Deadeye
Deadeye
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no, just made an educated guess about the result of this request
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Btw, boons... is it even safe to say we get a new survivor?
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Well, since we have a "Selfcare but faster for everyone" and a "Unbreakable but faster for everyone" and a "Distortion for everyone" I expect a "DS for everyone" or a "BT for everyone"
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To be honest: how many killers and survivors do you need to run full perk? How often do you switch between characters? It's not THAT bad. I got my free account on Epic and already unlocked the most necessary build perks like BT, Dead Hard and also got (with Shrine though) one character ready for a sabo build. Also got nurse maxxed out with all unlockables I need (the reason why I started on epic, to get some low MMR training to get started with nurse), just waiting for BBQ to be on the shrine to get the last missing perk. And I barely play on Epic because I have my steam account that needs some grind to get everything full perk just for fun.
You just need a little head start to unlock all the perks you want, getting all the characters to 30-40 can take a while, but having one P3 survivor as a new player with all perks you want doesn't really take that long, especially not with all the events, BP codes and the new season rewards currently handed out.
Fair on killer, it takes longer because every killer may need different perks to run well with and not every strong perk is strong on every killer (like STBFL) but even here the most common perks work on every killer like Ruin/Undying/Pop or scourehook Pain Resonance / Deadmans Switch. So just unlock them once and get them everywhere. The less unlocked teachables, the more likely you get them on your killers.
If you want everything, got everything unlocked already and then start to prestige, complaining about not getting proper builds on Lv50... well, I guess I would tell you to ignore prestiging and focus on what you want most. Every target you set you will reach pretty quickly
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This is basically "just make everything better"
Not very creative. Btw I dont think they react on such a post. Which is not bad, they have their stats of how things over or underperform. In some cases questionable as well but I think Bubba is pretty fine at the moment
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@darkshadows8326 said:
https://forum.deadbydaylight.com/en/discussion/comment/2797207#Comment_2797207
Leaving someone slugged to bleedout just to bleed them out isn't a valid strategy because when you check the numbers I can just leave everyone slugged and still get the same amount of points as if I hooked them, so that reasoning makes no sense to me for DS or sabo when killers do it just so they can secure a 4k by holding the game hostage for that 4 minutes. I don't think that kind of playstyle should be rewarded especially when that playstyle can't keep your MMR high, it effectively just allows players to bully at low MMR on killer side which shouldn't be tolerated by anyone, especially by BHVR.
"so that reasoning makes no sense to me"
yeah
And I think bullying and MMR are 2 totally different things. How come you talk about MMR in your post and now bring up BMing so emphasize your opinion?
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escaping through hatch does not count because it is a shortcut. the hatch mechanic is initially and ultimately just a mechanic to avoid holding games hostage. btw hatch escapes also dont lower the killer MMR, just if you missed the fairness point on that one.
bleeding out / slug is the answer to DS, sabo etc so a valid strategy, although your personal opinion might differ from that. "early killing" is not really fitting here imo as you bleed out for 4 minutes, so way enough time for others to get them up again. unless the slugged one is the last one alive, which means it is pretty much a valid 4k
@Nathan13 said:
Does DC’ing count as a kill?
on last stream they said they will target more fair handling on DC survivors, as a 3v1 is unlike harder for survivors to play
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/2777078#Comment_2777078
Bubba's mask were a kneejerk reaction, and purely a virtue signal. Removing them has done nothing but punish the majority of the people who obtained them and didn't use them in a harrassing fashion. It did nothing to stop any form of harrassment. The only way to do that is to ban people so they can't harrass anymore.
Crouching is not teabagging. Doing it in a quick motion is also not teabagging. If you can't communicate with someone, you utilize whatever method is available. It is simply another person saying "Haha. I won." Gloating is not harrassment. It's a bit unsportsmanlike, but it is not harrassment. It's not even abuse. Being able to quickly crouch is part of gameplay needed to hide from a Killer.
