Deadeye
Deadeye
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2108379#Comment_2108379
Then dont instantly heal and play more tacticfull.
Who is talking about instantly healing? So by any argumentation so far, running around the map for a minute before doing anything and then running into the killer because I wasnt sure if I can heal or not, then I get tunneled because I had no time to heal? I think some of you try to make this more simple than it is
healing takes 16 seconds which is enough time for the killer to find you again. do you guys really expect to make sure the killer is 60m away before you start healing, to be sure you dont get interrupted? if the first guy dies on third hook of the match, then he most likely got tunneled, no matter what happened between the hooks. there are just very rare scenarios where you can say that it was just unlucky to find the same survivor again and again
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2108379#Comment_2108379
Why are you healing so close to the hook and then complaining about not having DS?
If you get healed by a "We'll make it" under the hook and the killer is close enough to interrupt and kill you, ignoring the unhooker, you wouldn't consider it tunneling as you got touched?
Besides that, how did you get to the "close to the hook"? I was talking about being chased near a gen
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2108383#Comment_2108383
They want people to have the choice of using perks to mitigate it if it bothers them, which means they are balanced around that.
Also, I didn't necessarily say escape rates would double I said that was basically an exaggeration just to make it clear that if you make a large scale nerf to killer essentially, you have to give as well. Most people ignore that part and just say "Remove everything I don't like" and it doesn't work that way.
If you just don't want to discuss or listen though, then fine, I am okay with just calling it here then.
https://forum.deadbydaylight.com/en/discussion/comment/2108379#Comment_2108379
also; you literally just described something that is not tunneling.
well, I guess we need to call oxford then on the definition of tunneling. turning your back on a survivor for a second doesnt cancel the tunneling attempt in my opinion. this is just a "wait a second, I'll come for you in a moment" for me
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@TheClownIsKing said:
So with the current live version of OoO, running Sole Survivor with OoO makes OoO stronger and stronger as tokens are gained. It sucks if teammates die, but the current live version of OoO + Sole Survivor significantly increased your odds of survival as the last survivor alive.
Oddly, for some strange reason the devs have yet to reveal, new OoO will get progressively weaker when run with Sole Survivor as tokens are gained, simply because of the new way new OoO works by only revealing the killers aura IF yours is shown.
This also means Distortion tokens would be used up very quickly with no reward in return, and OoO will be 100% entirely useless during Off The Records activation window.
actually new OoO is better combined with Distortion as you have 90 seconds hidden time as the obsession while you get aura updates on the killer for 3 times. Currently when combining them, you basically have to run around the map with your head in the ground to make sure your stacks are not gone in 30 seconds.
But I actually think that sole survivor should get a change now too, as I think noone ever ran it without OoO. It should get a totally different usage now
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@[Deleted User] said:
If you can heal, you are not being tunneled. That's honestly pretty straight forward.
What you are asking/talking about isn't just a buff to DS so much as you want tunnelling itself to be nerfed, in which case I get it I understand it can be frustrating and almost all of us want that to not be a thing.
However two things you need to understand are that A- The developers think it's fine, even if you don't like it, they do. Also B- That the game because of that, is literally balanced around those facts.
So say they made DS just, always work every time you are tunneled with no downside, even reuse it if they keep trying to tunnel you more.....okay well suddenly to balance that killers only need to hook you twice to kill you or something because survivors escape rate like doubles.
(an extreme exaggeration but it's to make my point as clear as possible)
Yeah, I know devs said that. My thought is, they say it because they have no idea to address it properly. They brought in DS and BT and -% on emblems for camping, so they kinda admitted that it is not the best playstyle, and they agreed on stream that it is ######### for that one guy. But basically I asked for your opinion, not for the devs opinion.
I don't think escape rates would double. But this is a long discussion that will definitely lead to biased argumentation, so I'm not even starting it
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@MrDardon said:
If you have time to heal, you are NOT being tunneled.
Should I say anything else? Or is it clear enough?
