Dehitay
Dehitay
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Does it not give you altruism points for healing?
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According to what I've heard, they're intentionally keeping the majority of same old staff, so the 2016 staff would be the same as now. It's actually become of this reluctance to progress that there's been so little progress in the game. They keep the staff small and limited to people who have the same limited views as the crew who don't want to focus on balance rather than "fun" (aka getting off their asses and doing tough work). Which is ironic cause most game developers realize that balance is a major contributing factor to fun.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1170539#Comment_1170539
I''m in no way advocating that survivor addons should be made 4 times stronger. But if, as you say, they are 4 times weaker - should they not then be 4 times cheaper?
Only if they make 4 times less bloodpoints. But they seem to average out around half as many.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1168375#Comment_1168375
The main issue I have is that the majority of the addons arent worth the cost now. Even BNP dont seem to do much (esp compared to what they were), some key addons are a nice bonus but again, not worth the cost and likelihood of being tunneled regardless of key quality.
While I do like that its balanced between killers and survivors both losing their addons, I feel that killer addons actually do something but survivors dont. I think the addons need to be re-evaluated (be it cost, rarity or function).
@Jackel said:
https://forum.deadbydaylight.com/en/discussion/comment/1168375#Comment_1168375
https://forum.deadbydaylight.com/en/discussion/comment/1168375#Comment_1168375
You have a good point, I get what you are saying. What my question was that before you could use a nice high end toolbox and it last threw the game if used correctly, but now the new update and using the same toolbox don't last but maybe 2 gens if you lucky.
And talking about the cost of such inventory is costly, they could lower the blood points to match the inventory, and your not guaranteed you will get nice gear. I went threw blood web after blood web on just to spend alot of blood points and really not get good gear.
I understand some addons are crap. But comparing killer addons which are supposed to be 4 times as powerful as survivor addons to survivor addons and then complaining that survivor addons aren't as powerful in comparison is ridiculous. This is an asymmetrical game. If survivor addons were as powerful as killer addons the game would be even more of a survivor sided joke than it is now.
However, I'm fully in favor of some kind of system that allows you to toss 3 addons/offerings/items you don't want into an RNG generator for a new addon/offering/item of the same or greater rarity. Some killers have addons that are even crappier than any survivor addon.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1169900#Comment_1169900
This is why at the very beginning a killer needs to quickly identify the gens that are “ok” to let go. I.e. don’t waste time travelling to unless not having found a survivor yet.
If you always find a survivor the moment the game loads in, you're luck is freaking amazing. If not, then I guess you're wasting time travelling to gens to find survivors just like everybody else.
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@Brodie said:
https://forum.deadbydaylight.com/en/discussion/comment/1169034#Comment_1169034
Red ranks are the worst for campin and tunnelin, there's legit no killers left that use mind game strategy anymore
Well obviously red rank killers are going to be the most brutal ones for unfun tactics. The Ruin destruction made genrushing easy as hell. In order to actually stay at red ranks, you have to be mean as hell to compensate for gen speeds. I used to be a red rank killer with the old Ruin. Now I'm green rank because I care more about bloodpoints than pips and tunneling might ruin 4 stack BBQ for me. Also, if you're running into a bunch of campers amongst red rank killers, it's your own team's fault for flooding the hook every time somebody gets hooked. No killer stays in the red ranks by camping without reason.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1169082#Comment_1169082
I get that. But you get nearly as much pressure by slugging them.
https://forum.deadbydaylight.com/en/discussion/comment/1169083#Comment_1169083
Pretty much. I do think the timer needs a nerf. But they act like DS costs them every game.
A slug and a hook is the same amount of pressure, but a kill is the most extreme amount of pressure and if you're splitting between hooking and slugging, your chances of getting a kill plummet. Hooks are the quickest way to take a survivor out of the game. Intelligent survivors know that it's easy to rush gens and waste the killers time. And since DS is one of the best ways to waste a killer's time, they'll intentionally abuse what it can do for exactly that purpose. Not to mention, slugging them rather than burning through DS means not only can they do the exact same crap next time they get hooked, their ability to get the final survivor off the hook in end game skyrockets if they still have DS available then. Survivors with BT and an unused DS are pretty much garunteed to get everybody out.
