Aven_Fallen
Aven_Fallen
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- Aven_Fallen
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Comments
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First of all the gamemode has to be good. That you are thinking that it will be good does not mean it will be good in the end.
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This is nothing new and the comparison video is quite…useless.
The thing is that Scratchmarks end up under the grass, so if there is grass, you will have a harder time seeing scratchmarks (as seen on the left). But this is not new at all, this has been the case for years.
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When I reported a Nurse a few days ago I got feedback that my ticket was handled. So they are doing something. (The Nurse in question decided to slug me and another Survivor to chase after the Bot which was still around and left us slugged even after the Bot was dead… And when I said that she should please not waste everyones time, she said I could end myself so I would not have to waste my time with anything anymore. Nice person).
However, I have also reported Cheaters, got the message that an action was taken and the cheater was still playing. And it was a quite obvious Cheater, I have them recorded and reported properly.
So a message that an action was taken only means that someone looked at your ticket.
When it comes to Bans for those kind of things (in endgame Chat), I dont think you get permanently banned for it. But I could be wrong, but it would expalin why you see those people still playing. And I guess the frequency of how often it happens is also important.
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Most killer-sided Map in the game. I am surprised to not see more Killers using Offerings to Haddonfield, if I want an Outdoor-Map stacked in my favor as Killer, I would go to Haddonfield all the time.
IMO they just did too much. You can do several things to make a Map weaker for Survivors:
- Reducing the Size
- Reducing the strength of Windows
- Make Pallets more unsafe
- Reduce number of Pallets
But they did everything for Haddonfield. You cannot use any of the Windows in the Houses, especially the Upstairs-Windows are useless without Balanced Landing, since the Killer is on you before you can move after the Stagger.
But I think even worse are the Pallets at the edges of the Map. They are just outright bad and unplayable. I dont mind unsafe Pallets, but those are too unsafe. And the size is also too small, especially the side with the Myers-house is a Joke.
I dont think the map was that bad before the latest Rework. It had bad things for both sides, but working on the houses while making that Highway of a street a bit better for Survivors would have probably solved a lot more than just flipping the Map from Survivor-sided to (extremely) killer-sided.
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758614#Comment_3758614
The exhaustion part is nearly immaterial. All this means is that you can't pair it with Sprint Burst or Lithe. It's fine with Dead Hard or other exhaustion perks with conditional user-controlled activation, or just not running an exhaustion perk at all, which is more viable than it used to be.
It's a bad perk for accessibility reasons and I don't get what the point of nerfing it in the first place was if we're just gonna jump right back to the meta of two years ago.
It was nerfed back then to shake up the Meta. Look at the Nerfs from 6.1.0, so many of them are at least partially reverted. And some were just too strange and Iron Will was one of them IMO.
And well, even if you pair it with a different Perk than SB or Lithe, you would still have a Perk which does not have value at some point. And while not all Perks will grant value 100% of the time, it directly contradicts with it. It will probably be used by people who dont use any Exhaustion-Perks, but those are really a minority.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758603#Comment_3758603
That's a shame. Could it be considered to apply to addons, as these kinds of addons are pretty ineffective as it stands?
But why not rather wish for those Add Ons to be turned into something more useful? They are bad, even with Iron Will back at 100%, simply because they are very niche und you will always get value out of other Add Ons.
If they would change all the Add Ons which increase grunts of Pain to counter Iron Will (which includes a Nurse Add On, sadly…), they would still be bad and only have a niche use. They should rather get new effects.
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758596#Comment_3758596
While this is a valid point I think with the amount of perks and addons that exists its impossible for them to not interact at some point. Like addons that highlight blood technically counter iron will too, but its not that the addon is made for that.
My point is we just have so many perks and addons that its impossible to not have them interact.
Sure, it is impossible. Completely agree. But if it is obvious that this would happen, it should not happen. I just think that Add Ons are less of an investment than Perks, so equipping Add Ons to counter Perks is a bad thing IMO. I also said this about Exhaustion Add Ons long ago, especially when they were more accessible (e.g. the old brown Add On of Huntress).
