ClogWench
ClogWench
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- ClogWench
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Comments
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Id like if they tied BP gain to devotion. For every 100 levels of devotion you have you get a permanent boost to BP gain
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If the killer is letting themselves get looped for 2-3 full gens then they're truly not playing well. I can see you're too stubborn to listen to anyone elses criticism though, you believe you have all the answers and refuse to acknowledge the flaws others have pointed out so it's useless to argue with you. You've already decided you're right and everyone else is wrong. So I'm done arguing with you on this. Good luck in the future, but I'd recommend finding a different game to play.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/559051#Comment_559051
That's not what I said, you are NOT answering any of my points directly.
Survivors win the game by finishing their objectives which are gens, to do so they are allowed three lives since camping and tunnelling are also out.
Their power is in being 4 and being in different places while the killer is one.
So you go down fast but your team is doing the objective so by the time you reach your lady hook if your team played well you should be able to leave and win.
Once lopping, tunnelling and camping are gone you can look at the data and see what needs to be addressed and change it accordingly. Killers should NOT win more than 50% of the time, the game must balance the two teams properly
And your idea just removes skill from the survivors side in favor of.... what, a more consistent generator repair simulator? Hanging on a hook for some time before just spending a random amount of time trying to self unhook? I get what your point is but these ideas would make the game boring for both sides and take away all skill. (Not to mention it makes endgame essentially a free win for the survivors which is an awful idea)
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/559041#Comment_559041
It isn't an opinion though since you admitted yourself that some chases are lost to begin with making the 1/4 element in some circumstances superior to the whole opposing team which is obviously unbalanced and the only reason of me writing this post
Killer isn't entitled to win every chase. If a survivors skill at temporarily evading the killer is suddenly not worth anything cause the killer, by default, will always catch them quickly, then suddenly you're going to see a lot less people wanting to play survivor because their skill doesn't matter. That's absolutely not a good direction to go if you want to improve game health.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/559035#Comment_559035
Beung accepted doesn't make it balanced which is the whole purpose of this post
Well then I suppose it's a matter of opinion now then isn't it. I think looping is fine, as long as gen rush is addressed.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/559023#Comment_559023
You probably missed the birth of looping, at the start of this game pallets were more abundant because they were seen by the devs as a single use, when lopping was discovered the number of pallets had to be reduced, so it's obviously unintended.
Nevertheless you are debating a word not the concepts, so unless you can prove otherwise I am afraid that's not enough
And now the game has evolved and adapted, changes have been made and looping has been accepted as part of the core mechanics. Not an exploit, a currently intended mechanic.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/559006#Comment_559006
You haven't proven ANYTHING here, are you by any chance suggesting that on equal level of skill you can down survivors CONSISTENTLY in less than 60 seconds in good areas of the map without using nurse, billy or spirit?
If you can do so congrats you are better than Tru3, Marth and Tofu. I would like to see video evidence of your claims
If not 60 seconds for 1/4 of the team equals almost 3 gens done, continue the math and see why looping must go
A good killer knows when to disengage from a losing chase, knows how to pressure gens and knows how to route survivors and force them to create deadzones. Yes there's still a gap between survivors and killers but that can be closed by addressing gen rush, not by reducing survivors ability to apply skill. The problem is genrush, not looping.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/558993#Comment_558993
This doesn't absolutely address my post, looping allows a 1/4 to equal the WHOLE opposing team, which is obviously unbalanced.
I suggest to real the whole post
If 1/4 equals the whole then the killer isn't good at their job. I'm not even gonna begin to pick apart the camping and tunneling arguments cause I could be here all day. Overall if you want the game changed that drastically you may as well go play something else entirely.
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I really don't see looping as being a big deal really. It's absolutely not an exploit, it's just maximizing what you can get out of your resources, and it's why the number of pallets and placement of windows has been changed a lot over the last year. It's the only real defense survivors have and a lot of killers have their own tools against it.
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My point stands that once you're in a position to actually loop and evade you don't need a free escape perk. DS is in a good position right now and doesn't need changes, except maybe a shorter stun time.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/558960#Comment_558960
We've been through this already. That excuse does not work anymore.
