DelsKibara
DelsKibara
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1221831#Comment_1221831
So we have to wait months for "content" to just get the game broken again with the new updates? I also never forgot when they released mettle of man to sell Ash, then when everyone bought him, they nerfed it. This is a good game and has potential, but the devs are scammers.
I'm pretty sure a lot of people also bought Ash because it's Ash from Evil Dead. Not because of the perk. Calling them scammers is not only a stretch, but factually incorrect.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1221800#Comment_1221800
By "content" you mean clothes no one asked for, right?
Yes, lets just forget the heaps of killers with unique powers as well as maps that are added into the game.
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Hey! Welcome back to the community! I'm so glad to see a thread that is more positive about the changes on this forum every once in a while.
I will say this though, don't take what the forum says as the majority opinion. I know a lot of people not on this forum that does have fun against Freddy and Spirit, or have fun playing as them. Have fun with what you think is fun and challenge yourself with what you think is challenging.
I hope we meet up in the Fog someday, you sound like a pleasant person to play with ^^
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@xEzekanarioX said:
It would be like the hide or die game, the first days everyone will be hyped about it and then forget about that game. Also if they can't fix the first dead by daylight, why would they make a second one? Just another broken game rofl!!
I assume you don't know what you're talking about when it comes to fixing DBD.
Dead by Daylight is only as buggy as it is for the same reason PAYDAY 2 is as buggy as it is. The more you add content, the more bloated the software becomes. The more bloated it becomes, the more messy the spaghetti code is. A whole new sequel would bring Dead by Daylight a fresh start with a fresh new engine and new code to write that isn't a buggy mess.
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I think if there was a Dead by Daylight 2, it would be something like Minecraft: Bedrock Edition.
Dead by Daylight... But without the spaghetti coded mess.
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PAYDAY 2, though only when friends are around because pubs there are worse than randoms in DBD ^^;
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1221587#Comment_1221587
I've been explaining it in another thread if you want to read and reply there...
https://forum.deadbydaylight.com/en/discussion/comment/1221582
Again I'm not really sure about this yet, but it FEELS very old Legion-y. It mostly comes down to the fact that once speared, there is basically nothing you can do as survivor outside of get lucky there is a large enough object to break the chain and avoid a hit, that the killer messes up, or that another survivor steps in to help (ie. all stuff that is independent of your own skill as a player). I'm willing to admit I'm wrong, just Deathslinger has been out over a month now and it doesn't feel like it's getting better. At least with other killers I felt like I was gaining some skill to outplay them over time, I don't get that feeling with Deathslinger, and I've come to trust my instincts on stuff like this because it usually turns out I'm right.
I would say his spear acts the same as Huntress' hatchets. Except with his spear it's more or less about closing the gap and restarting the chase all over again rather than stopping someone from far away.
If you get hit, you get injured or downed. The results are the same with Huntress, just slightly different in execution. Old Legion requires you to do actually nothing except hit the survivor once and moonwalk. Deathslinger requires some pretty precise aiming (because the spear is a projectile, not a hitscan like Huntress' hitboxes), and it is limited to 18 meters in length. So it's not as powerful as Old Legion, and it is more reminiscent of Huntress as a projectile killer injuring you if you get hit with their weapon.
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@BigTimeGamer said:
picking a hero in dota who’s abilities are good against someone the other team picked - countering
bring iron will in hopes you face a spirit - not countering, just luck
see the difference?
Uh... ???
Maybe I'm missing something but I feel like both scenarios are the same. Picking an option that is beneficial against what the opponenet picked. Maybe I don't know Dota but don't you also not see what the enemy player is choosing to pick too?
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@thesuicidefox said:
Counter play means you always have a chance to swing momentum to your side up, or prevent the gain of momentum of the other side, until the point where the game actually ends. It means you always have a way to win, however slim, based on your own actions and not through the failure of your opponent (ie. a mistake that you can capitalize on).
In a classical sense, take Tic-Tac-Toe. Nearly any setup up has counter play in that you can always place an X/O leading to a win, or deny the other player a win through defensive means. TTT with no counter play would mean if you put X/O in the middle square, it always results in a win for you no matter what else happens. There is nothing the other player can do to stop you no matter how long the game goes on or what tactics you employ.
