CyberDragoon656
CyberDragoon656
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@Xendritch said:
I'm kinda interested in the cosmetics themed around the event but as for the event itself? eh none of the past few events have been too crazy so I'll still play but probably won't notice the event too much. I wish they brought back the moon offerings I missed those but I heard they were interesting.
Problem however is that most of the cosmetics are just bare bones outfits the only real one of note is artist for the lunar new year event.
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@The_C12H15NO2 said:
Idk, everyone wants events. But the last event was poorly done. The envelopes in the event prior gave bonus point to all survivors based on completed gens. The last envelope event it was limited to survivors who specifically completed those gens. When the gens are randomly chosen for the bonuses, it is rng whether or not you get bonus points. rng doesn't make for good events.
I'm hopeful the devs learned from that and have an event where all players in the match will get points for objectives.
Their QnA shows otherwise though.
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@The_C12H15NO2 said:
Idk, everyone wants events. But the last event was poorly done. The envelopes in the event prior gave bonus point to all survivors based on completed gens. The last envelope event it was limited to survivors who specifically completed those gens. When the gens are randomly chosen for the bonuses, it is rng whether or not you get bonus points. rng doesn't make for good events.
I'm hopeful the devs learned from that and have an event where all players in the match will get points for objectives.
Wish they actually did something that wasn't "give survivors exclusive stuff and killers a couple of color pallettes along with trinkets" it's the same thing as the christmas event
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@Khelendrose2020 said:
Face it folks, camping and tunneling is exactly what the devs want in this game. It is the single most efficient way to get 2 to 3 kills. That is MMR gold! It is also very easy and does not require much skill or effort.
Stop complaining about it. The devs have pushed this as the primary strategy at this point.
Did you read the title? I'm not the one complaining about it. Also I agree wholeheartedly that right now it's a dev problem more than anything.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2768445#Comment_2768445
Hitting on hook would be a good example, or leaving everyone to bleed out.
https://forum.deadbydaylight.com/en/discussion/comment/2768439#Comment_2768439
Believe it is...what?
Your post read like you say camping tunneling and slugging is toxic cause it causes people to be out of a game quickly.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2768337#Comment_2768337
You can play any killer or playstyle you want - as long as that playstyle isn't explicitly against the rules. The only one I can think of is infinitely bodyblocking a survivor so that the match won't end.
Yes for choice but viability is not in terms of who to use and in playstyles right now especially since for some ungodly reason the devs refuse to even acknowledge any issues with things such as the jury rigged mmr, the boon mechanic, giving a reason why addons and perks that are used alot on killers get dealt with quicker than survivor ones and so on.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2768306#Comment_2768306
I think if anything it proves that if 2 similarly skilled groups (in game knowledge and mechanics) go against each other with their best load outs and they play to win then (not accounting for terrible RNG) the out come would be neutral.
As for otz"s challenge. I would say it shows that yes for the most part a killer playing a certain playstyle will get a neutral outcome or better without perks. But it doesn't account for going against a team of equally skilled opponents or like minded playstyles (ie letting a person die for a 3 out).
Also remember this is if everything was equal which this game is clearly not especially thanks to the most recent qna and updates doing no favors of balancing blatant problems.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2768306#Comment_2768306
I think if anything it proves that if 2 similarly skilled groups (in game knowledge and mechanics) go against each other with their best load outs and they play to win then (not accounting for terrible RNG) the out come would be neutral.
As for otz"s challenge. I would say it shows that yes for the most part a killer playing a certain playstyle will get a neutral outcome or better without perks. But it doesn't account for going against a team of equally skilled opponents or like minded playstyles (ie letting a person die for a 3 out).
Yes which is why I say whenever someone uses this as evidence of the game being balanced I can't agree with them is shows some basic factors but nothing outside of them also it shows none of this matters as long as this game uses rng all the time like it's a lootbox ridden dungeon crawler.
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Nah might pass this event pigs not really that good.
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@MaTtRoSiTy said:
Yeah why not, I am always happy for something new to shake things up and it if means points and free cosmetics then I am happy with that.
