BlueFang
BlueFang
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Execute Operation
EXTERMINATION
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1336456#Comment_1336456
Oni has amazing pressure - many of his players have also figured out how to counter his weaknesses and nearly ALWAYS run corrupt invention.
His power is also very dumb because he can essentially never run out if the Oni plays smart as all it takes is to smack a survivor and this essentially forces them to heal ASAP as a way to stop the Oni from farming on them - which derails the game for the survivors.
on top of this - the dumbest thing about his power is that he doesn’t suffer from collision when using it. Behaving as a better Billy lol
Really its pretty funny how stacked Oni is when you break it down. Michael Myers has a set amount of stalk across all 4 survivors and each addon that makes it last longer or applies a second effect forces him to absorb more of it. Effectively limiting his potential max power usage considerably. The Oni doesn't have even to wait for survivors to heal to get his power. Blood orbs are a passive, always spawning and he can even farm them to a degree. I'll never understand why Oni is allowed to be more then a jack of all trades and not suffer any unique downside or even a variation of Hilly-billy and Michael's downsides. I honestly wonder if they planned for Oni to have more downsides to his power but the reaction they got from the hilariously bad state of PTB Ghostface and the absolute lukewarmness of Demo they just decided to go crazy
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1352395#Comment_1352395
No land beyond/ Khvostov 7G-02
I'm not even that good in dbd but for real rank up should affect gameplay. Each lvl would increase skillcheck difficulty or generator time until its nearly impossible to survive. Thats my thinking is that we should be scored as a team and if even one of us gets away he's lost.
While I can see your view I have to completely disagree. If ranking up would affect survivors so dramatically then killers too would have to suffer some stuff too otherwise no one would play survivor. Generators are already the most boring part of playing survivor you make every match have a build in Hex: Lullaby affect with skilll checks you are going to absolutely burn out most survivors entirely. There would no longer be a challenge for killers if all we have to do is just walk around the map, the try-hardiest would end up running stuff like Unnerving presence and Lullaby just to make the match even more miserable.
Maybe you should try solo queuing for a day or two only just use whatever you use normally and see how difficult matches become without the coordination and communication of swfs. Because if you balance the game around the highest tiers of try-hardiness its just going to become miserable for everyone
The only true win/loss conditions in this game for me is if the killer kills everyone or all 4 survivors escape. Everything else is in the eye of the beholder 4ks and 4-escapes are meant to be special if you make them easy they lose all meaning
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Ah yes because every dissenting voice that doesn't comply with the main talking point is clearly "the other side"
If you've trained yourself to automatically believe that you really need to break that. If you need "proof" then take a look at my threads
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1362002#Comment_1362002
With what killer do you want make survivors fear us? With the trapper that now can reopen traps?
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@USELESS said:
I Even lost the count of how many times killers get nerfed, or his power AND perks got basically thrown of the 5th floor. Play as Killer in this game is the most Terrible and unfortunate thing i can think on this world (at least in a top 5). This game needs killers buff and lots of pallets being removed because its unplayable
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@nightingale said:
Exactly that. I said something like that in a previous post. People are just angry that can't use ds and bt. You know now the people that want to loop the killer and make him give up on them to feel pro
You've earned this one
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/161042/making-money-off-others-fame-why
Licensed killers draw in more customers because people are familiar with them. That's all the licensed killers are. A way to get more people to play this game before they realize how broken it is.
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The Good:
Removal of a feature that can be exploited in a toxic fashion
Less of a delay for killers trying to get survivors going for a unsafe hook rescue (for killers obviously)
Hooked survivors may have it a bit easier now in regards to being farmed by their team. The unhooker now has to be smarter to avoid feeding THEMSELVES to the killer and the not the other guy
The bad
It'll be harder for survivors to do a bold unhook against a camping killer
The Ugly
Now when I have a headache or agitated I'll have to endure Kate, Claudette, and FENG MING, etc's screams unless I remove my headphones each time
I rate this to be trail mix
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Also a reminder that a loop against freddy is how the game was meant to be played without the exploit that is looping pallets/cutting corners as a surv at max efficiency.
