Artemisha
Artemisha
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2328697#Comment_2328697
???? Where's the joke? I just wrote a feedback about an underrated perk
Use a chronometter next time you are at azarov´s, the game or the psychiatric center.... I´d love to see you breaking all the totems in less than 2 minutes. Survivors have not blinks. That´s the nurse.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2328165#Comment_2328165
I use that perk with inner strenght very often and I destroy all totems under 2 minutes lol
Nice joke buddy
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/262894/and-the-solo-buff-when-is-coming-on
They buffed kindred and small game for solo survs.
If dves are not going to give commns those perks shoud be base kit for Solo Q players.
Eventually more than 20-25 % of the Solo survivors would lmfao.
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Disagree with you. If solo players commit so many inefficient plays is because they play with no communication or map information.
Command communication also would help vs tunneling and camping making these strats less efficient.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2328183#Comment_2328183
That's cool if been rank 1 both sides since its release. As someone who plays solo 95% of the time I have never had issues as a solo player, I have seen the skill of red rank survivors get worse and worse over the years. Killers get win streaks due to awful survivors and if you actually watch them they end up skipping over half the hook states. The BIGGEST issue is bad survivors, people dont do gens, have no idea how to loop, hook farm etc. If someone goes down within seconds against a basic attack killer they're bad.
Your argument goes on the same line I said. Buff solo q and make those "not the best survivors", play better and efficiently.
Gameplay will just improve. Win win.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2328183#Comment_2328183
In any game where 6000 hours killer can play against 300 hour survivors...which btw are all in the same rank.
So yea, ranking and fair matchmaking would be the best solo buff
They have tried that many times. Haven´t worked very well.
It´s just time to give Solo Q players what we have been claiming for: communication tools and pyng system. So can start playing in "team", like SWF do. When Solo Q would be buffed, they can do real adjusments and balance the killers propperly. All you see in DBD competitive is Spirit, Nurse, Blight. If you see any other is because tournament restrictions. Game has 0 balance.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2328169#Comment_2328169
I was joking. One of the dev comments for the loading screen was saying “We hope the solo players are enjoying the small game buff”
Solo needs buffs ASAP imo
Excuse buddy. I´m writting this thread still tilted and I couldn´t even notice the sarcasm xD.
I guess that dev don´t play much Solo Q.
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@EntitySpawn said:
Solo is fine. Ranks however arent. Alot of red ranks should be green at best.
I´ve been hearing that argument too much time. Is about the ranks, it´s about the MMR....
I play Solo Q red rank with red ranks the majority of the times.
Solo Q is not balanced. That´s all. Playing on Solo Q is an instrument for Otz winning +50 games in a row with every killer. Check it up.
https://docs.google.com/spreadsheets/d/1PVh8RE3uy88YjdOYPA0Xi35b8ReCDteHZo0lFYKw2HI/edit#gid=0
In which balanced game 1 side could win +50 times in a row???? Balance is a mathematical concept: 50 / 50. 50 times out of 100 would win 1 team, 50 times would win the other. I´ts not like I win 50 games when u win 1.
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@Phasmamain said:
The small game buff was your solo buff!
That´s not a buff. That´s a PERK for finding totems. Is like if I told BBQ or ruin is a buff for killers. They are called perks.
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@Northener1907 said:
Who is saying Spirit is fine lol. She deserves nerf.
And also yes, swf is problem because game balancing around low ranks and for this swf is stronger than most killers.
Maybe she is suite for playing vs Oracle. But on Solo Q is just abusive the way she wins ez pz.
I also think she must be nerfed.
I have said many times: good SWF and Solo Q is almost 2 different games. Solo needs communication kit. Solo wouldn´t reach however SWF efficiency, but it would be a nice start to reduce this gap. And maybe, Solo will be able to face a spirit. Now is impossible.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2324720#Comment_2324720
Doesn't make a lot of sense to me to keep cakes "for when there aren't so many being used". First, it's kind of selfish, you know that a lot of people will drop cakes (so deliberately not dropping some is basically freeloading), second, economically it also doesn't make sense.
Now is the time to get cakes in your Bloodweb with Bloodpoints, use cakes to get more Bloodpoints, and use the gained Bloodpoints to get more cakes, which in turn can be used to get you even more Bloodpoints. You should understand the pattern.
