ArchAbhor
ArchAbhor
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3130825#Comment_3130825
Only complaining I have seen is how the perk can be abused in its current state....no one wants to be stuck in the hook for upwards of 60 mins
yeah that's insane if survivors work with a kilter to do it they could hold a game hostage. Outside of that is it really viable to be able to do that? The killer gets a notification so they should know that defending the hook is not the play. Instead they should be going for the person slapping it on the hooked survivor. If the killer is actively trying to win the match it shouldnt be an issue, but I wouldnt know for sure until its live.
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@LittilAvindar said:
Don't worry. I have a feeling that BHVR will nerf the ever-loving ish out of Reassurance when killers complain that camping doesn't work for them anymore, and they now have to resort to the multitude of other options.
I've yet to hear anyone complain about the perk countering camping. The only thing I've seen talking about devs nerfing it are people like you who preemptively saying that campers are going to complain. I think the majority of the player base doesn't view camping favorably. Same for the devs if I'm not mistaken. The only thing they might adjust is how many times you can slap it on a hooked survivor.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/3119724#Comment_3119724
iirc plurals only end in "i" when the original word ends in "us". so cactus is cacti, octopus is octopi, etc. words ending in "is" end in "es" in their plural form i believe, so nemesis becomes nemeses.
Listen I'm a fiction English professor. Based off of very real RE lore you are incorrect. Poor performance indeed
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3120510#Comment_3120510
Yet he can easily injure 2. Especially with STBFL. Even without it most killers are gonna injure/down both of them. He as to waste time going to a gen and risked getting injured/wasting resources when he could’ve just done a separate gen which most likely would’ve gotten done while the other survivor also on a different gen is now getting chased.
I know. I literally said that’s when it’s strong. 2 different times in fact. HUH? In almost all my comment I sai- you know what yea sure 🤣 go off king. Yes it breaks games so much so that every comp player runs it- wait a second
Yeah because the survivors are just going to stand there and take 2-4 hits. You can admit you dont know what you’re talking about its cool dude.
Now you’re bringing in implied killer perks. Then suggesting that because a comp team doesnt use it that its not a game changer. If you dont see the lack of logic there idk what to tell you. Im going to let you figure that one out though kind of done with the belittlement even though you’re wrong.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3119805#Comment_3119805
Yea and if a killer comes to your gen he know has double the pressure. 2 people aren’t doing gens now which can lead to a snowball since now they’re in the same area. It is not more efficient than soloing a gen? 2 people doing 2 different gens is faster than 2 people doing 1 gen with Prove Thyself. And even if it were faster it doesn’t change the fact that if the killer comes you’re helping him now since you’re either getting chased or wasting time trying to leave the area. The center, where the killer always checks and defends the most? You get point while also putting yourself at a disadvantage because your efficiency is cut in half. Again the killer finds you and that gen isint getting completed. Giving him free pressure at the sake of 6 seconds and some blood points. Which why play survivor at all then? Play killer it gives more blood points.
In SoloQ my team doesn’t even know how to unhoook people. Weather they do the gen or not if they’re bad they’re bad. Odds are you weren’t going to win. Especially since it’s slower with PT.
Because it’s situational, relies on your team, and gives the killer pressure. Any mobility killer will gladly thank you for running PT, 2 injured survivors not doing gens.
Your pressure argument doesnt make much sense. The killer can only chase one. At that point the one not being chase should just run to a gen. A game won and lost based on what gens are done. If anyone on your team understands this and can loop you can pressure the center. Its usually what I try to do.
If people are just slamming random gens with PT yeah its speed is less important. PT is strong in pointed pressure situations. Its just a fact. Regardless of the way you try to weirdly justify that its not. It by itself makes and breaks games.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3119727#Comment_3119727
It only cuts down on 6 - 7 seconds on a gen. Considering all it does is negate the penalty from normally doing it with another person and most people use it at beginning to mid game the perk is not that good. In a 3 gen situation yea sure, but in most cases it’s helping the killer.
I disagree with that too. Prove Thyself incentivizes doing gens which is more efficient then soloing a gen. Even in early game it is a powerful tool to take out strategic gens near the center. Which you dont need to communicate to your team to get them to do the gen with you since as soon as people see you have the perk they want to get in on those points.
