Dehitay
Dehitay
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@HorsePower said:
Can we stop with these SWF threads? Let people play with their friends. SWF should never be restricted based on rank.
I can agree with that, but their playstyles sure as hell could use restrictions. I think it would go a long way if we made it to where each swf group could only have one of each item type per group. Groups of 3 or more aren't allowed any ultra rares. Groups of 4 aren't allowed any very rares. These kind of changes would only affect swf groups and leave solos to play as normal.
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Yeah, it's almost as if the increased killer queue time is due primarily to the new matchmaking system instead of an increased amount of killers. Who would have though that would be the case when the increased queue times came the exact moment the new matchmaking system was put in place and the exact same thing happened the last time this type of matchmaking system was tested. Crazy times we live in.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/569852#Comment_569852
I agree, the few games I have played he seems great, but the problem is that it's so easy too wake up, making him an M1 killer with no power if a survivor wakes up mid chase, which is possible if they stun you with a pallet.
Wait, #########, survivors wake up if they pallet stun Freddy? That seems like an incredibly important fact that I don't remember being told about before.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/568847#Comment_568847
OR devs could stop caring about low ranks and fix their ranking system.
They actually did for a short while, but then that was too hard so they made ranking as a survivor easy again. But I actually remember the short time period where it was difficult to rank up as both killer and survivor. All the survivors I played against as killer required my full effort. Then shortly after making it easy for survivors to rank again, I was suddenly getting a massive influx of 4K's.
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Omg, I feel so stupid. I never even realized that those cosmetics resembled other characters from L4D till now.
I'm also curious if Bill himself will get any new cosmetic options. If they reworked the license to get Bill to consoles, I hope they can rework it to get him new cosmetics.
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I definitely understand how this would be useful, but I also have the concerns about whether this might be too good at gaining really powerful addons. But at the very least, I wish there was something we could do to convert or sell less useful addons like Beast for Wraith.
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@[Deleted User] said:
Why does it matter anyway?!
In my opinion pallets aren’t a threat, and are only there to provide survivors with a false sense of security. Take the stun, break the pallet, resume patrol if it looks unlikely it’ll take too much time to resume the chase.
Pallets aren't a threat? The most widely used and valued defense mechanism for survivors isn't important? Could you refuse to acknowledge the problem any harder than this?
I'm amazed at how many people can't intelligently argue with the video and the way it was measured but still insist that the OP is wrong. Arguing that he faked it would be reasonable. Arguing that this proves nothing is just blatant arrogance.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/567323#Comment_567323
Maybe let's agree to disagree? I know my stuff with Freddy. As I said, I mained him for months by now, played him successfully on all ranks. Maybe you find the 7 seconds problematic, I don't, since increased range is my go-to Add-on series to pull them in from far away. There are few scenarios I personally encounter in which by the time I'm on their ass, they are still in the transition. And so what if they unhook and get away? I know exactly where they are, the aura-reading is the most powerful tool he has.
Don't you ever call me ignorant, I take that as a severe personal insult. I suggest you widen your horizon a bit and realise that not all mains play Freddy successfully the same way. I did not claim that my way was the only way to go and everyone else's is wrong. My way is one way, out of several, to go and the one that works best for me, and with which I get the most consistent 4k rate against all sorts of Survivors, which is the only result I personally consider to be a win for me.
Actually, looking at what you said, the ignorant person in this scenario is not me, but is you. My way obviously isn't your way to play Freddy, yet instead of accepting that other Freddy mains have different ways of playing him, you immediately jumped to the conclusion, that I'm ignorant about Freddy and don't know how to play him. Shame on you, quite honestly.
You do you, I do me, someone else does themselves. Be a bit more open next time.
It's not just me that finds the 7 seconds problematic. It's over 90% of the people that play Freddy that find it problematic. A system that voids your ability to defend and is right next to a garuntee that a survivor can get to a strong loop is widely considered problematic. If you're right on a survivor's ass in 7 seconds, that means you're not playing against skilled survivors while claiming expertise on the character that playing against skilled survivors is required to have.