If you have time to touch yourself for a second to deactivate DS and then the killer returns after hitting that guy away from the gen, then yeah, I would call it tunneling
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@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2108266#Comment_2108266
https://forum.deadbydaylight.com/en/discussion/comment/2108266#Comment_2108266
I would blame your issues on wraiths weakness, lack of access to good perks and bad map design.
Rank doesn't always signify skill, which is why we should keep and tweak the system. And mist importantly make killer more accessible and appealing. If we had enough killers to match with the seemingly 85-15 split. We'd all be better off but most just play surv with friends and that's the harshness of asymmetrical games as a whole
Im sorry to hear about the rough games and mmr unfortunately seemed to no good for most players. It punishes fun most of all
"I would blame your issues on wraiths weakness, lack of access to good perks and bad map design."
XD like "I blame everything, dont mind, but dont mention my matchmaking". Sorry, had to say that.
@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2108287#Comment_2108287
Make killer more appealing and accessable. Its unappealing to the average survivor main or those who just casually play with friends.
Give shards for killer ranks? Idk. I remember getting shards per match back in the day
I dont think this is the solution. People are "survivor mains" by mentality. It is simply a different game if you switch roles. If you dont like killer, you dont like killer. This could just slightly shift the distribution for people that play both roles anyway.
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I disagree on multiple points.
First, I don't think SWF is such a big problem, often it is more confusing than helping. Just the fact that sometimes people expect information which might not come because someone forgot to give info grants free hits for example "I thought he was on you!" "yeah, a minute ago". And you will never be able to give as precise location info as Bond can give you. Try to explain someone where you saw the totem on Shelter woods... "near a tree and a rock" - wow. People blame SWF way too often, playing good or "gen rush" mostly comes inline with "you are SWF". heard that more than once. So the conclusion that SWF leads to less killer motivation is the players's personal problem, not the game. This is just an attitude thing.
Second, I think matchmaking is totally bad. There is one issue you cannot solve. And that is player distribution. If there are not enough or too many killers, you will have queue times on one or the other side. But Ranking? Come on, the emblems are totally not fine. If the killer is that bad that he can only manage to get 2-3 hooks, noone will get Altruism progress as there are no objectives to get them. And that should mean, the gap between killer and survivor was too big. But if such a mashup allows survivors to depip, caused by the bad performance of the killer, you can assume that the emblems do NOT what they are supposed to do. Also a rough guess is that half of the survivor player base is red rank. At least when I see what type of small streamers and their playstyle actually plays at red rank. I wouldn't even consider myself as a true redrank if I compare myself to some streamers and what is possible, also if I redesigned emblems, I would not be a red rank.
Also I don't know how crossplay is related to match making. If console survivors beat you as there is no difference to PC survivors, wouldnt console killers be living in hell since release? What does this crossplay add to the discussion?
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Just because Demos "best" addon got a nerf doesn't mean Demo got nerfed. His portals are actually useful now, with 10 second cooldown and increased traveling speed,I really love this change. And to be honest, I don't need rat liver if I can combo double shred cooldown buff with STBFL, still uncommon addons being his best
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2108001#Comment_2108001
Sure if you want to ignore the constant complaints about survivor queue times you do that.
I commented that. There are many people experiencing the same thing. Queue times for killer are bad in the morning, fine in the evening, vice versa for survivor...
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2108001#Comment_2108001
You know the devs admitted there was a lack of killers in a live stream right?
how did they comment that? killers leaving the game? pure imbalance of player distribution? like players are by mind survivor main and not by "I freakin quit killer"? I'm talking about the statement that people quit playing killer
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2104624#Comment_2104624
If you play with low level teammates then you should take that risk because if a low level killer finds a red rank survivor first and isn't experienced enough to break chase etc then they're going to get run for multiple gens and either dc or just give up.
