Dehitay
Dehitay
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If it makes you feel any worse, you'll probly get in trouble for this post because you didn't block out the names even though they were clearly breaking the rules with indisputable evidence.
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1216030#Comment_1216030
43k is closer to 50k than 20k as you clearly was putting as the 2016 number, so I was right and you wrong. You mad?
Also, vast mayority of 2019 and 2020 also was spent under 50k. Don't pretend you don't see the data right in front of your nose. Peace.
Unlike you, I never made any claims that there has been a majority of time spent above 50K peak for any time period. If you actually bothered to read instead of only see what you want to so you can support you blind claims, you would realize that in the post you quoted, I actually said the average of 2019 was under 50K peak. So go ahead and feel proud of proving me wrong of a claim I didn't make while simultaneously proving me right to the claim I actually did make. I can see accidentally providing evidence and then making a claim the evidence doesn't support once, but you've actually done it twice in this thread which a step away from carelessness and towards idiocy. I can understand why you ended your post with "peace". They say ignorance is bliss and you must be swimming in enough to achieve peace quite easily.
@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1216114#Comment_1216114
Peak doesn't mean #########. I repeat: peak doesn't mean #########.
If the game peaked at 80k players every month but had 3k average players it'd be doomed.
Average players is what matters. I can't tell if you legitimately don't understand that or if you're trolling.
He's not trolling. He doesn't understand cause he doesn't bother to think. I really wish they had a chart for averages too. It would be a lot more useful than peaks. And for people who don't want to look at lists of data, charts are simpler so that's primarily what they look at.
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1216010#Comment_1216010
if you have eyes, use them. do you know how to read charts?
Clearly better than you. The highest peak in 2016 was still under 43k. That graph clearly shows nothing touched 50k until 2018 even though the vast majority of 2018 was spent under that number. 2019 is where it shows a closer stick to the 50k mark but even that years falls under 50k when the peaks are averaged out. It's actually somewhat amazing that the facts are right in front of you, you bring them up, and then you arrogantly stick to an obviously incorrect point.
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@aregularplayer said:
the same chart shows that in 2016 the game already had peaks of almost 50k.
it also shows that in 2018 it already had 50k on average. 2 years. if this game were in a trial there would be crows flying above its head.
If by 2016 you mean 2018 and if by 2018 you mean 2019. You do realize we have eyes, right?
@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1215992#Comment_1215992
Considering the release of multi-platform, and the fact that recently everyone is in quarantine, this isn't really exponential growth. Its still only at about 26k players average, according to the first graph in the last 6 months.
I still haven't figured out how to find the graphs for averages instead of peaks, but the numbers for averages state it's well over 30K
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@aregularplayer said:
It's not dying, but it's not growing either...
That graph clearly shows it going from about 20K to about 50K
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I didn't play that much but I managed to max out all the perks on hag
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The killer equivalent of this would be to allow a killer to just reset a completed gen with a long cooldown or once per match. Does that sound like something you would want?
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You might have to send in a support ticket for that one. I know they can refund bloodpoints for progession loss. They might be able to do the same with iridescent shards if Dead Hard is still in the shrine if they act fast enough.
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1212489#Comment_1212489
The fact that they add a new killer and survivors is that they are adding extra 6 perks that will likely never see play and only clog the already overclogged bloodweb with stuff that you're likely never going to use since they never make it appealing at all.
And every new chapter they break a lot more stuff than the last one and for that, we might aswell not get anything if it means that they will stop these gamebreaking bugs which still exist and punish you for Dc'ing when you don't have another choice.
Also yes, the battle pass was something no one ever asked or wanted, and we still got it... a money sink I guess, another one of the many they've got going on.
I do miss actually good events.
Well, that's bs. The rift was wanted by a large number of people. What they didn't want was for it to replace events instead of being in addition to them. I and a significant amount of the community enjoy the rift cause it actually gives you something interesting to work for (until you run out of challenges). The truly annoying part about them is that they have been used by an excuse to stop doing events and have so much down time once you complete them.