I think sometimes people can be a bit too miserable about events etc and I say that as a generally miserable bastard myself lol
It doesn't help however that the game itself is a mess right now.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2768403#Comment_2768403
Simple.
Camping, slugging and tunneling are strategies. They are a tactic used to win the game. Hell, I'd say that slugging is essential at times (to prevent saves/DS) and tunneling isn't even really a thing (it's mostly a matter of 'hey, I keep finding you, play more cautiously').
Teabagging, flicking etc. serve no purpose aside from being nasty. They are usually used to gloat and disrespect your opponent when you win. I seldom see if from people who are losing (although it tends to be followed by me immediately tunneling you out of the game, so perhaps there is a correlation :D).
So you believe it is cause it leads to people being outed from the game?
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2768413#Comment_2768413
It was already too late when I realized I read it wrong and there's no delete comment option neither
Heh at least you understand it :)
Honestly right now the game is basically screwed when it comes to balancing it.
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@Sakurra said:
How come you say camping, slugging and tunneling is toxic, but teabagging, clicky clicky are not toxic, huh? These are unfun, but genrush is not unfun for the killer? Sure...
Did you read the title?
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@El_Gingero said:
Solo queue will always be like this without voice comms. I know some people don’t want them in the game because it would mean pressing a button to mute people, which is unfair and unfun, however DBD is an asymmetrical pvp game where efficient teamwork is paramount. You can die after making a couple of mistakes. Of course the game is going to be an unbalanced mess of nonsense half the time when you don’t allow players to communicate.
And if you do then it becomes an issue for the killer side cause every bit of info can be relayed easily and leave the killer potentially SOL
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2767840#Comment_2767840
Killer role is fine. Can camp, tunnel, and slug for free - and even use perks to enhance these playstyles. Map design may be another issue, but killers be having a field day in the current state of the game - given the right map.
So being forced to play specific killers or using specific tactics due to ######### basekit and balancing is considered fine?
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Good luck with that.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2767048#Comment_2767048
Wasn't there a tournament that showed that if both sides brought the most tryhard builds they could the game was somewhat balanced tho?
(Don't know the credibility on that just something I've seen thrown around before)
Not really much credibility because no one who brings it up goes into detail as to why it's balanced same with otz's challenge.
That's why to me I have to also account what the devs are doing and what is getting implemented.
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@SilentShepherd said:
It's become abusive at this point to go Bubba and then ruin everyone's day with toxic gameplay. Every single Bubba I see, is an abusive toxic player. Face camping, etc.
I think a fair nerf to Bubba would be, once you use your chainsaw, add a cooldown of 20 seconds before Bubba can revv it up again. So Bubba's can stop spamming it. Or, if not a cooldown, then change it from AoE, to you can only down 1 person at a time with it.
There is no looping when it comes to facing Bubba. Every single one of them just do their special ability and get to lunge forward with an insta-down AoE (area of effect) attack that downs everyone and anything in it's path. It's easy to control, unlike Billy, who has to charge in 1 direction. Bubba can change directions during the entire special.
Why does it last so damn long? He gets to swing about 10 times with that thing and insta downs everyone.
And forget trying to save your teammates. He can facecamp everyone 1 by 1 and even if you come 3 strong to try and get save, he will just AoE everyone in a couple swings and insta-down EVERYONE from healthy to dying.
Bubba needs a nerf bat. really hard. Shorten the time his special lasts.
I'm at the point now that if I see another Bubba, I will intentionally kill myself on first hook and move on to another match.
So a guy using a chainsaw that has Rev up time, swings it around like a lunatic while not running faster than base speed and potentially can clip onto corners or debris is considered a non requirement for instadowns?
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@SpitefulHateful said:
https://forum.deadbydaylight.com/en/discussion/comment/2767378#Comment_2767378
I get it when the Killer slugs a survivor who tries to bodyblock them when they're carrying another survivor to a hook. It's a logical thing to do and Starstruck is here to punish careless and overly confident survivors who try to swarm the Killer and make them drop a downed player.
However, when the Killer just dedicates the entire trial to pursuing and slugging survivors one by one, there is a 99% they are BMing ape, who, in fact, wants to prolong the game, making it as much of a pain in the arse for survivors as they can, for no other reason than being a BMing ape.
