Deadeye
Deadeye
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@UncannyLuck said:
Then the clown anti heal perk will be weird though, since survivors will be able to tell they're in your terror radius by healing
Actually, as written above, you would be affected by TR even when not in range. Then Unnerving presence etc becomes a mapwide effect.
And the oblivious effect is not created to work with an addon of a certain killer. And regarding Freddy, I think currently it is the wrong way. When you are asleep, it is totally hard to do mindgames. It should be hard while awake, it can give Freddy an easier first hit, but in dream state and chase he needs to work a bit. Having glimpses of Freddy at first and being f.... after the hit is somewhat unfair. Also the problem with BT getting avoided by dream state. You have to wake up first before unhooking. And if hit before unhook, BT is gone again. The other way round would be much better I think. Also fluffwise. When awake, you hear the lullaby that slowly puts you asleep. Once in dream world, the terror is real and you hear the heartbeat
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/983863#Comment_983863
Plagues vomit also makes me feel queasy and its frustrating (key word right there) it would be great if you could remove her power please.
Dammit! Of course I mean flashlight blinds are frustrating!
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I bet that has some hardcore strange structure behind and would cause a lot of bugs if they enabled stuff. Just a feeling. Like, when they add ghostface to the game, WakeUp makes every action in game 10% faster from the first second. Pretty sure it has a reason why it is disabled and would need a midchapter PTB to test
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I get sick from flashlight blinds, can you remove flashlights from the game pls?
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@Fleece said:
https://forum.deadbydaylight.com/en/discussion/comment/976251#Comment_976251
Link a clip where he is playing red ranks as a killer please.
if you want clips, look at the link and click clips. If you want whole matches, you have to follow and check out when he is streaming
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@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/975553#Comment_975553
Can you tell us your stream?
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I think it is not that easy to just remove one synergy effect. Peanits already said somewhere else that there are perks kick based and some regression based. That is what makes the synergy of certain perks. Changing that for a single perk might cause several bugs (just a guess). There are now a handfull of perks related to kick and regression. And they have quite clear and I think also intended synergy (or no synergy by intention). And that is what makes the new Ruin design pretty weak as it does not fit into that.
In my opinion, the Surveillance synergy is the only viable combo for Ruin. And with that, it makes sense to stay a totem. But Ruin on its own is weak. It doesn't protect the first gen from being popped early because you cannot pressure 4 survivors in parallel and when it gets stronger in mid game, it will most likely be found by accident already.
The old ruin forced survivors to progress more slowly on gens or spend some time to find the ruin. It was only useless if someone spawned in LOS to the totem or in LOS of a gen that is worked first on. In all other cases, Ruin gave you at least lets say 30 seconds to a minute of total lost gen progression.
New Ruin gives you almost nothing in early game and survivors are not really forced to search for it. Normal game progress lets you get pass typical totem spots and you are able to finish 1-2 gens and find it by accident. As the kick and regression based perks are set up at the moment, Ruin really is the weakest of all gen protection perks, unless combined with Surveillance. And the change leaves you on a lost spot regarding early game gen protection. I'm pretty sure that Corrupt Intervetion will now be Trapper meta and Pop will take place of ruin, regarding the "most used perk in game"
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I also like that, but mostly for new killers. For me the doctor is also ok to have his own music, but I really would like to let the original original killers (Trapper, Wraith, Nurse, Billy) to stay on the classic initial DbD chase music.
For Oni for example, I love the chase music when being chased. But Oni is loud af. If I play Oni, his sounds and the chase music drums make it really hard. I cannot hear footsteps with him.
Depends on the background. License killers make sense to have special chase music, Oni as well. If it doesn't really matter if the killer is american, canadian or english for example, then I wouldn't mind to have the original chase music again for a chapter 15 killer. Also I like to have to actually see the killer to know who I have to face, rather than hearing the bongos. It both has up- and downsides.
