CursedPerson
CursedPerson
About
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- CursedPerson
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Comments
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681090#Comment_3681090
There's no comeback for losing a survivor, because it's an elimination game.
No it's an asymmetrical game. That's not a reason it can't have quality of game mechanics.
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The good players are constantly hitting me through walls and getting good bounce angles. Definitely a top 5 killer right now.
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Game was better when the kill rates were balanced around 50%, killer feels way to easy to play right now. And I take way longer multiple weeks breaks from this game due to the how often im dying as survivor. It doesn't count towards their statistics but if someone disconnected or kills themselves on hooks my match is probably ruined and going to die. It happens way too frequently on top of rampant tunneling.
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@Ohyakno said:
So huntress gets to stack her windup add-ons without an attendant nerf to them, but doctor can't stack his shock ones without a nerf? Where's this huntress favoritism come from?
Huntress sells a lot of good skins (do well in game->players buys skin->bhvr makes money) plus they might want one of the strongest killers to be part of the base game
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680754#Comment_3680754
If a survivor runs a killer for multiple gens, the killer was playing bad. In the same way that if a killer is able to get a survivor dead with no gens getting done, the survivors played bad.
This is only acceptable if survivors had comeback tools available to them. The fact is there will always be a weak link in public matches. So if the killer downs the survivor that sucks in chase then chains back to back gen regression it makes the game really hard for the rest of the players regardless of their skill. There's no safeguards in place to deal with being down a player, most games have tools to deal this via comeback mechanics. Additionally the killer gets stronger as the match goes on since there less safe areas for survivors after pallets have been destroyed and less areas needed to patrol
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680581#Comment_3680581
^^ this
Losing 3 gens in your first chase is also not fun. Maybe take care of that issue and killers wouldn't feel like they have to tunnel someone out early to have a chance.
Survivors need to do this to even have a chance at winning to deal with the immediate tunneling of killers and the killers that stack 4 gen regression perks causing you to lose 2-3 gens worth of progression
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Weaving spiders is so beyond bad with time wasted and such a massive debuff it's funny how you could even consider reducing the charges from 15 to 10 in the first place. Also with the massive amounts of aura reading and the fact that there's perks to make survivors scream how come there isnt any protection from them baked into her perks?
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It needs to be buffed the downsides significantly outway the gen progress. This perk is still dead on arrival. The numbers alone make it a net negative 50-70 second time investment depending on how you look at it (total gens vs. required gens). On top of that a permanently broken member is most likely a death sentence to most teams
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Probably not, a surrender vote would be better. But I'd be down for a comeback perk that boost gen speed or makes the rest of the survivors more resilient based on the state of the game.
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Likey no, they just gave her a rework that didn't even solve the issues she had. The have to see if the 3 gen mechanic relieves some of the issues with her before they can change or buff/neef her power. But the damage is done people loathe her and playing against her. Her 3 gen shenanigans went on for way too long, it's a mountain to climb and probably not going to be touched with a 100ft pole
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I don't understand how people are calling this a buff. It's a rework on the mechanics. With an additional nerf -5% progress. Overall it's a nerf. I don't understand in what universe this is remotely viable or fun. Your spending 2 minutes IN THE BASEMENT to become broken for a smidge of progress. That's the easiest way to get tunnelled out of the game by any killer with movement speed. Your net negative 70 seconds on gens since you can only complete 5 gens anyway. Having another teammate constantly injured increases killer pressure since a lot of the time you need a healthy survivor to go for a hook save.
It's a cool idea for a perk that can still be salvaged but the numbers and downsides are so far out of touch with reality.
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Id also like some free levels or blood points!! Like i logged in with 200k that was barely enough to get a few levels so i could at least play with 4 perks
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497793#Comment_3497793
If she spams teleport it’s tough to find a tape because you can only retrieve them from active TVs. Obviously when she hits you while holding a tape you receive condemn & the tape breaks. What I’ve observed is that they’ll go back to spamming her teleport which makes it difficult to find an active TV so you can retrieve a tape. And mind you three other people are looking as well.