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@PrettyFaceKate said:
10/10 bait
@xenofon13 said:
10/10 bait. That's unfortunate bud, good try tho. Next time.
What the hell are you mindless monkeys talking about? This is a well known and very common occurrence. I can't tell if you're completely delusional or completely biased.
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@toxcitynacl said:
Don't tunnel and you don't have to worry about DS.
Awww, look at the cute noob who doesn't know about the overwhelming amount of survivors who use DS to run straight at and harass the killer after getting unhooked.
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Survivors not using any bloodpoint bonuses seem to average about 13,000 bloodpoints per game. This alone should be enough to afford an item and offering per game. But if you're truly struggling, you can increase your bloodpoint gain significantly by running WGLF, tossing on a bloodpoint offering, and possibly running Prove Thyself if you need even more. If even that's not enough, you can bring Plunderer's and Ace in the Hole into the game to just give you free stuff mid trial as well as allow you to keep your addons when you leave the trial to stock them up.
If you're a killer, it's really not that hard to average 25,000 bloodpoints per game without bloodpoint bonuses if you're specifically playing to get bloodpoints. And I think most killers run BBQ which doubles that meaning the majority of the bloodweb per game with just that one perk.
I don't see how anybody would be struggling to bring a loadout into the game unless you're the type that only uses greens, purples, and reds and can't keep up with bringing those into every game anymore now that survivors lose addons.
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What perks and addons was she using? Exposed does mean one hit downs.
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@Gonourakuto said:
https://forum.deadbydaylight.com/en/discussion/comment/1167909#Comment_1167909
yes 90 % of the survivors addons are useless the 10 % left are useful but very weak and you still didnt addres the main prob of my post the fact that killers can get addons Way way easier than survivors can , what is the injustice i am talking about
oh cool i can take other items with the same survivor but just like i explain almost every items are wack and situational at best so it doenst matter I rather be like the killers and be stuck with 1 good reliable item/power with whom i can get reliably addons for in the bloodweb like killers can , than have the choice between 5 equally irrelevant items with whom i have to pray to the entity to maybe gimme the 1 addon i want in the 5 next bloobwebs
Interesting. This entire time I was under the impression that killers were only able to get addons from the bloodweb. I had no idea you could get addons mid game as killer. I definitely didn't know we had something like Ace in the Hole that lets us keep our addons when we're done to help pile them up either. Boy, do I feel stupid right now.
Though not quite stupid enough to think that survivor addons should be as strong as killer addons. Basic math makes it quite clear that killer addons should be 4 times stronger than survivor addons.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1167921#Comment_1167921
The reason SWF NEEDS to exist is because it draws a larger audience that want to play with their friends. The fact there is absolutely no downside and a TON of unintended benefits is a mistake BHVR refuses to acknowledge.
To the point where they deleted dev stream #6 because they actually admitted that voice communication would be a nightmare to balance.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1166661#Comment_1166661
That's why you would replace most of the corn with filler tiles such as LTs and / or just Zs. Perhaps have a rare God loop with a breakable wall that makes it useless. 😁
We're not just going to get rid of the corn without giving something back to the survivors, if that's what you're thinking.
That's pretty much what was suggested. And what you're suggesting is actually pretty much the exact opposite. Jungle gyms everywhere corn currently is would be completely survivor sided. Coldwind Farms are actually some of the less problematic maps currently in the game. Changing them before the rest of the maps seems rather inefficient.
