AsherFrost
AsherFrost
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Longtime fan of the HellRaiser franchise, maybe I can help.
The cenobites are hedonists who sold their souls for the pursuit of pleasure. Over the centuries of trying literally every pleasure known to every species in the realms, they've become twisted, where the only thing that makes them feel anything anymore is extreme pain, whether that pain is their own or that of their victims. The longer they live and the more they experience, the more extreme the experience has to be to provide any pleasure or feeling at all.
Or to put it a shorter way, they passed BDSM back in the dark ages.
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That is fantastic. Thank you for posting it here, where I can read it when I'm supposed to be working, lol
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Twins. Hunted and hated literally from birth, only had their mother, then she's killed, then kidnap and torture, brother dies and is still attached.
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It thinks you’ll watch Stranger Things and then play Stranger Things, the game.
This isn't a tough question to answer. Netflix is making their own games, so they want to keep their popular IP to use for those games.
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It sucks, but I don't think they could have done anything to stop it. Netflix decided to try to make games, they'd be crazy to not lock down the most popular IP they have for that endeavor.
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Came back to see we're still perpetuating our own problems, lol. Still multiple threads being made complaining about multiple threads being made about something. Seriously for every "pro" FNAF thread there are 4 "anti". But sure, let's blame the like 6 people on here who seem to be fans of the franchise for that, lol.
You definitely can't compare it to Candyman, because as far as I know there aren't people just sick to their stomachs at the thought of the character ever being in.
The fanbase for FNAF is about as grown as the one for Stranger Things, and that was pretty successful for DbD until Netflix decided to make their own game studio, with blackjack, and hookers. I'm not a fan of FNAF, but the "it's a kid's game" argument is as disingenuous now as it was before we got Kpop Kenny. It's not like if they put the bunny in the game it'll make it a FNAF game. He'll still be chasing survivors, getting pallet stunned and hooking. They'll still be totems and gens, just maybe we'll get another suburban map with a derelict pizza place to hide in, which could be fun.
If our knife throwing popstar and the Nemesis taught anything, it's that dbd is unchangeable. We could have the Kool Aid man as a killer, it's still going to play the same.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/245383/franklins-demise
No, I do not think that. You should never have a guaranteed 100% chance of not losing an item.
Pretty much this. There are no guarantees in the game.
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I think at the least killers should get to tell which is haunted grounds. Even if every other hex looks the same, let me see which one is the trap.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2138216#Comment_2138216
Yes I am. Killers like Spirit, Billy, Blight, Nurse, Huntress and the others don't need perks at all to win because they are so strong. All of these perks are just enabling god mode on a broken killer.
Well, you heard it here first. Killers aren't allowed to use perks, so says sluzzy.
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@RenTheCat said:
I get there is this small chance of escaping and win the game by finding the hatch or running to the door or whatever, it's happened to me specially when the survivor had flipflop and gates were already open.
But if there are no hooks nearby or I think you have flipflop and you struggle then you're getting slugged the full 4 minutes. I don't wanna see anyone come to the forums crying about how they got slugged for the full timer by those mean killers when the very last survivor refuses to cooperate in his unavoidable death.
2 matches in a row with 0 hooks around and the final survivor just struggling non stop. Never seen a killer slug someone because they are evil or salty or whatever, there is always a reason to slug but survivors love the attention and playing victim so it's not surprising in their head they were being genocided or something.
Imagine the person playing Survivor trying to survive, the horror, the pure unmitigated gall of such a thing. Don't they know that they should just be grateful you're around to offer a clean death?
Seriously, are you trying to work a gimmick here? We've already got master baiters on both halves of the game, personally I love a good last minute chase to the hatch, but I can see how if you aren't good at catching Survivors yet, that may be very irritating for you.
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@Zixology said:
To answer your question: I never struggle, even as first guy downed. Cause I just know my game is over.
Something to add: Damn, we ain't even allowed to die in peace anymore are we? Tell me more about how this forum isn't mostly a killer main circle jerk.
