DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Nope, his tr change killed it for me.
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They need to remove averaging for sbmm and the soft cap. Just feels like they will throw anyone at killers to quicken the que times.
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Yeah cause they're out the gate already
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2598308#Comment_2598308
If that were true, survivors wouldn't run DS. They THINK that it makes play more interesting until they realize it doesn't.
Some survivors can't play without devoting their entire loadout to counter mistakes.
Personally I don't see the appeal of DS, I prefer to play with a one chance mindset. The less danger the killer poses, the more boring things get.
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Merciless monsters make for more interesting play than half-assed effort and handouts
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More danger and less time to teabag, Survivor is a leisurely experience.
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The time argument doesn't make sense. If your on a gen, you keep working until finished or pushed off. There are plenty of opportunities to use a locker while moving to the next or avoiding the killer. The time requirement is about the length of a killer searching near a gen.
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No hooks is one of the best way to enjoy killer; more chases and it eliminates a good chunk of perks swf use to flex on the killer
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Cause the survivor preferred method doesn't work on good teams.
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Dh already freezes frames on console, now we will get rollback on top of that 🤨
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@kingbojenbo said:
https://forum.deadbydaylight.com/en/discussion/comment/2591002#Comment_2591002
Not really, well at least I don't.
Same here, the game gets really dull once the only threat can be easily toyed with.
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Too many survivors want equal 1v1.
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Solo are the majority of my escapes
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Definitely need the devs to crack down harder on this. Cheaters that have been caught make a mockery of the light punishment.
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Everyone of them that makes a change of less than 2%. Maybe then we can get some add-ons that actual make meaningful changes or give alternative play styles
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2583651#Comment_2583651
no
because now let's talk about having 16,000 point caps weehee
Don't see the point, just seems like a lazy qol change for survivors that only do one thing but want the same reward as teammates that perform in all categories.
If points are low, it's a result of not doing enough. The caps help incentivise teamwork in multiple ways, unless your just out to survive and all others be damned.
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Same point cap for everyone, put in the work if you want the points.
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We need more creatures
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Not really
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Could never stop gens, at best you postpone them long enough for the kills. Survivor competency determines how quickly gens go and downs happen.
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The better survivors play, the less chances killers can offer for a "fair/fun" game.
Completely understandable that killers need to use methods to reduce objective time.
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No, bad enough that killer variety is low.
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At least the gens are more accessible then the hooks
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/2577666#Comment_2577666
They aren't shutting off the boon because of unhittable totems, and they probably won't.
I know that's not why but would be reasonable seeing as how it's a known issue, but just another thing killer will have to play through like many other long term bugs.
A Conspiracy theorist would speculate this is a shadow test to see how well Killers do without scratch marks
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I found them to be amazing on survivor. Literally forcing killer to commit for the down or have all their efforts negated.
Place a boon near a completed gen or just away from killer patrol and the team has a fall back zone that killers have to abandon gens to temporarily remove.
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Should be both boons, still finding totems that can't be reached.
Expecting to see the good hiding spot removed because of this. Back to hex on the hill, though that never went away.
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Making a drop back zone away from gens leaves no counterplay. Killer is forced to commit for a down and leaves gens open during the chase. Literally strips them of the ability to juggle and the totem is outside of their defensive patrol zone, free heals every time they Breakaway or lose chase.
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It's not unreasonable to hunt for the hex and boons prevent hex activation on the totem. Revert isn't a crazy idea
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Nerf
The few seconds it adds doesn't protect anything. The notifications were just about the only reason this perk even saw play.
If you want to defend a hex, your better off setting up a 3 gen around the totem so you can keep an eye on it
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@NekoTorvic said:
We'll have to see if survivors start using these perks. Don't get me wrong, they are as broken as you are describing, and if survivors do start using Boon perks and the new Built to Last, any killer that needs to juggle injure states is gonna suffer massively.
However, it is hard to compete against perks that literally nullify your mistakes like DH, SB, DS and UB, etc.
