Condorloco_26
Condorloco_26
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/406823#Comment_406823
So hitting a survivor more than 3 times in a single trial is considered tunneling, now?
Yes you're a tunneler AND a horrible human being.
Hitting survivors is playing unfair.
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@PiiFree said:
This feels like a déjà vu. We had the same situation in ARK: Survival Evolved, anyone that followed them through the development from Alpha to Full Release will understand what I'm talking about.
There's always two types of players in a community: The fanboys / white knights and the "haters".
Developers (should) have the capacity to take criticism and use it in a constructive way. I don't understand why people feel the need to babysit the developers as if they were some kids that need protection, it's just embarassing. Our feedback, even if it's negative and even if it's poorly worded or comes off mean, is still of a lot more value and importance than the feedback of a fanboy that just keeps telling them how perfect and great everything is, even though it's obviously not.
The game will never improve if everyone keeps telling them that everything is great. After almost 3 years I was hoping that people finally realized that, but I guess not.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
And now my personal impression after almost 3 years: The devs are probably laughing their asses off when they read stuff like OP. "Such a cute, naive playerbase". What do parents do when they get tired of an annoying toy? They take out the batteries and tell their kids "Ohhh no the battery is dead! It's a very special battery. We tried really hard to find another one but we just couldn't.... So sorry kids!!". "It's okay mom, we know that you try your best...".
That's my personal "mean feedback". That's how I feel being treated like, do they take me for a fool? They're well aware of the issues and I'm sure the issues could've been fixed by now if they finally decided to fix them. But why should they? It's not in their interest. It's in the interest of us, the players that already paid them.
A good example regarding the previous analogy I made: There was a discussion about the DS buff where someone asked why they didn't also implement a feature that recognizes if the Killer hooked someone in the meantime and then it would deactive DS. The devs reaction: It's a lot easier to quickly adjust the stun time, the hook mechanic would require a lot more work!
They release the Plague, Jane and Ash all with completly new perks and mechanics. Apparently, it's not worth investing time to fix issues in their game when you can instead just create new content and get cash.
/rant
E: and don't get me wrong, this is not aimed at the great developers, community managers and mods in this community but the lead positions. The ones that set the priorities and make such poor decisions. I feel sorry for all the poor souls that have to talk to us and therefore getting all the blame even though they can't do ######### about it. It's like working as a waiter and the customer shouts at you because the food wasn't perfect. You did nothing wrong but you still get the blame. It seems impossible for us to reach the responsible person, unfortunately.
@PiiFree Yes that was me bombarding the DS threads telling them to add the feature (hooking someone else deactivates DS).
Went as far as directly (@) them several times so they would read it. They wouldn't even answer.
And the answer that they finally gave after the buff, stating it would have been more difficult to add a function to the perk, was all I needed to finally understand. They simply can not afford to keep losing players -survivors at least-
Look into MoM's introduction as a perk just in time to "save" the day:
Legion's fiasco after everyone told them it was a bad idea, resulted in pissing off the Survivor playerbase. DS gets reworked, more pissing off. Don't worry guys, in a couple of days we'll buff it again and here comes MoM, another free chance for you bad survivors and an OP crutch for experienced ones! But please keep playing! Don't DC and leave the game please! Our killers don't matter because they're so addicted to the game that they can afford being stepped on. And if they leave, they'll be replaced when a new chapter drops.
MoM is a really terrible idea right from the drawing board and every killer told them from day 1 of the leak. Why on Earth would they design a perk punishing what a player MUST do if he wants to play the game??? It's akin to a perk punishing survivors for hitting normal skill checks! Like, every fourth normal skill check you hit, you'll be penalized with 30 seconds of progress. Because genrush. MoM sponges a hit, because rank 20's (aka the new guys with open wallets) are dropping like flies. Killers, shut up already because the perk has requirements to be met!
