CosmicParagon
CosmicParagon
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Honestly just let killers open the gates at any time. If the survivors wanna leave so bad, just open the door and shoo them out
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1205604#Comment_1205604
You are waaaaay too quick to judge, this is the bare basics of a suggestion with ENDLESS room to tweak for balance.
What if you could only rebuild a single pallet per game and you could only do that during the endgame collapse as being the last survivor in the trial? now suddenly its so damn rules bound its not worth running for anyone.
Nobody would want that obviously but its a simple way of showing how this bare basic idea goes from "insanely overpowered" in your head to completely pointless.
So yeah, stop judging so quickly and try to think about what conditions you would think have to be met before you would approve of the idea.
Your version is VERY different from OP's version. Making it on a cooldown like OP said could let a SWF keep a god pallet going almost the whole game
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That would be insanely overpowered, especially with SWF.
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@Peanits said:
Of all the people you have on the ground, you picked up the one that was the least recovered (furthest away from being able to use Unbreakable if they have it) and the only one that was unhooked recently. The smart move would have been to pick up one of the other survivors in case they're running Unbreakable, preferably the first person you downed since they're the most recovered.
That doesn't change the fact that this person was punished by an anti-tunnel perk for picking up the unhooked survivor after downing literally every other living survivor first
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1200758#Comment_1200758
But heres the problem...
1) Survivors are penalised for leaving someone on the hook. They lose points in altruism. Also less interactions with the killer. This means unlikely to pip if you just rush gens.
2) People generally want to help. Nobody wants to leave someone on the hook as its not very fun.
3) Ties in with point 1 but unhooking/evading are part of the game. Having the killer stood next to a hook and the rest holding M1 on gens is exposes a real flaw in the game design. Its not fun for anyone and can be boring game after game.
4) If the person on the hook realizes they’re being camped sometimes they’ll just suicide.
5) You can rush gens but you can’t rush gens and all 5 totems. Campers ALWAYS have NOED.
In short what you’re saying never works. You can rush gens but others wont. Because they’re probably playing solo. The solo on the hook doesnt want to be camped, they want a new game and a way out so they suicide. The other survivors want their pip.
Know who can defeat this? 4 man swf. They’re playing for the team, not themselves. So they agree to forgo points/pips to beat the camper. The one on the hook will wait the full 2 mins to make sure his buddies escape. If it comes to totems they can co-ordinate quickly.
Face it camp and NOED guarentees at least 2 kills normally. Likely 4 if the survivors feed the killer which they usually do. Its a way to stomp people that arent a 3-4 man team. Which is how killers want it. Easy way to win most games with zero effort.
Nothing you said here disproved my point. Campers only get rewarded because Survivors let them get rewarded. Leave them alone and they get no points. You can also run Detective's Hunch or Small Game to find totems if you're that worried about NOED
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@Cardgrey Unfortunately, the playerbase treats it as a competitive game
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Do the gens. Assuming the survivor getting tunneled is even halfway decent, the rest of you can rush the gens faster than you can say Prayer Beads Spirit. Even if the survivor goes down they have like 2 minutes on the hook assuming they dont suicide. You can do 2-3 gens in that time, depending on how many people stack on the gens. The Killer will black pip at best, and wont make more than 16k bp
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@domai36 said:
https://forum.deadbydaylight.com/en/discussion/comment/1200297#Comment_1200297
We should be thankful you are not a developer - this is bad design 101 - especially from a financial perspective. New player experience is a big deal in modern game design, and Behaviour is aware of this and in more recent times they have started finally making changes that show they are not forgetting new players.
There's no reason any group of players should have a bad experience just because they didn't design it properly back in the day. The removal of Hex : Ruin was a massive change and is something I am glad every new player does not have to experience. I do agree with you that there's nothing wrong with killers having an above .500 rate as they should feel dangerous - especially at the start - but it's still not great, even if it's not as bad as it was a year ago.
Blatant falsehood. All competitive games that have stood the test of time have been balanced around the highest skill level, not the lowest.
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All the Devs need to do is add a damn Totem counter so doing bones is viable in solo queue
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Did you not notice Ruin get gutted, along with one of the new Killer's perks(which was already medicre at best)? Or Sabotage becoming shorter than the hit cooldown of Killers?
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@BigBubs said:
https://forum.deadbydaylight.com/en/discussion/comment/1194672#Comment_1194672
Why are you comparing the two perks? Where did you see me comparing noed and ds? Did you even read and understand what I said or you didn't bother and just wanted to show off your knowledge of the perks? lol
Also , can you please not put quotes that have 0 relation to what I had said? I'd say that the mentality of people who assume stuff (like you) is worse than those who you are quoting there in the end.
@BigBubs said:
I would love a NOED rework , but it doesn't mean I will get it.
There you go, buddy
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1184872#Comment_1184872
How is a lower Surveillance tier better? The increased time on the yellow aura is way better to me, especially since Surveillance is (in my opinion) better than Discordance on stealth killers, with a possible exception of Myers.