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It's entirely possible to add extra objectives for SWF players and balance it around both. However, that would require an amount of intellect that goes beyond my expectations of the development team.
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What the hell is going on in this thread? It seems like everybody is agreeing with him even though common sense dictates that you definitely get rewarded for killing survivors quickly. Killing a survivor quickly means you both have 1 less survivor to deal with and boost your Gatekeeper emblem. Both of these are rewards.
If he safety pipped in a game with 0 generators repaired, then there's definitely some details that would explain why that have been left out of the story. High probability of suicides or disconnects it sounds like.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1208294#Comment_1208294
No he isn't. If you watch FunGooses' streams that's where you'll find him making his streaks. He isn't lying about what he does and it's entirely there for you to watch if you'd like.
Out of curiosity, were you expecting me to just blindly take your word for it after I already mentioned that I went and looked through his youtube channel to see if there was a number of videos indicating a plague 4k win streak? Sorry to disappoint you, but I checked out his twitch videos and SURPRISE, pretty much identical to his youtube channel. I'm pretty sure you just don't understack clickbait. I highly doubt he was ever honestly claiming he had 116 4Ks with Plague in a row; he was just drawing attention to his video.
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@GraveHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1209235#Comment_1209235
Isn't that, you know, the purpose of a killer? Having an advantage above the intruders on your terrain?
And btw, what's next after this? Remove Myers tombstone since it can kill survivors WITHOUT even to hook one?!?!?!?!
There's an extremely significant difference between having an advantage 4 times as powerful as any advantage a survivor has and an advantage 10 times as powerful as any survivor advantage.
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I'm honestly surprised they haven't changed the use conditions to something more balanced yet. It has to be obvious how much it gives the killer an advantage way bigger than any other advantage in the game.
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I find it difficult to believe anybody is shorter than the hag.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1208294#Comment_1208294
So do i really need to record 100 games with constant winning for you to get my point?
You would also need to somehow prove they were being recorded in a row. Anybody can just mash 100 4Ks together. How did you not get that from your own original post? Did you honestly think anybody would accept you coming back in a few days and just saying "Hey everybody, I just got 89 4Ks and 11 3Ks in my last 100 killer games. Point proven."?
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@BattleCast said:
So say it's me and one other person alive. I have been hooked and the Killer is going to pick up the other Survivor. I try to escape because it's my first hook and after 3 attempts I don't escape. I then kill myself on hook because the other Survivor isn't on their first hook and will have no means of escape. Do I deserve the -25k bps?
Obviously this is just a concept for a punishment for people that suicide on first hook, but I does seem like it would have many problems. Maybe have a sort of EGC collapse effect at the beginning and if someone dies in that time (2 minutes?) then they get the punishment? Just throwing out some ideas.
Actually, now that you mention it, I didn't really consider end game scenarios. There would obviously have to be an exemption for the last remaining survivor being hooked since that goes straight to the sacrifice. As for all other survivors downed, that's definitely a valid time to escape the hook. And while you could just struggle to avoid going into sacrifice, this is the time I could see missing the spacebar to be a real problem. Yeah, now I think about it, a number of exemptions would have to be put into place for scenarios like this
Thanks for being somebody who actually uses logic and reason to point out the flaws in this idea unlike some of the other people in this thread who just blindly ranted for purely self centered reasons.
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@designator said:
https://forum.deadbydaylight.com/en/discussion/comment/1208543#Comment_1208543
Please explain how you would counter stridor spirit that spams her powers around loops every 3 seconds?
That's actually pretty easy. All you have to do is use the power of the actual reality of the situation cause it's completely impossible for the Spirit to use her power every 3 seconds.
