DemonDaddy
DemonDaddy
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- DemonDaddy
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2986012#Comment_2986012
What if you play her daily and still think the addons are a problem?
A problem for who?
Survivors making abundant mistakes can make any killer and add-ons look like Overkill. The opposite is true of Veteran survivors proving that even nurse doesn't ensure easy success.
For all the players that claim nurse is an easy 4k it's odd that her kill ratio isn't tipped upward even with the learning curve.
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It's not a solo problem or an issue of the killer's design.
Players that really struggle against nurse should invest some time playing her. No I'm not talking about survivor mains that quick switch over to their almost bottom mmr killers. Put the effort in until you reach those survivors that make nurse feel hard pressed to continually apply pressure.
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To many built-in safety features, I have low expectations for the unbugged nighfall.
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With the benefit of the entire team getting use of it the perk really doesn't need to stack, match, or be on par with individual healing perks. As it is there is little to no reason for picking any other healing perks when 1/16th of the team's loadout helps everyone.
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Few killers can force camping effectively. With a few situational exceptions survivors have the chance to counter this with coordination alone; 2nd chance perks like bt aren't even needed but do additionally contribute to the odds of success.
For all those complaining that they don't get a chance to play, your control of the situation ends when you fail to avoid the down. Dying on hook from a camp or tunnel is a result of your failed chases and then the team's for not making the attempt to overcome the opposition.
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This is "evidence" of devs manufacturing the bad plays new players are affiliated with. It's like they are trying to artificially simulate low mmr in matches where players have moved beyond their mistake ridden beginnings.
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Could have cared less about his ads changes but the tr increase on top of that just ruined him.
His reduced speed: fine
His ads speed: fine
His addons: fine
His tr in combination with the rest: feels like a swift kick in the balls
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A reward for the survivor's failure.
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If the changes come without killer adjustments it'll only make things worse. Players will drop even faster when killers can't use tactics that help a majority of the roster meet the dev's kill ratio.
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Based on the team you should be facing killers that are higher mmr than yourself. If so, then your mmr should also increase with each escape more so than if playing against a killer at your mmr or lower.
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I'm not a pig player but I do enjoy seeing Ms piggy now and again. Seems very odd that for a very limited resource the traps don't enforce maximizing the number of searches.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2968703#Comment_2968703
Not a viable solution either, as you get no Bloodpoints in KYF mode and you know the grind of this game. Suggesting this is just like saying "don't care how or where I want them gone, and so what no blood too bad play solo". In a game where solos have been the minority for years now. Makes no sense.
I don't really care as I only play survivor solo. Swf literally negates many aspects of solo play, which regardless of the player's skill, should have been addressed by now. Fix it, remove it, or make a separate mode. As it stands the unchecked benefits are a turnoff for a lot of (Not all) killers and survivors.
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There is no wrong time to press an advantage as killer. Speaks more of the survivor's ability when caught before a single gen is done.
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Nothing lost if it's removed, given that bots are coming swf groups can have their fun in kyf mode.
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One survivor dropped the ball on awareness (strange given spinechill), then failed in chase, and then the killer said "f the clicky ones" to focus on getting at least a 1k.
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She's an m1 killer with map presence, but thanks to the laughable status of condemned, has no map pressure.
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Wouldn't mind them adding it as long as I'm able to shut it off in my settings. Give everyone the advantage but leave me to my silence.
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The survivor that abandons teammates to bleedout and then hides.
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I don't like or even play nurse, but there is nothing wrong with her design that survivors haven't already proven can be overcome.
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Can't play her at all; I just can't get over how annoying that stupid fatigue is after every blink.
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Would have been nice to test the killer without being bugged in the ptb. So I guess we'll have to wait for release to see.
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It's on survivors to avoid detection and escape chases (both of which can be done without perks), that's where your control of the situation ends. It's not the killer's responsibility to allow you additional chances, that's up to your teammates regardless of the situation.
It doesn't matter how many gens are done, killers are trying to accomplish their objective within the match time which survivors dictate.
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0 killers left and the game dies
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I still find solo more enjoyable than swf. A no mercy killer just means they were prepared for swf sweat squad but received survivors not on that level.
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Ego & poor sportsmanship, they use mental gymnastics to convince themselves they've taken something from the opposition.
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You can thank all the noob survivors that didn't understand which loops were safe.
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Dropping is a great mechanic. I don't want to be forced into carrying survivors to a hook just because they dive into a locker or refuse to stop an action before the grab. I prefer to play with 0 hooks whenever possible.
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Sadly too many survivors think it's necessary, exploit it for a loop reset, or that escaping from chase isn't possible without receiving a love tap first.
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Would be great if we're able to set the ai difficulty. I don't want any wall bumping potato bots.
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Tunneling:
When a survivor consecutively fails to use any of the tools at their disposal to escape the Killer's attention.
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I think things are focused around solos as all the tools are provided to do well. Stealth is viable, loops without mind games are abundant, and shift w + pallet drops is possible for longer than it takes all 5 gens.
Swf is capable of pressuring any killer even with quick downs. I've seen nurses with little to no mistakes still struggle for the 1k. I find that what makes swf so strong is they can utilize all the safety nets designed for new solo survivors efficiently enough that they can seem almost abusable in the right situations.