Playing that to the second card is worthless when you lose efficiency with your team as a whole. The only time that you get that value that your talking about in the other instances is if all the survivors are actually doing gens. Which in soloq is a huge issue since everyones doing archives or dailies or screwing around. Swf is different, but we arent talking about swf.
Its a very powerful perk which is oddly undervalued apparently.
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@Jarky said:
In what respect? From a killer perspective, from a survivor perspective, from a balance perspective?
I think it's mostly fine as it is to be honest. 2 survivors on a generator isn't as efficient as 2 survivors (or more) on 2 separate generators - the only time its value is arguably better is when there's one generator left and the survivors can smash it out quicker. For the most part, though, I'm more worried about 3 survivors on 3 separate gens whilst I'm chasing one pressure wise than I am 2-3 survivors grouped up on a generator.
From a survivor perspective - I like it mostly because it gets me to 10k objective points way quicker - it makes doing gens with friends feel better.
Your point goes out the window in late game. Thats where Prove Thyself is more effective
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I do believe that the plural is Nemesi. Smh RE noob
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@MadEyePopo said:
https://forum.deadbydaylight.com/en/discussion/comment/3110064#Comment_3110064
Any useful gesture they could offer will be found to be turned in to a taunt one way or another.
I am killer and I am fine with clicky t-baggers. It is salty and fun. If I find I am getting annoyed with it then I know it is time to take a break and do something else.
It is the only communication method unless survivors are on comms. Taking it away would be silly.
more flavor is a bad thing? You will always have those who try to use things for troll stuff. Even if they did take away tbaging and clicking they would still find way to provoke. Better solution is to add more imo
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Yea i do dailies and archives then im kind of meh on it after. Maybe just some burn out but the amount of bp awarded every match doesnt feel rewarding enough anymore. Rip Bbq and wglf. Idk why they are so scared of players earning good bp during a match.
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I only felt bad when i ran it on killers that can really manipulate and gain the most value out of dms like doc and artist. Then only if them team was outmatched by me even without it.
good teams both swf and good players in solo can handle the combo and them nerfing it and bringing back the synergy is the right call imo.
The proper change to dms so that its not op on just a few killers would be to make it so that the counter starts when it triggers on a gen. Sometimes you get no value if the team knows how to counter it if you arnt playing a killer that can fully utilize it. Then mess with the numbers to make sure its not too oppressive on the killers that it is oppressive with.
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Great idea, these forums need positivity. I got some gold saved on my steam account Ill share when i get home from work.
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@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3110314#Comment_3110314
i think i am in mmr hell since im getting new players w/ no prestige & AoT skins ://
i wish i recorded the game bc i understand what you"re saying but the matches i was in would show my team had was... insufferable
the good news is that during the anniversary stream they talked about a fix for the low mmr hell situation with your effort meaning more during the match. Who knows when that will come though.
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I sympathize with low mmr hell, but to your headers question this is my answer.
Outside of the penalty a few things to take into consideration is the killers playstyle not knowing your teams intentions and what if the roles were reversed.
If the killer is camping you. Punish them for doing it for as long as you can by staying on hook. If you give up you are rewarding that playstyle justifying it to the killer that it was the right move.
Some top players will wait to get as much time out of your hook timer to do gens. Punishing cautious killers. I'll do this and make sure I have just enough time to save before the next stage. If you assume because you arnt being saved immediately that they arnt coming then give up. They may not come at all. Some games if someone gives up too early i will not go for save because they obviously want out of the game. In short it will always benefit you to assume the best. In the worst case scenario just move on to the next game.
Last if roles were reversed and someone on hook gives up its of a massive benefit to the killer and it screws over the team. So now because that person gave up a game that could have some escape now is a 4k.
The only time I will give up is if my team is actively sandbagging me. Then obviously its pointless to help them. I will only dc if I'm being held hostage. no other scenario warrants it
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but they should give more gestures to survivors and killers other then point beckon tbag and click and hit with weapon and nod. That way theres a friendly way to interact with the other side. Like survivors could just use a wave, and each killer could get their own gesture.
It feels like with those being the only gestures that it creates a more toxic environment.