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@Godzilla +1, but unfortunately this game evolves by adapting to the players yelling loudest. As it is a confirmed strategy, there is no adaption by using perks, it is just yelling and waiting, until it get's nerfed.
I also think Small Game should be the choice for new survivors. It helps you pretty much getting map awareness. Learning killer trap placement, learning totem spots. Actually that would be exactly the spot that Small Game was made for. What else if not for new players?
Btw everyone forgets about gen tapping. If you really dislike totem search (which is laziness) and missing great skillchecks (which is training) so much, tap gens. I also dislike the reasoning "because it is frustrating" to justify several of the recent changes. Punishment is a key concept of DbD. You make a mistake, you get punished for it. Bad timing on loops? Get hit. Don't hit the skillcheck, regression and location revealed. Missing Hex skillcheck? Regression. Same on killer side. Get 360d? Short stun and probably much longer chase. Bad timing on window hits? Survivor reaches new obstacle. Bad handling with your killer power? No use of it and probably extra stun.
Quote about a "key issue" why it is frustrating to play against Ruin: "Its punishment of new players or those who can't hit Great Skill Checks". For me it is frustrating when I miss ANY skillcheck, not just ruin. Can we please have a 5% progression every 10 seconds on all interactions without the need of skillchecks? Seriously... And what the heck is less frustrating on higher difficulty skillchecks of the doctor compared to Ruin? With the doctor's reverse skillchecks coming in the same patch as the Hex changes. BHVR talking about consistency lately, but this view is not consistently spread over all their topics
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@Peanits Just read the info about snapping out of it will not reset when stopping. Does that mean you can tap through the progress bar without triggering skillchecks like you can avoid hex skillchecks on gens?
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@Peanits said:
I guess it depends on whether or not we're considering using it with other add-ons. I would say Iridescent Head if you're using it with an Infantry Belt, but otherwise I'd go with Fragrant Tuft just on its own.
pretty much this. The iri heads would be fine alone. You actually have to show some skill to use them, and with just one hatchet, you cannot snowball.
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/968511#Comment_968511
Mint Rag plus MYC best camp game ever
You don't even have to camp, that's the point XD Therefore my choice for the second best combo
@Tisfine Black insense is the Plague aura reading one, mentioned. Or did you write it the same time?
For single addons my top 3 would be:
Black Insense
Tuft of Hair
Coxcombed Clapper
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@Mr_K said:
You're right OP. It's gutted. The point of the perk is to prevent three gens from popping after one chase. You can only chase one survivor at a time leaving three to hold M1. Since new Ruin only works if a survivor doesn't hold M1, well damn.
Bright side, Ruin will no longer mask the real issue if the game. Killer's power will be seen for what it always was and survivor escape rates will invert.
It does seem the live balancing team only understands the survivor side of the game at a low skill perspective. I based that on the rationel of their recent changes to killers.
recent and upcoming killer changes. I was looking forward to doctor change. No stance switching? Pretty strong. Static Blast maybe weaker than field but an insta survivor sonar is not weak at all. Then this line ruined it for me:
"Added a 3 second cooldown to shock Therapy ... can't hit with primary weapon, Shock Therapy or Static Blast"
Another M1 killer cut off his ability to outplay loops...
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@Divinitye9 said:
I think they should just leave the perk alone, but that's me.
Nope, not just you. You are not alone. Definitely not :P
@zzee19 Regarding your response above: You yourself started with "test in the PTB" which pretty much dragged everyone towards the ruin change ;P
But that's actually a great idea. One of the things in this game that makes it more slapstick rather than horrific is the gen tapping during chase to stop the regression. Then the killer kicks it again cause 80+%, one more loop, tapping again. Actually that is why they increased "Any means necessary" to take 4 seconds, so you cannot raise it during a chase. Same should be done to stop regression.