I also get the info from the facts. I have been playing both sides for 4 years and the survivor queue times are the worst they have been because there aren't enough killers playing the game. This is widely known in the community and has been talked about numerous times.
from the facts? which facts? your experience?
some of my exerience (which is ALSO a widely known thing that I haevnt heard only once on the forums): when playing morning til evening, my survivor queues are almost instant and the last 7 days DBD barely dropped below 25k concurrent players. doesn't look like there is a problem in killer participation in that timeframe. so for me it looks like when working time is over, more people start playing and that probably raises SWF plays, pulling some killers into survivor role, which also explains the shift in queue times
I think your "there arent enough killer players" argument is not really well founded. at least I dont see any facts for that. if the community feedback is your only fact, then the "switching queue time" fact I also get from the forum kinda equalizes that
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2099979#Comment_2099979
A less experienced yellow rank killer should not be going against red ranks. It's because of this that a lot of new players simply abandon trying to play killer because they don't get put against people on their level and aren't able to learn as well as they could if they were able to be challenged without getting dominated.
The killer should be at least near to the highest level member otherwise it's going to just be a frustrating experience and they'll likely just move over to survivor like so many others have done.
I would totally support that opinion, but again have to say that it is almost irrelevant if you are a red rank or yellow rank. not completely, as ranks at least show how long you played this month. but that's it. so even if match making would be working, it would still mix up players of different skills, as the emblems are not working either.
btw where do you get the info that "a lot of players simply abandon to try to play killer"? the queue times behave like always for me. I hope you don't say that generalizing assumption because you abandoned to try to play killer, or do you have any numbers, more than probably 2 people you know personally?
btw near to the highest survivor level. that is also frustrating for the low rank mates you have in your swf group. especially when the killer is kinda forced to go for the weaker ones as the stronger ones cost the killer too much time. this is simply not really balanceable. ideally you would need matchmaking that only groups players with +- 2 ranks. you will never be able to balance it well, one side will always have the possibility for a hard time
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@Kirkylad said:
Could be random trash matchmaking. But likely a SWF with a rank 14 in their team to get lower rank killers. SWFs do that a lot for easier matches.
this is not really working, we get more like red rank killers for rainbow teams. Btw I don't do this to get easier killers, but because I have lower ranks in my friends list.
In general, neither matchmaking is working nor ranks reflect skill. this basically means that you could get EVERY player as opponent that is out there. red ranks who don't know the game, god players that prefer to f* around rather than doing gens, really good players doing their best to win and new players not knowing that you can't hide in lockers vs Legion.
MM and ranking are in my opinion the biggest problem of DBD. (On second I see toxicity, purposely ruining game fun for other people, on both sides.) But if ranking and matchmaking is not working and basically throwing every player against every player, then you can give a sh** about stats of these types of matches, they don't have any value.
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from pure survivor influence, it should definitely be possible to depip. be more precise: you shouldnt be able to depip if the killer doesnt manage to hook or injure anyone. but there is no such relation between killer performance and survivor performance. should be something like "if you did 0/1 unhooks" and "1/3 unhooks" to count how much altruism was possible in the match. but stuff like that would need a complete emblem rework
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2074561#Comment_2074561
Your head may move somewhat, but your eyes track your target, and for the most part you don't need to think about moving your eyes as much as you need to think about moving your mouse/joystick to correct a camera.
so how would you make aiming "realistic" in a video game without having a cyber suit?
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main issue is, that, depending on the survivor abilities, it is very weak against comms. unless your idea is more like a "boom I'm evil now" feature. but you can guess that for such a "there I am" feature, like wraith or twins, you will get a like 3 second delay before you can actually act, to allow survivors at least a bit of distance.
and as said above, you will need something for the survivor, because you can't just stop them from playing the game. like working against the posession and kick the killer out of control by hitting skillchecks or whatever. something like that will be addedd by behaviour. create something around these "basic" killer designs to keep gameplay smooth
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And just another one about your camera movement complains. It is not the whole body that bumps around (at least it seems that is what you expect to happen ingame) and also the recoil is not applied to your head only (=moving the camera). BUT when you throw a bunch of knives, your head pretty much will move somehow. Not as direct feedback from the knive, but as a result from the throwing movement. Or do you look like that when you throw a lot of knives
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2073906#Comment_2073906
Yet as I've mentioned in a previous response, the devs seem fine with keeping the physics behind the projectiles themselves (the arc) somewhat realistic, so why can't they at least do this much for the physics behind rapid throwing?
