BaroneMaximus
BaroneMaximus
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@Calchexxiss said:
Deathslinger is terrible, mate. He's really an awful Killer. I'm sorry man, but your main complaint seems to translate out to:
Deathslinger is really hard to play against when I'm playing with a team that doesn't do objectives.
If that's the case then... man I really don't know what to tell you. That's every single Killer in the game. If you're with a bad team, then you're probably not going to escape unless the Killer sucks too. You can't say a Killer needs to be nerfed hard just because you have a hard time with it.
I mean... you can I guess, but it's sort of irrelevant.
As Killers go, Deathslinger is garbage tier. He's a bad Huntress and here's some reasons.
Unlike the Huntress he:
- Has to reload after every shot.
- Can't down people from a range. (he has to reel them in and hit them)
- Reeling in Survivors wastes time. (and can be bodyblocked)
- His power is countered by pallets.
If you're having a hard time beating Deathslinger, I'll give you some advice. First off, drop pallets early. He can hit you over the pallet with his shot, but he can't down you, so worst case scenario he gives you Deep Wound. Just run and weave, don't hide. Deathslinger is still a 110% Killer, meaning you can get distance on him very easily, and a decent loop that breaks line of sight is his doom. Third: Do. Generators. Just push gens. Once again, he is a 110% Killer so he cannot pressure generators as easily.
None of this guarantees a win, obviously, but Deathslinger really is not that good.
No? I watch the killer objectively and when i play as and against i see where are the strenghts and the weaknesses and chase wise is too strong. Point-blank shots, range of the shot and lower terror radius. Nerf needed
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@Kebek said:
When you face DS you need to position yourself in a way so that you can't be easily shot and reeled in. He needs clear LOS without too much rubble around to land a long shot (15m+) so unless you're in the open and don't look around, he can't shoot you while on gen.
It's very important to not get hit by his M1 while he has a shot ready since then he can combo you for quick down. You should be doing your best to loop normally (with added mindgames for DS ofc) but the moment you're injured you need to pre-drop pallets and avoid getting close to him. He can easily punish survivors who get close so do your best to avoid that and once you get hit (after a shot ofc) run as far away as you can to waste his time on covering that distance.
If you have problem with his TR you should probably run anti-ambush perks like spine chill since that about only way to make it easier without learning proper positioning and reacting well.
DS is fine, if anything on him gets nerfed without some compensation he could become weak and that's the last thing we want killers to be.
I already do all this stuff
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@Peace said:
https://forum.deadbydaylight.com/en/discussion/comment/1378975#Comment_1378975
Do you even play both roles equally?
Of course you need skill as a survivor and especially in solo queue its more like a gambling game. You can have the godlike loopers that play perfectly or can get a killer that tunnels you away while dumb teammates farm you of the hook. The problem you have hasnt anything to do with the egc at all. It isnt there to compensate bad killer plays, its just their to let the game end when its already over.
I dont want to be too judging here, but it seems like you want an easy 1 or 2k just for getting gen rushed or to compensate your bad plays. I know how depressing it can be to be stomped by a full swf swat, but it just happens. On some maps, with certain killers against a good group of survivors, often enough 1 mistake on the killer side is enough to let you loose the game.
Yes, i play both sides equally. And i ONLY play solo Q, that is the ONLY challenging way to play survivor in this game. No, i don't want Ks in general, i want to have ALWAYS a CHANCE to win or at least to have a comeback, something that i CAN'T have if the EGC doesn't start on its own, since i have to patrol the hooked person at the end or they end up unhookin freely and escaping after 5 minutes gen rush. Why is so difficult to understand??? jeez.
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@Kind_Lemon said:
**** EGC. No.
And what about those survivors that are trying to doors stealthily little by little? Suggestions like these are what suck even potential stealth opportunities out of the game.