Excuse? You're calling something a nerf without any details. We don't know numbers, we don't yet know how his power is going to work exactly, the devs said themselves they're not even fully sure what they want to go through with for him. Not every change is the end of the goddamn world, have some patience and wait til he comes out before crying about a nerf.
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@Galklife it's an antitunnel perk for the immediate moment, not for an extended chase. By the time you've drawn out a minute long chase or more you've already put yourself in a position where you're now less vulnerable. Sure you lost a health state but you're in a position with the opportunity to lose the killer or get his attention on someone else. You're not as vulnerable as when you're a foot from the hook and immediately getting downed after unhook. You can not treat those two scenarios the same way and that's why DS has the timer it does now. The only way I could see your idea being even remotely okay is if they allowed you to dribble survivors again and even then I still think the idea is terribly broken
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The problem isn't SWF, it's that typically at higher ranks better players group together. You're getting groups of 4 good players instead of 4 random players of varying skill(often less skilled ones). It gives the illusion of the swf aspect being the problem but it's really not. Even statistics show that SWF has barely any extra survival rate compared to solo play.
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@Galklife in the first scenario though you've moved past the need for DS. If you've ran the killer for that long you don't get that extra escape from DS. DS is a safety net perk for when you get smacked down immediately off the hook, not for you to continue looping the killer after looping him for over a minute
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He's not even out yet, it's way too soon to act like he's being nerfed.
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It's not too late for you
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@Galklife said:
tbh DS should work not based on time but untill killer hook other surv not based on time
and if you take that concept you could make DS work 2 times per game, because it isnt hard to play around ¯\_(ツ)_/¯
Problem then comes with endgame kills. DS definitely does not need to be buffed, it's in a solid place right now and overall slugging and going after someone else puts greater pressure than simply tunneling and rehooking.
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Brought an ivory Mori to take out a Claudette who had a flashlight. She turned out to be a rank 20 in a rank 1 game with nothing but a sport flashlight and Self Care.
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@George_Soros said:
Just pick up the suspected DS user in early game, so you won't have to worry about it later.
Tunneling is still the best thing to do, unless you dislike winning.
Tunneling isn't necessarily the best thing to do cause you're only really putting pressure on one survivor. Getting one person out of the way may seem beneficial but it really only hurts you in most cases. If you're not snowballing damage by immediately going after someone new after a hook, then it's good to down the unhooked and go after the unhooker, which then puts pressure on 2-3 people instead of one. But ignoring the rescuer and just downing or chasing the unhooked survivor is a bad plan that gives you less leverage than you think.
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@hahugow said:
https://forum.deadbydaylight.com/en/discussion/comment/558487#Comment_558487
seems you confessed your sin
If BHVR makes the game unplayable then I'm not gonna play the game. Invisipallets have been an issue for way too long now
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@Dehitay said:
Woah, I didn't know that consoles get those 2 dlcs for free. Do they have to pay more for the base game to compensate?
I'm not sure how much it is now or what it goes for on steam but I bought it a week before the release of Pig and it was about $40 Canadian
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If you think the game is lost at endgame then that's your fault, because that's not how it works. You don't inherently win by completing 5 generators, you haven't 100% earned your escape points. The killer has next to no pressure when endgame starts so NOED is a means of keeping up pressure during the final stage of the game. Do some killers crutch on it to get kills? Sure. Doesn't change the fact that survivors had the option to deny those kills. It has numerous counters and counterplay. Plus god knows there's half a dozen crutch survivor perks already.
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I always forget y'all gotta pay for those chapters. Fully agree though
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I've DCd like once since Plague, and that was a few days ago on Ormond with both invisible pallets and bunk ass FPS keeping me from doing anything
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Frankly the hatch shouldn't give any extra points anyways. Should be less than the gates.
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I swear I see these threads pop up once a week and no one ever gets anything out of it.
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I never bother with higher than tier 1 of Self Care
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Red rank Billie's aren't allowed to play
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Even if they land all great hex skill checks, that's still slowing it down because otherwise they would be getting the progression increase from good and great skill checks.