There is no physics section about rapid knive throwing in my school book. This is more like physical education. Sounds equal, but is something totally different.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2073940#Comment_2073940
No the Reaction is simple, the weight of the object adds to the force you apply to the throw in the direction you are throwing it, which continues after the object has left your hand until met with an equal amount of resistance. This does not translate to the object applying an opposing force to the throw, just that whatever kinetic force you put into it continues in the direction you hurled it. I was stating that they took the saying too literally, just like you did with this comment, so my advice to you is to prove this theory wrong: go out, grab a hammer, and perform an overhand throw as hard as you can on open ground, and tell me how much your body was tossed "backwards and up" from the attempt.... go on, I can wait.
you put muscle power into the hammer throw to stay stable. if you won't, you would take a step back. do you really argue about this? you mix up first and third law here...
experiment for you to check the counter reaction: sit on a swing with that hammer and toss it forwards. the swing will go backwards.
And what "saying" do you mean? In your first post you were talking about Newton's laws
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the argumentation is kinda flawed. if the law says everything, then it means everything. you could also say the "as that's what happens when you Catch an object" part about a gun shot. action and counter reaction when shooting, action and counter reaction on landing. when you accelerate the knife, you get the "feedback" or counter reaction back into your hand. try throwing a knive over 10+ meters but instead of holding the handle you hold the edge with the tip against your finger, and then tell me again about "no reaction".
basically it is just kinda stupid to call it recoil. just think about it as worse aim when trying to throw faster. you can take your time to aim or you can just spray and pray. when throwing 3 knives per second I'm pretty sure 99% of all people will have a worse aim compared to one throw per 3 seconds.
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@Crowman said:
I don't think you can right now. His knives don't count for Chaser emblem.
new killer powers never contribute to that emblem I guess...
and yeah, you do it right. just continue depipping until you get W gamers
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@undoredo said:
https://forum.deadbydaylight.com/en/discussion/comment/2041226#Comment_2041226
Like BNP? So like 1 token all game for a huge boost?
I don't really get what you wanna tell me with that comment
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2047727#Comment_2047727
Yes they are, if you think about it a Trickster who wants YOU and ONLY YOU downed he most likely will get it, same with Old Legion.
this is the case for every killer right? if not, the game would be broken.
if you add "it takes ages until you get the 'secure' down" then you might compare them. if you think the trickster will get you in no time, you could rather compare him to nurse or PH?
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@Brokenbones said:
Not healing is one of the strongest things survivors can do against most killers
That's BS and a REALLY bad tip for new survivors. No heal meta has gone when they changed Legions power and added a corrupted fountain to Plague by default. And to every other killer you simply grant midgame NOED if you don't heal, which is just stupid. The time you spend healing can easily be wasted on the killer clock again by just holding W into the next corner of the map. No healing can be done by pro survivors that can chain tiles in chases and are aware of killer position all the time to not get caught offguard.
For explanation to any who doesn't know: old Legion was at slow killer movement speed (110% like Huntress or Hag) and was able to down survivors with multiple Frenzy hits. Each hit reduced the bleed out timer for a bit, so hitting a survivor 4 times with your power downed them. The problem: old Legion was pretty much unable to down survivors without the power. Think of it like a Huntress without hatchets, or a hag without traps. If you just have your 110% movement speed, you can loop every mid size pallet 5 times before dropping it. And hitting in Frenzy didn't make a difference if the survivor was injured or not, the result on both was "injured with a full bleed out bar". Therefore it made no sense to heal, as the Frenzy hits were hard to avoid anyway. Just make sure to not give the Legion free downs by running into them and you're good. Almost every pallet and window forced them to make use of Frenzy.
