Canas
Canas
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@[Deleted User] said:
No, Peanits replied to my discussion saying they didn't have enough time to do so.
This is the worst possible response they could have given. Imagine releasing an extremely underpowered killer and not even touching them for six months straight. This might even be worse than what Trickster had to go through.
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Sadako is the worst licensed killer in the game right now, I'd be extremely shocked if they didn't finally buff her into a playable state.
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Off the Record will become the most used perk in the game if it's allowed to be used multiple times within the trial.
Imagine someone gets unhooked during endgame and they're off to the gates while you're chasing that person while dealing with the annoying bodyblockers who were so kind to open the gate for their pal. You're finally on their back and they might have misused the reworked Dead Hard a moment ago. You're swinging and expecting to finally down that pesky survivor. Whoops, turns out they had OTR and now their escape is guaranteed.
I don't see how this is any better than old Dead Hard and DS being abused during endgame previously. Now survivors only need to use a single perkslot to secure their escape and you literally can't do anything about it for 60-90 seconds.
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Call of Brine still seems better as a perk due to the 200% regression speed being applied from the get-go which is enough to fully regress a gen in half a minute after kicking it. Meanwhile Overcharge gives far less value if a survivor taps the gen after like 15 seconds.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3005314#Comment_3005314
What if it broke the next pallet dropped as well, whichever happens first
Even if it did that, the 3 second delay needs to be removed. What's stopping a survivor from throwing a pallet down right after being hit? The perk wouldn't be able to react in time due to the damn delay.
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I just want to see "Dissolution" (Dredge's pallet perk) buffed into a viable state. Right now the 3 second activation delay as well as the notification for survivors that the perk is enabled make it pretty much worthless. The survivor is either already over that downed pallet before the perk can take action or they're off to the next loop. It's simply not good.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3005231#Comment_3005231
I have no sympathy for the person who walks into the steel beam, demands just compensation for their suffering, then walks into it again.
Sorry if that's heartless.
You don't understand that this game's matchmaking is strictly built upon that concept. If I don't play the game, the MMR cannot adapt. Naturally it'll take MANY games to give it enough input about the performance of each respective killer. However this process is apparently taking too long and it's especially frustrating during an event where survivors seem to sweat like there's no tomorrow. You're simply devoid of empathy.
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@Kowalski said:
Skill issue
MMR issue
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Regarding the earlier comments about Plague and her lack of bp generation, this is a very true statement. Even if she dominates she still gets very little out of it, especially when it comes to pipping. She needs to have all of her infection rewards doubled, that might make a decent start. Right now gentapping literally gives more bp than puking on stuff with her.
Here's a match I had with her earlier on Lery's, the survivors didn't cleanse so I was able to down them all.
This game and its community seem to be extremely hostile towards casual killer players, though. It's an absolute pain playing this game with many of these m1 killers since they're so easy to loop and genrush if survivors have thousands of hours of experience. It's basically a lost cause when I load into a match and see the kind of map I'm getting. I try not to get titled but seeing gens pop like 2-3 times during my first chase really demotivates me.
The only way to get the MMR to adapt is to play MANY games but I'd like to know when the system actually starts working, imagine having to endure this type of process on every single killer on the roster. Now that's what I call torture.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3005033#Comment_3005033
No no, no. You sorely misunderstand. I'm not talking about killers, or survivors. I'm talking about you.
No one is forcing you to play. No one says that you must play 10 matches of Dead by Daylight matches to eat today. If killer is such apparently agony that you say you don't get compensated, for what you endure, and you're still here?
You have failed the self-responsibility challenge. Completely and utterly. I agree that killer can most certainly be better. But I have sympathy for the state of killer, I don't have sympathy for you.
If your response to the problem is to "simply not play the game" then you've already failed. There's no attempt here to find a genuine solution, this is just another way of saying "uninstall DbD". You're hardly any better than these survivor players who focus on ruining any last shred of joy the killer might be able to extract from this game by insulting them over their inability to compete in the Entity's realm.
All I want is some bonus bloodpoints as a last bit of solace, it's obviously very hard to create a space for casual players like me who don't want to sweat every single match by picking the same handful of perks over and over again while limiting myself to a pair of killers. Infact I keep rotating my killers after every match, that's how I keep it fresh.