(I mean, imagine the Devs would bring back old, old Ruin (red Skill Checks) and keep the Instruction-Add On (no Skill Checks) in the game… Would be equally as bad)
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@Laluzi said:
Unhappy that Iron Will is coming back in its old state (time to put away Vecna and take out ol' reliable, Plague.) Very happy about the Singularity changes both current and planned and that they took off all those Owned stickers on the UI.
It does not came back in its old state, the Exhaustion-part is still part of the Perk. It will be a niche Perk.
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IMO Add Ons should not counter Perks.
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@Nightram said:
Do you know how good bots have become in a chase? Since we got bots for the first time, and until today, they have become better and better.
But at least have the DC penalty reduced. Why do people need days penalties. Let it be 30 minutes max. 1 minute to 30 minutes. Not all DC'ers are bad. Some have accidents.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758490#Comment_3758490
If you have a Penalty of DAYS, then you dont DC only because of "accidents". Be realistic.
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@cclain said:
that the best way to being tunel
Just drop item at begining and see if he see your aura, if yes drop it in map corner"that the best way to being tunel"
Oh no, imagine a Killer suddenly starts tunneling. We cannot really put them into this pressure that they resort to such measurements. :(
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Yes, still needed.
Sorry, Bots just suck. It is not even just the case that I would rather play with/against humans instead of Bots, it is just the case that Bots are as bad as a DCed player. There is no difference between a 4v1 with a Bot and a 3v1 with a DC.
Therefore, less DC-encouragement is always good.
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I will use this Thread and not the second one you created…
Did you do any of the above I have written?
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@nihilst said:
still I paid for the ######### game I should be able to play it
Nope. Get a better internet connection or dont play multiplayer games. It is really THAT simple. That you paid for a game does not mean that you should be allowed to ruin the experience for 4 other players in your game because of your bad internet.
If you try again and again even if you know that this will be the result, you deserve the high penalty. In the end, the penalty should also give you the option to fix whatever is causing this (and not only punishing you), but you dont want or can fix this, therefore you should probably not play onlinegames.
For the other 4 players it does not matter if you DCed because you ragequit or because your internet is bad. And that you play Killer and it is an auto-win for the Survivors is also not really an argument, since players queue up to play the game and they still lose out on BPs or waste Add-Ons and Offeirngs when you DC.
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Of course Unknown is a strong Killer. And it is quite obvious, IMO. The teleport alone is enough to put him in the top third or so of the Roster.
IMO Unknown is high A-Tier, I never had a really bad game with them.
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You did not attach any picture.
Did you already try to verify the files (when you are on Steam)? Drivers updated?
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@MrPenguin said:
Killers have to deal with bad totem spots. I don't see why survivors shouldn't.
Especially when they already have the advantage of choosing which totem to use, unlimited reboons, and the totem itself just getting snuffed instead of destroyed.
I also don't want my bloodwebs to get more diluted than they already are. We have enough bloodweb clutter on the survivor side imo.
Ideally the spots themselves get improved at some point.
"I also don't want my bloodwebs to get more diluted than they already are. We have enough bloodweb clutter on the survivor side imo."
Sadly in their AMA the Devs said that they plan new Survivor-Items. I am also for a reduction of Bloodweb-Items for Survivors, since many are just useless or outdated (e.g. green Maps and their Add Ons are not needed anymore, you dont need 4 different Medkits which only differ slightly, etc.).
@Topic:
I dont really think that this would help at all. The thing is, the same problems exist with Boons as before - they are bad and not worth bringing and they can be easily snuffed. That you can basically decide where to put it might be an advantage, but you would probably be limited to the regular Totem Spots anyway.
And I just dont think that something like that would Boons more viable, because picking a good Spot has not the same impact as it would have for a Hex, since a Boon is easily found.
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The Japan-thingy is not really a valid argument if Rifts appear every 3 months.
No change needed IMO.
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@Turkopolo said:
They are good counter measures. Better than nothing I suppose.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757375#Comment_3757375
ig u want killers to run 0 perks so u can get ez escapes? Excuses get u nowhere in life my bro
I provided counter arguments. Nothing more. Putting in a strawman is dumb.
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Counter A - what if it is not my item? I get an indicator that the Killer has Weave Attunement, but I still need to find it. Should I perform some form of triangulation to find it?
