ChiTenshi
ChiTenshi
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- ChiTenshi
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I believe she is the Killer because she mislead others, making them believe that the gods of the religion would save everyone whilst hiding her deteriorating condition. She may have exiled herself, but she essentially ran from the damage she caused.
This is kind of a theme for her perks as well:
- Corrupt Intervention guides Survivors to gens the Killers wants them to go, luring them down a false road of doom
- Infectious Fright causes panic in Survivors, making them run blindly to where the Killer exactly wants them
- Dark Devotion misleads Survivors to think other Survivors are the Killer, when the real Killer is somewhere else
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I think a player shouldn't have access to SWF without doing a few games first, at least they can be matched against players of similar skill and get to know the basics.
Or maybe limit the difference in Rank SWF players can have to stop ridiculous matchmaking like the above, where the Solo Player may as well sit in a corner and cry because what else can be done?
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@MisterCremaster said:
I love this post so much. The sheer amount of entitlement is stunning.
If you really want the devs to listen to you, and have direction over the game? This is the best place to look:
I suggest this one:
Outside of that, get over yourself and go play a different game.
Brb, just gonna fly over to Canada and get a new job XD
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Or wait until he's live and then make a judgement.
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@MightyDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/855750#Comment_855750
It does not have to mean something is OP or due to a mistake.
You can claim Killers 'snowball' because they start weak or equal to 4 Survivors, but as Survivors die, they get stronger and stronger. The game momentum snowballs in the Killer's favor.
I know, it can also mean something goes out of control or is caused by easy achievements.
There are many variations of what 'snowballing' means, and there are many ways for an aspect of the game to go from X to above average power, but in this game 'true snowballing' doesn't really happen. Killers can get stronger, but that's it.
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As mentioned above, it's a game term for an aspect being OP or going out of control from a simple mistake or easy achievement.
This doesn't really appear in DBD so most examples are soft-cases where the situation went sour for multiple reasons and not solely caused by 1 action.
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@MightyDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/855533#Comment_855533
Which does nothing because Survivors can hit the skillcheck while running away. It's a bug that has yet to be fixed.
https://forum.deadbydaylight.com/en/discussion/comment/855537#Comment_855537
I'm not exaggerating by much. I've seen streamers where Survivors run past a gen and it stops regressing for 'no reason'. If you think about it, it took that Survivor 1 frame of animation to stop the gen from regressing. So 1/60th of a second.
I got that number because the game runs at 60 frames per second, which includes frames of animation.
It's still an action which hinders them slightly in a chase. Successfully catching them, then kicking the gen afterwards will be the most effective tactic here.
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@MightyDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/855398#Comment_855398
I'm talking about the quick taps to stop regression. The ones Devs claim 'are a risk in chases' when they take 0.0000000000000000000000000000000000000000000000000000001 of a second to do.
Exaggeration of something doesn't help the situation.
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If they're looping around the gen and poking it each time you kick it, kick them in the face.
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I feel that;
- Sloppy Butcher
- Distressing + Coulrophobia
- PGTW + Dying Light
- Nurse's Calling
Could be a decent set-up. Feed the demon kind of build.
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The only issue I have with the Tome are the close to impossible challenges on Level 3 & 4.
The challenges that require time are slightly annoying but possible to do and don't slog down what's needed to complete the Rift (however, if they get more grind-y then I will have concern).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/848733#Comment_848733
No, because if we do, we'll just get Pantless Oni.
A ploy to distract the Survivors in-game.
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The real question is, do we call him Oni-Chan or Oni-Sama?
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Oni OP, please nerf cosmetics
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OK Hooker 👌
(Sorry, I couldn't stop myself)
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@lunaticlifter said:
@ChiTenshi actually very often, i play at presitgious rank 1 you know, evey game at least 2-3 survivors got ds..well we have different opinions, i will not try to change yours anymore, i just recommend you to play killers more.
Didn't know that was a rank above Rank 1 called Prestigious Rank 1 (Please stop talking to people as if you're above them).
I'm red rank in Killer so please stop saying 'play killers more'. Maybe DS is more common than I think, but because I treat it as a mild inconvenience and move on I don't negatively obsess over one perk so much.
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@lunaticlifter said:
@ChiTenshi only adrenaline and ds can change that much the game for a survivor..but at least with adrenaline, you probably just lost the game yet, it only destroys your fews hopes of winning it, unless you are using noed..one ds can change the game,imagine 3 or 4.. because you know if we take a balanced map like haddonfield, where chases are rough, and you even get ds'ed i don't think i need to explain more, but that was just an example, i can give you a lot more of those to make you understand how the ds is unfair many times..
**Casually glosses over Adrenaline and NOED**
How often do you encounter a match where the Survivors have 3 or 4 DS? Matches like those are uncommon and usually have SWF teams, which escalate all annoyances.
On Haddonfield, take an Ebony Mori; that counters DS. /s
Any stupid examples I will ignore.
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@lunaticlifter said:
@ChiTenshi not really, because you know a perk it's bullshit when it changes the dynamic of a game..perks should help you, not change an entire game.. maybe if you play killer more you may understand me.. i guess you don't
Many perks/add-ons change the dynamic of a game, that doesn't necessarily means it's bad. It ensures a game is constantly changing and not repetitive/stagnant.
