Dino7281
Dino7281
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@shelobster said:
Do bones.
We can't. It's hard to do bones, when we can't destroy them. Let me destroy them and your comment is valid.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2594379#Comment_2594379
Exactly my point lol. They're extremely strong right now. Stronger than almost every other perk in the game in terms of strength to cost.
Yes in the hands of the average solo queue survivor, it's not an issue. Cause they're not going to be able capitalize, and they'll make mistakes, and they'll get sacrificed because of it.
But in the hands of a halfway decent team, there power is extremely noticeable. And makes coordinated teams even worse than before.
Add to this the fact that SBMM is a thing, and the fact with how the MMR is set up right it's easier for killers to reach the top than survivors, you end up with a bunch of killers where all they go against is these super strong teams that know how to abuse their strengths to make them overpowered. That's why there's so many complaining about them.
Best situation for it is SWF (noone will cleanse totem, they find best spawn instead), 1 CoH. So everyone can play alone, split on gens, heal alone and this basically gives self-care + we'll make it to every other survivor and killer just can't get rid of it. So SWF are not playing with 16 perks, they have 23 perks total when CoH is used. They even see exactly where to go and it works basically with double range on multi-layer maps.
Killer has to walk away from gens, to remove it for 16 seconds + travel time of survivor to a totem... not worth it imo
I wouldn't nerf effect yet, I just want killer to destroy that totem, so they have to find new one and killer has at least some reason to do it. Also NOED and Plaything should be able to spawn over boon totem, if there is not any dull totem anymore.
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@Advorsus said:
It's the power each one gives. Self care? Not a big deal. But 90% healing? No other single perk gives that, and you'd need an entire build to do what that one perk gives. And it gives it to your entire team.
Same thing with SS. You'd need two perks to accomplish what that one perk does, and one of those is a one time use perk that requires you to get injured. You now get that for free, can be reapplied infinitely, and affects your entire team essentially giving them those perks as well, without them spending a slot on them.
It also doesn't give survivors another objective. It's the same objective you've already been doing, for the same amount of time. The only difference is an additional 8 seconds to cleanse and apply a bless to a hex totem. Even if a killer snuffed it out 5 times in a match, if they're all dull totems, it's the same time efficiency for survivors either way. Just as if you were clearing out all totems before boons were introduced.
Even if they did bring ruin and undying, that's an additional 16 seconds survivors didn't have before. Compared to the killer's time to drop chase, snuff it, and then either catch back up and resume case, or find another survivor to chase.
And most matches, killer barely has time to snuff it out more than twice. I played multiple matches where between breaking walls and pallets, chasing survivors, pressuring gens, and everything in between, I had time to snuff their boon 3 times before 5 gens were done.
It's not an added survivor objective.
We'll make it gives that, but requirement is little bit harder with limited duration and only for you.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594350#Comment_2594350
I'd rather they self care than work on gens... it's not a big deal.
Then you are perfect survivor for a killer.
I didn't mean that survivor that is going to self-care, thing is that you have 1 survivor, that is not needed to travel or heal anyone and can just sit on gen.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2594313#Comment_2594313
If a boon is far enough away from the gens you are controlling it's to far away to be a problem.
Shadow step does nothing if you don't want to be in that area
And if survivors have to spend more then 8 seconds to go to a CoH then they are bassically self caring. There is reason why people some people say self care is the best killer perk.
CoH was disabled for the most part. So I'm assuming that you are judging it based on theories. In practise it just isn't that game breaking.
I play mostly Legion and Trickster and played a lot of Trapper during the ptb and I never had much issue with it
Yeah, exactly, they are basically self-caring, without that perk. So 1 survivor, using 1 perk, gives everyone else free perk.
And you think it's not my problem, when I waste time of 1 survivors instead of 2 per each hit? That's a big deal and lot of possible gen progress.
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@Xayrlen said:
https://forum.deadbydaylight.com/en/discussion/comment/2593920#Comment_2593920
The "hit validation" mechanic is not survivor exclusive. If the survivor mistimed their DH - they are getting hit. If they mistimed it and had worse ping: doesn't matter because they are still getting hit.