Ok.
If this was a "killer main circle jerk" forum, wouldn't at least one person have agreed with the op by now? Small circle when it's just the one guy by himself, isn't it?
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2120945#Comment_2120945
https://forum.deadbydaylight.com/en/discussion/comment/2120951#Comment_2120951
How tf am I at fault for someone farming me?
Why does it have to be a matter of fault or punishment? That's not what the killer sees. They aren't trying to find the most fair person to hook, just the easiest. When it comes to one person who is injured next to one who isn't, the injured person is easier to hook. Blame your teammates, but being hooked isn't a punishment, it's just part of the game.
@Zixology said:
I don't wanna be unhooked when the killer is nearby. With all the tunneling going on now, it's insane. I should be allowed to prevent someone from unhooking me. Give us a button to kick them away or something. Let us hold the sprint button to prevent the unhook the same way we can prevent healing.
Even better... GIVE US A HUD ELEMENT TELLING US IF SOMEONE HAS BORROWED TIME.
It's clear that killer's refuse to punish the guy who unhooks someone in their face, like they should. At least let us punish them then.
If I hook you in a game, you get unhooked unsafely in my face and I slap you down and hook you again, I'm not doing it to punish anyone, or because I think it's your fault, I'm doing it to try to win the game we are playing. It's not personal, why take it personally? I'm not playing killer for punishments and passing judgement on Survivor behavior, I'm just trying to play a game and have fun.
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He probably deserved it
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I do. I don't think it changes anything for anyone else, but I find, especially if I lose that it helps me focus more on the positives from the match than the negative.
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@TheRockstarKnight said:
I mean, suiciding against a facecamper isn't someone's tacit approval of facecamping.
Yea, they are actively hindering their team by suiciding, but they doesn't mean they aren't allowed to complain that facecamping isn't fun to go against.
This is like saying someone who throws away a gross sandwich they bought can't complain that the sandwich was gross. "You didn't eat the whole sandwich, you have no right to complain."
Now, complaing doesn't make BHVR/the sandwich shop obligated to respond to their complaints. It doesn't even mean the sandwich is unequivocally gross and needs changing.
But people are allowed to complain, civilly, about an aspect of the video game/sandwich that they find unenjoyable.
Especially on here.
Forums are intended for discourse. If people are breaking the rules they should get warned and then banned, if they aren't they should be free to say their piece.
It's more like buying a sandwich, telling your friend it was gross, then proceeding to buy 5 more sandwiches from the same guy each and every day.
If you suicide against camping killers, they don't learn that they're playing a style that's "bad" or "toxic" they learn that what they are doing works, because it leads to Survivors killing themselves before any gens can be done. That makes it much more likely that the killer will continue to play in the same way, because it is proven to be effective.
If however you stay in the game and give your team the time to make progress on the objectives, the killer loses and learns that the camping playstyle is unlikely to lead to killing more than one, and will abandon it.
Of course there will be some outliers, who just love the look of a body on a hook so much that nothing will make them give up their 1 person art show, but they are the minority of cases.
TL:DR Survivors teach killers which playstyles work based on their actions. Suiciding against camping killers rewards them and makes it more likely they will continue to camp.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2112240#Comment_2112240
True. Not even close.
It takes a lot less effort to nullify survivor perks than it does to get rid of NOED.
Changing your behavior to avoid intentionally triggering a perk, and having to let a survivor get away from you so they don't hit you with it, isn't the same as completely removing it from the match before it has the chance to trigger. I know that you are smart enough to know the difference, so this will be the last of your intellectually dishonest claims I reply to today.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2110243#Comment_2110243
Except they do. I love when people bring Borrowed Time, Unbreakable, and DS into my matches.
By not tunneling/slugging, I completely nullify their perks. It's a REALLY GOOD counter. More killers should try it.
Not even close to the same thing, but ok.