And this killer was actually the reason why no-heal-meta was invented. People tried to reinvent it on Plague as well to deny her strong power, but even then it was questionable. You are loud af when sick, like double Stridor, so pretty easy to track. No Iron Will, no locker hiding as the lockers start smoking when a sick survivor is inside, scratch marks and blood stains not needed as you only need audio. and again giving insta downs to the plague, who is a 115% killer and can deal with loops way better than slow killers. And with the new default corrupted pool and the possibility of 2 extra corrupted by addons, it is a bad idea now to not cleanse at all.
To sum up, there are situations where it makes sense to not heal. Like against Legion if you plan to coop on a gen. You get injured anyway by the power super quickly, so just heal one survivor that can take the first hit, to not grant insta downs, if the killer decides to not go into Frenzy. Or if there is a gen at 80% or more near and you know the killer is busy. Finish the gen first, especially if you know something like Ruin or Pop is in play. But not healing at all as base strategy is pretty much history
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and just to sum up: the negative feedback on Selfcare in general is based on the way people use it. you can always play bad, that is not related to the perk. if people die on hook while you selfcare, you play it wrong, but that is not SC's fault. you can do the same mistake with a medkit or with Inner Strength. Same to the "Bond healing" that was mentioned. Bond is strong, but some also use it to wipe off the killer on other survivors. That is not the perk's fault
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if there is already a mate being able to heal you, it would be better to let him. in efficiency, there is no problem at all, if two survivors heal for 16 seconds or one heals for 32 seconds is the same amount of gen time lost. if you plan to work on the same gen, it is even more efficient to selfcare, because the other guy doesn't get slowdown for coop gen work for that time.
the problem is, if you heal double the time, you give the killer a chance to find you again before you finish, making all the healing time wasted
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well, blessed be the people that don't listen to streamers or whoever about unconfirmed release dates. 1-3 weeks after PTB already happened for other chapters, always depending on how much work it is to fix everything and add changes based on PTB feedback.
and below 1 week is pretty much impossible, but a chapter breaking out into the 4 week delay may happen, although I think it would be rare
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@Masterninja said:
I don't think that's a good change. Still depends a lot on luck which is awful for a perk.
In a discussion I posted this:
Now you have at the beggining, -10% progression penalty when hitting a skillcheck. For every skillcheck you gain a token that grants +20% bonus progression. You can only have 3 tokens now.
This way you are able to get almost the same benefit (30%), but with -2 skillchecks.
almost the same benefit? there is quite a difference between 30% autofilled progress and 50%
with second, you are pretty much done ocne you get the skillcheck at 5 stacks, with 30% you get a boost but have enough time and probably need the second skillcheck. and still the problem that you might not get a single skillcheck. I think it should probably get a whole new mechanic like BNPs
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/comment/2025314#Comment_2025314
But remember, spirit fury and enduring makes the perk slightly weaker, however it is a straight nerf to obviously spirit fury and enduring which is the killers strongest "Anti-loop" perks.
Slightly weaker is not bad at all, it still turns a secured hit into an escape.
But I think the perk is fine anyway. Other exhaustion perks are way easier to trigger than this one. For pallet stuns you always risk either wasting a pallet too early or getting hit through the pallet anyway. And when talking about a perk combo counter, you should also talk about killers that completely (or mostly, if mastered) ignore pallets like Huntress, Slinger or Nurse.
Also don't forget that on many pallets it is better to stay if the killer really kicks them, instead of running. If you get the stun, you are forced to run. And the OP lists the "most potential" possible. How often do you get into that situation compared to how often can you make save use of Lithe? For me this is still a weak exhaustion perk, I won't run it unless I see OP play on stream or against me, then try to copy.
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Regarding what you get most of the time from post game chat, I would say I hate ingame voice chat. I can imagine how it could help the game, but I can also imagine how it could kill the game for me.