Another example is chess. In chess, the game ends when one player gets checkmate, a situation where the other player has no moves left and their king is taken. Now imagine a chess where a simple check (as in putting the king at risk of being taken but the other player still has moves left to prevent this) results in a win. This is now a game with no counter play, as the mere act of challenging the king would result in a win. It means white can in theory win in just 3 moves, and black has no option to win ever. (I'm not a grand master chess player, this probably isn't totally true I'm just using it as an example).
Lack of counter play leads to a very one dimensional game, where one side is basically destined to win.
In the case of DBD, the only real instance I can find of "no real counter play" that has been proven is old Legion. Old Legion just had to hit you with Frenzy twice, then moonwalk the chase and win. There is nothing the survivor can do. And yes, IF the Legion made a mistake the survivor could do something, but relying on your opponent to mess up is not counter play. Old DS was in a very similar situation, where you were basically reliant on the survivor missing the skill check to actually be able to beat it. Although, old DS was "more counterable" than old Legion if only because it was a one time use.
By contrast, beating a Spirit and Nurse in a chase (two killers people claim have no counter play) is not as dependent on the killer making a mistake. Yes if played perfectly, it is extremely difficult to counter play these killers, but there is still the possibility of doing so and that possibility is based on your skill as a survivor. Unlike Legion, there are things you can do to win a chase, some of it pre-emptive (ie. using Iron Will against Spirit) and some of it reactive (breaking LoS against Nurse and using structures to your advantage to make it harder for her to track you until she outright loses you). But against old Legion, there was nothing. Yea another player could come in and help you but that's independent of your own skill. Yea, Legion could make a mistake, but that's independent of your own skill. And yea, if you were 100% perfect in your play you could in theory circle back into Legion's LoS and restart the chase over and over (which is a great theoretical counter play but completely impractical in reality). Old DS too had no counter play. You just had to eat the DS (of the obsession) or juggle them (which is counter play but goes back to the one dimensional aspect I mention earlier).
Very few things in DBD have had no counter play when you really boil it down. Most balance discussions where this is brought up is mainly down to the practicality of such counter play. Like, old Freddy's tracking (via aura reading in Dream World) could be countered through skill, but it was one dimensional or simply unfair to require the other side to go to such extremes. New DS has counter play, in that you either slug the guy that was just on the hook or you go after someone else. If you get hit by DS even if you didn't tunnel, yea that sucks, but it was well within your power to just wait. The only time it wouldn't be is if you downed the guy in the exit gate, which is the equivalent of a checkmate on next move situation (where the only way to win is if the opponent royally screws up). I do think new DS could do with some kind of personal Blood Warden for 20 seconds to prevent this, requiring the survivor to basically escape another chase before they can leave, but it's such a niche situation that you could argue "hey you had the entire game to deal with DS, you waited until the literal last second and you paid for it."
IMO, the only true no counter play situations in the game were old Legion, sort of old DS (as in most situations), old BNP, infinites (as in ACTUAL infinites like old old cow tree with 2 windows and no Entity blocker), old mori, and Deathslingers spear (which I'm only adding it here because I'm literally in another thread debating it, so I may be wrong).
Really when a player says "this has no counter play" it's either because they simply refuse to engage in the counter play, or that they find it frustrating and have no other way to express it. I'd make a safe bet that 99.9999% of the current game is just fine in terms of "counter play", the arguments really come down to balance and fun more than "does this have counter play?".
I honestly really respect how well thought out your arguments and points are. Though, I'm curious why you think Deathslinger's Redeemer has no true counterplay? I've been treating him like how I treat Huntress whenever I play a game against her. Bait him to take a shot, and then move away. The projectile of his spear is rather small and not as forgiving as Huntress' hatchets so while it is riskier with how fast it is, it's not a guaranteed hit even if it's just a near-miss.
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I've only recently gotten every one of my characters to Level 40 for every teachable perk and I already clocked in over 1.3k hours of playtime. I agree, the grind does need to be cut off somewhat. Because people who play it casually probably won't be able to experiment and play around with the perks as much as people who play this game everyday.
