Bran
Bran
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- Bran
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The 4% is give or take honestly. It is 4% after all.
Ad for the egc. I've been saying it should be 2 minutes flat. Maybe some exclusions due to Bloodwarden, but yeah...2 minutes flat.
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Makes the survivors safer while unhooking. Not a big fan.
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Bhvr ain't got no reason not to be releasing least favorited survivor cosmetics after making that Cheryl cosplay for her. At that point it's pure laziness and a thirst for money stopping them to.
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It hasn't made its way back into part of the main game rotation just yet, but the gameplay itself is still OW.
It has been alright. Now how I view OW2 is totally different, but the game does still have that charm in gameplay.
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What's the story behind that.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3253187#Comment_3253187
HOW IS THAT NOT FAIR? Killer being able to kill you without ANY counterplay? Just by killer deciding to camp? It's EXACTLY the same as survivors deciding to sabo all the hooks and then never going near basement. 0 counterplay against 0 counterplay. How is that different?
Hooks not coming back was an old thing the devs had going on. Those hooks being gone was an actual problem. Killers who camp are much less of a problem than that. Now I do admit there should be something to help out, but I still can't say imma big fan of BT basekit.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3253176#Comment_3253176
So it's survivor's fault killer camps. So you want us to return to the state where BT is mandatory or soloQ is total nightmare because they will farm you like crazy.
No this is so unfair and game breaking. BT basekit was one of the best things that devs could have made. It's not survivor's fault that he can't play the game after 1st hook. Giving him some ability to play is only fair. Otherwise let's bring something unfair to killers too - say permanent sabo on hooks (no hook respawn). How would you feel about that one? And you can bring iron grasp/agi to take someone to basement so it's the same as your requirement for BT
It is in fact many of times it is the survivors fault a killer camps.
BT basekit is one of the worst changes they've made. Now I won't say it isn't useful for the current state of the game, but I won't say I like it.
The Infinite sabo was an actual legitimate problem, so trying to equate those 2 things is hardly a fair example.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3253164#Comment_3253164
Ah. So you want to abuse this as a killer. Got it
There's nothing to abuse unless you want to include player behavior.
If the survivor wants to unhook in front of me, that's a there problem. Not mine.
If the survivor unhooks me in front of killer I'll hope they brought in BT. Nothing i can do to stop them.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3253152#Comment_3253152
so you would prefer to be camped and downed immediatelly after unhook - even before you are allowed to take single step forward? Weird
Not that weird. I main(ed) killer after all and there is a reason borrowed time exists.
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I prefer just not having any protections on unhook basekit, but no collision then BT is out of the question automatically.
You with the follower act of playing nice is just a personal problem.
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I'd say it isn't that bad but...
Having most cosmetic options behind a paywall is a scam.
Having a battlepass is a scam.
Owning the dlc to get certain perks to grind for is a scam.
Honestly whether a game is paid or free to play is mostly redundant anyway.
The dlc is cheap though...so there is that.
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I already assumed that's how it would be. Only thing I got against this is why since other holiday cosmetics are not linked to the holiday. Other than that, it's whatever.
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Locker saves might have well been a bug if you ask me.
But camping and tunneling are both valid and very much happen because of the other survivors 😁
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Nah man, I just haven't played as much and honestly...I don't think I'd have it in me to face camp now anyways
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3249751#Comment_3249751
For some players they are the best. Or at least better, than original.
Fair point
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I wouldn't necessarily say it's play to win.
I would say all perks should be available in-game though, licensed or not.
As for killers, the licensed ones aren't best in game anyways. As for the original ones...well..they are also not so great too.
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Seems ight
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I'd say survivors if I had to pick.
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Well I played like 2 games and felt all will to play leave my body...
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I wouldn't assume it's intentional anyways.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3239700#Comment_3239700
It could, we can officially make killer's stronger because we know it can't be used to camp / tunnel.
For example, this is just a quick idea so don't take it too seriously. For each hook, not hook state, the killer obtains, all INJURED survivors gain a 2% repair speed penalty until healed.