Counter B - so I should equip a bad Perk? Just for that? I know that Killer players dont like this argument, but it is fine for Survivors?
Counter C - Again - bad Perks? Aside from Distortion. But to be honest, Weave Attunement eats through Distortion like it is nothing.
Counter D - What if others bring Items?
Counter E - Yeah, this might be an argument. But again, quite niche and again, a Perk which is not really good on its own and you will get little use out of it if the Killer has not Weave Attunement.
And meanwhile the Killer gets value even if Survivors perform Counterplay by bringing the Items to the edge of the Map. Aura Read when getting and leaving the Item, Oblivious for picking it up. On top of that it is also Slowdown.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757296#Comment_3757296
Cause now unhook your teammate is very easy and killer cant do anything to secure person on hook (at max can do a hook trade)
A Hook trade means there is another person on the Hook. The Killer WILL end up with a Survivor hooked afterwards. Just not with two Survivors, which is totally fine.
Hook grabs were stupid and getting grabbed just because of Ping was always awful.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756901#Comment_3756901
Yes a hook trade thats a literally free (guranteed unhook). Before if you failed both of you get hooked, but now it a guranteed free escape for hooked one.
How is a hook trade free when it results in another Survivor on the Hook?
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757176#Comment_3757176
Stop being dramatic. My goodness. Gen speeds are broken, play some killer for a change.
Play good for a change, then you see that Gen Speeds are not that bad.
@DrBrain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757183#Comment_3757183
Current gen times are 90 seconds. Thats be fine in itself if this game was not a MMR matchmaking system and had a server list with open lobbies to hop in and out of to do pub matches. Im sure you are aware of this factor but once you reach top rank on Killer your experience in the high mmr meta is the gen rush 4 man comps. Now I am not against this or complaining specifically about this but lets do math. If say we look at the gen times chart for the amount of survivors on a gen without any perks or toolboxes we can see that just one extra person takes it from 90 seconds to 52.94 with a -15% efficiency penalty. However. Lets add in toolboxes and gen perks that remoce the penalty entirely. Just 1 survivor with gen perks and a toolbox and another without reduces the time to nearly 29 seconds. Put 3 survivors on it with at least 1 toolbox and 1 player with full party gen perks and you are looking at an easy 20 second gen. We are talking a drastic reduction in time. Your average Killer run times against competent players at high MMR is looking around 45 to 60 seconds if you do not get a lucky spotting and/or the comp team makes a mistake early on(which can 100% be corrected mid to late game).
if you run 1 player and down his within 60-80 seconds no matter how much pressure you apply. Without corrupt intervention on and without other gen slowdown perks for kicking or blocking you easily are looking at 2 gens minimum done within that timeframe(without deadlock which is slowly working its way to possible base kit status if we do not get corrupt intervention).
at this current time the only solution for high end MMR is to tunnel hard the first man out within 100 seconds minimum or face a 4 gen done deal unless you run a 4 perk gen block/slowdown build. Slugging comes second to this massive glaring problem. I havent even touched upon the 3 gen base kit kick blocks now that stop you from defending 3 gens permanently…
therefore, make Corrupt Intervention base kit just like Borrowed Time is now and the blocking of 3 gen meta us now. There is zero excuse not to do this and would completely make killers not hyper focused on tunneling out the first man they see as often as it is now. Killers are in a state of 1 strategy mode, tunneling. With slugging being the meme strat. This needs to change. It starts with gen speed and works it way down.https://us.v-cdn.net/6030815/uploads/7TQJR5N7PKDA/img-5833.jpeg
Your only argument is "I want it basekit, because I want it basekit". And thats it. Adding one of the most powerful Slowdown-Perks to the Basekit, just that it frees up space for another Slowdown-Perk is really not the way to go. That your second best idea is to make Deadlock Basekit is also strange…
Your "argument" that it makes Killers less dependant on Tunneling is also bad, because even if this would be the case, this does not mean that Killers would tunnel less. We had one of the strongest Slowdown-Metas of all time with the Eruption-Meta and still Killers tunneled, even if you basically had to try to lose the game with Eruption/CoB/Overcharge at this time.
And last but not least, comparing it with the Basekit-Endurance is also not really the right thing. It was just a really bad concept that you had to rely on another person bringing a Perk that you get unhooked safely.