2 seconds would be enoguh already, should give you a free hit on every loop if you try. And longer would actually be too hard. For example 10 seconds equals 12,5 percent of gen progress. That's stronger than Surge and half of Pop. But 2 seconds would actually give some more value to kickin gens in many situations
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@Ledgy said:
Corrupt will be the next perk to get a nerf after 80% of killers use it after the ruin nerf.
Id guess Corrupt will be meta on trapper, ruin will be replaced by PGTW. And noone will play ruin anymore as it does not stack with PGTW.
And about the combination Ruin+Surveillance: Surveillance+Thrilling Tremors and maybe even + Surge works equally good as tracker without being cleansable. You could exchange Pop with Surge or both. Poor slow M1 killers, that have 3 perks already set to survive...
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@Shi said:
https://forum.deadbydaylight.com/en/discussion/comment/968841#Comment_968841
Why you don't create more perks to counter Hex:ruin.
If Hex:ruin is used in over 80%. Why Survivals don't equip "Small Game"
Exactly. That is actually what my brother is doing. He runs it almost every time and I started training great skill checks and using Detecitve's hunch and killer belonging maps, if I just am not fit at skillchecks.
My impression is, that nobody wants to sacrifice one of their favourite perks to run their build and prefers to complain about "bad design perks" instead, until they are nerfed.
@itsmetimohthy some of the best killers in the game. Exactly. Do you belong to them? That's probably about 5% of all killers that don't need Ruin on low mobility killers.
@Siren it is a point to say "you don't belong to a certain rank". Agree on that. But for example, I try the Oni adept at the moment. There is not a single game so far where the first gen pops about the same time I get the first hook, mostly the second pops before the second chase is finished. And THEN the game starts rolling. But 2 hooks vs 2 gens is the base kickoff. So what should be the strategy here? Run around the map hitting everyone and hope they heal? What I mean is, without difficult skillchecks, it doesn't make any difference if you encounter good or bad survivors. Everyone can hold M1 for 80 seconds and 80% of the survivors spawn right next to a gen, often in teams. So unless you don't patrol every gen until you saw every survivor and ignore chases, there will be a gen done within 80 or less seconds. Only exception: you have at least 3 survivors in game with urban evasion, that are afraid of tapping a gen before they saw the killer first. But even then, if you came past them, you need to return within 80 seconds or the gen is done. Don't know if you have 7 hourglasses on your table to keep track of which gens you need to check. I don't
@Peanits Many already said, Ruin won't last very long to make some value. Especially since the cleansing points and emblem points were increased and Inner Strength was added. And at early game, it has the least effect. If someone is not chased off a gen, it has no effect at all and the gen is done. Ruin was the only viable perk to help in early game, that is gone now. And to the point that it is good with other perks. These are both trainable perks and you still need to grind a lot until you get your builds ready for killers. Maybe for one killer, but not for all you like to play. Not sure what you expect how many of the killer player base will have that perk combo available.
I'm really curious about what version will make it into the game. The current feedback in this thread is overwhelmingly negative from both sides. And the only 'kinda' positive feedback is "I don't use it" and "git gud". So just by people who are apparently not affected by it. I really want this to be designed to a perk that takes effect early in the game. That is what is needed.
In addition to that: Puppers once said on stream "when Ruin is down right after the first hook, I'm fine with it, because then the game has started". And that is exactly the point. You spend a perk slot for it, so you have a chance to get into the game. Would anyone of you agree it is a healthy state to start off with 4 gens because you walked the map clockwise instead the other way round? That is what Ruin fixes, and you could run other useful perks instead. For me, just remove Ruin from the game. If you add some perk like "your obsession starts the game on the hook, being able to get hooked 4 times" or "When the game begins, you see the aura of 1/2/3 survivors for 5 seconds" like old Deja Vu, just to get a kickoff.
And just one additional note: If hitting great skillchecks is the reason for the Ruin rework, and Doctor with his mega unfair skillchecks addons and perk build is already set up for PTB, when will the second doctor rework come to fix that?