I see people saying, I'm keeping them for .... It doesn't matter, the best way to progress is to spend it now. Once the event is over, of course you'll be able to use the cakes to get more Bloodpoints, but those Bloodpoints won't get you more cakes.
So again: the time to spend cakes is now (and if you don't have cakes, spend points in the bloodweb)!
I was gonna ask what´s the big deal with using the cakes now as I tend to just stock up on items. Now I understand is a good moment to use them.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2318378#Comment_2318378
Now this I agree with. The game design could be changed to be more fun and interactive for both sides, so that the optimal way to play is also the fun way for both sides. But until BHVR does that I'm going to do what gets me the W. What I won't do is play by made-up rules of fairness when the game does not require me to.
By the way, many of us have begged for a new game mode or changes to the core gameplay for five years. BHVR has refused. Talk to them, not us.
Exactly. Survivors can´t blaim on killers for using something that is legal, altough I don´t like it or use it eventually when I play killer. Same happens with gen rush.
When we comment on the official forum I assume Behaviour is looking at the threads his community is posting. They should be. I mean....this is direct feedback from consumers of their product. I also sent them a message trough their contact, but didn´t receive any other feedback than "thanks for your message. Appropiate department will read it".
It´d be great if game turned into a more fun mechanics, or have another game - mode as you said with another rules more oriented to play chill.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2318278#Comment_2318278
Fix it how? Any proposed fix would punish Killers for playing well. Just get better. Plenty of Survivors manage to consistently do well and even escape; you can, too. Probably.
I play solo q, man :C. And on Solo Q, survivors can´t just handle hard tunneling. As a survivor, I am going to unhook a camped guy even if huntress is facecamping him (it has happened me some times).
What I mean is that metagame should turn into a more effective way to play than tunneling and gen rush. One metagame based on explore the map for survivors and take different hooks for killers. Killers tunnel not because they want to punish one specific player, it´s because is an optimal play and they take great advantage. Same happens with gen rush.
Game design should encourage other strategies than these ones. That´s my oppinion.
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@Northener1907 said:
Survivors are genrushing because that is safe way to win.
And killers are tunnelling because that is safe way to win.
Because modern DbD is supporting fast games. This is reason everyone trying to finish their objective as possibly as fast.
But this is boring. Because when you are genrushing, killer has not time to play and get points. And when killer is tunnelling, survivor has not time to play and get points. And both are not fun and so boring.
This game design is bad and faulty.
Totally agree is a poor game design. Every side trying to abuse these boring mechanics but pretty optimal.
Devs should try change the metagame and turn the game into a more fun game for every side, and fairly balanced.
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@Jaffycake said:
https://forum.deadbydaylight.com/en/discussion/comment/2318278#Comment_2318278
The tunnel and camp strategy si awful and it doesn't work. You have to be really bad at survivor to fall for it.
It being legal isnt a problem. How about you grow a pair and stop your moaning?
You should respect people even at online communication and althugh you disagree with their ideas, this way you also will get respect. I won´t talk you back if you don´t show respect.
Concerning to your oppinion, tunnel and camp works. I see this strategies working pretty well on DBD tournaments, where players probably much better than you and me with more knowledge aboutthe game, apply this strategies to deny bloodpoints on survivors.
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@Sluzzy said:
I have to ask if the devs are happy with the state of the survivor role. It's a bloody mess every turn you make. It's really bad when the objective is not to actually open the gates, but to farm for points for the purpose of leveling your characters.
I have long given up on opening the gates. Why might you ask? Your skill or how hard you try is totally meaningless, it depends on the power of the killer. Being tunneled out of the match? You can be the best gamer in the world, you won't live. It means you lost, in terms of your role. With a tiny amount of points I might add. A sole survivor has no opportunity for a fair match. It shouldn't be the permission of the one player whether you have a fun and fair match and an opportunity to win.
A lot of survivors I have noticed don't try anymore, I can't believe they play the game to lose but they do. Farming hooks, not doing the gens due to very oppressive killer perks that the devs refuse to balance. Then they re-queue to do the same thing. Is this the future of DBD?
You managed to finally get all the gens done? Oh, here comes NOED to save the day for killer again.
Where's the survivor perk to totally save the day? It don't exist. How about being tunneled several times out of the match? Not only does DS punish you for playing the game, killers can down you instantly and finish killing you without remorse. All the meta killers have no remorse for DS. And this perk was actually nerfed?
