Danky
Danky
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@MTK said:
So with map size changes coming in as well as tile generation changes that are generally killer sided, I know these changes are much needed for the current state of the game. I'm generally a killer biased killer main but I also play survivor alot(killer rank 1, survivor rank 3). I only play solo queue because I don't know what friends are and I think the upcoming changes will put a lot of strain on solo players because they are at a huge advantage compared to swfs with comms. And as a solo player I don't run the DH DS BT unbreakable/adrenaline meta setup. Spine chill always takes up a spot in my build because I don't have anyone to tell me the killer's location. Sometimes even self-care because I'm playing on my own and can't consistently rely on receiving help from teammates. And currently, there's a HUGE power disparity between a team of 4 survivors running the meta perks(AND COMMS), and another team composed of solo players like myself. Obviously those perks and comms don't affect our individual ability to loop, but the amount of setback we suffer for messing up or eventually getting downed are exponentially higher. Are there any specific plans on how to close the gap between solos and swfs?
the game is meant to be played SOLO, also if anyone should be getting buffs it should be killer.
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@kerm said:
So currently when the end game collapse happens, the generators become locked and you are able to open the doors. When there is only one survivor remaining, and the killer closes the hatch, the end game collapse begins. During this phase the survivor's only way of survival is to open a door. The door takes 20 seconds and the killer is able to position themselves (in some maps) to where they do not have to walk far to see the red light of the door, making it almost impossible to open the door. I would suggest changing it to where the red light does not exist when there is only one survivor or making the door open faster.
also id be fine with changing EGC if they buff Blood Warren to reset the timers for each new hook after gates opened.
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@kerm said:
So currently when the end game collapse happens, the generators become locked and you are able to open the doors. When there is only one survivor remaining, and the killer closes the hatch, the end game collapse begins. During this phase the survivor's only way of survival is to open a door. The door takes 20 seconds and the killer is able to position themselves (in some maps) to where they do not have to walk far to see the red light of the door, making it almost impossible to open the door. I would suggest changing it to where the red light does not exist when there is only one survivor or making the door open faster.
wake up and spine chill opens gate in like 14 seconds. u got that.
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@nicknack said:
https://forum.deadbydaylight.com/en/discussion/comment/1208736#Comment_1208736
So what's your solution ban everyone who has a discord account or perhaps just force swf to only play customs. What you suggested was utter garbage because who cares "oh im so worried about a full ds squad" dont tunnel then. "Oh but what about unbreakable" dont slug. What you suggest would make over half the surrvivor players quit so stop crying and just play the game.
i didnt say anything about banning ANYBODY. sooooo quoting u u think only survivors should be happy??? im talking about it being fair, but u dont care about it being fair only that is fun and fair for ONLY survivors.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1208759#Comment_1208759
I see nothing there that says that.
u dont see it cuz u dont want to see it. but its there.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1208754#Comment_1208754
Did they explicitly say that?
yea in the link.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1208746#Comment_1208746
You don't know that.
we do know that because 1st off a suicide would count towards the killer.
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@CJ46 said:
Why do survivors keep getting nerfed and killers are saying things like "try play against red ranks" i may only be a rank 9 killer but i've played against full lobby of red rank survivors countless times, most of the times sfw, and i never get less then a 2k, usually a 3k with the 4th person getting hatch, like seriously hitboxes are broke af and people get hit across the map and you're removing good loops ? i don't get what the devs are doing, stop saying this new update will "balance the game" because in reality killers are too OP as it is especially with specific builds. what killers are OP ? I'll tell you, doctor, freddy, myers (with infinite tier 3 or insta mori) and specific builds they can be even better, even deathslinger is up for debate because of hitboxes. :D i can hear the killer mains typing already
Marth and Angrypug both played beta when it was released and showed god loops still in the game, both were on "changed maps". endless pallets and Ruin nerf shows gens can be rushed within 4.5mins
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@DisappointedUser said:
No dev would do this because they’re not silly. Steam has team voice built right in. You want them to ban the use of Steam? Or their cell phones?
edit: take a look at this: https://forum.deadbydaylight.com/en/discussion/106566/ these stats show that killer is out performing and that most people who complain about playing killer are just bad.
there are some specific game play mechanics and perks that are bullshitty for survivors but in general killers are wrecking survivors.
doesnt the cart take into account DC and suicides?? soooo that would mean that killers arent out performing.
