DemonDaddy
DemonDaddy
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- DemonDaddy
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Correction;
It's not a 2:2 balance ratio for everyone.
It's 2:2 balance goal with casual/usually mistake ridden survivors as the focus
So yeah, there's gonna be a lot if issues for everyone
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With sbmm solo feels fine. The only thing that can make it difficult is a lack of personal experience against certain killers or map knowledge. With sbmm, the focus on gens is there enough that killers are barely reaching more than 3-5 hooks before the last gen is done.
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Not saying killers are to weak, but the balance for casual survivors does undercut the potential to compete in a way that survivors would deem fairly.
Potential to win against competent survivors usually requires that the killer bypass many opportunities some survivors expect.
Peak play is not properly balanced and to overcome that aspect many very displeasing tactics are commonly employed.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2541115#Comment_2541115
When you're slugged, you're not actually getting to play the game. You're just waiting to die: the loss has just been dragged out to be four minutes instead of instant. Especially if the other three survivors are already dead. The game could at least give the survivor some kind of BP to compensate for the wasted time.
Being solo sucks, because I have no way to tell my team "stop picking me up, go finish the gens and escape." So, no matter what I do, the team tanks itself trying to pick me up. Even when I hold down the sprint button so they can't pick me up they won't go away, even if they're just hovering nearby behind obstacles. But when I do that, I'm beyond caring at that point and just want out, so if they're going to tank themselves so be it, I've already had enough of my time wasted. If they're not going to take advantage of the killer's mistake of focusing on me and ignoring them, it's not my problem. At least holding down sprint means, barring the killer's intervention, I get out guaranteed in four minutes. That's better than being picked up and slugged picked up and slugged picked up and slugged... no thanks.
Being able to concede might actually screw over my team less, because at least then they'd know to leave my husk alone.
If it's the end of the match I can at least go AFK. It's a bit less effective to go AFK mid-match since there are teammates around who can then pick me up and keep the match going indefinitely; that's not a problem after they're dead.
Firstly, solo is the best survivor experience for me. Rather rely on my own abilities and preparation than perks in the form of communication.
From my pov, being slugged is similar to being hooked. In both situations, outside of perks, there is nothing to do but rely on teammates. The only difference is that in the slugged state you are at least able to relocate yourself and there is a far greater chance for multiple chases.
Won't deny that between the killer and teammates, the experience can incur various level of frustration. Still there are perks which can help if it's a primary concern that warrants a loadout change.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2541134#Comment_2541134
How bad do you think the backlash will be?😅
Doubt it will be enough, hopefully we do get some changes but since it's "balanced" for the casual solo I'm prepared to ride it out by just playing survivor.
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Goodbye to killer for now, not gonna go anywhere near it when this cluster f hits live. Every sweaty swf squad I've faced recently is probably waiting in gleeful anticipation.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2540000#Comment_2540000
If the killer wants you down you stay down.
I've noticed Pyramid Heads like to target my friend for playing Cheryl/Alessa. One slugged my friend and downed him again each time someone got him up, standing over him all match until he bled out, ignoring the other survivors. There was nothing he or his teammates could do.
Some killers slug at the end of the match when there's only one survivor left just to drag it out. Survivors should be able to concede and leave behind a husk or something. The killer can stand over it or hook it or mori it or whatever, but the player doesn't have to wait around while they're not getting to play and not earning BP.
Completely counterable with or without perks. If your solo, well sometimes you've just got to accept your mistakes and call the match, but we don't need a free dc button.
If players really want to dc then add the button and have it cost 300,000 BP for every use. Top it off with having BP go negative from over use. That way if you want to level or get more add-ons you have to PLAY THE GAME like the rest of us.
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If your spending to long on the ground, blame your teammates for bad altruism. Slugging is a good slowdown and it's up to your team how long they leave you there.
Good teammates means you will spend less time down then if you were hooked and you'll have more chances.