What you are talking about is getting "robbed" of your hits, although you never landed a hit in reality. If that was a splitscreen or LAN party, the result would be the same, but for online multiplayer validation is required to make justice. Even before dedicated servers DH worked properly, so I don't know why you are talking about killers personal hit validation.
Yeah, that is not going to happen anymore. It's just killer thing now, for both pallets and DH.
I play with 25 ms, so it's not really my fault you have high ping and see something different than I do, so why should I be punished?
I am already wasting time waiting for DH, this will get it even worse and way more frustrating than pallets.
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@Xayrlen said:
Just because you can't abuse your bad ping doesn't mean you can get a free hit. Now DH is working properly.
I play with <25 ms, so your high ping argument is just not valid...
I shouldn't even be able to see it, but I had games with up to 5 validations on pallet, or DH. I have feeling it's survivors abusing bad ping now, because I see something different than them, because of it.
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@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2593650#Comment_2593650
They're actually the same speed but ok
No, they are not.
Hit effect is on end of animation, DH I-frames are on start of animation.
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2593480#Comment_2593480
You wanna know something hilarious that NOBODY will point out. I will try and break it down because it may be a bit confusing at first.
So, what do you notice about all the "hit validation" stuff. All of them are things done by the survivor or actions. They are instant and immediate. Whats one thing that immediate and instant that the killer does...action wise? Looking away from flashlight saves.
Hitting before DH or dropping a Pallet on your end as killer doesn't matter. But ALSO looking away from a flashlight save on your end doesn't matter.
My point is, as a killer we can get blinded for a flashlight save even on our end we looked away. But why isn't this validated? They DIRECTLY effects the killer. Just like DH and Pallet hits DIRECTLY effect the survivor. You can bet just about anything they will never do a "blind validation" because it directly effects the killer.
Just for those who are still not understanding...the actions effect eachother this way.
DH Hits: Killer -> Survivor (VALIDATED)
Pallet Hits: Killer -> Survivor (VALIDATED)
Grabs: Killer -> Survivor (VALIDATED)
Blinding: Killer <- Survivor (Not Validated)
Now my point should be obvious.
Don't forget about Doctor, where survivors are not supposed to vault, or drop pallet.
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Whenever I will get validated for 2 times per game -> I am just going to stop playing and let everyone leave. I play on < 25 ms, so I am really not high ping killer, so I shouldn't be able to see it at all.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2594199#Comment_2594199
I mean, while it is true that most Killers are boosted, it is not that hard to get the Mindset that it was not meant to hit due to Dead Hard and just move on. DH is still the strongest when used for Distance (a thing people complained about, but now they dont complain about anymore, they complain about it working properly... ). And many DHs, which will be used to dodge a Hit will get validated, but do exactly nothing, since those are often bad Dead Hards which will extend the chase by 1 second.
It just sucks when you can't trust your eyes, because both sides see something different.
Problem is that to the killer, that 1 "mistake" that I can't really affect can easily lose a game.
Thing is, I can say to survivors DH sooner, or drop pallets sooner, but I can't really change this as a killer. Oh, he will get to a pallet -> I have to M1, you just can't do it later, unless you want to respect pallet like crazy and lose time anyway.
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@[Deleted User] said:
From what i've experienced i don't think ghost hits are fixable, because of the way dedicated servers work.
If you can't fix something, don't make it more regular thing.
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@Aven_Fallen said:
The thing is, Killer players really grab each straw they can find. Saying "4 people can run Boon-Perks" contradicts with "It will be OP in SWF", because in an SWF, you will not have 4 people running Boon-Perks.
I really hope they dont change the Boon-Perks. While I am not running them and probably never will, it is good that after David some Perks are released which are actually worse running. (That being said, I did not see a single Circle of Healing yesterday, but this is a very small sample size, so might mean nothing at all)
Shadowstep can be fun to use 4x, CoH is supposed to be used 1, max 2. So you actually get that benefit of free perks for other survivors and there is not really a need to have multiple of CoH.