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@nicknack said:
https://forum.deadbydaylight.com/en/discussion/comment/1206344#Comment_1206344
no no-ones happy but killers why should they be punished for playing with freinds?
why are killers punished for playing vs SwFs?? why do u believe survivors are entitled to over 10 perks alone with voice comms??
because Voice comms alone gives over 10 perks.
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@Dehitay said:
Can we make it to where every time a survivor gets hooked for the first time, they get a 20 second timer going and if they reach the sacrifice state before that timer finishes they get a negative bloodpoint action like say -25,000 bloodpoints which gets subtracted from your account's bloodpoint pool if you didn't make more than that in the match? I can't think of any valid reason that a survivor would reach the sacrifice state from first hook in 20 seconds unless they blew through unhook chances to race to the 2nd state and just refused to struggle to race to the sacrifice state.
so if someones on the hook and sees 2 people crouched someone in the corner?? someones afk??? no one doing a damn gen??? these are reasons i say duce duce while im on the hook.
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@obamagaming99 said:
just... please buff him...
@LALYTHIA said:
Buff him how?
the only buff he needs to to be able to pick up all his traps and hold all of his traps.
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@WhTe_Tygre_DBD said:
No great skill check and decreased size of skill check zone when ruin is up
Ruin should have been removed as a Hex perk.
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@LordVoidron said:
Keep it as it is, but give 25/50/75 extra bloodpoints. or if that seems broken because david already has were gonna live forever, then make it 25/50/75% more bloodpoints in the altruism category (or whatever category makes sense). gaurentee this perfect perk would be less complained about if they did this.
@Cheers said:
I think instead of starting the trial broken, you start the trial healthy, but upon becoming injured you gain the broken status effect.
nothing wrong with no mither, its hard mode. or u just can run iron will and not heal.
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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.
id say killers need by default to have a 50% chance of insta-downs with M1. only seems fair.
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@Toastyy said:
In the above video Marth shows how the new ironworks in the PTB has been buffed with you losing chase 3/4 times making the loop a literal infinite.
nothing wrong here, they just made the survivor stronger.
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@GHOSTfaceP3 said:
I’ve been using it and I have to say making no sound at all is very satisfying especially against spirit
Iron will, Calm Spirit, DS and Unbreakable full time.
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@Peanits said:
For the record, Wreckers' Yard is not being reduced in size, only the layout is changing.
As for Mother's Dwelling, that's a fair question. While it is the largest map, it's actually right in the middle in terms of kill rates, favouring neither side. While the map is large, there's a lot of dead zones between tiles that make it much easier to capitalize on the mistakes of survivors. Keep in mind that the list of changes in this update are not the only maps that will ever be changed. We wanted to go through as many as we could in the time we had for this update, and we would rather focus on more pressing issues (like strong loops) than tweak a map that is already giving close to ideal results.
But for the screenshots we shared, I would strongly recommend trying them first. They can still be used well, but you'll need to put some thought into how you run them rather than getting a guaranteed three loops out of it every time.
do DC's and suicide's count towards the kill rates?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1206919#Comment_1206919
I don't think this is a good idea, in previous versions before the patch 2.7.0 the Legion's Deep Wound timer went down if you weren't in a chase, so if you weren't in a chase your timer would go down, and it stopped at like 0.1 seconds before bleeding out, the mend took 15 seconds back then, so if the Legion came you couldn't do anything, if you start running the chase wouldn't kick fast enough so you would go down, if you just wanted to mend the Legion would just m1 you or Frenzied you, so you would go down no matter what, and I don't want this Deep Wounds to come back tbh.
Also if this Deep Wounds stopped at 0.1 seconds as well, you will still go down, because vaulting takes a bit of the Deep Wounds timer, because you're not running.
u can get hit with DW run and open a gate and still have time to mend, his power is weak AF. survivors should be forced to mend and not do anything else or get punished.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1206919#Comment_1206919
I don't think this is a good idea, in previous versions before the patch 2.7.0 the Legion's Deep Wound timer went down if you weren't in a chase, so if you weren't in a chase your timer would go down, and it stopped at like 0.1 seconds before bleeding out, the mend took 15 seconds back then, so if the Legion came you couldn't do anything, if you start running the chase wouldn't kick fast enough so you would go down, if you just wanted to mend the Legion would just m1 you or Frenzied you, so you would go down no matter what, and I don't want this Deep Wounds to come back tbh.