The balance is now a 4 man sweating hoping the killer has a bad headset, makes a mistake, or knocks his drink off on the floor. Watch any killer play and they never lose. Almost never.
There is no way the dev team is happy, they simply can't be.
They can feel happy only if devs in charge are main tunneler killers playing solo Q. Otherwise, no. They shouldn´t be proud of state of the game.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2317792#Comment_2317792
Nothing like getting spammed with "save me now" requests, 2 seconds after the killer hooked him and while he attempts to unhook himself.
These command communication usually have a antispam system. On smite if you spam this communication you are timed out for a short period. Besides, as a player you can silence someone if you want to (spammers, tilted guys and so on...). Great power carries great responsability xD.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/261525/dear-killer-mains
Because it works. Your fun is irrelevant to me; my fun comes from chasing and killing you efficiently. That's it; nothing personal and it isn't some moral stance. It's just how the game works.
That´s exactly why devs should fix the tunnel and camp strategy, and make other strategies more effective than these ones.
A small portion of killers don´t abuse of it as it´s the optimal play just because they care about others experience.
The real problem is that this mechanic is completely legal, easy to apply and grants big advantage. Survivors shouldn´t be claiming "fair play" to the killers, but to the devs. Developers should turn the metagame into a more fun mechanic for everyone.
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The Cat Avila, Raimak games, Shawnee Prime and AgustínUnaPlay.
All of them nice people playing fun with good manners.
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@Johnny_XMan said:
Because developers can’t figure out a way to balance it, so they put a bandaid fix by making a perk which can still be countered by letting you bleed out.
Literally any other development team would at least recognize that there should be something built-in for survivors should they encounter a killer who only chases one survivor and most importantly right after an unhook.
It´s a boring and abusive tactic. That´s why u see so much that technique on tournaments where tunnel and camping is allowed. They take out from the game the first survivor they see. So this guy goes to lobby with practically 0 points. And then the same strategy with a second survivor.
As you say, if killers play this way is because is allowed and optimal. Some nice killers don´t do it just because they are kind (respect to them).
Devs should care for this aspect so everybody can "play" the game and have fun on it, and make some adjustments so tunneling won´t be so rewarding technique and so easy to apply.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/261523/tunneling-tactic-increase
On the flip side I've been noticing an increase of gen rushing too. It might just be me but my games feel considerably shorter since around the time the new chapter released.
I also just feel like that "playing nice" as a killer is basically just "play to lose". I've had a match yesterday as Nemesis versus horrible survivors. Just one of them was a good looper and I didn't chase him. Every other survivor lasted 10 to 20 seconds tops in chases. Usually just 10.
I decided not to tunnel anyone in that match and distributed hooks. End of story was that every single survivor escaped with me having 8 hooks.
They didn't last long in chases, they just pressed the living hell out of those gens while it took me 10 seconds to chase someone+5-10 seconds to hook someone+ 10-20 seconds to get to a gen (map was yamaoka estate).
What did I learn from that? If survivors do gens and I play nice by distributing hooks, I'll lose even if they suck at looping. (I was Rank 1 and it was no SWF btw).
This begs the question - why play nice? Why should Killers not capitalize on bad plays of survivors? If a killer doesn't do that he'll just lose and see every survivor t-bag at the gates even though they've played horribly in every aspect of the game which did not solely consist of "hold M1".
I only play solo q survivor. IMO game is not balanced. If killer goes stridor spirit or go for a tryhard tunnel, he has big chances to win easily.
If killer plays nice distributing hooks his victory options are pretty reduced. But it also depends on the killer you are playing.
As I feel the game unbalanced, I adapt my performance on how the killer is playing. If I notice killer is playing nice and avoiding tunneling intentionally (because yes, there are also nice killers that don´t rush for the farmed guy), I am not going to gen rush that player. And I start to play suboptimal as well taking more risk, openning chests, search bones, etc.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2316005#Comment_2316005
What I'm pointing out is that SWF's amazing 5th Perk (Comms) has created the situation we all play in today. Killers adapt to the reality of the game. They play meaner, faster, and are far less forgiving because they have to do so. They don't know if you are a SWF or not. But if they don't treat you like one, their game can be effectively decided in the first two minutes. Let's be honest, tell the truth and shame the devil. There is NOTHING that the DEV can ever do to bring Solo up to be equal to SWF potential OTHER than having Solo on Comms. No amount of animations and in-game communication compares to the power of speech and four people sharing four Perks. The problem isn't Tunneling or Camping. It isn't that Solo Queue isn't strong enough (they were fine and competitive once). It is SWF. That is an ever growing problem.