Just because you want to apply specific buzzwords to a narrative does not mean they fit the situation.
Again on this one, think about what you would hear in ingame chat if it exists. Do you really think it is "haha I won" or something I don't want to type out here?
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+1 on the "feedback" you get for playing a baby nurse. playing killer is already rough enough and currently I feel like more and more survivors behave like that.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2777083#Comment_2777083
Like it or not, triggering your competitor in order to force them to play emotionally, hoping it causes them to make mistakes, has been part of competitive games since their inception.
Have you ever been on a soccer field, football field, baseball chattering?
#########, often your own locker room, has words that challenge a person to perform better or improve. That are not delivered in the most tactful way.
Pixelated squats is not that serious, and certainly not sexual harassment.
Yeah and I think for several taunts on the pitch you get yellow cards right? And doing that twice you get banned. Pls just imagine what you would have to hear if there was ingame chat. Just think of it for a second
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2777089#Comment_2777089
Someone crouching in a video game ≠ in-person bullying
Wrong. It is not just crouching. It is in-game communication if you can call it like that. What you say would be like "you are not offensive when typing ####_### in chat, it is just typing the letters F, U and so on" There is a meaning behind it
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I think you should add some more info here. Like which map, which tile at least
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2763060#Comment_2763060
It's a fact, not an opinion. This is the problem when serious matters are taking into account about opinions instead of facts. Opinions are prone to change from person to person... it's like if you ask "Did you feel harassed?" and people can feel something but that doesn't mean it is what happended. As an example, someone touched what no one should touch. Did I feel abused or have I been sexually abused? See the difference, harassment and abusing is not about opinion or thinking it's about an act. The only thing this is doing is avoiding the real victims of harassment to be taking into account since everyone will be thinking "oh, it's another whinner".
I would like to add to that point that a typical reaction of too many people is "it is a game, get over it, grow a thicker skin"
I would like to know who thinks it is OK to look at school kids, the bullies and their victims, and who would actually tell the victims "grow a thicker skin". Is this comparison so damn wrong because it is just a game?
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2762957#Comment_2762957
Some people enjoy a good teabagging! Who are you to deem it a negative?
Some. But what about 80% of the community? And pls tell me, how many of them tbaggers out there do it to actually with the intention to p* off the killer? I mean even here in the forum they say I do it to tell the killer he plays like BS. The intention is pretty clear imho. They do it to trigger, they enjoy when the killer ragequits, they laugh about it, they write the according in postgame chat. I never saw someone tbaggin and afterwards say "gg, that was a fun match" it is rather "ez, get rekt"
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@KajdanKi said:
https://forum.deadbydaylight.com/en/discussion/306161/tbagging-is-a-sexual-harassment
What a stupid statement.
Tbagging is mostly used to show off ones superiority above the other one.
I do use tbag against killers who face camped or did another stupid thing in dbd.
Sometimes I teabag, killer rages and focuses only on me to lose all 5 gens then crying for genrush when all survived.
Never heard teabag is sexual harassment kek
Stupid statement? show off superiority is what you said. And that is exactly OP's point in some way. It is the intention of harrassing, for whatever reason. The equivalence of what you tell the killer by doing this is actually censored in post game chat, just as a side notification
@Mringasa said:
Killers can't be teabagged. They never lie prone on the ground, or are in a position for the genitalia of a Survivor to be in close proximity to their face.
Survivors can, but only in specific circumstances. Either if they're on the ground bleeding out, even then their face is pointed horizontal rather than the vertical required for an actual teabagging, or if they are being mori'd, but only certain moris allow it.
I can't believe i actually had to type that out, but humans gonna human. If it bothers you that much that Survivors butt dance at you, you probably shouldn't be playing online, competitive, multiplayer games.
I use a couple quick crouches to tell my team mates thank you, or good play, frequently. Doesn't mean I'm teabagging them, it's part of the communication within the Entity's Realm. Much the same as pointing, or the come here gesture. It's used for communication between parties that have no other method of communication available.