Slugging is a hard one to place due to things like midwich's hook spacing and multiple dead zone areas in other maps its hard to say that all instances of slugging and bleeding out is bm rather than saying its a last resort at times.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2767093#Comment_2767093
Well that's why I want the distance nerfed as I feel that's the most impactful.
I dont want any perk to be weak and pointless, I want loads of perks buffed just atm DH has wayyyyy too much freedom
And it wouldn't with what I suggested I was just making a setup where it can be used more for utility rather than a safety net
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2767129#Comment_2767129
Camping/tunneling is not toxic, but it's very easy to abuse in public games. If people didnt abuse it against randoms, there would be no plans of making BT basekit.
There have been many things made "basekit" to address mechanics that are abusable to both sides. Doesnt mean they are exploited, just that their effectiveness is a bit too good as a vanilla mechanic. Like, back in the day, doing gens with 3 people was optimal, on average, 1 gen would pop every 25 seconds. So a vanilla Thanatophobia was given to survivors based on how many people worked on any single gen.
Look at the basekit BT to be a quick solution to camping and tunneling early game. I feel like it might only be applied to the first 3 unhooks in the game. Because at some point, you cant really consider chasing any survivor a tunnel any longer. Not on every unhook.
It's easy to abuse because the game warrants it especially now with killer constantly teetering between tolerable and Unplayable thanks to the balance.
Making bt base kit will not fix anything because right now most survivor meta perks encourage camping and tunneling due to how they can be used and abused, instead it will just be another reason for people to quit the game rather than fix one issue that even the devs agreed was viable.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2767392#Comment_2767392
I don't like to make sweeping generalizations. They're almost never true.
Same here but, this game seems to have a fetish with the all in approach of complaining about #########
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@Marigoria said:
Context and intentions matter.
Which to some people is true however I'm saying it as a whole. Yes there are some people who abuse camping tunneling and slugging just to spite other much like people abuse stuff on the survivor side.
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@Tanadris said:
https://forum.deadbydaylight.com/en/discussion/comment/2767186#Comment_2767186
If you are already aware of the systemic issue, it makes no sense complaining about Survivors complaining. You're justifying a method of play built within a flawed system that makes the experience terrible for individual survivors. Killers have to ENDURE toxic players, but they get to be in games more often. If Killers, who will naturally experience a higher volume of games (and therefore players) due to the way the system is built, do not develop a thicker skin, they are just shouting from a position of privilege that Survivors simply cannot reach due to game volume being drastically different on both sides.
So let them complain until the system is fixed. I'm trying to get 1M BP on both sides this month and I have to wait 5-10x longer as a Survivor to get matches. Of course toxic play is going to annoy me as survivor to no end; I don't have near-instant queues.
I don't even know where to start with this , you're apparently saying it has to be where killers should suck it up because it sucks for solo players is that right?
What I said about it being a dev problem is that if the game was more balanced queue times wouldn't be a problem cause there would be more of a reason for people to play both sides why else do you think so many people play survivor and decide not to play killer or having to make list on how to make killer fun along with what I said in the beginning a lot of killer mains especially ones with high mmr admitted to needing to do it at some instances.
Also saying that killers are shouting from a place a privilege is kinda ironic when survivors at least lately are stereotyped to be entitled as hell.
And as the last bit again its cause the game's unbalanced look at the game's current state of affairs and really wonder why the queues are the way that they are.
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@SpitefulHateful said:
Sluggers deserve all the mockery in the world.
Why?
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@KFChris18 said:
https://forum.deadbydaylight.com/en/discussion/comment/2767176#Comment_2767176
That's also a fair point and not one I initially considered. Maybe a feature could be added where if a flashlight is clicked a certain number of times in a certain timeframe, the survivor cant use it for, say, 15-20 seconds?
I would actually make it where the charge decreases in higher increments depending on how many times the button is pressed in a span of 5-8 seconds.
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@Tanadris said:
You're right. But if I spend 5-15 minutes in a queue, and get camped tunneled or slugged in every game, that's an hour of toxicity that I have no control over.