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What made old Ruin a viable band aid fix to gen speeds was the fact that it could stop generator repair progress. Anything that couldn't do something that potent wouldn't have been able to replace it. However, with this next patch, it looks like devs could potentially tone down the gen speed issue that made Ruin so necessary to begin with. Can't tell until they finalize the patch and it goes live though.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1208519#Comment_1208519
Take away DC's, players will suicide on hook. Take away the ability to suicide on hook, players will just walk up to the killer and let themselves die. If someone is not enjoying the game, they will find a way to get out of the game. The reason we post "No" is because this point should be painfully obvious, but it's clear you haven't thought of this beyond the surface level.
I'm not selfish or self-centered, I'm rational. Sorry to disappoint you.
People will eventually run out of ways to screw over their team if you keep punishing them for it. Considering your follow up to this would be walking up to the killer, you're already buying time for your team even if you're not smart enough to realize it. Especially since running up to the killer after getting off the hook pretty much screams DS. And the very fact that you're incapable of seeing how incredibly self-centered and selfish it is to ruin the game for your teammates cause things aren't going your way is proof that you're definitely not being rational.
@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1208519#Comment_1208519
The only time I self-suicide is if A) I get a killer who is toxic as ######### - I don't have to play with complete #########, games are meant to be fun. B) I watch my teammates sit around with their thumb up their asses urban evading around the map while I skip entirely through first phase. Those people clearly don't need me.
At the end of the day, DBD is a bunch of individual players who are playing for themselves. It just so happens that on the survivor side, teamwork can make the dream work. I shouldn't be penalized for forfeiting the game to my opponent and going back to the campfire.
Also, every once in a while I miss a space bar hit and die unintentionally. I would not be willing to take a 25k BP hit for missing a tap of the space bar. No ######### way.
A) In this scenario, you're the complete #########. Ruining the game for your teammates because the killer didn't play how you demand that they play is a giant ######### move. B) In this scenario, you didn't suicide on the hook. It takes 60 seconds under normal circumstances to get from first stage to second stage on the hook. The suggested anti suicide penalty wouldn't kick in because if you understand math, 60 seconds is longer than 20 seconds. And again, accidentally missing spacebar would only cause this penalty if you also "accidentally" tried to escape from the hook enough times and accidentally missed spacebar both in under 20 seconds.
Edit: ironically, the singular of a certain word is censored while the plural of the same word that was used in the quoted post isn't. Or maybe it was the comma that fooled the censor.
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@WhTe_Tygre_DBD said:
Yeah, I could see that
It's more than just being a survivor main. Most people who main survivor would prefer if people who they played with didn't suicide and ruin the match for other people. People who just post this
@LALYTHIA said:
No.
@AsePlayer said:
No.
are the kind of problem players who intentionally suicide on the hook when they don't like something in the game cause they're not grown up enough to put their teammates ahead of their own self centered childish behavior. Had they actually given a reason they didn't like the idea, it would mean they're actually thinking. But just posting "No" means they're too self centered to accept any idea that doesn't cater to their selfish ideas instead of having a valid reason.
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I also run Bond as much as possible. I might eventually switch it out for Kindred, but I don't see any good reason to get rid of it. I prefer aura perks over exhaustion perks.
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Saying you want a bleedout option is a weird request cause that exist in the game. It might be better to say you want a forfeit option which I'm ok with given certain conditions:
Forfeit has to be unanimous amongst remaining survivors to go through and the killer gets max bloodpoints in each category if it happens and can't depip as a result. If no survivors disconnected or suicided on first hook, then all the survivors who forfeited depip and get a half bloodpoint gain reduction. If there was a suicide or disconnect, then survivors who weren't in a swf group with any such survivors safety pip and don't suffer a bloodpoint penalty.
In order for the killer to forfeit, he obviously needs to be the only one. He loses all bloodpoints if he chooses to and the survivors get max bloodpoints and can't depip as a result.