@Valor188917 You know if we go down this rabbit hole of "Well it wasn't intended" it'll lead us to the fact survivors should have double stamina perks, exhaustion that goes away while running, and a whole crazy load of pallets that should be reintroduced because "That was the way the game was meant to be played"
The game was originally designed to be a hide and sneak stealth game, it stopped being that years upon years ago. If we were to bring back that original focus and kill the mechanic of looping the entire game would have to be rebuilt again. Whole perk decks would have to be completely rebuilt for killers in order to accommodate the new stealth focused gameplay. Heck the poor Doctor would have to get nerfed and reworked again because he would utterly decimate everyone
The core gameplay of chasing and looping is what has kept this game alive through the years. If populations on both sides hated it this game would have died and games like Last Year and Friday The 13th would have been the winners. Last Year The Nightmare didn't even reach 50 players playing at once yesterday
https://steamcharts.com/app/1195460
Friday the 13th has 500 people playing and a max all time peak of 16,000
https://steamcharts.com/app/438740
Dead by daylight had over 40k people playing yesterday and 75k all time
https://steamcharts.com/app/381210
There's a reason DBD has survived and flourished while all these other games died. These games focused on hide and sneak and the killer being all powerful. Sure each had their issues and stuff but any balancing issues they had are utterly dwarfed by DBD's past of errors, if this is the way DBD should be balanced why did none of these games catch on? DBD weathered any faults because its gameplay is the most solid and designed of them all. All players regardless if they are killer or survivor have agency there's no one hit perma kills, no mass teleportation, no poorly designed shooter/melee system. What DBD lacks in showyiness it makes up for with a truly deep mechanic system
We take that away at our own peril
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1343663#Comment_1343663
I have a hard SWF group of talented people. We are used to working in games and playing competitive call of duty, rainbow 6, overwatch, rocket league and have been a top tier clan in destiny1-2
I play survivor very immersed actively avoid the killer and mainly play green and purple killers, and plan for match and hatch and on console where the community of killers are very weak
Its really not that hard to belive
You see now that explains a lot. Most people be they killer or survivor are not expecting to go against a coordinated try-hard team that's used to playing uber competitive Over-Watch or Destiny comp/raids. In those games and environments, such opponents are expected and there is very often equally equipped and skilled opposing teams
When you bring that level of equipment and mindsets to DBD, its just pub-stomping. You can't balance the entire game around rare high-tier sweaty players that are coming in with a pre-built loadout, designated roles, knowledge of what each other is going to do. You and you're team have practically planned a war while most killers are likely just starting up after a long day of work or school and just going with what flows. There's no alternate matchmaking just one general flow so there's no pre-warning either
The game should account for this (I believe in trickle down balance) but you are also expecting the survivor population themselves to match up to you're squad. That's just not possible, not every survivor team has come from the Over-Watch league or from an all out comp grind-fest in Destiny 2 that's so efficient they can afford to show off with Not-Forgotten and Luna's Howl equipped at the same time
I would like to apologize looking back at my post I was rude
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I accept no meme icons other then
You will use thems
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@Nun_So_Vile said:
https://forum.deadbydaylight.com/en/discussion/comment/1308653#Comment_1308653
Survivors are already bold as it is. Imagine throwing James into this mix.
Bill, James, Ash, all we need next is Doomguy/Joesph Jostar and we got the ultimate Horror monster/villain beatdown squad
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I would've simply made the game casual friendlier and removed the dumb skill ceiling.
Yeah no balancing for casuals does nothing but eventually break a game's balance and kill replayability. I've already been part of a game (Battlefront 2) that did that and it was miserable. Improve QOL, make things smoother? Agreed 100% but make things easier for the casuals? Heck no
Survivors are not faster than killers during loops.