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@Babawizwiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2110243#Comment_2110243
because its a very strong perk that rewards the killer for being bad. Don't get me wrong buddy, im a killer main but asking survivors to stop doing gens and wander around looking for totems is awful, especially in solo queue. You can't expect everyone to bring the new small game.
Ah yes, the old "it rewards the killer for being bad" excuse.
So what does decisive strike, unbreakable, iron will, etc reward the Survivor for?
You don't need the new small game to do totems, though it will help newer players.
Why is it awful to expect survivors to do the secondary objectives? There's 5 totems, not 10, or 15, just 5. Each totem takes 18 seconds to break, and doesn't even have a skill check. Most of the time totems spawn within 3 yards of a gen. So if every Survivor just spent 20-30 seconds of their time to take out one totem, that would only leave 1 for a single survivor to spend the extra 30 seconds to break. And that's to stop the perk from ever activating. If you want you can just wait and spend the 18 seconds cleansing a single glowing totem.
18 seconds and the perk is fully destroyed for the match. I play the full game, not just half of it, as solo Survivor I find no real difficulty in cleaning totems, and I don't bring hunch or game, preferring to stick with Inner Strength for my totem perk. As killer I tend not to use NOED because I don't play endgame builds, but I do run hex perks, and Survivors have no difficulty finding and breaking those every match.
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@Babawizwiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2100235#Comment_2100235
survivors shouldn't hv to do 5 totems just to get rid of one perk
Why not? Survivors don't have any perks killers can remove at all. Removing a perk is a powerful thing, especially removing it before it even activates, why shouldn't that take work?
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@Bearded_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2095304#Comment_2095304
You are correct, I haven't been on this forum and just learned how to quote (well spotted). I don't come on here cause when people have suggestions, people don't discuss, they just give opinions which they won't change which doesn't make it a discussion forum but just opinion posts.
I'm NOT saying tunneling should be removed or that it is inherently wrong, I'm saying the vast MAJORITY of players don't like it and that this could be a simple way to address it for the majority. Maybe it wouldn't work, but the aim is for all sides to be happy, if survivors gen rush, killers don't enjoy themselves, they switch sides or stop playing, queues take too long. If the only way killers can win is through tunneling & camping, survivors stop enjoying the game, which leads to most solo players leaving and just SWF existing.
It's addressing something most dislike, my last post on the matter as I just wanna play the game and thought this could improve it.
It's a fine thing to discuss. I just don't believe the obsession every match thing will do much more than give, at most a very temporary change. To actually lower or stop tunneling I think would take one of two options.
1. Every Survivor only has 1 hook state, so as soon as they are hooked, they die. This would make it impossible to tunnel, but also make a terrible experience for the Survivors and end up with matches over far too quickly, so I don't thi5it will work long term.
2. Force killers to only hook someone twice after everyone has been hooked once, and they can only got for the death hook once everyone has been hooked twice. This is a worse idea, it takes all agency from the killer and would end up with teams where one person would just hide all match so no hook states could progress. The killer meanwhile would be practically forced to slug out, which isn't fun for anyone involved.
What I actually believe should be done, is people should just bring ds. It's still a great perk. If you don't have ds there are about a half dozen other perks Survivors can equip to mimic the passive of ds, and still use ds as a threat. An obsession every match nerfs that effect completely and takes that bluff out of the game for Survivors.
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@Bearded_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2095267#Comment_2095267
Ok, well, not really sure what perks you believe will be nerfed by the change? We currently have 6 survivor obsession perks, none of which would be hurt by it.
Whether you're the only survivor player who feels tunneling isn't a problem, I'm not sure, but adding this may reduce tunneling. I mean, maybe after 2 weeks, as you keep saying, people will pick up patterns, but that is the minority, not the majority I believe!
You've made 8 posts here, most on your own thread and just figured out how quoting works, so I am going to guess that you haven't been around here much. Once you get over the same 5 users who constantly have the same gimmicks going, you'll see that the opinions on every playstyle are varied across all players.