Flip flop is a strong perk, but in no way is a dumb one, or a punishing-for-free one. MoM is BS, hot, steamy and straight out of a bull's ass, and it only confirms that most of the killers are not meant to kill but are there just there for fun, entertainers in a Tom & Jerry circus.
As they said, if you want to kill people, play Billy or Nurse. For now at least, because I smell nerfs in the future for them too.
I've already got more than enough value from the game out of the money I poured into it. Unbalanced gameplay and a truckload of unfixed bugs finally did it. And also, blue screen crashes are bad for my console.
Good luck.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/401296#Comment_401296
@Condorloco_26, sadly, that thought crossed my mind earlier today. The sense of balance for DbD seems to mirror the sense of balance I suffered in Overwatch for three years. Which is why I finally left that damned game. I can't fathom myself tolerating the same here in DbD for that amount of time.
Needless to say, I've started "game shopping," once again.
@Kilmeran Yeah it's annoying. Although I completely understand it, gotta keep the new guys alive and happy! Those are the ones buying cosmetics with daddy's credit card.
Time to move on, yes. Good luck on your next games.
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@DwightsLifeMatters said:
https://forum.deadbydaylight.com/en/discussion/comment/401271#Comment_401271
Well, getting confirmed that Nurse is just bugged means that every killer has to deal with MoM and only Billy, Plague and Leatherface can avoid it. One 2 of them a quite bad if it comes to high level play against swf groups
EZ fix: ALL attacks will now count towards MoM.
Expect that real soon
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@SovererignKing said:
More or less saying MoM was supposed to be a new DS unless you can insta-down with your Killer, get a leg trap with Trapper, Huntress Hatchet hit, Bleed out timer hits zero with Legion, (MAYBE) Dash Attack with Pig.
Good Job Devs... you lose too many Survivor Mains when you nerfed DS or something? Only counter to MoM is camping a dude out so he can't get hit three times to get MoM.
Nice to know Bad Survivor players still get to control the balance of the game with their wallets.
They'd better start putting all that cash to work in designing a Killer bot AI if they really want this game running for five years.
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And a complete disregard of the feedback telling them DS shouldn't proc when the killer had already hooked someone else during the timer.
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You deal with them with an ebony or at least, an ivory mori. Your strongest killer, your strongest add-ons. Maybe even NOED.
A lot of people will defend the idea that most squads aren't commandos, but the truth is, only relaying information like "killer's on me", "watch out, he has Spirit fury", is more than enough to shift balance.
That's why you bring your ivory and take out the first person as quickly as possible. 1 vs 3 on comms is fair enough.
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+ 1
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Thanks for your effort guys.
Yes this thread has been up since August.
And still. I can only think about tagging whoever may be interested at this point. Everything has already been said
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/393868#Comment_393868
People are taking a stand, including me. There are more people enraged about this just as much as you and they're not even colorblind. Heres a Wishlist Forum that someone started a while ago. I bump it every now and then:
https://forum.deadbydaylight.com/en/discussion/16231/colorblind-support-needed-please/p1
I know it may not help very much but many of us try to keep it relevant as much as possible to try and catch the eye of the Dev's.
Yes please join the thread. Sooner or later they must give attention to the matter. Join, tag the community managers and mods and let your concerns be heard too.
It's ridiculous considering they already have proven auras can be a different color. See: alert, aftercare, surveillance, discordance, kindred, blue hook auras during events, etc.
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I'm having a field day with my pallet eater build on Trapper. Spirit Fury activates 4 - 5 times every match.
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As long as it doesn't make you drop the survivor you're carrying, you should be just fine. And yes, I've noticed it too, being blinded even when looking up. Happens with some flashlights also.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/393076#Comment_393076
So basically don't play our game, we can't even fix loading screens?
Yet people dedicate literally thousands of hours to it. And arguably, dollars too.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/393073#Comment_393073
That really was a terrible statement for them to make. It looked so bad.
It doesn't make it less true, though
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@Blue_Diamond said:
If Billy were released right now, he would have EITHER fast movement speed while chainsawing OR a 1 hit down, but not both.