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Made a feedback thread on this.
Suggested a system that blocks the last 2 maps of each player. Every match would be a fresh map and even with the maximum number blocked there is still half the roster.
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Knockout
Dislike most gen perks and as long as they aren't swf I get a decent amount of slowdown.
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Can visually track her through sound now. Don't even need the dust at this point to keep her centered on my screen while she is phasing around.
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@tester said:
True. Some people are used to pub stomping and are now upset they can't do that any longer.
Well assuming sbmm is working, that's all gone for good. Now without the excuse of shielding low skill player maybe we can get some balance that will carry across all levels.
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Only add-ons that make him more enjoyable. Base cool down is so long that most interaction default to m1. Rather have more power usage than minor effects.
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A grave foreshadowing of changes to come.
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Don't rely on ptb squads to get feel for their strength. As far as my thoughts for now;
Balanced for solo play and abusable by swf
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@lovely_kijara said:
https://forum.deadbydaylight.com/en/discussion/comment/2530217#Comment_2530217
Everything you have talked about in your discussions is DCs. In fact you can't even talk about it because the only thing you talk about is Survivors DCing on you, if everyone is always doing it to you, maybe your the problem not the survivors playing you. Your the dickhead in this instance maybe if you didn't have to secure your kills by using toxic tactics like camping and slugging people wouldn't dc on you.. maybe you should just play with friends until your a killer actually worth playing against.
DC is a garbage move, doesn't matter if I'm playing killer or survivor. Anyone that's willing to play a game should know how to gracefully take a loss.
I don't get upset if survivors do it while playing killer, I take it as a compliment seeing as how they're forfeiting all their additional chances. All your doing in that scenario is hurting your teammates.
As survivor, I just rather not have teammates that are gonna have a tantrum and quit.
Lastly camping is something I don't do but I won't deny that I utilize slugging; it's a great slowdown since I'm usually without gen perks.
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A Salty DC deserves a timeout. Easy to avoid if you just play the game.
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Not gonna be an accurate assessment. Ptb skill levels are inconsistent and lots of people messing around.
From survivor perspective all mindgames are gone now.
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Swf now have reusable perks with all benefits and no downsides.
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Totems will belong to swf now
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Most basic key&hatch change for the time we waited. This exact change has been suggested so many times.
I was expecting something more for how long it took.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/283155/i-think-we-can-afford-for-gens-to-take-longer
Ur not addressing any of the issues that come with just casually bumping the time it takes to repair gens up.
What about killers who camp? Even just til stage 2 is still crippling to the person on the hook.
What about every perk and add-on that affects repair speed via penalties?
Tunneling is also an issue too. If gens take longer it's easier for a killer to tunnel someone out of a match earlier and make it a 3 v 1 at 4 - 5 gens potentially.
Ur not taking into account the balance catastrophe that increasing gen times would create
Most of those are examples of survivors making mistakes and being caught. Of course the scenario is bad when things don't go well.
Balance is a semi fair (asymmetrical after all) flow when things are played well on both sides.
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For solos it's not much to worry about. Swf are gonna make it a nightmare.
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Could at least make repairs more engaging. Yellow glyphs show that checks can be far more eventful .
Wanna add time without making them take longer? Add another form of player action while on the generator, make them constantly engaging over one button and waiting.
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Seems like they gave survivors a boost to the 4v1 with the tr change. Given how much deathslinger focuses on 1v1, I thought the smaller tr was a good balance to help him get into attacking range chases much quicker. 32m warnings are really gonna hurt his down potential and increase specific perk dependency.
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With a hex perk being the primary time balancer for practically all high sbmm matches, I can see why killers are concerned.
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Grades have nothing to do with your opponents.
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@Inspire said:
https://forum.deadbydaylight.com/en/discussion/comment/2521835#Comment_2521835
Then send a video of you going into a solo queue match against a blight or nurse with 4 gen perks. So much people on the forums love to say how they did this and that but never have proof of it.