Or, to put it more simply, I'm far from the only one who doesn't view tunneling as a problem that needs to be removed, and rather sees it as a tactic that can be counted by good players. For evidence feel free to check my own post history where you can see a thread I made "the case for tunneling" where the biggest response I got was from people amazed that I felt the need to point out that the game currently and according to the devs does not and will never "punish" tunneling in any way, even with the pip penalty camping receives.
As far as pattern recognition? Play killer, play enough to get red ranks, then spend 2 weeks there and log what perks you face in Survivor teams. It's that easy, to stay in red as a killer you have to be able to recognize the patterns that emerge as they change the meta. The majority of people who play killer recognize and follow that, which is how they'll know when ds use drops. I can tell you from my own data, for instance that ds has dropped about 50% from teams I face since the nerf. It's the biggest change I've seen to the overall patterns since MoM came in and was nerfed. Clearly from the comments here I am far from the only one seeing that kind of change.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2095267#Comment_2095267
Nah, it is just not right that I am better off without using Perks which greatly benefit a Killer (e.g. STBFL on Demo), because then I would know when to tunnel and when not.
And as I said, the Obsession would at least give a risk to the Killer. If they want to tunnel and see that the person does not have DS, they at least took a risk before. But now they can just tunnel freely without an Obsession.
(I mean, let alone that DS does not do anything against tunneling)
If ds doesn't do anything against tunneling, then what risk is the killer taking by tunneling in a match with an obsession? Either ds is such a good perk that the possibility of it (obsession) can prevent tunneling or it isn't. Can't have it both ways I'm afraid.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2094842#Comment_2094842
What do you mean 'Are you denying a meta exists?' No, but you're implying that based on whether you face DS in one game can help you determine if there will be one in the next, which has absolutely nothing to do with the meta whatsoever.
'Sure people (both sides) are independent and can choose whatever they want, and in ranks 15-20 I'm sure you get some truly weird [BAD WORD]. Ranks 1-5 is a lot more predicable. Don't take it from me, look up the multiple people who have done the work of collecting data on each match they do, showing the patterns emerge.'I don't think you're understanding these "patterns", there are certainly frequencies of perks but nobody is predicting if their next match has a DS user or not, seeing as there are "multiple people" to look up could you cite the ones accurately predicting whether DS is in the next game based on the gam previous, as that's what you're implying.
'Of course, if you do truly believe that you can't use past match history to determine the likelihood of what you will face in Future matches, I have to wonder how and why you are arguing for an obsession each match, after all, people who play killer are just as Independent and able to do whatever they like, past trends be damned, so without your own history on how often you have experienced tunneling with or without an obsession, what are you basing your arguments on?'What kind of phrasing is this? "If you do truly believe you can't use past match history to determine the likelihood of what you will face in future matches, i have to wonder how and why you are arguing for an obsession each match, after all, people who play killer are just as Independent and able to do whatever they like, past trends be damned" like, have you even read what you've put at all? This makes next to no sense what so ever, I can't argue for obsession each match because the killer can do what they like as well... like what? lmfao.
Yes. I am stating (not implying) that if, as killer you play several matches per day over ten days, you can use that data to get an understanding of what you are most likely to face. If in ten days of matches you only see a specific perk once or twice, it is reasonable to believe you are not likely to see it that often in future matches.
Get it?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2094806#Comment_2094806
The thing is, creating an Obsession would at least give the Killer a choice if they want to take a risk or not. If they do and the Survivor does not have DS, the Killer knows this. If he does not take the risk, it at least gave him a reason to not tunnel the person off the hook.
However, without Obsession, there is no risk involved, most of the time Killers just go for the tunnel, because it is the easiest way to win (and we all know how easy Killers want to have it :) ):
I mean, currently I am even using suboptimal builds on my Killers - if I would like to play scummy and tunnel one person out of the game ASAP, I would stop using STBFL. This Perk currently hinders me more, because it is creating an Obsession. Without this, I would know that nobody is running DS and I would be free to tunnel - which would be more effective than using any Perk.