Saying there is more than one successful way to play Freddy doesn't mean anything. You could literally stare at a wall, wait for survivors while holding M2, and then chase them down for hooks. Do it enough times and you'll eventually get a 4K. Congrats, you played him successfully, but that doesn't even remotely mean that it's a good way to play him and you've developed expertise with him since you can pull it off.
This all boils down to looking at the bigger picture. What makes Freddy powerful is his ability to stall the game and his aura reading. Now stalling the game is a powerful tool, but it's significantly weakened if Freddy himself gets stalled in the process. Stalling the killer is 4 times as effective as stalling the survivor. That's why it's such a huge problem that survivors can run a killer for the duration of multiple generators. His aura reading is highly useful, but dependent on being able to get multiple survivors into the dream world before it becomes useful which is more dependent on how the survivors play than how Freddy plays.
What's ignorant isn't your way to play Freddy, but your adamant refusal to admit his obvious weakness. My honing in on it isn't remotely ignorant or any form of refusal to widen my horizon. It's just the ability to recognize reality.
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@TKTK said:
It's funny, killer is frustrating to alot of people at the high ranks yet alot of people will say nerf something about certain killers that make it less frustrating, it's just a funny observation. IMO i'd say things like this are a necessary evil to keep toxic swf from toying with killers with there insta heals, keys and dumb map rng.
Unfortunately, it's not really easy to determine when you're going to go up against an swf group. Though it would be amazing is the game had some kind of preset loadout that overrides whatever you put down when you end up against swf groups of different sizes. So I could say bring a mori every time it's against a 4 man swf group but not use moris in my other games if I don't want.
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Spirit addon called Prayer Beads necklace is ridiculous, let's be honest. The only big concern many people have with this addon are the free grabs.
That would completely invalidate its entire purpose. A more valid downside is if survivors could hear one of her shrieks every time she went into the phase realm outside their terror radius. Then they would have to risk stopping what they're doing every single time or just make progress.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/566853#Comment_566853
With such an audacious attitude I shouldn't even bother.
But, I'm in a good mood, so I'll humour you.
A good Freddy micromanages the ######### out of Survivors. It should be your goal to put the Survivors in the Dream World as often as possible, that means even putting them asleep mid-chase if you're chasing another Survivor, should the occasion arise. The Aura-reading allows you to keep tabs on all Survivors, allowing you to plan strategies and approaches without having to waste time on searching for them.
The 7-second delay means absolutely nothing if you can put them to sleep from far away, since by the time you caught up, they'll be in the Dream World already. In that case, there's no such thing as "you have to wait 7 seconds before you are allowed to hit them".
He is invisible to awake Survivors, allowing you to position yourself at vantage points to put Survivors to sleep that attempt rescues. He flickers during the Dream Transition, allowing for mindgames at Pallets or around corners.
As for Dead Hard Survivors, I never hit those directly after pulling them into the Dream World. Most Survivors will dash right when they transition, wasting their Dead Hard and I'll get a hit a two seconds later.
He's short, which causes Survivors to misjudge his speed and lunge range, I get many more hits at pallets with him than with any other Killer.
Generally, pull Survivors in as often as possible and whenever possible. See an awake Survivor somewhere even if you're doing something else? Interrupt what you're doing and pull them in. It stalls them immensely and buys you more time than using Hex: Ruin for example ever could.
Even if they keep waking themselves up with gens, that'll cost them 10 seconds repair time each time. With Self-Care? It gives you their location. Again, no need to search for them that way, they basically tell you where they are.
Playing Freddy requires a lot of quick decision-making and micromanaging, but it pays off.
And my point remains: unless you play Freddy at the level of us Freddy mains and stop being ignorant of his potential, you have no right to ridicule us.
That's not what micromanaging is. The term you're looking for is stalling. And yes, obviously you should put as many survivors into the dream world as possible. That much is brain dead obvious. But what else is obvious to those that have enough experience is that putting survivors into the dream world isn't super simple nor intensely impactful.