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@Sonzaishinai said:
Yeah people are heavilly underestimating just how much of a time investment it is for survivors.
And while yes i have lost a couple of matches cause of boons. Most of my experience against them is that the survivors waste so much time setting them up that gens just aren't getting done.
The power is there but they are straight up detrimental to the team if the person running them is using them wrong.
Compared to what the meta was before boons are the healthiest strong perk survivors ever had. Powerfull but with a cost and good counterplay if the killer player bothered to learn totem spawns
Good counterplay?
Like what, I have to leave gens, or lose chase to remove totem, that survivors can just bless again in 16s. It's waste of time for a killer, not "good" counterplay.
I know most totem spawns, only map I don't know is Raccoon City, but noone does. It doesn't matter I know where it is, there is just no real benefit for me to leave gens to remove it.
I am fine with Shadowstep, it's super annoying, but not really broken. CoH is my bigger issue. It just destroys weak killers, they don't have time for it and it removes option of snowball with hit&run tactic. It's basically 2 free perks for each other survivor.
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@Mazoobi said:
I like the idea of boons as it now makes totems an interesting mechanic that both roles can utilize, but I don't necessarily think they're that OP.
I hear people mentioning how up to 4 players can run the same boon, but wouldn't this also give survivors the "second objective" that killers have always been proposing? Yes, killers can go out of their way to snuff them out, but totems are typically located in obvious spots and it only takes a second or so to do so. The counterargument to this is specific maps/buildings, but hey, that's the dev's issue. I also don't think killers HAVE TO snuff them out unless they have the extra time to do so. I've played killer and still downed survivors when they were affected by the Shadow Step boon and vice versa when playing survivor. (since CoH is currently disabled)
Do I think boons are perfect the way they are? NO.
I think there's still some room for improvement, but I think people are exaggerating a bit when they imagine the idea of 4 people running boons. On paper, it sounds so good, but it's not always going to perform smoothly when executed. It takes time for the survivor to locate an optimal totem spot and then take 14-24 seconds to bless it which is time that they're not on generators which I'll take any day. Boon perks will also take up a perk slot so that means less chance of seeing the meta-driven perks that I don't even have to mention bc we all know what they are. Tying back to what I just said, boon perks should shift the meta which I think is a good thing. Do you want to see the same 4 perks at high-rank games?
I'm still cool if the devs decide to toy with the boons a bit and maybe lessen the leniency with them, but I wouldn't agree on making them a one-use perk. A lot of totems are easy to spot and as mentioned earlier, survivors blessing a totem are survivors who aren't on generators which equals less progression on their side. Combine that with injured survivors who may want to heal or need to unhook a fellow ally, that's an in-game slowdown for the killer.
With the two boons, we have now, I think a fair adjustment that can be made is to reduce the numerical values of Boon: Circle of Healing. 90/95/100% healing boost feels generous considering it offers the ability to heal yourself without outside assistance so kicking it down to 40/45/50% (or lower) seems more reasonable. The devs could also toy with the time it takes to bless totems and I'd be cool with that too.
This is my personal opinion on boons and it may seem bias since my role ratio (S/K) is 55/45, but I just wanted to voice what I felt about boons. I'm all for changes, but I just hope this won't be another Mettle of Man situation.
Edit: Typo
I don't really want to change an effect. Just let me destroy boon totems, so they have to find new totem.
Then it would work with same system as other totem requirement perks and survivors would have to think when to use and make some effort in using it. Killer right now doesn't really have reason to leave gens for it, it's just waste of time on his side.
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I don't think it's that big deal as survivors -> you can play any character really and use his perks. You can have full meta build using only free surivors. Best way I usually suggests to new players is starting with David -> you need 1,2M +/- BP for level 40. So then your build is something like Dead Hard, We'll make it, Kindred, Spine Chill. After it you just can get better versions, but this build is quite decent.
As a killer, you have to buy a game, buy 2-4 DLCs which depends on killer you want to play.
