and unfair. Hold Survivor hands harder, please!
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@MrsGhostface said:
I think a lot of people feel like it rewards bad gameplay, which on the killers part would be letting all 5 gens get completed. Some people have the opinion that it punishes survivors for not cleansing all the totems. Depends on the person I think.
I think a lot of people feel like it rewards bad gameplay, which on the killers part would be letting all 5 gens get completed.
Except 5 gens popping means nothing; Survivors still can't escape, and they are still on the map to be killed. It's not 'bad gameplay' and that very idea is toxic, as it encourages Survivors to think they've won when 5 gens pop. Which is the entire flaw in the 'NoED rewards bad gameplay' thought process.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2802125#Comment_2802125
A 119 % one hit killer at egc when pallets are nonexisting is the best killer in rhis game, better than a god nurse
Then stop throwing every pallet & prepare for the end game. You're acting like you deserve to win because 5 gens popped.
News flash: You don't.
Also; you sound like a dollar store Sluzzy.
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@antgnstea said:
One bs thing about his power is multi-down. His power should stop after hitting someone like any other killer. Otherwise he is just gonna be used for hardcore camping.
I mean while killers should bother to go look for survivors when they can even surpass BT and down everyone with one sweep?
And removing the multi-down turns him into Billy with less mobility.
Just. Don't. Group. Up. Why should Survivors get to swarm him like a pack of ants?