CLAUDETTEINABUSH
CLAUDETTEINABUSH
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Maybe for more points? Or perhaps give you a second chance. I don't do that personally
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@kylerabdcgamer10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2023467#Comment_2023467
Its an overwhelming opinion dude, literally everyone and their dog feels as if he's weak and has said so, going against rank 20's doesn't show a killers power. he's essentially useless if you go any higher in rank, he's fun but so god damn weak and pointless when you have huntress and deathslinger. He 100% needs a significant buff and some tweaks to even be viable with todays meta and gameplay loop.
also his knives ricocheting as base kit would in absolutely no way be "OP" it would be more fun, and encourage creative shots around corners and the like, but even then with all the maps super ######### collision it would be extremely difficult to not break the knives before impact with a survivor.
and just in case, before you do the survivor main thing of bringing up playtime, I've been here since the very very beginning and have played both roles equally, my understanding of dbd is as good as it can get.
Wow relax mr president, we're just having a conversation. This is the standard bhvr problem that they admit they hate. If they release something powerful, the community will call this game pay to win, if they release something underpowered, people like you come in play. It's a lose-lose situation, so they prioritize visuals and fun over power. The trickster is designed as a fun killer, nothing more. They don't want every killer to be S tier, and admittedly they succeeded on making him fun and interesting. I tried him once and he did feel really really fun.
Does he needs some tweaks? Maybe, I'm unsure actually because I haven't seen him past ptb. Who knows maybe there's a way to play him that we haven't figured out. But crying because bhvr didn't listen to some angry redditors on how to develop their game reflects a bit on who you are as a person. The devs don't need to listen to 3 year olds and make the exact change they want so they won't cry or ######### on the floor. They listen to feedback and decide if what the community suggest is possible to add without breaking the game by any means, or without destroying the vision they had of the killer. Let me give you an example.
If the devs listened to angry reddit users like you, who complain more here than playing the game, the trickster would simply be deleted. Remember the chaos after the reveal of the trickster? People complaining about his visuals and saying he should be deleted. Do you remember the ds change announcement, where angry 3 year olds wanted their money back since they bought laurie to get an op perk and bully the killer, now that it changes they want their money back. Do you remember the ruin changes perhaps? Where everyone complained about ruin being balanced and that the game won't survive without old ruin? Don't feel personally insulted that they didn't change something that you suggested, because they don't need to do anything that you tell them to do. If I was a dev and I saw this thread, I'd feel insulted because one guy wants me and my team to do whatever they want.
Lastly, I don't care about how many hours you spent on the game. You could be here from beta, and you'd still be wrong. Intelligence isn't measured with hours spent on a videogame, you see
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@Yumyumtasty said:
https://forum.deadbydaylight.com/en/discussion/comment/2024245#Comment_2024245
So who told you that gens are the primary objective?
When depip Squad just pissed out gens the devs were like "yeah....that doesn't prove anything".
The primary objective is to survive. In order to do that you need to do gens and escape through the gate. The primary job of the survivors is to do gens
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@Zozzy said:
If every survivor had the mentality to do totems on sight, NOED wouldn't do anything.
That's true tbf xd
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@NoxVeno said:
https://forum.deadbydaylight.com/en/discussion/comment/2024252#Comment_2024252
Survivor sided, killer sided...one side always claims its the other, but your post started with claiming its the opinion of the entire community. So gave ya a bit of flak.
"and a teammate tanks a hit" What do you mean? Took the hit for another player? How did Claud get caught? The bones in the killer shack are not well hidden sounds like there was time to do them before the last gen. Nobody noticed them?
You felt punished for playing well..meaning looping? If you looped the killer all game stands to reason the killer MIGHT be a little aggro with you. You should of looked for the hatch if he was camping on a hill watching the gates, but you chose to be altruistic. YOU still could of "won"
First of all, the claud got downed in killer shack, thus going to the basement. And, as I said, I connected a strong loop with killer shack and managed to loop him because he didn't want to break the pallets. So breaking the totem was impossible.
Looking for hatch? I didn't really care about surviving. I wanted to get at least one of us out. Best course of action is to lure him away but I was too late, the claud died. So I lured him away for the last survivor to escape.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2023481#Comment_2023481
Because the devs dont respond
So since the devs don't respond you ask explanations from people that are not related with the developing process? Makes sense
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@NoxVeno said:
Good to know YOUR the community. The killer in your scenario wasn't rewarded with noed, the killer was rewarded for altruistic teammates being greedy. if they just left the killer would be stuck with a 1k, but they got greedy and went for 4 survives. There are just as many situations where noed winds up being a wasted perk slot.
Hm quite interesting that you think that. To make sure you understand the situation:
A totem which is on the killer shack specifically, 2 survivors injured one in basement and the gates are one behind the shack and one on a wall close to the shack. The killer was standing in a hill and could see both gates and shack, so it's impossible to do the totem. I tried going for the furthest gate and got immediately chased.