It's ultimately a combination of factors rather than just one aspect of the game. Killer queue's are wayy shorter for me, so I can see Survivor frustration over people 'playing the game the way they want to'.
Well sorry to say that's not a killer problem it's a dev problem thanks to them making the meta basically all but set in stone and making it where killers have to think they have said perks along with making most killers not up to par to what the game wants.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2767173#Comment_2767173
Iirc, the time for a survivor to bleed out is 4 minutes. DS lasts 1 minute. If they're looming over the survivor for that long it's not waiting out the DS or unbreakable.
And if the hooks are too spread out much like in midwich at times?
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@KFChris18 said:
If you ask me, the only thing people do that is toxic is sending hate through endgame chat or DMing your opponent. You don't have to enjoy what your opposition does, but it does not make them a bad human for doing it.
I agree though cause I have seen some legit arguments against it flashlight clicking should be considered as well only cause of people who are light sensitive.
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@Alphasoul05 said:
I'd rather people just accept that stupid people say stupid things, especially when they're upset for one reason or another. Or no reason at all. It's not really toxic to do any of those things mentioned because it's part of the game and a strategy, for better or for worse. No killer who does those 3 things is doing it to be toxic, or for you to take it personally. Now, hitting on the hook, teabagging, or slugging and letting people bleed for an entire timer and others are.
That last one about waiting for the bleedout can be excused in very specific conditions such as waiting out bt or if you are playing swamp and a mixture of the color pallet and audio bugs messing you up.
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@SleepyWillo said:
Are they toxic by themselves? No. Are they tools used to be toxic? Yes.
If you have all 4 survivors in the dying state and just teabag ontop of them for 4minutes instead of just hooking them - is that just being strategic?
If you see a player wearing a pride flag and so you single them out every game and camp and tunnel them every game you are matched with them - is that toxic?
Yes, camping, tunneling and slugging can be strategic. This doesnt mean they cant be used for other purposes.
Can survivors crouch to evade the killer? Yes. Does that mean that survivors cant spam ctrl at the gate to try and be toxic?
Ok first you are going a little off of what I am pointing out with this.
I am saying the tactics are not toxic, not saying it can't be used for toxic behaviour much like bming,flashlight clicking and so on that is more a player specific issue rather than a mechanic being deemed harrassment.
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@GentlemanFridge said:
Toxic has become a meaningless buzzword popularised by content creators. However, I will say there's also a distinct aspect to the mentioned strategies, as well as some coming from the other side that can make the butt of it feel utterly miserable. That's something that shouldn't happen in video games either.
Well unfortunately like I said it's more a dev balancing problem than the killer using the tools in game to win.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2767126#Comment_2767126
https://forum.deadbydaylight.com/en/discussion/comment/2767127#Comment_2767127
https://forum.deadbydaylight.com/en/discussion/comment/2767129#Comment_2767129
Was everyone that used the SmartFace cosmetic a racist? No.
Are all instances of camping and tunneling toxic? No.
Are both of them tools used to harass people? Yes.
I agree but much like most things now with this game it's an all or nothing mentality and can't see it any other way.
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@SleepyWillo said:
So it seems that all the toxicity is only punishing those that are toxic...
Use SmartFace to be toxic? Get the cosmetics removed.
Camp/Tunnel? BT could be basekit!
If the toxicity keeps up we could lose the ability to crouch, or survivors could pick themselves up if slugged for too long, etc...
This should be a wake up call to those who like being toxic - keep it up and they will simply take away your tools to be toxic.
Hopefully people can just be decent from now on but I've lost hope tbh...
Ok so the smart face gets removed :people are still going to be racist #########
Camp/tunneling: is not toxic and just shows survivor biased if the devs make bt base
Slugging is part of the game as well same with crouching
This game rewards people being horrible along as it is something that doesn't get the devs in hot water that's why cheating still persist.
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Why compare this to a sport?
It's not a skill based game If you want a skill based game there are many many better options.
This game has way to many safety net perks and rng balancing issues to ever be considered that and unless all sports just decided to let people dope or disregard all the rules without repercussion comparing this to any sport is a horrible idea and you are better off comparing this game to a casino because of how luck based it is.