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I definitely remember all kinds of problems when I was a low rank survivor, but ever since I've made it to red ranks, I rarely see too much stupidity amongst survivors. Sure it happens still, but not anywhere near as frequently as I get a killer stomping or bullying survivor group at red ranks as killer. I'm all for improving the solo survivor experience, but I don't think it's as bad as the high rank killer experience currently is. I think the upcoming patch might make things a bit better for killer though so who knows after that.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1196648#Comment_1196648
Let me put it in this way:
The realitiy is, that really good killers usually have the upper hand and only struggle against extremly good and well organized Teams. I am a killer aswell, and most of the time the only case i loose is exactly this scenario. Against solo players, a good killer will win most of the time unless he is really doing bad in this certain game.
Lets say, a okayish but not great killer verses 4 decent solo players or maybe 2 solo and one duo team, which is in most of the matches in red ranks the case. Those games can go both ways and are ballanced as far as it can get.
Now the point: Just changing one defense will hurt those survivors a lot! The god loops safed a survivor 30 seconds for example, but the killer was still able to have a decent chance to win. Now with the godloop change, survivors can not have the upper hand anymore, since this is a hugh interrupt for ballancing. Gaininig an extra 30 seconds every chase is just massive.
Having this one change might be still okay for survivors, they are definitly not on par anymore with the killer, but they still have a chance to succeed, evne tho the killer is the favourite now.
Now:
Increasing genspeed is minor, those 1% nerf for skillchecks might not be a big deal, but it is something.
Changing map sizes, even tho the would be only like 5% smaller is not a big deal, but it is something.
Changing and making loops weaker might not be the end of the world, but it is something.
Reducing pallets or tweaking loops might not be the end of the world if this would be the only nerf, but it is something.
etc etc
All this small to semi-big changes combined are just a really gigantic change to ballancing, which is totally unneccessary. Killers dont need GIGANTIC changes, because it is defniitly not the case that Survivors are extremly overpowered.
I am well aware that i have not seen these changes, but i and probably also you know the devs. They dont do "small little tiny mini changes" ... they take out the axe and cut the tree the most possbile insensitive way. Look at instaheals, look at toolboxes, look at legion, look at MoM look at Ruin, look at Spirit etc. I mean, Look at the screenshots and tell me this is not a really big nerf to those godloops.
I really hope i am totally wrong, but lets face it, the past showed different.
So my question stays: Why are devs not a little bit more sensitive and just do one change and then see how this goes instead of going completly rampage?
They tried a single minor change at a time (aka the toolbox nerf patch). It clearly didn't make a dent (though admittedly that's probly because that was obviously the wrong thing to focus on). It's pretty much garunteed that another single small patch isn't going to make any progress. Logic dictates that they should try multiple small changes or a large change. It won't be till this patch gets fixed up and goes live that we'll know if this managed to just suppress the survivor advantage or give killers the advantage. And based on what I've read, I highly doubt this is going to swing the advantage into the killer's favor.
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It already forces them to slow vault if they got hit before the animation started. I think hit detection is determined as soon as the drop animation begins so I don't think pallet drop speed reduction would have any effect. Removing movement speed while reloading outside of a chase might be helpful. I think another helpful buff would be if survivors were in capable of repairing generators while intoxicated. It would give one of the weaker killers the ability to stop generators from being repaired right in front of his face which is a common occurrence in the game.
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Yeah, the difference in difficulty is significant. I've actually intentionally depippped before on some weaker killers with weaker teachables just to accomplish them.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1207072#Comment_1207072
There we go
https://www.youtube.com/watch?v=MLYAFjg63FM
Not even addons, Rank 1
Are you serious right now? The video isn't even a montage. I knew it was just a clickbait title the moment I realized that, but just to make absolutely sure, I went and looked at the guy's channel. He doesn't have any other game in this "streak" posted. He was just exaggerating how well he does with Plague and used a clickbait title. And even if he was actually trying to be serious about this, this wouldn't be anything close to valid proof of over 100 games in a row with 4Ks.
