AsherFrost
AsherFrost
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2788109#Comment_2788109
Is it like tapioca pudding? I've never had boba tea, so all I know is that it has lil beads in it, like tapioca has.
Or is that 'bubble tea'?
Yeah, kinda. It's super gross.
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Cassie Cage > Jade
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@AnneBonny said:
anyone here ever tried milk tea? i tried it with boba recently but the texture put me off.
I can't get over the texture of the boba itself to enjoy it with anything.
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@freak_115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2787473#Comment_2787473
again like some1 else said before...even the best huntrss doesn't hit all hatches... so 'git gud' isn't going to work when survivors have to many perks to harras killer with
https://forum.deadbydaylight.com/en/discussion/comment/2787523#Comment_2787523
We face-camp not cuz of lack of kills mate... we face-camp to bully a survivor that's been bullying us to much.... it's called punishment and getting what they deserve!
I still disagree on your survivor main complains! Buff Iri-head
Hey, can you go over to a few noed and trickster/blight threads and tell them I'm a survivor main? They all think I'm a killer main, almost like that's just a convenient excuse when someone doesn't have an actual argument.
Also, why are you letting yourself get so tilted anyway? Amateur hour.
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@freak_115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2787456#Comment_2787456
bring the old iri-head in the current meta and believe me... it will balance out! because the game is survivor sided!
or would you rather have huntresses facecamping you because the nerfs effect the gameplay to much?
If you are facecamping with huntress, then the lack of iri hatchets isn't why you aren't getting kills.
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Iri head is in a good place now. It has a strong trade off for the ability to get a 1 hit down at exceptional range. Maybe try putting a cross hair on your screen to get better aim so it will work better for you.
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@jakubr21 said:
"Doc! Wait, Nurse! No wait, Twins, oh Hag has something like that too. Also literally any killer using bbq. Reveal is not a difficult mechanic to find."
Since when does a nurse have a reveal addon? Do you mean the one where survivor screams? Who even uses that? I am talking about addons and you go from powers to perks ???????????????????????????????????
T - L + hug tech + compound 21, no way to mindgame that.
I am done with you too, still no one proved me wrong.
An example of balanced addons has Hillbilly. The only problem is the overheat.
It's easy to believe you are always correct when you abjectly refuse to consider any new information. It doesn't make you right, but if it makes you happy, go on ahead and believe it.
If a simple reveal mechanic has you this much in arms, (to where you are misattributing my statements to others, and completely failing to appreciate my masterful puns) I'd hate to see what you would do facing a competent doctor main, lol. Fact is, over half the roster has a way to reveal survivors, and blight's isn't any more powerful than the rest. You can learn to play against him, but I gather you find it far more rewarding to claim he is impossible to face
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2787114#Comment_2787114
I’ve lost to several and won against several. That’s doesn’t matter.
That would explain why we don't see a new one every single day.
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@jakubr21 said:
Which killer can find Survivors easily just by using addons?
-The Blight
-Survivors are waiting for corrupt to end and the killer has either compund 21(that reveals their aura) or compund 33 that shows that they are hindered.
You just go to corrupted gens and find someone because you see their aura because of stupid addon or the compound 33 status on top right. Literally free hit because of it.
https://forum.deadbydaylight.com/en/discussion/comment/2786930#Comment_2786930
If you're saying "He's fine"
Have some valid point at least.
"Which killer can find Survivors easily just by using addons?"
Doc! Wait, Nurse! No wait, Twins, oh Hag has something like that too. Also literally any killer using bbq. Reveal is not a difficult mechanic to find.
"-Survivors are waiting for corrupt to end and the killer has either compund 21(that reveals their aura) or compund 33 that shows that they are hindered."
What, like standing around the corrupted gen? Why would they do that instead of go find one that isn't? At that point, I don't think the add-on is what is causing the issue.
"You just go to corrupted gens and find someone because you see their aura because of stupid addon or the compound 33 status on top right. Literally free hit because of it."
Literally still have to chase down and catch them for the hit, so isn't free. Also again, why are they standing around one of the 3 corrupted gens and not going to one of the 4 open ones? And as I previously pointed out, more than half the killer roster has the ability to easily find you if you are going to sit around a corrupted gen picking your nose...