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@Lat0 said:
Yeah game is completely fine according to forum users! Don't you have fun going against Bubba or Blight every match?! Oh there must something wrong with you or you are simply bad if you don't find Dbd fun!
It's about as fun as having to deal with the same perk builds all the time on survivors, having people bm and waste time at the gate even though they won and people batching and moaning about the killer going against the facade that is their honor code.
You know fun : ).
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Honestly there's plenty they can do. Reduce gen and gate speeds, make totems protected for 30 seconds, have the ability to reduce the number of gens and space them out further much like hook offerings, make a new mechanic for survivor objectives that isn't boiled down to a time waster but, I have no hope for the survivor biased team to do any of that. Most killers might get is a slight increase in blood points as an apology that they ######### up the balance or just tell killers to suck it up and play something else which most are now.
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@IMhereRUN said:
Before I get to the reasoning I intend to, that is sure to cause some players’ heads to blow up. Quick background on my DBD stats. Normally, this isn’t needed, but for this topic it helps.
Been playing since November 2016, I have 7200 hours. I play both roles, but killer more than survivor just to have faster que times for the time of day I play. I dont really have a killer “main”, I play them all. Obviously, I’m better with some than others. I don’t use crutch smallPP perks on either side (NOED, Adrenaline, DH, BT, DS, Unbreakable, Deliverance, etc.). Im not a fan of being outperked instead of outplayed, so I won’t be the hypocrite that does it to others.
Why did I rant about all that info, and why is it important? Here’s another stat, most players are survivors. Survivors outnumber killer players quite a bit. I don’t know how much, only the Devs do. Obviously, 4 survivor players per each killer player would be ideal.
Because I am so experienced with killers…ALL of them, when I’m playing against them, I know what is going to work and what is not going to work, under the assumption that my killer opponent knows what they’re doing also.
Bare in mind, I would wager a good 75% (not a quoted stat, just my best guess) of all players do NOT know how to play as/VS every killer competently. We’ve all watched streams of a killer chasing someone, and the survivor is throwing so hard that we’re just like “#########!?”. I don’t know my MMR, as no one does…but as survivor I probably escape 3 out of 4 games, so I’m willing to bet it’s pretty decent. That’s just solo que stats, SWF will vary depending on my team’s goal in the match, some are intentionally thrown to have fun.
By this math, and this just on AVERAGE, and ONLY my perspective…3 out of the 4 survivors in games don’t play killer often. Which makes these 3 people unaware how to effectively play VS whatever killer I am playing.
People rate skill differently, for me…it’s chase. If you can’t hold your own in a chase, I won’t consider you a good player. Notice how I said “chase” and not “loops”. There’s a reason for that…looping isn’t effective vs. every killer, many require you to be chased differently.
Because of my opponents’ lack of knowledge/experience, I still win (3-4K) the mass majority of my killer matches. I don’t run metas, I don’t have to focus on winning, I just let them make the mistakes and I capitalize on it.
Now, when I am playing survivors that know what they’re doing, it’s a much sweatier experience, but I can still get the job done.
Wrapping up my extremely long novel, I’ll leave you with this basic analytical summary: If I was my strongest killer facing 4 survivors that play just like me, my survivor team is going to win…every, single, time. Period. Regardless of killer strength, regardless of map, regardless of items, add-ons or perks ran.
This is my perspective, and hopefully it brings some clarity to others when I, or the many others say:
“The game is survivor-sided when all players in a match know what they’re doing”.
So it’s easy for me to see the “this game is killer sided” argument…because there are just way too many survivors that don’t know what they’re doing!
Now that you know my perspective, here’s the subtle tip that you should have taken away from today’s reading: if you want to improve as survivor, improve as killer. Yes, they go hand in hand.
Rant over, happy DBDing! <3
It's an unbalanced mess so if it's one side or another doesn't matter however in its current state of affairs it's survivor biased.
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@El_Gingero said:
It’s funny that in this era of gaming you can have a buy to play game, with buy to play dlc, operating on a free to play model, and people think it’s a gift that there’s any “free” content available at all.
You bought the game you should get the content.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2767015#Comment_2767015
I get what you mean, personally I just want the distance nerfed so it cant be used that way.