And we won't have to do weird changes to killer powers, like Billy's chainsaw automatically overheating when near the hook because it's stupid, or Bubba randomly losing charges near the hook.
Penalties like that make the games more sluggish and boring
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241183#Comment_3241183
Doubt it.
Inorder for you to progress the game you have to repair a gen, to leave.
I don't have to move to hit you - slug - dead. Im still progressing,You sitting in a bush is not.
Someone at bhvr as said something about it being counted in some specific situations. It was the doctor thing someone else posted, but I think they also said something about if you do it for like over 5 minutes or so it could be counted. I vaguely remember the post and comment, but they have said something about it. I just can't remember exactly.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3241426#Comment_3241426
Sure enough. But there is no reason why it should become any easier for killers with mini blood warden as OP suggested.
I will also try to not die. As stated I play the game in a way to maximize number of survivors that escape - that includes me. This also means that if i know I can save 2 other in exchange for me dying - I will take it. Yet such an opportunity basically never happens. But what can happen - if I see good chance to try to get other survivor from a hook, I will also risk myself to do that. It's actually better and teammates who play only for themselves (they leave because they can) are usually reason why nobody escapes (because they will prioritize self healing instead of healing dead hook teammate, they will not take a hit for another survivor, etc).
The way op suggested isn't the way I'd personally go. Just getting blocked if you get downed on the gate it good enough so you can't down, but also but then out.
This wouldn't hinder any plays unless the killer was already on top of you. Just punished people who play the waiting game and lose.
But I'd even say Ops suggestion could hold merit, I just dont know if it should be just that. 5 second into mini bloodwarden. I mean if your sitting in their that long and you know killer is coming and you can probably see them. If it activates on you. That's definitely on you.
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I'm sure for many people that wouldn't change who they play as. I can say that wouldn't really give me a reason to play other killers. Even though I do rarely play the game, there is a reason I only play certain killers.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3241310#Comment_3241310
No. My objective is team game. Helping all my teammates and making sure that everyone (or rather as many as possible) leaves. Why is that a bad thing? I mean solo is nightmare because a lot of survivors think the same as you just said - they play for themselves so if they go down, they DC. If we want to make this a norm, then insanely HUGE buffs for survivor should become part of the game.
I also try and make sure other survivors get out when I can, but when the gates are open the priority is escaping and not sitting at the gate. I'll linger myself, but I will leave if I need to. If I decide to stay and get killed that's on me.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3241105#Comment_3241105
you still provided 0 reasons. Your "QOL" is actually "make it easy for me". I provided legitimate use case when I really want to stay at the end of the gate and wait out until you force me to leave. Typically this happens when there are 3 out of 4 survivors (or generally all but 1) in a gate and the last one is injured and opening the other gate. If I leave then the killer will turn and go for the other gate and kill that last survivor. If I stay and get hit twice (get downed), I will buy enough time for the other survivor to be able to open gate and leave. And you want to rob us of this cooperation, because "QOL"
Not robbing you of anything. I'm punishing you for not leaving. The reason is to make the survivors just leave. Their in the gate and can finish their objective: escape. If they linger and get caught or was too slow, they get got.
Sure, there is reason why you mights wanna stay, but seeing your objective is right there and free to collect, you staying puts you in that risky game and if you lose that's on you.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3240889#Comment_3240889
Why? I see no reason to buff killers any more.
If it's to remove toxicity, then I agree. Do it. But for both sides.
If it's to buff killer, then hard no. We have new stats now and we know that it isn't just average MMR where killers get more kills (61%) then survivor escapes (39%). It's also pike that for top 5% of players. Even worst high mmr killer (trapper) has 56% killrate. So buff survivors instead
Not gonna lie. I don't care about any stats the devs throw out.
Its hardly a buff, more of a quality of life change.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3239704#Comment_3239704
There are legitimate reasons when survivors get down in gate - e.g. to stall killer so other survivors have time to escape. So hard NO.
https://forum.deadbydaylight.com/en/discussion/351818/killer-base-kit-free-bloodwarden-with-a-twist
Sure. While we are at it, unhook survivor and reset 1 hook state if he starts to hit survivor on the hook. Also allow soul guarded unbreak if killer slugs after last survivor is downed and killer does not pick up said survivor. Same reasons...