If your issue is "this killer can easily find me while I'm sitting around watching a corrupted gen". That's not something we can balance around. Don't wait for corrupt intervention to end, go to an unblocked gen.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2784785#Comment_2784785
Yes you can remove ds, bt and ub
Playing around isn't removing, and that straw man is getting even moldier than the others presented here. That would be like claiming that you can remove Ruin, just so long as you never get off a gen after you start working on it.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2785996#Comment_2785996
Not for DS, but for DH? absolutely. Though I notice you didn't actually answer my question.
Sure, go for it. DH gets blocked if the killer spends 3.5 seconds interacting with 5 different objects scattered around the map at random. I doubt it'll make things better, but knock yourself out.
As for your question: The amount of totems would depend on the effect. Something strong like Ruin should go in one totem. Devour Hope could maybe get away with having two, due to its ramp-up mechanism. But NOED is way too strong to require 5 totems.
When it does activate, a single totem is all you have to deal with to remove it, just like any other hex.
But at this point, the killer instadowns, and has 4% extra movespeed. You still have to do an objective, the killer's attention isn't split across the map anymore, and you might have some people on death hook, or you might already be missing someone.
Unless that totem spawns right under your nose while the killer is too far away to save the hex, NOED is going to do damage.
there will end up being at least 3 boons in play, giving you a 50% chance to find the right one out of the 2 totems left. Hardly a major hassle.
Those three boons will likely be the most central totems, which means NOED is now off in some out-of-the-way corner somewhere. And if the two totems are on opposite sides of the map, you're still going to waste a ton of time if the first totem isn't the correct one.
And that's my point. Noed has the exact weakness of every other hex perk
But it is way more powerful than any of the other hexes. It offers almost the same benefit as Devour Hope, except that one requires a considerable build-up to get going, while NOED pops for free.
And none of that is taking into consideration how NOED interacts with camping.
But again, that is somehow always the survivors' fault, but killers aren't responsible when they faceplant their way into a DS proc.
At least you've provided an answer. So instead of going by advantage gained, you want to go by the threat of the hex. Also you think 2 totems is fair for stopping a perk from ever having any benefit.
Yes, the killer has a better move speed and insta-down. You by that point should have map knowledge and an understanding of how well that specific killer loops. It's difficult, not impossible, as it should be for a hex perk. It may take a bit of time, but frankly until the gates are opened time is on the survivors' side, and again, you have the option to remove it from activating, or just stop it when it does, so you can decide on a case by case basis. Michael with noed? Fun, but not scary. Blight? Definitely going to make sure there's no dull by the time my team does the last gen.
Devour Hope at full strength is about as powerful, I would say, however the fact that it isn't just locked to after 5 gens are powered, and can be up for a large part of the match itself makes it far more powerful. Yet somehow even with 5 stacks survivors are still able to find the single lit totem to kill it, even through they would have less map knowledge by that time.
Noed isn't "for free". The cost is playing a perk short for most of the match, for a perk that may be prevented from even activating. It's one of the biggest gambles a killer can take with their loadout. (though, to be fair all hex perks are a roll of the dice)
This whole "fault" thing? It's trash. Looking at any perk proccing as someone's "fault" or as a "punishment" or any of that other bullshit is what leads players on all sides to complain about valid game mechanics (like say, being baited into taking a DS hit). So in your example I would say neither is the "fault" of the other. Both are simply players using their perks to try and win the match.
I'm not sure where you are getting the idea that I am out here bashing people for using DS, but I'll make you a deal. If you can find a single post where I personally have derided a survivor for using DS or any other perk, I'll edit every noed post I've ever made to say "Firellius was right" if not, then I'd kindly ask you take the friend you keep bringing into this discussion back to Oz, where he can help Dorothy and get himself a brain.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2784785#Comment_2784785
Do you really think you'd want that? Do you really think it'd be an okay trade-off to spend a full minute scouring the map for five interactable objects just so you can disable DS, with the added benefit of not actually knowing whether the survivor has DS beforehand, either.
You'd never take that option. You'd never waste that much time on the off-chance that the survivor has a perk that you could also disable by simply going for a different target.
That's the point of the analogy: NOED requiring either a ton of extra work or a ton of luck to 'counter' is fine, but DS is a problem because apparently killers are too dumb to switch targets.
https://forum.deadbydaylight.com/en/discussion/comment/2784836#Comment_2784836
So for one if a person gets off one hook then turns to helps swarm another hook they should keep their ds for doing a bad play?
They can't. If they touch that hooked survivor, DS goes down. They can bodyblock, sure, but then you can just slap them down and leave them on the ground.