Another suggestion to not be complaining only. I would revert Ruin changes for the upcoming patch and target hex rework in total. I would add a passive and active effect. The active effect only being active while the totem stands, and the passive effect being active forever. And then balance the effects around that. For ruin I would suggest: the regression thing is nice as passive effect. But then the active effect needs to be weaker of course. Especially when the regression is active as well. How about
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What is the change exactly? Just heard regression is faster. The problem in the game is the gen rush in the beginning, until you get the game running with your first down. How shall take ruin effect when the first gen is done before you get the chance to kick a gen?
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@Mellow7 said:
I don't think we're getting a chinese lunar event this year especially with Doctor being the main focus of attention this mid chapter patch and he's being tied to the rift as seen in leaks so that slims the chances of us getting that event.
As said above and in stream, there will be events. But they just add the offerings to the bloodweb and the special gens and hooks to the game. But no currency to earn from doing special gens or stuff, just currency over rift progress. If they don't even do that, I'm gonna be hardly disappointed
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must be. it contains the doctor as well. but regarding the Oni... they should probably release the doc without a PTB, then he stays viable XD
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/908126#Comment_908126
Likewise! I'm more than a little excited to see what they come up with.
Even if it is just gonna be a cosmetic on the Rift that everyone buys with cells as soon as the event starts.
yep. I hope they dont do that again. I know everyone will buy it sooner or later that is interested in cosmetics. But for me it was cool to see during the event "oh look, the first blight cosmetic. he already got so far". That was nice. Seeing a bunch of blight killers run around before the event even starts kinda kills the flair for me... but as there are enough people saying " I can have it first", BHVR will probably not let the money just slip away :( making the event even less interesting...
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@AshleyWB and regarding the totem: That is up to 5 heals in one game, and you complain about one in 2 games and call it insane. Thats my point. And run Quick and Quiet, then you can do that mid chase as well, just needs some timing
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@AshleyWB You insinuate here, reflecting from your own opinion. Noone is fearing anything here, there are enough arguments. And you don't suggest a slight nerf, you cut it by half. I already listed that in certain situations both effects can be wasted. Even that it gets activated over exhaustion can be bad. Had it often enough that I had exhaustion resetted for a useless sprintburst to endgame, then got caught by the killer and had no exhaustion perk available after the wasted adrenaline. You pretty much just see your lost chases here. There are enough arguments listed against a nerf, you just have one
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@AshleyWB said:
Interesting discussion brewing up.
I see a few people downplaying the strength of adrenaline and others saying they deserve the benefits from it for completing their objectives.
Let's get this straight, I think adrenaline should still exist as a perk which rewards you for being in the end game, just like I think Noed should reward you if you play a certain way.
In terms of noed being a perk to reward killers maybe you only expose survivors who've already been hooked. This way it would be a hex anti tunnel perk.
In short these perks should exist and be a good option which makes your perk build.
Also I notice a few of you still in denial about the games imbalance. Truth is a lot of stuff is still unbalanced but they're getting there.
I really wouldn't say "downplaying"... That's your opinion about people thinking it is balanced. There are enough good reasons listed why it is balanced, downplaying would be without or vague arguing.
And I kinda disagree on the NOED change. That would actually cause endgame tunneling, as you won't hit someone healthy that you didn't hook yet.
@laurelstroodle no need to get offensive
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I think what he means is, having a challenge selected and pause it with the button. having an active challenge that does not progress makes no chance. It is not about loosing progress or switching challenges, it is about the pause button.
Just canÄt check how this looks like, I didn't recognize to be honest :P And I got all done, cannot check anymore
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@AshleyWB then you have missed a lot of conversation. it is currently just not the most talked topic. I have heard enough people complain. But there are far more problematic issues in the game, as well as enough people that think Adrenaline is fine. You get rewarded for reaching the endgame, while you play the game until then with 3 perks.