Just like how some claim things are impossible or overwhelming while clear evidence of the contrary can be found.
I've died to many of them and escaped as well. There is no guaranteed strategy that wins every time, just a matter of addressing various scenarios optimally in the moment.
You want evidence it's possible than look up some streamers that have hours upon hours of various encounters to review and compare notes.
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No reason to nerf a perk that only effects one survivor at a time and only when they are off of the gen.
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I think his tr was the primary reason he was able to get into manageable chases. I'm expecting to see a drop in that regard now that survivors will be warned while at the tip of his range.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/282991/more-dull-totems
Survivors can bless a Hex Totem removing the Hex.
It takes the same length of time as cleansing the totem does (or a little bit longer).
So for hex perks like plaything will it corrupt a blessed totems or do survivors get priority and flat cancel out the killer's actions?
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It's fun, 30+ min is the survivors fault though. Gens are quick and if things last that long survivors are doing more hiding than repairs.
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Gen speed and movement efficiency are good indicators.
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Only players that should be block/banned are those using cheats. No one should have to play against that.
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It's fair play, do better at avoiding them long enough to accomplish something in the match.
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I've seen chains break before pinhead even regains control. Got to keep it easy for survivors that have trouble with a single button I guess.
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Killers have to press an advantage immediately. Things can spiral far to quickly on both sides to hand out chances without complete dominance.
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With sbmm functioning properly, balance for the top players would make casual games possible at any level.
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@Inspire said:
https://forum.deadbydaylight.com/en/discussion/comment/2518554#Comment_2518554
Theres no way you expect a solo queue team to stand a chance against a blight with 4 gen perks.
Yes, we have. Maybe with previous mm solos were at a disadvantage, but currently sbmm has provided me nothing but competent teammates.
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I see an error with your title statement. Given recent announcements should read only 2 not three.
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If survivors feed into it, it's a solid strategy regardless of the killer's skill level.
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Yes
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/2519975#Comment_2519975
I played with a friend CSGO and he genuinely accused people of cheating every time he got killed. He did it not on purpose and not because he is a bad person, he just cant see the difference between an aimbot and mechanical skill or between wallhack and mapknowledge.
Many people do false reports because they just dont understand the difference. Unfortunatly there is no system in existance that could ban cheater and spare skilled players and DBD is for sure not the game that will invent such system.
They already announced an automated report feature, which concerned most because of false flagging for play styles.
I want a hack report completely separate from other reasons.
Not expecting them to determine between skill or an aim bot. Would be nice if they could detect that movement speed, healing rates, stun durations, or gen speeds have been tampered with.
It would be alot of work no doubt but have a huge payoff in experience improvements.
The way I'm thinking of it would be;
You could flag the match for report
Detection would run background crosscheck for data abnormalities
Data events found outside normal parameters would auto clip gameplay for thorough review
If reports are filed with no evidence recorded in gameplay or data, it's dismissed. The player would be notified of immediate dismissals to assure the game was fair.
I'm not expecting it anytime soon, but that wouldn't exactly hurt either.
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We don't get events anymore, too many players complained about added objectives. At best we will get some limited holiday items and some charms.
Personally I would love to see serums and blight pods return.
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If sbmm works than balancing for the top down would as well. Top players would have a better experience and everyone else would be paired with others of their same abilities.
The arguments against top level balance in fear of oppression wouldn't hold if sbmm works.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/2520553#Comment_2520553
On an open field with lots of visual. But behind walls, sound gives survivor the upper hand.
Can't disagree, they really gutted the mindgames with both changes.
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Sound is not as bad as visual tracking.
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High sbmm reminds me of that "Scary Movie" scene where the chick is taunting the killer.
https://youtu.be/-zLOrCQ0BpQ -
Get caught and the consequences are out of your hands. It's all fair play and up to teammates to overcome.
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Blindness needs a buff not the perk
