DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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There's a vast difference between throwing a match to camp and camping to secure what may be the only kill.
I don't see any problems with killers being able to defend a baiting objective. The devs, by popular demand, have deemed hooks to be of no priority for balancing purposes. Whether 1 or 12 hooks it doesn't matter, only the number of kills.
If survivors really want something done about camping in a meaningful way; encourage the devs to focus on match context and move the focus to a healthy flow of allowing the killers to 3 hook everyone (Not just inefficient teams).
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I'd take the longer ques over the very loose mmr ranges
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Emblem system wasn't a bad idea, just a horrible execution.
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Might as well use coh. You can still heal yourself if no one else will and it aids teammates that can't heal as well.
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@Carranza88 said:
I’m sorry but am I only one that thinks killers are just too op now? I mean getting one hit by the bell guy is annoying. All the killers are pretty much guaranteed a win. They wanted to make this game more balanced but in all honesty they made it more for the killers. If you main survivor, good luck. Your not winning much. Killers abilities are used and abused since they have ABSOLUTELY no cool down. They can spam and re use over and over again and us as survivors just get the crap end of the stick. Used to live playing this game with my squad but we’re looking at switching to Friday the 13th. Good luck anyone that sticks through this game
No they're not. When a survivor knows what they are doing and performing well, it forces the killer to abandon 1v1 or overcommit and throw the match. Chances are that if killers are looking OP there are several changes and improvements you can make to your gameplay.
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@behaviourmakesmesad said:
Its cringe. Thanks for wasting 4 mins of my time every game so you can boost your ego a bit.
Thank the devs for implementing the opportunity of a free escape
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@Maj3stic said:
Ik I speak for everyone when I say 5 secs ain’t enough to get anywhere off the hook. Most killers will just wait it out and tunnel. Survivors have dumb endurance while killers all run the same gen control perks. The MMR system doesn’t even work. I fight survivors who are sweats when I don’t even play killer like that. Is DBD currently in a rough spot rn?
Too much focus on the Casuals that require immediate built-in counterplay over learning existing tools/tactics through experience.
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@ZeymTheDragon said:
Killers complaining about pallets being too close to each other but GOD FORBID Survivors mention that the hooks are side by side and conveniently placed xD That’s the game, you need to play it. With boil over nerfed it’s easy to down a survivor and take them to the hook.
Want the survivors to jump on hooks themselves next time?
Big difference between time wasting chase extending safety and objective points that require survivors to be downed before use.
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Knockout, septic touch, Sloppy Butcher, darkness revealed
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Why launch a sequel when they can make all the improvements and additions to the live game?
With everything players have bought and time invested, it would be a huge middle finger/money grab to declare we have to start over.
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There's a point where the potential for pressure is more dependent on survivors than the killer's action.
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Survivors want killers to go for multiple hooks, but the game is designed for kills to be the focus. When survivors do well, there is no time for fresh hooking everyone.
Ultimately I find hooks to always be a waste of time, something which survivors dictate to begin with. You can squander a good 20-30% worth of a gen just carrying to a hook. I'll settle for bad altruism kills before returning to using the hooks.
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I don't think survivors are ready for the repercussions of what's being asked for.
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Too bad there not any counterplay...
oh wait, there is
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That's only the case when survivors play poorly and continously allow themselves to be injured.
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Could be that selfcare/medkit are hindering altruism points. Some complain that survivors don't earn enough BP, being capable of complete solo actions is a contributing factor.
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Horrible idea for entitled players to cherry pick. Yeah we'd have some casuals pick killers they don't like, but we'll have more Swf's using this to eliminate the killers that are most common in higher mmr just for easier games.
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This is just a bad idea. It's plain cherry picking and would easily be abused.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3132740#Comment_3132740
It's just what I've observed. Games tend to be lost more times than not, if there are only 3 survivors and 2+ unworked gens left.
My experience is we tend to escape when the killer devotes so much time on one person. The only time it becomes a real hindrance is with an immediate suicide.
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Can't say much has been impacted with this patch.
Survivor doesn't feel like anything is more difficult. I've gotten a little more use out of perks like blast mine and alert.
Still ignoring hooks completely as killer. With knockout being my favorite perk, it only got better with the changes.