So you need an explicit depiction like a nude survivor model to actually regard it as harassment? Isn't it the unintended abuse that should be looked at? I mean, why exactly have the bubba masks been removed? Can we repeat that?
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There are some perks I would disagree with. For example Oppression is a Regression + Information perk, having 2 in 1 is in most cases a pretty solid perk so I would put it one tier up. And some of the higher ranked perks I would not put there because for STBFL I would say it only beneifts 4 killers really well, others will get less to no value and super rarely will get to maximum stacks unless you choose to ignore your obsession which can be tactically bad and also kinda abused when the obsession notices it.
For NOED... I think it can be kinda countered easily but most survivors just don't care about it and then get caught offguard. It definitely is strong, especially looking at the mass of games where it heavily carries the killer. But I think I wouldn't put it to Top level, at least one tier down
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Do you know what 25% reduced healing speed is? It will make a team heal go from 8 seconds to 9,14
The problem of this perk is not the healing buff, it would still be broken when it had no heal boost at all
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They fixed auto fail skillchecks on medkits, when you get them while your medkit just depleted, so it should somehow be possible to fix them on gens as well. The skillcheck should just auto-fail when you leave the gen when the skillcheck is already visible
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I noticed the same. You will notice that especially when you play Bubba a bit. The metal fence constructions on reworked Crotus Prenn have a gate opening that you can't go through without running into tantrum, I also had a loop next to Yamaoka residence with a hook nearby where I had completely nothing obstacle-like in my FOV but got into tantrum, survivor stayed and we looped again, next time I kept even more distance to this curve and I got hit again
And I can't tell how many times Balanced Landing got triggered for "walking" down the stairs in several basements or on Gideon -.-
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this "dont cleanse" meta... yeah, infinite T3 Myers is OP; but granting the plague exposed while coughing and smoking in the far to get found easily on top is fine. Like everyone is a god looper.
And Plague just got buffed, so I don't see the point of this thread
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@Dilif69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2752233#Comment_2752233
fr? i didnt see it in the spirit nerf/patch notes
it never was. actually pre patch there was an addon (ltra rare fathers glasses) that allowed you to see blood while phasing, but that addon is gone
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I hate that they increase wiggle speed with this. This messes up with killer intuition on how far they can carry survivors. It would be fine if hitting a great makes the killer stumble an extra bump like a temporary Boil Over effect, but messing up with one of the most basic "timers" is really bad design.Like all of a sudden make flashlights take 0.2 seconds longer to blind.
Also that separates average and pro players again. But for what reason?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2733837#Comment_2733837
What does the last part mean?
Perhaps I can clarifiy?
I guess the main intention of this is to check if doing totems is an actual valid counterplay to NOED? If it is, there would be one thing missing in the stats. Not meaning that these stats are worthless, good job on that one.
But in regards of countering NOED, it is often said that doing 5 totems while you struggle to survive is not always possible. And when it comes to NOED, an important aspect is how many of the uncleansed totem spots are known to the team, so you know where to go to cleanse and attempt the unhook afterwards. You don't have to cleanse every totem you see to counter NOED, but you need to remember where you saw dull or broken totems. But this stat is of course not possible to track in a solo queue
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2718444#Comment_2718444
Cheaters win really often so they usually increase MMR they might get banned but it is like a slap on the wrist, for a few days or something.
And I believe facecamping is becoming extremely common in lower MMR, I know I am low MMR on survivor and I haven't played a single match without being facecamped, for every 10 only 2 play normal in average.
No it's not just a slap. If you get a VAC ban on steam for example, the game is removed from your account.
And facecamping is a general thing, not bound to low MMR. You see it everywhere
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@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/2718423#Comment_2718423
Well I don't completely agree with the current hatch mechanic either. Of course it's luck based and either one could find the hatch first, but it's a weird dynamic as well.
This is going a bit off-topic but the existence of the hatch mechanic is questionable in my opinion. A lot of people just use it as alleged proof of being superior and claim it as a win if they find the hatch first.