It might be like what happened to Lucky Break. That perk is busted and the design philosophy behind it is poisonous (basically gives you a massive boon for literally getting outplayed and injured), but it isn't an issue because nobody uses it. DH can undo your mistake far better than LB.
I guess we shall see.
I think one of the key features this perk offers over the others is that it really only takes one user to provide a very consistent benefit the entire team can use.
I just play solo but the perks pretty much calls out to others. Once they know there's a fallback zone the killer is almost forced to leave gens for the down.
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Just another pointless hex outshined by better choices.
Killers aren't gonna run it as a single hex. Definitely no point to double it down with another hex at this point. Without the notification, your gonna lose the hexes and adding an amount of time you can spend blinking isn't worth the slot for false defense.
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At the level where gens are consistently blowing up and face planting walls is a common occurrence. It's the only explanation for the game balance unraveling when playing well.
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Guess investing in instant downs killers would be more beneficial. With the healing boon any m1 killers will suffer unless sticking to a single survivor until downed. Best to opt for quick single chase downs and avoid survivors running off to their boon corner to completely undo the effort.
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Figured we'd see this.
Have seen lots of totems as survivor where positioning for the cleanse was narrow/difficult. Makes sense that some would be unreachable for killers.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2573480#Comment_2573480
This is true, but it goes both ways.
https://forum.deadbydaylight.com/en/discussion/comment/2573465#Comment_2573465
I hope they leave her like she is now. Sound is way enough.
Headphones help in DBD like they help in any type of multiplayer FPS or similar. The problem is, that with TV sound, all sound comes from infront of you (except if you have a 5.1 or 7.1 system), wich makes it very very difficult to hear.
If you're referring to audio tracking, maybe with casuals or no headphones, but I'm still seeing my teammates with Iron Will so that tracking is leaning pretty far in Survivor favor. Don't use iron will myself but the audio cues are enough provided I stay away from week loops.
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Figure most killers that run hex as a counter balance are gonna wait until the rush of boon players starts to subside.
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With headphones you can visually pinpoint her position with the audio, she's gonna need some very casual survivors to mindgame now
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Stopped using it for BP when I gave up on hooking.
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Gameplay events were more fun and engaging
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Shards
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They can have my shards cause that's all I will be investing.
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Just speaking from my survivor perspective, but maybe some spirit mains can prove otherwise.
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With one on hook, the killer can negate another 60s of chase and bait in more survivors.
Just makes sense in a lot of situations to let the survivors make mistakes over feeding into counter productive long chases.
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Might cut off a majority but not all. Had a fellow Xbox player using an anti hooking cheat the other day.
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Yep, good survivors get another killer to openly mock and bully
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Completely sticking to free in game currency purchases at this point. Gonna have to wait a year to revise the decision on any licensed content just to be sure I get the full package.
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More zombies by any method would be a great change.
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Gens speeds are an issue when both sides are playing well. If both play with peak efficiency then by devs balance ideals 2 survivors would still die.
When survivors play well; chases can be extended well beyond the time it takes for a single gen and at least one gen is always in progression.
When killers play well; there is no guarantee that downs come quickly only that loops are reduced to the minimal # of rounds before pallets drop or breaking off to a new one. Either they can bait out a mistake or brute force until a down is accessible.
Gen perks do little more than add a set time extension if the prerequisites are not met to use them consistently;
Ruin only effects the one survivor in chase
Pop only helps if downs can be secured before gen completion
Deadlock is useful only if a second gen has progression
Corrupt secures a section of the map for a short time
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@Voodoo101 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566966#Comment_2566966
Bu then you are just playing into the killers hands. Most killers don't mind the trade as they get bonuses for getting multiple survivors. As a survivor you will get between 15,000 and 30,000 bloodpoints for grinding gens, making saves and exiting. A killer can get over 50,000 for just camping the hook.
There's no fault or problem with the situation, that's just the risk of a misplay. Either you succeed or fail, though the payoff can far exceed the consequences in personal benefit.
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Seem to be forgetting the option where you save the survivor while trying to avoid making it a straight trade. Good thing bt works in situations like this and can be used as a solo player.