Brimp
Brimp
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/2987011#Comment_2987011
Then it was a horrible idea in the first place... as no force on earth is going to get me to roleplay as a blind person playing a video game.
I mean if you have any semblance of map knowledge it will do absolutely nothing as you can look at tiles in advance before nightfall.
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@ssrjazz said:
This is -far- darker than it was on PTB, to the point of barely being able to see the generator I'm working on.
https://us.v-cdn.net/6030815/uploads/7YKQ18COTKDN/image.png
Maybe somewhere in the middle between live and ptb brightness would be fine? Seriously tho, Mending vfx has also been too dark for awhile now as well. Feel like I need to learn to play dbd blindfolded.
I mean this is what they meant when "you have to navigate in total darkness" not like the ptb where it was just a fog basically.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2986099#Comment_2986099
No it works both ways for sure.
You do not need meta as survivor to beat killer meta.
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Idk about meta to beat meta coming from a survivors mouth but meta to beat meta as killer is 100% true.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2986066#Comment_2986066
The way it works you technically get the partial heal when you're hooked, not when your unhooked so its gone before someone even comes to unhook you.
Ah so I guess that should be changed to when you're unhooked like how second wind works.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2983554#Comment_2983554
Of course it is. As a dev you want to make sure both sides are as unfun as possible. Having a strategy that is incredibly unfun to go against and takes 0 effort shouldn't be one of the most viable strategies in the game. Not even close. It should be incredibly weak. That's just obvious game design.
If there is a strategy that the vast majority of players dislike, something should be done about it.
Not to mention that camping in particular hurts solo survivors more than swf.
Eh in the current state of the game you cant really nerf camping without making huge changes or else it will be abused. I've seen people say something like "hook should decay slower if killer is camping by x amount but goes normally if survivor is near the hook". Which can seriously be abused to let 2 people work on gens while someone keeps the killer at hook while someones timer decays 50% slower if the survivor stays just outside the radius of the hook.
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I don't see the issue as if you are in a position where you're unhooked with the killer nearby then your team most likely did something wrong or the killer left hook which should have resulted in a 3 out.
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Surely some random perk wont get bugged like stbfl wont lose stacks after hitting the obsession or self care causes ALL actions to be done 50% slower.
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I'd rather get an optimization patch over another graphical update.
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Nurse cant get stunned in her fatigue state and those perks only work after you stunned a killer with a pallet.
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@catnipthegreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2985571#Comment_2985571
nope. actually I like the chase. doing gens is boring and I wish they would add something new to change it up. I am also not out here teabagging and flashlight macroing or running some bully squad on killers... and when I play with friends I actually tell them to knock it off .. because somebody has to at least -try- to remain decent in this hellscape.
survivors and killers have such a horrible relationship. like real actual venom.. that is visable just by searching this forums or twitter... or the end game lobby.
I want fun gameplay.. I want to enjoy the game. without it being at the expense of someone else.
I dont think thats unreasonable.
the fact that some of the people in this thread defend holding someone there until they die just really.. well I cant say I am surprised. I dont think I have the word to articulate the mindset of some of these people.
Tbf your fun is literally at the expense of the other side in a pvp game most of the time. Unless its a bare bones fair matchup in a fairly balanced game (not this game) then yes it can be fun for both sides. Had a very fun time in the Multiversus beta unless it was against a finn and jake cause I still felt like I had a chance the entire match even if I was being stomped.
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@catnipthegreat said:
report it. ban me. whatever lol. nothing constructive ever happens here anyway.
To each their own 👍.
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Idk what about a logical "you shouldnt have control in a situation where you are dying" makes me an idiot but go off. Getting this hard pressed over bleeding out just to go to another game against nurse or holding m1 on gens for the same amount of time.
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@catnipthegreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2985539#Comment_2985539
I didnt even say getting slugged can be reported...
"is kept in a position where they have zero control aside from dc'ing.. which can get reported." the dc'ing can be reported... dc'ing because you dont want to be kept on the ground for 4 minutes. that is what I said.
Just let us die if thats how its going to be. I will queue up and move on... but I reallllly do not want to lie there for 4 minutes of doing nothing.
So you're saying you should have control in a situation where the game considers you as dying... makes total sense. Sure there should be an option to bleed yourself out if you're the last survivor I guess.