You can still do it while the clock goes down, i don't see the problem
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@LordRegal said:
Deathslinger is one of my preferred killers to go against when I'm surviving, and I say that as someone who's solo most of the time. Unless they're extremely good at him, it's not hard to fake out the shot and then run straight ahead and gain a ton of distance. 9/10 Slingers give up shooting me and just chase me normally with two M1s for the down (I suck at looping so this is indeed my weakness). I genuinely believe that his strength comes when you have people who don't know how to juke outside of straight looping, because they then become predictable and easy targets to shoot.
As for his TR, it's no different than Myers or Ghostface imo, because he cannot do anything to you without you being able to see him. After the first shot or first sighting of him, you know who you're against...if you can't keep your camera swiveling while you're on a gen, you're actively gimping yourself against him.
I really believe that myers needs a huge rework honestly. It's the killer i hate the most, both as and against him. Ghostface is simply the perfect way to be the stealthy killer: 0 terror radius when needed but still counterable when seen, able to crouch and to insta down when stalks ppl, seriously the best. But they are different from dsling bc they are both M1 killers, even tho the insta down, the ranged attack is really something that makes him way too strong chase wise, plus the latency of the servers makes it almost impossible to dodge the shot sometimes, same as billies and onis who hits you 5 meters away from where you are :\
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@MusicNerd_TC said:
You're lucky you got deathslinger, he isn't as hard to counter in solo queue, as you can look around, and he can't shoot you in most loops. I say this as someone who exclusively plays solo queue. There is a worse threat in solo queue... the plague.
I don't see where's the problem with plague tbh. she is a m1 killer and to be as strong as the other killers, she needs to make everyone sick plus she is perk and addon dependent which makes her a very weak killer against good survs. Deathslinger ALWAYS has shots and doesn't need to take charges anywhere plus he can point-blank shot, while plague with corrupt has to charge, so dsling is still better then plague
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@m0rtalk0mbat said:
He has zero map pressure, lowering his movement speed would just make that worse. The guns not an insta-down so the fact the shot moves fast isn't really that big of a deal IMO. I'd say if anything he could use slight buffs, not really even sure why his movement is 110%, his guns not nearly as strong as huntress hatchets.
its not an insta down, but combined with the lower terro radius, in certain maps you are ALWAYS gonna end up with first hit with M1 then shot with M2. The map pressure is right, since how strong he is in chases (same as Clown) the difference is given by the speed but only bc clown is m1 killer and dsling is not.
Just curious, killer main or?
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1378752#Comment_1378752
So people who put some serious time in to unlock event cosmetics, prestige, legacy (if they'd earned it back in the day), and even purchased outfits couldn't use them if someone else in the lobby already was wearing it? Imagine spending all that money to get the Lisa Garland set just to never be allowed to wear it because lots of other people do. Even if you only do this at a cosmetic level, many of the licensed survivors still have very few cosmetics to choose between (Bill, Laurie, Nancy, etc), so this would be likely to lock players out of those characters regardless.
It's also completely infeasible for them to even design a mechanic to track this stuff unless all outfits became linked outfits (even then I'm skeptical that they could). If they can't reward/return cosmetics on an individual basis, then they cannot track what players are wearing on an individual basis either.
And they won't, because this is not an issue for most people. The only time it is really annoying is when the survivors are abusing the power of 4x Blendette (which is instead an issue with Claudette's wide array of dark/earth colored clothing). But killer can always dodge those lobbies, bring a mori, or use a map offering to force a map where Blendette's power is limited.
Again, you act like there would be just one or two people playing this game when actually is full of them. I'll make this thing clear again, You make a Q where you join with a character and in that lobby you take that character spot and no other characters like you join, so everything about that character is yours only. I don't see where is the problem :\
Also, the "Let's pick all the same character" is one of the most common premade thing and this is made obviously to confuse the killer in terms of who to chase/hit and who to hook. Since every other game has this kind of Q and nobody has ever had problems with it expect kiddos who only play one char in their life and they cry when they can't play that only char (like yasuo/zed or genji/hanzo players for example), i don't see why a game like this, where singularity should be a thing, this doesn't happen.
so if we are talking about "doable" this is 100% doable and 100% acceptable. if we are talking about people upset or not about this thing, this should not be a concern of a certain dev who is actually trying to make a game balanced since personal feelings/ideas should not be put in the table when in terms of health state of the game.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1379155#Comment_1379155
I don't know how talking about hair color could be racist. But it would probly be less work to change than all her dark outfits. A lot of her hair is reused between head cosmetics so when you do one, you've pretty much done the work for a number of others.