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You are in White Ranks. In White Ranks, matchmaking is virtually nonexistant
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You know what I want them to fix?
Survivors floating off of the ground (Or seems to float off of the ground)
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@Reborn2020 said:
Dont read . Close chat. Your fault.
Arent you that guy who said that killer is "Easy" and it should be way more incredibly difficult?
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Self-Care.
I sometimes run Kindered and without fail I tend to see one or two survivors selfcaring on the other side of the map everytime. Like... They can see the killer isn't nearby right? They know I'm hooked right???
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I'm pretty sure people will think I'm a masochist (Heck, one tier list outright says it)
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I feel like people also don't take into account farm games where survivors want the killer to chase them for as long as possible to fill up their Boldness score.
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Getting Brutal Killer.
I'm honestly happy just not depipping, that means I'm where I should be in rankings.
I am of course happier if I get Ruthless or Merciless Killer ^^
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Oh boy, alright here we go.
Killer is becoming way to autopilot. It should be difficult. You're trying to outsmart 4 other human beings. When we couple unsafe pallets and loops on maps like Hawkins and The Saloon, along with things like latency in killers favor, bloodlust, and the entity blocker, you can basically win any chase just by holding w long enough. God windows were one of the things that separated great killers from average killers, as although they may have similar chase skills, great killers understand time management and when it is worth it to chase through those windows, as well as when to let a survivor go even though it may feel like a loss.
Incorrect, I don't think anyone would argue Killer is becoming "Autopilot". If that was any Rank 20 killer could easily best any Survivor in Rank 1 if you can just beat them by just "Holding W for long enough". Killers, just like the Survivor side, still takes some skill to play effectively and optimally. How effective that killer is depends on which killer they are using and what the current meta of the game is.
The Basement is a map mechanic that has very little counterplay for survivors, especially if the killer is playing someone like Huntress, Hag, or Leatherface. Having the basement near God windows provided risk to looping the structure and punished survivors for being too close to a safe area. God windows don't make survivors invincible. They are very long loops that are easy to miscalculate lunge ranges when considering mechanics like bloodlust, and often spawn in relatively dead zones with maybe an unsafe pallet nearby( Rancid Abattoir, Ironworks, Wretched Shop, etc). Maybe we should rework the basement too since it's an unfair map mechanic to survivors as killers can "hump the basement" as soon as someone gets in there like a God Window.
The basement has a chance of spawning somewhere more inconvenient for the killer. Or in the case of maps like The Game, somewhere far from the middle in the bottom floor corner of the map. I feel like you forgot to mention that every basement has always been accompanied by a God Pallet. Which isn't mindgameable. Which forces the killer to break it or force them to give up chase on the survivor. Which already gives you ample time to run away to the next pallet or loop. And sometimes God Windows do make survivors invincible. The Fractured Cowshed window in particular is rather disgusting in how much it distance it gives the survivor compared to the killer and how safe it is.
If someone just humps a god window all game, they are not doing anything efficient. There will probably be about 2 Gens near the God window. Let them go and chase survivors out of position. You can find plenty of good killers like Marth getting 4ks on Asylum and Iron Works with clown because they know what chases are worth committing to.
And most killers know that, most killers actually abandon chase. This is not something only "High Level Killers" are knowledgable about. This is common knowledge to anyone who has played killer for a significant amount of time. It's not worth it to invest time on someone who is good at the chase. Look for weaker victims. So I don't get why this is an argument for God Windows. It's not even anything related to it other than the fact that God Windows are used in loops anyway.
Survivors should have an option to play sweaty like killers. I don't like to vault God window 3 times, but if I'm going against a killer with an ebony mori that camps and tunnels, I should have something that gives me a chance of survival. Survivors don't see what the killer brings into the game, and if I'm going against a killer with overpowered addons and offering, I should have some chance of winning the game because I can't predict when to bring something like a syringe or key.