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@maximizer12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1166661#Comment_1166661
Nobody is gonna spend their time getting rid of all the corn. It would be spread out based on chases and force survivors to rely on skill more than just corn on the map
@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/1166661#Comment_1166661
All coldwind farm variants are huge maps and some of them have god loops like torment creek and rancid abattoir. Counting with that and the other loops and pallets i think is already enough enviroment advantage dont you think?
i like the idea he propose. Coldwind farm is one of the most survivor sided maps. It needs changes.
Most experienced killers and myself already have an easy enough time finding survivors through corn thanks to practice. There's an obvious difference between farm maps and a number of other maps with certain killers (Hillbilly, Huntress, Deathslinger, Demogorgon, basically anything with line of sight range). Just because y'all struggle with corn doesn't mean it can't be overcome. If it was honestly open fields, it would be intensely easy mode for killers.
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You do realize that corn maps are the most open maps in the game, right? If they got rid of the visibility issues, these maps would be so blatantly killer sided that the whining would be unstoppable.
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Flailing your arms is the way of telling other survivors that the killer is camping. I thought that was common knowledge. Things must have changed since the game's first year.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1166374#Comment_1166374
They're bugged in two ways. Not only are survivors ridiculously difficult to hear when she should be easy to hear, but you can hear the Spirit phasing as a survivor even when in her terror radius (sometimes, anyway).
I hate Spirit a lot. I hate her with an utter passion. She actively destroys any entertainment I get out of survivor. I find her to be the most boring thing play against and I struggle to even try to play against her properly even though I know "how" because I just can't be bothered and there's many times where I don't bother struggling on the hook because I seriously can't be assed.
...But as much as I hate her, they really need to fix that whole phasing sound bug and sounds not working in general pronto. Because as much as I hate Spirit -- and I hate her a lot, I hate a buggy, broken game more. And yeah, they make Spirit easier to win against, but they still don't make her fun to play and bugs shouldn't be used to balance a killer.
Hear that BHVR? Fix Nurse already. Thx.
I just hope other spirit players now see why people find her boring -- and will finally quit criticizing me for not knowing how to counter play her "properly" because I'm not looking at grass that moves except-she-doesn't-actually-move-grass-so-#########-is-this-advice, or watch out for her hair which may spaz out for one single frame (and also this got fixed), or look at crows which doesn't help me because crows are nearly non existant and fly away from anything that moves within 10 meters of them LIKE THE SURVIVOR BEING CHASED, or to look at her crystals changing which only works on her default skins and their recolors and you have to literally have you face shoved inside her ass to even see them -- as "viable" counter play options against her.
I'm not entirely sure what you were trying to say, but it came across as this: Spirit is easy to counter, but you can't counter her, and therefore you hate her.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1166352#Comment_1166352
I mean, you just highlighted biggest problem.
Besides, even when not injured, sometimes walking isn't an option. Sometimes even the survivor themselves breathing is loud enough, if not the footsteps themselves.
The only reason she's not as big of a problem as she is right now is because this game is spaghetti coded and sounds are bugged for the upteenth time.
And even beside all of that, there's still the problem that there's very little to no interaction at all with her from the survivor's side.
Sounds are definitely bugged all right, but in the survivor's favor. Hell, there was an actual point where sounds were finally loud enough to where killers could hear survivors next to them and the devs patched it in a week or 2 cause god forbid things work as originally intended.
But you don't even need to walk. It's obvious when the spirit is phasing right now, and unless she decided to start phasing while right next to you instead of swinging for some weird reason, you can easily just do a 180 and start running the way you came with ease. She won't be able to realize where the scratch marks have stopped until it's too late. Half the time, you'll gain more distance. And in the half the times where you lose distance, you already know what the closest loops to you are cause you were just at them.
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@KingFrost said:
It's basically taunting. Before I even knew it was t-bagging, i knew crouching multiple times (How that's teabagging is beyond me, what are you teabagging? The air?) was taunting the killer. If you're trying to get me to chase you instead of a teammate who's on their death hook, its fine. But if I'm already chasing you, its basically taunting.