They can also see which tv was turned off so they know were you grabbed a tape from and can tp to the next closest tv
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Theyre just used to killers dodging when they see high prestige so they assumed you were prepared for it
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Hey my first game as Nic I was tombstoned... Didnt realize how much my team fed him at the start and I was 1m from a locker to try and be safe about it. Nice 3k points cuz i used a cake...
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If you don't get enough gens done by the time a killer tunnels the first person out the rest of the team is likely to die too.
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@DjEnderFox107 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410064#Comment_3410064
I’m assuming that you just read the title and nothing that I discussed 😅
No I did, i just forget the punction after no and your idea is incredibly bad
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No Terror radius is one of the balancing mechanisms. Imagine if Huntress had no terror radius/lullaby, you could walk up to them and surprise hit them and hatchet them in 5 seconds. if you want to sneak up on survivors use perks or addons that hide or reduce your terror radius.
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@Rudjohns said:
All matches are 4k except for a few that were 3k because the last survivor escaped through the hatch. I don't slug for 4k.
I used to hate being tunneled and also tunneling people if I was the killer, but I just said f¨¨k it, let's do it. Why not?
What's the point of not tunneling if there is nothing in the game that prevents or punishes you for doing that? It's just the most efficient way to win.
I also stopped complaining about killers tunneling in my survivor games because, if that happens to me, I just die on second hook GGWP and move on. I have been playing only SWF too and the people playing with me kinda have the same mindset. I gave up solo queue completely since the release of the newest patch.
I still advocate for changes. I think tunneling should be impossible, and I have really hardcore ideas to change that, such as the unhooked survivor having endless invincibility until conspicuous action
I don't think tunneling should be impossible but it also shouldn't be stupid easy. I think the survivor who gets off hook should be immune to aura reading effects and leave no scratch marks/pools of blood for 30-45 seconds. This gives them a fair chance to lose the killer and reposition
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Its pretty good to have the pallet stuns farther back since it helps with latency otherwise some people would get very little stuns.
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LOL NO killers are very strong right now and just got another incredibly strong info perk...
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Decisive Strike - the overnerf of it almost useless when certain killers can catch up to you in 2 seconds. Also missing the skillcheck is the most tilting thing imaginable.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3263845#Comment_3263845
Even if they tested it, they probably didn't recieve any good feedbacks. So it might even not happen at all.
My man, even if you don't like slugging, in some situations you just can't do anything but slug.
If you ever played killer, you know about scenarios when survivor getting down on a pallet, and there's another survivor near by, you just can't pick up this survivor, so what do you want the killer to do in such situations, just swallow it, pick up and get pallet stunned?
None of the game mechanics should end up in a hopless situation. This is why they removing blindness from a lockers btw.
Unhealthy (uncounterable) mechanics should not exist in any games. Even in Dead by Daylight.
How could you possibly think unhealthy / uncounterable mechanics should not exist and not think the mori unbreakable update is good. There are so many examples of killers forcing a 4 minute bleedout maliciously or not. Also them downing the survivor then trying for the 4k creates a standoff situation were survivors will hide forever and adding that mechanic would help continue the game by incentivizing people to start the end game collapse.
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If I didn't have it the left behind achievement but now its Hiding seeker. End chase by hiding in a locker 35 times, I don't want to throw games to get it. im at 4 of 35 and have been playing trying to get it for a while
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3260359#Comment_3260359
Survivors seemed perfectly fine when BHVR suggested a basekit unbreakable mechanic, that would punish killers whenever killers were forced to slug. And if it’s ok to punish players instead of giving them a better solution, then it should apply to survivors as well.
Besides, I’m asking survivors to follow the rules of the game, and it’s against the rules for survivors to just hide indefinitely.
I don't like this take. you could flip the script and say that BHVR is punishing the survivors who are slugged and its okay for the to bleed out for 4 min instead of giving them a better solution. And you could argue that survivors are playing the game by surviving, they are waiting for an opportunity to repair the gen or escape which is waiting for the other player to get in chase. An unbreakable base kit could make it so survivors actually go for the repair play so they won't constantly be met with the 4min slug for 4k.