I said could
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@BaldursGate2 said:
I played the game like you, but now i use geforce experience and the gaming filter with high settings, so it's not dark any more, it's more like daylight. No hiding from me.
Don't stretch the resolution for advantages mate... it's stupid xD
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@Dehitay said:
I'd really like to see them redesign all her head cosmetics to have light color hair or high vis highlights.
No need to redisigne or recoulour her hair, i talked about dress, because talking about hair or face or head could be racist :) She is claudette and she is fine this way, but dresses are not
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@HexNooneEscapesDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1348508#Comment_1348508
Well, there ARE perks to slow down exit opening times like Remember me. I'm not really sure if the time doubles when you hook someone, but if it did, it makes sense, perks like Noed and Blood Warden would be op if the time didn't double or add.
if the exits are powered and you have an survivor on the hook, there's no point in opening the exit gates, it's best to just stay around that area and see if you can catch survivors going back to save their friends.
tbh the game seems fairly balanced to me. the endgame collapse can be pressure for the survivors AND the killer, it's just how you play it. but i do think that it would be nice if there was a perk that regressed the progress of the exit gates, although that seems pretty weak on its own.
And the perks that you mentioned are all too easy to handle:
Remember me ONLY adds 16 seconds to the door and its avoidable by opening the gate as obs that is not affected by it
Blood Warden is countered by non opening the exit gate, something abused by EVERYONE that make this perk pointless
Noed is something that you use when you have no idea how this game works and you rely on it and still can be countered by cleansing all totems prio plus you are stil counterable since it is just 4% more speed now so...
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@HexNooneEscapesDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1348508#Comment_1348508
Well, there ARE perks to slow down exit opening times like Remember me. I'm not really sure if the time doubles when you hook someone, but if it did, it makes sense, perks like Noed and Blood Warden would be op if the time didn't double or add.
if the exits are powered and you have an survivor on the hook, there's no point in opening the exit gates, it's best to just stay around that area and see if you can catch survivors going back to save their friends.
tbh the game seems fairly balanced to me. the endgame collapse can be pressure for the survivors AND the killer, it's just how you play it. but i do think that it would be nice if there was a perk that regressed the progress of the exit gates, although that seems pretty weak on its own.
@HexNooneEscapesDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1348508#Comment_1348508
Well, there ARE perks to slow down exit opening times like Remember me. I'm not really sure if the time doubles when you hook someone, but if it did, it makes sense, perks like Noed and Blood Warden would be op if the time didn't double or add.
if the exits are powered and you have an survivor on the hook, there's no point in opening the exit gates, it's best to just stay around that area and see if you can catch survivors going back to save their friends.
tbh the game seems fairly balanced to me. the endgame collapse can be pressure for the survivors AND the killer, it's just how you play it. but i do think that it would be nice if there was a perk that regressed the progress of the exit gates, although that seems pretty weak on its own.
I don't think that the game is balanced as it is at all... and this is just one of the lots of abused mechanics people plays. EGC should start with the last gen and doors should regress at base, this would make things balanced for both. Rest is just survivor sided
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@Onyx_Blue said:
@BaroneMaximus like Rank matters XD but i'll humour you anyway. I'm rank 1 and have been that way since August 2017, the reset after console debut.
The strategy comes into play by knowing who to slug and who to hook. If you bait it well enough, you can pull somene back in who still has struggle on the hook, this then pressures people to heal up and save them. If you catch them out, you get more kills. It can be a risk-reward game at the end for killer. Not just face camp and try to grab etc.