And they still do? I can run a Spirit for 3 gens with only one teammate remaining not because I use God Windows, but because I used pallets and used that to my advantage to mindgame her everytime she phases in and out of her phase walk. There are FOUR SURVIVORS. Their collective perks and add-ons should only just barely break even with the killer's perks and add-ons. If one survivor has an overpowered perk and add-on, what's stopping the other 4 from running it and basically not giving the killer a single chance of winning? Because they all run the same perks and add-ons, as well as the same loops and tiles. Does that particularly sound fun to you as the Killer? Or heck, as the Survivor is that a fun game to play?
The new maps with their massive deadzone and unsafe areas will promote an extremely boring gen rush meta. Survivors will feel the need to get on generators from the start of the game and run immediately to other generators instead of doing things like looting chests, going for flashlight saves, taking hits, doing totems etc since chases will basically end in 20 seconds if the killer knows how to abuse things like bloodlust and entity blocker.
People already "Gen Rush", I myself always bring perks like Prove Thyself because it can help me pop gen after gen with one other person before the killer could even reach us from the other side of the map. As far as I can tell most maps already have massive deadzones (Mother's Dwelling's realm in particular), not every map is pallet city like The Game or window ville like Coal Tower. There has been large deadzones on multiple maps but you rarely see them because you by instinct would run to the tiles that spawned a pallet or a tile you can run a loop around. You rarely pay attention to the actual deadzones that are already in this game. Because you already have an adequate amount of ways to defend yourself and run from the killer.
Most people use God windows wrong. Sure vaulting a God window 3 times wastes 20-30 seconds but it will almost always lead to taking a hit. Good survivors (maybe the top 10-20% from what I've seen) understand its often better to vault the window once a move to a safer pallet or tile with the distance as opposed to vaulting it three times.
So I hope I'm not taking this wrong but I think you're arguing that there is a way to use God Windows without triggering the Entity Blocker. Which could create a pseudo-infinite. I hope I'm not taking this wrong. Because it sounds like you're arguing against God Windows with this argument.
Most God window maps are actually fairly balanced. Let's look at the top three SAFEST maps for survivors in terms of kill rate, Rottenfields, Haddonfield, and Fractured Cowshed. Rottenfields has no god window, instead it is just way too big and easy to play immersed. Haddonfield is pretty busted I'll admit, but after the balanced landing nerf most windows are not as strong. Fractured Cowshed has a strong window, the barn, however I feel the survival rate is more because of the abundance of safe pallets as the window is not as strong as the ones on asylum and ironworks for example, and it is located in the corner of the map, making it difficult to run to. All these maps have above 50% kill rate, which seems pretty balanced, and these are the SAFEST maps for survivors. That means maps like Rancid abattoir, Ironworks, Asylum probably have around 50-60% kill rate which again seems pretty fair.
I just ran around that loop in Fractured Cowshed as Ghostface the other day, and man was it rough. It was also partially my fault for going after the Bunny Feng because I wanted to hunt wabbits, but that loop did not have to take that long to run around. There is virtually no way to counter that window except vaulting it yourself, which gives the survivor distance to go to the next pallet or do the same exact loop again. And don't forget that they can just break chase and reset your Bloodlust so that's not an option either.
While yes the kill rate is 50%-60% on most maps, keep in mind that statistic was taking into account for ALL ranks. I may have missed the one with Red Ranks if there was one, but I'm pretty sure if you factor in all ranks, killers will always get a 4k because most Rank 20 survivors (Rank 20 Solos I may add) are such potatoes that the only things that often saves them is the hatch.
If you're playing solo queue against the top tier killers, using strong windows is almost a necessity. Freddy, Hillbilly, Huntress, Doctor, and Spirit all excel in pallet play. God windows were one of the few reliable counterplay options to spirit as she cannot vault during phase. God windows provided a way to break line of sight and force a nurse to guess. Hillbilly and Freddy were forced to chase through them. To be honest more than half the cast has some sort of option to deal with strong windows, and instead of nerfing them and making the best killers even stronger, they should've found a way to improve killers like Clown and Leatherface. This will just make the 75% kill rate the best killers have skyrocket even higher.
Solo Queue. I have no issues or problems going against Freddy, Hillbilly, Spirit, etc. Not because of God Windows, but because I can preserve pallets and use them as necessary. Not only that but it's because I also can juggle hook states for every single one of my other teammates so none of us would reach our death hook if it ever comes to it.