Does not sound right, eh?
No, it doesn't sound right that you use suboptimal builds and playstyles and seem to believe that is worth bragging about. Seems weird.
It would take about 2 weeks to get a good impression of how often ds is actually being used. After that? Tunnel city. In the meantime every survivor perk that creates an obsession would be nerfed by the change, and the overall use of ds would plummet.
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@Bearded_Owl said:
The point I was trying to get across is, even before the changes to DS, I feel this should have been a thing, obsession every match, or as someone else stated, just remove the obsession from the HUD and have all skills private.
Whether you are a killer main or survivor main, we can all agree that tunneling is bad, just like gen rushing is. I just thought not shouting at the killer "NO risk to tunnel this match" isn't healthy for the game and a simple change, always having an obsession in the HUD screen, would prevent one of the problems within the game.
Maybe it's because I play both sides, but no, I am not offended by either team completing their objectives quickly.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2094834#Comment_2094834
Basic pattern recognition in a game where survivors are totally independent and can choose what they want... ok, good luck with that.
Are you denying a meta exists?
Sure people (both sides) are independent and can choose whatever they want, and in ranks 15-20 I'm sure you get some truly weird #########. Ranks 1-5 is a lot more predicable. Don't take it from me, look up the multiple people who have done the work of collecting data on each match they do, showing the patterns emerge.
Of course, if you do truly believe that you can't use past match history to determine the likelihood of what you will face in Future matches, I have to wonder how and why you are arguing for an obsession each match, after all, people who play killer are just as Independent and able to do whatever they like, past trends be damned, so without your own history on how often you have experienced tunneling with or without an obsession, what are you basing your arguments on?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2094822#Comment_2094822
So you're telling me killers will magically be able to figure out who and who doesn't have DS based on 2 weeks of perm obsession because thy would have figured out how often it is taken or not?
Someone either has it or they don't, no obsession guarantees nobody has it, one obsession means someone could have it.
It's not magic.
If every game has an obsession, then the only data I have is my own match history. After 2 weeks or so of trying to lightly tunnel and only seeing ds in 2/10 matches (example number) I won't judge the next match as being very likely to have ds. No magic required, just basic pattern recognition. As it currently stands, if as killer I know I'm not running any obsession perks, then seeing the obsession means a much higher chance than 20% that ds is present (personally I'd say 80-90, based on my own experience)
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@Bearded_Owl said:
I'm not really saying it's a perfect answer, but at least it acts somewhat as a deterrent, you say for 2 weeks, but I mean, it's hard to predict how it may change the aspect of the game, knowing every match COULD punish you with a possible DS is better than knowing 100% the downside doesn't exist at all, as a killer a quick look at the HUD tells all. Either way, DS change good, but didn't think people would start tunneling so much, killers must be aware this will cause DS to be changed again at this rate...
I don't think ds will be changed again, I think it's more likely that the rate at which ds is used will go back to near the level it was pre-nerf once people get over the mistaken belief that nerfing ds made it useless.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2094806#Comment_2094806
There are plenty of times where there is no survivor created obsession and instead it's a killer created one and the killers still don't tunnel off hook, this already happens, the uncertainty is usually enough to stop instant hook tunneling, which is the main issue with not having an obsession.
An uncertainty that only lasts so long as ds has a secondary effect (creating an obsession) once that goes away and every match has one, it will take, at most 2 weeks to work out how often ds is actually being brought, which will probably be less than it is now due to it losing its passive effect. At that point, the obsession ceases to provide any uncertainty or psychological effect, and ends up primarily serving to provide extra information on which Survivor is being chased (when it's the obsession) to the rest of the team.
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What do you propose to do 2 weeks after every match is given an obsession, when killers learn it's just a bluff and act as though it isn't there every single game? I think a lot of people forget that both sides are equally capable of reading updates.
