CoffengMin
CoffengMin
About
- Username
- CoffengMin
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Comments
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i want vigil, the only perk i dont have
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@yeet said:
https://forum.deadbydaylight.com/en/discussion/comment/604737#Comment_604737
https://forum.deadbydaylight.com/en/discussion/comment/604332#Comment_604332
if you were any good at the game you'd realize having your location known as killer is far more impactful than as a survivor lol
maybe for swf, not so much for solo, any decent solo player only cares where the killer is when they are close to you
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im using head on, Q&Q, wake up and adrenaline rn
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back when selfcare was decent i got excited to get it in the earlier levels
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@michaelrandom27 said:
https://forum.deadbydaylight.com/en/discussion/comment/577666#Comment_577666
Finally, someone with common sense is in this comment thread. Killers complain about everything without realising that everything they complain about has an easy counter and a weakness.
the nickname for the perk isnt object of tunneling for no reason lol
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@Carlosylu said:
I know the feeling... But this deserves the brainless award of the year:
https://www.youtube.com/watch?v=k_paji5yjpI&feature=youtu.be
after bubba facecamping sesions i can tell you this happens often
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damn , maybe being too lonely made them selfish, psycotic, dcers
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@laplace said:
Here comes the Trapper, you better watch out for his traps!
On a serious note, I believe they should at least give the licensed killers unique music.
beat me to it
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did you hello-t-bag them? we love manners
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i didnt read the whole thing but i agree
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arent we all, even the console players?
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/603714#Comment_603714
Yes you are right, I won't repair on the same side, good point.
@CoffengMin thank you, would you use no mither to use resilience right away, or is it best if I don't use it?
i hate no mither and i never really get to use resilience whenever i equip it, but if you learn how to juke killers you should be fine, also no mither risks perma thanatophobia, which isnt much but still sucks
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get head on dlc
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yes they stack, same with toolboxes
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@Entità said:
https://forum.deadbydaylight.com/en/discussion/comment/602698#Comment_602698
I don't understand your question. :(
sorry it was : who uses maps lmao
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@Entità said:
https://forum.deadbydaylight.com/en/discussion/comment/602667#Comment_602667
Or Ghostface, or the Pig...
https://forum.deadbydaylight.com/en/discussion/comment/602673#Comment_602673
Maybe the killer sees in the lobby someone has a key and burns the New Moon to hide the hatch. Maybe you bring a Rainbow Map and do the same against the killer. Maybe a Wraith uses a Full Moon to camp, cloaked, a very visible hatch. And so on... New strategies!
ok the strats are ok, but uses maps?
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hear me out: head on , Q&Q, spine chill, anything else.
there, get away from your problems in the locker and have a safe option just in case
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@Ember_Hunter said:
https://forum.deadbydaylight.com/en/discussion/comment/602663#Comment_602663
Like most could block a killer's view, but most could prevent survivors from seeing the Wraith coming towards them.
yeah but is it really something that would work if applied to the hatch?
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idk i like my poker faces in the hook
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its ok baby come hug me to feel better
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@Entità said:
https://forum.deadbydaylight.com/en/discussion/comment/602555#Comment_602555
It's not for sure. My Moonlight Offerings, like the originals and the Mist Offerings, can be useful both to the killer and to the survivors, based on a myriad of circumstances.
idk honestly
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use spine chill, if it lits up for more than like 1.5 secs hes going to your gen
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they couldnt handle it
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sorry i guess
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/601794#Comment_601794
The changes included
Matching visuals to better fit the animation
Can no longer cancel a lunge early
Stupid little auto tracking at the end of the lunge that often causes you to hit walls when going around corners (really hate this one as it screws you out of a hit a ton)
ok let me tell you they did a god awful job at matching the animations to the hitboxes, idk how it affects you negatively tho
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ok but like, hows the spirit passive-phasing problematic , really
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i do NOT want more sloppy butcher users pls and thank you
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/602586#Comment_602586
Pallet vacuum had to go and even windows got slight nerfs, there are still semi-infinites around.
And don't even start with Perks: Killer Perks got nerfed more often and gutted more often.