If a person gets off a hook and just runs ,not even doing a run then walk set up to try and hide their scratch marks but just runs into into locker where it's obvious they hid there they should keep ds.
Which is it? Are they running into a locker and making it obvious where they are, or are they hiding their tracks? Either way, how much effort does it take for you to NOT walk up to that locker and NOT press the interact button?
NOED: well guess what if boons can be constantly lit and relit over the span of a game it shows survivors have enough time to cleanse totems also lately the placements suck anyways.
And here's another example of how dumb the killer bias can get: Yes, survivors have time to deal with totems IF DOING SO COMPENSATES THEM FOR THE TIME SPENT ON IT.
There's an enormous gulf of difference between blessing a totem so you lose scratch marks or get massively increased healing versus breaking a totem for no benefit whatsoever. Because remember: Over 80% of snuffed dull totems contributed NOTHING to stopping NOED.
Right now the meta for survivors is rewarding bad play ds
This is the exact point.
Survivors aren't being rewarded for bad plays by DS. It won't do them any good against a killer that keeps that perk in mind. It's not survivors getting rewarded for bad plays, it's you being punished for making a misplay.
Which loops back to the point I was making: The forums are stuck in a mindset of 'survivors win = survivors OP, killers win = survivors were just bad', with absolutely zero nuance. The constant mention of DS as a contributor to 'survivors OP' perfectly shows that sometimes killers just lose because they played poorly.
Bitter pill to swallow for these forums, it seems.
Not for DS, but for DH? absolutely. Though I notice you didn't actually answer my question.
And again that's to prevent the perk entirely. When it does activate, a single totem is all you have to deal with to remove it, just like any other hex. With the current boon meta, you don't even have to check all 5, as (if my own experience as a survivor main is anything to go by) there will end up being at least 3 boons in play, giving you a 50% chance to find the right one out of the 2 totems left. Hardly a major hassle.
And that's my point. Noed has the exact weakness of every other hex perk, yet people act like they are forced to remove all 5 totems every game. Well, it's up to you, as it should be. You can break 5 totems (or rather break the 1-2 that aren't booned) and make sure a dangerous advantage is never given to the killer, or roll the dice and deal with it when/if it appears.
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The emblem/pip/rank/whatever you want to call it, has nothing to do with matchmaking at this point.
As far as the argument that it doesn't represent skill, so much as time, that comes down more to the law of averages and the way mmr does work. Basically with enough bad matches you can drop your mmr to potato level without significantly dropping rank. Then as you play more and win more, your rank goes up, but not because you got better, as much as because your opponents got worse. That means, If you suck, but put enough hours in, you can be an iri ranked killer in the tater fields.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2785160#Comment_2785160
I love the suggestion 'Why not just have it be on 1 totem from the start?'. I always have to wonder if they have 0 clue this would render the perk completely unusable, or if that's what they want. Let's just take this one perk that's not even a threat until end game and allow Survivors to do 1 totem to remove it. Sure. 😆
I also, legit, don't understand the 'it's unhealthy for the game' comments. How? It's a perk that can be deactivated by doing bones. But apparently a perk that forces Survivors off gens is 'unhealthy'? I guess gen slowdown is just unhealthy. 🤷♂️
That's how you can tell someone never played killer once.
Of course, those same people can't find the single totem when it does light up, so there's that, lol.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2784829#Comment_2784829
Exactly. Survivors have pointed to a made-up, arbitrary win scenario (5th gen popped) and said "Killers have failed' or 'Killers have basically lost'. They then use THAT to claim it's a flaw with NoED, as it now 'rewards failure' instead of the truth; that it's an end-game perk.
They also ignore the fact that, if NoED lasts until it triggers; Either Survivors were lazy, or the Killer out played them. But neither sounds as good as 'It gives unearned kills! 😫 '
NOED, the only perk that can be disabled before it even takes effect, yet people consistently complain that the work it takes to do such a feat is too much.
Of course, if you ask the simple question "well, what amount of effort would be appropriate to fully remove a killer perk before it ever activates?" you don't get a response, because the people complaining don't want to admit that for them, it's 0.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2784713#Comment_2784713
Killer's objective is hooks and not bleeding out though, so yes, you just proven this IS holding the game hostage.
The killer's objective is to kill 4 survivors. That's why (aside from Samination) they aren't referred to as hookers. Whether it's by bleed out, Mori, cage or hook, as Patrick has stated, all mmr looks at is kills.