To say that the 7 second delay means nothing if you can put them to sleep from far away is the most ignorant thing that's been said in this thread so far. That 7 second delay means absolutely everything with Freddy and to even remotely claim otherwise shows an overwhelming amount of ignorance. That 7 second delays allows free unhooks, free heals, the ability to jump right back out of the transition before it finishes, free positioning at a powerful looping setup, and whatever other massively crippling problems I'm forgetting.
New Freddy will also be invisible to survivors unless you're going to face camp or stand in the most obvious of positions. The difference is that he can actually do something about unhooks if he's patrolling.
The fact that you mention Dead Hard being used after the transition is complete kind of goes to show that you actually don't know what the real struggle with Freddy is. If you have a survivor that's still out in the open by the time dream transition is done, you're going against easy to deal with survivors so Freddy's crippling weaknesses don't have that much an effect on you since the survivors aren't using them against you. And in case you're been led to believe otherwise, Freddy's height isn't changing with the rework. He'll be just as short then as he is now.
Again, it's a good idea to put survivors to sleep whenever possible, but you mention you should interrupt whatever you're doing to put a survivor to sleep. The only time going after a survivor would be an actual interruption is if you're in a chase with a different survivor. And you should not drop the chase against an injured survivor or a survivor that's about to be hit if you need to go a few tiles over in order to put another survivor to sleep. You've just given the survivor you were chasing a free escape and chance to wake themselves up in order to only start a dream transition. It's a decent trade off if you hadn't made any progress on the first survivor, but a waste of your time if you did. You should only put another survivor into transition if you can do so without breaking chase on the first one in those situations.
It's true that skill check failures will regress gen times but the extra time they need to repair that gen to where it was is shorter than the extra time you'll need to catch up to them and put them back to sleep again. As for giving away their location, just being in the dream world does that. You're better if they're asleep than if they fail a skill check.
This isn't quick decision making or micromanaging. It's obvious decision making and stalling. Decent for getting Gatekeeper, that much I can admit, but still more difficult than any other killer to get victories with.
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@NoShinyPony said:
@Dehitay My lobbies aren't filled with all players. The survivors still come in separately, one by one.
I wonder whether this is a console issue. I haven't read that PC players have the same problem.
It would be nice if the devs could give us some information about what is going on with the matchmaking.
On the PC, the survivors have a lower enough than 4:1 ratio to killers. Which means that there are enough extra killers to where more lobbies will already be made and they can join one of these existing lobbies and don't have to deal with the majority of the wait time it takes for a lobby to be made. Since consoles seem to have a greater than 4:1 ratio for survivors, they still have to wait on the majority of lobby creation time. And of course, killers always have to wait on the full lobby creation time.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/567055#Comment_567055
@Dehitay The problem is that you have long waiting times for BOTH roles. It doesn't matter if I want to play survivor or killer, I constantly have long queue times. That doesn't make sense.
Oh, that's probly due to the new matchmaking system. The intended design is for it to wait to get all 5 players and then make a lobby with all 5 players in the lobby already. However, it's clearly busted and does some kind of complicated search that makes it take around 5 minutes to make a lobby which may very well not have a full set of players, and then proceeds to do the original kind of search in order to fill the empty slots which can take another 3 minutes. The original system instantly made a lobby and then filled it as best it could. Consequently, when there's a close to 4:1 ratio of survivors:killer, the survivors also end up affected by that around 5 minute wait for a lobby to be created before they're allowed to be added.
Of course, BHVR is adamant that the longer queue times are due to there being more killers than survivors, but anybody who was around for the previous attempt at this kind of matchmaking system remembers very well that it also came with a significant increase in queue times. It doesn't take a genius to figure out the most likely culprit is the matchmaking system, but for some reason BHVR won't concede to that possibility. At least the last attempt at this kind of matchmaking system was actually successful in having all 5 players in the lobby when it was finally made.
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There tends to be a reverse trend on consoles when compared to PC. More people tend to play survivor than killer on console while more tend to player killer on PC. Consequently, the queue times tend to be reversed for the two roles.