The thing about changing the maps is, most top tier killers won't care, because it will not effect them. They will still be as effective as they are now. This only helps low tier killers like the aforementioned Clown and Leatherface because their powers don't do well in large maps like Mother's Dwelling. Why am I confident in thinking that? Well just do a little Logic Chess and realize this. Killers who can blink, teleport, run at high speeds, or phase all have one thing in common. Their speed gives them high map pressure. Now what would happen if the maps are shrunk?
Nothing.
Because they still have the same amount of map pressure. Freddy can still teleport from one side of the map to another, Nurse can still blink from one side of the map to another, so will Billy, so will Nurse. They can still only focus on one survivors at a time, one chase at a time. Shrinking the map only helps killers who don't have the mobility these four have.
Bamboozle exists. If survivors have to run things like Iron will to counter spirit or spine chill to counter stealth killers on indoor maps, it's not unfair to expect killers to have to adjust their load out in anticipation of certain maps.
Let me just say you don't need to use Iron Will or Spine Chill to counter Spirit, you just need to have good game sense and enough knowledge of her power to guess her pathing compared to yours to effectively dodge her from hitting you. Good survivors who knows how to go against Spirit knows this, Survivors who are still learning to play against her (Or refuse to learn) will use these perks, same way Spirits who are still learning to use her power use Stridor to hear the moans of survivors louder.
As for Bamboozle, killlers use it but even that is not enough to fight off certain God Windows (Like Fractured Cowshed).
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The Muse of Northbridge.
Mainly because I live near Northbridge, Perth and I primarily draw and make music for a living ^^
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I don't know why people think she is skill-less when she requires you to be good at chases to begin with. She requires you to be aware of Survivor pathing as well as potential mindgames they could possibly do (which most survivors don't do because, well, most survivors don't know/is unwilling to know how to counter Spirit). She kinda requires you to play Survivor to get used to your own pathing, which you can use as her.
Even then she isn't exactly hard to beat in a chase either. She requires you to guess in advance what she will do, as she would with you. Dropping down pallets early and acting unpredictably is one of the fastest ways to completely confuse a Spirit main. Dropping a pallet or making it seem like your scratchmarks are heading for a pallet/window could force the Spirit to think you're just waiting there on the pallet to try and pallet-stun you. Or better yet try to catch you off guard because she sees your scratch marks have stopped.
But I get it, some people just don't get it when it comes to facing her. Like some people who don't get it when they face Freddy or Ghostface, or heck, even Hag. She's a killer that requires you to change your playstyle and relearn what you learned with looping. And no, I'm not here to troll, I just have a contrarian opinion to what most people think. Because really none of the killers are that threatening if you learn how to face them individually. Not as a whole group.
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Maybe this is just me, but I tend to like facing Freddy's.
I just don't like facing killers that can easily be chased around a loop, I want to outsmart the killer, not outrun them. Not because I want DBD to be a horror game (It's not), but because I want to play differently to the meta. Strong killers like Freddy, Nurse, and Spirit forces me to play differently when facing against them.
With Freddy, I have to try to stay awake when he is nearby. Keep mind of LOS Blockers to hide me from him when I am asleep, since he can very easily see you with the white outline if you are in his Dream World. Keep track of Fake Pallets if he brought those, disarm Snares when he isn't chasing me. He forces me to go out of my way to not do gens so I can make sure my teammates and myself are safer when he ends up chasing us. Because without his snares he is an M1 killer. The reason people dislike Clown is because he cannot shutdown loops effectively, which is what you can do with Freddy by disarming those snares in advanced when you're not in a chase. And I know from personal experience survivors can loop a killer for a couple of gens without getting hit once, and that includes killers like Freddy.
As for his teleportation, honestly I don't think it's as bad as people say it is. He only gets to use it intermittently and you can easily stealth him because the player won't know where survivors went and won't want to risk taking a long time looking around. Just break the generator (possibly with Pop) and leave. At least that's my experience with Freddy players, including my brother, who is a hardcore Freddy main ever since old Freddy.