You need to spend 900k-1,2M BP on 2-4 killers, just so you can spend another 1,6M on killer you actually want to play. So compare to survivors, it costs you more BP, but mainly you have to buy DLCs, unless you wanna wait one year for Shrine...
But yeah, grind still sucks for both sides. I refuse to do Prestige till it gets better. I have it on 1 survivor and 1 killer (during anniversary) and that's enough.
I really liked idea about changing how Blood Web works -> you have total of 6 perks, instead of 4 and they start around starting point, so entity starts eating faster.
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Yeah, I mean: if you can't fix something, don't make it more often, right?
Before you had two issues with wrong feedback
Survivors using DH on ground and killers hearing hit effect sound with denied hit.
They fixed one issue by making issue for other side more regular.
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I would love this.
I really hate Grade system, way more than SBMM. I know that Grade means absolutely nothing and I am going to get reset each ######### month, but I was in red ranks for a long time, so I just have need to be there each month even now, which results in my trying to win as many games as possible fast, then I can play normally as max grade, it's kinda stressful.
Either this -> based on games, or just make it calendar system? For full reward, you have to start dbd (and maybe play 1 game) each day.
You still reward players for playing more than others, but because they is not really a feedback, you are not pressured to do it.
Grade could be used for MMR, so we get feedback how match making works and they could just show us exact numbers as our personal info, so grades would be only +/- MMR for others. I wouldn't even need rewards for it after this.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2591215#Comment_2591215
Yeah. Won't get into detail but that dude is no more. Snapped out of existence.
Sad, Killers need Sluzzy version to defend them against completely wrong things too...
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2591367#Comment_2591367
Not really because of the event. If you play killer enough you know that 1 or 2 gen pop almost always at the start of a match, just when you downed someone and hooked him. Its a common thing.
I play a killer a lot and it depends on your Killer and perks.
Blight with Ruin + Tinkerer? Yeah gl with that.
Oni without those perks? Yeah, it's normal to get first downs on 3 gens left.
But since that event, I have seen 4x Brand New Part way more often, so even Ruin didn't save me, just because I didn't even have time to get there. I am not saying you can't lose gens fast during normal games, but I see it way more often now.
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It doesn't mean anything for those who you use DH for distance.
After this change it's going to be way easier to dodge killer's lunge on reaction. Guessing game to M1 will also increase your chance for dodge.
So it will be easier to use with higher chance of success, how is that not a buff?
It's interesting only killer can get denied things by server. When will Doctor be fixed? That would be fun to see: survivors vaulting back, or picking up pallet, because they shouldn't be able to use it.
Killers are going to see that annoying sound effect feedback way more than before, just because close hit DH is way more common than close hit pallet and they are not even able to fix it... If you can't fix it, don't make it more often
Hey, Survivors can see them exhausted on ground with 1 perk, so let's fix it for them.
Hey, Killers see wrong feedback, yeah that's fine...
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@IrishRedCap said:
Server side validation is a mixed bag. It seems geared toward certain preset validations. Killers swinging at windows = killer side gets validated faster. Survivors dropping pallets = survivor side gets validated first.
When it comes to the grab animations I think the server/code hiccups and tosses the killers validation in exchange for the survivors movement inputs. This results in the animation playing for a small % of it's time, survivor moves, server validates the survivor "inputting a movement command", killer grab is unvalidated but the command of M1 remains so server back-ends it. Once it the animation is over the back-end log of the M1 press is validated on server side resulting in a often missed auto-attack.
Yeah, so their "fix" for canceled grabs usually doesn't work and only wastes your time.
It's ussualy bad even when you try grab survivors unhooking, because it's easier to bait M1. Before even if it got faked and canceled, you just had another attempt.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2593062#Comment_2593062
It's a fix, Dead Hard wasn't working as intended.
However, I think the take-away here is that the Developers have looked at Dead Hards data and instead of changing it or nerfing it, they fixed it. Which means Dead Hard isn't out performing other endurance perks. If it was, then they would have reworked it instead of taking the time to fix it.
If they wanna fix anything, what about to start with that sound effect feedback for killers?
Fix failed grabs would be nice too, because for some reason you can miss that auto-attack. I really hate that change, it usually just makes it worse...