So how exactly could I escape? Doing bones was literally impossible since I was being chased on the killer shack and a loop next to it (I connected killer shack with a loop cuz the killer didn't destroy the pallets). So please explain to me what we could we done differently, without comms as well since I rarely swf. The best scenario was a 1 man escape since saving the guy from the basement was also impossible. That's why I lured him away so one of us can at least escape.
And again, I'm not saying it's op I'm explaining how frustrating and punishing it feels against it. As I explained my situation was a 1 in 1000 situation. Also to be clear I'm a hybrid player, so I suppose "YOUR COMMUNITY" means the survivor community. Which yeah you're correct actually, since the survivor players are mostly punished by this perk. And since I 'attack" something that feels unfair in the survivor side, you could say that this forum is kinda survivor sided.
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@Mister_xD said:
saying that it felt like it punished survivors doing their objective seems like quite a hypocritical statement when the activation requirement for NOED literally is the survivors not finishing their secondary objective in time...
its ment as a punishment for those who prioritised the primary objective over the secondary.
thats the whole point of the perk - its not a reward for killers that didnt patrol correctly, its a punishment for those who only cared about generators and ignored totems.
though i wont deny that it could definitely do that job better than it currently does.
imo the amount of totems that are present in the trial should determine the strength of NOED (with the minimal strength being the current version).
But prioritizing the PRIMARY objective isn't what you're supposed to do....because it's primary?
There are situations where doing all 5 totems is pretty much impossible (for example a 3 gen situation, the survivors must try their hardest to take the killers attention while the rest do gens, if the survivor team can't find the last totem, which is kinda common)
This 1 in 1000 scenario feels punishing
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/234972/the-communitys-problem-with-noed
You are kind of illustrating the problem yourself with the bias built into your OP. Generators are ONE objective, and the one which isn't optional. Totems, however, are the OTHER objective, and they still want you to do them. They give you agency, however, and allow you to gamble on whether or not you think it is important in a given match. Killers GAMBLE when they put NOED in:
- It might never go off and they kill you all before the gates are powered; hence playing the match a Perk down.
- It might never go off because the Survivors cleanse all the dull Totems.
- It might not matter because having NOED go off doesn't guarantee you will find, intercept, or down anyone.
- It might not matter because even though it goes off someone finds it now lit and turns it off.
Everything about this Perk is a big WHAT IF that the Killer is taking a chance on. More to the point every Survivor knows NOED is out there, particularly the ones that complain about it endlessly. So Survivors are taking almost the same gamble when they choose to ignore Totems. The solution to NOED is doing Bones.
I never said it's uncounterable did I? I just explained the frustration over it
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@NoOneKnowsNova said:
My view on it is that it sometimes is the survivors fault and sometimes it's just rewarding a bad killer.
In this situation that you mentioned, while you can say the survivors should have cleansed the totems, its undeniable that the killer played bad and got rewarded despite his poor performance.
Otherwise, Noed is mostly fine, and you practically put it perfectly. It's not overpowered nor weak, but its hated due to that 1 in 1000 occurrence.
They couldn't cleanse that totem, it was on the side of the map where he was chasing me, so it'd be a stretch to actively go in the middle of a warzone to cleanse that totem xd
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I don't get why you guys keep thinking that mods are devs. They're not
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Relax dude, just because you suggested it and one other youtuber it doesn't mean that they're forced to do it. That's why it's called a SUGGESTION. They can do whatever they want and can add whatever they like. Scott SUGGESTED making his knives ricochet, but that doesn't mean that his wish is their command. I believe that it shouldn't be, for example, because it could be a bit overpowered basekit.
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@Pirate said:
This was I was seeing:
https://us.v-cdn.net/6030815/uploads/C86M1AT19KA6/bitter-murmur.png
The ear is the thumb kinda, from afar it looks more like it XD
Oh my god, I just noticed what hitter murmur is
I had the exact same thought with you holy #########!
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@IWasLeft2Die said:
If you did this, it would literally prevent some of the main YouTube players and other good players from playing killer. Know this info on a survivor doesn't necessarily change much for the game but knowing who the killer is (playername) definetly decides a game. I highly doubt killers really care about survivors names beyond if they are clearly swf. Killers knowing this info is fine
I agree with you @IWasLeft2Die
And tbh it relieves some of the stress and tilt as a survivor when I enter the post game screen and I see that they're a streamer or a youtuber. I personally like the mystery
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2012814#Comment_2012814
it's fair for a survivor to lobby dodge just as much as it is for killer.
just as DCing in a match is wrong for both sides
That's the best way someone can explain the situation, and the simplest
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2012298#Comment_2012298
I never said you shouldn't play at all. I said you shouldn't play during those 5% of the time.
An exaggerated analogy/metaphor would be if a person infected with corona or any other infect (the bad connection) still knowingly wants to go to a public event (play online games) should have enough common sense to stay at home without being forced (don't play online games without getting forced by timeout or bans).
But suit yourself, this is the internet I can't stop you from doing what you want and this is just an opinion. But don't expect the world to take extra consideration for something like that. It still is your choice/decision to act with the potential to ruin yours AND other peoples fun.