Change my mind.
Yes, because killers released since those times tend to highly suck.
Huntress (ranged attack) and Spirit (invisibility) are your exceptions
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SWF is never going to be brought down.
Buffs to other killers will never happen.
Give it up already, they've stated it give or take words:
"Not all killers are meant to be viable at rank 1. If all you want is killing people, pick nurse or billy"
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@Warlock_2020 Yeah I like Trapper a lot too. Props to you on not getting discouraged playing him.
And discussions like this one will hopefully get more attention some day. It's good to know there are players interested in the balance and health of the whole game.
Have a nice evening too.
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@ClogWench said:
Easy fix, you need to complete a 6 second progress bar action to open it. Removes the standoff pretty much fully.
I think it would encourage hiding in all those cases where the killer found the hatch first. But I agree on at least trying the idea in a future PTB and see how it rolls.
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@Red_Beard said:
I do agree with you that a well coordinated SWF can wreck a killer, though I see few coordinated SWFs. A great killer can also wreck a coordinated SWF, watch Zubat, Fungoose, or Sverkeren for some examples.
One of the biggest problems in balancing the game is how much more information an SWF group gets vs a solo group. So to me, the first step is lessening the gap between solo and SWF. There have been lots of ideas posted on the forums on how to do this. I'll list a few things I like that would help.
1)Make bond and kindred base kit for survivors.
2)Add a beacon survivors could drop for pointing out important finds, hex totems to be specific that you cant cleanse because the killer is on you. There is a map addon that allows you to do this so it is definitely possible.
3)Add a totem counter that shows survivors how many are left. This would be if NOED stays in the game. I'll talk about that a little later.
Once you close the solo to SWF gap, then you can better evaluate the true balance between killer and survivor and make adjustments as needed. There will definitely need to be some map tile changes. Here a just a few balance changes I feel need to be fixed now.
Hitboxes need some work. I have had my share of "how did that hit" on both survivor and killer even in the open field. I don't agree with the hits through a dropped pallet. Especially with the enduring/spirit fury combo. If I hit them and have spirit fury available, I am back up immediately and they are down seconds later.
Some of them through a window seem off. I see you responded earlier to a post stating this can happen in real life. I don't disagree that we should be able to hit if they are standing against the window on the opposite side, but sometimes I will get downed a full second after I vaulted and am away from the window. Some of this is lag and some of this is tweaks needed to the hitboxes. Also, my opinion would be to stay away from the real world arguments because this is a game.
I would get rid of any instadown perk or addon in the game, NOED, Devour Hope, Make Your Choice, Insta hatchet and bottles, etc. On the flip side, I would also get rid of inta heals and adrenaline. If NOED stays, then the totem counter is needed for solos. It is easy to say, just cleanse the totems. Even if every solo survivor in the match had that in mind, we would all be running around the map for 3 minutes checking all of the totem spawn spots because we don't know if someone else cleansed it or not.
There are many more things but this is getting to be a long post so the last thing I'll add is we as individuals need to think about how we play affects the other side. As survivor, it is not fun to be camped and tunneled because it doesn't let me play the game, and this happens in well over 50% of my matches. I get that people feel it is a strategy, but if we continue to only worry about if we have fun or not, people are going to continue to D/C and continue to leave the game. This is why a lot of killers experience long queue times when BHVR have it set up to match to rank. There are not enough survivors to killers. I'm sure you can admit, you don't like going against 3 survivors because one quit and I'm sure you don't like long queue times. They are quitting because the game is not fun for them. They are D/Cing if they are the first found because they know there is a high chance they will be camped and/or tunneled and their solo survivors will all be crouched behind a tree, not doing gens, or cleansing totems or anything that will punish the killer for their play strategy.
@Red_Beard I guess we were both typing our DbD Phd papers at the same time, but I've read yours now. Definitely I encourage you to read mine above too, because perhaps we can take some real good points about both posts.