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You cannot really compare Trickster with Sadako. When Trickster reached all his stacks he removes a Health State, when Sadako gets all the stacks, the Survivor is dead.
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Yes, you playing badly will convince BHVR to retire 110% Killers.
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It is actually on their radar, according to the latest AMA:
But who knows how long it will take them to actually make a change, given that this is happening for years now that Survivors get a auto-failed Skill Check when leaving a Gen.
The worst thing that happened once was that another Survivor and myself got an auto-failed Skill Check when a Wraith was approaching. 20% Progress lost, completely for free.
And I dont really understand why it takes them so long, because Overcharge is in the game and allows Survivors to hit Skill Checks while running away, same should be done with regular Skill Checks. There is 0 reason why it should be auto-failed.
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Since we have characters like Nicolas Cage and Lara Croft in the game now, basically everyone can be in the game. At least as a Survivor, I think Killers are a bit harder.
So we might get characters from Uncharted, Lionel Messi, Winnie Pooh (with Xi Jinping legendary), your neighbour and Eddie the Eagle in the game.
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Why should a mode be permanent before it is even tested? I still doubt that it will be popular for a long time. I think the only people playing it will most likely be 4man SWFs or even bigger SWFs on the Survivor Side. And I also dont think that Solo-Killers will really play it. I at least won play with 7 Solo-Survivors when I already pull my hair out with up to 3 Solos.
And while I will certainly test the mode as Killer, but we have yet to see how popular it is. I think it is a waste of time to implement it, so I cannot see them making the mode permanent. And if they do, I think it will be dead and nearly nobody plays it.
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According to Nightlight the pickrate is 1,85%. I highly doubt that you see it that often. Maybe you realize it when someone has it, but I have yet to see someone using MFT.
And there is a good reason why nobody uses this Perk - it sucks. Simple as that. Of course there are some people here who want to claim that it is a strong Perk, because that what they do with every weak Survivor Perk. But the reality is that the Perk is outright bad and not worth taking.
And with a below 2% pickrate, this should be a good indicator that it is not really a strong Perk.
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Why should killing Bots not count as Kills? Bots exist so that the game can go on, so if you kill a Bot, it counts the same for your MMR as if you would kill a player.
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Saying that Communication is the main strength of SWF just shows that you have really no idea what you are talking about. The main strength is to reduce the RNG of your teammates.
So if 4 "Losers" queue up, aka bad players, they will not suddenly be good because they can talk to each other. If you are losing to them, you would have lost to them as well if they were Solo, very sure about that.
It is not that Communication has no impact at all, but I guarantee you that the same 4 strong players will win a game while Solo and while in SWF, while the same 4 weak players will lose, regardless if they communicate or not.
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Male: Alan Wake. I just hate his "voicelines" and the stupid screaming.
Female: Jane. Hated her since day 1, she looks dumb, she sounds dumb and I highly dislike her.
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I was not really a fan of remote Hooks overall. But I think they could return, with some adjustments. I would simply make it that you can only be teleported to a Hook on your level.
Especially Basement is rough, when the Killer does not have to spend the time to get there, but still gets the advantage of hooking someone in Basement.
(Obviously they should stay event-only…)
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Yeah, it warrants some Nerf. I see it more and more ingame, which speaks against it being a bad Perk.
And I also think that the counterplay is pretty lacking. I can pick up my own Item, this is true. But even if I pick up my own Item:
- The Killer gets Aura Read to me when I pick it up.
- I become Oblivious
- The Killer gets Aura Read again when I drop it in some corner of the map
- And while I am doing all of this, I am not on a Gen, meaning it also acts as a tool for Slowdown
This already sounds good and it IS good.
It becomes even worse when it is not my item which was dropped (which is usually the case, since I normally dont use Items). Because then, I dont know where the Item is, even if I get an indicator that Weave Attunement is in play. So should I perform some kind of triangulation to measure out where the Item might be?
It is especially miserable against Hag, because she can just trap the Item, which removes the Counterplay because she either returns once seeing the aura of a Survivor crouching there (or teleports with Mint Rag) or the Trap will be triggered.