It's from FPS games where you can keep crouching and uncrouching on top of people you've killed as if you were teabagging them. It's meant as a means of disrespect there and the gesture is famous enough to know it's meant as a means of disrespect here.
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While slugging definite gives you an advantage in time saved to move on to something else instead of hooking, it also gives you the disadvantage of being less likely to take survivors out of the game. Bleedout progress is much slower than hook progress and doesn't have stages. I wouldn't say you know where the slug got picked up from since slugs are actually mobile instead of fixed locations like hooks. You have a general area maybe. The invalidation of BT and DS are definite advantages though.
However, it looks like you're suggesting a combination of slugging at hooking. Are you suggested slugging if you know where another survivor is after a down, which I would say is the obvious path of efficiency? Are you suggesting slugging and looking around until you believe the slug is at 99% and then hooking if you don't find anything? That I could understand, but I'm not completely convinced it's more efficient. What I never really got was the 4 man slug. As long as survivors don't just race to anybody that's downed, that seems less efficient to me.
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Maybe if the auras of all downed survivors are revealed to the killer. Otherwise, this is a problem waiting to happen.
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The vast majority of killers would gladly get rid of all one down perks and addons in exchange for getting rid of all second chance stuff for survivors.l
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@NullEXE said:
Slugging takes less time than hooking, and creates the same scenario as hooking a survivor does. You're literally cutting out the middle man - you moving the body to a hook, hooking them, and then losing points for having the hook apart of your patrol. With slugging you can leave them on the ground, patrol as normal, and still get better results if you're good at playing killer - since you're wasting less time.
Playing as killer - every second counts, and if you are moving bodies for 10-20 seconds between 20-40 second or more chases, then you've wasted a lot of time.
Also better survivors are not adept at combating slugging as they are with hooks, because it's believed that you win by hooking and sacrificing all survivors. When really you can slug 4, hook 2, let those two die, then let the last two off. Chase, down, hook exchange, and repeat till you win - basically farming off the last two survivors for easier pip's.
I can definitely understand the time save without spending time hooking. But does that really overcome the advantage of not taking a player out of the game? Killing a survivor is obviously more efficient than slugging, but that does take a lot of effort to where I could see slugging possibly being more efficient. But how do you know where to go after downing a survivor? If you can't find another survivor fast, the slugs will 99% and start moving into convenient positions.
@Slival said:
There are mechanical aspects to slugging and you have to look at the metagame.
Others have made excellent points. I'm going to make just a few metagame points and a few mechanical ones.
First we'll ignore 4 solos, or 2 separate SWFs. Both of those situations are easy for a skilled killer to handle unless its a very bad map or they bring 4 toolboxes despite not being a 4 person SWF.
Metagame:
In a 3-person or 4-person SWF situation you either work on one gen until its done (and if the killer comes, he chases one of you while the other 2-3 people get back on the gen)
Or you all split up and work 4 gens.
In situation 1, you down one person, then down another, and another. Taking time to hook lets the other 2-3 people work on the gen OR unhook the person immediately. If you have someone on the ground recovering and you down 3 people, you've basically won the game.
Chase someone, 3 gens are being worked, in all different sides of the map. Drop them. If you hook them thats 10-12 seconds across 3 gens, maybe longer because the meta is to NOT rescue until like 20-30 seconds of a hook state are gone. You run for the rescue after you finish your gen, but if you leave them slugged, someone is gonna get off a gen and come help. That help takes longer than just unhooking someone, and you're chasing a third person while it's happening. And because the team knows if that second person goes down, they lose too much momentum, they have to go help RIGHT AWAY or else the risk is 2 people on hooks and then 0 on gens.
A smart intelligent team is hampered MORE because they know how their situation COULD get.
Metagame strategies differ only slightly, and slugging works because it enables you to, within 20 seconds of dropping someone, be ON a second person, perhaps even intercepting the person coming for them. Slugging can allow you to force 4 people off the gens if you do it right.