In this specific case, keeping 1 survivor slugged also kept the other 3 from doing gens. For a killer with the mobility of Blight, any strategy that results in the survivors swarming you, rather then the gens, is a serious advantage. Why give that up?
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This was a fun read.
1. You brought a perk that hides hook auras and makes you harder to hook.
2. Once you were dropped, your team was swarming the area like flies.
3. Once your team decided they all needed to be around the slug, instead of on gens, it becomes pointless to pick you back up. This isn't a spite thing. If I leave you on the ground it keeps all 4 Survivors off of gens and in a place where I can do some damage. If I hook you 2 will run off and only 1 will likely hang around for the Save
4. Yes I could bring iron grip and agi, and give half my loadout up to carrying survivors who use boil over, to hooks I can't easily see without the auras while I'm trying to track movement all around me... Or I can slug you, use you as bait and get the rest of your team off gens.
5. There's a major issue in this game, one I have been guilty of myself, where it's too easy when playing survivor to feel victimized. It leads directly to the overuse of the words "toxic, bully, childish" in those moments I take a breath and try to remember that one side has gens, the other people. The killer isn't there to get 12 hooks, unless doing so wins the game. If there is a faster/easier strategy to win, then it's up to my team of survivors to deny that strategy.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2783684#Comment_2783684
DS is the perfect example: it is one of the most counterable perks in the entire game. If you get hit by it, you played into it.
And yet, it's not the killer that's at fault here, apparently!
NOED? 'lol, just cleanse all five totems'
DS? 'I can't go after a target that wasn't just pulled off the hook!'
Again: survivors need to 'git gud', but killers just need their hand held, apparently.
Cool, so when can killers expect to gain the ability to stop ds from being activated in the match by the simple act of interacting with 5 items on a map?
Oh wait, that's not happening, no survivor perks work like that, and noed is just a terrible perk to try and use for an analogy.
I keep asking, but none of y'all will answer, what do you believe the correct amount of totems to remove would be to stop 1 of 4 killer perks from ever being able to activate in the match? To me, that's a pretty significant advantage you gain, as there are no other perks that can be removed before they provide any benefit.
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There's only what, 4 scourge hooks per map? So that seems pretty easy to try and keep sabotaged, which makes me want to say no.
On the other hand, that's also a new way to keep survivors away from gens, by giving them a new objective, if they are so inclined, which could lead to interesting gameplay, which makes me want to say yes.
On the other other hand, as survivor, I've got too much going on to pay attention to everything some days, and that will clutter up the game every time, and as killer I don't want something Immediately giving away one of my perks...
So yes, but only as a perk, nothing basekit.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2782777#Comment_2782777
You said boons are OP because they have 1 (one) advantage. I listed all the disadvantages they have. You said "okay, those are just pros & cons". Yes, one "pro" with a bunch of severe "cons", but apparently still OP because of that one "pro". At this point you are contradicting yourself for the sake of continuing arguing instead of accepting the obvious, or just plainly trolling.
None of those cons are serious at all.
As far as pros?
1. Able to be relit indefinitely.
2. Able to choose where they go.
3. Able to be seen across the map and through floors and walls, so all survivors can see the area instantly.
4. Provides a tertiary objective to keep the killer from pressuring either gens or survivors as they hunt for the totem.
5. Perk works for entire team, even if they haven't unlocked that perk themselves.
And that's just in general. If we look at the only boon that killers consistently complain about here (CoH) we get.
6. Removes the need for medkits or self care for the entire survivor team to heal themselves (golden in solo q, where your teammates can be as likely to lead the killer to you as heal you).
7. Provides an almost instant healing with medkits (easily found in chests) and other healing perks. (Destroying Oni's ability to get blood orbs, and removing pressure from many "high mobility" killers)
But hey, now it takes 2-3 seconds longer per heal, so as per your original post in this thread, clearly it's been "nerfed into the ground"
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2782762#Comment_2782762
You decided to forget what you replied to earlier? Ok, I can repeat:
14 second cleanse vs 1 second snuff
Nonexistent sound radius vs noise you can hear from the other side of the map
14 seconds + some time to find a dull to bless vs instant activation on hex
Effect within a small area vs effect on the whole map.
14 second cleanse vs 1 second snuff. Yes. That's how things tend to work out in a 1v4 game. The player with a team of 1 needs his actions to (generally) take less time, as they have to account for 4 players.