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I had a reoccurring nightmare as a teen that I was like looking at my corpse on the sidewalk, flayed open violently, from the PoV of an old broken camera lying near me. A tall man in an old dirty suit would walk past me, look down, notice the camera, pick it up and take pictures. Then I'd wake up. It wasn't ever a long dream but it was frequent and very very realistic
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@martin27 said:
Bring back old borrowed time, as a killer i never had a problem with. I also didn't complain about DS but i do like that you have be to hooked at least once to use it now
With the recent buffs it's received, I never wanna see old Borrowed Time again.
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It's dumb that one perk can counter an entire killer and survivors don't bat an eye but as soon as a Huntress brings an exhaustion add-on they go absolutely feral about having one of their abilities outright countered
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Making a thread called "bring back old DS" is the equivalent of casting a frenzy spell in a crowded mall
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Why should Quick and Quiet counter this perk rather than the other way around
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Sounds bad scoob
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Alexander Sidigg, actor who plays Julian on DS9. He'd make for an interesting survivor
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@bubbascal said:
https://forum.deadbydaylight.com/en/discussion/comment/554969#Comment_554969
Oh no, she still gets destroyed. Her traps can be very noticeable at times, especially on The Game.
You also cannot use them in chases, Survivors will watch you put them down and move away because they know you're stuck in that animation while they sprint to a new loop.
Survivors also know how to preemptively trigger your traps mid chase so they become useless or make you teleport to them, wasting time because the trap is right there and you're wasting time going through the warp animation instead of doing a lunge.
"If the survivors are creeping around everywhere out of fear of setting off a trap they'll be slower than if they were running everywhere as they often do." Does this stop them from rushing gens? No, no it doesn't.
Her mobility is also extremely reliant on Survivor mistakes.
"In a chase she can completely shut down a loop with one trap and has huge mindgame potential." Which would never happen because the Survivor can see the trap ahead of time and make it redundant. Or set it off by abusing the wider radius behind walls and pallets so you can't do anything if you warp to the trap.
"Knowing where the trap is outside of a chase helps but in a chase that information doesn't help nearly as much."
This is not Trapper. This is Hag.
Really sounds like you just have a poor grasp of hag, which isn't surprising cause that's the reason she's heavily underrated. Sure a survivor will run to the next loop when they see you put a trap down but if you're zoning them you can limit the loops they can go to. You're also cutting off a loop almost immediately instead of letting them loop you before moving on. Set a trap on one side of a pallet, if they run away, congratulations you denied this loop and forced them away. This loop is also now unsafe for future chases. If they did not run, chase them around the loop and force them through the pallet, triggering the trap. Now it's a mindgame, you can predict them to run and teleport across the pallet, or you can predict them to vault and stay there to grab them. You can play similar around vaults. You can also put traps in grass on a lot of maps to better hide them or outright make them impossible to see.
With regards to them triggering traps through walls in a chase, this may shock you but when they set off a trap you don't have to teleport.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/554939#Comment_554939
No, they definitely can. They can do even more to combat it with dedicated servers, but that doesn't mean there isn't plenty they can do already. They can change the ridiculously lax requirements for punishments to be rolled out in the first place so that it can actually serve as a deterrent. They can install increased queue wait times for disconnects to stop them from getting into games so quickly after rage quitting. They can significantly increase blooodpoint gains for disconnects for both survivors and killers to simultaneously make disconnects less annoying and take away one of the major reasons people intentionally disconnect in the first place. There's plenty they can do about it, they just don't care enough to do it.
Gonna break a few of these down real quick
1) we don't actually know the requirements for getting banned from DCing so that one is speculation on your part and I'm electing to ignore it
2) considering how bad queue times are for everyone, making someone's queue times worse would end up impacting everyone indirectly.
3) giving everyone else extra bloodpoints IS a good idea, but that wouldn't change how frequently people DC. If someone is pissed enough to DC it doesn't matter if they'd give extra BP or not, they're going to DC regardless
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As a Hag main this sounds awful honestly. Nice in concept but in practice it would be really annoying
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@bubbascal said:
https://forum.deadbydaylight.com/en/discussion/comment/554346#Comment_554346
Did you just ignore the parts where I said Hag gets destroyed by Urban and paying attention to your surroundings?