By the way, for all the ignorant people in this thread calling the OP bait, this video's title is what bait actually is. I'm amazed at how many people have no clue what bait actually means and just throw the phrase around whenever they don't like a post as if they're actually making a point instead of making themselves seem ignorant.
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If you can actually get 100 victories in a row with 3 or more kills at rank 1 with valid proof, I'll lobby alongside you. I'm surprised nobody picked up on this borderline impossible condition. I'm perfectly ok with saying if you can pull that off, let's nerf killers somehow. If survivors could get 100 4 man escapes in a row, I would definitely want them nerfed.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1205616#Comment_1205616
As for the original comment I agree and would support a killer penalty for overtly camping within a radius of a hooked survivor. I do not understand the above comment stating that survivors should be penalized for "being near a hook for too long". Survivors have zero incentive to hang around a hooked person. The only reason the be chilling in the area is if the killer refuses to GTFO and they are waiting for an opportunity to offhook. So if the killer had incentive to leave the area, the survivors would not be loitering, they would offhook and be on their way. Also how can a survivor abuse a camp penalty, they can not make a killer camp them?
PS. I wish this had been a poll
Wow, the overwhelming hypocrisy here is mind boggling. Saying survivors have zero incentive to hang around a hooked person is blatant BS as everybody will know. Then you say the only reason to do it is if the killer is in the area which is the exact case 100% of the time when a killer hooks somebody because in case you haven't been paying attention, they're not immediately teleported away from the map after the hooking animation finishes. Of course, there's the rampant hypocrisy of saying the survivor had valid to reason to camp if the killer is around while pretending that the killer doesn't have a valid reason to camp when another survivor is around.
There actually was a hook progression slow down test when the killer were within a certain distance of the hook at one point. But survivors would non stop rush the hook and keep the killer there (which is what still happens quite often now) and the killer would constantly be punished because the survivors gave him all the reason to stay near the hook. And of course, this was before the egc so the final hook was just an utter crap storm. Getting all 4 survivors out was even more ridiculously easy during that test phase.
I also wish this had a poll so I could watch you quickly wish this didn't have a poll. The idea of giving killers a movement speed slowdown for being near the hook for 5 seconds is one of the worst camping penalties suggested so far. Even most survivor mains would realize that's not a good idea.
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Punishing the killer for being within a certain distance of the hook is only valid if you also punish other survivors for it as well. It's been proven before that survivors will abuse it if that's not the case. Though I honestly would like it if both killer and survivor got punished for being near the hook for too long.
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I'm gonna feel so bad for Marth if Mcclean pops in here and says "we never claimed it was balanced". I'm used to people like @Reborn2020 being so blatantly biased that they can stand in the face of pure fact and still try to spin it to match their screwed up agenda, but it's soul crushing when somebody who's supposed to be in charge of balance says something so stupid.
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@WeezyWho said:
Is there a reason why they started it where they did? Seems like getting a hit in that exact spot is worst case scenario for killer
No, the worst place to hit the survivor would definitely be at the window. At that point they get all the time in the world to move while you're just stuck in place. They probly just chose a place that's incredibly easy to meet up with using voice chat. But do you honestly think if they had started at the exact opposite point from the window, it would have made any difference at all? Or do you somehow believe it would have been possible to chase to the point where you could hit them before the half way point?
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If you're upset about survivors hook rushing with BT, you're not really thinking through how advantageous that is for the killer. That means at least one survivor wasn't doing gens during that portion of the game. They took absolutely 0 advantage of the hook timer so it's quicker to get that survivor out of the game than if they did. You don't have to spend any time searching for a new survivor to chase since one just came to you immediately. It's really one of the best things for the killer after getting a hook.