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@catnipthegreat said:
If I cannot move for 4 minutes, and just have to lie there, that is being held hostage. I dont care what the game terminology is or what the "devs" label it as. a person -who does not want to be held there- is kept in a position where they have zero control aside from dc'ing.. which can get reported.
could be on to the next game by the time. if this is "ok" to do.. then we need to just be able to end the bleed timer and die because its not fun.. it just feels really really bad.
Sure you can report for it but nothing will be done about it since the DEVS do not consider it holding the game hostage. You follow the rules the devs put in place and you can't bend them to your will and say "this should be bannable". Also you're playing survivor in a game thats 4v1..... the killer is supposed to have that kind of power.
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@catnipthegreat said:
I don't know what delusion ever came over me to think that I would find some sort of decency in these forums. 😂
? We literally just told you that you were wrong about the holding hostage part. Just because we don't agree with you means we don't have decency?
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@catnipthegreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2985495#Comment_2985495
words- read again.
it is totally holding someone hostage if you slug them and make them wait out the entire bleed time.
cool though that you think thats ok. as if I should be surprised.
Literally the devs have said themselves that holding the game hostage is when someone causes the game to end if the only option you have is to DC. Bleeding out ends the game, doesn't matter what you think its what the devs consider holding the game hostage.
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@GentlemanFridge said:
How dare the devs not play the game they are already engaged with for practically a third of their daily lives.
If that was really the case then we would have MUCH more bug fixes per patch.
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Holding the game hostage is only when someone refuses to end the game by body blocking the last survivor in a corner for 30 minutes.
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I think i still like the thing of "hitting someone replenishes 2 rush charges". Actually rewards players for getting early rush hits but rewards the survivor with more time if they make the blight use 3 or more rushes.
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Looks like a blessing in disguise.
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If you have time to heal someone then you clearly arent being tunneled.
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I would be fine with the 5 second stun if enduring still worked with it. Now back then prob not cause it was a 3 second stun when enduring was a 75% reduction resulting in the killer downing you as soon as your feet touched the ground.
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Nothing is truly anti-tunnel. Its tunnel deterrent that works on people that are afraid of ds. Its meant to buy more time for your team cause at that point if they eat the ds they might as well go for you unless your teammate throws a hook state at them.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2983774#Comment_2983774
I am confused, old autohaven was brighter
Well I'm not. Old autohaven with no filters I could barely see a claudette with full dark clothing, new auto haven I can see clearly where anyone can be without filters.
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There's a decent amount of pallets that arent that safe but the house can have 2 god windows that go into each other while the structures to the left of the house (if you're facing it) have strong windows.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2983756#Comment_2983756
Lies! how? do you change your settings?
Even without my filters it is bright. My filters on old autohaven still looked extremely dark.
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what.... if anything its too bright.
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Was the case before hug tech was found.
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Ah yes have an injured player make the person hook camp while 2 others do gens and just get free bt to run up to the hook.
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I don't like how the large majority of killer perks you have to earn to use them meanwhile survivors get perks like exhaustion where.. wow you have to start running, vault a window, or be injured to use them (even with an instadown killer you can remain injured to still get 2 health states).
Not to mention unbreakable where you just invalidate a playstyle and makes up for your teams mistake of getting snowballed.
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@DaddyMyers_Mori said:
NOED can give you extra kill on most killers, it can be more if you have other perks to help with it and correct killer.
Survivors then feel like that kill was undeserved. It's same as when killers hate DH, it's just easy way to make chase longer which makes it feel undeserved.
Only thing that might be fine to change about NOED is to show survivors they are exposed when all gens are finished -> it's not that big suprise.
Yeah but compared to dh, noed is 100x more counterable.
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This ^
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2982028#Comment_2982028
Yeah but that's exactly the only real and biggest issue team based games have.
https://forum.deadbydaylight.com/en/discussion/comment/2982043#Comment_2982043
If the survivors though, don't understand that they have to run towards pallets and windows, and rather choose to run to an open area, I am the one being punished with them MMR wise..
I mean it should be common knowledge not to run into the open unless you know the killer goes for some crazy mind game. Like survivor isn't hard to play as but people still have no idea what they're doing even 200 hours later which baffles me.