For the same reason as Discordance. The survivor could tap the gen and be long gone by the time you show up
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1184860#Comment_1184860
This would be more complicated. Discordance is the only Perk in the game where Tier 1 is better than Tier 3. So changing the values is easier than changing something which will not be used.
Not enitrely true. Surveillance is also better at T1. MYC is also better at T1 for certain high-mobility Killers due to being able to proc more often
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/139246/you-cant-apply-pressure-as-a-killer
First: False.
Second: Okay.
Third: False.
Fourth: False.
Fifth: False.
Conclusion: Do you know how this game works?
On maps like Ormond and Mother's Dwelling one or more generators can literally pop in the time it takes a killer with no mobility-based powers to reach the other side of the map
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What Killer were you facing? I know the Doctor can deny vaults with his shocks
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Please for the love of god, learn to type
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Survivor's don't give a damn about our fun, why should we care about their fun?
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That would be far easier to implement too, just make vault locations breakable like pallets
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Are you sure they're wallhacking? There are a LOT of Aura Reading perks
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Just make you healthy, but permanently exposed
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120 second is 1.5 generators solo, almost 3 generators with 2 people, and almost 4 generators with 3 people. There's still 4 generators that are unblocked.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1169129#Comment_1169129
https://forum.deadbydaylight.com/en/discussion/comment/1168978#Comment_1168978
Then it's your fault for not going for the unhooker.
Explain why you couldn't go for the unhooker instead?
I would if the unhooker didn't vanish 90% of the time. I do feel bad going after the unhooked person, but I'm not going to waste precious time looking for a survivor that might not even be there when I have one that I know is there
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1168281#Comment_1168281
You want balance?
Here you go.
- Slug.
- Don't tunnel.
- Know you you hooked last.
- Know if anyone is acting BRAVE, slug them.
- Don't open lockers then come to the forums and complain about it.
- Wait the 40-30 seconds they have left.
There is an obvious Witch Hunt going on and baby killer mains want DS nerfed.
There are many counters to Decisive Strike, this argument is getting as old as people not knowing how to counter BBQ and coming to the forums to complain about it.
You do know that 40 seconds is literally a full gen with 2 people, right?
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@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1168130#Comment_1168130
I’m not gonna waste pallets
Then don't complain when you go down. It's like telling Killers to ignore the guy with DS that jumped in a locker
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@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1167439#Comment_1167439
Freddy doesn’t require brain power to loop he can just spam traps and you’re stuck
Drop the pallet and leave, hope your teamates have more combined intelligence than warm porridge and slam the gens(admittedly unlikely in Solo Q, but that's not Freddy's fault)
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Suprise, the two killers that require brainpower to loop are considered "unfun" to play against
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It's to balance out Killers never being able to hear sounds /s
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I don;t understand getting pissed about teabagging at the door. If the gates are open and I don't have a hooked person or a chase, I sit in the corner and wait for them to leave. just dont give them the satisfaction
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Run Calm Spirit. It also hard counters Doctor, who I'm guessing you also think is OPAF
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What Killer were you playing?
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1158772#Comment_1158772
I'm guessing you havn't played him much. I literally have taken shots in KYF where the harpoon goes through the survivors shoulder, or head because the hitbox is so small. We've tested this. Like if you are not actually testing things why are you even on the forums at all? The facts of the matter are;
- He's incredibly weak
- He's has a lot of bugs
- This has been tested by people who take testing seriously, and most of the top players you can find on Youtube and Twitch all with the same opinion.
So don't bother me with that "please gain some knowledge about deathslinger" and instead give your own head a shake to have the common sense to do an inkling of research before even saying anything at all.
What bugs does DS have?
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People hate him for the same reason as Doc: they can't be mindlessly looped; you need to use your brain when looping them and know when to drop the pallet and abandon the loop
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Just run Spine Chill, it's legit my favorite perk in the game, tied with Iron Will
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1157856#Comment_1157856
That's the funniest thing you've ever heard? I've heard way funnier. Like the one where he turns himself into a pickle. Funniest ######### I've ever seen.
Damn, wish I could've seen it
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Whispers only gives a general idea of where they are. If they find a good enough bush, you'll still never find them and theyll sneak to the hatch
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It's entirely possible that the patch broke it in some way, hard to tell
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@BigBrainMegMain said:
Why did they keep the addon change that made no sense......
Because Killers have to deal with it too?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1150720#Comment_1150720
It's quite an unbalanced system as it is, while I can see why they did it, for consistency sake but survivors have 73 things that can show up on the bloodweb, while killers w/ addon reworks only have 20, that means you're likely to see 1 of the addon you want every 2 blood webs, while survivors will take up to 3x as many bloodwebs, and survivors earn a lot less BP historically as it is, I'm not saying they should revert the change, but I can understand the annoyance here.