It is one single occurrence in the game, and when people are not injured, the healing state is wasted. If not in a chase, the sprint burst is wasted. If it screws over your game, it is most likely because you performed bad throughout the match. Like said above, it is just very rare situations where it flips the coin totally. And you get a free heal every two games sounds insane? Ever complained about second wind or Inner Strength?
@HellDescent said:
Because it's never going to happen. They buffed it instead of nerfing it already, when it continued to affect deep wound after it was decided that mending no longer counts as healing.
I think Adrenaline heals Deep Wounds over the injury.
@inferjus Correction: if one guy is able to finish 5 gens and there are still 3 people around, no one sacrificed, you did pretty bad. Or the others did pretty well looping you. So even that would count as reward.
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@TheEntity03 said:
https://forum.deadbydaylight.com/en/discussion/comment/961609#Comment_961609
I think the killer should be Mario and the survivors will be the Goombas
Alright, I know how the Mori will look like then XD
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Depends, you can't just blame everyone without knowing everything. If you actually leave the gate to go back in, you could also kill the chased one by not opening. You have to go in to take the hit and then run towards the open gate, you have no time to open it afterwards. Just one example where it makes sense
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Do you want a fake leak or a chapter for one day? I think the second would never be worth the work XD but anyway:
I want a Nintendo chapter with Mario and Luigi or Yoshi as survivors and Bowser as killer. Oni comes pretty close to Bowser btw, just replace the demon strike with Fire spitting :P the sounds are fitting somehow
https://www.youtube.com/watch?v=z_Q-Z8pibIM&feature=youtu.be
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@Thomasthetrain said:
Don't wanna sound mean but...
I'd like the devs to invest their resources in something that actually benefits DBD's health,you know 😕
Also,it would probably ruin the horror atmosphere a bit ...
It could also benefit the horror atmosphere if the emotes are correct. Taunting dances would not, I agree :) but a panic movement like "hide" and you don't know where to go because of a stealth killer might be pretty cool.
Stuff like this is pretty rare right now and could increase with some proper designed emotes:
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bugfixes +1
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Deadeye comes from the good ol' Diablo. Captain Deadeye was a skeleton champion running around in the dungeons. Got that name on twitch as well, often my game accounts are named Malachai, which comes from the game Requiem, where you play an avenging angel
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Still not worth it in my opinion. The chase music gives you enough information, the only benefit would be the Undetectable status, but that takes too long for the effect that you don't need to moonwalk anymore on LOS breaking loops. On other loops it still has not really a usable effect.
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How often does Otz play Myers? Would like to see that :) I think he is still below because you are depending too much on where the traps are initially placed (i.e. how much time you are going to waste or forced to play with max 3 traps or something). Of course he is a 115% killer with an anti loop and "insta down" power, but quite easy to counter. Myers is way harder to counter in my opinion, it depends on how the survivors perform with the traps
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This screenshot is also not really up to date. Chapter 14 had a new map, it was the Oni
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I personally encounter more people that unhook in front of the killer than people not unhooking at all. And I encounter more troops that gather around the hook to be the first one catching the ez BP than everyone sitting on objectives while I go to struggle.
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@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/949701#Comment_949701
2-3 is the ideal number of game you need to play them in order to complete them without farming and go out of you way and without thorw the game.
2 things: First, have you met the dev team or how do you come to the conclusion that they don't know nothing about chases? That's pretty much an insinuation.
Second, how do you know that 2-3 is the ideal number of games you need to complete? I guess like the answer to the first point it might be just your feeling. Actually they said the rift is designed to be completed by an hour of gametime per day. That is about 6 matches per day. The XP give you the one half of fragments, the challenges the other half. So for level 4, with 15 challenges and 3 weeks, you have 1.5 days to complete per challenge. That makes 9 matches per challenge.
And to the doctor, I can agree that we actually know no details yet to complain about anything. Still my first thought was "Whispers might be pretty meta to doctor. If active, you know your burst will hit something". Do you have any clear details, facts or whatever to your points or are you just complaining about your personal dislikes without making suggestions?