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@Grandpa_Crack_Pipe said:
Oh, you poor suffering soul. Working harsh 12 hour shifts with little pay. Barely enough iri shards to scrape by.
If playing killer is this much agony for you, I recommend protesting with your silence.
I see, you're supporting this type of harassment then. I guess you're one of these people who type "gg ez" to make sure the killer-pool shrinks even more. It's apparently too much to ask for some respect and proper matchmaking around here.
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More harassment and insults from the survivors. It's truly appalling how this type of behavior isn't even considered a bannable offense.
These type of teams do gens at a neckbreaking speed while all I can do is secure one hook at most and camp that person to death during endgame. There's simply no alternative and the game doesn't want to give me appropriate survivors after enduring this ongoing bullying.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3004289#Comment_3004289
From my understanding, the perk is trash, so they are prolly gonna buff it a bit (or maybe rework it?)
How about they do the same for Dredge's perk "Dissolution"? It's absolute dogwater, the inherent 3 second activation delay as well as the blatant notification for survivors make it pretty much unusable.
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I don't get why one of Haddie's perks is on that list, though. Or am I misunderstanding something?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3004210#Comment_3004210
No? They said it was a meta perk. It's likely getting nerfed.
Unlikely, it's already considered a bad perk despite its popularity. These changes aren't solely aimed at nerfing perks, they're also meant to buff some. It's more likely that Self-Care will receive a buff of sorts.
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@thrawn3054 said:
If you're scoring less as the killer it's means you're a pretty bad killer. You'll have the odd match where it happens, but it should never be consistent.
Or it could mean that matchmaking is flatout not working. The game's supposed to adapt to the killer's MMR and yet that doesn't happen. Survivors still bring the same perks into my games while I'm getting bodied for trying to play in a non-meta way. It's an absolutely terrible experience and I'm appalled that the devs still haven't created a space for casual players like me.
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Looks like they're going to buff Self-Care. We absolutely cannot allow the healing meta to continue, it's far too much to handle for m1 killers - especially those who rely on hit and run strats.
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Wait, you actually manage to get hooks? Lucky you. Meanwhile I'm matched up against friggin navy seals.
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I haven't had a single "normal" match so far, it's just rampant genrushing while I'm playing a lowly m1 killer without metaperks. The experience is flatout abyssmal, you're literally being forced to either camp or pick Nurse/Blight with their meta builds.
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I simply don't understand survivors. Everyone is bringing a cake and yet they still genrush just to leave the game with a meager score. I only was able to get a single hook, that's simply awful. Games like this are the reason why I don't wanna bring anniversary offerings into these events at all, they're simply wasted on these type of people.
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@brokedownpalace said:
Get good
No amount of skill can overcome the survivor sided nature of the game. You can struggle but in the end you will inevitably fail once you go up against competent survivors who will abuse every single aspect of the game to its fullest. SWF is pretty much the prime example of what happens in these cases.
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I refuse to bring cakes, infact I dump them without a second thought whenever I prestige someone. I wish I could do the same with bloody partystreamers as well. Survivors aren't nice enough to be deserving of extra bloodpoints.
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Can't have a proper slasher without a bit of lewdness in there.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2998677#Comment_2998677
STBFL definitely helps, as do perks like Rancor and NOED.
Most M1 killers also have slight nuances that can help in the situation, especially in tandem with the above perks.
I pretty much stopped using NOED since it's too unreliable. Either it gets broken superfast or the survivors are already injured and will deny your m1 attacks with Dead Hard. STBFL and Rancor are pretty much godlike during endgame since no one can prevent you from maxing out your stacks and twohitting people who attempt unhooks. At 40% attack cooldown reduction you can deny unhooks entirely.
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She's easily the worst licensed killer in the game, infact she's the worst stealth killer in the game. If I were the license holder I'd be real pissed about seeing my beloved character turned into a joke and object of ridicule.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2998667#Comment_2998667
What killer/perks are you using?
Your statement has me curious.
It's just a general thing that always happens around endgame when all I can do is camp the sole survivor I hooked since there's nothing else for me to do. It's also the reason why I started bringing STBFL and Rancor to absolutely deter save attempts during that phase of the game. I only play m1 killers, by the way.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2998572#Comment_2998572
If you are experiencing this in all of your games, you're not playing mean enough to disincentivize it.