Decisive Strike on the other hand does get abused quite heavily. It's still needed to counter tunneling, but I wish there way a way for the game to tell if a survivor ran straight at the killer after getting unhooked to abuse it and waste the killer's time. I also feel as if it should be deactivated completely once the egc timer starts. Killers who intentionally avoid tunneling are punished hard during egc if somebody had decisive strike.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1204663#Comment_1204663
I guess my problem with this is the hook vacuum just making the Killer phase through my body by the time the collision would've come back.
Oh trust me, you don't want them to make the hit collision still there after getting hit. There a number of places in the game that you can get trapped in and this would mean a down instead of just one hit.
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You can move sideways, but most Deathslingers have figured out by this point that if they both reel you in and move backwards, it significant increases the speed at which you move forward giving you very little time to move sideways and outpowering you physics-wise if you didn't get far enough behind something to avoid being pulled around the edge. In addition, most Deathslingers have also figured out when it would be a bad time to hook you because you would be able to escape and will wait to shoot till later so the situation where you could put something between you just doesn't arise very often.
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While I agree with making Self Care and Urban Evasion basekit, there's a lot of good ideas in this thread.
I'd suggest making the dull totem breaking audio global like hex totem breaking is. That way everybody could just listen to how many totems are being taken apart and count to know how many are left.
I've always thought making the proximity killer aura reveal part of Kindred just baseline for the game 5 seconds after the hooking animation so they have a chance to leave before it kicks in. That would highly discourage camping and give solo players one of the most important piece of information that swf players have. They would just need to buff Kindred afterwards to compensate for that loss. Maybe make it to where while you're on the hook, you get 33% of the objective bloodpoints that other players are earning.
It might also be a good idea to add some more survivor animations in addition to pointing and beckoning. Specifically, the game could use an animation where the survivor makes an X with their arms and shakes their heads no in order to indicate that they don't want to be healed when they have perks like Adrenaline, Resilience, and Inner Strength but another survivor is trying to heal them.
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What if we just add a 4th opportunity to escape. If the killer is successfully garding both gates then once the entity claw comes out of the ground if you hit 10 skill checks in a row, then you can escape it and avoid dying.
Oh, but there's a chance the killer might get to you while you're doing those skill checks and down you, so why don't we add a 5th escape option. When you excape the entity, you get a decisive strike buff in case the killer downs you and picks you up.
However, now that I think about it, if you're far enough away from the gate, the killer might still be able to down you after the ds hit, so maybe we should add a 6th escape option. If you escape via that decisive strike hit, then you get an endurance buff so that if the killer hits you after that, you only go into deep wounds and don't get downed.
But now that I think about it, the survivor might have gotten mixed up during all this and forgotten where the door is so they might not make it in time, so maybe we should add a 7th escape option. If the killer gets too close to you before you reach the exit gate, a magical rainbow unicorn flies down from the sky and stabs the killer in the leg with its horn to slow them down and then offers to give you a ride to the care bear baby day care.
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Oh, do I get to make outrageous claims with absolutely no real explanation as well? Uhh... don't eat any Mexican food while playing the game or else the sound of the terror radius audio will make you crap yourself to death 95% of the time.
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@BigTimeGamer said:
it was either Zubat and or Scott who described it like you did too
watching zubat, he showed how in a chase, there is little survivors can do if you just pretend to be shooting, Survivors will just try dodging and keep losing distance, they will keep an eye on you and not be paying attention as they try to watch for a shot that is never coming. yet as a whole, he has no map pressure and still loses gens like crazy.
tldr; 1v4 hes weak, 1v1 hes crazy strong, Legion part 2-gunman boogaloo
You do realize that explanation is absolutely nothing like either former Legion or current Legion, right?. I don't know how the hell people think Deathslinger is anything like Legion. Legion was annoying cause of the lack of counterplay and the chase breaking cheese. Deathslinger is annoying because he's a ranged stealth killer even though BHVR seemed to understand that wasn't a smart idea when they gave Huntress a humming radius that couldn't be shortened.
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@ad19970 said:
I guess these posts were as inevitable as all the killer main posts about the Ruin nerf ruining the entire game.