So while I agree that more communication options for Solo would be great (I also play Solo), I'm pragmatic enough to understand it won't affect the problem you are concerned with in any meaningful way. SWF has to be mitigated by unlocking a 5th Perk whenever Killers face them, as well as buffing Solo a bit in the communication department. 3-Person SWFs need to go away. Either two or four. The Red Shirt situation needs to end. It destroys the Solo Queue's faith in one another when the Red Shirt is used as an asset. There are lots of things that can be done, but bringing Solo UP is just treating a symptom. And it won't work.
I know that buff on solo Q won´t turn all the random squads into Oracle, yeh....But game should us the chance to do teamwork and improve our performance (good).
You have also mentioned that killers play the games as if they were SWF as they don´t have the chance to know it. That´s something I heared from a streamer talking about the disparity and unbalance of the game. He said that killers should be able to know if there is a premade on the game. And that makes all the sense.
I don´t care whats the origin of the problem, if Solo Q or SWF. But as SWF exists nowadays and will persist in the future, the gap between these 2 modalities needs to be reduced before any other balance.
I won´t claim balance for other aspects of the game like SWF because I don´t know much about them and all I know is theory and not experience. But Solo Q is totally umpaired. I´ve always have had this suspicion and now I have 0 doubts about that since I saw the Otz +50 win streak with almost every killer. (https://docs.google.com/spreadsheets/d/1PVh8RE3uy88YjdOYPA0Xi35b8ReCDteHZo0lFYKw2HI/edit#gid=1920907323)
Let me tell you one more thing about high performance SWF. I use to watch an amateur competitive tournament every weekend. Only rules are related is to have maximum yellow add-ons and win condition is decided by bloodpoints. And they are close games. I´d say the majority of the games are won by killers. But..... they play the same killers all the time (Spirit, Blight, Nurse, Facecamper Bubba...). So, I suppose not every killer is strong enough to face the best teams, but some of them can handle with good chances.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2315951#Comment_2315951
How exactly? :) Bear in mind that I'm not disagreeing that Solo Queue needs some help, and some extra animations to communicate would be great. I'm asking you how exactly you think that would do anything whatsoever to mitigate camping/tunneling? SWF and their 5th Perk (Comms) is WHY Killers have to play rattlesnake mean. Do you think SWF don't run into Tunneling and Camping to the same degree the Solo do? Killers adapt to the reality of the game.
Well....Idk if tunnel and camping happens on the same degree than on Solo Q as I only play solo. I´ve played hard tunnel games since the first hook with 5 gens.
What I mean is that as u say SWF have that amazing "5th perk" (communication) that allows them to play more efficient against any kind of strategie.
Communication commands would be essential for Solo Q. A lot of RTSG have it implemented (" Go for rescue", " Exit door opened", "Killer camping"; etc). That and a Ping System. I´d start over there and check the results.
And when Solo Q would approach on performance as SWF, is when Devs would be able to propperly balance the game and buff the weaker killers so they also have a chance. Blight, nurse and spirit can bear the best SWF. The rest....not much. But vs Solo Q anything can works (specially if you tunnel and camp).
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If Behaviour would finally buff the hell of Solo Q and give us communication tools, Solo Q would be able to handle this "abuse of the glitch" that is tunneling and camping.
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@PanicSquid said:
When tunneling comes up, people make the mistake of thinking that all chases are of equal value, they're not.
An injured survivor is more valuable to chase than a healthy survivor and a survivor who has been hooked before is more valuable than a never-hooked survivor.
Everybody knows that. If u abuse that mechanic it or not, is your choice. As someone sayed over here is more a kindness / fairplay choice coming from the killer. I don´t play much killer, but when I do I don´t tunnel unless i´m being totally overpassed. People should care about other players experience. We don´t just play to compete. We also play to have fun.
On the other part, if killer is playing avoiding tunneling and camping, survivors should correspond. I personally don´t go genrush on a killer playing nice. But again, this is my point of view on this unbalanced game.