Survivors aren't faster they have a smaller hitbox that's their advantage in a chase. The hitbox could be adjusted of course but that'll lead to some funky stuff. We already have enough hitbox problems
Easier to save during pickup (Palletstun/Blind, no timing required). Way more pallets but very unsafe ones that require you to actually hit the stun, stuntime increased to 4 seconds.
4 seconds would be rather miserable as a killer, really I don't think the game needed such changes. But the other stuff is interesting, unsafe pallets galore feels like it would get tedious very, very, fast for both sides though
Idk I've only died as survivor like once or twice now in 2020 no exaggeration.
The survivor side is stupid lvls of easy and im not even that good at it
So you mean to actually tell me that after 6 months of active survivor play, reaching purple and red ranks, encountering campers, moris, tunnelers, etc. You've only died twice and the only thing you can bring up is that survivor is stupid levels of easy?
I would go through the rest of your arguments, but its nothing but parroted blah blah I K N O W you've heard from elsewhere. Go and formulate critical individual opinions of your own and then come back
Or at least get better bait
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1339452#Comment_1339452
You're just assuming but bullying the killer in my opinion is just playing the game for fun, I enjoyed those games as a killer way more than the efficient gameplay right now (well except for BS pallet vacuums), I'd even make flashlightsaves and palletstunsaves way easier than they are right now to incentivize other gameplay again.
Agreed I had a lot more fun (even if it was stressful at times no lie) when survivors were really going after you. Where you had to be devious sometimes to pull a fast one on them and it was satisfying as heck! I mean you can't expect survivors to bow down before the killer if you play the game long enough even if you are a scardey cat you are going to realize its just a PVP game with a horror skin. And so PVP players will do what PVP players do which is fight
Too many players have adopted the belief that if survivors feel confident they have to be nerfed and in some areas at the time, yes. But a game that continually punishes people for being proactive and engaging with the other players in the lobby, that's not beneficial. DBD has to strike the balance and it has come close many times
If the community can't get past the factionalized talking points and agree on stuff then the developers will no longer have these torn sections of the playerbase they have to appease.
@fridayslasher said:
TLDR; Freddy can straight teleport to a gen with bbq and use pop on it, while demo has to set up 2 portals, travel between them (back tracking) have the portal still there for him to teleport to aaand be quick enough to re-act when coming out of the portal.
TLDR? I already did a TLDR!
jk
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The time crunch meta exists because survivors are able to play effectively way to easily due to communication.
The Time Crunch meta exists with or without SWF communication. All optimized SWFs do is exacerbate the issue further, they are not the cause of it.
Gens used to go slower because everybody and his mom tried to bully the killer, now flashlights got nerfed, palletstunning is harder and chases are harder due to losing palet vacuum so more ppl went to holding m1.
You cannot assume everyone that played survivor wanted to bully the killer, you are taking the toxic crowd and stretching it out to affect the entire population. You come close to grasping one of fault lines that led to this but you muck it up with your biased view-point
The Time Crunch meta that exists right now is because killers in general are getting buffed to be even viable
And perk nerfs, pallet quantity nerfs, more killer sided maps, item nerfs, etc. I still can't understand why yall have such an obsession with flashlights, yeah they can be strong. But the insta-heals and other things were much stronger what's more is the flashlight required the survivor to be in the position to use it.
Also pallet vacuum? Dude that thing's been gone for years now and the sandbox it was in bares very little resemblance to our current meta sandbox. Have you been watching Tydetime videos?
I'm not saying anything but that kind of mentality is something that he tends to express a lot
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@Healthore77992 said:
You got a point, but against SWF Freddy got little to no chance, lets not talk about other weaker killers.
It depends on the SWF's team composition and the player behind the Freddy. Giving a blanket statement "SWFs hard counter Freddy and he has no chance everytime" is a far cry from reality. And why shouldn't we talk about weaker killers? By ignoring them and only focusing on what I presume you mean, It is ignoring a very large percentage of my argument and further fuels the Time Crunch meta
This is no longer a series of isolated events this is something that affects the entire game and can't be beaten by throwing a blanket nerf or buff over gameplay mechanics
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First I want to commend you on staying away from breaking down and starting an argument or calling people out.