Generally, if someone tries it in my games, they're dead and the rest of the team knows better than to try it on the next rescue.
Allowing a hook save in endgame (without the guarantee of another down) is a misplay in and of itself.
It's not a misplay, it's 2-3 healthy survivors swarming a hook to secure a guaranteed unhook just to shortly after trigger Dead Hard the second you try to follow up with another hit. The sheer audacity in all of this is the unhooked survivor bodyblocking you while you're trying to establish a hook-trade.
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@TheArbiter said:
Word of advice for going for killer adepts, always do them on rank reset as it gives you the best chance of playing against potatoes. That's how I got the vast majority of my killer adepts, including Dredge's who I got day one
I'm already doing that, my rank is still at Ash and I'm still losing terribly every single match if you check out the match results.
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@Mr_K said:
Should be fairly easy now with Ash emblem standards.
It's not. I'm constantly losing and the MMR won't adapt at all. These are matches from Ash rank III & IV by the way.
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Meanwhile all I'm getting are genrushers who bring brandnew parts on their toolkits and teabag me at the exit gate. Easily 2 gens pop before I even down someone, that's pretty much unplayable and MMR doesn't want to adapt to that. I wish I had any decent perks to use but I'm stuck with pretty much no way to slow down the game at all.
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No, it's not fine. It's basically one perk protecting two people at once, that's too much power. Survivors at high level of play will repeatedly abuse the perk with this advantage in mind, you're basically without a chance as a m1 killer. Especially during endgame when they're running off to the exit gate.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2996839#Comment_2996839
What happens when a Survivor that is full health body blocks for a Survivor that is injured?
Another post here?
That's fair play since the killer would still apply pressure even if it's annoying. However applying grievous wounds/broken on someone isn't good enough, especially if the affected person was supposed to go down if they decide to offer themselves up for another pal.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/2996827#Comment_2996827
My friend, anyone who is broken is also injured.
I don't think you're understanding my point. The person who is bodyblocking is ALREADY injured, applying Broken on them makes no difference whatsoever. Infact it's even worse since they get a free speedburst off it. Meanwhile the person they're protecting (the one who unhooked them) is getting away scott-free. This is downright messed up.
Waiting 12 seconds isn't the solution, they can use these seconds to get to a strong loop while still protecting their pal which results in a brandnew chase which might eat up another minute. This is unacceptable.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2996816#Comment_2996816
Lol, my guy. Option 1 and 2 are entirely effective solutions, if the body-blocker isn't packing DS option 1 is not only is it effective but it's OPTIMAL. Either one of them is making it to a pallet or vault, that's how the game is designed. What you can do, for the low-low cost of one weapon swing and blood-wiping animation, is either ensure another hook state or cause the survivors to lose significant time for mending/healing.
Remember, this isn't a 30 second chase leading to a survivor breaking LOS and healing with COH somewhere. This is a 2 second exchange, the #'s are in the killers favor to just start swinging and injuring.
Additionally, if you don't like option 3 - get over it. Players who don't consider the state of the game when making their choices deserve to fall behind.
I get it, you're a metaslave who'd rather see Blight and Nurse in survivor games every single match. Gotcha.
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@Mozic said:
What do you mean there's no counterplay? Forced Penance is right there.
Forced Penance is not the solution, it doesn't down survivors. You really think the one nuisance who decided to bodyblock would care about being broken for 80 seconds? They're already injured anyway. Forced Penance should be buffed to circumvent protection effects against bodyblockers.
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@foxsansbox said:
You have options:
1) Tunnel the body-blocker and make him regret his life choices
2) Hit the body-blocker and walk through his no-collision ass
3) Play killers with natural circumvention tools: Pyramid Head, Nurse, Trickster, Deathsling & Huntress (to an extent)
You chose option 4), complain on the forums, the only option where your in-game experience does not improve.
You haven't fully understood my post, neither option 1 or 2 are the solution to this issue. That person will still make it to a safe pallet or vault while you waste your time staring at their back or smacking them for that free burst of adrenaline. You're not making any progress, the overall amount of pressure on their team remains unchanged. Option 3 is simply cheap, might as well delete m1 killers entirely.