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any own opinion? whats the problem?
I wouldnt compare it to Legion, I more got the feeling that the ranged attack has potential to just be wasted time if you don't aim well.
And as always, we started day 2, so no clue at all of what the main usage and standard counterplay will be, rather than similar to huntress
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1851375#Comment_1851375
Some Survivors rarely or never play Killer, so they're never going to be the best they could be if they've never experienced the other side, or, at least the other side for the Killers they're weak against.
With Legion, his playstyle is very different from all other killers, so it can be confusing to play against as a Survivor if you've never faced or played him before. Survivors get used to the whole idea of "okay, the Killer sees me, time to loop them...oh they hit me, damn, keep running!" which applies to pretty much all Killers, but instead, Legion runs away - what??? AND I have to mend?? Same goes for trying to loop him - "ha! I dropped that pallet!" *Legions vaults over it* "Oh shi-." And of course the situation you described, Survivors hiding and not knowing Legion has Killer Instinct telling them where they are. "Okay he's running near here...no way he knows where I am though! Wait he's coming RIGHT AT ME. #########!"
Love me some Legion 😂
Well, at least I know some streamers that are 100% survivor main but know about the killer powers and addons. And ofc being really good survivors. They can't name every killer addon or are not sure how they work, but know it exists and how to adapt.
But that's what I mean, red ranks should know about the killer powers, otherwise they run into those killers will lose as they make it easy for the killer by not knowing how to play against them. But the matchmaking/ranking isn't good enough to catch that lack of knowledge, so you will always have a chance to face those survivors that don't know how to play against legion or a scratched mirror
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"In my eyes killers who complain about DH are the equivalent of a salty face camper that loses every game"
OhTofu complains about "E to outplay". And I bet there are more competent killers that complain about it. Not intending to block the discussion, just as a hint to not generalize like that.
Btw, calling everyone a "salty face camper that loses every game" that disagrees with you in your introduction is not the best way to start a discussion
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1960172#Comment_1960172
You do have a point
@tt_ivi_99 said:
NOED has been complained for years now and nothing significant has been changed about it. Dont worry, DH will stay as it is right now.
Just to call to mind: NOED was reworked like 3 times or something like that, being cummulative nerfs. The initial version was just permanent instadown after the last gen, as there were no totems in the game yet. No counterplay
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@Aven_Fallen said:
Of course. DS gets nerfed, now they go for the next Perk. When DS got nerfed and got the Unhook-requirement, the Forums were flooded with Threads to nerf Adrenaline for weeks. This will happen with Dead Hard now.
Once you give Killers a hand they grab the whole arm, more and more, never satisfied.
Are you sure about that? I think Adrenaline never got touched and complaints about Adrenaline are older than DS. And the first DS "nerf" was actually a buff.
The major thing is, Dead Hard is 100% timing reliant (if not used just for distance) which is simply not working with dedicated servers. I don't think they will buff or nerf it, they will simply rework it from scratch to create something that is actually working with servers. Like a "press E to eat purple pills" efffect. Which would be way stronger than current version. But let's just see what happens
And to OP, not sure what you mean with chain reaction. Sounds a bit too much. They are constantly working on perks, addressing the most flamed topics and rework continuously what is complained about. Not only perks, also killers (debatable if they fix things or make it worse). This is not a "downhill-chain-reaction" this is simply evolvement, or not?
@Leachy_Jr said:
If DH gets nerfed it'll be because of content creators and not the forums. Many good content creators (like zubat and scorpionz) and lots of comp players (like xeno and card) very much dislike dead hard.
disagreed. there are a lot of good ideas that several content creators presented which are not taken into account. they address what most people talk about imo, and that is better represented by the forum rather than 50 fog whisperers that play the game like 4-8 hours per day. If they listened to fog whisperers in the first place, the ruin change would never have happened
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I was about to say Otz and then read your first post XD
Not sure how to think about respect to a killer concept...