Thank you. I want to make a civilized, worthwhile, and great DBD discussion. The DBD community has been plagued with infighting for way too long. I just want to see the situation improve for everyone
Secondly I see the bigger picture myself as I do not have a bias towards either role and the point you are getting at is not focused towards either role. From the scattered replies I've read it seems most people seem to be trying to defend killer/survivors points rather than seeing that what your saying is "X and Y are the reasons everyone needs to run "meta builds" because X and Y can destroy you if you don't (on average)."
The game discourages playing fun/gimmick builds (on average) because power spikes exist on both sides. Perhaps you decided to try a new gimmick build but ran into 4 games of "Meta Spirits". Sure you have a chance of escape but you most likely get destroyed and its discouraging to say the least.
I agree. One of the biggest problems in the community is people have become walled off if you will. Everyone's just gotten seated in their own bubble and never really reassess the game or their opinions. They've adopted absolute thinking and its the worst type of thinking because its harmful to one's self too. The stronger they make certain elements the more they force meta adoption, shrinking the game's variety and making more of the roster unbalanced. We must eliminate the issue and then most of the symptoms will no longer exist
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Come with me my Brothers
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Because looping is way overturned.
Debatable at best, a number of maps in the game have already recieved major revisions to the way they spawn. Some such as Rancid Abbatoir haven't changed much at all but maps like Ironworks, and others are certainly evidence of that. Yeah map RNG can sometimes really smack the killer down like combining an L-T wall with a jungle gym and a powerful unique map region tile right next to each other. But the same can also very easily happen to survivors as well with good tiles spread out across the map, low pallet generation, etc. You can't really blame Map tile RNG as being too favorable to any one side because it has the potential to be dirty to both sides.
At red ranks 1 good survivor can run the killer for way too long, heck, I can run lots of killers for a good amount and Im only rank 9 as survivor.
And? This rank 1 good survivor example simply performed better then the killer player, just as you performed better and were able to out-trick the killers you have encountered. That's generally how PVP is supposed to go, I don't want to be handed wins because "I am powerhouse". If you don't want challenge in a PVP game then what's the point? The other players aren't Ai one can blow up at one's leisure they have come for a similar reason as you and should be respected as such. Complaining that because a player did better then another player and thus restrictions should be put in place just because is a bit silly.
And even if you down a survivor in 30 sec after finding them, there are usually 2 gens popping in the distance, putting the entire pressure of the match on the killer.
That's a problem with the current gameplay loop as I've said, not the core chasing gameplay. That's what needs to be addressed, nerfing survivor agency and power only makes the game go by faster. If you want survivors to be nerfed then you are contributing to the fast game pace, because that's what you get. You can't expect survivors to not focus even harder on gen-rushing when their ability to stall and have forgiveness in game mechanics gets ever more blunted
They should allow mic for all survivors and balance the game around comms.
Honestly I have to agree. Pandora's box was opened years ago by the SWF system and third party mic-software. You can't blacklist, you can't tell people not to use it, there's no way to dodge it. They need to implement an official mic-system on-top of other changes. Now this would be a more difficult process then one might think because it opens up its own can of worms. Its definitely not something clear-cut I will say
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@Sylorknag said:
I fail to see how Oni is so Oppressive.
He has the worst early game of all killers, and. An heavily countered by playing very safe within loops.
As for Demo and Fredy , I do agree that Fredy is one of the strongest killers in the game, though if we measure him against a strong SWF team, which is quite frequent on console, he's fine as is.
On the other hand, demo struggles really hard against good teams. Same problem as deathslinger, they just cant handle good survivor.
"The worst early game". Yeah Trapper, Hag, Michael Myers, and (Debatably) even Pig and Plague would like to have a word with you about a "slow and difficult early game of all killers"
He gets his power from hitting two healthy survivors, if survivors don't heal he gets some partial "tracking" thanks to blood-orbs, gets his power even if they don't heal because of the continuous blood orb spawn. His power is very easy to acquire and grants him extreme mobility ontop of multiple downs potential. I'll never understand how people try to spin it like he's this super difficult killer to play
When they removed his flick he was certainly difficult and suffered on quite a few tile variations but now its a much different story
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1336235#Comment_1336235
Essentially still complaining about freddy being ezmode and too strong no matter how you wrap it and how much you talk around it.