EDIT: These forums are absolute garbage, my post got immediately submitted the moment I pressed enter to space out my reply and then I got literally redirected to another topic and I couldn't return to this one without checking my notifications. This site is extremely slow and I think it's because of some form of "long-running script" according to my computer.
Anyways, you are new if you think Hag is top-tier. She gets destroyed by good Survivors the moment they know it's a Hag. Her traps will never go off because of Urban and Survivors predicting where your traps are and she would need add-ons to stand a chance. She gets genrushed without Ruin because her mobility is based off Survivor mistakes.
Billy is not reliant on this, he can saw sprint whenever he wants. Nurse can Blink at will, she doesn't need Survivors looking at her or something to Blink. Spirit doesn't need Survivors looking at her to use her power to get around everywhere. And she doesn't need people running either, she can listen for them.
Hag doesn't get destroyed by urban if you're using her traps aggressively, in chases or in preparation of a chase, or putting them in unpredictable locations. If the survivors are creeping around everywhere out of fear of setting off a trap they'll be slower than if they were running everywhere as they often do. In a chase she can completely shut down a loop with one trap and has huge mindgame potential. Knowing where the trap is outside of a chase helps but in a chase that information doesn't help nearly as much.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/554898#Comment_554898
It would give them the kind of management that would allow a game with golden opportunity to live up to its godly potential. As of right now, they're played with management that looks at the massive DC problem and goes "Meh, we'll do something about it later". Management that thinks balance around optimal gameplay isn't important as long as thinks are ok at casual gameplay. Management that looks at game breaking bugs and goes "Meh, that can wait till the next schedule patch". Management that takes that very dc problem from earlier, makes stats that count DCs as non-escapes as well as survivors massively disadvantaged by being in games with DCs, and goes "Look, less than half the survivors are escaping so the game isn't strongly survivor sided".
They can't do much about the DC problem until dedicated servers which theyre hard at work on currently, they're not just sitting idly by
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Gotta rebuy the game, cosmetics and characters all over again
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@Dehitay said:
I think Valve would be the obvious partner for Dead by Daylight. Might even be able to allow them to port Bill to consoles. And I've never had a problem with Valve unless DbD intends to try to make more than 1 sequel.
If that partnered with valve it's more likely we'd see more PC exclusive content. Which is absolutely not a solid way to go.
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The 3 man lobby bug wouldn't be as bad if I didn't also spend 10 minutes as killer waiting to FIND a lobby in the first place.
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Pretty sure it resets when you down them, think it was like that to begin with.
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@Jesya said:
https://forum.deadbydaylight.com/en/discussion/comment/553907#Comment_553907
This is a lame excuse and no game should be balanced around new players. Downvote me- but it's truth,
There needs to be a 2nd objective for survivors not increasing gen time or building ruin into base imo.
A good game should be balanced around both groups, not one or the other.
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@jeyers said:
They cater to the group of players that cry the loudest. And killer forum has 2x the amount of posts than survivor lol.
Anyway.
This move has shown BHVR not to be trusted with your money as you can't reliably trust them to let you keep what you paid for. OP or not.
Yeah it's not like there's a record of Killers being altered after release or anything
Oh wait.
Not everything has to be Killer vs Survivor you know.
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What was the issue with it, I never actually saw
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@Killmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/554729#Comment_554729
No way to obtain it anymore so why not? 500 people can earn it plus as a loyalty reward for people who partake in future test, if you want it again earn it by helping the developers.
Participants didn't earn jack they were just the lucky ones picked. Take some auric cells for their time sure but giving away legacy as essentially just lottery winnings isn't what I'd call earning it.
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@Dr_Smith_ said:
https://forum.deadbydaylight.com/en/discussion/comment/554676#Comment_554676
What is the counterplay for the hooked survivor then? He'll lose the pip and time. Also he'll not get many points.
In a team based role you're willingly putting your survival and score in the hands of others, that's just how it is. If you died because you were proximity camped then that's on you for being caught and your team for being unable to rescue you. As Survivor you're part of a team, not just an individual.