So how did the 1 DS change the entire match for you? What did you have to do differently that caused you to 'lose' the match?
And I play Killer plenty, that doesn't mean my opinion is less valid. A chef may serve you bad food but that doesn't mean you can't voice your opinion because you're not a chef.
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@lunaticlifter said:
@ChiTenshi it was an example.. perfect game because playing billy with no add ons no ruin on haddownfield and get 3 hooks in the first 1-2 gens for me is a winning game.. but finding people on haddonfield isn't that easy, and you know with no ruin gens can fly.. i got ds'ed by a full healed kate without tunneling, in the middle of the game where i made no mistakes.. and that was where i lost.. i got like 7-8 hooks but ending up with no kills a sabo hooks in the endgame, after that i don't deny that i rage quitted lol.. it was like some months ago.. just an example
I feel like there is more to this than 'DS made me lose', sounds like you're focusing your anger on this one perk and ignoring everything else.
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@lunaticlifter said:
i remember a game as a billy on haddonfield, perfect game fast hooks, no ruin, no tunnel, guess what? i got ds'ed.. that ds'ed made me lose the game... you guys are understimating how bullshit this perk can be
Please, can you go into more detail?
How does one have a perfect game yet 'lose', what was the end result?
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/845210#Comment_845210
I say that ds changes the killers play style because of the visual cue that you get (obsession). That doesn't apply to the other perks. Like you said, people don't know if those other perks are present or not but you know when at least one ds is in the game.
The visual cue can also be Mettle of Man, Sole Survivor or Object of Obsession, so your argument falls flat. You don't know whether someone has brought DS or not, you just know someone brought 1 of the 4 obsession-based perks.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/845081#Comment_845081
I don't understand your point in relation to mine.
You say DS makes a Killer change their play-style because they don't know whether a Survivor has DS or not, but same can be said for the perks I've mentioned and more.
People don't know whether those perks are present or not but both Survivors and Killers have to play as if they may be in-game.
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You heard it hear, no changes planned for Stabby Jnr.
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@Hag.is.Dtier said:
https://us.v-cdn.net/6030815/uploads/356/KOI9Z7M7VQYA.jpg
And another one..... Good ranking system btw. :)
That looks to be a SWF group
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@GH0ST3D said:
https://forum.deadbydaylight.com/en/discussion/comment/845144#Comment_845144
You must have missed the point.
They seem to be all missing the point XD
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@terumisan said:
That's not really a compromise if you get hit with noed its entirely your fault as a survivor but as killer if your too efficient you'll get hit with ds since you did too well they aren't comparable at all
Whoooosh
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@dfrenchiee said:
Sadly I don't think they're going to do anything about it until they can actually tell who is dcing and whos game crashed.
That's why you start with minor deterrents so those who are innocent aren't massively affected.
If your game crashes enough times that it starts to evoke harsher punishments, then I recommend not playing the game until the problem is fixed.
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People will DC regardless of there being a button to do so or not.
What would help in the situation is minor deterrents on early offenders building up to harsher punishments for frequent offenders.
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@dfrenchiee said:
https://forum.deadbydaylight.com/en/discussion/comment/845076#Comment_845076
Then don't tap a gen
Good point.
Can recommend it to Killers tunnelling and complaining about this perk, just don't tunnel a Survivor.
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@Sluzzy said:
The 60 sec timer should pause when slugged
How about no.
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@ermsy said:
I disagree, even if only one person runs decisive it has an impact on the match. The killer won't know how many people have that perk, all the killer knows is that there is an obsession so there is minimum 1 DS. And they will usually treat every survivor as if they have DS.
Any perk that affects the killers behavior can't be considered a dead perk even if you don't actually use it.
The perk is useful for survivors that aren't running it.
As far as original version...that version was cancer lol
Like NOED... and Borrowed Time... and BBQ & Chilli ....and Adrenaline... and...
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@dfrenchiee said:
The perk should deactivate if you start to do an objective, because if you have time to start an objective you're clearly not being tunneled.
That punishes skilled Survivors who might tap gens whilst being chased.
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It's fine as it is.
We can revert it back to it's original state when the Survivors could use it ANYTIME but that would be cruel.
For a large portion of the match, it's a dead perk. It does nothing and contributes to nothing. When is it useful? When the Killer tunnels you. You have the opportunity to punish the Killer for them focusing 1 player and potentially escaping.
Is it useful outside of that situation? Slightly, but the amount of times other situations occur are rare.
It's an annoyance that when a Survivor does have it, but once it's gone, IT'S GONE.They can't use it again, they're most likely dead on the next hook, the situation is still massively out of their favour.
Unless you're going against SWF group that all take DS, it's pretty much good as is.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/844931#Comment_844931
The issue I have with this perk is it removes ability to pressure using that survivor.
Just slugging doesn't work if survivors know what they are doing. Against survivors that don't, it doesn't matter what perks they run.