I feel if you add all the things you suggested it would be over kill? Great ideas but all together would be quite impactful
To be honest no it wouldn't be overkill cause right now in its current state it rewards people abusing it much like most survivor meta perks are being used as safety nets rather than utilities to change up game stratagies.
Perks as a mechanic should be used to mix up the games, right now everyone who plays killer has to think they are using the meta partly cause it shows up all the time and partly because right now it's actually the worst offender of perks rewarding bad play (yes even more so than noed survivors). Personally I am just trying to make sure it is still viable while removing the things that make people overly reliant on it.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2766002#Comment_2766002
Sorry, I meant to say "worst ranged killer" not "worst killer". While people are upset about his nerf, I doubt anyone's trying to claim he's the worst killer when killers like Legion, Trapper and Pig exist.
Huntess can instadown without range restrictions yeah, but she has to reload at a locker after each and every individual shot, which loses you a lot more time than a Deathslinger reload. Im not here to trash Huntress though, I honestly believe that base kit, she is the strongest ranged killer in the game. I just think reloading is one thing that Deathslinger does better than her.
Plague, I'll admit I have a very hard time judging how strong she is. She's a killer I want to be good with, but I'm just not. I have a hard time judging just how much time I should invest getting people to full infection.
I don't even consider clown a ranged killer at all tbh. He throws projectiles sure, but he still has to close the gap between him and his target before he can deal any damage. Clown is a simple killer, but one with a deceptively high skill ceiling. Not super high, just higher than some people may realize.
The one thing Trickster excells at compared to everyone else is damage states. He's definitely not more versatile than Deathslinger though. Since his damage is incremental, youre also a lot more likely to spend too much time on a chase you should really just drop. I kinda see him as a Huntress alternative for newer players, since missing with him is more forgiving. Id still chose huntress over him any day though.
Pinhead I generally cant stand, as he's one of the only killers in the game where repeated succesful use of his power very well could accomplish absolutely nothing.
Artist is a very difficult killer to use effectively at times. Most survivors I go against know not to loop her when I place a crow down, so in most cases that short range may as well not exist. That means I have to do the ranged double hits, which requires damn near perfect timing with how quickly crows are dispelled.
Deathslinger definitely feels slower than before due to his ADS speed nerd, but compared to other ranged killers, its not bad at all. Its definitely faster than Huntress' windup, and about on par with Tricksters knives, and probably Plague too. His iri addon can be hard to get good use out of, but it feels immensely rewarding when you do, because you essentially have to try and predict where a survivor is going. And if you do that succesfully, it feels fantastic. Tbh I wish that's what they did with Huntress's iridescent heads as opposed to limiting you to one hatchet.
First I have to correct 2 things first I do consider clown a range killer since his m2 is all about bottle placement and some scenarios are make or break by those bottles, secondly the ph I was referencing was not pinhead but pyramid head since his m2 range attack has options that slinger should have such as making the spear's length longer or the shots are fired quicker relating to the cool down reduction perks the executioner has.
Also the comparisons to the ranged killers you have shown make sense but are missing the a few points I'm making Huntress's hatchets do have a wind up but at base its not a one shot reload and for the most part Huntress is better at speed when it comes from action A to Acton B both thanks to having more chances to hit someone and the shots aren't hit and miss chances like slingers shots
For Trickster it's the same thing while his power sucks compared to Huntress its still faster than slingers and I haven't really timed it but for the most part his knife hits last longer than slingers mend
Plague much like Trickster has an effect that last longer than slingers chainanf has the added benefit of also having a state of her ability that can easily hit more than one if the pieces are in order
Also I have to admit I can't agree with any iri add on both being worse than lower grade counter parts and having a range restriction because it devalues the BP spent more so than it already is and for the restrictions most of the time they are useless especially in any indoor area such as game,leary and rpd for the most part. The hellshire iron is useless all around as well so you have a very situation add on in the iri coin and a useless detection add on in the iron.
And remember, as of now unless you have a specific build slinger is not cut out for things everyone else can do but better .
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2766046#Comment_2766046
Personally I don’t facecamp much because it’s less time efficient, plus it’s kind of boring to do for long stints.