Edit: also to your point of rich vs poor. I have an average wage and can't afford for example a new car/pc/tv or whatever every year or so. So is it unfair that I can't have a new shiny car instead of driving my 10 year old rustbucket? No, that's simply life and life, as hard as it sounds, is unfair.
First of all, I don't know when this 5% will kick it, the cause is simple: my wifi extender is kinda stupid, so sometimes it will work and other times it won't, resulting in my pc changing to my og internet randomly. I can't check when this happens in game, so it's more or less a gamble.
Also about your edit, what you said has nothing to do with the discussion, you think that people with lower or average income shouldn't play online games. That's a really poor way of viewing anything really, and describing online games as "higher class"
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2012249#Comment_2012249
To be honest....yes. the internet in my parents place also had hiccups pretty often and when I knew that it was one of those days guess what, I DIDN'T PLAY ONLINE GAMES and simply switched to Singleplayer or read a book or played with my gameboy or watched tv. But I had enough sense of responsibility towards my friends and the other players to not ruin their rounds by having a lagfest and not getting ######### done, also it wasn't fun for me either. Now in my own place I have 99% good internet but it still blacks out once in a blue moon and I take it in stride and simply don't play.
When the internet completely blacks out it forces you aways from online multiplayer and lies out of your control but when you only have a rough evening of bad connection and you are aware of that, then it is in your responsibility to be mature enough to think about what your are going to do to others people's fun by being a lagging and/or disconnecting burden (also lagging games aren't really fun or are they?).
The actual #########? So you believe that I shouldn't play online games because 5% of the time my internet will ######### up? Everyone should be able to play with any amounts of bad connection. So, because people are poorer and can't afford good internet, or can afford but their internet companies don't give the exact amount of mbs that a family or person is paying then they should be punished for that? Are you serious?!
I won't stop playing online games for this 5%, and you know why? Because online videogames ARE FUN and I've already completed most of my single player games, and most importantly because I dislike single player games besides from celeste, undertale and pokemon.
People shouldn't be punished for having bad internet. They're just trying to have fun. Online games shouldn't simply be "for the rich only!"
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2012050#Comment_2012050
But they're both refusing to play against the other side for the same reasons so either both aren't okay or both are okay. You can't have it both ways.
In my opinion it's completely different. In one case, the player dodges before the game starts, while in the other scenario, the survivor gives up immediately and forces a 3v1 situation. The context is kind of the same, but the consequences differ. On one hand, the survivor team is now forced to play a 3v1 game which will probably result in a 4k or 3k +hatch escape. So one survivor forces 3 people to have a miserable experience for 5-10 minutes.
On the other hand, if a killer dodges the lobby, he forces the survivor team to wait..... another 10 seconds. The difference is huge, even tho theoretically the same thing happens, in both situations the player is refused to play the game.
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@ttvbardberd said:
https://forum.deadbydaylight.com/en/discussion/comment/2010176#Comment_2010176
you can get temp banned for doing it, as long as you record it as evidence and send it to dbd through their report system on their website. If you report the player as well for Unsportsmanlike, then they'll usually do something about it.
I actually tested this theory by doing the same thing on a smurf account, reported it and it got a temp ban without telling me about it. So this is proof that BHVR do deal with these things.
Kinda brave to do that, I respect that
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2010372#Comment_2010372
Just as a comment on your last point, because I think the rest is more of a personal opinion and we can agree to agree/disagree.
Tbh why should we show empathy to people with bad internet connection or similar when they don't seem to show any for the ones they are playing with?
In case of dbd this has either negative impact as the killer in getting unfair hits or as survivor in giving an inherit disadvantage to your team by not being able to perform on the same level and doing so knowingly from the getgo. The latter is also true for practically all team based multiplayer (pvp) games, they know they will be a burden for their team but set their own (impaired) enjoyment before others. I wouldn't care if they did it in free for all games but playing team based game knowing that either their connection or rig can't handle it is also unfair to all other players they get involved with since they negatively influence the gameplay.
I see it similar to starting a trial while knowing that you have an appointment so that they would need to quit halfway into a match and leaving the team by themselves. In doing so they show that they don't care how they might screw over their teammates and also lower the experience for the opposing team (given they also want to play a fair and exciting game instead of been given an advantageous win). I simply can't really show empathy to such people when they don't seem to care about anyone they negatively impact by wanting something against better knowledge.
Dude, sometimes my internet is really awful and sometimes it's good. The company doesn't care enough to fix it, so what am I supposed to do? Not play multiplayer games?
When I enter a trial it's a gamble. 95% of the time my internet is ok, so you're gonna punish me for the 5%?
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I had a unique iri head rework idea for huntress. Basically your hatchets apply on hit effects, with some exceptions like stbfl and unrelenting maybe. This gives huntress players more freedom with their build style. For example, sloppy would be good with this addon, as well as haunted grounds.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2011273#Comment_2011273
That's a different scenario. If the other survivors are screwing up and throwing the game already, then go ahead and die on the hook. There's nothing you can do.