Sound radius. Yes again, that's part of it being 1v4, but seriously any killer out trying to hunt down boons by sound is spending a lot of time not chasing Survivors and pressuring gens, which helps the survivor team. Also you can't hear the sound from across the map, it's smaller than standard TR.
14 seconds to bless and have to find totem. Yup, meaning that you get to choose where the boon goes (killers get to hope RNGesus helps them out there). I suppose they could have done that like hex perks (where a random totem just starts as your one boon) , but given that boons are AoE, that change would end up being a nerf to survivors, and an unnecessary one at that.
Covers an area, instead of being map-wide. Yes, because CoH would be absolutely insane if it covered the entire map, especially when multiple survivors can bless multiple totems indefinitely, turning it into the worst game of whack a mole ever. Even exponential and shadow step (which are currently wonderfully balanced boon perks) would be broken if they covered the entire map.
So if those are the disadvantages? Well then I guess it makes sense that every single survivor match I've played since the witch came out has at least 2 teammates running boon perks.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2782771#Comment_2782771
So now you accept that boons are completely balanced, with all their pros and cons?
Not what I said at all, but keep trying.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2782762#Comment_2782762
You decided to forget what you replied to earlier? Ok, I can repeat:
14 second cleanse vs 1 second snuff
Nonexistent sound radius vs noise you can hear from the other side of the map
14 seconds + some time to find a dull to bless vs instant activation on hex
Effect within a small area vs effect on the whole map.
My mistake, I thought you had actual disadvantages that made it so that people didn't bring the perk, not just the normal type of pros and cons literally all perks have.
But I do love the idea that you are here seriously trying to claim a boon like CoH should cover the entire map.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2782747#Comment_2782747
Dude, if you compare Boons to Hexes, you will see some advantages of those and some disadvantages. You lose some, you gain some. Yes, they can be relit repeatedly, but they have so many huge disadvantages compared to hexes. It never stops surprising me how some people can be so biased in favor of one side they only see what is bad for them, completely ignoring everything they have advantage in.
It's like with totem and gate spawns: killer mains complain about "bad" or "survivor-sided" spawns, ignoring completely those occurrences where they get lucky and the spawns are actually killer-sided, like totems behind seven textures or gates right next to another. I don't say this specific design is perfect, but at least it's somewhat fair: it can work for both sides, depending on your luck.
Same goes for hexes themselves: killer mains keep crying about "my ruin going down within first minute!" ignoring completely those dozens of matches they won with Devoure staying up for 5 tokens, or got an extra free kill with NOED, because soloQ can't cleanse all totems efficiently.
Same goes for kills themselves: when you have to earn fair 2k out of 4, it's "sweatfest" and "the game is broken", but when you get 12 4k's in a row - it's "chilly balanced gameplay, I enjoy that". A killer can get a long row of 4k's, taking it as granted, but when it gets interrupted by one 4-man SWF who get a 4escape, the killer gets upset and thinks the game is survivor sided.
And here we are again. Yes, the boons can be relit indefinitely. But if you have a survivor who only relits totems for the whole game - you have 3vs1, because that Mikaela is not doing anything else. You get some, you lose some, that's how balancing works. Boons have a ton of disadvantages compared to hexes, and killer mains just keep ignoring them, only focusing their rhetoric on that one small side where they have a slight disadvantage. "It's not fair until we have advantage in literally every field, no compromises with THEM, WE come first!". This black & white worldview is poisoning the community.
What disadvantages are those, exactly? You keep saying there are tons, but have yet to mention a single one.
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@slipttees said:
https://forum.deadbydaylight.com/en/discussion/comment/2782756#Comment_2782756
Okay Lord! U have all sense in the world!
Ok then
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@slipttees said:
https://forum.deadbydaylight.com/en/discussion/comment/2782750#Comment_2782750
Count Camper Killer!
I dare you to make less sense.
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@slipttees said:
unhooking shouldn't disable the DS!
Do you like having your teammates pull you off the hook while they are being chased by the killer?
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2781247#Comment_2781247
Yeah, because 14 seconds of cleansing is the same as 1 second of snuffing, because 0.5 meter sound radius of hex is the same as 16m radius of boon's sound. We've heard all this before, these gymnastics never change.
Yeah, because 14 seconds of cleansing is the same as 1 second of snuffing,
well it definitely isn't. After your 14 seconds the totem is gone, the killer can't come by and re-hex it, or hex any other totem, they just lose that perk for the rest of the game.
because 0.5 meter sound radius of hex is the same as 16m radius of boon's sound.