I don't either however with the game's "balance" now it's hard not to.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2765433#Comment_2765433
Like the idea of reduced distance and stop the ability to do an action for abit but I'm not sure about the 0 collision, never a fan of that in games
The 0 collision while still being able to be hit lart is to get rid of the hit detection while offering up a middle ground for it to have the ability to juke killers but having a much fairer risk vs reward that what is there now.
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/2766040#Comment_2766040
🤷 I leave mine completely open. 90% of the chats I get from Dbd players these days are compliments, thank yous for hatch, and ggs. Almost every chat I get from overwatch players is hate.
Then you must be lucky cause its reverse for me.
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@FreshCoal said:
How come survivors just crawl away from all the hooks and then complain when I can't hook them?
Bruised egos.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2766031#Comment_2766031
For sure, I agree that Face Camping is just extreme zone defense. I don’t think it’s optimal in a lot of cases though, you’re better off typically proactively finding a different survivor to chase then hoping they come to you quickly. If you can have one survivor on a hook and chase another, then they need a third person going for the rescue which means only one survivor doing the gens. Whereas just standing at the hook waiting means potentially three people doing gens the entire time.
Face camping is strategically only useful in specific situations, not as something to just do most of the time.
Never meant it to sound like it's an end all be all but much like any strategy that survivors hate there are legit reasons why people use them, they work so why not use them?
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@Lx_malice said:
Would be nice as a playstation player. Before crossplay I'd just get dms or be able to dm other players, but now i almost always have lobbies full of crossplatform gamers which makes that impossible. Kinda wack that for a feature that was intended to bring the community closer together, it does kinda the opposite. People will always bring up the excuse of the toxic community and yadda yadda, but i feel like ive met more cool people than dickwads in my experience on the game. (Overwatch is wayyyy more toxic) And of course we wouldn't leave out the option of being able to keep chat disabled. So it'd be welcome from me, but bhvr has already stated they have no intention on adding it sadly.
No this game's community is worse the fact that people have to private their accounts and shut off notifications to any message while playing shows that it is bad.
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@puerco said:
Hi, i think we NEED chat on consoles. I play on PC, but this is necessary: sometimes i have a good match with random people that play on Xbox or Play Station. How can i send my discord invitation? how can i say "ey friend, how are you?" how can i ask in the lobby (pre-game) for perks or offerings?
I had to log in my gf PS, create an user and write them to ask for join to my discord. But if they are from xbox or switch i have no chance. And this is not only for me, a lot of people surely is in this situation.
No not until they actually fix the toxic mentality the game spawns
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2766011#Comment_2766011
It’s not even just them not understanding that zone defense isn’t “toxic”, it’s that the word “tunneling” is so vague it’s practically a worthless complaint. There’s zero consensus on what tunneling even is, let alone whether it’s fair or unfair or rude or whatever. I swear when I get called a tunneler it’s because someone happened to get downed twice in a row or I spotted a person coming in for a rescue and forced a trade or I don’t know what. Or maybe I ignored a healthy survivor to hit an injured one, who knows?
Literal “face camping” at least has kind of a rational description of what it is - a killer standing around a hook waiting for survivors to come to them. “Tunneling” doesn’t even have that.
Face camping can also be considered defending the objective if you know people are nearby why would you not try to weed them out.
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I'm sorry to sound like an ass but TBH anything to make this game balanced ATM seems more a case of players smoking hopium rather than the devs showing that they acknowledge the issues that the game has
The perk tiers make no sense now since there is a massive bloat of them and most are useless now
The "nerf" to COH did little to nothing about the issues with said perk along with the problems the boon mechanic has
And it doesn't matter if it's true or not the single fact that bt can be base kit is a horrible idea both cause it just shows bias toward survivors and much like most survivor meta rewards bad plays. Yes some people said they might balance it with a killer compensation but is it going to be noticable or is it going to be like Dh and BT's "nerf" where the problems people had about survivors abusing the perks.
Also I need to say the whole "escapes and kills only matter" shows the devs do not play or at the very least not care anymore for their game if they did the game would be more about skill than bullshit rng.