The EGC forces survivors to rush in early, or it can backfire and make them panic amd leave earlier too. The best a killer can hope for at end-game, is a closed Exit and multiple injured scrambling for it. You're guaranteed to get a bunch of points you failed to get earlier during gameplay. Your idea will make them do the latter of the two plays way more frequently. Overly altruistic teams will always lose the game vs a killer that can take advantage of their selflessness/greed.
The perks they use can alter it a little, but at high level you can play around those perks, like anything else.
"play around those perks" like walking side by side with the borrowed survivor who will directly go on the door you suggest to open? No offense,i get your point, but it's not so green as you believe it is for everyone and this is a serious problem
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@Aneurysm said:
Blendettes are annoying but can be dealt with.
-aura reading perks and addons (especially nurse's calling)
-doc
-mori
"blendette can be dealt with" with the stuff that you just mentioned :\ i mean...
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@Peace said:
https://forum.deadbydaylight.com/en/discussion/160620/it-should-not-be-possible-to-99-doors
EGC is good as it is. When the surv already did 5 gens and 99% a door you, as a killer, already lost the match. Of course you can 4k after it, but how hard do you want to make it for the survs?
I Imagine after those changes, it could be a killer holding the game hostage. I could run trapper with iridescent stone and remember me (at tier 3 with 4 hits the gate takes 36 seconds), place a trap under each switch and so what? The surv would have to disarm the trap, i would get a notification and be chasing him away, the trap reopens after 30 seconds and the timer of the gates resets (goes down whatever). Even if i wouldnt chase him away theres a good chance it reopens under him, trapping him, the timer goes back while he blocks the switch. It would be so annoying for a survivor and very exploitable on killer side, especially with noed.
How hard i wanna make it for survivors???? Dude the game for survivors is actually 0% skill cap and 100% M1nning gens :\
as killer you make just ONE single mistake and the game is over, without saying that sometimes you won't have a chance just in general.. Playing killer is so freaking skill cap even with the basic ones. as survivor you only have to care about not 3genning in certain maps and thats all, plus we are talking about 4 people cooperating vs ONE and i say ONE person. Something that people keeps forgettin is that you are ALONE against 4 players playing against you, It all depends on YOU and YOU alone while survivors can count on others to do something that they should do or not do since the game doesn't even punish them for "not doing gen" while i get punished for gens that are not being defended and people healings??? are we joking??? you are less in numbers and they have an easier game then yours??? how is this even normal to some people???
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@IMhereRUN said:
A. As many people already mentioned, just open the gate yourself...now the survivors have to make haste.
B. Even if game is “hostage”, that’s more chases, more hits, more points for you...they’re giving you a free chance to still win, capitalize on it.
A if i open the gate i'm not defending the hook
B nobody ever talked about hostage, we are actually talking about abusing the time given from the last gen done to the door opened.
Nobody is giving me anything, since the usual scenario is them gen rushing and then borrow timing the last unhook so i don't see what are they giving me. It's just me trying not to depip because the game is actually unbalance survivor side
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@Onyx_Blue said:
@GeordieKiller because end game is a good time for a killer to get points and kills via hook trades, baiting people back into the map in via slugging and generally trying to get multiple kills. In those scenarios where the doors aren't open, you can actually catch survivors out by having them rushing to a door injured but still having to pause to open it. It can be the difference between a free escape and the whole hook trading, baiting them back in situation starting all over again. An open door does put more pressure on the killer, so a mechanic in play (regressing Opening progress) that encourages survivors to open it asap does have a negative impact on killers that know how to play the end-game scenario.