The topic is people refusing to play against certain killers. If you're refusing to play a game just because the killer is a specific killer you find 'too hard' to play against, without factoring in your teammates, then yeah, that's admitting to being a bad survivor.
I agree. The specific topic of this forum is basically "I got downed first vs a freddy time to dc!"
I'm not saying you shouldn't be killing yourself on hook in specific situations, I'm talking about something specific
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Depends, as a killer if I dominate I'll play a bit more chill in order for the survivors to get a bit more bps and have some fun. But I'll generally try to win.
As a survivor I'm pretty chill since I usually work on gens unseen and I rarely try hard in chases
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I'm unsure if I should feel proud of insulted :/
Pretty accurate tho regardless
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Personally I hate her, but that's because I'm simply bad at her. If played correctly she feels rewarding. But until I get here to the range, she's my most unfun killer to play besides nurse, since I suck at her more
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@Azeroth said:
https://forum.deadbydaylight.com/en/discussion/comment/2010510#Comment_2010510
Try to play as survivor i look on him literally from 100m and he still stalk its a bug probably.
He has a fixed reveal range of 32 meters that can be altered by add-ons if I remember correctly
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I have a lot, pyramid head is cone head, freddy is the unskilled killer, spirit is sad lady, deathslinger is the cowboi
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It's for the memes, like booping the snoot which acts similarly. If the killer is kind enough to let me live I'll give them the item as a token of appreciation
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@EvilJoshy said:
I feel this mentality is BHVRs fault. Survivor's are used to getting what they want because they are the majority. It's not just killer's and their add ons that cause people to quit. I've had people rage quit because they were the first one to be found. I think we need a penalty for giving up on your first hook. Put in some requirement:
- If your on your first hook, you struggle to kobe and fail, you do not even bother to struggle then you get a dc penalty.
- If you were on the hook for a good amount of time and you struggled, no penalty. The killer could have been camping or your team just did not attempt the save.
- If your killed within the first 4 mins of a match, dc penalty. You either suck or you gave up.
- If your the last 2 people left in a match no penalty. I've gone an entire match without being hooked. It was down to me and one other teammate. I got caught. The killer was doing well so all gens weren't complete. I gave up on the hook so my teammate could find the hatch.
I'll ignore most of your solutions, but penalty because you suck at the game? So if a baby survivor gets matched with a rank 1 killer dies early, or gets tunneled then that means they deserve to be banned?
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2010121#Comment_2010121
When I am injured I always check the bushes for Claudettes. When they patch me up I thank them kindly and leave. We shouldn't disturb the nature too much.
The bushes are holy for us, only those that dedicate their lives to the holy ways of immersion are allowed to use the bush in their full extend and not get perished by its unthinkable power.
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@Shaped said:
People hate Claudettes but I mostly have good experience with them as my teammates unlike 2-3 years ago. They are often reliable if they are experienced.
I'm the bush, and the bush is me. Wherever you'll see a bush, there'll always be me
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I think there are basic rules on why a killer is 110%. Let's give some examples:
Hag is forced to rely on her traps did to her speed reduction, so it defines her playstyle.
Same with huntress and deathslinger, they can down you effectively without using their m1 (I don't count deathslingers m1 after he has pulled someone in an m1). So it gives survivors some counterplay in loops. The same also applies to trickster.
The spirit's lack of speed during loops force her to either use her ability or be looped for an eternity.
I think that's all, I'll make sure to check and edit if I forget anyone
Basically, to address the point of the forum, killers with strong powers get a speed reduction to make sure they rely on their powers.
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Since you can purchase them with real money they have no reason to make em free.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2006484#Comment_2006484
Defense of totems is one of the first mistakes you can make as a killer. If you focus to much on defending your totem you will lose the game and any survivor will know that simply ignoring the totem and pushing distant gens will often crush killers who focus to much on protecting there totems. Multi tasking is easy to say when you have high mobility killers but what of the low mobility killers. I'll get on to large maps later because woo wee is that a major issue. If your totems is found you can try and use it to get some pressure spreading damage out but again you will lose the totem. Plenty of players know this that's why many experience players acknowledge its inevitable it's gonna be taken down.
On the subject of comm's and swf where is this data. The inability to access this data is rather infuriating. How is its parsed do we account for difference in ranks (incoming rank doesn't matter even though that yellow ranked meg is self caring in a corner). If I want to check the data on how a champion is performing in lol or dota I can easily bring up sites and get the information there yet dbd tends to restrict that information. I don't care how the greens and yellows are doing I'm interested in what red ranks and how players with higher win rates are doing with x perks and x add-ons.