Also if this Deep Wounds stopped at 0.1 seconds as well, you will still go down, because vaulting takes a bit of the Deep Wounds timer, because you're not running.
u can get hit with DW run and open a gate and still have time to mend, his power is weak AF. survivors should be forced to mend and not do anything else or get punished.
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@DeadHardMan said:
Almost every single time Survivors put themselves into a 3 gen situation, one of them miraculously finds a key and escapes along with their friends.
All the prep work and effort the Killer had to do is now completely discarded because free escape keys. Why is this allowed and how is it fair?
If one of the Survivors brought a key right from the start, I can completely understand and revise my strategy. But there's literally no counter to unexpected keys from chests in a 3 gen situation.
i dont think its "fair" but im ok with it. just as its not fair for the 4% which seems like its more 25% and killers dont get a 4% insta-down with M1.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/1207807#Comment_1207807
If I may ask, when were moris nerfed, I started playing this game in July of last year. Also what was the nerf?
Patch 1.5.3
The offerings "Ivory Memento Mori" and "Ebony Memento Mori" now require a Survivor to have been hooked at least once before they can be killed.
i think 2017, but could have been late 2016. before the killer could down and mori a survivor without having to hook
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@OmegaXII said:
From my last post, i suggested that survivors that are already 2 hooked should be moriable by default.
However, the concerns people gave are denial of DS and potential tunneling. Also denial of potential save like pallet stun, flashlight save, etc.
So i came out with a solution to prevent DS denial.
Mori prompt and option is not available for survivors on the ground anymore. Killer can only mori survivor after they carried survivor on the shoulder and can move. By this way, ds should activate just fine since killers must carry you in order to mori you.
If that's not enough, because it still denies body block or sabotage, then make the mori option only available when the hook survivor option is available. This way, no gameplay is changed besides how survivors die.
As for mori animation, killer will just put down survivor and play their respective mori. Easy solution.
PS: I just want to use those moris. They looked so cool.
Mori's have alrdy been nerf'd, pass on that. survivors just want free escapes and u just proved that.
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@Mekochi said:
For starters, I main survivor, so I am gonna try my best not to be biased in discussing this.
Both stories happened in Red ranks on Xbox so some may feel differently than me.
So, let's talk about keys. I did a game with 4 man SWF. Sounds normal right, one other person and I had died, and that other person informed the two in game where hatch was. The Huntress was chasing them and they made a bee line for the hatch, the one with the key in front. It opens and both have escaped. That sound fair to you? It sure doesn't to me. Yes, keys are supposed to be guaranteed escapes, but they tend to make the game unfun just like moris.
How to fix keys:
•Make a 10 second animation of they survivor opening hatch.
•Like cleansing a totem, or opening a chest, make a sound que so the killer has some sort of idea what's happening.
•Dull keys only allow one survivor to escape unless an add-on is brought allowing them to bring one more (doesn't stack)
Now Moris, they basically cut the game in half. Here is the story for this one, 2 man SWF put with two randoms. Spirit has an ebony. I get hooked for the first time after saving both randoms from getting moried while my friend does gens. Kate (one of the randoms) gets me off hook though killer is standing right there on her way back to the hook. Killer downs me and moris me instantly. No BT or anything. Just a down right off the back.
How to fix Moris:
•Make it to where killed has to wait til survivor is dead on hook. (To replace sacrifice hook)
•The killed has to wait 60 seconds before they can Mori the survivor that got off hook so they can't do insta-knock. This allows the killer to slug said survivor instead and can either camp that slugged survivor, or let them go and go look for other people on gens.
I'd like some feedback if this seems fair or not.
Mori's have alrdy been nerf'd, i dont believe keys have ever been touched. with games lasting 4mins cuz of ruin nerf they dont need to be touched anymore.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1206919#Comment_1206919
I don't think this is a good idea, in previous versions before the patch 2.7.0 the Legion's Deep Wound timer went down if you weren't in a chase, so if you weren't in a chase your timer would go down, and it stopped at like 0.1 seconds before bleeding out, the mend took 15 seconds back then, so if the Legion came you couldn't do anything, if you start running the chase wouldn't kick fast enough so you would go down, if you just wanted to mend the Legion would just m1 you or Frenzied you, so you would go down no matter what, and I don't want this Deep Wounds to come back tbh.