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How about treating them like gens. If you want the exit to regress, you get the ability to kick it, (3 second action) like with gens trying to open the gate for any length of time stops the regression. That way the sneaky 99 and save is still possible with good planning, and the killer gets more interaction with the gate than just giving up and opening it.
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So if we have an obsession every match, how long until killers realize that the obsession is no longer a sign of ds? A week? Two? Then what happens after that? We end up exactly where we are now, except now survivors have extra information on who is being chased, with no other advantage to either side. If you want to talk about a band-aid instead of a real solution, putting an obsession in every match is it. Not even a good band-aid either.
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@StuMacher said:
I was weened off DS because killers respected it and would not tunnel you. Now I'm back on it bc they run with no fear. When I play killer, I worry less about DS as well. The best part of that perk is that it was widely respected.
Also, you should have to crouch to allow another survivor to heal you. There is nothing stopping them from tapping you and deactivating your DS. I now run away from them and they just follow waiting to touch me.
I now alternate between DS and DC. When I get farmed and/or tunnelcucked I use one or the other.
Ds isn't removed by another Survivor attempting to heal you. You don't need to run from your teammates to keep it.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2091988#Comment_2091988
I get it, but i mean... The people that complained about the dcs, have they ever played a battle royale? Or rankeds in overwatch? Or any multiplayer game? DCing is common, and you just have to move on.
In my personal case, when im killer and someone DCs, i farm with the rest, so everyone can be happy.
Also today i ate a ban because the game kicked me from the match :(
In a battle royale, if they dc, it just helps your chance of winning. In Overwatch players who dc will be replaced with new ones. Dbd if someone dcs, either the game ends for everyone else, or the Survivor team ends up in an unwinnable situation.
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1. Doomfist still (somehow) exists and has more bugs than this entire game
2. Blizzard has more people working on a digital card game than BHVR has employees.
So not quite, but if Blizzard did run this game you wouldn't be able to directly buy the cosmetics you want, instead entity loot boxes for all.
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It's always a helpful thing to be reminded that the rank system is completely unreliable as a measurement of skill.
Not that that applies here, of course, just an observation.
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@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2077505#Comment_2077505
And the killer can just slug you to avoid it. Ds is mostly useless in most situations .
Yes, there is a counter to the counter, like with every other perk. So I guess by your logic they're all mostly useless. Why run any perks at all if they can just be countered?
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@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2077493#Comment_2077493
When did i say it should 100 percent counter everything? Your not god because if a shard of glass and a makeshift flashlight. New ds makes you a braindead useless survivor for 60 seconds if you want to use it
If you use it in a braindead way, sure. If you are completely useless for 60 seconds, you definitely aren't being tunneled, because being chased by the killer is the best use for that time, as it keeps your team free to fix gens. (Even tap them)
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@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2077466#Comment_2077466
You didnt, but what im saying is stopping a gen from regressing is not enough to disable something you can only use once.
Clearly the devs disagreed. Now you have to think when you use it. Thems the breaks. All the going back and forth over whether or not it's "progress" or "proof you aren't being tunneled" is meaningless.
The devs made a clear distinction, you can drop pallets, vault and hide in lockers and keep ds. You cannot tap/repair gens, heal/pickup/rescue Survivors. You probably aren't being tunneled if you have time to stand still and let your teammates heal you, but he devs decided it won't break ds, maybe to stop troll teammates from breaking ds by "tapping" you, maybe because they want to keep from discouraging teammates from healing each other, maybe just to make it so you always had the choice of when to early deactivate your protection.
Tunneling isn't meant to be removed from the game, the devs have said multiple times they consider it valid gameplay, which means you'll have perks to mitigate and help counter that gameplay, if you look at those perks, none of them are a 100% counter, expecting ds to be is just entitlement. Gameplay counters Gameplay. Perks just help.
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@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2077461#Comment_2077461
.1 seconds to stop a gen from regressing is not 15 seconds on a gen ( if you can do it suring a chase, you can do it while getting tunneled. Tapping gens is possible in chases.(
Where did I say it wasn't?