Original gens took 70 seconds, but gen rush and looping wasn't a thing back then. That is what has changed, not Killers getting worse.
makes sense, tho i still think they really rely on ruin
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i used to be great at 360s but after not playing for a while killers seemingly adapted to every way i do my 360s so its almost imposible for me to do on ps4, that or hitboxes are really broken
my guess is its just imposible to do anymore lol
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/601774#Comment_601774
Well no because then it would ruin the compatibility with perks like resilience.
well yeah but after 1 hit theres no point in healing again
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/601759#Comment_601759
Care to elaborate which nerfs exactly?
Care to elaborate how Ruin made a Killer's job easier over time if it's been the meta Perk for so long. Care to elaborate the same for BBQ, a Perk that by now has so many counters, most Killers only use it for the BP bonus anymore?
Otherwise your post is not a defence of point #5, but rather full of empty claims.
the nerfs to pallets windows, some perks, etc
the ruin and bbq things are basically that before ruin existed killers could still get 2-4k even with the pallet vacuum,old ds,etc ,and i think that gens took originally 60s so how come killers have so many problems now with ruin existing and all that? my guess is that they got too used to relying on that to apply pressure and now they just cant
then for bbq , honestly dont let others fool you the auras are really powerful mainly because it takes no time to find another person and down them eventually and for the last 2 ppl it guarantees a 4k if you hook 1 unless they counter it, which for some reason nobody does
and even then you see them complain about some stuff like OoO (which isnt op, its free wallhacks for the killer on you too imo) and about perks with the only purpose to be used against scummy tactics like bt or new ds
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/601759#Comment_601759
I'm not going to express disagreement with this. What I am going to do is explore it and hopefully you will realise how I am looking at things. I can spot five topics within just your post here:
- Your apparent understanding of point #5 in my opening-post
- Killers also becoming worse
- Ruin and BBQ creating 'ease'
- Survivor nerfs
- Killers response
Addressing each of these separately would probably make a mess as bad as my opening-post but multiplied by five. They can be combined though into a discussion about just one topic which they are all caused by and in turn fuel: the hidden argument between goals and standards.
Seeking 'balance' is vague and because it's vague, it's assumed that balance is difficult. It's like happiness: if you don't set in stone what the word is supposed to mean, of course it is going to be vague and practically unobtainable. Meanwhile, there are people who are happy because they choose to be and get on with it; they're not fretting about when the next happy-causing thing is going to come along or how they can create it with the specific goal in mind of making themselves or someone else happier.
Balance is supposed to be something more concrete though: you can measure balance, it's this 'data-driven design' that is so faddish right now. The devs once defined their balance design-goal as '2 kills and 2 escapes', which people then assumed they meant on average. The first problem is that it was a vague statement even if you assume it meant an average: there are three basic ways of determining averages, which can give both the same or different end-numbers. The devs never clarified and of course wouldn't want to because aiming for any kind of average result across all games is also pointless, in a game where the match-making is supposed to work towards that result in the first place.
It says more about how well-designed the ranking and match-making system is than it does about the state of the game itself. If you make decisions based purely on the intended goals, this is a very poor way of determining balance. A well-functioning match-maker will strive to create 2:2 kills-to-escapes on any average by matching people to that end, no matter how skewed the actual game was.
Having a set of standards is another way of making decisions. Sometimes those decisions will agree with goal-based decisions, but sometimes they won't. It means if a feature has a certain purpose and it fulfils that purpose, it doesn't get changed simply for doing it's job unless it conflicts with a longer-serving and more-important standard. In which case; why were existing standards ignored?
Standards keep things consistent and prevent arbitrary conflicts. Like say a Nurse addon that improves chain-blink but removes 1 blink charge, serving an existing standard that difficult things should be more rewarding and vice-versa; only to then get ruined by a radical new idea of reducing default blink charges to 2, for which the justifying standard isn't even explained, only the vague goal of 'she was too strong, she needed balancing'.
Goals tend to be a single focus, meaning when there are unintended consequences questions can get asked like 'was that part of the plan?'. To avoid embarassment, goal-setters then make the goals really vague, so they make it easier to dodge awkward questions. This does not however mean the problems they're dealing with are that complicated(and even if they are complicated, that's no reason to make them worse): they are so because they made them that way. When measure by standards, goal-based decisions are often riddled with double-standards: different rules for different things, because the stanards are subservient to the desired goals.