I agree with your opinion on BS hits, which sound more like a problem of lag and latency and hopefully could get fixed with dedicated servers soon.
Hitboxes are a big issue, both for hits and for the current looping-as-meta. Definitely if hitboxes are going to be tinkered with, maps will have to feature different layouts that allow stealth and loss of sight as more viable strategies for survs, and killers that know to run angles and develop prediction skills would be rewarded too. I would welcome that kind of changes since I'm really sick of watching everyone stupid Tom & Jerrying around. I don't engage in long chases ever, but I'd welcome the changes anyway.
Extra info for solos - yes. I also suggested an extra perk slot for solos and killers when there's any SWF coming into play, and mandatory additional objectives.
About all the instastuff and cruth perks, well I guess they can be reviewed after there's a solid foundation of balance in place.
Hopefully someone in the dev team or mods could read your suggestions. I think they're way more constructive than the usual "this sucks, that's trash, us vs them"
Have a nice evening.
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@Warlock_2020 said:
@Condorloco_26 If I may, it does not matter. I started as survivor, and due to some of the reasons listed by the OP (BP, DC's, constant camp/tunnel), I switched to killer. Been playing primarily killer for six months or longer, more than I ever played survivor. Any time I try to talk about the shortfalls/issues of survivors, the killer mains lose their mind on this forum. Killers on the forum don't care about making the game better, just making their games easier.
The problem has long been that this is a casual game, that wants to act like a competitive game. This cannot be a competitive game on the gaming circuit due to its core system. Since the rank in this game has no impact at all, just personal enjoyment for a few, that makes this more a casual game than anything else. When players jump into a casual game and face try-hard killers/survivors, it is frustrating.
Survivors, when organized and skilled, can run a map. Those groups are less than 1% of the survivor player-base. Killers who camp and tunnel can completely destroy the experience of others, they make up roughly 40% of all matches. That is why camping and tunneling are talked about so much. Add in the crap bp survivors get and DC's and it is getting worse and worse for them. I literally moan when my wife used to want to play because that meant I had to play survivor. Luckily, she quit the game after this past week of match making and constant tunneling with high ping killers from across the world.
In my opinion, tunneling/camping can't really be fixed. They can add in some defenses for survivors to get away from it, but it is sometimes an actual legit strategy, but most often used from the start of the game. The best way to mitigate the frustration is to figure out how to get more bp to survivors, especially those who are tunneled and camped out of the beginning of a match.
Unless you are an absolute tool, there should be no match where your items+addons+offering were worth more than the bp you spent in the match. Too often, that is the case for survivors because bp rewards are a joke. I can run 4-5 matches as killer in an hour and make somewhere between 300k-500k depending on offerings. That same hour might get me 20k to 200k as a survivor, depending on team members, killer type/skill, and whether I was lucky enough to get camped/tunneled more than once in that time. That is at the core of the problem.
@Warlock_2020 BP economy and the general grind in this game is absolutely insane. I agree with your points about survivor BP gain being a joke, especially when compared to the expenditure of each match if you go in with a full loadout. But at least survivors can keep their stuff, if they actually survive, as opposed to killers who lose it every match. And even then, I choose to go into matches with only offerings when I play surv, because yes there's a high chance I'm getting killed. And I use white wards when I really want to keep my stuff.
Theoretically, survivors can join matches immediately after getting killed, and I guess this assumption played a huge role when balancing BP economy. The truth is, they will stare at their screens for 10 - 20 minutes before joining another lobby. So yes, BP gain should be adjusted under current conditions.
The thing is, all those killers who were pushed into playing the role just for the BP gain, will just turn back to playing survivor, knowing they will get a lot more points now. This will affect lobby times even more.
Which takes us to the core of the issue: *there aren't enough players willing to play killer*. When I play killer (I'm on PS4), I get full lobbies in less than 2 minutes. 30 seconds are enough 80% of the time. When playing survivor, I have a book next to me, and sometimes I even forget I was playing DBD while reading through whole chapters.