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Playing solo I have no problems with handing the killer off when I'm completely out of options. Maybe the teammates can't escape the chase, but I'm more willing to attempt the save then risk being the one strung up.
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Killer is only as easy as the survivors make it. Survivor's 1v1 starts before the killer even knows where you are and doesn't end until you've failed to escape a chase.
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@jamally093 said:
I don't mean the tunneling where there's multiple survivors and you down the one that went on hook and another I mean seeing another survivor but going out of your way to still just go after who was just on hook. That kind of tunneling is just a scummy thing to do and I don't know why people do it.
I don't get why survivors get so bent on having back to back chases. So the 1st chase ends in failure, get hooked, and then there's a 2nd chance to prove they can escape chase. Seems like the only issue is some feel entitled to having the opportunity to refresh health states.
There is no logical reason to abandon a single chase for another two. At best maybe if another survivor shows themselves to be a higher priority; like you witness them place coh.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3132704#Comment_3132704
Except an equally skill Killer against equally skilled survivors shows this isn't the case. The killer always has the advantage, on average, over survivors of equal skills when 1 survivor is eliminated before 3 gens are done.
Can't say I agree. With the exception of two killers, I always feel like I have the advantage as a solo survivor. It's on me as an individual to avoid the killer, know how to run different tiles, be environmentally aware of audio ques & dead zones, and dictate when I can break chase.
Nobody can influence how their teammates play outside of swf. So as a solo all that can be done is to be the better player and accept the opportunity of a free escape despite not actually achieving the objective.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3132688#Comment_3132688
It's really the exception to the rule though. A very high percentage of games where survivors haven't done 3 gens before 1 survivor is eliminated, ends with a loss. It makes tunneling someone out very lucrative. And honestly, it's just such a massive shift in power, it almost ruins the game in general.
Poor results for poor efficiency. It really makes no sense for killers not to pressure when possible as it only gives survivors the chance to put pressure on them. With the exception of comms, all survivors are equal in terms of potential outcomes. Stealth, looping, and escaping chases are all possible until mistakes are made or a bad decision allows the killer to outplay. Lacking the skills to utilize these tools is not the same as Lacking the tools themselves.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3132452#Comment_3132452
I think there's too much of a power shift when you lose 1 survivor. 3 survivors is pretty much a loss if there are 2 gens left.
Depends on the survivors, the remaining 3 can be completely unaffected if the weak link dies first. Just 2 survivors can escape if they were smart enough to split gen and play tactically.
Weak movement and bad plays will always make things easier for the killer.
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Gen count doesn't matter, the first chase can take gens from 5 to 2. Even if first chase is quick, it's hardly enough to judge the team's efficiency.
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Solo is still my most enjoyable survivor experience. I haven't found any of the changes to have made things more difficult. At best the devs slightly reduced the margin for errors.
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This is how devs support their live service. If you don't want to pay then accept the wait time for a chance to pick it up freely. While not accessible immediately to everyone, it is eventually atleast.
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@VicRatlhead said:
https://forum.deadbydaylight.com/en/discussion/comment/3130614#Comment_3130614
Is that a problem with the system then? A killer can have a rotten game and be rewarded. I mean I've had games where I get wrecked by the survivor team and get decent points. Why is it that a killer can play horrible and get rewarded while the survivor gets hosed?
I don't really see a problem, that's just the distribution of an asymmetrical.
Killer is always having an interaction in some form to gain objective points, while survivors are competing with one another for the minimum points required to escape. The only way survivors can ensure solid team gains is distributing objectives equally or engaging unnecessarily with the killer to create additional opportunities.
Basically the design is that everything happens to the single killer but survivor experiences divided by four (although not always equally).
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Septic, knockout, Sloppy Butcher
Are good combos, this way you can bait them in with knockout and then interup
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Can't tell the caliber of survivors until damage is done. With good survivors there is little difference between 5 or 2 gens left.
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It's on the survivor to avoid the killer long enough to accomplish a good score. The only negative aspect is the survivor doesn't get to reset and refresh before their next engagement with the killer; which is a clear detriment to the killer's time.
