DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Can't see how a perk that gets 5 single chances of use can be too strong, but unlimited fast healing seems appropriate.
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I'd settle for killer powers that have consequences for survivors, no more of the full negation counters for every action in a design.
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If there is evidence then punish those players responsible, don't take something away players put time in to earn.
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If there is proof enough to take this action then punish the players, don't take something away from the rest of us after we put the time in to earn it.
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It a core personality and lore trait of the character, punish the specific players if there is evidence of the bad behavior.
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Even killer's perks that effect boons are countered/destroyed by boons. The killer's counter only lasts as long as it takes for survivors to find the hex, then your without perks and survivors have full use.
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Can't stop it with penalties, there will always be some that ignore the consequences. Best we can do to minimize it is to add insensitives for killers to leave but still allow for hook defense.
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Bring back the tr
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Put my focus on doing the challenge first if it can be completed during the match, then engage in normal play if there is time left.
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Remove the cheaters, keep the penalty. Cheaters brag about the slap on the wrist punishments, devs need to crack down with more than small temp bans and up their anti cheat system.
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Would have no negative effect with camping or tunneling. If your camped or tunneled then the killer isn't switching targets anyway.
It would help killers that actually go for chases and against teams that run the same outfits.
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None, death by bleedout is on the survivors
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@microppman said:
https://forum.deadbydaylight.com/en/discussion/comment/2719136#Comment_2719136
if simply not running slowdown perks and not playing sweaty is "displacing the real issues" then the issue is the game
Don't see how a killer can play sweaty. Their entire goal is to kill survivors and everything in the arsenal are tools to do that. 4 slowdown perks are just a waste anyway, they might buy a little time but overall it's on survivors how long or effective the prove to be.
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Letting survivors have their fun until you lose enough to have your own just displaces the real issues.
There's also the fact that the solution is short lived as killer's objective and core play increases mmr. The only way to maintain your suggestion is to lose and then limit yourself to never killing more than 2 survivors no matter how poorly they play. Still that only works if the 2ks are equal or lower in mmr to yourself.
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It's easier to have fun when things are fair.
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Devs feel they have to keep it easy for survivors that still run into walls and zip zag for no reason.
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Nothing fun about starting every chase outside his attack range. If he ever gets the reduced tr back maybe I'd give it another try.
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The reasons to leave need to be encouragement not punishment.
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Multiple loops around the same tile until distance gives out is boring. At least certain killers can force us to make decisions on how we handle resources and tiles.
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Not that streamers dictate or speak for the community but with a number of them shifting purely to survivor it can't be good for the game.
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Mmr only effectively works for survivors, killers are placed wherever mm needs them to be whether it be up or down.
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Anything more than a 1k is on the survivors and they should be avoiding the killer to the best of their abilities anyway.
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Wouldn't mind the idea if it comes with injury when attacked, killer should definitely be rewarded if they catch you hiding like lockers do.
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Anything more than a 1k using camping is the survivors fault.
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It's a gatekeeper for the new player experience. Acting as a shield from veteran players until you can breach the mmr threshold and see what your actually going to experience.
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Its gatekeeping the new player experience just long enough to attract player investment.
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It's another issue that gets marked as a small % of the player base and thus correction is unwarranted. Instead of dismissal it should just be corrected so the rest of us can play normally.
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I think players were open to mmr with the belief that proper balancing around the data it provided would follow.
What we got was a shallow system based on the end results completely disregarding the play experience.
Furthermore the changes we are getting focus primarily on the lowest bracket of the community which only further creates/enforces disparities the more experienced players find disheartening.
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@OverratedFool said:
https://forum.deadbydaylight.com/en/discussion/comment/2704868#Comment_2704868
I must've misunderstood your previous post. You would have them create additional pools of players, despite most of the current ones being too small to be viable?
The devs would need to readdress how crossplay filters players; but yes being able to filter out the most hacker prone platform while keeping a larger pool would be nice.
I have only had a few encounters in my time playing on Xbox but it is has become more problematic lately and never a lighthearted fun experience.
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@OverratedFool said:
https://forum.deadbydaylight.com/en/discussion/comment/2704233#Comment_2704233
You can. Most posts before yours talk about it.
Don't see that option on Xbox. It's just a single box to toggle it on and off, doesn't let me pick between Playstation, switch or pc
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"Fun" addons like these are why we will never get a sell/refund option. Most killers would be left with a handful actually being used and the data would dictate the devs need to rework a vast majority for the whole roster.
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Let's not further destroy the m1 killers. Even killer players that enjoy chase don't want long drawn-out 1v1s where the only option is to brute force every pallet and hope for a survivor mistake.
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Not that I would turn crossplay off, but would be nice if you could enable the setting for individual platforms.
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High level play displays its importance in regards to balance.