Freddy is NOT easymode, he's how every killer should be if devs finally fix survivor hitboxes so they can't loop us for 40+ secs anymore on other killers.
You
Do I have to break it down?
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@Valor188917 said:
Much of what OP Is saying "nerf freddy" when in reality freddy is the only good killer that you can reliably 3k with without sweating your butts off. All killers should be as powerful as him.
If you could go through that entire post and only come up with "He must want to nerf Freddy" you need to re-read
Freddy is a symptom of a much larger issue which is Time-Crunch if we "have" to apply so many benefits to a killer then we can no longer the core issue within the game, and it needs to be addressed soon before damage is inflicted. Both killers and survivors suffer from mistakes and bad plays tremendously now if the survivors finish 2 gens before one survivor is downed the killer's chances of winning drop dramatically likewise if the killer gets two survivors downed in quick succession especially before the 3rd gen his chances of winning skyrocket. The more killers are made to perform in a fast-paced setting the more it forces survivors to do the same. Sabo builds, loot builds, stealth-ish builds, none of these are viable against a Freddy running a full meta build. The Time-Crunch has homogenized the game's variety, forced both sides into a stressful environment, and is taking away from the core gameplay. Which used to be about a horror movie esque experience. From the survivor perspective the gameplay loop was running from the killer, breaking line of sight, rescuing friends, pulling off bold maneuvers, and for Killer it used to be about being this intimidating power-house, pulling off mind-games and bettering the chase as well
Now for survivor its become holding M1 on a generator as hard as you can, hoping your team doesn't completely screw up (even more than before). For Killer its much the same there's no enjoying a long chase, a breather between it because the game's gone from that to "I have to get hooks, oh for pete's sake I need a hook now"
If the core gameplay loop can no longer be enjoyed to its max because of the time-crunch it has to be addressed. Adding in casually easy mode killers such as Freddy DO NOT change the game for the better. It only makes that mold more concrete and makes the issue more prevalent they don't make the game slower they don't improve the base flow. This is what needs to change about BHVR's current balancing agenda stop targeting symptoms, exacerbating symptoms especially needs to stop the actual problem needs to be addressed
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@DelsKibara I'm not denying that Demo's kit is powerful, much of my post is dedicated to arguing just how strong it is. And how his low position in the playerbase and his issues aren't really related to his kit but the game itself. A killer like Demo is weak because of Time-Crunch and that the game needs to shift away from its current direction because all its doing is compounding the issues at hand. The longer it continues the more beefy new killers get and the more stuff is taken from survivors the shorter and shorter games are going to last either from the killer 4king or Survivors having to become extremely optimal in order to make it through a match
@FFirebrandd The problem is that survivors at higher ranks cannot afford to waste time perks like Inner Strength can work comfortably due to their 2 pronged approach but that is an outliner. The gameplay loop needs to be addressed because even if Ace In The Hole was made a default stat against a sweaty Oni there isn't much time to waste
We can't begin to include secondary objectives for the survivors until we right the current problems at hand
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1335603#Comment_1335603
Survivors want easy games. Without their exhaustion perks to rely on for when they inevitably screw up, they'd be dead sooner.