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@artist said:
dont u love it when the game bugs but it causes something people have been asking for
yep, but if we learned anything from the chase music not being deafening bug, it's not gonna stay even if it is better for the game
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Clown is a lot stronger than Legion so I wouldn't be too surprised. Legion's strength is supposed to be an ability to quickly injure multiple people but that's ridiculously easy for survivors to avoid by simply staying away from each other or running in opposite directions. If he tries to get a 2nd person, he'll just run out of FF and then the first person will have gotten away while he needs to wait for his power to recharge or get lucky on injuring the 2nd survivor.
Clown on the other hand has the ability to cut loops short and consequently shorten chases. And he does that as well as ever.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/565045#Comment_565045
I am suggesting that every survivor gets +25% bonus BP for safe-rescuing or taking hits for other survivors up to 100%, and every killer gets +25% bonus BP for every fresh hook up to 100%. Less pressure to reduce the BP grind for new players, and bonus BP isn't gated behind purchase of Leatherface for killers.
BBQC's aura reading gets buffed in some way or another effect added, while WGLF is free to be its own perk, just like the exhaustion recovery iteration you suggested.
That doesn't really fix the issue that it would still be easier to get post trial multipliers with killer than survivor.
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The buff that gets asked for time and time again is for healing other players to give you tokens since protection hits and safe unhooks are difficult, bugged, and/or require competing with other survivors.
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It's supposed to be unlikely to escape through an exit gate. This is honestly the 3rd chance for survivors. Your team was unable to do generators in time. You couldn't find the hatch first. And now your 3rd chance is the gates. The killer is supposed to have the advantage after sucessfully stopping the survivors from doing gens and getting to hatch first.
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@MegIsMyWaifu said:
Nah man. You just want to catch Survivors by sound. Too easy.
You were supposed to be able to track survivors by sound. There's literally an in game tip that pops up on the loading screen stating exactly that. But it would appear that BHVR has proven their survivor bias by reverting the killer's ability to do what they had previously claimed killers should be able to do. They could have just made music have a sliding audio preference like hundreds of people have suggested, but they're definitely catering to survivors with this now. I guess all those promises that they would fix sounds for us have not only been forgotten but broken entirely.
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@Kabu said:
Thankfully the survivor will leave a husk that can be hooked for stacks and points
Do you have verification for this. I've always wondered why this wasn't done years ago.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564850#Comment_564850
The reason is killer doesn't have a good perk that works for everyone and you need to choose the more optimal.
Are we talking about a different BBQ than the one I'm thinking of. Not to mention Ruin.
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@Spaceman94 said:
I'm a killer main and this will make me play survivor more.
Yeah, the primary reason I play killer more is because of the bloodpoints. If I can earn the same amount of bloodpoints with survivor, I'll likely switch over.
@Rizzo said:
It will just make survivor more appealing as role, so, in theory, it would be harder to create a situation like the one we had in these past few weeks, where everyone was playing killer because more rewarding (bloodpoint-wise).
We might end up with the reverse situation though. As of right now, bloodpoints are the only reason I'm playing killer more than survivor. Survivor is more forgiving and allows you to play with friends. If it also rewards the same amount of bloodpoints, we might have to do something to give people an incentive to play killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/564312#Comment_564312
SWF is not that powerful as most people give them credit. Watch Marth playing 100 games WITH NO COMS. Sure they were SWF but you do not need to have voice coms only be focused on your objective and be good with survivor. Most people are not good survivors so they use coms to compensate or they just like I do prefer to play with friends and chill, hae a laugh and talk about stuff while playing together. Fact is SWF is not going anywhere so killers instead of whining should just adapt to it. I know I did when I play killer and I do not dodge any lobbies so yeah.
The fact that they also won the majority of the matches without coms was actually proof that survivor was just wildly superior on its own at that point. The game has gotten a bit more balanced since then, but that doesn't change the fact that an swf group playing to their full potential is incredibly powerful. If you're saying that killers should stop whining and just adapt to it, then you better also be saying that survivors should stop whining and just adapt to Nurse, otherwise it's massive hypocrisy.
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I'll admit that the Nurse is more powerful than a good majority of survivors when played to her full potential. However, an SWF group played to their full potential is even more powerful than that. I wouldn't mind them balancing nurse as long as they also balance swf. But if any demands for a nurse nerf without accepting an swf nerf is hypocrisy, and BHVR has stated that they don't want to touch SWF, so it would be a dick move for them to nerf nurse.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/564151#Comment_564151
Yep. I feel you. I am about a month or 1 from all survivors P3/all perks. This just wastes my time.
