DTJObe
DTJObe
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- DTJObe
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Comments
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1585873#Comment_1585873
Even the unsweaty groups on comms are gonna relay information though, it'd be weird not to. Although I have told friends I'm playing with the killer is a huntress when it's actually a stealth killer, just because it's fun
Good, then you get it. The game isn't balanced around comms and it provides survivors with an unfair advantage when they use them. That's why they aren't built into the game.
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@LintyScorpion said:
When Solo Q ing is basically russian roulette of survivors that farm you to death, survivors that hide in corners, survivors that try desperately to go for flash saves and fail, waste all the pallets, survivors that go out of their way to team with the killer/try to get you killed, or actually good survivors. I would rather stick with some good friends who at the very least know what they're supposed to be doing, and do it decent.
Cool, but if they feed you information, then you're getting perk value for free. You're receiving help using a system the game wasn't designed to handle, and it's a crutch.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/187244/hot-take-of-the-day
DTJObe is probably one of those kills that type "LUL SWF IS ONLY REASON YOU WON" against 4 solo queue players running Bond/Kindred. Your salt doesn't exactly make you a good killer either to be fair
Nah, only when it's actually true. Like against BNP, keys, and 4-stack DS/UB/BT/exhaustion perk. If you need your friends to tell you when the killer is coming or when you should be focusing on a gen, then you're bad at the game. Bottom line.
If you don't need it, then go without and prove it to yourself.
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@AhoyWolf said:
So if I just want to have fun with friends, I'm bad now?
Never said that. I said "need." If you do well without your friends, then cool: you're not bad. If you only die without friends and comms, then you're bad at the game. Period.
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@GoodBoyKaru said:
Good survivors can be cucked by ######### mates.
Bad survivors can be carried by good mates.
Comms doesn't suddenly make you a godly looper. Lack of comms doesn't make you worse.
Comms gives you extra distance - far more distance than even Spine Chill would give you. It also allows survivors to be more efficient with only one thinking of going for the save and allowing gens to be worked on constantly by the other three.
Comms also completely negates the stealth portion of stealth killers powers.
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@Superstar_Saga95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1573299#Comment_1573299
I mean by that logic shouldn't we remove flashlights, DS, and the ability to rescue survivors by dropping the pallet on the killer. All these situations can instill fear within the killer.
There's a difference between survivor's using defensive tools and using offensive tools. Using a flashlight at a pallet is defensive. Using a flashlight when the killer is picking up a teammate is defensive. Using a flashlight to burn a killer out of their power is offensive.
Survivors shouldn't have offensive tools. They should always be playing the defensive game: run and hide, etc. Otherwise, they're battling the killer and not surviving them.
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I completely forgot about Nurse's burn... If the Spirit can't be burned, then no one else should be either. It's just a ridiculous mechanic that can make the killer fearful of the survivors. That should never happen.
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This sounds like lag and rubberbanding, not cheating...
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Yeah, I've had more than a few DCs, too. It's a frustrating achievement to get.
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@catnip18 said:
https://forum.deadbydaylight.com/en/discussion/comment/1529986#Comment_1529986
Someone forcing others to suffer solely for the purpose of "completion" is all the more reason to deny them it. Vanity is the worst excuse to harm others.
Not arguing the merits of the add-ons. Talk to the devs about that. Just saying, if there's only one survivor left and the hatch is closed, might as well help out a fellow player instead of hopping in a locker and flaming them afterward.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1529980#Comment_1529980
Playing with it isnt fun either. Chances are if he gets his acheivemeng hell stop doing it.
Yuuuuuuuup. I'm tired of it, but I'm a completionist.
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PWYF isn't worth it on Bubba anymore unless you're running Carburettor Tuning Guide as his sweep uses up a stack every time you activate it. It's a solid combo, but not with new Bubba and his vanilla power.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1524555#Comment_1524555
It is fine.
If there was a downvote button I’d probably get wrecked for this opinion but I think it’s players who are not particularly good at the game who complain about them.
Their rules and use are clear and easy to play around.
If we want to do a wHaT aBoUt then yeah duh NOED is fine too. The game is actually in an amazing spot mechanically. MMR needs to settle so that deficiency in player skill can become more transparent, which is again my hunch.
Claiming that a majority of people will disagree with you or call your opinion wrong doesn't make you bold or a martyr: it just makes you wrong AND loud.
The game isn't balanced, the MMR system isn't working, and the playerbase is going to suffer for it. The second chance perks wouldn't be so bad if survivors had secondary objectives to accompany gens, but with the second chance perks, the game is a fast-paced, stress-inducing sweatfest.