If they do it is simply wrong. MMR considers hatch escapes as draw. But what you describe is again pretty subjective. And here the killer also has the option to slug, to avoid the race
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@OldHunterLight said:
So killer with high mmr is just sweat against 4 meta perks.
If you lower it you just play against newer players and ruin their experience.
Also really high chance of playing against a cheater, I just did and will probably upload the clip if I feel like it, but basically all died in about 3 seconds of the match, making 2 pcs crash in the process.
Survivor, if you win, you will encounter also the same things, 4 meta perks with really strong addons.
If you lower your MMR you will only be facecamped.
Also you will most likely ruin the other side's fun.
What is your opinion on this? I do want this to be removed but we know bhvr doesn't really care but this is the current experience in my servers.
There is a thing between high and low MMR, not only "meta <-> noobs"
cheating is not a really high chance, this is a pretty subjective call and cheaters are banned, not just by BHVR also by steam, and this has nothing to do with MMR
facecamping has nothing to do with MMR either
My only concern is the quad MMR adjust on killer side. Does anyone know if there is a mid vlaue calculated? or is killer really adjusted 4 times? because I got the feeling that a single 4k or 4escape lets you jump in MMR waaaay too much. I barely have matches that seem fine regarding skill, like 2-3k. Most of my games are 4k or 0-1
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@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/2718364#Comment_2718364
I get why they added the EGC, you just don't seem to get what I'm commenting on.
Opening the gate has downsides to it, but they can be completely circumvented by 99'ing a gate instead of fully opening it.
As far as I know the reason why it now takes 2.5 seconds to open a closed hatch is because otherwise it felt bad chasing a survivor towards the hatch knowing you are absolutely powerless to stop them from opening and escaping. I think it's a similar situation here, if the gate is fully opened everything would be alright to me, but when you chase a survivor towards a CLOSED exit and they can just open it in 1 frame and escape anyway, that creates a weird dynamic again.
Again, I'm fully aware that the EGC was not implemented to favor one side over the other nor to change the late game. I am just saying how I feel like the EGC and the late game dynamic should work.
If needed, like for Bloodwarden, you can, as already said, also open the gate as killer. The 2.5 seconds is a key-only thing. Chasing a survivor towards the open hatch that has not been kicked yet is still a thing, because it is a race as soon as the second last survivor dies. Which is a fair 50:50 thing who finds it first.
The "weird dynamic" can easily be countered by the killer. And just to make sure, you are not expecting that, like with keys, the 20 second opening interaction is reset to 0 after aborting it, right? Because THAT would be a really weird dynamic. Btw key progress isn't reset either. If you see a survivor too late and hit him after 2 seconds of key usage on the hatch, he will get out after the hit, unless you have an insta down
Another edit: survivors initially need to open the gate for 20 seconds no matter what. Which is time enough that you can have as killer to interrupt them, isn't it? Or you have multiple survivors left so you are in chase while the other one opens the gate. And if that many survivors are left after 5 gens, I think the whole setup seems still pretty fair. If they have the resources to prepare the gates, I don't know what feels strange about the EGC delay
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2718345#Comment_2718345
At Iri you need 16 points to double pip
If you die you can only get a maximum of 14
you need 15. only killer needs 16. and you can pip but die. you know if you can pip with 2 survivors escape?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2714024#Comment_2714024
I mean, I don't know many people who go out of their way to get killed every single game they play
yes, but the survivors part is "survive" and to do so they need to do gens, chases and unhooks. this gives them the main part of the emblems, surviving a game is in most cases just adding a single emblem point (from silver to gold), unless you somehow manage to not even get downed, then you get 2 more points compared to getting killed (it is really hard to get a bronze emblem here).
for killers it is way more difficult, if a survivor escapes, you havent hit them enough, you are missing hooks and you dont get the sacrifice emblem. an escaped survivor affects ALL 3 emblems beneath the gen protect emblem directly. they even counter themselves somehow by requiring heals to give you enough chances to hit the survivors, while the other emblem gives - if you allow heals.