Can you plis tell me what rank are you? because you are talking about i kinda different game xD Seriously dude, in red rank you dont just trade hook people like you say, you have to be very bad to be caught and downed like that. In red rank people body blocks the unhooker and the actual unhooker has Borrowed so you really have no chance to get a trade hook at all. Plus they all run Decisive, unbreakable and dead hard or Adrenaline and this makes things impossible to make... The Egc would at least lower the time they have and allowing mistakes to be done for the rush of the moment, something that otherwise there wouldn't be, plus i quote the emblem system that punish you for the doors opened and even if it wouldn't be so, if you open a door you are not covering your obj, if you don't cover it they are free to grab him and with the door 99nd it's an easy escape so i don't see how this is even happening
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@Onyx_Blue said:
@BaroneMaximus Killers can open doors, plus, end-game is a nice part of the match for a killer to get some more points, and kills, if they struggled earlier in the match. It shouldn't be base-kit for that very reason. EGC makes survivors rush to the exits too early and harder to bait them back in for rescues. This is why 99ing doors most of the time benefits the killer. If they are encouraged to open them asap, the killer is pressured too much for making on the spot decisions as to go for hits and commiting to a possible down instead of potentially being strategic with it all.
What's so stratetig on waiting to trade hook or patrol a hooked person.... the 2 options i meantioned are meant to make the game fluid instead of stalling it into the last part of it. If you make the EGC start with the last gen, then they will be afraid of rushing the last gen ergo they will start doing more unhooks in a better way b4 doing last gen. And with the regress door mechanic instead you would make it pointless to grip the door b4 unhooking the others or at least not as valuable as it would be without it, and this would make the make longer and balanced for both parts.
the game as it is is too fast and you always end up having 3 people lasting at the end in the majority of cases plus SWF is making things worse by making it even faster then normal so a fix to this is necessary
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@animalmak said:
Yeah, I'm gonna disagree on this too. The fact there are rift challenges and daily challenges that are for specific survivors too would make this a nightmare in logistics. If everyone needs the "hide as Dwight" achievement, they shouldn't have to queue up twenty times just bc someone got to be Dwight first.
Also sometimes my friends and I just like to meme. It's just plain fun if we all get to be shirtless No Mither David or Scoops Ahoy Steve.
everyone has its own daily to go for, plus you are all speaking like there are 3 people playing this game while atm there are SO MANY playing and even more would join IF the healthy state of the game would be revisited instead of letting it be like this. For the rift challenges 2 things:
the first is that: since there's people who says "i wanna play my char and my char only" then they won't bother playing the rift challenge char since they only care about their own one
Secondly: i never and i say NEVER see any other char then the 4 starting char in a bunch. There is ALWAYS at least one claud, ALWAYS at least one nea, ALWAYS at least one meg and ALWAYS at least one Dwight (Obviously, not always all in the same game, but at least one of them in it) I see a few Kate, Feng and Jane main (in which i am too) but rarely i see Tap or Adam or anything else.
Variety should be at TOP instead of all a copypaste of the previous one, and this game suffers a lot for this
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@elvangulley said:
wow im pretty hard on survivors and even i wont support this. Let them play who they want to play.
sure, but differently one on another :) not all the same, not 2 the same, no equal items perks etc
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/572098#Comment_572098
Why? All of the survivors are effectively re-skins of the same "character". If you have one survivor that you like and have useful perks on, you should be free to play them.
For example, I have all the perks on David because he became my preferred survivor. My other survivors don't have many perks that I want to use. Your suggestion would mean that any other player using David before me would effectively handicap my match or force me to play a completely different build than what I wanted to use. This would just make more survivors dodge lobbies until they found one where they could play their character, effectively extending matchmaking times for everyone.
Not everyone likes or plays P3 Claudette anyway. A lot of players don't even run the prestige cosmetics because they earned or bought alternate options.
I can understand your frustration with sweaty Blendettes, but I do not think this system ever will (or should) be implemented.
I never said that you can't play your character, i only said that there should be a character Q or a unique pick lobby or even NO identical outfits. You are survivor and you don't know what it is to play against all full swf who abuse this stuff, and till there will be people like you who only think about "their own pleasure" then this game will keep having toxicity
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@Customapple0 said:
I thought Blendette was nerfed like a year ago?
it isn't at all...