Why does this happen? There's a huge balance issue affecting the game.
Allow me to non-quickly express my thoughts:
The low ranks, as you stated and I agree completely, are dominated by killers, even the weak ones. Butchering almost everyone every single time. I know it because I was once a beginner, and then I stopped playing surv for 4 or 5 months approx, in which I got deranked all the way back to R17 and experienced the pain again. Potatoing, hard camping, guys trying to act like their favorite streamer, etc, etc. I only play solo, BTW.
The high ranks are dominated by the SWF tryhards, which BTW are way more than 1%, I know it because I don't dodge lobbies and face them constantly. I even know many of their names by now. It's really hard to keep up with them if you're not playing Billy (PS4, again) with his best add-ons. People whine about dodging, about Billy, and about SWF. What a mess.
Perks that are good for beginners and terribly OP for experienced players, mechanics that are good for beginners but completely exploitable for veterans, etc.
Then you have the deranking and smurfing scum on both sides, even encouraged by their streaming masterminds.
Plus, you have a truckload of bugs, DC's (again, encouraged or at least not punished harshly enough) and on top of it, toxicity.
We're left with the current state of the game.
What would I propose? Balance around ranking brackets. Consider hours logged in at each role to make a beginner-only friendly environment. The low ranks would feature easy skill checks, more info displayed in the HUD, more forgiving mechanics for survivors, such as longer hook states and shorter healing. Extra BPs (not some meaningless emblem) for killers that apply pressure and spread out punishment instead of camping. A good tutorial! Players won't climb out of this environment through pips, but through player account level (which is, more or less, time poured into the game = matches played).
Mid ranks would feature vanilla DBD. Now you pip and rank up normally.
High ranks would feature additional mandatory objectives (not optional or secondary), harder skill checks (QTE for example), 1 extra perk slot for Killers and solo Survivors. *Perhaps* a limited perk pool. HIDING the names of the players, so there's no chance of bypassing the SWF/solo filters.
LOCK the rankings once you reach tresholds. That way there's never going to be a full repertory tier III perk Billy terrorizing people at R15 just because he dc'ed a lot, or a 2000 hrs Claudette 4Squad teabagging Trappers there. The only way of drastically deranking would be not logging in for months straight.
And, you get the idea. It almost sounds as a new game to me, very hard to accomplish. But there. That's my opinion on balance. If you read it, thanks a lot, I won't put you through it ever again.
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+ 1 to the "Don't rely on Hex perks" movement. Learn to play without them, it's the only way you'll have 4 perks for a whole match.
Even if the totems placements improve, it's only a matter of (a very short) time until the no-lifers memorize them all.
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@ShirtlessDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/389969#Comment_389969
How would I suppose to do that? By hooking those that got hit thru vault, pallets or when I clearly missed but somehow they still got hit? I don't think I would ever reach R1 because this ######### happens way too often and I refuse to respect such kills.
Vaults, really? I'll tell you this, I read it in another thread but really don't remember who posted it:
Walk through your nearest open window with a hammer, or knife. Place yourself at the window frame and extend your arm in front of you. Now tell me if hitting through vaults is, or isn't fair. They're not vaulting a portal to another dimension, after all.
The pallet test would be way more dangerous to recreate, but the concept is the same. Add latency.
And even then, yes, hook them. Still, the challenge won't end right there.
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@Red_Beard said:
@Ttwylerr @Condorloco_26 I play both roles. Been rank 1 on killer and survivor multiple times and for months in a row. I find killer easier than solo survivor. Just because you believe your opinion doesn't mean everyone else has an invalid opinion.
If what you say is true, and I'll believe it is, then I'm eager to listen or read *your* opinions on balance issues, since you've already put the hours in.
I'm not saying everyone else has an invalid opinion. I'm literally saying your opinion has more weight when it is an informed one. An opinion based on solid foundations, as opposed to just knee-jerk reactions to a streak of bad matches.