These balance changes are there to try and make the game a more balanced experience for killers as well. Making a few maps that are really big smaller is not a bad thing, it just allows killers to apply a bit more map pressure. In general these map changes are only made to allow the killer to have a bit more counterplay in order to compete with the fast gen times, so that both sides have a fair chance of winning.
The difference being that it was extremely well known to anybody with basic gameplay understanding that Ruin was a bandaid fix to the gen speed problem. The fact that they nerfed Ruin without doing anything about gen speeds in the same patch was obviously a bad idea to anybody who understood how the game works. Meanwhile, this patch is an attempt to clean up after that mess.
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A number of killers got pissed off that Ruin was nerfed so hard with nothing being done about gen speeds and started using ebony moris which they hadn't been doing before. I'm a bit surprised if they're still at it, but this upcoming patch does address the gen speed problem. No clue if it will be enough of a solution until it's implemented, but I'm hoping so. However, some of the most problematic maps like Yamaoka's Estate aren't on the list so that much is kind of concerning.
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@PigMainBigBrain said:
You're asking for a work of god tbh....like....people have grinded the gears for years trying to figure out a solution to this....how do you nerf SWF.....but also not completely DUMPSTER solo queue survivors in the process? The only quick....yet chaotic solution I can even think of is buffing solo queue survivors to the point where they match current SWF....then at the same time BUFFING KILLERS TO THE GALAXY!!! To compensate.... I don't even dare imagine ######### that would look like....
There have been suggestions before that would specifically target SWF players without hurting solo queue players, but the SWF tryhards who refuse to accept challenge will immediately charge in with their braindead battle cry of "why punish people for playing with friends" and ignore the fact that balancing the game isn't "punishing" people.
SWF groups could be forced to only be able to take one of each item type per squad (no 4 man flashlights or stuff like that)
SWF group members could have extra objectives to escape based on the number of people in the group while solo players can just escape as normal (ex: at least one totem broken per person in group before they can leave)
SWF players could be unable to take certain perks into the match such as Object of Obsession
SWF groups could have a maximum rarity allowed for items and addons based on the number of people in the group.
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While I agree that a lot of things encourage tunneling, your #2 doesn't. Survivors looking alike makes it harder to tunnel if anything.
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I think you're free to plug Samination's youtube channel on here if you want. BHVR has actually used one of videos in their streams before. Possibly more than once, but I can only remember the ruin nerf one.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1196033#Comment_1196033
I play only SWF... as all people should so with 4 players communicating you can spin the camera 360 and view 40% of the map in 1 second collectively just because of how powerful 3rd person FOV is. If you talk can Grid search the entire map in 10 seconds.
If that is for some reason you missed seeing the hatch naturally because it litterally spawns at our feet most matches. Hatch spawns are almost as memorable as shacks are... they dont spawn in the basement or in the corners of the map or within feet of the exit gate or under hooks... they are very very limited where they pop up.
You only get one life. Theres no guarantee any killer will be kind enough to let you be saved. Your first hook is ur life I'm not entitled to 3 full lives like you pretend to be. I have 4 perks and an item that gives me all the second chances I need to live if my team doesnt sabo/clickclicky save me first
If your logic is that there's no reason to expect an unhook, then your opinion on moris is pretty much pointless. Moris require an unhook to affect the game at all and you seem to think that getting unhooked isn't something to be expected in a game when about 99% of the playerbase will clearly disagree with that. I play at high ranks where unhooks are common as all hell. And unless the survivors give the killer a reason to stay near the hook, there will usually be 2 unhooks before a survivor is killed.
And if you honestly think that you can view 40% of the map in 1 second using all 4 survivors combined, your opinion on hatch finding is also invalid since it's based in dellusion unless you're using hacks to see through all the line of sight blockers. If that statement was honestly true, it would make Huntress the most powerful killer in the game since there was nothing to stop her hitting hatchets. A survivor can generally see if the hatch is on the tile that they're on if they know where it spawns on that title. Btw, hatches actually do spawn on exit gate tiles though admittedly the hatch generally is at least 3 feet from the edge of any tile.