You used the hag as an example but her counterplay admittedly much more tricky has some glaring holes. If every player keeps deliberately messing with her web she falls apart as a killer. It not easy but that again is why she's one of the better killers I acknowledge this. Flashlight will horribly mess her up but that's just a given. A lot of killers who are less trap based and lack that snowball potential think wraith, pig, bubba, ph etc do will struggle to claw back games. Killers bouncing back from a poor start is not the norm and the point I'm making is that the odds are stacked against you when going up against competent players. Max no of pallets in play, breakable walls are in effect creating infinites structures like shack are available and are at max power.
Now I agree undying needed a nerf but your opening sentence implied you were happy with it as is. Even though it is not fit for its purpose. There were two ways to go with making undying effective.
A. Its loses its aura reading entirely and now instead of two totems being in play there is the one totem you have active. Upon destruction another dull totem lights up so your chance of a hex totem being broken is reduced thus prolonging the ruin or hex perk effect.
B. Hex undying triggers a maximum of two times no more so instead of breaking 4 or 5 ruins you would have to deal with 3 totems a much fairer and reasonable number.
Finally whataboutism is dressing denial of an issue as a positive. No these all exist in the same ecosystem of play this all matters. Scott even engaged in the concept he talked about when pop got nerfed and question why is ds remaining as is. There are two sides to dbd if you reduce the power of one side you need to consider the other so the scales of imbalance don't get horribly mangled. If the dev's have a change that's gonna hurt one side at the very least withhold it until both sides receive a prepared nerf or changes that should keep the balance of power in check.
Map adjustments? Are we not paying heed to the fact that nearly every map from legion onwards (bar reworked maps) has been a large map. You can adjust maps all you like but when they keep making massive complexes I really have to question if they are being genuine or just lying to our face. I present all of these issues and the answer is its being addressed be patient meanwhile haddonfield is still the most disgusting piece of trash to grace dbd despite not receiving the necessary fix with years of time to improve it. The claim of we addressed the large fences long ago was a blatant lie. Since then no changes.
Finally as survivor to get a comparison across you are a control player your goal is to outlast the killer which is the aggro role. The survivor has a map with a wide access of control tools(structures). The aggro killer player has to navigate the control tool's used by the survivor to get the hook. Killer skill expression is down to the survivor making a misplay, either mispositioning or choosing to use a tile that is unfavorable or is lacking the necessary defenses. The killer chases the survivor this is the nature of the role the killer can herd or manipulate certain misplays but its up to the survivor to make those decision's. Your last sentence makes no sense. How can I not know what I'm doing if I'm deliberately trying to manipulate the survivor into taking an action I know will be unfavorable. Yes you have agency as a killer player but the agency is very limited by a lack of good stall tools(that are being continuously nerfed e.g thantophobia, pop and undying.
Answer to the first paragraph: hexed were designed that way, tho. High risk with high reward. Devour is the perfect example, it might be cleansed the first 30 seconds of the match, but it can also last for an entire trial. Undying shouldn't remove the risk factor and amplify it with rng. What annoys you, if I understand correctly, is that if your totem is found the killer has two options: either keep an eye out for it while pressuring near gens or abandon it. So you're basically annoyed by the design of hexes. Other perks can have similar effects and they're not hexes. I can't imagine any hex besides retribution and haunted grounds being a normal perk. That's why the have a simple design:
If you equip a hex you have a gamble. Either it will give a lot of value, or give you nothing but a wasted perk slot. The mere premise of undying was simple: give the hexes protection in the form of rng, basically ensure that the hexes have value which is a major design flaw. It was basically thrill of the hunt, but the killer didn't have to pressure survivors away from his totems. So basically a perk did a part of the killer's job for him and removed the high risk high reward nature of hexes, so why shouldn't it get nerfed?
On the second paragraph, the devs actually release some data they collect from time to time for research purposes. It is rather infuriating that it happens once a year or so, but they still are valid. You mentioned different websites in league and dota. As a league player, as far as I know, the sites don't inform you on how often you team up with friends, besides showing the match history. So the ultimate change here is to make a match history for dbd which I want.
Also, ranks don't matter the devs also admitted that. It basically shows you how much dbd you played in one month.
Hag is a powerful killer because if played correctly, the survivors can't really counter her easily (michi is the best example, I won't go into detail my answer is already the size of a whole forum). Because killers struggle to regain pressure when they're losing that doesn't mean it's impossible. Obviously they'll struggle since they couldn't get a good start, which is the killer's fault. But they still have high chances of winning. A strat on trapper is to make a part of the map a minefield, so survivors are forced to interact with it and the game becomes stale. Pig has her beartraps where you can get a free kill or a lot of pressure since trapped survivors usually search boxes first.
Third paragraph: since you agree that undying needed a nerf then why are we arguing exactly? Both your changes are exceptional, I don't mind them because they still FIX what is frustrating about the perk don't they? So you basically agree with me on that part.