This is an important point. The key is: you should ALWAYS be trying to intercept the person going for a hook, or for a slugging pickup. You should never give survivors an easy trade. They should lose 1 health state minimum to get someone up from being slugged.
Also many abilities don't activate off slugging (no borrowed time, no DS, no WGLF, no Kindred)
Lastly, honestly, unless the person has help or unbreakable or something, if you slug someone 8 times they just bleed out on the ground and die before someone can help them so theres a VERY soft death timer there.
Remember, people complain about slugging because, like many other tactics, it is a way of taking control of tempo and momentum. You use it to say "no, you can't play the game you're used to, you have to play MY game which is that I ran this person into the corner of the map and left them there, and if you come for them I'm gonna see your scratches and herd you away from them and if I injure you, you'll end up trading yourself for them, so maybe you need to send 2 people" unlike hook camping where DS/trading/borrowed might be engaged, its a very real possibility you end up with 2 slugs then hook them both then intercept one of THEIR rescuers and have a relaxing chase while the fourth person rescues the other hooked person. And once you down that person, you don't have to hook.
Remember that your goal is to sacrifice them, sure, but mindlessly hooking is as dumb as any other mindless activity. Watch people who're good at the game and playing at rank 1. They don't like slugging, because mostly they're good players and its less fun AND less blood points AND less emblems, but when momentum goes against you you've gotta go "naw, I'm going to leave this guy on the ground".
Example situations you may not be slugging in, but might want to consider it:
-Thrilling Tremors is 10 seconds from cooldown. You just dropped someone, and you see a SECOND someone. If that someone is injured, I'd leave the first person, chase the second. This raises the chances you'll block ALL the gens or narrow it down (as someone comes to rescue the slug).
-You have a Pop ready. Leave the slug and come back if you can, but if you go pop a gen and see ANOTHEr uninjured person, chase them, and let the fourth and final person rescue a hook AND grab a downed person.
-There are 3 people around and you believe you can reasonably down a second one in the next 20-30 seconds based on position, injured status, which killer you are, etc.
-You downed someone in an inconvenient area with no generators in it
-Pressure on you is high and you need the breathing room of one chase + 1 slug.
-You want to lure a specific person out because you can mori them or because you need to hook your obsession for a perk or something
Million reasons. Remember the evaluation you make is not "why don't I put him on a hook its gonna take so long to get another person down"
Its STARTING A CHASE which is the thing that keeps people off gens ,and you can start a chase within 5-10 seconds after you drop someone.
If I know where a second person is, especially if they're a weak link or in a bad position, I will almost always leave the first slug on the ground. Unless I need vision or Pop or Thrilling - though I routinely pick people up for thrilling then throw them back on the ground to go chase someone.
I'm the player who, if you come up to try to flashlight blind me, I'll more often than not throw the guy on the ground and come after you.
Totems, pig hats, Hex Ruin, they're all the same kind of creature: make survivors do more work. Slugging is the same. Its giving survivors a secondary objective that takes more than trivial devotion and which puts them in weird out of the way places at times, and also it grants you 10 seconds. If you could subtract 20 seconds from 3 people's generator repairs in exchange for "when you would down someone, you merely injure them instead", you actually might often make that trade.
This does make an excellent point that slugging is far more efficient at increasing your gatekeeper emblem than hooking. I don't see why there's any more pressure to rescue a slugged survivor over a hooked survivor though; it seems like there would be less. Is the time saved from not hooking really worth 5 extra downs to rid a survivor?
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@Mister_Holdout said:
If the killer is good, it can be hard to counter slugging.
You see this a lot with god tier Billies or Huntresses.
They down one survivor and then chase a nearby survivor. If the killer quickly downs two survivors that slows the game to a crawl because it forces the other two survivors to act. Now the survivors have to make up for lost time.
@The_Bootie_Gorgon said:
Slugging is more effecient than hooking. especially when other survivors are around.