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I used to keep track of bp to reach level 50 before this patch. It was 1.6-1.8 mil depending on if i got expensive stuff. I dont think thats changed much
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3103231#Comment_3103231
Yeah, it should be simple but this is solo q. I have no idea what my teammates are doing almost all the time. There is no way for me to know if they were actually playing or throwing, and I have to give the benefit of the doubt.
I feel your pain haha. Bond might help too. Just trying to help. gl out there
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3103202#Comment_3103202
Yes, 1 gen done. Is that too impossible to happen? Of course not.
Not impossible but that many games in a row? You have 4 survivors. 1 occupies the killer while the other 3 should be on gens. Assuming that one is most likely doing a challenge then you have 2 on gens. So your team should be finishing more then 1 gen. It tells me that you guys are feeding into the strategy or throwing. Also kindred will help a lot too. I find that a lot of people are dcing or throwing but so long as I have 1 other competent teammate then we at least get a few gens done. Hopefully some soloq help is on the way
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3103211#Comment_3103211
No, 3 people DC'd when they got hit by Starstruck.
I walked to her and pointed to a hook, didn't even go for Hatch. She slugged me until I bled out.
I think it was Starstruck, Agi, PR and Lethal with Purple Range and Green Recharge.
I ment the plague in the main post. Starstruck nurse is busted though.
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Thats bizarre. I guess I've been fortunate enough to not have to face that. After a certain point id just annoy her to the point where she kills me so my teammate can get out. No point in dragging out a forgone conclusion. What was her build?
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How is 1 person getting tunneled out then you lose = 1 gen done? The amount of time you need to commit to tunneling someone out usually leaves the killer with 2 or 3 gens left and if the survivor is good maybe 1 gen left.
My bet is that your team or you are throwing. Except for high pressure plays ie slug into another chase, at high mmr i expect to trade my first hook for 2 gens. If survivors are playing optimally then its worse.
The best advice I can give if you are actually looking for advice and not whining because you aren't being handed an escape is this.
Learn to run the killer. Get good at it. Make it your goal when you play and not escaping. There are some perks that can help you learn this like Windows of Opportunity. Once you are good at running the killer you face 2 scenarios in soloq. If you were good at running the killer then a good killer wont take the chase and then you must do gens or take agro for worse teammates. If the killer isnt that smart then run them long enough for your team to do the gens.
Its really all you can do. Soloq needs some help and tunneling/camping is without a doubt an issue. But not a 4k at 4 gens every game issue. Thats throwing.
Edit: I play solo with me escaping about 60% of the time it feels. Just a guess but this patch isnt as bad as some make it out to be imo.
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@Aneurysm said:
It's a doc, how do you know they were doing it on purpose?
because it was every skill check they got. One of them made it a point to run to each gen i was working on to make sure that I couldnt complete it.
@Seraphor said:
You can't say for certain they were missing skillchecks on purpose, especially against Doctor.
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@BenOfMilam said:
I've played very small portions of 1 and 2, only realizing too late that putting the game on Hard just makes everything take forever. Planning on playing 2 and 3 soon-ish, since most people suggest skipping 1.
1 is very good I wouldnt skip it imo. Just make it to the school then you'll see.
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I played all main line games. One of my favorite franchises.
1 I played it last. I was afraid It wouldn't age well and I wouldn't like it. I did zero research for it to make it a fresh experience. I'm glad I was wrong. I think it has some of the best combat in SH weirdly enough. Atmosphere was top notch. Not as much of a fan of the cult story side of SH but this one was pretty good.
2 My favorite. As is most but its hard to top. Also my 1st back in like early 2000's when I was a kid. I couldn't beat it and revisited it multiple times until I started playing games more seriously. Masterpiece.
3 I think this one spooked me the most as a kid. Something about the atmosphere of the mall was unsettling. Its pretty good, but the cult plot ones usually tick them down a bit. Less introspective and more trying to explain things too much. Which is a flaw some of the SH games did.
4 Hard for a kid to play lol. Its worth it if you liked the first 3. A bit more game mechanics to it. Some of which are a bit complex. As Its aged I've grown to like it more and more, but there are some moments that can be frustrating.
Homecoming- The worst imo. Still worth playing if you liked the rest. It and the sequel are not completely bad like some purists would have you believe. Its more cult then introspective so it loses points there for me. This one is your typical SH with worse combat. Good creature designs. If you dont learn how to properly fight you will hate it. I think its why it has such a bad rep.