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@Veen said:
Yeah but some killers really does need a pair of eyes, sometimes they miss my party white dress claudette, and you can't say I abuse her blend abilities.
Indeed, i never said that "claud" is a problem, i clearly talked about her prestige 3 aspect
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@ABannedCat said:
Eh, it used to be worse to be honest.
But with the sound issues being in one of the worst (if not the worst) right now, she got indirectly buffed alot, that's true.
WHY IS AUDIO BUG EVEN I THING I DONT KNOW!! :\
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@andyollolloll said:
Just watched a streamer who players as a Claudette tell his audience that the stealthy style to DBD isn't his style.
As a survivor might call this, Claudette is a Noobs character... and is boring ;D
Ye and this is the worst part... someone who is a content creator who shows these weaknesses... and then you create an army of that :\ this is why i feel it should be restyled at least...
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1351058#Comment_1351058
I don't think anyone on this post has agreed with your opinion so far, so it's not just me. Maybe you just need to improve on a couple things, maybe more and more players are using the "vault speed build", idk. Either way, I think you're a pretty rude dude so its not only pointless talking to you, but I don't wanna deal with that kind of attitude either. Peace
No need for people who agrees with me, i need people to share ideas with, you are free to go my lady ;)
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I still believe that this should be a thing
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The difference between me and you is that i'm actually trying to have things fair for both of us, when you instead you are asking to let things advantagious for survivors and this is unrespectful
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1351032#Comment_1351032
But isn't breaking the pallet making it unmingameable? :P
All jokes aside, our conversation isn't going anywhere/going in circles so i'll leave you be haha
You WASTE time by breaking pallets AND you lose ground in chase when you break pallets. you should not be forced to break pallets to make it unmindgameble, it should be AT BASE mindgameble.
we circle around cause you are survivor main and you don't wanna admit that you prefer the game easy as it is :) so yeah let me be, at least others with good ideas will come and answer
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@Onyx_Blue said:
Yes, survivors should be able to 99% an Exit Gate. But there should be a perk introduced that regresses it if left unopened.
4 perks against 16 perks is already difficult to match. you can't ask to have another necessary perk to regress doors mate, it should be at base. It's like asking for a perk that allows you to kick gens instead of being able to kick them at base
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@Chrisko said:
Killers should not be able to see the gate lights or how much progression the gate has. Only survivors should see this. This way killers would have to use other methods than just looking at the 2 doors from a hill or in the middle of the map. Why should killers be able to stand in 1 position or run a small loop just looking for one of the gate lights to go on. Seems like killer welfare from BHVR.
why should survivors see where the downed or hooked survivors are then? Shouldn't they just guess where you are AND try and look around?
I was just sarcastic, it's obvious why the killer should see the doors :\ same as the killer seeing where the hooks are or where the gens are, those are his objectives he has to defend
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@DrDeepwound said:
The problem with resetting progress on exit doors is that it could create a scenario where killer could interrupt everytime you go to open it and would create a no win scenario for survivors which I think they tend to avoid doin, hence the hatch.
If progress would reset when you let go of opening a gate it leads to other issues that would be more problematic for players.
What could be so problematic to a door that must be opened to actually activate the egc instead of 99??? there are 2 doors, you cant tell me that 2 survivors are not able to divide them self and go to the 2 opposite or even try to... The entire problem here is that THEY can decide WHEN to activate EGC, if you are forced to activate EGC for them you are actually leaving the hook and no more patrolling it ergo losing your only possibility to have an actual hook trade or even a chance to kill anyone, how hard is this to understand?
plus tell me why a survivor should not open a door and exit if the gens are done? apart the obvious reasons :\ I'll tell you, no reasons, you wanna save your friends? you MUST activate EGC or have an exit door whos regressing so there there would be gameplay from both sides, but till they will have the chance to 99 doors there will NOT be anything but camping the hook and hook trading till someone gives up or dies to last hook and THIS is not gameplay THIS is hostage for killer.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1350897#Comment_1350897
So, then whats the point in this post?