4 players to 1, and again, snuffing a boon is temporary as a totem can be reblessed as often as the survivors would like.
We've heard all this before, these gymnastics never change.
Maybe the reason you keep hearing the same response is simply because it is true and logical? Nah, couldn't be that, just just be those darn killer mains being mean again, right?
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I also prefer an attentive killer.
I play survivor to be chased, not to hold a single button and wait for gaming's easiest QTE to hit on a gen.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2781082#Comment_2781082
In 0 secs you remove 12 perks of survs (ds, ub, bt) if you play fair
Right, "removed" by having to play around using an invisible rule book.
Not actually removed, as in "perk won't activate no matter what"
You really think that's the same thing?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2780130#Comment_2780130
Whether or not spending over a minute cleansing totems is worth it remains to be debated.
Well, since you are only spending over a minute on totems if you are going for all of them.
What amount of time do you believe is worthwhile to completely remove 1 of 4 killer perks from the match before it ever activates?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2778890#Comment_2778890
Well with all those boon totems, survivors can also prevent NOED by blessing every totem they see. Which is kinda like just doing bones but gives more points.
Survivors wouldn´t have an issue with NOED, if they actually did some bones. No one expects a solo survivor to do all 5 totems. But he shouldn´t have to in the first place, since there are 3 other survivors around. If i can run between 2 totems and continuously bless them to max my boldness points, then other survivors can take a couple of seconds to cleanse a single totem.
Pretty much this.
Whenever I see people argue that it's impossible for 1 person to break 5 totems it makes me wonder if they also want only 1 gen, since repairing all 5 solo would be virtually impossible. Then I remember that no, they understand it's a team game when it comes to generators, just not totems.
That's not a failure of noed. That's on your team.
And, as I have noted in multiple of these threads:
You only have to break 5 totems to prevent noed from activating, if that's too much work, you can check the spawn points and when noed activates, find the single lit totem (which isn't that hard if you've been paying attention to your surroundings as you play) and destroy that single totem.
So yes, prevention is definitely going to take more work, as it should. You are literally stopping a perk from having any effect whatsoever and keeping the killer at 3 perks. It should take a significant time investment for that kind of reward.
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@PsychoTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2777001#Comment_2777001
You're right you don't just add it together; that's not what I did though if you followed through on my equation.
If I hand you a coin and say 'you can flip this 100 times and if you land heads at least once, you win', do you think the chance to hit heads is still 50%?? Of course not.
You are confusing how dependent and independent event works.
If I say 'I flipped this coin 99 times and it all came up heads. If I flip it again, what is the chance it will land heads?', this is an independent event and the chance is still 50%.
Yes, yes it still is.
Each flip is a separate event with a 50% chance.
What you are arguing is the gamblers fallacy, which is the idea that sooner or later it has to hit heads once. Unfortunately that's not how math works. Plenty of people in my hometown can't afford to leave now thanks to that particular fallacy.
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@PsychoTron said:
having 3 attempts at a 4% chance to unhook yourself is 11.5%.
(.96) x (.96) x (.96) = 0.8847
1 - 0.8847 = 11.5%
@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2776405#Comment_2776405
It’s actually 12% since you get 3 tries
No.
If you flip a coin 3 times, each flip has a 50% chance to land on heads, you don't add it together for a 150% chance, because the previous attempt doesn't affect the new. Same here. It's 4% chance on each attempt. Therefore, even if you got 5 chances, you'd still be at a 4% chance of any of those chances panning out.
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@ThiccBudhha said:
I agree, only Slippery meat gamers deserve to emulate Kobe Bryant. Also why does my auto correct believe Slippery is a proper noun?
It knows what you really mean.
Pervert.
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Honestly I'd be happy if they just made it so that only 1 totem could carry CoH in the match at a time. You'd still get the relight squads, but they wouldn't be able to cover such a ridiculously large portion of the map.
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Hell with that, make it 10%. That way people go for the gamble and change things up, instead of just using it to get out of a game they don't want to play.
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@Lancifer said:
https://forum.deadbydaylight.com/en/discussion/comment/2776423#Comment_2776423
Yeah I agree. I have faith in BHVR that DBD won't end up like Friday the 13th. They will hopefully be able to update DBD while working on a new game.
Only time will tell I guess.