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Legion only improved against survivors that can't or don't employ the simplest counterplay.
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I don't really see a need to change it.
It does exactly what survivors ask for and moves the killer away from a fresh hook, has counters without using a perk slot, and is only beneficial when the killer can succeed at getting the down against survivors ignoring counterplay.
BBQ is popular because of the grind, remove/reduce that and the pick rate would likely drop with no change necessary.
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The devs will probably need to slowly test and implement any changes to camp or tunneling separately. To remove them outright might cause a huge drop in the kill rates which in turn would require individual killer buffs to bring the #s back up and further gouge the playerbase until those changes are made.
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Don't see why they would change a perk that doesn't activate. If killers want to play with 3 perks max, let them.
Hypothetically if they did change it; I wonder how the target 50% kr would shift and if buffs would be needed to bring killers back to it.
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Swf needs it's advantages addressed mechanically. The survivors (potentially) not being skilled enough to use those advantages is not a solid justification for leaving swf untouched.
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Will be great if they change these. It would be nice if my teammates played smarter instead of relying on perks to buffout their poor decisions.
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Every survivor should be eligible for a finishing mori. Considering how the devs practically throw an escape chance at the last survivor; it just sounds like a mechanic that will be forced and not a natural flow of gameplay.
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I have low expectations; balanced for the lowest levels and abusable by the experienced
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Coh is still the best healing perk and that's just from a solo perspective.
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Map blocker- game logs and removes the last 2 maps of each player from rng selection to increase variety
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Expect smoke & mirror changes as the devs chase their all important casual audience.
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The dev bias is strong. I just can't shake the different phrasing they used in reference to the same matchmaking issue on both sides.
Survivors were described as having "unfair" matches
Killer matches were described as "challenging"
Even when explicitly talking about the same issue which is seen on both sides, the killer's pov is somehow less than the counterpart.
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Because it's more fun and there is no way I'm gonna make an offering to the entity.
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@Cramps said:
https://forum.deadbydaylight.com/en/discussion/comment/2930547#Comment_2930547
Unfortunately 99% of this games player-base think they're playing at high MMR, regardless of the side they play. As a result, everyone deludes themselves into thinking that whoever they lose against must be "OP" and thus needs to be nerfed.
I'd say the unfortunate thing is that the devs pander to that portion of the community without regard for the gaps it creates once the players get better.
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Thank you for highlighting just how inefficient low mmr survivors are that they can't implement the most basic and easy to execute counter:
Separate
I have watched so many streamers on both sides comment how this simple tactic still strips legion of any noticeable difference. Survivors split and legion is left unable to chain attacks.
The only time I see legion looking excessive is against horrible survivors that dont understand the killer and hide in the corner instead of making more distance.
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I think what a majority of killers at all skill levels want is roster equality. Currently the the balancing factor for success against a decent team is;
Personal skill + the killer + loadout + tactics
Game would be in a much better place if Personal skill was the only variable. A variety of killers regardless of your mmr sounds so much better.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2905661#Comment_2905661
Realistically? no you cannot get the save. Maybe with BT/DS perhaps, hence why its such a common combo but without it you cannot. If you are versing killers that are legitimately struggling to camp then you must be versing very new players. As for "break the chase." Again you are saying to just not get down. That is not realistic, killers should not be losing you in a chase, if they are then you are versing very bad killers.
I've been saved off the hook in just those situations. What's more impressive is that the team coordinated that while playing as a solo squad.
Completely viable to bait and trick the killer, they are just as susceptible to mistakes. Knowing which tiles are best against the killer being faced goes a long way in securing the situational advantage; which are good for distance, multiple loops, or Los breakers.
The worst play a survivor can make is just accepting a down as the only possible outcome. When getting caught it's usually traceable to a personal mistake or bad decision.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2904916#Comment_2904916
Your solution to not get camped.. is too not get hooked. I fully agree, but because of how DBD works where it is impossible to run the killer indefinitely so they can run the killer for an entire match. Bring back strong loops, double pallets ect. Revert all those "Map fixes" that the killers badly wanted so they could play the game, so they then can instead return to standing in front of a hook for 3 minutes Then when said survivors go down and are facecamped by a bubba with his chainsaw... then yes I will agree that they had a reasonable chance and its their fault for being facecamped.
Trying to run indefinitely is the problem. Stronger loops and more pallet access aren't necessary. I'm not proposing never get caught, I'm saying that more survivors should put that effort into breaking the chase.
Even if the killer gets the down, saves can be made without perks (requires more teamwork than perks) but still possible.
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@Icaurs said:
so your solution to deal with unfun playstyles, is to be unfun yourself. Also DH/BT still allow for a match of DBD, they do not deny the killer the ability to play the game. Yes it can be frustrating, but you as a killer can still play. Camping and tunnelling denies all players the ability to do what is the most fun aspect of DBD (the chase) so its not fair to compare them.
Any players who says, I only do x because everyone else is was going to do it anyway.
The survivors being camped and tunneled are denied nothing, it's on them to avoid and escape the killer long enough to do other objectives. If the highlight of the match was starring at the killer from a hook, seems like the survivor failed fairly early.