But I guess I would say nurse as she is tough to learn and good nurses got through the pain successfully. So whenever I face a good nurse I have respect for the endurance to get to that point and for weak nurses that they expose themselves to the pain :)
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@[Deleted User] said:
I am unsure of the second idea for more reasons than I care to list right now; but that first idea is absolutely what this game needs and has needed for a while.
I literally do not play solo queue ever. It feels impossible and it's too frustrating.
I either play with friends, or I play with killer. Full stop.
This would change that.
"that would be like admitting they were wrong and the community was right"
you mean like they will never think about adding colorblind mode?
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@Peanits said:
The update will be around 11 a.m. EST, give or take a few minutes depending on your platform.
Full details here: https://forum.deadbydaylight.com/en/discussion/224881
thanks
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normally around 11 AM EST/ET
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We need to keep complaining about it after it went live. If not, they will think we adapted and it is fine (which could actually happen, but my guess is it won't happen). I'm definitely gonna bring this up every x weeks and also start polls if it got better or still feels bad
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added the screenshot
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This requires a skeleton key (ultra rare) to have this range for 15 seconds, as it has double the consumption. and you spend a perk to increase usage of an item. I think it is definitely strong, but not as OP as OoO
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there is no difference. both is most effective, both is no fun for the other side, both get yelled out waaaay to early without it even being tunneling/gen rushing
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1890053#Comment_1890053
Maybe it should only effect the totem itself then or the survivor is not affected by any Hexes while the sticks are burning. I don’t know how to handle gen s in ruins case though, maybe:
any gen that would Regress but was last touched by the survivor doesn’t Regress while the survivor is in the area of effect of the smudge sticks.
i guess it would also be a question on how it’s implemented in code..
you could probably say that survivors or objects within stick range are not affected. but that sounds like a lot of work. like pallets near a stick won't get blocked by the Bight perk, gens not by ruin and survivors not by lullaby etc
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In the stream they said they basically wanted some new info and felt like the old HUD didn't offer the space for it. The new info is fine and very welcome, although I think the hook count for killer is redundant and the hook count as survivors see it would be better. But the rearrangement is imo totally unnecessary and scattered, as many have already stated. You need to look everywhere now, rather than bottom left and bottom right. depending on your build you even wouldn't need the bottom right.
The following alternative was already posted on this forum and contains all information they brought in while having no rearrangement necessary at all. I like that one way better than the PTB version
Also pointing out that the PTB version still replaces the portraits when slugged or hooked, so just a half finished attempt for me, compared to this image. I also prefer the sketch style of the portraits, fits better to the rest of the icons, compared to the PTB version. Why do we still have 2D black&white gen and hook icon but colored '3D' portraits? The whole new layout doesn't seem consistent to me
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@Hypn0s said:
https://forum.deadbydaylight.com/en/discussion/comment/1890924#Comment_1890924
it's playing poorly because survivors got all 5 gens and now the killer needs them to become killable in one hit in order to not let them escape. That's a shortcut to the main game loop.
Your statement is based on the fact survivors didn't cleanse all totems, which is not part of the main game loop. It's like expecting a killer to break every pallet in every game. It's a side-mechanic. Imagine if survivors had an OP perk that could only be cancelled by breaking every pallet.
It IS part of the game, same as endgame is part of the game. Or do you say Devour Hope is also a massive design issue? Btw your statement of "rewards bad killer play" is based on the fact that the killer is simply performing bad and having ALL survivors get to endgame. This only reflects like 10% of all scenarios.
Your comparison does not really work as there are way more pallets than totems and they need to be dropped before the killer can destroy them.
Just some additional examples:
- if the killer is really performing that bad, there should be 1 person max if at all on death hook. Giving you plenty of time to take care of totems before you finish the last gen. So it is survivor's fault if they don't care and just take the risk.