@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1163149#Comment_1163149
I second this. I slugged a Meg because somebody was looping me near her and then I saw a Blendette picking her up with Nurse's, so I harpooned her straight off and got 2 downs from it. It's not always a perfect tactic and I don't intentionally look to slug, but it can be very effective.
Oh, it's obvious the best move to leave a survivor downed and jump on a new survivor if you know exactly where another survivor is. But a lot of the posts I've been reading seem to be complaining about 4 man slugging. Going after another nearby survivor you know the location of after a down I can definitely see all the advantages to. 4 man slugging is the one I don't see all the efficiency in unless you just luckily manage to always have another survivor to go after once you down one.
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@Mo4ntus said:
Really it’s more about cutting a teams efficiency as a whole each slug is 25% of a team
So is each hook.
@Junebug said:
down a survivor -> go to hook -> hook
survivors likely all get healed and come unhook very safely, or a gen completes.
down a survivor -> leave them to knock down another -> start hooking
both remaining survivors are forced into action to save the other two, meaning no gen progress.
I feel as if I have more time to heal when the killer is slugging as bleedout timer is longer than the hook timer. Also, it only takes one survivor to unhook 2 survivors, not 2.
@Terra92 said:
This post is very passive aggressive.
Dealing with slugging isn't an intelligence thing. I could deal with a four man slugger by hiding in a locker and sneaking around all game, sure, but then I'm not actually playing the game at that point, I'm playing a Metal Gear Solid game without all the fun stuff that goes along with it.
Which, I guess there could be value in that, I could see how some people might find that fun. But it's at the expense of three players who are all laying on the ground waiting for you to either pick them up, get caught, or bleed out. And since you obviously aren't going to pick them up, they can only assume they're about to "play" a very boring game.
It's not about intelligence. You assume the best case scenario for yourself, but in reality no one has a perfect game every game. You mess up constantly, you make careless mistakes, you take a few risks, and sometimes they pan out. Even if you're perfect, the servers aren't, and you're going to get shafted at some point.
Hiding all game is definitely not an intelligent way to play against slugging. Treating slugging like hooking really isn't that hard. You don't have to play perfectly. You just have to play at pretty much a normal level of efficiency.
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I really thought there would be more than a single reply to this considering how many people I've seen complaining about slugging. And the only response so far isn't even saying slugging is so powerful. Is it because I specified that the survivors need to be intelligent? Surely, all these complaints can't specifically be about survivors that just bum rush any downed survivor instead of playing intelligently. I don't want to believe people are demanding balance based on stupid gameplay decisions.
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@Nurgling7 said:
The community has already wasted their chance with a lenient ban DC penalty. It was based on a very generous percentage system and people abused the hell out of it.
It really didn't help that certain devs gave certain streamers a heads up when they or their friends were approaching the ban percentage limit.
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If you change the way you think when you approach some of the more difficult sounding challenges, they can actually become quite easy. Bring a strong slowdown build with Legion and that particular challenge is quite easy. Chases with Legion tend to end real fast and before a new one starts right back up, and if you hit the same person twice while in feral frenzy, that's 2 chases you quickly won before starting a 3rd one allowing for an easier Chaser emblem. If you hit a deeply wounded survivor while in feral frenzy instead of cancelling, then you get extra points to malicious that can't be taken away with healing which piles up towards a somewhat easier malicious emblem. Gatekeeper will be the more difficult one, but if you brought enough slowdown perks, you might be able to get it; and even if you don't, you should have added enough time to build up malicious and chaser.
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I thought the first 2 disconnects were both 5 mins and the 3rd was the 15 min one.
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I think one of the major reasons a lot of people play killer more than survivor is because killers naturally get more bloodpoints. BBQ is significantly easier to get stacks on than WGLF, and killers are in the match for the whole game while suvivors can get murdered off rather early in some cases. Though even though I prefer playing killer, I somehow managed to currently end up at rank 11 killer and rank 3 survivor right now thanks to a mix of tomes and rank reset.