I remember how back in the day when the survivor rule book was an actually real thing before being memed into oblivion. Using a killer power was considered a crutch and if you had to use it you weren't a good killer
It is ironic really. The talking points change, the sides change, but the mentality never does. Now exhaustion perks (Even in their current state) are now "crutches"
Ah yes survivors must only use the most "balanced" perks like Plunder but not actually because it could give them a good item with addons
The humanity. Sigh we've become a bunch of whiners
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1335553#Comment_1335553
Yes Exactly His portals are meant to be time savers but they are sluggish, feel horrible to use and are very situational really needing addons. His shred is basic and you need to run an addon for it to be good
I would say Shred is one of the killer powers I don't have a problem not putting on an add-on. The extra bit of recovery forgiveness can be rather helpful within a chase or even using it as a way to get around
But I find his portal add-ons to be much more effective, even if the gameplay pace does pose a challenge for them. The right combination of addons on a map can make them very powerful
I mean Shred is a really slept on killer ability it adds a whole new layer to the way you chase
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1335553#Comment_1335553
This exactly.
What really epitomizes what's wrong with DBD is survivors using the veiled term "boring" or "overpowered" for killers they suck against, or rather, refuse to learn to go against properly.
It's like someone else said in another thread, survivors don't want to go against good killers. They just want to feel like they do. Get good.
Making the claim that the survivor playerbase as a whole just wants easy games and the killer population as this paragon of wanting a balanced game is a bit biased to say the least. Its emotional opinion based statements like this that cause so much difficulty in getting any decent argument off the ground
Both sides have a casual selfish minority that want to win games just because of their role. There are survivors that just want to be like the youtubers and bully and there are killers that want the game to be a walking simulator
It doesn't matter how many of them there are what matters is the discussion at hand. Not the boogeymen but the actual players the people talking in the thread themselves, I mean come on guys. Individual players are more then just what they play they aren't a hivemind
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You didn't have to read the first paragraph, its said in the header of the original post.
However you do substantiate my secondary point about the community turning into over-tense stress balls, so you have my thanks on this
@Desh said:
You lost me. Fix your post. I was a quarter way through because you essentially repeated yourself. And I don't feel like delving through to find out where it continues.
I understand where you are coming from but I believe the repetition I left in the OP is vital to the core message I was trying to put out
Edit: I would like to apologize I understand now what you meant. It appears I accidentally put multiple copies of the same paragraphs within the post. It must have occured when I pasted the segments from Word and did not catch it. I've gone through and corrected the mistakes
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Everytime I switch off Trapper I will inevitably get this map
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@Kate_cx said:
On a side note, I can imagine players using repressed alliance and then a ghostface activating thrilling tremors. Unexpected synergy right there.
Twice the stall, double the Surge! Its going to have a really interesting interaction I have to say. Cheryl's perk is definitely designed to counteract Weasel Freddy and Oni. It will be very interesting to see what happens next with it
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@Liannet said:
I played with the name "Don't mori me Myers" in the fall 2018. The killer was Myers with a hidden offering. He waited until other survivor unhooked me. He down me on the ground and ... stood motionless. He just stood and looked at me, maybe 40 seconds. It was very scary cuz no one else has done this before.
PS: After that he began the mori animation and disconnected :'(
HA, the absolute Mad Lad LEGEND!
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1331507#Comment_1331507
...You know the point of bloodlust was to stop infinite loops as survivors being caught IS PART OF THE GAMEPLAY.
Looping is meant to waste the killer's time not make you untouchable.
Look up old game play of when nearly all pallets could be mind gamed. Unless the survivor messes up its a 5 gen chase and a 0k.
Also no matter how much you might deny it its a team game for survivors or else survivors would be allowed to turn on each other/sandbag without penalty which is not the case.
Ps. There are video series of survivors in 4 man SWF with the old pallets of them getting over 100 4 man escapes in a row!
And said old footage was when the game was a small indie project, the original vision of being hide and sneak, along with a misguided knowledge. Comparing DBD now to DBD of 2017 and especially DBD 2016 is a joke. The game was absurd and broken for both sides you had the infinite sabos, the machine gun killers, insta down hatchets, 115 movement speed Goku Nurse. Yeah if you wanna go down this rabbit hole we'll dig to China and back again
I don't care about the depip squad's adventures that version of the game no longer exists. A balance has to be struck between power, agency, and the ability to actually PVP. Demanding the game balance heavily for killers just because of issues existing in the past is not only absurd but it is a poisonous mindset. We are owed NO special treatment just because of what we play other then what is needed to make a balanced game for BOTH sides. And that does not mean nerfing the other into oblivion
The chasing is the game the LMB/right trigger clicking and holding down the hook button is the destination not the journey. Do you play games to have a title screen say you win? You play them for their GAMEPLAY not a sticker that says you win
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1331286#Comment_1331286
Ah yes, I must be biased and have a fragile ego because I disagree with you.