It´s notorious how a lot of DBD torunaments forbid camping and tunneling until EGC. I think the reason is clear. It´s not exciting to watch a game where 2 players are doing nothing and the other guys are rapairing a gen. So yes....tunneling and camping is boring, abusive, and on Solo Q a great Win condition for killers.
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@Johnny_XMan said:
Ghost Hard - When injured and encounter an already dropped pallet, instead of vaulting...tap into the spiritual world and gain the ability to phase through a pallet.
https://us.v-cdn.net/6030815/uploads/G5C0PKGQ15WO/chrislol.gif
Ok just kidding. I just had the most weird match where two people dc'd, Legion felt bad and farmed with me but I couldn't even do that. 😂 Never seen this one before.
Interesting perk
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Keys are annoying for Solo Q survivors and for killers. Sometimes when I play survivor 1 or 2 guys scape via hatch, and it feels like a betrayal as reamining survivor is repairing gens.
And sometimes that I´m playing killer (I play chill and don´t tryhard at least i´m being overpassed by survivors), it also feels very unfair watch survivors scape through hatch.
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@SilentPill said:
Pretty annoying for how easy he is to play. Some addons definitely need to be looked at. Silent bell, all seeing blood, and to an extent map wide bell are just not needed anymore.
Without spine chill he has no counterplay on plenty of maps. He just uncloaks behind a wall and unless you have sprint burst you take a hit because the lunge is so long. It’s not scary, it’s just no skills needed unavoidable damage.
I won’t even get into the “cloak at every pallet because the lunge goes around the entire loop and then instantly break them with shadow dance” builds.
Agree. It´s a very ez to play killer that can have abusive performance. Specially on low-mid ranks.
Some add-ons on him feel excesively strong. Said that I don´t think he is op. He has strong points and weaknesess, on difference with spirit.
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@Kate_Main_01 said:
This is not a thread debating the tactical viability of tunneling. The devs themselves have said that tunneling is acceptable. It is what it is.
What I'm wondering is if anybody else is noticing a huge spike in it lately? I've seen it constantly the past two weeks. I played 8 rounds tonight and was tunneled in literally 4 of them. In this last round it was so bad that the three other Survivors (no hooks, no damage) were even running in front of him to try and draw his attention and body block and he just chased me down and ran around them, hitting them only if he needed to get to me.
I don't understand why this is suddenly what a majority of my matches have become. Red rank Killers, most are Xbox or PC (I just know because it shows they aren't on PS4/5).
Yes. I also have noticed a tunneling use increased recently.
Since I tried DS, i always wear it as perk. Most probably situation is that when a tunneler killer take the DS, he still will restart the chase with you. But al least, he is losing more time and giving you a second chance.
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Is Nemesis able to destroy a pallet and hit a survivor at the same time with m2 ?
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I am main survivor. I don´t think nemesis is OP. When he gets phase 2 he is problematic as he can break pallets very fast.
The zombies can be totally useless or very annoying when they stop you from cleaning a totem, prevent you from working on a gen or blocking loops. This thing feels a bit random, but I wouldn´t tag nemesis as OP.
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It doesn´t happen always, but when happens, it sucks. Last day I played vs a Huntress on Coldwind. She hooked one survivor still with 5 gens and camped on 2 metters diameter. Passed some time i went to try rescue again. She was still there hatchet up. She was able to land me one hacthet and i runned into a structure to start a chase, but she didn´t follow me and kept camping. I go back for heal when another survivor try rescue and finish slugged on ground (so we have 1 slugged and 1 in phase 2).
We are able to recover guy on ground and hook guy dies. She goes for the recovered guy and tunnel him. So we are just 2 survivors with 4 gens to do. We manage to do one more gen till she gets my teammate. I rescue him and she catches him again. Then she discovers me (guy on hook dies), and chase me. Eventually she takes my down, grab me and hit on the exit button. I say no with the head. She grabs me and take me to the hatch, and again, I refuse to take it while she says me "yes" with the head. She then rise me up and take me to hook.
I know tunneling and camping is a absolutlely efficient tactic, specially on public games vs Solo Q....but.....this thing felt extremely dirty unfair and unfun to play. Thats why I refused to take the hatch he gave me in the end. IMO you can´t tryhard this way and then pretend to be nice giving hatch to the last one. I told him that on post game chat, and he was like...."Ok. If u say so...".