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Trying to play this game during night time is a very rough experience for killers. I literally had to dodge SIX lobbies in a row earlier today just because a streamer happened to be in each one of them. I don't want to play against sweaty bullysquads, I want to play against solos like the game is balanced for.
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Compared to the last two anniversaries (Silent Hill and Resident Evil) this current one is extremely underwhelming. Original chapters will never manage to create as much hype as a licensed ip/crossover.
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@The_Krapper said:
The reason you're losing is because you're more than likely committing to main building chases that starts by you being all the way out in the street seeing them up top on the gen and you're probably a m1 killer, so in that situation the main building is too strong to commit to a chase with that much distance already in play , your best bet on that map depending on gen RNG is to leave the main building alone let that one gen go and then protect the four closest gens , if you can force the survivors to waste the safety in the area and commit to chases where the survivor is zoned into a bad area you will win the game but this is my basic advice for anyone playing m1 killer because gen control is so important when you don't have map pressure or mobility.
Solely defending/patrolling gens with the hope to create a 3-4gen setup doesn't really cut it sadly. Survivors will split up and do these gens separately which might net you in a hit at most but they'll be off to the mainbuilding immediately where they will most likely heal up via a pal, a medkit or with Circle of Healing. It's a lose-lose scenario in which you get to decide for how long you will delay the inevitable. Also yes, I mostly play m1 killers who get screwed over massively by the meta.
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The perk needs some changes, for instance the 3 sec window between the survivor being injured and the perk actually activating needs to be removed. If a survivor gets injured it should immediately enable the perk, the duration also needs to be increased from 16 to 24 seconds at least.
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Ghostface's 8m terror radius theme literally sounds like Sadako's, meanwhile his actual chase theme sounds like a variation of the base/Trapper one. It's simply extremely generic and completely unlike the buildup from the terror radius itself.
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The killer designs might get creepier and scarier but the overall gameplay heavily neuters any initial fear factor they might have had. As long as survivors remain the power role a killer won't be able to evoke fear in a genuine sense.
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I don't see how placing a remnant is helping him during a chase besides teleporting to a nearby locker. He cannot attack people while he's in that different dimension, or can he? After all pressing m1 forces him to return to his remnant. Where's the strategy to that?
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@Steel_Eyed said:
This meme is getting old.
It's not a meme, it's a dire crisis. Dead Hard is negatively affecting the mental health of killers everywhere.
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@GoodBoyKaru said:
How many more times do they need to say "we are aiming for Summer 2022" before it clicks in that it's most likely coming in the Summer 2022 Mid-Chapter unless otherwise communicated?
When exactly will that be? Give me a date. Having to play this game while said perk is allowed to exist is a torture in itself.
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@jesterkind said:
Surely that'll be in the big dump of 40 or so perk changes that they mentioned doing?
There's light at the end of the tunnel, so to speak.
Making us wait three to six more months (at worst) simply isn't acceptable. Every single day that passes with this perk existing requires heavenly patience to endure the constant denial invoked by Dead Hard.
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You haven't seen anything yet.
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Nemesis is suffering from the same issue which Pyramid Head has: terrible/underwhelming addons and just a couple of decent ones. Both of these killers seriously need addon reworks.
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@GentlemanFridge said:
I think what happened is the following:
22.962 x 2 = 45.920 which is actual match output, multiplied by Bloodhunt
BBQ bonus = 22.962 (notably not multiplied x 2)
BPS = another 22.962
From Shell offering: 22.962 x 0,25 = 5.741
45.920 + 22.962 (x2) + 5.741 = 97.589.
Given that the amount you show is your actual balance, I assume the rest is the remaining BP you had before the match.
It does check out, in a somewhat roundabout way.
Okay, that really sucks. I've expected far better from the Bloodhunt event, this is just superstingy from BHVR.
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It's one of the most survivor sided maps in the entire game if you ask me, the main-building (saloon) features some of the strongest loops ever. It's basically an infinite if you don't break the doors right away and even then it takes so damn long to reach someone who simply holds W as they circle the exterior of the building. The saloon gen absolutely needs to be placed on the floor-level of the building, it's literally impossible to defend it as a killer. The generator at the gallows is equally busted and impossible to defend. And don't get me started with the extreme amount of doors located at the western side of the map. I absolutely loathe this map, it's unwinnable for me.