Also if this Deep Wounds stopped at 0.1 seconds as well, you will still go down, because vaulting takes a bit of the Deep Wounds timer, because you're not running.
u can get hit with DW run and open a gate and still have time to mend, his power is weak AF. survivors should be forced to mend and not do anything else or get punished.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1207120#Comment_1207120
If starting to mend doesn't start the timer... they have 15s to finish mending but it takes them 16 to finish mending then they're going down no matter what.
then u could increase timer to be 1 for 1 soooo they dont go down, kind of like the brown medkit. meaning once they stop they better start mending or they will go down. how about that?
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@Reborn2020 said:
Would be nice to improve matchmaking to compete with equal skilled players .Either that or your game is too killer sided.
videos proving its u and both ranks or it never happened.
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@kate_best_girl said:
There is nothing in this game worse than being facecamped. Literally NOTHING! "Just do gens!" Okay you're still forcing one player to depip and lose all fun in the game and thats the problem! There's no counter for it and its ridiculous like seriously make it bannable I just wanna have fun in this game and this is the third time today I've gotten face camped on first hook when there is 3+ gens still remaining :/
nothing wrong with camping or even face camping, id even say Devs encourage it as stated @ :39 of the video i will be posting down below.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1206919#Comment_1206919
Default mend takes 12 seconds. The two increased mend time add ons increase it by 2.5s and 1.5s. That's a grand total of 16 seconds. Alternatively, Franks Mix Tape makes FF attacks remove 7.5 of the deep wound timer.
With those changes and Legion's current add ons, FF is now insta downing everyone. Which would be crazy broken.
how would it be insta down?? im saying when they start to mend it doesnt stop the clock which forces them to go straight into mending and not doing anything else .
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@AhoyWolf said:
Legion does have terrible stats without addons, and I think there is a big room for improvements, so here are some Legion buffs and QoL changes that will help Legion get better. (I will not count addons into these changes tho)
Feral Frenzy
Base-Kit
- Removed the cool-down penalty when hitting a Survivor while not in Feral Frenzy. (Was 50%)
This "feature" that only Legion has is now outdated, due to the amount of changes the Legion got, I think this penalty isn't necessary anymore.
Cool-down
- Feral Frenzy cool-down starts recharging at the beginning of the fatigue, not after. (Like Nurse's cool-down)
I think the 20 second cool-down is fine for Feral Frenzy, the problem is that the cool-down isn't actually 20 seconds, it's 24 seconds, due to the long fatigue, with this change the cool-down would be 20 seconds, like it's suppose to be.
Fatigue
- Decreased Feral Frenzy fatigue duration to 3 seconds from 4 seconds.
- Reduced the amount of "tunnel vision" while in the fatigue.
Legion currently loses a lot of distance due to the 4 second fatigue, decreasing the duration and reducing the "tunnel vision" should help Legion close the distance they lost while in the fatigue and keep track of the Survivor.
The "tunnel vision" before the patch 2.7.0 and now.
https://us.v-cdn.net/6030815/uploads/493/KBFCV40KQTXY.png
@Peanits @Almo please change it back like it was before the 2.7.0 update.
Power gauge
- Stabbing a Survivor while in Feral Frenzy that already has Deep Wounds will end Feral Frenzy, but it will not deplete your entire power gauge.
- Picking up a Survivor while Feral Frenzy is active will no longer deplete the entire power gauge.
- Missing an attack while in Feral Frenzy will no longer end Feral Frenzy, instead you will suffer the standart missed attack cool-down.
I never understood why is the Legion's power gauge so inconsistent, this should fix some inconsistency.
Deep Wounds
- Reduced the bleed-out timer to 15 seconds from 30 seconds.
With this change the Survivors will be actually forced to mend, instead of just fooling around and doing Generators until their timer hits the last 2 seconds.
If I missed something just let me know! :)
how about "Reduced the bleed-out timer to 15 seconds from 30 seconds." that the time continues even while mending to stop the timer abuse.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1206593#Comment_1206593
"I don't care how you call it"! And I already explained several times what I expect from this perk but seems useless, have a nice one, I'm exhausted. And doesn't lead anywhere
all u did was prove my point. thanks for that.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1206151#Comment_1206151
Fail again, I'm not a survivor main. And when I play survivor I want to have a break, when I use DS. In my scenario, I didn't have the time to get back up again. And yes it is the others fault for what I get the down for. He doesn't just sandbag me, he also ruins my DS. And the argumentation doesn't work. Did the killer do something wrong when getting stunned by Head On? In most cases not because you didn't see survivors enter the locker.