This is what the OP was about. You can have a GREAT game as killer but when 2 survivors escape you will struggle to get a pip. Survivors can die and still double pip, because they are just missing 2 points in one single emblem for dying, the other 3 can be iridiscent (ok, not in red ranks as you may only miss one point for a red rank double pip)
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@iOverSpray said:
https://forum.deadbydaylight.com/en/discussion/comment/2712607#Comment_2712607
You're not understanding and you're seeming to be just arguing for the sake of an argument. I am simply stating that as a high mmr killer, the game was more enjoyable in those days. Survivors were still good, they just hid. Instead of survivors chasing killers, killers actually chased survivors.
I was arguing against your "2 window shack" that's all. A 2 window shack would be horrible, no matter with what background.
The thing you bring up now is way better as argument for the old days. I agree that survivors fooling the killer has become a playstyle that is rather annoying than anything else
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/301629/if-grades-are
when your role is named "the killer" I think its pretty reasonable for the devs to think you're gonna do your part
could say the same about a "survivor" right?
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@BenZ0 said:
I dont get it anyway why ppl try to be nice as killer
Because we play this game together.
To OP: did they tbag at the gate? Waiting at the gate and getting punched out is normally done to give the killer some free extra BP for the hits. I do this often when the killer had obviously a bad match, but also only when the killer is close. I don't camp the gate and waste time when the killer is far away. That normally means that the killer is not up to free BP and just wants you to leave
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There are situations where I leave, like when others leave and make the unhook harder, NOED up on a killer that arguably played toxic or vs killers that are simply designed to profit from facecamp like trickster or Bubba. Or when it is obvious that everyone dies to the entity, like gates opened too soon or when hooked too far from gates.
But in most cases it is pretty easy with a semi competent team to do a successful unhook
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@iOverSpray said:
https://forum.deadbydaylight.com/en/discussion/comment/2710958#Comment_2710958
You're joking right? When there were 2 shack windows, looping was alot less common. Meta was alot less common and swf were alot less common. I'd much rather have scared survivors from back then this mess killers are facing right now.
The game evolves and so do the players. Thinking about a 2 window shack would just make the game unplayable. You want to play against a bunch of noobs while yourself also being unable to understand the base mechanics, so that old shack becomes 'playable' for both sides? That's a really strange request bro...
I played my first match DBD mobile on Lerys and I couldnt handle the controls, so I got stuck at every other door. But that was fine fir the moment as the killer had the same problems, whiffing 3 times before landing a hit, while I basically didn't loop but just tried to not run into walls. Sorry but that's not what I would wish for...
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2710958#Comment_2710958
The playerbase has been in a continuous decline in the last 6 months.
But according to you, that's something good?
No, that's totally NOT what I said...
I said the game player base is STILL fine and FAR from dying. There have been major drops in the past which have not been a problem at all. Boons and MMR seem to be a problem? Give them time to react on community feedback and the numbers will rise again. And I bet that DBD is not dead on Christmas 2022
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2710958#Comment_2710958
Sure. Though, in the last 30 days there's been:
- A new killer and survivor
- A month-long bonus points event
- A multi-week, unique in-game event
- Free, earnable cosmetics
- Giving the game away for free on Epic Game Store
All that and growth is STILL down? Any other content release or seasonal event sees considerable player growth. Those numbers are a lot worse when you consider just how many things there are going on to get players playing.
So you consider this game dead? Yeah sure, there are some events that should raise the player numbers. Still that one line I wrote "we are still at a level 10% ABOVE May 2021 where DBD cracked the 40k mark for the first time"
I think the boons and the MMR did their part, but there needs to happen A LOT more to kill DBD. What is happening right now will be reviewed and they will do the needed changes, most likely regarding community feedback, and then the numbers will rise again. DBD has been death sentenced so many times by so many people, still it is the only game surviving, while having other competing games just instantly dying after the first hype.