IMO there are two ways to nerf the Perk:
- Make the Aura of the Item visible on the ground
- Additionally, maybe only let the Aura read be present when the Survivor is running and walking, meaning crouching counters it. This would be counterplay, which wastes more time.
Or
- Only let the Aura Read be active when the Item has charges. This means that the Killer will get value out of it with Franklins, but will not see the Aura for an unlimited amount of time (of course Weave Attunement would need to have an additional effect when the Item is dropped, maybe add 5 seconds of flat Aura Read to it or something like that)
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754527#Comment_3754527
Have they put on the news tab about it so that people who have these issues can see that there's a risk before picking him up? Because as far as I heard there wasn't. Which is what caused problems for people in the first place. And all it takes is it affecting someone who's that sensitive to it to get hit by it for their life to change for the worst.
Dont worry, I understand the issue.
But if they cannot reproduce it, killswitching would mean that they have no way to know what is causing this.
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They cannot reproduce it on their end. Killswitching Trickster would mean that nobody can actually get this Bug anymore and therefore there is no way of knowing what causes it.
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Considering that they want to do the same to Garden of Joy they did to Haddonfield… I called my mom to pick me up because I am scared.
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Why do you open basically three threads about the same thing?
@joel84 said:
Why did they remove the effects of Naughty Bear smile Doc's hallucination and spirits jumpscare ?
https://www.youtube.com/watch?v=00hsDWbi5EA
0:07 - 0:11 Spirit
https://www.youtube.com/watch?v=s7RyKGEzmpE
2:25 - 2:35 Doctor
https://us.v-cdn.net/6030815/uploads/54OGT1IJ6G87/gl8gxrmxeaat6ck.jpg
Where is Naughty Bear's smile? A bug perhaps ? It's part of the outfit and the Mori animation…..
I know the stuff for Spirit and for the Doc is a bit older, but I would be interested. After all, those effects were really cool and you can't please everyone. These are the things that make DBD feel even cooler
@joel84 said:
hi,
as you can see here:
I understand epilepsy is a big issue but why ruin the fun of everyone?
They have also managed to deal with color blindness. Many players would love to have all the old effects with a setting for epileptics. That would be just great.
What do you think?
That some people miss those effects does not mean that they are essential for the game. Aside from you I basically see nobody asking for them to return those effects. Especially because there are still concerns regarding photosensitivity.
Yes, you might be able to disable it. Does not mean that everyone would do that, e.g. you can watch a Stream of a Streamer who has not disabled it and then the doctor hallucination pops up. And then?
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Tombstones are a given. Heavily outdated and the ability to instantly kill a Survivor should not be a thing anymore.
He should be able to leave Tier 1 with a button press once a certain condition is met (e.g. being in chase with one Survivor). Once one chase was started, he should be able to Level up to Tier 2, if the player wants that.
A lot of his Add Ons need some changes.
And well, I hope he will be made more fair to go against. One of my biggest gripes with him is that you can get downed without feeding him a single bit of stalk, just because someone else decided to sit in the open with 0 awareness (even worse with the Tombstones, where you just get killed without doing anything wrong). Ghostface is more fair in that regard, if I get exposed by a Ghostface, this was on me and not another teammate being careless.
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No. But you should not act as if this is the norm. There is more than enough valid tunneling, because tunneling is the easiest and most efficient way to win for the Killer.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753309#Comment_3753309
And thats why i said Tombstone piece should be only 1 use cause it fells cheap. And also talking about buffing Judith version cause how unrewarding it feels some time. Thats why i think locker kills would be a good idea.
Would not have changed the situation I described in the slightest, since I would have still been dead without feeding him any stalk at all, since he did not kill the Survivor he stalked.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753119#Comment_3753119
The remote hook does not work against pallet or flashlight saves, it's to slow and/or bugged. I had that two times, one time as killer, one as survivor:
If the killer tries to remote hook at the same time they get stunned (by pallet or flashlight at least, but likely with da as well), the picked up survivor will glitch into picked up state, float besides the killer, and can no longer be dropped by the killer. Instead of the picked up surv, another surv will be teleported onto a hook (even when healthy). The killer can continue to play normally with the survivor floating beaides them (powers and lunges work normally). But the game will not end until either the killer dcs. I don't know if dcing as surv even works, bc they would be replaced with a bot stuck in mid air.