If only a few of the Survivors know what they're doing, focus the ones that don't know what they're doing. Limit/slowdown the progress of the skilled Survivors and increase the odds of you getting more kills.
If all the Survivors know what they're doing, they're either:
a) SWF
b) Red Ranks
If they're SWF, there's not much you can do but try your best.
If they're Red Ranks, then you would also be Red Rank. I would have the expect you to have the skill or/and knowledge to play on par with these Survivors (regardless whether they have DS or not).
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I think this would be better as a poll.
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She needs compensation buffs/tweaks from the repeated nerfs/tweaks she received over time. Not much, but something to give her a bit of edge.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/844876#Comment_844876
So all these times when after getting unhooked survivor proceeds to unhook other survivors, work on totems, work on gens, jump in lockers is definetely very situational.
You get absolute immunity for 60 seconds regardless of killer actually being around or not.
If they were easy to catch, down them and pick them up. You'll be able to catch them again in no time.
If they were difficult to catch, down them and slug them. Leave them on the ground and do a close patrol (although if they were difficult to catch, I do recommend chasing someone else and not waste your time on that particular Survivor).
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DS is very situational and one-time use, it's fine in it's current state.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/844777#Comment_844777
I know the feeling, you start on your first gen then down in the corner you see someone get hit and before it even gets half-way their on the ground. but I actually like solo survivor it gives me the fear factor I want from this game.
Maybe fear for the wrong things though XD
We don't fear the Killer, we fear bad team-mates.
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The amount of DC's and First Hook Suicides have increased I've noticed, and while it doesn't normally hinder my progress climbing the ladder, it's a pain in the ass when trying to complete Challenges.
I need to help finish 3 generators with the Darks Senses Perk? That shouldn't be too... and 1 team-mate has hook-suicided, 1 is down and not healing, and 1 is being chased near the downed Survivor and not actively trying to move away.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/838586#Comment_838586
I know, i addressed the prayer beads in my previous comment. Perhaps wasn't obvious what i meant, sorry.
Her ability to hear survivors without them having information on when she's phasing or where she could be (since sounds are broken and the one time we got to be able to hear her footsteps in any capacity, it went away with a hotfix like a week later) is the issue. I can know a spirit is phasing, but it doesn't matter because of how fast her power activates and how fast she moves inside it. unless I'm running a build jsut to counter her, that is not going to change...and that build is counterable by her perk build too, rendering it futile to bother.
Some issues are addressed, but not the most important one. Scott Jund actually made a video on this explaining my issue much more eloquently.
I will have to watch the video, but without the aide of her collision both Survivor and Killer should have equal footing in the situation and should attempt to mind-game each other.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/838514#Comment_838514
idk, she still has no new tell that she's phasing outside of prayer beads, and no change to how well she can track at the same time; that's the biggest issue she has alongside the lack of a vault animation (who tf thought that was a good idea!?)
They're adjusting Prayer Beads so you know 'when' she's phasing, just not 'where', which is significantly better than not knowing at all.
Her tracking capabilities are fine. The indirect issue with her tracking was caused by the collision, but that's being removed.
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The better way to solve this is bring Solo and SWF play as close as possible, then balance them out accordingly.
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Wouldn't really call them nerfs, more like, removing the "training wheels".
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/834370#Comment_834370
That goes with any company, wait and make informed decisions before blindly paying for something.
Not really. If everyone went by that basis, promising games that are publicly funded would never start and games being developed or are developing would never get the hype or money to maintain a good game.
A degree of trust is needed, or only big game companies would only ever exist.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/834370#Comment_834370
That goes with any company, wait and make informed decisions before blindly paying for something.
What is your goal here?
- Is it too support BVHR?
- To criticise them?
- To inform other players of the situation?
- To belittle players for trusting BHVR?
What is your goal?
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/834294#Comment_834294
You shouldn't have paid for the pass up front, you could have waited to see how everything worked and then paid if you thought it was worth it in the end. I am waiting to see how far I get on the rift and then I will decide if I went to spend $10.
So what you're essentially saying is don't trust BHVR on surprises? Gotcha
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/834240#Comment_834240
Rift is optional too
That doesn't justify an unfair/extremely grindy experience for those who paid then find out later the challenges start to become practically impossible.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/834240#Comment_834240
I thought you could grind the Rift just by playing, you earn shards by earning experience.
Also, completing the rift is only for cosmetics
Someone has done the math (I will find it later) but I believe the calculation came to burning 4+ hours a day, everyday, to complete the Rift without the Tome.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/834226#Comment_834226
I like the 3rd, the 1st is a bit too ambitious and the "look at me" concept is hard enough... especially since GhostFaces power has a hard time with it as well...
It could work amazingly or be a buggy mess that won't respond well.
The 2nd would make Myers way too strong, and Killers like Hag or others with 24 or lower Terror Radius'es would just become stealth killers. While that concept is cool yes, it could pose an issue... Maybe have the Terror Radius decrease to 0 within 60/50/40 seconds of the chase? Something like that.
They're ideas I just threw together but I think you're getting what I'm trying to suggest.
Anything to keep Insidious as a stealth perk but changing it so it doesn't invoke a boring play-style.