I wonder if killers can get it too... #ValidationForDoctor
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2592997#Comment_2592997
Survivor Mains don’t understand simple, terminology… or perhaps they don’t want their fragile egos hurt. They couldn’t possibly be getting carried by a perk, right?
Buff (video gaming), a change to a weapon or ability that deems it more viable for game balance.
By making Dead Hard “work as intended”, as they innocently put it, this perk now becomes insanely more viable. There are no ands, ifs or buts here - this is a straight up buff.
I have no idea why they would add this too, when they can't fix sound effect feedback for killers. It's so annoying, that from my POV I was supposed to get that hit, but server said ######### you.
I usually play with less than 25ms, so they really have no chance to try blame high ping on me...
They can't fix failed grabs (you can miss that attack for some reason) and they are not able to fix killer's feedback, then why would they make it more often? Fix it first...
I wonder, will they use validation for doctor too, or that is only survivor's thing? That would be fun to watch, just pick up pallet, because they were not supposed to be able drop it.
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@sizzlingmario4 said:
Yeah I don’t understand why it‘s not a guaranteed hit tbh. It really should be.
I remember one time I was playing ghostface and this happened to me at a window, it started a grab animation but changed it to a swing which subsequently missed.
So instead of being downed the survivor got away with Lithe and I ended up having to drop the chase because it wasn’t worth it anymore.
Yeah, one miss can lose you a game and what's most annoying, it's not even your fault here...
I lost that game as the Nemesis, because I didn't get that down -> new pop. He was dead on hook.
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@throwaway79465468797 said:
Its possible hes using a VPN to get faster games outside of his region. I have no way of knowing that though.
VPNs can cause all sorts of trouble online...
I expect this works exactly same like pallets, I play with <25ms and I get pallet hits denied quite often anyway, so it's not just high ping killers...
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2592936#Comment_2592936
It’s not really a buff but okay.
You will dodge a hit more often now because of this change. How is it not buff?
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2592802#Comment_2592802
Green stalk addon and rabbit or whatever and you storm the game, his early game sucks but he can end games in minute if played correctly.
Also Myers has extended lunge and faster vault speed and an instadown. Myers gets 4 downs sooner than deathslinger reels his first survivor to then see the chain break and survivor deadharding away.
Freddy, despite not being as good as before, still has the teleport which is kinda epic map pressure tool.
Snares are weaker clown bottles that force survivor to drop the pallet 1-2 loop runs sooner which is great.
With specific perk builds freddy can for sure outperform old slinger.
I think only thing going for Freddie is his teleport now... So I really don't think he is good, nor fun killer now.
Myers is good when you are against survivors that will give you free stalk, but if you play against team looking around and they make it as hard as possible for you, you can easily lose multiple gens before you get to tier 3 / first down. I think Myers is just weaker Oni to be honest. Oni has also weak early, but you can snowball with his power way better.
If you care about tier list, I would never put Myers above C and I think DS is there now.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2589471#Comment_2589471
myers and freddy were better than slinger even before the update
Freddy was before his nerf. I think he sucks now, mainly because of useless add-ons, but that's for another debate.
Myers also depends how you look at it. Myers with best addons (tombstone)? Yeah, that is super good. Base-kit Myers? Yeah, not that good anymore...
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@IWFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/2591288#Comment_2591288
As someone who has downed multiple survivors with Bubba, through BT, with a single Chainsaw Run, I can tell you you don't need add-ons to do it. I mostly use brown add-ons to reduce cooldowns.
This is especially powerful in basement. If you hit the unhooked as they're saved, you can run him down and hit him again between the top of the stairs and the window.
Bubba is ridiculous when it comes to camping.
Hey it was weird to me that you would need that purple add-on. I knew lower rarity are enough, just don't know how low you can go, but still do this.
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@StarLost said:
Okay. A few things.
- Any claim that starts with 'my friend told me...' immediately comes over as disingenuous.