Happened to me as well, I was the Survivor stuck on the shoulder, the one who wanted to save me with a Flashlight was sacrificed instead.
I DCed after EGC was over since the game did not end and the Killer was still stuck in it for a few minutes before the server closed the game. I think this would have happened if I would not have DCed as well.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753299#Comment_3753299
It creates fun and unique game changing mechanic so insta kill addons should stay. My solution to make Judith more rewarding and Piece less cheap to use. Plus it has counterplay just dont feed Myers that much stalk point. So if survivor get tombstoned its only his/her fault for feeding Myers. Plus let killing survivors in the locker is good change for Judith Tombstone cause how long you need to stalke survivors, escaping death should not be that easy (by hiding in locker). So if Myers bring Tier 3 with Judith Tombstone it should feel like a great reward when survivors cant escape death.
"fun and unique"… Not really. Unique, yes, but it is not used because it is fun, but because it is strong. There is just too much of a power difference between Myers with and Myers without Tombstone. And this is not ok and needs to be fixed. He should not auto-win the game with Tombstone (Piece), but he should also not be one of the weakest Killers in the game.
And well… "just dont feed Myers that much stalk"… I have been killed by Tombstone Piece without seeing him before. Someone else fed him stalk, got downed and I was found next and killed. I have had contact with him for like 10 seconds and died, without ever being stalked by him.
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The Tombstone Piece is probably the worst Rework-idea I have seen so far. It does not solve the core problem at all, which is removing one Survivor early for a 3v1, which is then not winnable by the Survivors unless they are way better than the Killer (it makes it even worse because Myers would not need to care which Survivor he kills, because he cannot stalk them anymore anyway). And it would make the game boring for Myers at this point, because while the Killer will most likely win, being stuck as an M1-Killer without power is boring.
And buffing the Tombstone is also not really the way to go, especially if you remove counterplay.
In general, the concept of killing a Survivor as Myers is heavily outdated and should just be removed. There is not really any redeeming factor while this should be in the game, it is from a time where a lot of broken stuff was in the game and almost all of it got removed. The Tombstone-Add Ons should have been removed/reworked years ago as well.
They also dont require that much stalk, at least compared to the benefit they give.
Obviously, Myers also needs buffs, since he himself is heavily outdated as well. But alongside Buffs to him the Tombstones need to be reworked.
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@Smoe said:
Complete and utterly disagree.
Voicelines adds depth to characters, makes Survivors feel more distinct from each other and quite frankly, should be given to way more of them.
Also Alan Wake absolutely needed voicelines as it gives him his flavor and personality from his own games and imo, is the best part about his Survivor in DBD.
Alan Wake is just screaming. I dont see any redeemable things in his voicelines, they dont really fit the game character and are just someone being loud. They are in fact a reason why I wont play him ever again.
@Topic:
It depends. I think some voicelines are fitting, others not too much. I think Chucky and Wesker are fitting with their trashtalking. Alan Wake, as above, not so much. Same goes for Nicolas Cage, he talks far too much.
Unknowns voicelines are also really good, phenomenal work from the voice actress. Also I like the detail that the voice is clear when the Survivor is weakened.
That now every character gets voicelines (including original characters) is still not good IMO. Especially because most of them are pretty forgettable and if you implement forgettable voicelines, you might not implement any at all.
What 100% has to be implemented is a toggle for voicelines. If they decide to bring those in a game which purposely did not have voice lines for characters, they need to have an option to disable them.
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@katoptris said:
There isn't an add on that does it. The only one that shorten the shock delayed is the discipline add ons. If you wait until he shock then you can still perform the unhooked.
Doc is able to completely deny the Unhook if the Shots are timed correctly.
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That people claim that they did nothing does not mean that they really did nothing.
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I could write an essay.
- MMR. Simple as that. Rank-based Matchmaking was fine with a meaningful Rank Reset (back in the day it was 10 Ranks or so, from Rank 1 to Rank 10 or 11). You had great games for the first three weeks after Rank Reset and only the last week was wonky. They first made the Rank Reset smaller, which meant that bad players were back in Red Ranks faster and then introduced MMR. And the way it is implemented is just dumb. It was clear that there is no way to do an accurate system, simply because there are too many factors. But basing it solely on Kills and Escapes is the worst. I can run the Killer around for 5 Gens and die to NOED and will be the worst player on our team. Or I can get 9 Hooks and a 1K and am worse than a Killer who camped their first Hook until death and got a second hook and Kill via NOED.