I know it's a contrarian opinion but what is "Boring" for a lot of people is "Challenging and Fun" for me. Except Legion. Legion can just commit not exist.
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I feel like you should be able to try out a killer twice for Live Servers after the PTB is out, and once for every previous killer you haven't played but you don't own the DLC.
A one time game seems fair to me, but you can only use the free perks that comes with the killer and you cannot advance their bloodweb.
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There are still legitimate reasons to disconnect from the game, actual legitimate reasons that aren't related to anything happening ingame
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1125576#Comment_1125576
she can see my tracks AND/OR blood with an addon and she can clearly hear my position while freely moving around, i cant see her or hear her location plus she is too fast in phasing with certain add-ons. Clearly not a balanced killer
The addon to track blood is Ultra Rare, as it should be because it's powerful. The other Ultra Rare removes her ability to see scratch marks.
She is also easily disoriented by scratch marks because you can run and walk to confuse her.
She can't clearly hear your position, when phasing she can hear her own vacuum cleaner.
And you can deny her fast movement during phasing by just vaulting.
She cannot vault while phasing.
If you are sucking against Spirit, you will suck against basically every killer who has high rank play. Because every single killer up there will demolish you if you refuse to learn and just scream for nerfs.
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@TTVfbYTigTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1116978#Comment_1116978
Yeah, i'm just not 11 years old nor do boobies, butts or genitalia make me giggle?
The only reason its funny is because you said something like that being unaware of what it means.
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I thought you would at least give us a reason.
Well, how about you start learning how to face a Spirit? She's only a guessing game to people who treat her like any other killer.
"When seen, loop them to oblivion."
She requires pathing to find you, pathing without vaulting and she, of course, cannot jump.
So jukes using vaults are useful against her because she is dependent on noise and predicting *your* movements while she is phasing.
But, if you just wanna say she's just unfair without trying to get better.
Git gud.
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Guys, the person spams emojis in their replies. Not really someone worth talking to about having a reasonable discussion.
I really suggest just not feeding the troll.
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I actually feel like this perk is way too powerful. Because you are disabling every single survivor perk. That in itself should tell you how powerful this perk is.
Because without perks, all 4 survivors combined are weaker than every base killer. And yes you can argue "Just be a good looper", no chase music means every footstep a survivor takes is one the killer can hear. So the killer has the upperhand there.
I feel like if this is indeed going to be brought i to the game. It should be a separate ganemode with LIMITED perk usage rather than completely banning them until every totem is gone.
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@Fibijean said:
Winning gracefully is a vastly underrated skill.
Normally you would think an M rated game would have most of the playerbase being mature enough to have that skill, but I guess when it's just a game you can act as immature as you want and no one will know who you are.
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Hybrid main.
But I don't run meta because it's just boring. I don't have fun by just winning all the time, I have fun by trying my best to help my teammates with the limited resources I have. Even if that means me losing half my games.
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Is this a new thing now? Calling people who sometimes defend the devs "ass kissers"? I'm pretty sure someone called me a "Cult Apologist" the other day as well.
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@Gh0stDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1123211#Comment_1123211
Bro imagine if you stop to hear a quarter of the survivors ideas,I am a hybrid and already hear a lot of stupid ideas from killers,but nothing overcomes the group of survivors asking for 5 perks slots or for each exhaustion perk have it one timer.
Exhaustion perks used to have separate timers.
It was a dreadful experience as Killer.
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I feel like the generalization to killers are a bit unfair. I don't think they are sadistic, more over that they are frustrated.
I'm a Hybrid myself, Yui & Spirit main respectively (although I enjoy playing Survivor more atm with the challenges). And I see problems in both sides, although those problems tend to not be what the majority of the Killer/Survivor mains are complaining about.
I also believe in BHVR that they want to give us the best experience possible, and I wouldn't go as far as calling them corporate shills like some people I know do. They're a business, they need to stay in business to keep making content and bug fixes that everyone wants. It just so happens the game is just a spaghetti coded mess.
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I'm just going to say. I think the reason it takes a long time to do a complete overhaul is because Dead by Daylight is a mess of spaghetti coding.