It sucks being a completionist.
How does this waste your time? It has even less impact on you than if a brand new survivor came out since if you already have his perks finished on your characters, you don't even need to go through the effort of getting the new character to 40 before you can finish getting all the T3 perks. Or do you also consider it a waste if any new survivor comes out?
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/559391#Comment_559391
No, you need to stop playing if you're gonna get all butthurt when people decide that they want to have fun. News flash: They payed for the game, same as you. Just because you feel like you're the centre of the universe doesn't mean they have to obey.
Wow, the full blown hypocrisy in this statement. If you honestly think a person whose idea of fun is intentionally disconnecting deserves protection, you've got your head too far up your backside. I'll agree that they don't have to behave because somebody feels like they're the center of the universe, but if you weren't so wildly self absorbed, it would be mind blowingly obvious that's not the reason he wants them to obey. He wants them to obey cause it's the the rules to obey in order to play the game. Rules they agreed to when they agreed to the ToS. Rules you also agreed to. And that is a damn good reason for them to obey.
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I've seen seen individuals with massive killer bias before. But I've never seen so many of them in a single thread at once. Most of the time it's survivors complaining over the stupidest thing, but this is the killer equivalent of a anti-MoM rework thread.
If you actually stop to think instead of just getting recreationally upset, you'll realize this upcoming version of Freddy is without a doubt more powerful than current version. One of the most powerful skills a killer can have is a quick way to transverse the map, and his is going to be huge. Merely losing the inability to hit awake survivors is enough to make him stronger and that's gladly happening. One of the other greatest skills a killer can have is a way to combat loops and Freddy is getting one regardless of how mediocre and debuff dependent.
One of the bigger things a lot of people refuse to even look at is the crazy synergy a number of perks are going to have with his new kit. Discordance and Surveillance will obviously be powerful in his hands. PGTW will be more useful on him than any other killer. They didn't really go over how his terror radius will work while the survivor is awake, but I'm guessing terror radius reducing perks will be more powerful on him since he's invisible to awake survivors till he hits a certain distance. And while BBQ is good on all killers, it doesn't take a genius to figure out how strong it's going to be on Freddy if he sees a survivor working on a gen after a hook.
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@Peanits said:
This is not a matchmaking issue, so to speak. There is still a large amount of people playing killer and there simply are not enough survivors to fill the lobbies. It is filling your lobby as fast as you can.
There are a few edge cases with the matchmaking that we are still ironing out, but waiting a few minutes for a killer match is to be expected at the moment. If you are waiting a long time (like you said, 45 mintues), this is not normal.
You keep saying that, but those words would be a heck of a long stronger if you just proved it. Revert to the old matchmaking system for 2 weeks and show us that it's merely a coincidence that the new matchmaking system's introduction came with an extra 5 minute waiting time for killers. Either the matches still take forever and nobody can deny it anymore, or it proves there's a problem and the team can actually fix it instead of pretending it doesn't exist.
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@se05239 said:
There's no way for you to get your BP back, sorry.
Although, isn't it a bit too early to scream "UNDERPOWERED!!"? The PTB will arrive in a week, where you can try him out.
His snares in particular is a better version of Clown's gas, in a sense. It even reduces vaulting speed and the Tonic doesn't do that. Snares could shut down strong loops, potentially.
Clown's gas does slow down vault speed. You have to have a certain amount of speed to fast vault which is impossible while intoxicated. I'm not sure which will be better between blood snares and tonic gas in the end. Blood snares won't require any refills, but tonic doesn't have a second priming time. However once you add Freddy's teleporting power to it, I think he'll end up ahead of the Clown.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/562343#Comment_562343
Be careful what you wish for not tunneling gens can actually be pretty effective surprisingly
This is definitely going to require further explanation.
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I'm more than willing to nerf killer's missed attack recovery if we nerf break neck turns on survivors. Let's give them the hag teleport treatment when they suddenly change directions of 180 degrees or more on a dime.