And yes, if someone with 10 hrs poured into the game is going to talk about balance, he certainly has the right to do so, but everyone else has also the right to dismiss uninformed opinions as such.
BTW, I agree with you to a certain point. Solo survivor is harder than Killer facing solos, yes.
But I would add, Killer is way harder facing efficient SWF's.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/389786#Comment_389786
Boldness and objective are the BP categories. If you mean emblems, it would be Lightbringer and Evader. Your OP makes it sound like you are talking about BP.
Also if you got iridescent Lightbringer, Evader, and Unbroken, that just means you need bronze Benevolence to pip which is given to you by default. Something is not adding up here.
I seriously doubt OP has already noticed there's a difference between BPs and emblems at this point.
This, or he needs to word his concerns in a clear way.
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@Aven_Fallen said:
And then Killers will cry over Key brought into games? Or dodge the Lobby instantly?
Nah. Hatch should not close, it would only lead to even more hiding.
One side has to let go, it is as simple as that. Either the Survivor needs to let himself get hooked or the Killer should be ok with a 3K instead of a 4K. But because of the new Pipping System, both are not really good options. They are options, but not optimal.
I would say, the easiest solution would be that a Hatch Escape when the last Survivor is alive (and the Gates are not open) should count as 3 Hooks for the Killer for that Survivor. So a 3K is a 4K for the Emblem System. So the Killer has no intention or need to camp the Hatch.
The last part of your post makes a lot of sense for those still interested in the emblem stuff.
And I agree, unless a whole new endgame is unveiled, right now the lesser evil is keeping the hatch open. Otherwise, there will be people willing to drag out matches for hours with the intention of making the killer DC out of frustration.
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Just think about the implications when not playing Freddy or Doctor. By this, I mean playing killers without built-in aura reading.
I can guarantee you that there's people out there willing to drag out a match *hours* just to make you rage quit. Especially if you kicked their SWF's butt.
Leave the hatch as it is now, please. At least they'll most likely escape, or get killed if they don't.
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People need to play both roles at a profficient level to gain better understanding of balance issues. And *then*, maybe, start threads about balance issues. Failing to do that, only guarantees outlandish requests for buffs or nerfs and endless whining.
Survivor mains crying about this and that: I challenge you to pick any killer and take it to R1 for 3 months straight. R5 in the new system if you want, let's have some slack. Start with the terrorizing overpowered unfair Nurse. See if it's easy as you all say, to destroy everyone. Then take Wraith, Piggy, whoever you want. Take them to the red ranks and keep them there for 3 seasons.
Killer mains crying about this and that: I challenge you to pick any survivor (they're skins, anyway) and do the same. But go *solo*. Everyone knows you can get carried all the way to the reds with SWF.
After this, come back and read your own old threads.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/389117#Comment_389117
What? You are the one talking nonsense and I think you know that since you gave up arguing after one rebuttal LOL. Later dude.
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/389107#Comment_389107
No. It is not equivalent.
Such a tremendous argument you made there.
That's why I answered like that.
My response to OP is:
No. Because.
There's no reasoning and talking sense into people that will never understand the point of view of the opposing player.
Have a nice life.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/389107#Comment_389107
No. It is not equivalent.
Because gens don't have feelings?
I'm outta here. So much nonsense
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Not only swf abuse it. Anyone can start a party chat knowing the tags of the other 3 players.
Want to have the killer POV?
Play damn killer then.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/389091#Comment_389091
That's cute but it's false. Survivors have 1 objective, killers have 4.
Survivors have 5, out of a possible total of 7.
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It's all there for psychological effect.
"Tremendously"
Wow this must be good then...
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@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/388492#Comment_388492
@Condorloco_26 I understand where you're coming from. I just don't think there will be a way to implement it without giving an unintentional buff to killers who can easily down a second person before picking up the person they're tunneling. I've seen people run to get an unhooked and the killer downs the person saving and picks them up just for them to eat a DS. That whole scenario isn't good imo.