NOED guarantees a total of zero kills if the team is running enough protection/second-chance perks. Those perks are active all game, btw. NOED only procs if there's a totem left after the survivors have completed their objective.
You can't compare the killer's one second chance perk with the litany of survivor perks that all for survivors can run.
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It's not for clipping purposes. It's for money. They're charging $10 per skin because they want an influx of cash instead of working on improving the game by eliminating bugs.
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@Fraeduu said:
https://forum.deadbydaylight.com/en/discussion/comment/1470073#Comment_1470073
Well no, little one... it's an indication to YOU of how game development works. Developers can not reasonably provide insight into the active development of games except for very particular subjects. This isn't because of any ulterior motives, but because of the nature of developing games.
You couldn't try and make your point without belittling someone, could you? I just can't imagine what went through your head that you thought being condescending was the right course of action here.
The devs regularly leave us in the dark. They acknowledged and fixed auras because their player count started dropping. But where are the fixes for flashlights? Plague's camera angle? All of the hundred other bugs that people are contending with? Where are the acknowledgements that these even exist?
It isn't just about their inability to respond to criticism when they could boast about player count or the money they're making. It's more about their inability to acknowledge all of their issues, not just the ones that are costing them money in the short term. I'm still surprised how much buggy gameplay people will put up with and how little these devs will address it.
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@Widden said:
https://forum.deadbydaylight.com/en/discussion/comment/1487804#Comment_1487804
Because people call it bait
Well, to be fair, it feels like bait. The traps are toothless if placed after the last gen is done; that decision was a mistake in my opinion. She's a slowdown killer. She slows down the game to engage in more chases and hook more. In exchange for that, she loses mobility and short-term pressure. Just stay aware of what chases she's in, knock out your gens, and you'll be fine.
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@Peanits said:
To clear one thing up, the found survivors points shown on the emblem screen there does not mean how many survivors you've found. The number on the emblem screen a percentage of the total points required for an iridescent emblem. In this case, finding survivors gives you 5 chaser points, and you found survivors ten times that match, leaving you with 2% (50 of the total 2,550 chaser points required).
Outside of that, chaser is awarded for having lots of successful and fast chases, where a chase ends when you either lose the survivor or land a hit. The shorter your chase, the more chaser points you bank. Chaser does not award bonus points for downing a survivor, so using things that allow you to down a survivor from healthy effectively halves the number of chases you'll be scoring points on.
You didn't lose any points for camping, so you're already doing great there. If you're looking to get your adept, you might want to slug a little bit rather than hooking right away. That'll give you more opportunities to chase survivors before they die.
So... He played too efficiently?
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@JoshHicks said:
It's funny how everyone here doesn't get the point It's not If you get rid of noed It's literally about the fact that InstaDown killers have a free NOED and It's quite pathetic If they run It It's literally that I'm not saying It's toxic or anything when Regular killers use It I don't mind when I see a InstaDown killer use It It's like man your awful
So... You don't want to discuss anything and just came on here to trash people who use a specific perk on specific killers?
Someone had a bad match. Gotta love that salt.
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@JoshHicks said:
https://forum.deadbydaylight.com/en/discussion/comment/1484050#Comment_1484050
What now survivors kinda need those due to no self defense while killers can get you down easy that makes sense Noed Is only pathetic with InstaDown killers
Bad survivors need those when they can't loop or predict. Play with one of them, cool. Play with all of them? Oof... Probably better to switch to a different game, eh?
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@Swiftblade131 said:
I think you confused everything for anything.
Well, they listened to the issues to Billy's basekit. That's more than I was expecting. And new Bubba is enjoyable enough. Everything else in the patch is pretty #########, though. Just thought I'd call out the add-ons since everyone else is focusing on the auras, bugs, and FPS drops.
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@LegionOfDumb said:
Brick is bugged. It's supposed to work in 2 seconds, but it works in 5 for some reason.
The patch notes say 5... Maybe that's why?
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Most underrated combo: Dried Cherry Blossom + Juniper Bonsai. While you don't see when you're passive phasing (needs to change, imo), you still appear to go invisible in a chase for significant periods of time. Survivors lose all of their looping knowledge when going against this and make stunning mistakes. These add-ons won't pressure gens, but you'll end chases quick.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1470142#Comment_1470142
You can thank me in the near future when 3 gens don't go off at the beginning of a match.
You're welcome.