A bit constructive feedback would help the game more than all these "YOU BROKE IT! IM DONE! BYE"
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@iOverSpray said:
Two shack windows for killer was not as horrendous as playing today is.
lol? Do the 2 window shack again and watch how every survivor will run there with Overcome so you will never be able to catch a survivor again
And to OP:
DBD is pretty fine, although there was a drop, we are still at a level 10% ABOVE May 2021 where DBD cracked the 40k mark for the first time. If you blend out the July hype the last year has been pretty stable and growing
And Im pretty sure you all refer to the "SWF time queue" which grows at like 5pm as people are finishing their work and play together. This has been a thing like 3 years now
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Basically it makes sense on several cosmetics like Minotaur or Legion Bunnies (ever put on Clowns elephant head without the body? looks pretty dumb) or where it is too difficult to design them in a way to match with every other piece of cosmetic without gaps, glitches etc.
But there are some cosmetics already where I totally don't understand why it was necessary to link them
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For a week maybe, if designed in such a way. Or longer for new players. But you can't create more horror if you are already used to it that long
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I'm also against flashlight validation. tbh, even if dead hard validation and pallet validation and grab validation might make the game more fair, it causes frustration for me for the reeeeally weird screams that are no hits etc, the client side animation / SFX being reverted just makes the game look silly
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2700548#Comment_2700548
That's easy: when survivor spawn on different gen, you are going to have a survivor, or two that spawn next to an open gen, which kinda negates corrupt, because this reduces time you gain from that one time effect.
Yeah, even easier: if that is the case, you run corrupt and split offering, then you need not much time to find one of these survivors on open gens, as you know they're close and you don't have to check 7 gens, while the others still need to find one. With corrupt only, most likely ALL survivors spawn near blocked gens, often causing stealth plays, wasting corrupt value.
You can always put it into both directions
Btw if just one or 2 survivors spawn on open gens instead of 4, it does not negate Corrupt. Negate means 0 value
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@Aven_Fallen said:
The Oak-Offerings are some of the most useless Offerings, at least for Survivors. Because they are designed with the fact in mind that 4 Survivors can potentially burn them. So one of them is super-weak and does almost nothing.
In general, on most maps there are so many Hooks, you will barely see a difference.
Have you seen my post on how they work now? They got a rework several patches ago. They used to reduce the hook count by 1 or 2, now only burning one is actually better than burnging 4
Besides that: yes, only bringing 1-4 of these offerings will do nothing. The killer will still reach hooks. You need to bring perks and items to make use of that offering
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2700191#Comment_2700191
Losing 3 gens after first chase, where you couldn't do anything about it is not a good feeling.
If everyone spawned same on other side of the map, you can guess quite well where to go. Problem is with big maps, where survivors with toolboxes would be able to finish that gen, before you can even get there, but they already can do it.
Corrupt would help a lot against that, Lethal Pursuer too. With ruin? if you secure that gen, all time of 4 survivors was wasted.
I think it would be way better system, but they just like that RNG system too much...
If corrupt helps with that, why shouldn't it help against 4 survivors spawning splitted?
I think we should not get perks into this discussion, as they are explicitly designed to deal with these situations. If there is a problem, we need to look at the vanilla setting. I also think it is bad if survivors ALWAYS spawned at the same situation. Because this "if you find them, great value" thing is still an IF which means like 50% of your games start with a 4 gen setup.
Regarding the loss of 2-3 gens with splitted survivors is also arguable, because with 4 different locations it is most likely to chase the first survivor into the second, working on a gen, pretty quickly. So you got 2 survivors in chase. Especially on killers that can spread damage quickly this is also in favor of the killer if it happens.