When you have survivors dominating over the killer with a build otherwise considered op by the Casual majority; it shows that its not the killer's design but the survivor's shortcomings which result in anything more than a 2k.
Balance changes need to be made with peak performance in mind to highlight the difference between bad design or player mistakes. Mistakes can't be balanced for as they are random and inconsistent.
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The destruction of hit n run tactics and continuous reduction of consequences for survivor failure.
When devs mentioned that the game is 1v1 & repeat and not a 1v4, I knew killers were about to head further in a displeasing direction ( I mean that for both sides).
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Not at all, the team has to play pretty poorly for the killer to have time and chase everyone multiple times.
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They'll get the players that will grind to unlock the perks, but until some actual gameplay changes come to killers I doubt characters alone will win veteran players over. Then there's the fact we have to wait until at least mid-patch to know if we get to keep them or get the 2.0 version.
New players will come in for these characters, but once the gatekeeping of new player mmr wears off we'll probably just have more survivors.
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Bad enough that solo gets worse when your mmr drops, but we also got to thank the devs for fudging the averages by adding those solos with a high rating into a team of low scores for "balance ".
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I just find it odd that rollback only happens on the killer's screen, but worst of all is that grabs get switched out for a single health state.
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Killers are matched anywhere regardless if their mmr is low.
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Had the opposite when playing killer, survivors kept avoiding them like it was an insta-down.
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Gens speeds aside. Play killer for awhile and watch what the survivors are doing to make things difficult. Things only seem killer favored in the beginning cause survivors have no idea what's the most efficient actions
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It's just salt cause survivors don't get to full reset. I expect the killer to take advantage of the opportunity, it makes more sense than ignoring for a fresh chase.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2686316#Comment_2686316
That’s the case against every killer except Nurse. Problem was, Spirit gave no info so you can’t make a decision against her like you can now.
Could always make a decision against her. I just saw alot of survivors try to capitalize on bad ones like waiting at pallets attempting to guess when she was phasing.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2686305#Comment_2686305
It was necessary because she had no counterplay.
Never found that to be the case; pallets, windows, and stealth seemed to work just fine.
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Leave deaths completely up to survivor altruism by only slugging but never going for a full team down.
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Didn't play her before the nerf, but just from the Survivor perspective it's a noticeable and unnecessary adjustment.
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It's true mmr doesn't matter cause if you play killer you'll get sweat squads regardless.
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@Underdawg said:
https://forum.deadbydaylight.com/en/discussion/comment/2684291#Comment_2684291
So Survivors should only escape 30-35% of their matches?
I'd prefer escaping feel like a struggle and accomplishment not just time squeezing the killer. The survivors that actually play better to have the best chance but also risk themselves to keep the team alive long enough to help reach the end.
Dying 1st or 2nd would be an indicator that your taking on to much attention, maybe doing well but also being a martyr.
3rd & 4th should have had at least some pressure applied before gates or that would indicate they have had little to no time for interaction with the killer.
As things are now lack of interaction can be the result of the killer or survivors
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2684683#Comment_2684683
Because new players are eternally faced with an even steeper and steeper grind to achieve parity. Every new release is like a casual 2-3 mil BP dumped onto the pile, on top of the millions and millions already needed.
If you started when there were less than half the characters, unlocking meta perks, levelling who you wanted, and getting meta perks would've been a comparatively small task. Each new content drop isn't that much in isolation (though if you want all perks on everyone for options then each release is also an incrementally larger grind than the previous one). But when you add it all up then even without prestige it's a freakin' cliff now.
The way the grind is set up is doubly punishing if you're new to it. You want to get good perks on one character? Well, you need to level this character, and every other character with a perk, then that first character again. Want to try a new perk? Hah, 40+ level grind. Want to try a new character? Well, hope you're either planning to wait another 16 hours of gameplay to actually have a nice selection or like playing with random derp.
Repeat this fifty something times across both roles.
Having been able to spread this grind out over the past five years is a massive advantage. Should every newcomer to the game be faced with a several year wait to just be able to make free choices? Except the amount of total grinding needed is exponentially (I mean this literally)† increasing with every content update?
† It's like compound interest. You add new fixed BP reqs (new character to get to 40-50, plus optional prestige) and a variable amount of BP that's based on the number of times you've done this before (unlocking all perks). I think the game is actually close to the tipping point, if not past it, where that variable perk-obtaining step is growing faster than the raw BP requirement to get the character stuff.
There's no time disparity between new and old players. Older players have spent that time across the game's existence, new player have that ahead of them.
In the end both players have/had to invest the same amount of time. It's not an advantage to have purchased the game sooner; if anything it means the grind was longer for the veterans as they actually had to wait between the dlc drops with some wasting BP on maxed out characters for add-ons and offerings.