It's a miracle this game even functionally runs at all with little to no constant issues, because major changes tend to be bad for the game as a whole. I mean we saw it with The Oni's chapter release, Survivors in the basement fell through the world and couldn't move at all.
I'll say if they are doing something like this, they would be doing it to a lot of different perks at once. Something similar to Payday 2's Difficulty Rebalance when that was a thing. Because with that they could squash the bugs as they appear during development and not right after the fact like during The Oni's chapter release.
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I'm just going to say. I think the reason it takes a long time to do a complete overhaul is because Dead by Daylight is a mess of spaghetti coding.
It's a miracle this game even functionally runs at all with little to no constant issues, because major changes tend to be bad for the game as a whole. I mean we saw it with The Oni's chapter release, Survivors in the basement fell through the world and couldn't move at all.
I'll say if they are doing something like this, they would be doing it to a lot of different perks at once. Something similar to Payday 2's Difficulty Rebalance when that was a thing. Because with that they could squash the bugs as they appear during development and not right after the fact like during The Oni's chapter release.
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@[Deleted User] said:
I think showing SWF in lobby would be really unhealthy for the game. You'd see increased dodging and an unwarranted sweat fiesta from a lot of killers.
You don't realize you're playing against a SWF most of the time. A lot of SWFs are duos that aren't even on comms. A lot of 4 man SWFs aren't even talking about the game on comms. You'd be putting a spotlight on every SWF because of the way maybe 25-50% of SWFs play.
I'm pretty sure the majority of people who play survivor plays with friends.
I know at least 6 people who play DBD only because they can play with other people, they've never touched Killer because it doesn't interest them.
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I try to get Tier 3 perks (except Discordance) on every one of my killers.
So... Yes. Every perk other than the ones I usually run.
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Oh god no, I want new features to make survivor gameplay feel different but giving every survivor an ability would turn everyone into Meg mains.
For very very obvious reasons.
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The fact that Dead by Daylight has a political system of it's own is kinda terrifying.
But overall, I have most of the same opinions as OP:
- I think Dead by Daylight favous Survivors more. However...
- I do think Killers who are genuinely skilled wouldn't struggle as the Forums would lead you to believe.
- Controversial Opinion: But I genuinely believe killers who struggle with every kind of SWF, no matter how unfair they may think it is, are just not a good killer. Disagree with me if you like, but I will still think that a Killer who cannot beat a simple SWF team no matter how sloppy, in my opinion, is not a valid voice to listen to when discussing balance changes for both sides. You're still learning, don't hamper that by actively ignoring challenges like SWF groups. I know some people play this game to relax, but if you are aware of the Killer side's stressful nature, why are you playing Killer? Yes, I know Survivor can get boring but if you are playing to relax, you would better off play something monotonous and tedious like Survivor.
- And yes, I know there are the death squads and the bully groups. If you do meet them, just take my advice and don't give them the game they want. Don't commit to chases to people who obviously want to be chased, play in a way that no normal killer would play, just don't give them that game. Force them to complete generators, kick them out and move onto your next game.
- With that said, I feel that second chance perks do need some changes. Not to how powerful they are, but to how frustrating they are to face. DS can make you feel like you're losing momentum in the game, when in reality that is not what it's doing. 5 Seconds may feel like a lot of time, but you can still regain those 5 seconds back easily. It's just frustrating to see that darn icon while you are stunned for 5 seconds. It makes you feel like you're losing when really, you should focus more on the advantages and pressure you've already given to survivor. But that will always weigh heavily on your mind. That perk can make even the most peaceful man in the world go wild with how frustrating it is to see from the Killer's FOV.
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@Fibijean I can't believe you would vote for Dwight, how could you?! >:(
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@Mikeasaurus said:
The true question is: Do these potatoes KNOW they're potatoes? Because I swear everyone I meet like this thinks they're the best ever
The Dunning Krueger Effect.
People who only know the 101's of a subject tend to think they're experts in it.
