DemonDaddy
DemonDaddy
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Comments
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2499747#Comment_2499747
That’s the thing, the one being chased isn’t ignoring gens or other objectives. They’re being chased for most of the match and the killer refuses to go after anyone else. There were times I’d literally stand in a doorway in order to block the killer and they’d take a different route to continue the chase. So how is this player supposed to do anything if the killer has tunnel vision?
Survivors are not stuck in chase until down or the killer's attention runs out. Escaping the chase is part of the game (points are awarded for this) and it's up to the survivor to gauge when/where to attempt. A killer locked on target is not guaranteed any success in hooks or tracking.
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Doesn't need any restrictions for the benefit it gives. Could be on any down without cool down and would be decent but not op.
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Fail a chase and just deal with the results. Matches don't need an easy out button.
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Doubt it matters how the killer eliminates survivors, just the number of deaths achieved and maybe hooks.
Whether the killer goes up or down in sbmm seems completely reliant on how the remaining survivors respond to the situation of camping. Either the killer gets scored for a single chase and kill or survivors feed into the tactic granting additional deaths.
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Doing one thing really well doesn't equate to compensation for lack of other activities. Ignoring gens or altruism is a choice and BP usually reflects this.
In swf, it's fine if someone wants to be the designated runner. As for solo, one person holding all the attention until the gates open only detracts from everyone else's experience. Several players claim chase is the only enjoyable action and neer endless chases hinder access to this.
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Averaging 5min or more, I start watching twitch so I can spend my gaming time at least through proxy.
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Funny thing about camping; the killer has to engage in chase first and it can't happen until a survivor fails to escape.
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I already play without hooks on some killers, much better experience.
You get more chases/chances, survivors can't suicide immediately, natural Gen slowdown, survivors are guaranteed indisposed for a set period, no time loss from pickup and travel, supports healthy teamwork in solos through altruism.
A good change for the play style would be to implement mori access when survivors bleed out to a certain point.
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They've done a great job of making survivor play fairly necessity free in terms of perks. Wish that was true of playing killer.
True killers don't have to run meta perks to do well (against the most casual of survivors),but facing a decent sense of efficiency requires otherwise. Playing chill requires bad survivors to facilitate the fun.
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Yep, just a player fulfilling the role of turning survivors that fail to escape chase into victims. Sounds like your team failed to overcome the situation and fed into the killer's tactic.
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Running multiple hex on top of plaything diminishes the use they can get out of it. I'd say the killer's success is on the survivor that runs in for the save while oblivious. No reason for the killer to leave if survivors are gonna feed simple tactics with bad decisions.
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@T103 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496179#Comment_2496179
Unfortunately that argument is invalid because survivors have no way of telling who the killer is before the match starts.
Your statement seems invalid, spinechill works against every killer for early warning. In most cases it's distance exceeds the killer's tr.
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It's fair strategy. It's up to survivors to avoid the attention and escape chases. Unless the killer is exerting complete control over the map and survivors, I expect killer to take whatever Advantage they can within the little time they have to gain the upper hand.
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90° corner usually cancels them long enough to start, if you begin right after the last chain spawns it'll pause as long as your actively solving it.
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Killers have to out play survivors just to slow the gens, unless you have complete control of the map there is no time to be doing totem hunts as killer.
Don't like the sound of activating dull totems. Would be more interesting if they were tied to hexes. A survivor gaining a boon for themselves or teammates in exchange for putting up with a hex effect could create interesting plays.
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One literally forces you away from the hook and then to target a new survivor. The other wards survivors away so they don't rush in for flashlight saves.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2495008#Comment_2495008
New players do it with literally no play time or knowledge and a team if new or perkless in the way of fighting back it becomes impossible unless SWF. An still doesn't promote better killers in the future just crap until they quit the game.
If they don't know how, eventually they learn. A solo squad can pull together for a camp save, even without the counter perks. If they play with friends then should be even easier. Plenty of youtube and twitch pros they can watch if it really stumps them.
I think free agency for killer is the best means of player retention in the long run. Killers excel in different areas and its up to the player to discover their best means of using each one. If someone never moves past a camping skill set, then they become completely reliant on survivors to feed them that success.
Either the killer adapts with better plays or survivors surpass becoming the weak link that allows camping to bring down the team. Worst case is one or both sides trap themselves in sbmm where their play styles are successful.
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Camping isn't a problem, it's a situation that your teammates have to overcome. Nobody should be complaining from the campee position as it's their own failures that led to being placed in that predicament to begin with.
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5 uses a game would make the perk useless for me and that's if i get each notification with a good chunk of time between the next. Would become extremely easy to cheese out the killers uses, the primary being to make multiple charges go off at once.
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I wait until right before it begins or take the opportunity to reset it while he is picking someone up
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Yes for solo survivor
No for killer
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Would be better if the hooks peeled the skin back to reveal the tissue underneath. That would be on point with the movie.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2489991#Comment_2489991
That (like I said) only works in a SWF. Cause people can communicate who is getting chased/working on a gen etc. So they can time it perfectly. In solo queue. You have to PRAY your team does ANYTHING useful while you carry the box, which like I said probably won't happen...
Meant that the last part is what I do as a solo survivor. Sbmm has given me more reliable teammates, so I'm not as hesitant on using plays that require them to be efficient.
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The old balance excuse of just target the weak link doesn't hold as strong with sbmm. As a killer you have to actually be bad enough to get weak survivors in the first place.