It is a difference if you run into a DS by occassion because 60 seconds is a long time and not everyone plays with an hourglass, and if you go for the survivor right from the hook. It is about the timeframe you need to get back in action, and that is where I say the perk should try to give you that. I don't care about tunneling, second chance or whatever anyone calls any situation, it is just about that timeframe to recover.
"fail again" the only one that failed was u because i didnt call u a survivor main. but nice try tho. in the head on example if it was a 1v1 then yes the killer got out played, if it was a 2v1+ then no it wasnt the killer fault, its the devs in this case for letting survivors and in this case SwFs be over powered.
"I don't care about tunneling, ect" but u do because in that example the killer gets punished for out playing the survivors (farming example). this is a 4v1 where the killer should be stronger then 1 survivor but that isnt the case and has never really been.
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@plunder said:
This is not from a killers standpoint but for both sides. swf isnt really the problem on it's own. Discord and console party chats is the problem that needs to be addressed. The devs need to take a stance on this and make it where you cant que in game or start a game in lobby while a third party voice chat is active. They need to give solos a ingame party chat if it was intended for survivors to have it. So at least survivors are nerfed fairly for all then nerfing all of them because of swf party chats.
If communication for survivors wasn't intended. then they need start adding into the game a blocker for party chats for console and have pc flag discord so they cant start lobbies or games while its active. Mainly because those are considered exploits that should be bannable. For anyone who doesn't understand. The act of using third party software to give yourself a unfair advantage that the developers didn't intend is a exploit. That frankly needs to be bannable.
But let's be real no dev will do this. They will hide. because they want to shill money from us as long as they can with shoddy design games they create. Why else do you see so many bugs that takes weeks or been a year and still not fixed. But I rather vent this frustration thenhold onto it.
ez quick nerf is remove perks from SwFs group, everyons happy.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1205985#Comment_1205985
Still thinking that DS should work in this case
so u think that DS should work in ur example when someone farms a teammate when the killers there downs then both hooks the other dude the the 1st hooked dude DS's the killer and saves dude #2 and get DS'ed by that dude??
ur ok with the killer get stunned back to back for doing nothing wrong what so ever?
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1205985#Comment_1205985
Still thinking that DS should work in this case
this is were survivor mains and killer mains disagree, you like most survivor mains believe deserve a second chance for ur bad plays. killers have 1 perk that rewards them for playing bad and that can be taken out before it can even be a option.
im all for DS working as an anti-tunneling perk, id even make the time unlimited untill someone else is hooked or that person starts working on a gen because @ that point the killer isnt tunneling said person.
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@des7in said:
https://forum.deadbydaylight.com/en/discussion/comment/1202212#Comment_1202212
Are you suggesting Left Behind is a good perk?
Left Behind is a second chance perk, facts.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1204684#Comment_1204684
So it's not tunneling when the killer just accepts the double down? Don't know but that POV sounds like killer main. Not pointing at you, but I'm pretty sure everyone on the hook will say something different
no its not tunneling when a killer chases a survivor in for the hook save and the killer downs the unhooker then downs the saved survivor.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1204284#Comment_1204284
But you spend a perk to be safe to tunneling. Are you currently saying that this is not tunneling? I know it is bad survivor play, but I think the perk should protect a survivor from that situation as well.
in the example in which u gave, no thats not tunneling. BUT someone camping then only targetting the unhooked person is tunneling and thats why theres DS.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1204182#Comment_1204182
You shoudln't, right. Happens anyway. DS is meant to help on that as well. You can't control what your teammates do. And BT only lasts for 15 seconds, or depending on the killer or perks (for example Huntress or STBFL) or the area where someone is hooked, you can still down pretty quickly. Or take a look at my response to Tarvesh: "As well, hooking the unhooker cancels DS as well, having scratchmarks still lit to go for the tunnel"
You can argue that it is difficult, still the above is super common and DS would be cancelled in the majority of cases, if the killer plays it correctly. Sure it can help in some situations, but I'm pretty sure there will be a lot of frustration, when this would be the final call to DS to make it balanced, and turns out to be that easy to counter
but again that isnt tunneling if ur team farms u, other then NoED killers arent rewarded for bad plays unlike survivors. survivors are stacked with seconda chance perks while killers only have 1 which can be taken out before it can be used.