@fluffybunny Thanks for your replies and also thanks for reading my posts. I know from this that you're open to discuss the matter and also you're taking the time to consider someone else's opinion.
I understand people want the perk to work somehow and not get it smashed useless. I also understand people don't want to have a wasted perk slot, especially for something that was utterly powerful in the past.
In an effort to settle the matter down with survivors I've even been in favor of letting the perk activate more than once in a game if the survivor is being actually tunneled. But only with a 15 secs timer, just as BT works.
I still do think, though, that downing and hooking another person defeats the whole tunneling concept. I mean, the freshly unhooked is not being tunneled anymore if the killer is going for someone else, takes the time to 2-hit them and hook them afterwards. The first unhooked guy already has had all the time to run away, heal, or hide, but failed to do any. Most likely they're doing gens or roaming to unhook another person.
This scenario happens all the time against SWF and has gamebreaking potential in the endgame, basically giving immunity to a team of coordinated hookdivers. No counterplay available for killers at all.
Anyway, I already know almost for sure they're going to change the perk so it won't be affected by enduring, so I think this will be my last opinion about it.
Just please devs don't market it anymore as an antitunelling perk. It's effectively an anti-momentum perk, an anti-snowball and anti-pressure perk.
It's 1 minute immunity plain and simple.
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This is also not the answer for your valid concern, but I guess the only thing you can do now is not care anymore about pips, ranking and stuff. The system's busted from many angles, even if there are a lot of people defending it. But it's completely busted for killers like Trapper, for example. Chainsaw killers, M&A Myers and Huntress suffer too with some emblems.
I guess the only ones doing well are Legions. Too bad Legion games suck for everyone else.
Don't care for now, until it gets somehow fixed.
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Since Distressing now gives 100% bonus points across all Tiers, I'd like to suggests adjusting the Terror Radius modifiers.
Although I completely agree and would like this buff to go ahead for my TR Doc obviously, I highly doubt they would proceed with it.
Especially since right now it works wonders with sloppy butcher + coulrophobia, AND it still works with Calm and Order add-ons.
Buffing Distressing would lead them to nerf all those add-ons and/or perks and I think we're just fine like it is now...
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But you made people happy
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@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/388455#Comment_388455
@Condorloco_26 Billy or nurse could easily counter DS, then. We don't need to buff two of the strongest killers while nerfing all the other ones. Allowing the perk to not be affected by Enduring isn't even a big deal. The stun time is short and at the start of picking up, so you'll be back to doing stuff quickly. If you find yourself having an issue with the new DS, change targets.
My whole point being, I've already switched targets, I've already hooked another guy, and even injured a third one, when I downed again the first one. Why should I eat the antitunneling perk?
At this point just give unhooked guys i-frames for a minute, and don't let them interact with gens, chests, other survs except for healing, etc. I know it sounds really dumb. It is dumb.
As dumb as trying to force a slug or a stun if I'm actually NOT tunneling.
The scenarios I described several times now happened to me as Trapper and Wraith. Not exactly the most pressure inducing killers. The question is, why should I lose whatever pressure I may put on survs, if I already went out of my way to actually not tunnel?
Billy and Nurse are already guys that pressure the whole map effectively, even with DS not affected by enduring, survs are all the time in their toes, so no big difference in my eyes.
I now even agree on the stun timer not being affected by enduring, just please don't punish non-tunnelers. Especially non-mobile killers.
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@Peanits said:
It does basically sound like a longer borrowed time to me as well. I think the current DS is mostly fine, the stun just needs to be treated like a normal wiggle and be immune to enduring.
Again I will kindly ask you to please consider inactivating DS if someone else is hooked during the 60s timer.
That way it stays only as an antitunneling perk and not a 60s free escape regardless of anything else.
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@Delfador said:
I am excited for Leatherface buff or rework but we are not gonna get it so there is that.