- Yes, some killers facecamp. BHVR have...something in store to help this. However:
- Tunneling is a valid strategy. Of course the killer wants to win, and it makes tactical sense to get one person (probably the biggest threat if possible) dead ASAP. Do you want a 4-out every game?
- As things stand, it's entirely possible to lose 2 gens within the first minute of the game, and 4 gens by the time you get a real chase. SWF sweatsquads with PT, toolboxes and now boons make it easy to just whack out gens while being nearly invisible.
- BHVR can't stop 'tunneling'. What you should be asking for is a tweak to gen speed at the upper end of addons/perks, so that killers aren't forced to tunnel someone. Then we can talk about some sort of mechanic to stop killers from doing it out of spite. Maybe.
https://forum.deadbydaylight.com/en/discussion/comment/2588989#Comment_2588989
Agreed. This game should be about chasing and being chased.
However, survivors also need to abide by this.
There is no reason why I, as a killer, should be seeing gens fly by before I can even get a chase, or survivors negate this by abusing infinite loops on RPD or those obnoxious stealth boons that allow you to basically avoid chases entirely.
The problem isn't tunneling and camping alone. The problem is that, the game as is - especially on RPD/Haddonfield/Badham - is so incredibly difficult for some killers that they are forced into these strategies. Believe me, it's not much more fun for them.
https://forum.deadbydaylight.com/en/discussion/comment/2589178#Comment_2589178
I've been accused of tunneling/camping because:
- A survivor followed me all the way to the hook, and I chased them and downed them right after.
- Someone gets unlucky and runs directly to me off hook.
- A survivor teabags and flashes me, then gets focused down. Why complain about getting my attention when you ask for my attention?
- A survivor keeps coming back to the same gen that I'm defending.
Survivors really do seem to be going into matches with the expectation of escaping every time, and will DC/get salty in postgame if they don't on a regular basis.
Yeah, of course. I am talking about actual tunneling / camping, it's nothing new that 90% of "tunneling" said by survivors is not really tunneling, they just don't understand killer's POV and trying to find an excuse for losing.
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@my_name_jeff_69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2591806#Comment_2591806
Most maps have filler pallets unless you're playing a map like Shelter Woods, so you should be fine, although even then, if you're going to actively run into the open trying to make it to a long wall instead of playing around a filler pallet, thats on you.
Oh, right, it's not like those pallets get removed, so end game you will get hit...
@my_name_jeff_69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2591794#Comment_2591794
Downside being you've lost your power and now have to wait for it to return to try again, the downside, many other killers have.
Also, a lot of loops Blight can catch up to you, he's like Bubba in the sense that if you want to live, you have to drop, and you can get to the pallet most times before the Blight reaches you to drop the pallet, still, countering the Ring is all about positioning. My tip does work, most Blights typically either play the loops m1 killer style or leave it all together, means something is working.
Alright tell me how is it different from not using that add-on?
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@my_name_jeff_69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2591792#Comment_2591792
No, that's you disregarding my whole emphasis on better positioning, if you have good positioning, the don't get hit remark makes since, because if you have better positioning, you won't get hit by the rush, not a hard concept to understand, the rush has limits.
maps have limits too and there is distance you need to travel as survivor between each loop...
You just can't avoid getting hit by his power whole game, that's impossible unless he is really bad...
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@my_name_jeff_69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2591782#Comment_2591782
With a movement speed addon it's still a matter of positioning regardless, that doesn't change, the only draw back to these addons are if the survivors knows what they're doing.
What is that downside? Everything is back to normal? Oh, no so bad...
What is benefit? You basically ignore you power's CD.
It is not just about survivor's positioning, it's also about Blight. Not every loop can save you from him and some loops have big distance between eachother, so Blight will catch you no matter what. If your "tip" would work, that means Blight will never get down unless he plays as basic m1 killer, which is BS.
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@my_name_jeff_69 said:
As a Blight main, with a good few hundred hours dipped into him, close to 1K, people who complain about Alchemist Ring don't seem to understand its only strong if you allow it to be.