...Making unmindgameble loops pallet actually mindgameble, or at least having a chance to hit
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1350675#Comment_1350675
Sadly for you not getting caught is the best way to play around a mori if you want to get chase the loop well because the second you are down a second time the killer will kill you. If you refuse to adapt you play style against diferent kond of killer and strat they use its not the game that need fixing but your approach
sure mate, better be abusing mori and adapt to the fact that killer is gonna tunnel you and be toxic instead of fixing mories and arrange something for not make people get tunnel and camped. Same as let burn the forest and find another way to live instead of breathing oxygen...
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1350761#Comment_1350761
I was not referring to the 25% bonus, I was talking about the auras as well.
I know BBQ and POP are important, noone can deny that, but no, those are not the only way of playing killer efficiently, even at red ranks.
Yes, if you lose a stack you need to compensate for it, but again, you should not rely on them 100% to find survivors, otherwise it means you have COMPLETELY no idea where survivors could be, and that's a problem you should work on.
Guessing doesn't mean having an idea mate, i can guess that they are working on gens and i can guess that they are playing hide and seek, the only real certain is when i see them through BBQ or killer addons. I can keep guessing the entire game while they rush gens ^^
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1350736#Comment_1350736
Why aren't you breaking really strong pallets?
i do instantly break really strong pallets :D
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@some_guy1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1350736#Comment_1350736
break the pallet bloodlust gamer
i only bloodlust if the loop is short-long or short-short and the survivor is wounded, but if you start just breaking pallets and commit the chase you will lose in no time
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1350749#Comment_1350749
I don't think you quite realise that it doesn't matter who opens the door, if it's open they'll get out...
...what? HAHAHAHHA
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1350687#Comment_1350687
Meh, sorry, I don't agree with you.
If you rely so strongly on a perk that losing a stack of it destroys your game probably you have some work to do on how you play, since yes, you lose a stack, but survivors lose 25% of their team in a snap, that's huge blow for them (I'm talking about an early-game DC, since I think you were referring to that as well).
nobody cares about the stack of points you get from BBQ, you want to see where they are mate xD
the 25% of their team is taken away just when its up to soloq players, because in SWF nobody ever dcs unless they wanna exploit hatch mechanic or avoid bbq/pop procs. I don't rely on those persk, they ARE the only way to play this game xD go ask the best killer players if BBQ and POP are not that important in a gameplay of a killer... if you say differently, you clearly don't play killer at red rank mate...
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1350711#Comment_1350711
Yes.... So open the gate yourself....... Whats the issue here
... That people gets out of the door? i mean, you are meant to hold them in and kill them as killler... Dunno if you noticed xD
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@MiniPisa said:
Dude I think you need to chill out
Curious question, do you play survivor as well? If you do how often? All your posts seem to be very killer sided, and now you actually think pallets should get nerfed even though 70% of the time survivors get hit while vaulting them
i play both side, my posts "seem" to be killer sided because killer in this moment has WAY more problematics then survivors. If you get hit while vaulting it means you are having: bad reads/slow reactions/non-mindgamable pallet or a problem with connection to the server (Yours or killers one)
I'm talking about the rest of the pallets that are completely unmindgamable that should be made mindgamable by slowing the vault in some ways, like slowing the pallet vault in general or applaying the medium vault to pallets too
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@MusicNerd_TC said:
In my opinion, the gates should regress by 5% a second when a survivor stops opening the gates.
maybe not this drastic! XD but regression nontheless
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1349313#Comment_1349313
This is what I would like to see, because I think it forces a more dynamic choice on the survivors at the end of a trial. Though I do think that gate progress should not regress if a survivor is within 2m of the switchbox.
Say a survivor is caught and about to be hooked, but 2 of their teammates remain. Do they:
A: 3-Light (75%) the door and use both survivors to save? The door would only need 5 seconds to be fully opened from 75%, but that gives killer some opportunity to interfere.