Downpour- very underrated imo. Its more like 2 story wise. I think for the most part it has some of the most unique atmosphere of the franchise, and some great spooks if you take your time to enjoy it. Its combat is a slight upgrade from H but still not too good. I think that where it takes a hit is its creature designs which are pretty tame for SH.
favorite to least for me are 2, 1, 3, D, 4, H
Heres hoping the rumors of it coming back are true.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3089852#Comment_3089852
Rage quitting, or disconnecting in general, is not reportable, they receive a matchmaking ban, which is the punishment.
So please avoid reporting stuff like that.
https://us.v-cdn.net/6030815/uploads/RBUDBZIVMQWQ/image.png
https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
Why is it in the endgame report screen like that then
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@tendyhands said:
The tunneling rate has gone up a ton after this update. Killers know if they get someone out it won't take too long and guarantees a win.
I've seen it less. but thats just my perspective. Both tunneling and camping need to be addressed better.
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/comment/3089908#Comment_3089908
Well, it depends on the killer one is facing. I have my own personal list of killers that I dont like facing and the only map I hate in DBD is RPD and probably Grim pantry. Chances are if I was facing a tinker blight or legion with thana on RPD or in general, I'd most likely Suicide. (Keep in mind I play PS5/PS4 DBD and PC, PC Dbd players are a different BUILD I swear.) Everything else is fine, but I'd prefer if they reverted the killer buff and they left the perks alone where it is.
I agree that certain perks needed buffs and nerfs, but the killers didnt need their buff at all. Honestly, to each their own but playing survivor truly is miserable right now and that is an undeniable fact.
You'll most likely suicide. So screw the rest of the team and the killer out of a normal match. I'm not trying to be inflamitory I'm just pointing out the effects of what you're doing. I'm also not completely unsympathetic with optimization woes of console gamers. Nothing justifies a suicide out at the start of the match.
Agree to disagree. I think that the changes are warranted. Stuff just needs to be adjusted.
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@SaltyNooty said:
No offense, even with the edits. You should've seen this coming. Playing as survivor is MISERABLE over all and I've already made a post on it but I'll say it again, Killers are never happy with what they get unless they're sweeping survivors without a problem. This update gave them that so they're pretty content if not for the SWF which still remains an issue to them.
This update will force most soloQ survivors to go into SWF or suffer in silence, and I'm one of the many SoloQ survivors that dont have access to an SWF. So I sit here and take what given, even if what is given is the most toxic, radioactive mess I've ever seen. Personally, my games have been decent, they've been more 80/20 with me dying 80% of the time compared to my wins.
I don't know what was expected when every match I've been in, at least 90% of those killers running thana, or some perk that slows the game down more than it needs to be, and wins by 3 gens at best. Dcing/suciding was BOUND to happen cause at that point that's the only thing we can do, reset and hope for a better match. No point in playing a match if you KNOW you wont win.
I'd argue that the previous update was much more balanced cause atleast then if perks were nerfed and killers werent buffed, I'd have a different opinion. NOW THAT would've been a step in the right direction.
I'm more referencing the immediate first down or run to killer to 1 hook themselves. I myself will see myself out on second hook if i think the match is over. I feel like thats more of I concede thing.
I'm fairly confident that soloq improvements are next. The devs have to know with how loud the survivor community is on here and even others agreeing with them. Myself included despite some of these people on here think of me.
However I think these changes were healthy. We just need soloq buffs now. My whole point behind this post is I dont want to see them reverted because half the community are throwing a tantrum that things changed.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3089702#Comment_3089702
My point exactly. They don't care about my fun so why should I care about theirs? Also, their is no rule against suicide on hook.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3089760#Comment_3089760
Actually what's listed as resulting in a temporary ban is "Disconnects (leaving the match before killed or sacrificed)". The phrase "rage quitting" doesn't appear in their reportable guidelines at all.
See rage quitting is reportable. Obviously this includes running to the killer to 1 hook yourself
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3089821#Comment_3089821
Your second paragraph made me remember the often proposed
"close solo-swf-gap, then buff killers to compensate", followed by
"how long would killers have to wait and play against those now buffed survivors without the promised compensation?"
This patch somehow feels like a reversal of that situation, killers are buffed and survs are indeed complaining about the soloq-goodies.