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@GreenStar said:
Playing on hawkins against a clown with only 1 david left with me. I have plunderer's instinct which gave me a red key from one of the chests, so I find David and show him the key. He swaps it for his flashlight (I thought that was kinda weird but maybe he wanted to open the hatch so I thought okay why not?). He follows me around and I find the hatch and start teabagging and pointing to it.
This guy just starts teabagging as well and doesn't realise that you can use the key to open the hatch. So I'm dropping the flashlight for him to trade so that I can open it, but he just keeps the key until the clown comes and finds us and kills both of us. I have never been more frustrated as survivor while playing this game. Turns out he was a rank 3 as well
sounds like the noob here was u. u gave another survivor the ability to control if u live or die. u should have taken it then had him follow u. simple
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1204106#Comment_1204106
How is this mentioned so often as "solution"? Here's a super common situation:
Camper/tunneler catches a survivor early enough, hitting him once before unhook, once after. Then goes for the tunnel and downs the second survivor. Goes back to the first one, hooks him, DS cancelled. This change would make DS kinda useless in many situations.
u shouldnt be farming a survivor if u cant save or dont have BT. if saver had BT then ur application doesnt apply.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1204150#Comment_1204150
Killer is insanely easy, sorry that you're not very good, maybe take some time to learn the game instead of always relying on PGTW + Bloodlust.
Survivor is insanely easy, sorry that you're not very good, maybe take some time to learn the game instead of always relying on DS + Unbreakable + God Pallets.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1204136#Comment_1204136
Looped for 5 gens? Lmfao, I'm not bad enough at this game to get looped for 5 gens, if your whole argument is based on "a killer can be looped for 5 gens therefore don't get to use a mori" then it isn't really an argument, just your bias taking over, or lack of skill.
doesnt matter about skill when as of right now survivors have tons of safe pallets and no Ruin to help slow the game down. even when u look @ the "best" killer streamers they have a hard time with gen speed now. and im not saying a killer should be getting 4k's or entitled to that but after the Ruin nerf thats just not an option now.
the fact is that if u take the best SwFs team or solo survivors thay will destroy the best killer. the game is trying to balance to new players ie* survivors and not trying to balance for new killers.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1203848#Comment_1203848
and every killer could have a mori but the survivors don't get to know that, until the load screen, killers don't need any more info, and I'd rather play against a team with 4BNPs than 1 killer with an ebony,
the part that u dont understand is that even if every 100 games u played and the killer brought a ebony mori the killer 1st has to down and hook the survivor UNLIKE WITH THE BNP. are some killers able to down and hook ez'er then others??? yes we both know that BUT thats only 2-3. the rest can now be looped for all 5 gens.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1202131#Comment_1202131
25% out of 500% is not a lot.
when 4 people could have it yes it is.
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@Eyedice said:
https://forum.deadbydaylight.com/en/discussion/comment/1202288#Comment_1202288
BNP has two difficult skill checks. Fail them both and you get only a 15% progression.
"two difficult skill checks" jajajajaja now thats funny. again no skill in BNPs
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1202212#Comment_1202212
Imagine calling Left Behind a second chance perk. /ROFL
it is, survivors failed @ doing gens and now they got a perk to see hatch. killers dont have that perk or ability.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1202288#Comment_1202288
And remember! Survivors can just choose not to get hit by it if they mindlessly spin their character around!
idk where u got that idea from.
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@Almo said:
"the static blast was added because many complained about his 'no effort tracking ability'"
Actually, this update was not "because many complained". The design team didn't feel Static Field being passive was as interesting in terms of interactions. The Blast is now more of a choice for the Doc. 60 seconds is an eternity in DbD. In the average match, he can use it 10 times. Once it's gone off, you have some idea how long it will be before it's used again. Got a Doc who Blasts after every hook to find his next target? Jump in a locker when someone is being carried.
Overall it's healthier for gameplay.
The Dev on stream said it wasnt fun to play against. nice spin tho.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/1202131#Comment_1202131
so what? instasaw is free -36% charge time or -33% (depends how it stacks) xd do i think survs should know killers add ons before game? no? its enough killer sees items overall (btw and being able to check profiles is BS imo)
insta-saw isnt a free nothing, because unlike BNP insta-saw requires some skill. killers cant see profiles when on private so ure logic doesnt stack. nice try tho.