About whataboutism, a lot of people in the community think that if the devs fix something broken on one side, the other side should also have the same treatment. Or most importantly, "you can't nerf x if y (other sides broken #########) isn't fixed. When y is fixed you can nerf x". Whataboutism is like a plague in dbd, no pun intended. I always see forums and post saying ######### like "moris were nerfed, but what about keys? Of course the devs will make a survivor side adjustment since they only want survivors to have fun", even tho they've mentioned that the only reason they didn't nerf the keys alongside moris, is because they have bigger plans than just changing a 1 to a 2. Unfortunately it's a pretty common strategy, but doesn't really prove any point. Just because one thing is bad, it doesn't mean that the other thing isnt.
I don't remember the number of the paragraph so I'll say "the map paragraph". Deathslingers map is actually one of the smallest maps believe it or not. New ormond is also smaller than it used to be (I think, I can be mistaken but I can do some research, the rework still bangs tho). Same goes for the new clown map rework. I don't really see the map design getting worse, but better. The trapper map reworks made em, arguably, the most balanced maps in all of dbd. So I think that they try to fix their mistakes.
The game is considered an asymmetrical horror game, where a survivor is rewarding for being either good at chases or immersed but helpful. The killer doesn't capitalize on mistakes to win, they use their skill to outsmart a survivor resulting in a hit. You can argue that a hit isn't a result of the killer's skill, but for a survivor's mistake. But this is like saying "you don't outplay anyone, they just made a missplay". It completely negates the killer's skill. The game has two teams, the survivors who need to escape and in chases spend as much time as possible by CAPITALIZING on the killer's mistakes and various mechanics, while the killer tries to end the chase as soon as possible by outsmarting a survivor and use various tricks to result in a hit. If you want, I can direct you to scott's and otz's videos where they basically say what I say but a lot clearer, and if you'd like I can also post the actual people that use swfs according to the last release of that information, if I find em of course.
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@MadLordJack said:
Your suggestion for 8 minimum hooks before deaths just means 12-hook trials. I'm suggesting 8-hook trials, which strikes a fairer balance, although the number is easily up for debate, I'm just saying that 12 hooks (in other words, 8 hooks before people start dying) is not achievable. The system eliminates tunneling and camping, and I also agree that gens shouldn't be changed so that leaves slugging, or more accurately snowballing. I think this is the helathy, fun, exciting win condition of DbD, because to be perfectly honest everyone getting 3 hooks, 3 chases and 6 hits would get pretty boring, and it's also just not viable without changing gens speeds, which we both agree is just not the way to balance DbD.
And I think I said that twice but I'm a little tired and editing is not good right now.
Quite interesting. I'm afraid that the gen times won't allow 8 hook games easily. If they're adjusted based on this theory, then I personally have no problems with this.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2006597#Comment_2006597
I want to inform. I play a LOT of Spooky Myers. It is my favorite build. I get tired of the salt from "supposed" Red and Purple Ranks that don't seem to know how he works. If I wanted to camp, I'd camp. I don't have any aversion to it. It just boggles my mind that they don't know how this Meme Build works.
Fair enough
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First of all, it is appreciatable to blank their names, that's just my opinion.
Secondly, there are simply swfs that just like to win, so they'll use the strongest builds and items. If they wanna be the next tournament champions, they gotta use the builds they'll use there. Or just enjoy winning.
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Thank you for clarifying, but what's your point really? Do you simply wanna inform? Pass on a message perhaps? Or got annoyed in a trial because the survivors accused you of what you've counterargued already?
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Mediocre at best imo.
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Foolish thought. If a survivor kills themselves they already get little to no bloodpoints and depips, so they generally lose. However I think that they should have the dc treatment, when a survivor dcs both the remaining survivors and the killers gain bloodpoints, I think the same should happen in hook suicides, but a whole ban is stupid, since they have the option. I played a game where I ran the killer for 5 mins and no gens were popped because my team was a p3 claud swf that literally moved on the edges of the map, not even playing the game at this point. If I hook suicide with your rules, I'll get banned because we still had a chance didn't we? No, I prefer to let go and be sacrificed so I can play another game.
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Your title is misleading because there are killers from literally all ranks that they do that. Quick side note, because you tell them not to, that doesn't mean they will. They play to either ruin your game or straight up win, so you can't reason with it can you?
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Yes it should.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2005308#Comment_2005308
Yes the hex stack retention passive change is so powerful that now hex undying is now run with, nothing except ruin. I tested this change and it didnt matter because undying increases the chance of the perk being spotted and you have to find a hex perk that can net immediate value and make up for the investment of two perk slots. Which there are few to none. Also any survivor worth there salt will never let you get anything out of devour bar maybe one insta down if your lucky.
For everyones talk of lullaby and devour hope it amounted to doing nothing since totems rng and ease of destruction only becomes a problem when undying is hitting 4+ totem resets. Also no you cant protect your totem that is a foolish thought to even think about. If a survivor finds yout totem everyone will from that point on know its location since lets be real here the majority of players are at least grouped with one other player on comms and most player will direct other members of its location with general pointing. Assuming the killer jas some impact on its survival often plays into losing gens at an accelerated rate.