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@LetsPlayTogether said:
Double standards at its best AGAIN. Its so damn hilarious hearing this bs everytime from killer side.
The biggest joke in this game is people who as blatantly biased as you in every one sided post they make and still want to be taken seriously.
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@emptyCups said:
Mori removes the hook carrying part of killing and goes straight to murder saving killer time. Mori is expense-rare- and still requires finding chasing downing and previous hooking. Unless you use the ultra it's only good once. So the killer will still LOOSE the match only killing once.
While the survivor key is more powerful the less survivors are around and removes the time of both gates it almost guarantees escape.
Just logically speaking If the killer tunnels one single player from the start if the match before the chase ends the other 3 have separate gens done.
If one player goes for the save and the other two do a gen together during you have 4 gens done before the killer can mori that orginal tunneled survivor. You now have 3 survivor hatch escape and win.
As long as the first survivor chased can make each chase last 1 minute each everyone else escapes.
Orginal run 15seconds to catch up. SB buys 10 seconds, pallets buy 5 seconds (two in a chase is reasonable) a window another 3 or car loop or shack can buy 20 alone. It's your fault if you dont last 60 seconds.
A mori saves one player 10 seconds of hook carry. A key saves 4 players 20 seconds EACH and provides an unguarded escape.
Keys are infinitely more powerful then moris
How in the hell did you miss the ENORMOUS fact that moris require only hooking a survivor once? The chase is the most time consuming part of getting rid of survivors and a mori allows you to skip that part twice. Admittedly, it does save probly less than 10 seconds of getting a survivor to a hook, but you completely neglected the fact that it saves god knows how many minutes of chasing.
And what kind of twisted logic did you use to come to the conclusion that a key saves 4 players 20 seconds each? Finding a hatch takes way more effort that opening a gate, and because of the 30 second auto closing, they actually have to gather all 4 players without the killer seeing before they even opening it.
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The opposite side of the coin to moris was the insta heals that medkits used to have. Moris remove a down to get a survivor out of the game. Insta heals used to be able to negate a down. It took one instaheal to negate an ivory mori and 4 to negate an ebony mori.
Comparing keys to moris is ridiculous (especially if you remember insta heals). What keys do is allow you to convert the amount of your objective that needs to be done to match the amount of survivors you still have alive. A 4 man key escape requires doing the complete survivor objective and then the added hassle of actually finding a randomly located hatch. That would be the equivalent of a mori requiring the killer to hook a survivor 3 times and then the animation activating and locking the killer in place on the 3rd hook. Then the requirements get more lax with each survivor taken out of the game which means even if it gets used, the killer is punished less for it. At one survivor left, it's the equivalent of what's baseline plus the survivor can use the hatch instead of the doors during egc. What moris allow you to do is remove half the requirement for getting a survivor out of the game, and removing a survivor from the game is overwhelmingly more impactful than removing a gen from the game.
Personally, I'm ok with ivory and cypress moris, but I think ebony mori definitely needs to be balanced. I've seen somebody suggest that you can't start using any kills from ebony mori until every survivor in the game has been hooked at least once which would definitely help balance it. Personally, I think the first killed should work like ivory mori in that you can kill one survivor after one hook, the next 2 kills should require 2 hooks first, and the final kill can work like cypress mori since that survivor would be dead after being hooked anyways.
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Certain perks are a bit of a must though (specifically Borrowed Time). I can understand flagging some perks as only one per SWF group though.
Some changes I would like to see implemented as an attempt to curb some of their power is that a SWF group is only allowed to bring one of each item type into a game and not being able to do any changes once they're in a match lobby to avoid the sudden full loadout crap they like to do.