Because you're personally moving meta away from genrush? Congratulations, that's a big accomplishment.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1469880#Comment_1469880
Or you could just look at the injured icon or physically see them on the map, or even run a killer aura perk like Alert which gives you an exact location of the killer, far better than “killer is on me”.
Injured icon requires them to be injured first. The moment a survivor spots the killer, they can casually say, "Killer is at shack," and the other survivors can start working on gens without even needing to keep an eye out for the killer.
Also, SWF don't need aura perks or detection perks if they're being given information. SWF allows more players to bring in second chance perks, vaulting builds, and sabo builds without needing to worry about detection perks. It gives SWF a massive advantage of SoloQ for free.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1469925#Comment_1469925
We do have literally millions of players. Article attached as this is public information.
I love how the devs will pop in to fight you about the game's player count, but they won't discuss what they're doing for the long-term health of the game.
That's an indication of their priorities.
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@Peanits said:
I have the same thoughts about it for the most part, although there are some very valid points out there. Namely:
- It's way harder to deal with solo where you can't ask the other people how many totems they did.
- The 'counter' to camping is to do gens and leave, but if you do that, you aren't cleansing totems and you risk a second person dying to NOED.
Granted neither of those are really unsolvable issues, the latter being fairly rare in my experience, but they are very fair points and I don't think they should be completely ignored just because you're alright with the way it works.
So, should we be expecting more killer perk nerfs because of survivor main complaints? I mean, some of the most recent perk changes were pointless attempts to try and cushion the blow of the Billy massacre... Should we just be ready to have anything with a high pick rate be decimated instead of trying to address underlying issues?
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@isilmerel said:
https://forum.deadbydaylight.com/en/discussion/comment/1469880#Comment_1469880
You do realize that when I say "don't use comms" I mean absolutely zero communication between survivors? They are streaming. To their own separate streams. No one has the other streams open to listen because it's too much noise to be able to hear the game sounds. I mean zero communication between survivors. They. Are. Just. That. Good.
Your theory for detecting mic would screw over people like that. It's not a good solution.
And the current system screws over SoloQ survivors and lower rank killers. More people are screwed over under the current system than would be under that system. I'd say that's an improvement.
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@isilmerel said:
https://forum.deadbydaylight.com/en/discussion/comment/1469859#Comment_1469859
And what of the people who don't use comms for the game, but do swf, and do have active mics elsewhere? I can think of several streamers off the top of my head who would get a penalty for simply being in the same group with someone else. They can still stomp killers because they're good, not because they're sharing information over voice.
You do realize that even saying, "The killer is chasing me," let's everyone else on SWF team know that they should be working on gens? Five words can destroy the tension of whether the killer is currently a threat or not and allow the other survivors to push their objective, punishing the killer for working toward theirs. SWF is destructive for the game; this is a minor inconvenience for people who use it to bring SWF back down to SoloQ level.
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@GoodBoyKaru said:
There are quite a few issues with this.
Content creators playing solo? Guess they don't need commentary huh.
Someone can't deactivate a mic? Sure hope you live alone and don't make any noise at all with any of your hardware.
Someone just wants to talk about their day with a friend not even playing dbd? Oop guess you've just made life 90x harder.
Literally just buff solo q then buff killers how hard is that?
Like I specified, it could me activated for SWF as a consequence of queuing from the SWF menu. As for relaxing after work, you can still talk outside of the 16-24m range (which is within the killer's TR) and be fine. Aside from that, DBD is supposed to be a horror game (I know, big shock), so the tension would help to bring that back.
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Within a 16-24m range? I don't know what the balance point there is, but both are generally in terror radius and 16m is super close. It's not a massive cross-map advantage.
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Theoretically, playing the game in a SWF group could enable the mic detection while playing SoloQ wouldn't. That's pretty simple to enact, too. You queue up from the SWF menu, and mic detection is activated for that game.
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There are plenty of games that have worked non-Euclidean physics seamlessly into map design. This is a challenge, but it would solve so many of the balance issues. Killers could use the basement as a fakeout for SWF, too. Go down the stairs only to wait and pop back up after the survivors have committed to gen, thinking the killer is now on the other side of the map.
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It's not about hotfixes. It's about not running the changes through the PTB for widespread testing. A lack of testing is what got us the Nurse bugs, sound bugs, and Wraith bugs. Testing is lacking, and I'm not the only one to think so.
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Thanks, y'all. The end game chat was rougher than usual on this one, so I wanted to get a second opinion.