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@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1161671#Comment_1161671
Thanks for your answer, yes, I can take a good look at these items, but I think it would be a little more colorful if it was really ultra rare advantages.
Good side:
- Advantages that are purple after purple are now pink.
- Advantages that are yellow after yellow are now brown.
- As with other items, it will now add a different color to the inventory.
- Since Perk is now brown, the amount of blood points will drop from 4000 to 3000.
Bad side:
- For ultra rare perks, the bloodpoint amount has now increased from 6000 to 7000.
I would be glad if you answer again.
To be honest, having to memorize rarity of perks rather than being able to use simple alphabetical ordering is actually more of a pain in the ass in my opinion. I think all perks should just go yellow - green - purple.
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The main change Deathslinger needs is his audio. His terror radius audio is nowhere near as accurate as the standard TR audio. I don't care about unique chase music, but when the TR audio gives one side an advantage, that isn't fair. He also really should have some audio for when he aims his rifle. A quick "HEH" or gun cocking sound.
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The game is actually easier at higher ranks for survivor if you know what you're doing. Your chances of getting matched with other intelligent survivors is far greater at red ranks. At lower ranks, that's where the killers are generally better than the survivors. Killer is easier to pick up than survivor, but the survivor skill cap is more powerful than the killer skill cap
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1160813#Comment_1160813
There is actually a perk that does increase your wiggle speed. It is a Kate Denson perk (Boil Over) and it is widely considered one of the most useless perks. I love Kate's abilities and even I do not use that one. Even when fully upgraded to a T3 purple you almost always end up on another hook. And that is on a regular down when the Killer has to actually look around for a hook. When you have a camp/tunnel Killer DS is literally the sole perk that lets you get away from him.
No matter how fast the struggle meter fills it will never be fast enough to stop a Killer from hooking you three meters from a hook.
For people who argue that you can offer up an offering to make the hooks further apart, the difference is literally a few meters. Last I checked I think that added three meters? It still helps far less than you would actually think. And again that does not matter when it comes to a tunneling Killer.
Boil Over doesn't actually increase wiggle speed or else it would be a meta perk. It makes the killer sway to the side a certain percentage more than usual which is what's essentially useless.
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DS on its own makes sense. The problem is that survivors know they can abuse is so they intentionally run at the killer after being unhooked. I'd prefer if the game could measure if you spent more time running away from the killer after the unhook or more time running towards the killer while in their terror radius after the unhook. If it's the former, then DS should work as intended. If it's the latter, then after you get off the killer's shoulder, he automatically swings behind his back and smacks you straight into the ground.
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I'm pretty sure anything that activates Balanced Landing is considered falling from a great height since Balanced Landing has the exact same requirement. Chances are that challenge is bugged because of the chase requirement. The chase system in this game is so ridiculously broken. And the fact that the most popular killers nowadays have unorthodox audio cues sure as hell doesn't help the problem. If you really want to garuntee you get the challenge progress, then wait till the killer is ridiculously close to you, but not close enough to you to get the hit as that would end the chase. You pretty much have to have the chase going before the fall starts and after it finishes which is difficult because a number of things can break it, especially on killers with a smaller terror radius.
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@Cheers said:
Here is the main problem. Huntress is also 110, he is practically a weak huntress. Despite having a smaller TR, Huntress has an infinite range, doesn't get stunned badly if she misses a hatchet, and once she lands a hit she's straight back into the action, unless she needs to go to a locker.
@NursesBootie said:
He's a huntress without range and only one shot. What do you expect people to say?
You can't say how he's weaker than the Huntress and neglect how he's stronger without coming across as biased. He only has one shot, but he can reload at much quicker rate and with far more ease than the Huntress. His range is smaller, but he doesn't have an audio cue for survivors to use to dodge so they have to choose between keeping an eye on the Deathslinger or not running into stuff. He has a more difficult time downing survivors over obstacles, but he doesn't have an immutable humming type audio so he can sneak up on survivors with ease especially since his terror radius audio is far more silent than the standard TR audio. He actually has something of a scope to aim with while Huntress has to use guessing or experience. His aiming is far quicker than the Huntress' windup. He's actually a deal stronger than the Huntress.