But Bubba is good, he is really underrated. You just have to farm a hell lot to get a healthy stack of carb tuning + grease.
Enduring, Spirit fury, bbq, agitation.
Don't engage in long chases
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Killers: crying like little kids.
Survivors: crying like little kids.
Play the game.
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Im curious as to the percentage you need to DC to get a ban.
You can join our several months old ongoing thread about colorblind support, maybe if we get enough people to care about it, something can be done:
I always post about the hardships color blindness affected killers endure. -
This is it. Game (on PS4 at least) has reached a point in which if no fixes are seen real soon, a lot of people are going to put it down for good.
Had another blue screen crash today. 2 last week. Why is it the only game that does that to my console? And I own buggy games (F13 I'm looking at you), but no blue screens for any of them.
Truckload of bugs needs to be addressed real soon.
About horrendous wait times for survivors, especially for SWF: Devs please just take ranking outside of consideration when matchmaking. All those people saying it's unfair, this and that, well this way at least you're gonna get to play matches! Deal with the result of said matches, take the L's, learn and get better.
People playing as killers, don't be whiny entitled kids and just play the match, don't dodge guys who have been there waiting half an hour (to put it mildly) for a lobby. Take your best killer, best add-ons and offerings and lay it out.
People playing as survivors, don't be whiny entitled kids and just play the match, don't DC and leave your teammates in the lurch. Do your best, and if you're downed, hooked and sac'd, deal with it.
If people don't leave because of the bugs, they're going to leave because all the crying that goes on. Ridiculous.
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I'm not talking about occasionally doing well, I'm talking consistently doing well vs serious SWF at R1, over time. And I'm not even talking 4k's, but balanced 2k's with matches longer than 5 mins.
I've got maybe 1 or 2 4k's in the past with Wraith at R1 against potato and cocky SWF who were probably memeing, but have been destroyed hundreds of times too, when they play efficiently.
And what's with all this "I'm entitled to my opinion" thing? They teach to say that stuff in school now?
We all have right to a rational and informed opinion, yes. And anyone has the right to debate said opinion, as long as it's in a civilized manner and with reasonable arguments.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/387263#Comment_387263
It's ok hitting them but when they are body blocking Freddy it's broken because they can't be hit unless in the dream world.
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Billy is there to kill 3-4 man SWF in console. Nurse is busted.
Survivors in teams complain about being dodged all the time.
Then complain about facing Billy all the time.
They can't buff other killers because people are already dropping like flies in the beginner ranks.
They can't nerf SWF because people will riot.
See the problem?
Billy is fine. Deal with it.
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All these, plus the one I'm most concerned about:
Blue screen crashes on PS4
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@NeaJovovich said:
Honeychyle...
The reason why totems aren't cleansed is cuz there's no way of knowing if all of them have been cleansed.
I have ran Small Game since August of 2018. I enjoy the free 600 bps.
However, unless I prioritize totems, circle the map twice until I count five dismantled totems.
I think people who run Small Game should be able to have a totem counter. Honestly, a totem counter should be basekit stuff for a Survivor. But I know the Devs will never do that. So people, like me, who run Small Game should get that counter added to their HUD.
I think this is a good idea. Give the totem counter to those dedicating a perk slot for small game.
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@DarkWo1f997 said:
https://forum.deadbydaylight.com/en/discussion/comment/386723#Comment_386723
I’m just confused. I don’t have any option besides to not care now. I’d be wasting my time by trying my heart out for the game to say my efforts are futile. Not very rewarding.
Agree. I care only about improving my gameplay.
You know, maybe they'll fix it, maybe not. That shouldn't affect me or how I play the game / feel afterwards.
They didn't give me a cookie for all the time I sat at R1 anyway
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Smack them, they're giving you free, easy, non-chase hits.
Iron grasp
Agitation
Mad grit
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And please use the search button, your concern has been addressed a hundred times already.