I think there are offerings to force spawning, to bring some variety which is good in my opinion, so there should not be a default way to always start the same game (kinda). I think they should just rework spawn locations, so that a bunch of survivors is not always starting directly at a gen. Corrupt already shows how much kickstart the killer can get when survivors are forced to run around the map for 20 seconds to find a free gen. If default is 1 second, then there is the problem, not in the spawn team size, as there are arguments on both scenarios if it is good or bad.
But I also know that spawning logic isn't the easiest to do. As we can already see with "starting next to ruin". If gens decrease possible survivor spawns as well, there is not much space left
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@Advorsus said:
I actually faced a full team of 3 purple oaks, and the new map offering, all running sabo, breakout, boil over, and unbreakable.
Here's how the match went. Chase and down the first person, leave them slugged because there's almost no hooks on the map. Chase after another one, down them, somebody saves the first one, down them again. Leave them slugged to go down the person that just got picked up. And it was about 30 minutes of this until I got through all 4 unbreakable and had everyone slugged. All in all, extremely boring match. Not worth doing.
Because if I know there's absolutely no chance I'll ever get someone to a hook, I'm not gonna pick them up, that's dumb.
All this does is force me to slug everyone and sit there just waiting in a match for everyone to die. It's boring for the killer, it's boring for the survivors, it's just boring.
This must be wrong. The offering does not cause "almost no hooks on the map". See my post above
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The way it works is as follows:
You have several hook spawns on every tile. Each map has a min and max count for hooks, and a min distance between hooks. When the map is generated, randomly a hook is chosen to be spawned. That hook now has a min distance to other hooks, clearing out all spawn points that are too close to this one. Then the next hook is spawned and so on.
The offering now will increase the minimum distance, once a hook has been placed, so on some hook spawns a single offering might have no effect, as the other soawns in range would have been sorted out anyway or further spawns are not in range yet, for example. But of course if another possible spawn is rejected, it could have a bigger impact on hook placement.
However, as there is a minimum hook count per map, it could happen that the offering breaks too many hook spawns to allow regular placement of the minimum count. In that case, the missing hooks will be randomly spawned across all left (and normally invalid) spawn locations without any further restrictions, until the minimum hook count is reached.
With that in mind, it would be a bad idea to bring 4 oak offerings, as it could break everything. Like when the offerings blocked too much, so that 4 hooks are missing and randomly placed across the whole map, they could fill up all the dead zones that you tried to create with the offering. Meaning, in the end it is again completely random how the hook distribution might look like.
Best way to test is, bring 0-2 offerings for multiple games with your mates and bring the Sabo perk to get an impression on how the distance changes. Again, keep in mind that this offering does not change the absolute distance between hooks, all hooks you see are at a fix point. The hooks don't move away like 2m from their original position or something. The hooks will always spawn on these points, it is just changing if this hook was allowed to spawn there or not. And if you see 2 hooks close to each other even if you brought an offering, one of them is a randomly placed hook that was necessary to reach the minimum count
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2688858#Comment_2688858
Argument? Every comment from you is some variation of 'NUH UH'.
There is nothing to argue. You added nothing to the discussion.
So you missed all the mentions about killer responses that had fun?
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@Wiitab360 said:
If something is only fun for one side, I don't think it should be considered "good".
it is not "not fun" for one side only, it is "not fun" for specific people. there are several killers already stating they have fun
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I'm wondering what your response to an instadown snowman event would be... just curious
And to the First sentence, AGAIN: I have fun on both sides and heard other killers having fun as well. It is you that has no fun, and "your type" if I may copy your words
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2688807#Comment_2688807
Of course you don't. You don't care about anything involving the game it seems, except whining when someone DOES care. Funny trend you have there.
This one and the one on page 1 "they ALWAYS do. Always"
You pretty much describe yourself with these two posts, don't you? 🙄
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2688801#Comment_2688801
"There are also survivor mains tryharding their side and only caring for winning as well, they would take your part in complaining about the event in this case."
Would they? It seems to me like those Survivors would actively take advantage of the protection offered by the snowman in the middle of a chase.
The OP was talking about a killer sided event, which I was referring to if that would happen