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That's way too strong. I think the primary change Monsterous Shrine could use is a bonus sacrifice bloodpoints multiplier. Then it would at least be viable for farming builds.
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All right, I've played a number of games after reading these egc timers broken threads, and I'm definitely not getting any faster results from downed and hooked survivors. I even hooked somebody and popped Blood Warden past the egc half way mark. If there was truly no reduced timing, they would have all been garunteed dead. But I kept downing people after that, and 2 of them managed to escape meaning the timer had been slowed down.
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If I recall correctly, Ghostface is the only licensed character that came after the store was introduced and BHVR had the idea of different clothing options for licensed characters. It also helps that BHVR actually owns the character himself and it's the mask specifically that the license agreement is paying for.
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it's not their entire aura. It's a black shadow of some hair models in front of the generator. I'm not sure how it got bugged to where it's a shadow of only the hair and nothing else.
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@aGoodOldRub said:
I don't know why you people are arguing about something that will get fixed big time with dedicated servers literally on or before August.
You seem to misunderstand. The current system is the one that they're testing for the dedicated servers. Even though the tests have already failed and it's still in place. By adding dedicated servers instead of killer hosted servers, it's not going to improve matchmaking at all. On the contrary, there are likely going to be some unexpected bugs that slow it down even more.
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They need to just straight up revert it back to the lobbies being made instantly for killers since that system clearly works better than the bugged system currently in place. If they manage to make improvements to their test system for dedicated servers, then they can try putting it live again. But keeping the inferior system in place when there's obviously a better alternative (even if it is an older one) is just a horrible management choice.
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@Frozenscum said:
Add perk cosmetic (change color of perk icons) for those who for some reason bragging about their hours and their grind, You did it for yourself, noone in lobby give a single fck if you P3 Killer/Survivor with some T3 perks, and noone give a fck if you have all of them maxed out or not.
Cause, let me sadden you, first of all, it is not an achievement by any kind, second, noone even see it, but you.
Did you play game cause you like it, or cause you wanted to gather some pixels to brag about it?
I've P3 LF from scratch into 40 maxed out perks + some nonmaxed out in a week, just with playing him, is it an achievement? No. I was having fun and enjoyed games, getting stuff on the way.
While we're at it, let's cut your paycheck down to a 1/3 cause in the end, you were just working for yourself after all. Nobody cares about your financial bragging rights. It's not an achievement. Only you see what's in your bank account.
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They would have to add in some form of compensation for people that went through all the grind to max out their perks though. I've got 4 characters now at P3 with every single T3 perk on them and a number of other P3 characters that are about 75% of the way there. If this system is added, then if I had all my bloodpoints back, I could have every single one of my characters at P3 with all perks unlocked and still have millions and millions of bloodpoints left over.
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Yeah, the bugged out system of waiting for a full group to make a lobby and then there not being a full group after that long wait for a lobby is still in place slowing things down.
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@malloymk said:
Yep. Rank 1, played against a camping Hillbilly with BBQ, SF & enduring. Camped and 1 hooked pretty early in the game. He was rank 3 btw. Real fun.
Let me guess, he was one of those dirty campers that doesn't immediately disappear from the map after hooking a survivor? Or were there other survivors in the immediate vicinity? I have a hard time believing a red rank killer just stood there and watched you after hooking you unless you did something particularly annoying. There's no way red rank killers would survive if they did that regularly.
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@Dreamnomad said:
If someone plays all the way to the point of End Game Collapse and then disconnects, that doesn't really upset me. The game was essentially decided by that point. It's the players that disconnect in the first 1-3 minutes of the game that completely ruin a match for everyone.
In the situation that you described, it almost seems like a good play on the survivors part. That is assuming the player had a strong feeling that you had blood warden and wanted to save his buddies. The player that disconnected would earn 0 blood points for the match so it's almost noble to sacrifice himself.
That's not noble. That's cheating. Disconnecting to give your teammates an advantage is 100% unintended and against the rules.