Tunneling and camping early game feels abusive, and the worst part is that on public games it works as there is no teamplay neither communication. SWF can more or less handle a tunneler and maximize the times; Solo Q not.
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@Bran said:
it's better for the survivor to take the BT hit than not to. unfortunate for the killer, but true.
Excatly. It means sprint burst for u, the rescuer has more time to leave, and killer has a stop on hit animation. It´s a very fair response for tunneling. However, real tunnelers will probably continue the tunnel following the unhooked guy.
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@Mandy said:
Killers are defined as camping when they remain near a hooked survivor, as you know. How the expression came into games is probably because of the expression "set up camp" which doesn't necessarily refer to tents, just that it's staying in one place for a short period of time - it's been called that way since the beginning of the game, nothing to do with campsites sadly, although I'd love to see killers sit there and roast marshmallows :)
At least that´d be more honest for everybody. As survivors approach the hook they should be able to see the burnfire and the tent close to a sign that says " Camping resort. Unhook is not allowed".
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@istatefax said:
a survivor can literally be rescued with borrowed time every time they are unhooked . this makes the killer have to chase the survivor all over again if they don't camp them . I do not camp but borrowed time needs to be nerfed as it makes the survivor to strong . as a killer main I get that I need to chase survivors but I should'nt have to chase a survivor constantly because they keep on getting borrowed timed of the hook . the borrowed time should only activate once per survivor meaning if they are in borrowed time and they are hit after they are hit in borrowed time if they are taken of the hook again by a survivor with borrowed time it would not activate if they are hit .
Tunneler revealed
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@BronzeHandModel said:
https://forum.deadbydaylight.com/en/discussion/comment/2305082#Comment_2305082
I agree with solo. But how can that be fixed, without changing the game completely?
Solos need communication system like other strategy games have. A voice command and and a ping system.
This way Solo players will be able to coordinate and play like a team. They won´t be destroyed by a camper and tunneler killer. Their level of coordination would approach then to the SWF level.
And is at that point where Behaviour can do the appropiate balance and buffs on week killers so they can handle SWF (nowadays IMO, only nurse, spirit and blight can deal good premades). I mean, any killer can handle a public match vs Solo Q. Before balancing the game the gap between SWF and Solo Q must be reduced. You can´t buff weak killers right now because those weak killers like the clown or trapper can win on solo Q with no problem .
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2305009#Comment_2305009
Well if we're talking about the highest level play then yeah it's probably balanced in the favor of survivors but in the average game the statistics show that killer is favored.
Exactly. High performance of gameplay are balanced toward survivors and only a few killers can handle the best premades (spirit, nurse, blight...).
BUT.....if we talk about Solo Q.... Solo Q is hell and it´s totally killer-sided.
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@Anniehere said:
I like to use Blood Pact mostly to help the obsession and not to leave them alone.
Recently i thought of a "trick", whenever the obsession is injured and safe, i will wave to them to come to me and heal them up or wave to ask for help around etc.
There are survivors who don't cooperate and prefer to be alone and there are other survivors who like to stay close and do teamwork.
I really want them to watch my aura and come to me whenever they need.
My question is, if you see me waving at you to come to me, are you going to come or ignore me?
And do you watch auras to pay attention to what is going on?
I like your strategy. I used to play Bond for cooperating with heals or gens, but switched to DS to help with tunneling.
And yes, I like to cooperate and I´d follow you if u are waving at me.
It´s something similar with the gens. Sometimes survivors start working on gens next to repaired gens. I go to them and say "No" with the head or point another place in the map. It´s like: "don´t do this gen; 3 gen danger". Some survivors look confused. Some of them keep working on gen, and others go other place.
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Yesterday I had a game vs a Insidious Bubba with Iron Grasp at Coal Tower. He catched the first survivor when we completed the first gen and took him to the bassement. Another survivor tried a rescue some moments later, and there he was behind the corner, the insidious Bubba. 2nd guy on the hook.
I know it was pretty obvius he still was camping there for more survivors, but, on difference with what some killers say, survivors don´t always take the optimal play and let die a camped mate on hook for repairing gens. So i went down there, and we just were 3 guys hooked on the bassement.