All of what you fear exisits already. It called corrupt intervention no you dont have to cleanse it but for all its threatening potential it hasn't broken the game. A killer getting pressure early is not unhealthy I'd argue the lack of pressure early is a massive cause for dbds imbalances. Killer games can end immediatly with one bad chase at the start of the game. Seriously think about that. If you don't get something early pn you be put so far behind its nearly impossible to claw your way back.
That's it your done. There is no end to the number of survivor perks that can mitigate and halt a killers snowball. Ds, unbreakable, adrenaline, even exhaustion perks mitigates and hinder pressure at pivotal moments. These perks provide absurd ppwer and most improtantly are fit for purpose.
Yet a killer forcing totem interaction early on is considered broken. This makes no sense. When you as a team can spawn next to gens on large maps rng that is not a small percentage then you cant honestly tell me survivors shouldnt be pressured early on to remove a ruin twice?
If a killer snowballs that on the survivors for making those mistakes. A killer success is ultimately dependant on how many mistakes a survivor makes and how competent the killer can exploit this. The early game for killers need to be revised and since the devs refuse to bake this into the core gameplay we should at least get perks to fix this. Undying was meant to do this but its ease of destruction renders that mute as well.
You have some severe mistakes there bud.
"Also no you cant protect your totem that is a foolish thought to even think about."
What? I thought that the killer's job was to multitask, as a hybrid player I have protected my totems in my games, even if they know where they are. A killer's job is to also keep an eye out for their totems. A perk shouldn't just magically protect your totems. You should earn it.
" lets be real here the majority of players are at least grouped with one other player on comms and most player will direct other members of its location with general pointing. "
I dunno chief, the last time the devs released information proves the exact opposite. If you want to I can search the exact photo they released.
"All of what you fear exisits already. It called corrupt intervention no you dont have to cleanse it but for all its threatening potential it hasn't broken the game. "
This isn't a fear, is a necessity. Corrupt is arguably the strongest killer perk for 2 reasons, it forces early killer-survivor interaction at mid to high ranks and gives the killer a bit of time on the early game. This lasts for 180 seconds and then doesn't reactivate ever. So, here's what the high level survivors do in tournaments, mind-blowing I know.
They just don't reveal themselves and wait for corrupt to pass. Because they know that if they waste all 3 minutes, the killer has 3 perks left.
Does it work with the old undying/ruin? No, otz actually explained why. With undying/ruin being released the killers is tournaments started to smash the competition easily, why? Because even if the survivors hide with corrupt, you have to deal with the combo, but you can't stay simply hidden can you? Since the killer will patrol. So what they do is not going for totems, because if they're unlucky they wasted precious gen time. So they tried to power through and it resulted in most loses. And the killer doesn't even have to do anything to gain that pressure, the mere existence of the combo demolished high level of play.
".If you don't get something early pn you be put so far behind its nearly impossible to claw your way back."
Again you're wrong, because all gens are done doesn't mean the game is over, comebacks exist. Hag is the best killer example I can give, with hag you make a web and the survivors are forced to interact with it. If they decide to genrush and not harsh the hag, they are in deep trouble because every chase will end in an instant. Endgame builds and perks also exist. And killer powers interacting with endgame like pigs. So, again, you're simply wrong. Not a single high rank survivor will say that the game is over once the survivors have one or two gens left.
"There is no end to the number of survivor perks that can mitigate and halt a killers snowball. Ds, unbreakable, adrenaline, even exhaustion perks mitigates and hinder pressure at pivotal moments"
You kinda instinctively result in whataboutism but let me focus on that one as well. Ds gets nerfed so I won't mention it, adrenaline needs to activate in endgame and it is still counterable, exhaustion perks are always expected in high level of play and they get countered if you know what to do when you know they have a certain exhaustion perk (example: dead hard, you bait deadhard early and they have no exhaustion perk, or equip addons such as the toxic on huntress).
"Yet a killer forcing totem interaction early on is considered broken. "
I never said that an early totem interaction is the problem, it's that it last the whole game in worst case scenario. Also, undying did many things at once, such as the aura reveal, which forced survivors to lose-lose situations.
"This makes no sense. When you as a team can spawn next to gens on large maps rng that is not a small percentage then you cant honestly tell me survivors shouldnt be pressured early on to remove a ruin twice?"
Removing a ruin twice in the best, and honestly the only scenario after the patch. Large maps need to be fixed, and they will according to the devs. They have made large map adjustments after all in previous patches. And I also think that spawning close to gens is kinda stupid, I think survivors should either spawn separately on the same side of the map or, preferably, together on the edge of the map or deadzone. The survivors should be forced to interact with the killer, not the totems, the secondary objective.
"If a killer snowballs that on the survivors for making those mistakes. A killer success is ultimately dependant on how many mistakes a survivor makes and how competent the killer can exploit this. The early game for killers need to be revised and since the devs refuse to bake this into the core gameplay we should at least get perks to fix this. Undying was meant to do this but its ease of destruction renders that mute as well."