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@akanadi said:
https://forum.deadbydaylight.com/en/discussion/comment/3128180#Comment_3128180
what about swfs without comms, ik its not all swfs but most swfs i play i dont voice chat
A swf without comms is almost the same a 4 solos, but I'd also say solos are not weak. The only difference I see is the swf has the benefits of reliable teamwork and coordinating with perk loadouts. Survivors don't need to dictate everything to be efficient.
When it comes to balancing for swf, the strongest form should be the primary consideration since fair balance at the top means balance at every mmr level.
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@akanadi said:
punishing players for playing with their friends is straight up cruel and you gotta take into account that not all players have thousands of hours and not all SWFs are in comms what are your thoughts on this though personally i find the swf nerf debate to be confusing
It's not a punishment to balance and account for all the things swf on comms can ignore/negate.
It also shouldn't matter if not all of them are great players. With any game the devs need to create a fair exchange at the top, this way shortcomings are not due to balance issues but the personal responsibility of the player.
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@akanadi said:
its a good perk when the killer is camping and the solution is not camping simple.
It has massive potential for swf in higher mmr where hooks are less frequent. Maybe not a common perk we'll see, but definitely has appeal for the "rare" sweat squad.
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Actions are only as easy as the opposition makes them. Plenty of evidence out there that even camping and tunneling can be made extremely difficult.
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I hop on xbox and play a few games as Ash. When the mood hits me I'll switch over and play some Ghostface.
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They should also que those that frequently dc with one another. Have them play games to completion to earn back being in regular lobby ques.
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Neither needs a fix. There needs to always be an element of danger to every interaction. Adding mandatory protections almost always results in situations in which there is no action that can be taken.
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Pick up your teammate if the killer doesn't stand over them. If your the slug then all you can do is wait.
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@Carnivorone said:
I used to blame Dc'ers. When I played in Swf's, I would instantly stop talking to a teammate if they ever quit mid-match and remove them as a friend. They would complain that the game was now too killer-sided with the new update and I would just pass this off as whining and bad sportsmanship.
Problem is, survivors are DC'ing for a reason. The latest update was hard on survivors. It actively sought to make the game more boring for them by increasing generator time.
It doesn't make sense to blame people for not doing generators when generator time has increased. It doesn't make sense to blame solo queue teammates when survivor perks have been nerfed. It doesn't make sense to blame people for quitting when the game has become completely unplayable and not fun at all for them.
Nothing about the update made things more difficult as a solo survivor. 10s on a gen is laughably small, most killers waste that walking between two close gens or just carrying to a hook. There might be less Leisure Time after a hit or pallet, but the changes haven't prevented me from making it to anything I would have before. If the gripe is about bad teammates or having to shoulder all the progress, that's a problem with sbmm and not individual survivor balance.
I'm not blaming anyone if they don't want to play, that's fine, but don't join a lobby just to bail at start or your first mistake. Lots of excuses about lack of fun or "no chance" to play, yet I see very little personal accountability from dc'ers for mistakes leading up to those situations.
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That's not a individual solo issue, that's a sbmm teammate issue.
Nothing about current balance makes solo a horrible experience. Survivors are balanced fine, it's the fact that mmr is averaging everyone out which creates the worst case team scenario. The sbmm range is so wide; you could be a great survivor but still be paired down to average the team.
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I understand a dc because of cheaters, but this sounds like a tactic to minimize the amount of exposure the cheating problem gets while forcing normal players to endure.
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No thanks, didn't need or use them before and still doing fine without them now.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3115903#Comment_3115903
They had something like this in DOTA - all the toxic people where put in a bad people queue.
Exactly what we need to clean up our gameplay experience. I think a lot of solos would find things much better without a petty dc or two putting everyone else at a disadvantage.
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I'd also say mark those players for a priority que to lobby together. Let them spoil each other's games until they learn to play matches out to completion.
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It's the same reason it's always been, altruism. It's up to the individual to assess the situation and deem what's possible with their loadout.
If all you want is higher mmr or are just afraid of the risk, then leave and move to the next match. In any case, it takes some serious entitlement to complain about players not attempting in no-win scenarios.
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No, just no. It's an irritating mechanic and a clicky click swf wet dream.
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Balance should always be directed at efficiency on both sides. When equivalent both sides should have a fair shot at victory.
The devs doing this split focus for players that "can/could/should" improve so as to shelter them from abundant mistakes has a negative impact on the rest of the community.