- having 4 survivors alive should mean that 3 survivors have about a minute to find the totem, before the first downed guy dies. if the killer instead chases the next rather than protecting the hook, you can easily unhook and have again 3 survivors searching the totem
- regarding those 2 points above, you could argue with "not everyone is SWF" but I would counter with general game sense. there are enough perks and tools and LOS and whatever to get information what the killer is currently doing.
- in every case, you could always chose to let that guy die and have 3 people get out. antimate? I'd rather say, if you're not confident in your team, don't grant that 'bad' killer unnecessary hooks and kills
- I could also list several scenarios where the killer pretty much earned it, just one example: having 2 survivors killed before last gen is done with only 3 perks is pretty solid. NOED gives you a cummulated power boost. I regard that mechanic a bit like Myers. Be weak in the beginning, but at some point you get a deadly boost.
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@Hypn0s said:
https://forum.deadbydaylight.com/en/discussion/comment/1890531#Comment_1890531
When something requires the other side to take it into account and bring a response every single game, it's a sign it needs a rework. Imagine if flashlights were so powerful and uncounterable that a killer would need to bring Lightborn every match. That's how terrible that reasoning is.
https://forum.deadbydaylight.com/en/discussion/comment/1890540#Comment_1890540
I'll ignore the passive-aggressive toxic bits there and go straight to the point you make. "It's possible that this won't work given X and Y conditions" doesn't really answer anything I have questioned about. It's possible 2 survivors could be afk, making keys unusable in a match - so what? You're missing my point. About the possibility of overnerfing with my suggestions, I agree: in that case I would suggest removing its relation to totems, since it's not really a Hex perk anyway, and give people another reason to cleanse dull totems other than to avoid this. I do believe that would improve the overall experience for both sides. Of course there are other things in need of nerfs on the survivors' side (keys? DS/BT/Unbreakable on every swf?), but I don't understand why someone would feel the need to mention them on this discussion. This polarized behavior of "us vs them" is not productive at all. In general the game is clearly more unbalanced to favor survivors, and that should definitely be addressed, but I don't think it excuses the existence of this perk how it currently is.
Did you respond to the correct person? I did not mention anything about keys or BT or something.
If so, regarding the "balance of the perk how it currently is", I gave a pretty clear reasoning why I don't think it is unbalanced but survivor playstyle that causes the frustration
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same argumentation as always... it does NOT intendedly reward bad play. In first place, it let's you play the game with 3 perks, and when you managed to kill 1 or 2 survivors before it activates, THEN you earned that endgame pressure pretty well and for 2-3 survivors it is hard to cleanse NOED and get the unhook. If the killer did not manage to kill anyone, it should be still possible to get rid of the NOED, there should be plenty of time and enough people to do so. (This last line includes that there is also a counter AFTER it activates). If a REAL bad killer gets a 4k just because of NOED, then the survivors threw the game (most likely because they don't wanna grant the killer a single kill)
I also disagree on the totem spots. I think every map has learnable totem spots, the only 2 maps I can think of are Midwhich and Lerys, as they all have no line of sight, meaning you may know where they spawn, but you very likely will hear hexes before you can see them, as sometimes there are certain spots you have to be to get LOS, it is not enough to be in the same room. Therefore you lose a lot of time travelling around to find all totems.
Your redesign makes it complete trash. You have a chance for it to not activate and then you have a chance to down an injured survivor with it. Besides that, a perk granting a single oneshot is trash anyway. Create a perk that makes your first M1 in the game instadown and then deactivates for the rest of the trial, pretty sure noone will use it. The timer might be an option, but nothing like 10s per tier as I already read in other threads. It should be between 1-2 minutes, so that the other survivors actually have a bit of threat to search for it as someone is dying on hook and the killer has a chance to find them.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1890120#Comment_1890120
Survivors use it to see the stain though walls and to spot things that normally get hidden by the dark or grass while killers can make any attempt at stealth by a survivor impossible as they can see them clearly even though the fog at long ranges
This is not done by brightness. You simply put graphics quality on low and the red stain glitches through walls