It's even worse when the goals are vague. We're left having to speculate the purpose of things like Ruin and BBQ, based on what they do. The devs don't really talk about stuff beyond what the perks do. We guess BBQ is meant to give the killer an incentive to leave a hook and try to get everyone as early as possible rather than focusing on one person. We guess Ruin is meant to give survivors an optional secondary-objective, which is a frequent request even now, as if Ruin doesn't count.
When a standard is set, we don't need information that's specific about the goal of every individual feature in the game in order to understand it: we can apply the standards and discuss whether a feature is consistent with them. If no player should be affected by a detrimental status-effect permanently for the whole match, unless it's caused by a core feature or applied by themselves(like No Mither), we can objectively decide when a feature breaks that rule.
If the devs have standards in their design though, they aren't sharing them. Players are left arguing with each other then with the pattern being familiar: one side is accused of having biased goals, the other is accused of having no standards.
I am a killer-partisan because I think goals should be subservient to standards.
im sorry but im not reading that much
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this litterally helps the killer only to either find the hatch faster or make you not find it easily
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hes fine imo, i see them 4k pretty often and im at rank 1 rn
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@Orion said:
Adrenaline, Decisive Strike, Borrowed Time, Lithe, Self-Care...
And you wonder why the killer is slightly pissed? I'm not saying his attitude is OK, but it didn't come out of nowhere.
oh yeah cause its not like 2 of those perks are simply to avoid the killer camping and/or tunneling, lithe is meh imo , the only perk that should get them upset is adrenaline tbh
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what about they make no mither give you the exposed effect instead of broken? thatll solve SO many problems
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dont slug, most of the times youll find the hatch first
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in defense of 5: survivors might have gotten worse but so did killers, ruin and bbq made their job so much easier i feel most cant play without them
not to mention all the nerfs to survivors when there were a lot of killers who didnt really have a big problem most the time
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you can fix some of those problems like the FOV with perks and slow camera movement in the options menu, also if youre on ps4 dont get scared because of a flashlight, ppl dont know how to use them right , also thinking itll be a bad match before the game even starts is on you really ps4 are pretty bad in my experience even in high ranks, unless ... you know swf
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give us the jiggles bacc
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@Mew said:
Getting a lot of head on stuns in one match. Also getting head on saves, even if theyre really rare.
ive gotten 2 so far, started using it like 2 months ago, it felt so good even tho we got 4kd both times
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they do feel so weird sometimes ,it makes me wanna die a bit, but oh well, if im getting hit like some of those times itll happen soon enough
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i know, thank you anyways
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not bad at all
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i dont happen to be lucky enough to get teams that allow those escapes to happen, but i am lucky enough to get very few campers, not some days tho...
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those sweet sweet head on stuns
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here to remind yall that ive only seen 1 person asking for nerfs
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/599160#Comment_599160
Yes, the only way to gaurantee you would not get hit through them was to drop them early: going back to how they were used before survivors decided to use them for grief/farm. Guess what? Pallets worked for their intended purpose just fine before survivors started abusing them. Surviors could have adapted, they didn't want to though and instead went crying to the devs. If killers did the same, we'd just get ignored.
The devs must start doing the same for survivors.
lets agree to disagree , my points are seemingly invalid to you and yours are invalid to me so this is going nowhere
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lmao what? youre making it look like killers didnt do the same to ds MoM , instablinds, bnp, pallet vacuums , etc...
its a deseved nerf just like some if not all of the above listed
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/599130#Comment_599130
They weren't fair, because of the number of times you lost the stand-off?
Survivors always had options which they refused to try. Killers simply kept having options they were trying taken away, because survivors are allergic to fairness.
you dont get it do you , the only way to not get hit trough them was to drop it early af, if you do that the pallet is completely useless and gives you no benefit in a chase , you gain no points , no distance , waste it , and die. that and hitboxes being anything but well done made those pallets kill more survivors than any killer ever had