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@PrettyFaceKate said:
We need some tests, probably.
However, there's some weird stuff going on with BT. I can tell you that yesterday, I witnessed a save against a facecamping Freddy. The guy was awake and Freddy let him unhook without hitting him. He immediately smacked the unhooked person who went down. In chat, the rescuer asked why BT didn't proc, but we couldn't figure out. The hooked person never replied, so we don't know if he never got the endurance status, or if he did and it glitched. The rescuer did have BT, I saw it in the tally screen.
Oh, that's one of the things Freddy can do. Because the survivor on the hook is awake, they only get the lullaby and not the actual terror radius. Consequently, they don't get Borrowed Time which requires a terror radius.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1157890#Comment_1157890
Having more options is always more fun. Taking away perk slots takes away options. Why not buff killers and solo q instead of nerfing SWF? More buffs means more options, which in turn means a more fun experience. You nerf everything and the game becomes boring as hell. And you know this game would die in a heartbeat if a change like this was suddenly made 4 years in. Nobody would complain at both killers and survivors getting better.
A lot of buffs happened in the last patch and both sides have been complaining like crazy.
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@ALostPuppy said:
Punishing people for wanting to play with their friends is not the way to go about it at all. Why would you restrict access to 2 of your perk slots just because you wanted to play and have fun with friends? Not only is this just kind of absurd from a developer view, it would also kill the Game, and the ones that are left will just keep dodging lobbies until they get matched with their friends, leading to even worse lobby times.
It's not punishing people for playing with their friends. It's balance. It takes an absurd about of entitlement to think making the game fair is punishment. What's actually happening is punishing everybody else when you play with your friends.
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Predator and Stridor synergize with her strongly.
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They could also make this at easy as "hold down spacebar to struggle". Same with wiggling. Just hold down both A and D.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1157755#Comment_1157755
I don’t main ghostface I made this account when he was put into the game I actually main spirit
What you've said so far is around the same level of intellect as "Vaccinating your children causes autism. Change my mind." At this point, we know you're the kind of person that can't be reasoned with so we're just conversing with each other about how ridiculous this is.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1157711#Comment_1157711
That’s what I do and it works every single time so no not a bait 100% serious
Right..... demanding that we change the mind of somebody who clearly doesn't think things through should be worth more bloodpoints than every challenge in the tomes.
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@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/comment/1157640#Comment_1157640
The point is not playing meta makes the game un-enjoyable because you are forced to do terrible missions. I want the cosmetics but there needs to be a grind option. These perks dont make the game more fun but addle you in higher ranks where I reside. Lack of options is always bad.
There is a grind option. It's a bit intense though as you would have to play over 700 games without doing challenges to get tier 70. However, you don't have to do all the challenges in order to get to tier 70. A number of people got there before tome 4 even came out. Just ignore the ones that are that much of a pain to you. Every single tome has a very simple path from beginning to end. Then you can branch out to what you want.
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When she first came out, gen rushing wasn't as easy and the lower skilled players (dev level) are slower at finishing matches to begin with, so in those games, it was possible to have everybody broken and no fountains to be able to get at full health with. So they changed it to where there's always a fountain to cleanse at by immediately clearing all of them and forcing the corruption on the plague instead of simply cleansing only a single fountain. Of course, this didn't affect high skilled gameplay where a lot of players refuse to cleanse at all to begin with and are now at even less of a threat from being single hit cause they can finish games even faster.
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This challenge is bugged as all hell. Which is ironic, cause the previous one with the same requirement finished without a problem.
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Unfortunately, this is beyond their willingness. Because they can't prove which players had prestige on which characters prior to the bloodweb rework, they don't want to make any exceptions.
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Just search for Ebony Mori in the search feature at the top of the page. There's been about a 1000 threads on this already.