Common mistake I see a lot in the community and Scott actually debunked this. By saying the killer is simply looking for the survivors to make a small mistake, and that's how they win the game is really untrue. Then youtubers and streamers like otz are good players, because they capitalize on survivor mistakes more often? No, they outplay them. By saying that the killer just outplays because he saw a mistake in the survivor side, completely negates the chance of the killer actually knowing what they're doing.
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@Lonok2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2005330#Comment_2005330
I don't think it's that great a change, fundamentally the game still functions the same it's just that each hook as now a sacrifice instead of each 3 hooks, I'd say greater changes have been made since its incarnation.
It changes the base formula of the game: once you die you're out. Now you give survivor 2 more chances basically
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What you describe is simply a different game. You change the core of dbd, so this change is quite impossible
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I agree, I think hag isnt stronger than spirit and nurse. She is more methodical, but if you're good with her, nothing can stop you. Not a bullshit perk combo, no lack of add-ons and perks, no dbd broken mechanics. As far as I'm concerned she's s tier
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2004763#Comment_2004763
So a good nerf results in a weak perk? Undying is supposed to protect your hex perk why is itself active as a hex perk immediatly. Wouldnt it have been smarter to have it only activate post your first hex perks destruction.
This logic of it annoyed me so any result is good regardless of whether or not the perk still fufills its role is very silly. Espicially when you consider gen slowdown perks have been hit continously. Pop got nerfed for some reason, thanatophobia is a nerf to everyone that isn't plague, finally undying is the last perk.
Gen regression perk options are very weak as is. Could have at least improved surge or some other regression perk.
Rng is a major factor that influences the game. From map layouts to bear trap attempts, to 4% and totem spawns. Undying isn't weak at all, and it's role now is simple: if a killer failed to protect his hex, they have a second chance.
Old undying was rng and generally hated. Think about it:
You find a totem, it's either ruin or undying (50/50). You cleanse it (12 seconds I think, without adding thana) and now you either destroyed undying and have to search for ruin or destroyed ruin and you gotta search for a different totem. So minimum you waste 24 seconds + distance traveled to destroy ruin undying, without adding thana or the possibility of a chase. Now, in the other scenario there are 4 totems left, 2 are lit. You find and cleanse one of them and again it's 50/50 if you need to search again for it. So let's do the math here shall we?
Minimum time to destroy the undying+ruin combo was and is: 24 seconds + distance traveled. It doesn't sound like a lot, but if one survivor isn't doing gens, that could cause a snowball on the killer side, because: one survivor is searching totems, one is chased, one is on hook and one is going for the rescue = not a single survivor is doing gens.
Maximum time to destroy the combo is: 60 seconds + distance travel which give the killer free pressure and possibly a snowball effect.
So why shouldn't it be changed? It removed the end factor and kept it to the bare minimum, whilst having the ability to transfer stacks, do you know how powerful that is?
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@WoopinAngel said:
https://forum.deadbydaylight.com/en/discussion/comment/2004744#Comment_2004744
In your first part, I'm not sure how this change I've suggested would lead to P3 clauds hiding in corners. If the survivors play stealthily for the entire game without doing generators, then no repairs would get completed. I might be misunderstanding what you mean here, but please let clarify for me if I did!
In your second example, if there's only one survivor doing gens while the other three members of the swf loop and bully, then the last gen would pop when the solo survivor finishes them by themself. If it takes let's say roughly 15 seconds or so for the solo survivor to move from one generator to the next after it pops, then it would take the surv (80 seconds of repairs * 5 gens) + (15 seconds of travel time * 4 times needed to travel) = 400 + 60 = 460 seconds to repair all five generators by himself, which is 7 minutes and 40 seconds. I think with only one person doing gens, this is a fair amount of time to get several hooks by the end of the game. You'd just need 1 hook a bit under every minute. which should be easy to do if a group of survivors is always close to you.
Also, the above example is assuming that the survivors don't loop you to where the solo surv is repairing generators, the game would take longer if the solo surv can't do gens because you're close by. Thank you for your response! Please let me know if I've addressed your concerns.
https://forum.deadbydaylight.com/en/discussion/comment/2004792#Comment_2004792
Let's assume that nobody goes for the rescue because the survivor can stay on the hook for up to 8 minutes if nobody else gets hooked. The killer is still in the match patrolling generators looking for other survivors. If the killer manages to get another down before the first survivor can get saved, then the remaining survivors will be losing hook states twice as fast, because the first hooked survivor is still on a hook, and now a second survivor is on a hook as well. There's no way for people to complete the generators that quickly by the time both survivors die within 4 minutes, with the killer still looking for the other two survivors. If nobody goes for saves, then the hook count would stack up fairly quickly, with the survivors eventually being overpowered by the pressure the killer applies.
I hope this clarified some things for you!
You suggest survivors to be sacrificed only when all 4 survivors have been hooked up first correct? (8 hooks). If a survivor hides and they're never hooked, nobody can be sacrificed.
Unless I didn't understand correctly then I'm an idiot
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Undying needed a nerf and they nerfed the rng factor, so it's a good nerf for me
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Baby nurse :3