B: Open the door and use both survivors to save? They are now vulnerable to Blood Warden plays, but can otherwise focus on pure rescue and escape.
C: 99% the door, but leave one survivor at the switch to prevent it from regressing? Allows the 99% strategy as we know it, but survivors have to coordinate and trade off some manpower for the rescue.
They don't need to be nasty about door regression, but I think adding in a little bit of it would spice up end-of-trial strategies.
i agree with everything, but i don't think that you could hold the 99% if near. maybe with a perk yes, but not as base gameplay, like with the quentin perk you could make the regress slower, instead of opening faster or both but opening should be nerfed
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@Dr_Trauts said:
i think the doors progression should decay progressively once the survivors stops opening it. The 3 lights can act as check-points as to when the decay will stop
but you could still 66% doors... it could be something, i'm not saying differently, but still exploitable....
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@Milo said:
endgame collpase has been created to avoid Hostage-games to be never ending,And that's what EGC does.
It prevents the game for lasting too long if nothing is happenning while also giving survivors a timer.
Something that does not happen IF survivors are able to 99 doors. i'm starting to think the doors should regress to 0 as totem does when you let go
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@GeordieKiller said:
for me personally i hate how 99ing counters blood wardern rather the condtions were changed to when last gen is done but you were able to hook a survivor then the exit is blocked for a minute when gates open makes it more interesting and adds a bit of a challenge for survivors when it comes to gate plays.
Exactly.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1348495#Comment_1348495
Then whats the issue? Just open the gate if they're holding the game hostage.
i never said anything about holding the game hostage. 99% the door means you are avoiding a mechanic that you should go through because you made 5 gens and you have to get out as soon as possible, but this does not happen because the game allows you to hold the door to 99 and the egc doesn't pop. It's an exploit to have advantages against the killer
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@projecteulogy said:
Im gonna assume youre new-ish.
This suggestion would screw over solos completely, who already have a much harder game than SWF and i'd like to add A LOT of us refuse to play in SWFs.
Rarely do doors spawn on opposite ends of the map. They typically spawn very close together, that even the slowest killer can patrol them easily. Also, the hatch has a very high chance to spawn by or between the exit gates. Making it SO much easier to 4k as a killer now.
Survivors literally, cannot hostage take the game anymore. All while the killer still can if they slug everyone and no one has unbreakable. I cannot tell you how many games ive been in that i had no choice but to let my bleedout timer kill me, or DC to move on to the next game.
mate, you don't get my point.. First of all i have 1.5k hours and even if they are not the 6-7-8k hours of everplayedthisgame players i'm a professional videogamer and i take every minute in the game as serious as possible to see what i can improve on my gamestyle and stuff like this, but when it's no more a problem i can fix in my gamestyle and the game is not fun nor balanced in that case (i mean literally not a problem i have, but it's a problem that everyone has because "the game is made like this" and still unfair), then there's something that MUST be fixed in that case to make the game more balanced
i know how harsh is to be solo q player, i refuse to SWF too because i think it is the most shamefull way to play this game when it's up to 4 rank 1 players who just wanna destroy killers and stuff like that, but in the case of solo q players the very general point that should be in every player should be "I HAVE TO SURVIVE" You are working to save YOUR life, rest is collateral, if you can't hold the door opened and the other survivors are gettin chased and are hooked, YOU JUST GET OUT.
Plus, i JUST said that doors must not be 99% so people is not having an advantage over the killer by avoiding egc. you can still open the door and play the game THROUGH the egc even as a soloq player, i always do that, that's all the point of my suggestion
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1348860#Comment_1348860
https://forum.deadbydaylight.com/en/discussion/73858/developer-update-june-july-2019
Here's a post about a year ago which mentioned the husk system the developers wanted to implement. IIRC they said on the forums it would auto-sacrifice when hooked.
https://www.youtube.com/watch?v=mquQq7wUWL4
Mobile actually has BOT killers and survivors take over seamlessly in the event of a disconnect.
I love you btw <3