All there doing is running back and forth until they are forced to leave, which is probably what the killer should do, so if they do get caught that is entirely on them.
Plus, with it happening with Wesker, it makes total sense for it be added with others.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3239938#Comment_3239938
Strategically they should just let the Survivor die on Hook and never interact with you if coming to Hook means that it needs three Survivors at all times and is a guaranteed trade at three or a double down with two as you seem to want.
You’re playing to win, they’re not, and your MMR is being artificially inflated because of that, making you face harder opponents that you find the need to camp against since you’re not at that MMR skill-level to properly chase or exert pressure, and it all just feeds into you needing to camp to pad stats.
They’re coming to you because sitting on gens is a lot more boring than being in chases or trying to rescue your friends.
And if you make camping even easier to do all you’re going to do is get Killer nerfed. (Hence thread).
If a survivor comes to you, I doubt you'd just ignore them right. Guy in hook and guy in front of you ya know. He ain't getting close enough to chase and honestly why even go through the trouble.
Saying mmr is being artificially inflated is a bit rough. if those actions cause you to be skyrocketed then I'd assume that's more of a devs problem than a player one.
But all in all I wouldn't change the honesty grab and unhook so drastically.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3239748#Comment_3239748
Yeah, you’re a Killer, go get ‘em tiger! Instead of twiddling your thumbs sittin on yer bum like a statue waiting for an animlock.
https://forum.deadbydaylight.com/en/discussion/comment/3239753#Comment_3239753
The level of coordination you’re describing is also valid, but I wouldn’t say expected across the board, or warranted given how little coordination is required on the Killers part for camping.
Flashbang/Flashlights are items, valid but the expectation to always have one on hand isn’t.
But I am getting them. In fact their coming to get me and there gonna go for the animlok
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3239696#Comment_3239696
Frankly speaking the only time you’ll be sitting near a Hooked Survivor outside of EGC is if you’re camping, so it’s not really a side effect. And if you want EGC to be more interesting there’s better ways than Hook grabs.
Not really. Survivors definitely just run over whether they think you saw them or not. Many times have survivors just openly ran to the hook before I can even leave the area.
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Sure. If otherwise we can't have it, at least then some people could have it if they want it.
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I continue to say if a survivor it downed on the gate they should be barred from leaving. Giving killers enough time to pick them up.
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I don't think killer buffs could even compensate that.
Camping:
- survivors should have to commit to longer, but should be able to cancel an unhook.
- killers should be able to grab survivors without trading.
Tunneling:
- just scrap all of that honestly.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3238965#Comment_3238965
The longer the grab window you introduce against Healthy Survivors on Unhooking the more you effectively give all Killers an Insta-down should they choose to sit on Hook, and the more you reinforce camping as the optimal playstyle.
If you let the Survivors reach the Hook unpunished, you did not zone them correctly, they touched the pole. Adding to the criteria “but now you have to stand there for a second and if I touch you it doesn’t matter” kinda makes for an annoying design.
You sound like a survivor complaining that it’s unfair that the Killers can’t be flashlight stunned during the pickup animation as well.
It shouldn’t be there because it’s arse design.
If it helps campers it's just a side effect really.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/351778/too-many-killers-when-whats-the-limit
Easy: till its time to migrate over to DBD2 with its vastly improved mechanics and overhaul of the system and a fun re-release of all your favorite Killers and Survivors :>
Long as it doesn't turn out as overwatch 2, but I think at any point we're ready for a DBD2 announcement. So anytime basically.
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I usually say make it so survivors have to commit to the unhook a lot little longer so killers can get the grab. If the survivor initiates a stand off they shouldn't be winning it so easily. I say healthy grabs should be a thing just to be able to not have to trade.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3237628#Comment_3237628
I think this would actually BE FAIR.