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@loopsahoy said:
When im getting chased and i see a gen with sparks, i go to tap it and keep running so my chase is more effective and im still being 9roductive fir the team helping them do their work while i have the killer.
And you still can, just now you have to think first and decide if it's worth losing the protection of DS, of if you are far enough away that the killer won't catch you before it's timer runs out anyway. Or just hit DS first, then tap the gen.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2075053#Comment_2075053
Ok, factual errors aside, Let's go point by point.
"DS remove now a lot of options that you could do while in chase, you cannot heal yourself with an speed medkit"
How bad is the killer at chasing that you can get a full self heal off while supposedly being tunneled? If you can stand still that long and not get hit, you aren't really being tunneled, or even seriously chased. After the heal you are back to full health and don't need the protection. If you are starting a heal and get interrupted by the killer, then you obviously didn't make the smart play, and instead of worrying about ds, should spend more time paying attention to your surroundings.
" either get your friend up when he is 99% on the ground"
Yeah, as someone who had a teammate be "helpful" like this, I'm happy for the change. If someone is being chased by the killer while I'm Slugged the last thing I want them to do is pick me up and offer me as a sacrifice to them. That's just not a team player move. Ditto for unhooking while being chased (without BT), there's a reason it's called an unsafe unhook.
"if your teammate decide to heal you for 0.01 seconds you loose the ds and you cant do anything about it"
Factually wrong, moving on.
"If the killer hook you and kick your generator, and them you get unhooked and the killer are already on your ass, you cant even gen tap cuz, hey u are gonna loose your ds"
Why in this scenario is the teammate who unhooked you (again, unsafe unhook) not tapping the gen first? Given how absurdly slow the gen regression speed is, you could get unhooked, get caught, hit ds and tap the gen during the stun and It would make at most a difference of 5% of gen progression. Weigh your options and play accordingly.
"the play that most [BAD WORD] the killer for tunneling was when 2 guys are hooked, you was one of the guys, and the killer goes for you, if your other teammate are gonna die, you should go to the save if you are probably going down, even if you dont have DS, assuming that this is your 2 hook, this can bassically save the match, this would turn an situation of 1 guy dead/almost dead, and 1 on the hook, to only you on the hook"
This has nothing to do with DS. It's hook trading. BT is the perk you need for that play to be effective. Also, how is the killer in this scenario tunneling if he's literally hooking the only 2 people left in the match?
Anything else?
I guess not. :)
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What a long winding road that was.
Just gonna add, I don't like killers who quit before the game is over. Until my team is out the door, the game is still on. The Survivor team hasn't won until they have successfully escaped, just like the killer hasn't won until they are dead. Quitting at the end is like a qb kneeling for every down during the 4th quarter, just sad. Egc is the funniest time to be chased.
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@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2075124#Comment_2075124
Because I am not making any statements about tunneling in a tournament
go back over my posts
All I have tried to say which seems to be falling on deaf ears is
We dont know the rules of an official tournament because there hasnt been one.
So we can't discuss anything here without solid proof then?
May as well close this thread entirely.
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One of two things appears to be happening.
1. People stopped running ds because they weren't worried about tunneling so much as wanted the security against making bad plays. Now that security is gone, they see the perk as useless.
2. People stopped running ds under the impression that if they all refuse, the game devs will have to readjust it to prevent tunneling, which they (the devs) have stated on just about every opportunity to do so is not something they are interested in trying to prevent outright.
Either way the solution for the op is just to run ds. It's still a great perk to avoid being tunneled, just takes more thought to use than it did before, and doesn't cover you if you make a bad play.
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@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2075111#Comment_2075111
why is it so hard to understand?
Because its your opinion that's why.
like I said to the other guy show me the official set of rules written by behaviour about an official DBD tournament.
First show me proof they are even making such a tournament. We're discussing complete hypotheticals here, why are yours the only ones allowed to exist?