Keep in mind that Survivors have a perk to negate the change. Killers only have Black Wards
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Because he's already mid-low tier at best. Giving him a windup will drop him to sub-clown levels
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@konchok said:
If there is a weaker and stronger version of a brown add-on remove the weaker version of any redundant add-on. The lower rarity is justified by the consumable nature of the add-ons.
No. Deal with losing addon, just like Killers have had to since launch
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@PBsamichShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1147315#Comment_1147315
I think I've said this somewhere else before but seriously there's little else survivors can do. Survivors literally have three objectives they can work at:
- repair generators
- cleanse totems
- open exit gates
Cleansing totems it neat and all but ultimately pointless unless you can coordinate the group in swf or if it's a hex totem.
Are survivors supposed to run around the map until you come across them, engage in a chase with the killer while only using each vault and pallet only once? Survivors don't because they'd die. All. The. Time.
I played that when I first started playing and I did die every time. Not only that I got camped and tunneled constantly so it was completely no fun whatsoever.
The game is unfortunately designed in such a way that there's actually not much else that survivor characters can do tbh
The killer is typically too fast and not to mention they get faster the longer the chase goes so it doesn't leave many options open. Can't double back in sneak really and hiding in a locker is suicide unless you have quick and quiet, but even then it's not really guaranteed.
I don't think you've really given much thought to the other side of the equation.
Use mindgames, drop pallets early, hop into lockers for a moment or two when his TR approaches if he has blast ready, there are MANY options to counterplay for those willing to use their brains
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The fact that killers only have a 60% chance of getting a single kill is incredibly alarming
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@RakimSockem said:
If you're only getting 2 hooks in the time it takes the survivors to do all 5 gens, you probably just aren't good at the game. Or at least not good at the killer you're trying to play.
"Just pressure gens 4head"
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@PBsamichShoe said:
If I was one of those other 2 people and saw it was a doctor I'd DC too. The new doctor is way op. I've played as him and was kind of shocked (no pun intended) at how stupid easy it is to play as him now.
Also, I'm tired of people who play the killer all the time complaining about pallet loops and gen rushing... like seriously what are supposed to do? Do you want us to run around at random until you find us and then get into a chase with you using every pallet and vault only once? We'd die. A lot. Quickly. Every. Time.
I used to actually play like that as survivor and then realized quickly that there is often just too much distance between me and the next vault or pallet and the killer is too fast for me to try and double back in sneak mode to lose them.
Same thing with flashlights. Bro, I have a flashlight. You have a machete/chainsaw/knife whip/dagger/knife hands. You basically brought a bazooka to a fist fight and are complaining that people are flicking pebbles at you. It's pathetic.
If anything this game needs to add more variety of ways to escape the map like some other asymmetrical survival games cough F13 cough then there wouldn't be any gen rushing because there's actually be other objectives for the survivors to try and accomplish thaty have a meaningful impact on the game. Cleansing totems is a neat objective but if I don't see any hex totems I'm not going to waste my time cleansing every dull totem in the off chance the killer has no ed. This is especially true when playing solo because the only way it can really be accomplished without wasting precious time I could be spending working on gens is if the team can coordinate the effort, which is next to impossible in solo mode.
"I can't just brainlessly loop pallets, this Killer is OP REEEEEEEEE!"
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1141534#Comment_1141534
Not mad about taking advantage of the weakest link. That is fine. But working with some crap survivor that doesn't have the skill to give the killer a challenge and hence tries to sell out their teammates in order to, I guess, get more points and survive?
In any other team game , you would be drop this guy. NO one wants to play a team game with a traitor. And as a killer I would just put that dude on a hook and tunnel them out of the game. I have no respect for working with the other side, nor selling out your teammates.
You want to play for the other side, you had that right before you readied up.
Don't get me wrong, the little rat is going to suffer the same fate. It'll make the victory even sweeter imagining their smug grin getting wiped off when i drop their butt on a hook
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@OtakuBurrito said:
No because killers complain with a toxic SWF 4 man group gen rushing just as hard as they complain about a 4 man SWF group meme'ing and having fun.
Killers dont get mad about meme'ing, they get mad at perpetual teabagging and blinding
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Look at all these salty survivor mains mad about Killers taking advantage of ######### teammates in a TEAM-BASED game lmao.
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@xCarrie said:
I think they already are though..? I’m not 100% sure but i’m pretty sure. It’s why PGTW and TR are a good combo.
Nope, regression specifically pauses when gens are blocked
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@toxicmegg said:
https://forum.deadbydaylight.com/en/discussion/comment/1137017#Comment_1137017
taking a hit isn't a mistake tho, it's just how how the game works
hooking survivors isn't a mistake tho, it's just how the game works
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@PeenutsButt3r said:
Assuming you come back to the hook and tunnel that poor guy just got unhooked otherwise there's no problem with DS, even useless on survivors if the killer don't tunnel, why not go for the rescuer instead.
I drop them on the ground to disable them, then I go for the rescuer. Locker Tech gives no momentum and rewards survivors for sucking at looping