- Addition of other versions for MacmIllan. The maps were perfect, the best Realm. And all the second variations suck for one reason or another.
- Coldwind in Daylight. Maps were too bright anyway, I was joking years ago that it is not really "Dead by Daylight" with that brightness and then they introduced daytime maps. Coldwind really is the ugliest realm by far including the non-reworked Swamp.
- Haddonfield-Rework. The map was not that bad before the latest Rework. Then they went to town on it and did everything at once. Now Haddonfield is probably the most killersided Map.
- Nerfing already niche Perks - mainly things like Botany Knowledge, Calm Spirit and Pharmacy. Those Perks were totally fine before and they decided to "buff" them, but added a Nerf to all of them. I think the worst one is Pharmacy that it is only active when injured, meaning at the time you would actually need a Medkit there might be no chest anymore.
- 1 or 2 of the three Nerfs to Adrenaline. IMO Adrenaline would have been fine with just removing the abiliy to wake up against Freddy. But adding that it does not work when being unhooked or the reduction of the Speedboost is just too much. If they really wanted one of those would have been fine, but not both. In the end, Adrenaline is a Perk which might not even activate and only activates onces in Endgame. It should be stronger.
- Adding Voicelines to basically every character now. Some are just outright annoying (e.g. Alan Wake, who ist just screaming all the time). Would be better if they would actually have an option to mute those characters.
- Giving Nurse a Mangled Add On after removing her synergy with Sloppy Butcher. I dont know who was the mind behind this, but giving her basically the Perk she just lost as an Add On was just a really weird move.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751638#Comment_3751638
Absolutely. I miss the days of spreading pressure the most, honestly.
Back when 'kicking gens wasn't worth the time'.
I'm also generally in favor of a run buff, since that only functions if the killer can spread pressure, but I'm afraid that a lot of people have lost that concept over time.
But yeah the 4v1 and 1v1 aspects you mentioned, I completely agree.
I think Ruin should have not been nerfed in the first place in 6.1.0. The combo of Ruin/Undying/Tinkerer was completely unhealthy, but IMO the main culprit was Tinkerer and since this also got nerfed in 6.1.0, there was no reason to nerf Ruin as well.
(But it was mostly done to "shake up the meta"…)
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751625#Comment_3751625
You're using comp rules to justify playing public matches.
I started by talking about spreading pressure, which is not only a valid tactic, but it was also the meta for how the game was played before 6.1... with old dead hard, old iron will, old DS. So in the current climate, it's still 100% valid for gameplay, especially since I play to spread pressure and still win a large number of my games.
You seem to be of the opinion that swf is unbeatable, and that's simply not true. Even at the 'top level' a full 4 man swf is only escaping 48% of the time, and losing more than they win. In general, 4-man swf is only escaping 43% of the time.
I feel that the concept of map pressure is lost on Killers nowadays. Nowadays it is all about turning the game into a 3v1 as fast as possible. Back in the day Killers did not leave their chase to run after the person who got unhooked. And they actually tried to outplay at Tiles instead of bloodlusting them (even worse with the current event going on where a Killer chases you around a Pallet waiting to be able to remote-break it).
Killers seem to just want the 1v1-aspect of the game as much in their favor as possible to the point that it is impossible for the Survivor to win or even hold up in a 1v1. And the 1v1 of DBD is also important, even if the game is a 4v1, since making the 1v1 miserable will just also tip the balance of the 4v1.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751627#Comment_3751627
With that kind of "constructive discussion" you might not even bother saying anything to me, I will just continue to ignore you.
Thats fine. The thing is, your "reasoning" just does not apply to public games. 99% of SWFs Killers encounter are some casual groups who have nothing to do with comp.
In all my time playing DBD (which is almost 6 years and over almost 10k hours), I have encountered a Comp Team once in public games (and this was basically in the middle of the night, 3 AM or something like that). So it is hard to believe that players encounter them that often that comp is any relevant for them.