I don't mind one bit if you agree with me or not. Its the clear bias around a number of the arguments being thrown around here. For example one person is upset and defensive for killers that get hit with DS. But for survivors that get slugged for 4 minutes they have nothing to say but "Just don't let it happen to you". Meanwhile a survivor could say the same about any variety of killer situations yet you don't bring it up. Both situations are obnoxious but one lasts longer, can be afflicted on an entire team, along with the caviet that survivors slugged can't best it. A killer DS'd isn't down for a potential 4 minutes or more they simply lose the chase and survivor
I don't wish to get caught up in the minuite of this thread's debates I'm pointing out the fallacies in the driving narrative being thrown around here
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@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1331308#Comment_1331308
Please, please damage the integrity of this gameplay loop. Skill as a survivor shouldn't be measured by how efficiently they run in a circle occasionally dropping garbage on a monster but in being able to read the map (in real time, not just knowing which piles of trash are the best to run around) and in working with their teammates. If the game is balanced around four individual 1v1's then what's the point of the asymmetry in the first place? Just make it one killer versus one survivor.
You dunderhead. You would destroy the mechanic that has kept this game relevant and above all its rivals just so you can smack people down with no challenge? You would reduce a game that's about keeping track of the objectives, other players, mindgaming, tactics into a glorified walking simulator with no challenge?
The reason getting kills especially a 4k feels great, the reason why winning matches feels good. Its because there IS a challenge which is essential to a engaging PVP game, its what kept me going back to this game. DBD is simple on the surface but with an incredible depth just below the surface. Yet you in you're selfishness would throw that all away so DBD can repeat the mistakes of its intended "successors"? F13, Death-garden, Last Year, that Battle royale game that went bloody nowhere all these projects didn't have "running in circles" and look what has become of them . Think to yourself and ask why DBD has triumphed over all of them, and then you tell me you are still fine tearing everything this game is for the sake of easy and short-term monotonous gratification
If after all that you still want this game to change completely, well bub. This game isn't for you and your extreme emotional bias
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I have to agree, I fail to see the point of so many unsafe pallets. They may as well not even exist if all it does is just delay the inevitable by a few seconds. Killer sided pallets should exist to elevate the danger for survivors to make escapes require reading and mindgaming skills as well. But stuff like Hawkins and the rest take zero skill to manage
If these become more and more the norm they are seriously going to damage the integrity of the gameplay loop
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Identity V is a completely different game with a different philosophy from DBD. They are in the same genre as DBD and borrow heavily but gameplay wise they are quite different. The hook exists so survivors can rescue each other and don't give me the bloody poor killer me speech. We have cheese that can be seriously exploited and abused, that survivors also have to deal with as well. This is supposed to be a interactive MP PVP game , use the situation to your advantage, adapt, learn, and beat them at their game
Stop blaming the game and demand the developers take all agency and ability for survivors to pressure just a bloody hook rescue. Just because we are a killer and they are survivors does not grant either of us that much priority
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@AvisDeene said:
Slugging is the counter to DS. It is not fun for Killers to get stabbed by DS, especially when a Survivor gets on a gen in their face.
You don’t like being slugged? Get better at looping, run Unbreakable or do both!
I love the lack of empathy on this. Somehow the killer gets more pity because he was stabbed by DS, even though in most cases the killer tunneled him
I get its a difficult situation believe me I hate DS myself. But come on man that's a double standard
The rest of the guys here like @metalklok. Talk about fragile and over defensive tribal egos
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@Bovinity said:
I want whatever perk the Trapper is using at the end there.