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@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2075019#Comment_2075019
You are talking semantics
regular comp played on a patch that changed role que from anything to a 2-2-2 system
yet OWL didn't play on that system for a whole series therefore the rules of the game were changed.
which comes back to my point which you clearly evaded
Noone knows the rules of a DBD tournament because there hasnt been an official tournament.
Is this concept so hard to grasp?
They kept it the same as the rules had been while they were practicing.
They didn't make special rules for the tournament, they just kept the old set. Every single time a multiplayer game has had a tournament it has done something similar. If DbD did the same thing as literally every other multiplayer game did when creating a tournament, they would be keeping the rules as they are, not making new ones. Given a complete lack of any evidence that they wouldn't follow the lead of every game before them, it is reasonable to believe they wouldn't create special tournament only rules, and at most would use the set that exists at the time the tournament is first designed.
Why is that so hard to understand?
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@Breque said:
https://forum.deadbydaylight.com/en/discussion/comment/2074939#Comment_2074939
Nice i did an interpretetion error, so are you just gonna ignore my point and talk about an error that i made, like an classic 12Y twitter user
Or are actully tell me why am i wrong?
Ok, factual errors aside, Let's go point by point.
"DS remove now a lot of options that you could do while in chase, you cannot heal yourself with an speed medkit"
How bad is the killer at chasing that you can get a full self heal off while supposedly being tunneled? If you can stand still that long and not get hit, you aren't really being tunneled, or even seriously chased. After the heal you are back to full health and don't need the protection. If you are starting a heal and get interrupted by the killer, then you obviously didn't make the smart play, and instead of worrying about ds, should spend more time paying attention to your surroundings.
" either get your friend up when he is 99% on the ground"
Yeah, as someone who had a teammate be "helpful" like this, I'm happy for the change. If someone is being chased by the killer while I'm Slugged the last thing I want them to do is pick me up and offer me as a sacrifice to them. That's just not a team player move. Ditto for unhooking while being chased (without BT), there's a reason it's called an unsafe unhook.
"if your teammate decide to heal you for 0.01 seconds you loose the ds and you cant do anything about it"
Factually wrong, moving on.
"If the killer hook you and kick your generator, and them you get unhooked and the killer are already on your ass, you cant even gen tap cuz, hey u are gonna loose your ds"
Why in this scenario is the teammate who unhooked you (again, unsafe unhook) not tapping the gen first? Given how absurdly slow the gen regression speed is, you could get unhooked, get caught, hit ds and tap the gen during the stun and It would make at most a difference of 5% of gen progression. Weigh your options and play accordingly.
"the play that most [BAD WORD] the killer for tunneling was when 2 guys are hooked, you was one of the guys, and the killer goes for you, if your other teammate are gonna die, you should go to the save if you are probably going down, even if you dont have DS, assuming that this is your 2 hook, this can bassically save the match, this would turn an situation of 1 guy dead/almost dead, and 1 on the hook, to only you on the hook"
This has nothing to do with DS. It's hook trading. BT is the perk you need for that play to be effective. Also, how is the killer in this scenario tunneling if he's literally hooking the only 2 people left in the match?
Anything else?
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/2075022#Comment_2075022
It's good to see some people still have that blind faith in Behaviour, sort of reminds me of a religion. We'll have to agree to disagree.
It's not blind if it's based on my experience, but ok. Agree to disagree :) I hope your solo matches go better for you.
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/2075016#Comment_2075016
There's nothing to be substantiated for the validity of camping in any situation. It's still a personal choice.
You want to secure a kill? Fine, camp.
Does it ruin the experience still? Absolutely.
Your necessity to secure a kill shouldn't dictate the way you play the game, but if you are willing to play dirty just for a measly kill or two, go for it.
Ok. I'm curious. When you are playing killer, what is your end game strategy?
I'll lay out a very common scenario. All gens have been completed, you just won a chase with a survivor, so he's Slugged at your feet, you look and can see the at least one of the gates are at least 99d, if not open.
What do you do next?