To be fair, F13 was killed by ######### copyright laws and lawyers, the bane of all creative fun.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2776398#Comment_2776398
Yeah, this game is here to stay even if many people are quitting, new ones are showing up. Granted, those balance decisions you're mentioning are consistent with what a lot of other games have done, and brought their game down much faster than it would have otherwise: they're balance decisions seem to cater to newer players. I can only imagine that's to sell cosmetics.
Regardless, I think you're right. However, BHVR does have a challenge in front of them, making their next game as successful. I think they've alienated a lot of people, and are making decisions with short-term goals in mind which might blow up in their face 3-5 years from now.
That will depend a lot, I think, on what that game is.
For some reason I believe if they went for a single player horror game, they may have a winner.
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@Lancifer said:
If you look at the steam charts this game is declining. Content creators are getting frustrated with the game and devs, and I think we can all agree that the game is incredibly frustrating for both killer and survivors. I was wondering how we can keep the game fun and refreshing without saying "buff this killer" or "nerf this survivor perk/play style."
Just interested in seeing if y'all have anything like a new game mode or mechanic to keep the game fresh without the killer vs survivor debate.
If you look at the last 3 months there is a decline. If you go year by year it's up 3k players. Lately there have been some questionable balance decisions, but to talk about "keeping the game alive" seems more than a bit premature to me.
Every winter (post Halloween) the player counts decline, as there are simply a lot of people who only want to play the "horror movie game" during the spooky season.
As long as this year still has more players than last year, there's nothing to save.
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@Yankus said:
Can't believe yall are buying this bait lol
Poe has been dead here longer than fun Billy
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Unless you DC a lot for... Other reasons, then it's like a 5 minute penalty. Grab a drink, get your dog a treat, kiss your wife/husband/girlfriend/boyfriend/pet and chill for a second.
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You aren't meant to escape.
Or to put it another way, part of the design of the game is that every killer is capable of catching every survivor at some point. The best you can do is draw out the chase and buy your team time. That's why you have to be hooked 3 times, instead of just the once.
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@KramreTrac said:
Read the discription it says hex haunted ground becomes a dull totem there can’t be two.
https://us.v-cdn.net/6030815/uploads/6PK0GIPK5OJ5/b023180f-2532-4376-813e-d6a1ab231fa6.jpeg
Yes, unless they have undying. Undying turns into whatever hex was cleansed. Ergo, when you cleanse haunted ground, undying totem turns into a new haunted ground.
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Haddonfield itself has been disabled while they work on it, it will be rereleased after they've updated the map, as they have with others in the past
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@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773774#Comment_2773774
Again disingenuous, maybe ill just take out fun to play against as some are reading way too in to that. He is BROKEN because a patch or 2 ago it said they fixed the chains attacking when doing the box they didnt.
It did.
What they didn't do (and never claimed that they would) was make it so that the person with the box never got hit by chains. The fix was the 3 chains spawning, then a break to give you time to solve. That's it. You can't have the person holding the box not get hit by any chains, that would be too easy to abuse and the box would never be solved.
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I love doc, but on smaller maps with the right build you can make his terror radius insane, so I don't think it's gonna happen.
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@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2771171#Comment_2771171
nope. A good soloq survivor experience to me is survivors doing gens, not hook humping, not immersing most of the time, taking hits when needed if they can, not sandbagging. Killer not tunneling, slugging or camping too much. If only half of those conditions are met even it's fine. Thats it. But yeah I know you're just baiting me, so I'm done have a good one.
Not baiting at all, just trying to understand your pov, which is difficult as it seems to change every post.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2771169#Comment_2771169
If it's any useful supplement, this happens every Tuesday at some time between 5 and 9 pm EST. It's most often between 6-7. Twice I can remember, it happened on Wednesday instead, but it's definitely a weekly thing that disconnects everyone using the platform. Luckily I was in a lobby instead of a match this week.
https://forum.deadbydaylight.com/en/discussion/comment/2771178#Comment_2771178
"Just don't play DBD during prime evening hours because who knows if it's happened yet" isn't a great solution. It'd be different if it was the same time every week, but it floats all over the place.
It's still the same day every week. Admittedly it sucks (especially when I was playing WoW as they also do maintenance Tuesday) but still, it's something that you know is coming and can plan around.
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If only they did their maintenance on a schedule, like every week in the same 4 hour window, you would have a chance to avoid these issues.
Oh wait, that's exactly what happens.