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@T2K at least, when you are used to hit great skill checks, ruin still does its job by preventing the bonus in progression. although that is not much, but it regularly comes to these seconds, if a survivor can commit to a gen and complete it taking a hit or not.
About the rng skillchecks I don't think it is a problem. If you say "no advantage to either side in long term" that should be ok. That's the "high risk high reward" principle. It is wasted when you spawn beneath a totem or in LOS, which should not happen and is, as I understand, on a regular update cycle to improve totem spots. But it is most likely taking very long, until this mechanic works for all maps. Badham, Gideon and Hawkins are actually pretty good, there are just very few obvious totem spots.
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It's not only the benevolent emblem that is stupid. You are depending on others' performance in every emblem, and killer gets penalties on every failed kobe / self sacrifice and using insta down powers. The whole system needs a rework. And after that the match making. And after that, either queues were already fixed by that or need to be adressed next
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I don't think there is an issue with it. Yes, the shards per XP basically stays the same, maybe +- 5% but the level progression slows down. Maybe this is just intended to have a constant shard flow, but the closer you get to the top, the levels are just increasing more slowly. Then you get the devotion and speed up again.
What is bad with this? Wouldn't it be annoying to know "when I got next devotion, my shards gain will slow down, but tomorrow comes the new shrine, sucks". I personally like when I know that I need a specific amount of time to get a specific amount of shards.
I'm pretty sure they calculated that well, remember that there are several chapters that you can buy for iridiscent shards, so if you get your shards speed up or devotion bonus, the overall progress will most likely be slowed down, especially in the first levels
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I also had once a 4k on a MacMillan map because someone else had a map offering and won. I guess the only thing why you can win is when they don't really expect a scratched mirror without the map offering and then you need to catch some momentum before they realize.
Instead of Nemesis I would try Furtive chase maybe. Helps with the MYC as you get an audio cue when you chase the exposed one and you loose less speed stacks when going for your new obsession
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@brokedownpalace said:
Everyone complaining about her 110 speed does not know how to play her. Not meant to be insulting.
agreed, and that's probably the main thing why many don't play hag or huntress. You really need to make the most out of their powers to be able to perform well
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I know there is basically not that much toxicity compared to other games. Heard from Puppers that LoL is actually the major league in toxicity, so glad I never got in touch with that.
From my experience, the forum is A LOT nicer than the post game chat and what you described is actually fitting to the forum. But basically the post game chat is pretty basic "I lost meeeh" sh*t talk rather than really personal insults. But I could start raging everytime I see a "#########" or equal stuff. Poorly, the human brain (and I think other races as well) remember negative experiences way better than positive. So if 1 of 10 games have a "#########" it feels like a 50:50 and that makes me sad sometimes.
Depending on how often you play, you get such a post game chat every 2-3 days. That is not much regarding the percentage, but you get remembered often enough to get a bit sensible to negative feedback, even if not justified. You sometimes need a bit of leather skin to ignore the semi toxicity that is more regular.
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@Kelazuris said:
I don't mind the difficulty of the challenge, but this really brings out the worst of the community. Every time I'm about to complete the challenge, the last survivor DC's for the sole purpose of preventing me from getting the challenge (and then continues to mock me in the post-game chat as a typical toxic POS survivor does after losing). I feel like Tome challenges should not be dependent on other player's "playing along", but rather your personal ability to play well. I really do hope BHVR learns from this atrociously designed Tome challenge; or I feel like this could kill off some of the dedicated fanbase (myself included).
Pretty sure this won't affect many people to quit playing. Would even bet that you won't stop playing if the next tome shows equal flaws. I try to remember your name and look out for you in the forum, if you quit playing then ;)
I'd rather suggest to promote "let them goddamn have the success if they managed to get it in a proper way". Like the Evil Incarnate achievement with Myers. Many last-survivor knowing "hatch is not in range, already tried 3 times" and then still hopping to the next locker, just to avoid the mori, although there is apparently no chance of excaping. So I'm promoting here: "LET THEM HAVE THE ACHIEVEMENT GODDAMMIT! If you let it happen, there's one less infinite Mori Myers running around! This build is not fun to play and not fun to play against, so help erasing it by letting the achievement happen!"