Not thatr killers OR survivors would behave any bettet in that scenario.
Its true. They should have started at the bottom which was soloq, but I think think these changes have been good. I feel like more major balance changes are to come. Soloq should be top priority.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3089760#Comment_3089760
Actually what's listed as resulting in a temporary ban is "Disconnects (leaving the match before killed or sacrificed)". The phrase "rage quitting" doesn't appear in their reportable guidelines at all.
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3089702#Comment_3089702
My point exactly. They don't care about my fun so why should I care about theirs? Also, their is no rule against suicide on hook.
When you go to report someone in game its explicitly states rage quitting. Against the rules. Ill get a tag for it after a match.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3089759#Comment_3089759
How can you disagree with stats? LOL
This came directly from the Devs. They wanted the average kill-rate to be higher than it is, based on their statics.
It's not closer to balanced, killers are boosted. This patch pushed it over the line - after the continual indirect buffs to killers such as map reworks that turned maps favourably in their favour.
Killer has become brain-dead easy, with several crutch perks and new base game buffs, and you think that's balanced? I've been going against terrible killers that can't do chases, and only resort to camping because they are absolutely dog at the game but because killer has been so disproportionately buffed, that they get away with it.
I wasnt talking about devs intentions with the kill rate.
Killer needed to be brought up to handle higher end swfs its just a fact. This patch was good.
I would agree that base survivor should be looked at next so that soloq can be elevated like killer. See how that works? balance
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3089774#Comment_3089774
I can post the videos, but they have the names in them so i think it's against forum rules.
You dont have to I believe you. I was just sharing my experience to toss it out there. You could be one of the only ones experiencing it. Not that I'm saying that either.
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I've not seen a hacker in a long time. Last time was a killer hacker. Not that I dont believe you
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3089702#Comment_3089702
You cannot control how anyone plays on either side.
If someone wants to kill themselves on the hook and move on to another game it is NOT against the rules.
Stop saying this.
rage quitting is indeed against the rules look it up please.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3089120#Comment_3089120
Killers before the patch were competing fairly with SWF.
The devs have stated that the changes were to further boost killer kill-rates not because they were below average, but because they wanted it to be higher.
I completely disagree with this. For the grand majority of killers with the majority of builds they would not be able to handle high level swfs. Now with all the buffs and nerfs I feel its closer to balanced.
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@Adaez said:
I think survivors would play a lot better if bond and kindred was basekit.
I think the biggest problem most survivors are is the lack of communication and information.
If these perks we're basekit and BHVR also added a way for soloq survivors to communicate with each other,there would be no difference betwen soloq and swf if survivors also played well enough,
I would take basekit kindred over bt. Its miles better.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3089488#Comment_3089488
Really? I've always been told by killers that I'm not responsible for your fun.
So you lump all killers in with that? Plus their right. Doesnt justify a rage quit. A killers goal is to kill. Whether their nice or not is on them. You rage quiting hurts everyone involved and is against the rules.
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Once again you're jabbing at me and not even considering you're wrong. Those arnt my intentions. The killer afking and letting 4 go is the same as the killer who 8 hooks and lets them go. Same thing data wise. I would have the same issue with them. Killers giving hatch doesnt hurt the data as much as a rage quit. A rage quit usually results in a 4k where as a killer giving mercy only lets 1 escape.
You need to stop acting like you know what my intentions are when I've blatantly told you that its incorrect, and provided evidence to it.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3089586#Comment_3089586
"You have no interest of furthering the conversation In the original post but don't like what is said"
End of quote, repeat line
Ok I will humor you one last time. Since you wont read what I said to Tragicsolitude Let me summarize it for you. They said that they've seen survivors refuse to do the last gen and leave. So I told them essentially you should be killing them as afking is as bad for data as rage quitting. Which they responded with thats not what they ment. This addresses what you said to the T. You refused to read it so I brought it to you here.
You are not trying conversation. You are trying to win an argument. While refusing to look at the evidence to the contrary of your petty jabs. Thats why I wasnt going to humor you anymore. Because you are wrong about my intentions and dont want me to be anything but what you've pegged me to be. So if thats true you're a troll.
If you want to talk about this subject not throw petty jabs review that comment then see if you're narrative still fits. If it doesnt and you want to have a conversation about that I'll humor it. I will not humor a one sided argument.