It's why the more you actually know, the better you get, the more you realize you don't *actually* know.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1121258#Comment_1121258
Before dedicated servers I believe. Swf would spawn in the lobby at the same time. But they changed for survivors sake because
1. Killers would lobby dodge.
And I don't blame killers for not wanting to deal with swf
2. Killers were brining mori's to deal with it
This led up to the events of survivors quitting out of the game to cancel the match so they didn't have to deal with mori's
Personally, I think killers who dodge EVERY SWF are just bad at the game.
Yes there are death squads and bullies in the SWF pool, but not all of them are like that. So if you dodge SWFs, you're kiiinda admitting your own skill suck because you're saying you're not confident in your skills to take on a group of players that may be optimal and may be not.
One of the reasons I'm against giving the killer an indication of SWF is because a lot of killers tend to think they're not good enough or that they have a stigma they are completely unfair.
And that would just kill matchmaking time for everyone. The killer, solo Qs, casual SWFs. It'll just be horrible as killers who dodge would only want to face players they think are fair to their mind.
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@MissMora said:
i say remove all items!
I'm just kidding, but what i actually think is get rid of add ons!
Or weaken them or make it so they dont stack.
I personally like playing Survivor more than Killer right now, but I never really bring addons with my items. Mainly because I see no reason to. Brown Toolboxes right now is already pretty good by itself.
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@Skelemania said:
Why even make a thread if you spend the entire OP just trying to stifle discussion? There's no conversation to be had here.
Yeah, I'm tired seeing threads like these where its just "You cant change my mind and I will stay angery!"
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Yeah, keep Discordance at Level 1. Trust himmmm.
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My best advice is to always ALWAYS find a way to wake up.
Whether by being woken up by a teammate, or by being woken up by an alarm clock, or an interrupted action. Freddy's teleportation and power is halted if everyone keeps themselves awake.
I also have a brother who is a Freddy main, and he tells me that Freddy's that know what they are doing won't rely on their snares to get hits or kills. But rather on their teleportation ability. He basically told me that he only places snares at the beginning of the match, around loops that are considered strong, then spend the rest of the match just hunting down survivors with Discordance or BBQ & Chili.
If you're up against that kind of Freddy, just wake up and don't clump up on gens. Teleportation is again, halted if every survivor is awake. If you're up against a Freddy that spams Dream Snares and Pallets, once again, wake up. His snares and pallets don't work if you are awake. And if you are a good looper, you can keep a Freddy busy as long as you stay awake.
Basically, you need more than just one person being a good looper, you need to sometimes tag in and out so Freddy cannot constantly chase one person with his passive sleep countdown and down them. Without his powers he is an M1 killer that is easily loopable. If he is tunneling someone for more than 60 seconds to try and get them to get snared, he is wasting his time and by then everyone should be on gens making them pop left and right while he is busy downing one person.
As for passive slowdown, his slowdown addons barely add a lot of seconds to generator repair speeds in my opinion. So they're not exactly gamebreaking or noticable.
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Hahahaha!
I love seeing Kate & Yui in the lead.
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The Basement should be difficult or downright impossible to escape. It's the Killer's ultimate hook location.
No.
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I definitely agree with you on that one.
But even if they would do something about it, what exactly would they do? People who abuse others during endgame chat will always do that no matter what you do. Even if you report them and they get their just desserts, they'll still act like an ######### because that's just who they are.
Maybe a stupid solution, but allow the killers to block certain survivors or survivors block certain killers so they cannot see what they say at all during the endgame chat.
And don't be like Discord where "Blocked Messages" can still be seen. Have them be completely invisible. Have the survivor/killer have no cosmetics in the eyes of the person who blocked them and give them a random username so they can't distinguish who it is they blocked so they cannot do anything in the future ingame if they see them again.
But they still have to play against each other, so blocking won't block players who are higher skilled than you. Keeping the matchmaking as stable as it can be after the MMR update (which I hope is insidious and not announced they will start changing to that system)
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@Bard said:
Of course the forum is biased towards killers.
That's what happens when the devs are biased towards survivors and, unlike Reddit, the numbers of the survivor playerbase can't downvote vocal killers into oblivion for saying that "this obviously overpowered thing is overpowered."
Wait Reddit is full of survivors?
I feel like I've seen the complete opposite.