Note that if you are not facecamping the survivor (or are ranged killer that actually uses his range), you are able to injure the survivor before he gets to hook - this would mean such a survivor will NOT get the unhook and that's fair. On the other hand just standing next to hook will not give you huge advantage no matter what happens (well this still does not fix canibal, but so be it).
Flash save is always preventable (minus 2 lockers - which I agree should be deleted from game). Sabo play is almost always preventable (minus some corner plays on some maps - which I agree should get fixed. But ONLY those corners - hook density is otherwise mostly too much as is).
Giving chance at hook for survivors in every case is actually healthy for the game. It nerfs camping. Meaning if the killer is unable to chase survivor (and chases are generally (there can be unfair RNG/map for both sides) fair now after 6.1 - because killers did get chase buffs), then he should not get free win regardless. Or do you think staying at hook is something that should be rewarded with killer win?
I in fact, think the gauranteed trade would not be okay. That being because I am not basing the mechanic solely on camping.
This interaction would feel pretty bad for killers who are ran to that survivor and now aren't able to defend the hook unless that survivor was already injured.
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Yeah, I dislike seeing the fact some characters almost never get cosmetics yet we see cosmetics for everyone else and honestly we know why and it isn't because some are more popular than others.
They just choose not to.
That's my head canon at least.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3237603#Comment_3237603
We are talking about possibility to unhook without being grabbed while healthy. It does not do anything with regards to unhooking person if he runs YOLO at hook. He will still go down (because unhooked person still does not have any time to take BT hit for unhooker) - so such a playstyle will still get punished (for new free hook).
The difference is, that the unhooker while still going down will no longer be unable to at least get the unhook. And killer would still be even able to tunnel if he decides to leave unhooker on the ground. This is important because campers exists so sometimes you just have to go for unhook even if killer is present (because he never left)
If the killer chases the healthy survivor to the hook, then instead of the stand off all the healthy survivor does is begin the unhook and at that point it is a hook trade no matter what. (Unless the killer lets them unhook).
This is also the same in any scenario really. If the survivor is healthy, that hooked survivor gets off unless the killer can interrupt them (like witch slinger it doctor).
So the way I'm seeing it is, a healthy survivor will get the trade in many cases. And if my own suggestion isn't added in that unhooker can then be rescued by flashlight sabo whatever else.
Maybe I'm missing something, but that doesn't sound very country roads.
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Problem. This doesn't do anything but make the game harder for the killer.
Basically the killer has to hook 4 more times. Which leads to what 7 hooks before a kill?
Not fully disregarding the unbreakable, but that still puts too much time in the survivors hands.
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First actually talking about the suggestion. As long as the hook on the rescuer is gauranteed, so no blind or sabo or the unhook destroy perk (the Jeff one) is usable, then it would be better than completely getting rid of it.
Onto the reason it shouldn't be a thing. That is if the killer isn't camping. Survivors shouldn't have a free unhook. If the survivor wants to go for the unhook as the killer chased them towards the hook that is their risk they are willing to take.
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Hook grabbing is fine and that's still the case if we include camping.
In fact I'd say rescuing should be more committed so killers can get grabs easier for those survivors who want to stand in front the hook. Sure, camping would be annoying in the situation, but it be like that sometimes.
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In this situation? I'd suppose not.
Even though by dev definition you would have taken the game hostage, let's be real. The survivors should have opened the gates and left that survivor for dead.
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I can admit camping is definitely a not nice thing. Doesn't stop or hadn't stopped me from doing it. At that point I had already given up on the game in it's entirety (The game game itself, DBD). Sure it could use some stuff, but along with survs causing camping, what the deal to do?
Tunnelling is just exaggerated. I bet we could get people to post supposed tunneled clips and it would just make them look stupid for calling it tunneling. Its hardly an issue in most cases.
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Yeah man, those are facts.
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Survivor escape and Killer 4 man.
Maybe I'm willing to call a win over a justice game, but generally speaking that is what it is.
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No one said its skillful, as least I haven't. I don't think.
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Hard looping