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Ignoring a good curve billy and bubba.. probably huntress or pre-nerf slinger if you m1'd first.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2981959#Comment_2981959
That's an excuse, most maps have fairly similar spawns of everything even if it's RNG,
you run for 10 seconds, pallet, you run for another 10 seconds, pallet, you run for another 10 seconds, 2 windows...
https://forum.deadbydaylight.com/en/discussion/comment/2981943#Comment_2981943
Well yeah... that's like saying,
"well it's just how it is you go to work every day, but sometimes the day you worked 8 hours in isn't gonna add to your paycheck"
Yes thats exactly why mmr is not good in this game. Its less of skill and more of "who can get to the tile faster"
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980711#Comment_2980711
You could just straight up ask, What about current Grades?
Some games, I repair basicaly all gens in the lobby, get some saves and heals,
barely see the killer, and dodge him stealthily, using stealth.
And get 0 pips, only safe pip, but no progression...
https://forum.deadbydaylight.com/en/discussion/comment/2980724#Comment_2980724
Nah, matchmaking based on outcome in team based games is just cringe,
sure it works, but does it work perfectly? no.
https://forum.deadbydaylight.com/en/discussion/comment/2980740#Comment_2980740
Yeah, exactly, and don't forget just because other games use ELO doesn't mean it's good..
https://forum.deadbydaylight.com/en/discussion/comment/2980747#Comment_2980747
And what actions are you talking about good sir?
The individual or team reliant?
https://forum.deadbydaylight.com/en/discussion/comment/2980926#Comment_2980926
I just played one game where I almost died as I bodyblocked to the point where they finaly wiggled out, I got 2nd stage hook,
and with great efforts, and more gens done, even pickups in the powered exit gates phase while injured,
I escaped through hatch, leading in draw,
I could have went through gate but you see the killer was kind of standing inside it and the other was closed....
https://forum.deadbydaylight.com/en/discussion/comment/2981033#Comment_2981033
What else is RNG, because I don't think maps are RNG.
https://forum.deadbydaylight.com/en/discussion/comment/2981391#Comment_2981391
Don't forget camping and tunneling killers.
Tile generation, pallet spawns, and gen spawns.
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Pretty good job intensifies.
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Games already boring with broken perks like dh. Exhaustion as a mechanic is just naturally boring cause you have to spend so long just catching up to someone who lithed or sb'd.
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He doesnt "break rules of the chase" as rangedd killers can also make distance irrelevant. Also hit hitbox does match his swing animation as he literally does sway his entire weapon from one side of his body to the other.
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Yeah idk why they added mmr when teammates isnt the only RNG thing in the match.
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FOV should not be locked behind a perk especially where playing killer is like constantly playing through a 1.3x scope the entire time. The supposed fov is "87" which I normally play my games on 90 so 3 degrees shouldn't be that off.
I know not all games have the same FOV whatever you call it but near 90 should feel like 90.
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Exhaustion perks.
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Because they don't know how to run to taller loops to basically invalidate his power.
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The only mori offering would be refunded was the yellow mori (at least what I think). Since that one already gives you the chance to mori the last person alive while the other 2 allows you to kill someone on death hook once for the green and all 4 for the iri.
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DS unbreakable is still an invincible combo to where no matter what you do, you just waste time by either waiting out ds, eating it, leaving the person to unbreakable. Bt is relatively fair until i think it a basement party and everyone has bt so they can just have 1 person go down and basically guarantee 2 people out of the basement.
Other than that noed is the most counterable perk in the game as it can be removed by the 50% mark of the second gen assuming ONLY one person is on gens. By the end of first chase assuming the survivor knows how to loop 2 gens should be completed.
DS unbreakable as which doesn't have a counter as its just waste time for their mistake of running back into you and if you leave them they just pick themselves up.
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Just make it like dh. Can use it whenever if you press a button to activate it next lunge. And maybe give 2 stacks per gen instead of one.
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@mistar_z said:
https://forum.deadbydaylight.com/en/discussion/comment/2977987#Comment_2977987
I actually do not mind the blade count nerfs, I mean it hit him hard but now I think it keeps him from being overbearing in being able to hold the whole team down in one hook without main event.
Also it prevents him from being able to just spam knives.
I do however wish they gave him better reload time to make up for the lower capacity as some maps have terrible locker density or position.
Spamming knives... is literally his thing. It takes 6 knives to injure and most tiles you just cant throw many before they're safe.
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@iifreyja123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2977936#Comment_2977936
I feel like it's also hitboxes though--all characters have the same hitbox despite being smaller or larger, which means if you're Claudette, you have the same hitbox as David and will get hit as if you're playing David.
I mean... dont you think its more fair that you have the same hitbox while playing a character thats smaller and can blend in?