You know the one. The one that lets him turn his head. 🤣
Otzcheats.com is a pathway to many abilities some considering to be unnatural
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Everything you face is something everyone has encountered you must adapt and learn to counter it. The button will not make you improve, it will not teach you, it will not make the survivors stop doing it. Everything you want would only encourage this behavior in the first place, is this what you truly want?
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Godzilla
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I am going to Unleash a brain blast
Hot-Chocolate made with milk is essentially Warm Milk only with chocolate powder in it
Yee fools have been drinking it your whole lives!
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@SweetTerror Oh I know how it can be really intimidating and demoralizing it is when you are relatively new to killer and going against experienced survivors and swfs. And you just feel like you have no control/pressure over the map and the survivors too slippery to catch. But don't let that stop you from playing the game you want to play everything you feel and deal with in a match is something all killer players have had to deal with and over-come. While it can seem very daunting at first eventually you will learn the pace of the game, the mind-gaming, the chases and knowledge of pressure. All it takes is just time and when you are having fun it won't feel like it all. Just don't push yourself and always remain cool and center. Don't let any of it get to you
Also
https://www.youtube.com/watch?v=KxGRhd_iWuEGet that flashlight neon nea squad and crater them! DO IT
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1326490#Comment_1326490
I bought that game and played it once and got off it real quick. Not even sure what that was supposed to be. Didn't they waste a Terminator License on that game to?
Deathgarden was a pretty cool idea, but I seriously have to ask why BHVR thought it was a good investment on their part. I'll never understand why they would create a competitor to their main game. I mean I suppose they believed it was different enough from DBD and with the mobility, sci-fi setting, and faster paced gameplay I can see why they believed that
But ultimately they were never able to capture what made DBD so addicting and ultimately fell to the exact same problems that plagued F13 and Last Year. They weren't able to capture that spark and not for a lack of trying. They clearly poured a lot of money and passion into the project but it was just not to be. Why play Deathgarden when DBD has been worked on for years, has triple the content, along with the fact long-time and even short term players have a vary large investment in DBD as well. For a game to compete with DBD in this genre it needs to stick every landing
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@Seiko300 said:
I never understood getting all T3 perks without prestiging either. It feels like a new movement from the newer generations of players who can't or don't want to deal with the grind of 2020 with all the content we've received almost 4 years later, so yeah, in a sense prestiging is a much greater task than it was way back when.
However, even if it is, it still feels hella incomplete if you T3 perks without prestiging. Prestiging gives you a greater likelihood of rarer items in your bloodwebs there is a direct benefit beyond the P3 outfit pieces you get after every prestige. Especially if that character is your main and you play them frequently, if you T3 all perks and later down the line you decide to P3 you will have wasted a TON of bloodpoints and time.
It's even worse because then you're getting all perks, eventually deciding to P3, and then get all perks.
And I mean, think about it this way, if you P3 there is NOTHING left to do afterward. There is no P4, once you make it to P3 you're good and you get the benefit of everything. It's the end of the line so to speak, now you all you need to do is maintain your character with add-ons, offerings, etc.
and I mean, since you're playing DBD why not? There's no compaign, not everyone likes the diversity of the challenges of the archives, so why not give yourself your own goals? Like P3-ing certain and specific characters you enjoy.
Progression in strictly PVP games has turned the MP experience from a focus on getting better, learning map knowledge, and the like into a never-ending race to have the best gear at all times with the rest of everything taking a back-seat to progression
PVP never started with progression that was a COD thing
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I blame Death-Garden, I don't know why or how but I blame it
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1325694#Comment_1325694
Just now saw this, mate, after all the facts i told you u still can't get it, u are delusional as it gets. Its funny how u call that that criticism and when i mention perks im toxic killer main lol, only thing i saw at that ss are green rank, idk what are u trying with that. Im the mad one yet u simply type km long texts and telling me how shouldi i type lol, i was stating pure facts unlike you, when it was your turn to tell me facts u changed the subject and started telling me how petty mindset i have, u are sad soul mate.

