4 equally skilled survivors leave very little to capitalize on especially when main balance is around banking on mistakes.
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I'll praise it for improvements to my survivor games.
Killer has only gotten worse
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2489984#Comment_2489984
Blocked gens do not regress.
Hmm, never noticed that. Oh well, gets them off the Gen for a time and unless they wait at the Gen ruin will have some effect before they get back to it.
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Seems more fun when vs him solo. Keep getting lots of swf when I go to play him. Usually take the cube hostage right before the hunt and work gens until pinhead goes for a pickup, then solve.
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Ruin + deadlock seems the better choice. Regression boost and blocking after a gen long enough for ruin to gain mandatory effect time. Personally don't bother to defend a hex with another hex, if I'm gonna risk a perk slot then I'm gonna make sure I have at least 3 others I can use the rest of the match should it be broken.
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Has me concerned, but hoping that they are attached to hex totems so survivors need to deal with the negative to gain the benefits.
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Sweat & bully squads are the only variation I'm seeing. Even with killers I have been stomped on repeatedly, still getting high skilled swf.
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Chris the Boulder puncher
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2486263#Comment_2486263
A swf DCing at the same time? Nah... They are just leaving the game together, bro. I do not think he was implying they do it to make him crash, I think he just meant they coordinate a leave, which they do. Trust.
Exactly not accusing them of forcibly crashing my system, but the experience of them dc'ing did cause my Xbox performance issues
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@Angelicus23 said:
how do you know they systematically DC in multiple matches to purposedly "make you crash" and it wasn't them crashing too?
Because 4 different people playing with swf coordination and team based name tags, don't randomly crash in pairs within seconds of each other the moment killer has assured the win.
I'm fairly certain the crash is due to them as with one DC the game experience get so laggy on Xbox with two of them being almost at the same time I experienced rollbacks to account for that, with all four of them doing it with/while the lag experience is still apparent on my screen it caused my game to stutter and crash.
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@Initial_Z said:
https://forum.deadbydaylight.com/en/discussion/comment/2486033#Comment_2486033
Yes, I also agree that we should focus on the reasons. If the player maliciously abandons the game, I also agree to the penalty. But how to identify the disconnection. The current punishment is a one-size-fits-all approach, which is too simple and violent.
Most often it's within seconds of an unfavorable event or outcome. I think heavier penalties should be in place around these events while keeping the standard one for the overall match. At least then, if it's a legit reason for dropping out midgame they can grab a drink while they wait out the few minutes after they get back.
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@ArchGunRunner said:
https://forum.deadbydaylight.com/en/discussion/comment/2486030#Comment_2486030
Yeah, it's just the penalty system. It is a good idea to punish someone for rage quitting, but can be annoying if it isn't your fault.
I got mine because rage quitters crash my game.
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No, not excusable when 4 players DC at the same time. I can let it go if it's just one person, but more than that and the reasons are questionable.
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@ArchGunRunner said:
I like it. Might make some people uninstall though and i currently have a bug that just kicks me for no reason when i play any killer, so that might suck for people like me.
Understandable for those who get a false DC, got my first penalty tonight and I have never dc'd.
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@Jasix said:
LOL what do flashlights have to do with SBMM at all?? You never even addressed it in your comment. Seems stupidly clickbait to me. care to elaborate how SBMM has ANYTHING to do with items?
The higher the caliber of survivors, the more accurate and crazy the flashlights get. I've seen some impressive saves before sbmm, but nothing on this level.
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I miss the blight flowers and serum collection
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@TGB said:
He doesn't mean cracks in walls. He's saying being blinded in your eardrums and it works. Literally don't even see the Survivor or the flashlight on your screen. And maybe even BARELY see the flashlight's beam of light itself.
Gotta read posts better. Don't skim & respond. Pet peeve of mine...
Yep this
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@vacaman said:
If the wall has the tiniest crack they can still blind you
Nope, solid walls and map corners. I'm familiar with gap saves.
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It's always a survivor and far more frequent recently.
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Survivor feels the same, killer seems like it only top survivors
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Survivor feels good, killer feels like mmr can only go up
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Maps have been extra stale lately.
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Base kit: chains last a little longer or remove environmental breaks
Add-ons: switch range for holding time
Make an add on that switches the gate to an aoe floor trap to throw under survivors
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@DemonDaddy said:
Same here, all day using 1 killer I'm not even that good with, but the survivors are consistently top tier. Tight looping, pinpoint flashlights, meta builds and blazing gens. Apparently there's not enough equivalent killers to keep these survivors out of my lobbies.
Finally started seeing some low grade bronze survivors, in swf.
Trust the devs & mods when they say grades don't mean much in the matchmaking cause these players might have well been iridescent. Full meta builds and highly coordinated, if it wasn't for light born it'd been instant blinds at every pallet.
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Survivors can do well without needing to escape. Do gens, safe saves, stun the killer in chase, and breaking totems van all be done solo. If your teammates are bad that just gives you more opportunity and a distraction for the killer. Be the last one standing and the game provides you a chance to escape without the others assistance.
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Have never seen a rollback in the killer's favor 🤔
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Same here, all day using 1 killer I'm not even that good with, but the survivors are consistently top tier. Tight looping, pinpoint flashlights, meta builds and blazing gens. Apparently there's not enough equivalent killers to keep these survivors out of my lobbies.