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@Skittlesthehusky said:
i think the game could benefit from a split between competitive and casual. there's such thing as competition in party games (uno, for example.), so maybe it could work! i feel as if by doing so, it'd help people chill on the whole "i don't like who i'm playing with/against because theyre too good/too bad" thing
Me too but the game mode I want would be limited, none of the op ######### everygame. None of the green, purple, iri; items, add-ons, or offering. At most either side could bring the lowest tier item. Only bloodpoint offerings allowed. I think it would be a cool idea to give each survivor a different item, so a survivor gets a toobox, flashlight, medkit, or map randomly. Killers could bring brown addons and it doesnt come from their stockpile. And probably leave it solo que
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@AbsolutGrndZer0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260008#Comment_3260008
A "ranked mode" would just split the playerbase, plus whats to keep the competitive minded who can't cut it in ranked from slumming it in casual? Nothing.
A lot of games now are getting rid of ranked most entirely and just setting up a rewards system for fair play.
I haven't heard that one before can you give me a few games that are getting rid of ranked?
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@MrDardon said:
Quick and rapid waving = Killer camps
Long and delayed waving = No one's coming.
That's usually how I see it.
I've always done it the opposite where quick waves is hello someone needs to get me. And long waves almost doing the unhook attempt means killer is here and also has the added benefit of making lots of noise to hopefully annoy/distract the killer.
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Its a hard problem to address dealing with the scenario where both want to play for hatch if there is no way they can get out. One solution would be add the ability to see hatch for 2 remaining survivors. A better solution might be to add dynamic gen speeds for when there are 2 survivors left and more than 1 gen left. So for example if you have like 3 gens remaining survivors repair at +200% progress and 2 gens remaining at +100% progress until the total progress of gens equals 1 gen left. This way you can't just 99% multiple gens but just works as a catchup mechanic
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Survivors are almost always one mistake from losing idk why you would want to make that harder. DBD did have stronger loops back then but we also had killer bringing moris every other game and they would tunnel the unhooked and and mori them immediately after 1 hook. Killers also win a majority of their games now with a 60% kill rate. If anything they need to buff certain aspects of survivor
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Its pretty fine as it is. They just need to reduce the requirements to pip and remove . They had increased it when rank was tied to matchmaking but didn't revert it when they changed to mmr and added bp rewards. De-pipping is a terrible thing with the monthly reset anyway. Just locks more casual players out of rewards.
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They could increase to 4% and add vault speed to it and it still wouldn't see use. They would have to add lots of little effects but shadow step is a thing and its hard to top it. Most loops are pretty short anyway too so if you need to travel 8m to get to a window or pallet you will only be saving .04s which is nothing with latency and ping. The fact is having it on a boon sucks. The setup is too long and the payout is too little. In no scenario are you making up the time invested to setup the boon when the benefits are too miniscule.
I think the perk needs to do a lot more. I think they should add that it blocks killer instinct aura, increase vault speed, reduce the sound of foot steps, and/or vaults. Make it another stealth boon to be paired with shadowstep.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3244219#Comment_3244219
Nice, so Survivors can just free storm the Killer for (almost) free rescue no metter what with little no fear for the rescuer as well. Nice! I might just go open the exit gates myself when gens are done and just sit in a corner at this point.
Nobody is asking for that... They just want a chance to unhook against certain killers. You should still be able to trade hooks easily.
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@dugman said:
Yes, while Dead Hard is still one of the top two most used perks it’s usage rate is about half what it was on Nightlight for instance. Here’s a snapshot of its usage over time, you can see the dramatic difference at the 6.1 patch point. Even after recovering some of its loss its still much lower than it was.
Where do you get these usage stats from? Can i find every perk?
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Fake pallets addon could be powerful if your team uses too many pallets early and you don't know whats left. He also has teleport to so paired with call of Brine the gens will revert back to zero without a competent team
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They said standoffs for hatch were bad gameplay. By extension standoffs trying to get the unhook is bad gameplay. No reason you should have to fake the unhook and play chicken to get the save. Should just be able to get trades only
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Hook grabs should be removed from healthy survivors at the bare minimum there's no reason whatsoever to have to play chicken with a killer to get the save.
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Hook grabs on healthy survivors are outdated, completely ruins several games, especially against campers. You shouldn't have to spam fake grabs to get the unhook when there is no chance a killer will leave. At best it should result in trades not two people incapacitated.