It´s so absurdly ez to abuse on public games doing this ######### of camper strategy. I don´t respect this tactic although is allowed by the rules. You don´t need any skill to do this dirty strategy and take 4k no playing and not letting play. No respect and no worth on these "victories". It´s just abusing the glitch of the solo q. I know if this thing happened at a tournament, survivors´d just repair gens and let guy on hook (optimal play), but on Solo Q this ######### works as there is no communication so people almost always take the risk to try a rescue.
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@xerav said:
https://forum.deadbydaylight.com/en/discussion/comment/2301786#Comment_2301786
Uh i think you got the wrong person :D i never said otz is struggeling.
Oops. You are right. It was another member.
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@xerav said:
I think that BHVR dude who streams said that they dont want Voice Chat in DBD. Its in one of the Lytriz compilations too lazzy to search the exact video.
But i could see a chat wheel like: (Killer, Help, Run) and they show up next to the name (on the left side of the screen). And then we add a Killer who can mess with chat wheel sending wrong messages xD
Insidious Bubba on Bassement: " Harry up Claudette and rescue me. Bubba is gone to check a gen I promise".
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@xerav said:
https://forum.deadbydaylight.com/en/discussion/comment/2301566#Comment_2301566
Otz has insane winstreaks with every killer (he also did zero hit runs on dark souls). So you cant compare him to normal players ^^.
We dont expect normal survivor players to perform the same as top streamer survivor mains right?
I didn´t compare him to the average players.You mentioned that he is struggling with nemesis and I found it funny.
On what is he struggling exactly when he wins 25 / 26 games ? On not kicking survivors asses so hard so they´d dc and uninstall the game? xD
Don´t try to be disrespectful. Idk if Nemesis needs a buff or not.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2301643#Comment_2301643
More like dedication really, xD
I salute you.
Hehe.
Greetings, my friend
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@gendoss said:
I've just never liked the idea of a voice chat ESPECIALLY in dbd because of the toxicity. It would be a lot better if they added some sort of ping function or a pre-made list of voice commands like "unhook me" or "do the gen". That would work fine.
I´d also prefer that kind of communication. There would be many intense situations:
. Someone interferes your looping blocking u a window.
. Teammates don´t come to rescue on time.
. Teammate don´t wanna stop gen to heal u....
Many survivors would be raging and being rude .... give survivors a command voice communication better and the possiblity to silence specific survivors if they want to (for toxic or spammer players).
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2301625#Comment_2301625
I love how your name has "Artemis" in it and you main Huntress.
So perfect.
Yeah. Casuality? Idk xD
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Survivors....Nea and Meg.
Killer...Huntress (but don´t play killer frequently).
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@crowbarman said:
I haven't found it.
The easy dodge of the tentacle plus the triple hit and speed boost extend chases so long that I am down to 2 gens with three hooks in most games. I am leaning towards tunneling more any time I see obvious swf behavior. Solo queue games are much more balanced.
I am not the best. But I have seen even Otz struggle with nemesis which means something is up here.
Otz has currently a 25 Win Streak with nemesis with no add-ons. 25 wins in a row.
Check it here: https://docs.google.com/spreadsheets/d/1PVh8RE3uy88YjdOYPA0Xi35b8ReCDteHZo0lFYKw2HI/edit#gid=0
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Wraith, Myers, Freddie, Demo... m1 killers in general are more ez to learn imo.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2301412#Comment_2301412
It definitely does have official rules, though. You mean it doesn't have arbitrary limitations in place of actually balancing the game (because it's easier to ban stuff from tournaments than it is to just make the game balanced and allow players to use whatever they want and play however they want).
Yes, that´s what I meant. Thank u.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2301412#Comment_2301412
It doesn´t has to be competitive to balance the game correctly.
A bad player will get better in time.
A good player won´t get better, when the game is balanced around bad players. The skill ceiling simply won´t allow it.
A bad player will get better in time, yes. But as a game designer, you can accelerate that process. With customized practice maps where you can check the maps and the loops (the new training mode vs IA is a good step).
And at some point I agree with you that you have to balance the game according to the better performance players.....but... game should give players the tools to have good performances. If SWF is the top level of play for survivors, solo Q experience must approach to that level. Give them propper tool communication so they can improve their games and play coordinately.
Nowadays is impossible to balance the game due to this enormous gap between these 2 modalities.