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Briliant Idea. Like a supped up SH Nurse all twitchy and stuff. Thatd be creepy.
@R1ch4rd_N1x0n said:
Okay but why not give it to the Nurse instead? Wouldn't that make more sense?
No the nurses from SH are more like Spirit except slower. I agree with op. If we got it for nurse I wouldnt complain though.
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@FriendlyKiller said:
That's the goal. They WANT skewed kill rates in the hopes of getting buffs and getting killers nerfed. I've been playing since 2018 and I've only seen DC epidemics this bad twice. Once with old Legion and once when Scott "counterplay!" Jund started that asinine witch hunt against Spirit. This might be the worst one yet though, I hope the devs read the forums I mean, some of them are openly admitting that their aim with this s**tshow
My post isnt even about the dcs, but I feel that pain too
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@C3Tooth said:
DC'ing is not rare before the patch. Its just the game's flaw that if a single Survivor makes mistake too early in game, the match is already over, no turning back. At least Killers have tools, tunnel, camping, Noed, Rancor...anything that can firm a kill or two.
You can easily see "Come back" vids of Killers, but its rare to ever see one of Survivors.
The progressing of objective on both sides should be similar. Something like both side racing from 0 to 10 score, which one side never have their score too far behind the other side. Currently, in early game, making a mistake early is like the other side has 7 score, there is no turning back. Its why the game is so de-moral on both side.
A match should have a better flow, when both sides have equally chance to constantly gain point and win the game. Not a DH cost 3 Gens, or a mistake cost a down and get camped to death.
Matches with dcs are not taken into consideration according to the devs. This is more about the people who give up and dont try. Which I see a lot of after the patch dropped.
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I like a lot you have here.The different pigs. Samara, but I think that og freddy is way overdue
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3089486#Comment_3089486
I've had more merciful killers since the update than I did before it. Some killers seem to feel bad when steamrolling. Just my experience of course. But that would undoubtedly skew results also. I've had more hatch escapes in the last few days than I can recall in a long time.
I can see some making arguments for the opposite being true. I think that giving the last one hatch hurts nothing. Letting them all go does. I almost never see the odd killer that could have stomped my team and decides to let us all go.
My survivor experience has been mixed lately either its a fight for any number to escape. (as it should be) Or someone rage quits resulting in a 4k usually. Which that rage quit cost 4 deaths. The killers showing mercy granting hatch is 1 escape 3 deaths, and I almost never see that last one with the memeing killer.
I think rage quits are a much worse issue.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3089538#Comment_3089538
Proof of you not actually caring about the data? You didn't mention killers letting people escape or giving hatch, otherwise you would have mentioned it to help keep the data accurate.
The fact that you got so defensive instead of saying "No you are right killers should 4k if they can", proves to me what you actually care about. Not getting killers nerfed so your games are easier.
So you didnt read my conversation with Tragicsolitude and me. You are just planting on what you want to fit your narrative.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3089498#Comment_3089498
It's called reading between the lines, and it looks like I hit the nail on the head.
Thats interesting. Provide 1% of proof. You have none. Pure conjecture even in the face of evidence pointing to the opposite. You have no interest of furthering the conversation In the original post but dont like what is said. So you'll try to discredit it in anyway you can. Even if you cant back it up.
Probably didn't read it or the other comments I pointed you to. Disingenuous bad actor. Theres a lot of you on here. Go troll somewhere else
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3089453#Comment_3089453
Just pointing out the OP doesn't care about the data, just about his own experience, which you also also proved my point xD
I can tell by the way you talk that you are just here to try to deflate any conversation here. You read the post with the sole intention of jabbing at me instead of bringing any meaningful conversation. Dont just dont
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@thrawn3054 said:
So shut up and play the terrible match. Got it.
yup dont ruin the match for the other 4 playing. Thats called good sportsmanship
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@Biscuits said:
I don't see people having a problem with killers letting people escape or giving hatch, because both of those things also mess with data.
You only care about survivors giving up because it ruins your own experience.
Thats because its not seen a rampant increase. If all the killers started acting like this I would most likely say something. Look at the comments of TragicSolitude and me if you want to see proof of that. Try not to exaggerate argument by assuming my position on it.