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There is a 30 second window, so some cooperation is involved. Though that cooperation is brain dead easy if it's swf. But I think it's relatively balanced since you need to do a certain amount of gens to get the hatch to even spawn. In order for all 4 to use the hatch, 5 gens need to be done which would have just been a gate escape without a key.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/559252#Comment_559252
Not really a hard timer for killers. The killer gets points for sacrifices done by the collapse, to me that isn't fair bc you didn't earn that sacrifice.
The vast majority of the time, the killer did earn any sacrifices from EGC. It's an incredibly rare scenrio where the survivor could have easily escaped but simply chose to die to EGC for no good reason.
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@GrootDude said:
I’m saying that the survivor is better than you. Learn when to stop chasing someone.
Likewise, if you think you should break a chase purely cause a survivor is good at looping, then you more than anybody need to learn exactly when to stop chasing someone. If that's the reason you break a chase, then there are going to be a number of games at high ranks where you have to stop chasing everybody.
The only valid reason to stop chasing a survivor is if you have another target of equal or easier difficulty. Which is going to be a less than common case that you know exactly where another survivor is while in a chase. Sure it happens, but it's not nearly common enough to where you can just stop a chase any time it's becoming difficult. Otherwise you've just wasted your time in order to accomplish nothing in the end.
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@v4lor said:
"your argument is invalid"
Tbh, you invalidated your entire post when you called looping an exploit, and unintended.
I suggest you go rewatch the anniversary stream, specifically where map design was discussed. Note how the designer directly calls them loops, talks about their strength, and the adjustments they will receive. Again, it's the DESIGNER talking about LOOPS BY NAME and their role in the game. Please continue about how it's somehow "unintended", and an "exploit". 🙄
Loops are a core design of maps; they exist because you can only do so much without making the maps huge and unplayable, and to make the most efficient use of space.
If you want a game where people just run in a straight line until they fall over, this is not that game. Further, if you want people to actually read your massive wall of text, you probably shouldn't start with such a deep misunderstanding of the way the game works at its core.
Calling looping an exploit may be going overboard, but it is 100% an unintended game mechanic. Just like true infinites, beartrapping hooks, and unhook blocking facecamping. The difference is that the devs actually liked what looping did and accepted it as part of the game.
@Yamaoka said:
Looping is not an exploit. Using collision to your advantage is a skill that is used by survivors AND killers. As a Bubba main I use my collision to block windows so I can instadown survivors instead of using the hammer. That's not an exploit. It's using your collision to your advantage. Wraith mains can relate.
An exploit is a beneficial in-game error such as wake up (fixed) or the crazy tinkerer 2 (fixed) exploit that was widely used last year. Remember the days of 0 terror radius Hillbillies?
A small question: Do you think a 0 hour rank 20 killer should be able catch a 1000 hour rank 1 survivor?
By the same degree, pre-rework Legion's chase breaking cheese mechanics also weren't an exploit. However, it did give a major unintended advantage to Legion players who used it at the cost of the viability of the enemy team exactly like pallet looping. But instead of making change after change in an attempt to make chase breaking Legion not completely broken like they did for pallet looping, they just reworked him. It would have been a hell of a lot simpler if they did the same thing for pallet looping. All they had to do was give the killer and survivor the same size hitboxes and that single change could have probly balanced things out better than all the massive overhaul of changes they've done instead.
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Woah, I didn't know that consoles get those 2 dlcs for free. Do they have to pay more for the base game to compensate?
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@Bithard said:
I'd say it's competitive for mostly the high ranks and more casual fun in the low ranks. Games like this are hard to balance as its 2 different games in one.
That's not the case. Even if you had 2 games in one, if one of them is casual and one is competitive, it should be entirely obvious that you balance around the competitive side.
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The thing about Borrowed Time is that it's pretty much mandatory for end game after all the generators are powered. Most of the time, the killer already has a hook or will be able to down one last person and get a hook. And if all the generators are already finished, no smart killer is going to leave the hook unless they have a garunteed down elsewhere. So the only way to get that person out is with BT. And everybody at red ranks knows this so you'll see a lot of BT at red ranks.
There's also the fact that it pairs extremely well with WGLF which a number of survivors run as well as Deliverance which is less common.