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Actually nothing forces you to do so. I just played several games (about 15) with Iron grasp and Agitation. Tried on several killers, because no killer really worked well. Finished it then first try with infinite Tier 3 Myers with a bit of luck.
Purely going for the basement hooks is not really toxic, you can even hook once or twice outside the basement and still get the challenge, if you keep track of the hooks you've done. If you try to finish the challenge as fast as possible, then you might get toxic while trying to get the challenge by any means possible.
Not sure what you tried to get it. If slugging is necessary because you know the survivor will wiggle free when you try to get to the basement... well, if you don't slug 5 times this game, it woudln't be sooo bad. Proxy camping... not really super toxic because that is actually why the basement is so dangerous and survivors shouldn't loop around it. Just one way out and that takes some seconds.
And if all of it is necessary to finish the challenge, then just let it go if you feel uncomfy with it. Don't play ######### to get the achievement and ruin your own gaming experience. You don't have to get all challenges done, at least one or two separate paths are available to progress. I know level 4 is a bit crappy designed in that regard. Cool look with the eye, but just having one survivor path and one killer path, allowing just one alternative by using the middle connection. But then just progress on the other path and continue over the middle. Or go to the epilogue and continue backwards on the other path. You still have over a week to finish it, if you need the rift fragments.
There are people that DC/self-sacrifice once they finished or failed their challenge, to go on with the next try faster. If you commit to that play style, it is your own fault. If it helps, just don't expect to get the challenge in your next game, just be happy if you get it.
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What you say is just true for SWF, not for solo queue. Btw killers can also last-second-switch. Like when they suddenly see 4 flashlights or toolboxes, switch to your prebuild Franklins basement Bubba.
But actually I would like another warning signal, when time to finish runs out (at the moment like an additional audio cue when you cannot unready anymore at 0:15) Did not happen just once to me that I was spending bloodpoints and suddenly had to play with a naked Lv 25 survivor.
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What is a smurf? Actually I just try to depip when I go for killer adepts. In yellow ranks you just need 14 emblem points for the double pip and the latest killers don't really have any perks to help you with the gatekeeper emblem.
At the moment I'm purple ranks and with the Oni adept perks there is ALWAYS 1-2 gens done when I get the first hook. I try to get to green ranks until January 13th and "train" Oni with brown addons to depip. I would try to go down to yellow ranks for this adept but I really dislike Oni too much and I get too many killer dailies that push me up again
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I don't see any map that is really worth a DC. And what do you call a win? Below 5 hooks? That wouldn't be a problem of the map then. So far I managed to get to a 4k on every map without necessarily facing potato teams. It just gets annoying if you have pro loopers on the near infinity loops like wretched shop or disturbed wards, but that are single loops and not on every map and only evil when facing really good survivors.
Not denying that there are some adjustments necessary, but I see bigger problems on other things in this game
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/945408#Comment_945408
Just because other games are worse doesn't mean that this is good. Just because other murder people for fun doesn't mean I can punch others and it's okay "cuz look there, they are murdering".
brilliant comparison... and have you read all the other posts? like playtime per $ ?
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@Johnny_XMan said:
Who in their right mind gets everything at once tho?
I will admit I have almost 100k Iri Shards, and I want to support the game so I spend real money instead... but I don't buy everything in bulks unless I REALLY want something.
You don't have to have everything in the game you know. That's your choice.
Good point with the "support the game" one. Because the title says "overpriced skins". This is basically the idea behind skins.
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Looks like a survivor sided view. Hex totems are risky enough to use, you wouldn't ask for this if you ever used a hex perk as killer. That's like asking for Hex totems not being lit up for survivors. And the "counter" is already explained