There is a simple way to counter Alchemist Ring, and its knowing how to play against Blight with more emphasis on playing around his rushes. You need good positioning to counter alchemist ring, that is it. Alchemist will only be overwhelmingly strong if you are on a map with few tiles, but on maps like Coal Tower, or Red Forest, or over half the maps in the game, there will be a few tiles in the map that can be played around and if you know how to play against Blight, you can use these tiles to play against the Ring, while this may sound condescending, its really a simple matter of don't get hit by the rush, and sometimes you will, and it sucks, but that's just a matter of positioning, don't let yourself be out positioned.
People calling for a nerf, and some calling for it to be outright removed from the game don't seem to grasp the basic counter to this addon. It's not too strong since it has a counter you can do with enough practice. Just because something is good, doesn't make it op.
Thing is that unless you try to combine it with movement speed add-on, when you can lose all charges for nothing, there is no drawback to it.
Yeah, play around it? Blight will hit you sooner or later with it even if you are tournament player.
How I would fix it, two ways:
-Nerf maximum number of charges by 1
or
-Successful hit recovers up to 3 charges
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@Gwinty said:
I always felt that Legions playstyl punished them for playing the game (losing power on basic attacks) or using their power (4 seconds stun) or it just not rewarded them (hitting a wounded survivor oh joy).
This is a problem in my opinion that needs to change. It should feel rewarding to get hits (like Oni who filles a chunk of his bar for a hit) or using you power also skillful plays should be rewarded.
As such first of all I support you suggestion that the basic attack penalty has to go and that you should get less fatique for canceling your own power. I would however add an effect when you hit a wounded survivor again with you power like applying a penalty after healing like "Scourge Hooks: Gift of Pain does" or inflicting the "Broken" status when you hit a survivor with deep wounds.
Would that add much power to Legion? Probably not. But at least now you can reap a reward for hitting the survivor again and not just "oh deep wounds. Anyway here is your Deceisive Strike to go.".
Overall I like your idea very much and hope some dev sees it and supports it.
I mean, we don't really wanna Legion to become S tier killer from this. We just want him to perform well even against better survivors and some QoL changes.
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Yeah, I would also like custom outfits.
I would use this feature way more as a killer, there is chance for changing build during lobby, I usually don't care as a survivor and changes there are small.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2591172#Comment_2591172
While u get deaf bro ? Does it worth it?
I get deaf only when I forget to turn off Discord and Facebook. That is loud af :D
But it helps me track footstep sounds...
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2591591#Comment_2591591
Awww, then i have to delete my comment there since I have even a picture of a blight game on haddonfield against a Sabo squad where I got 2 hooks but i only have 273 hours playing since release in 2016. 😔
Hmm, you have started early with dbd, so for that suffering, we can give you an exception.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2591582#Comment_2591582
It reminds me the thread about Killer mains being bullied. If you're not a "main", you have to leave the thread. 🤷🏻♀️
Yep, those are rules. We have anonymous group for bullied killer mains.
You need to have at least 500 hours on killers, at least five games with less than 3 hooks and one game with SWF using full sabo builds, or 4x Head-on builds.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2591542#Comment_2591542
Yes, Pinhead passive should be stronger (faster timer & force survivors to constantly go for the box), but weaker the more survivor dies. And have solo able to communicate for team work. Then the game should be extremely fun right there.
Now swf can have 1 guy go for the box while solo usually has a 2nd guy pays 30sec to run there and 30sec to run back to Gen. That's almost 1 Gen time which is huge.
Nemesis also have passive slowdown with zombie, but inconsistence. Though I think they're on the right path with designing killers with passive power like the last 2. Hope they keep it happens in the next killer & future.
This helps killers be good at avarage level, but they will never be good in high MMR.
If they were, then they would be super oppressive for avarage survivors and would get nerfed -> Deathslinger wasn't even top tier and look at poor old guy
Only killers that are able to get into top tier are killers that require more than avarage amount of skill to play them correctly, so they can dodge ban hammer, but have potencial to win even against good survivors, which is usually based on high mobility -> Blight, Spirit or special power -> Hag, Nurse.
Killers with weaker power, but passive slow-down might be better for overall game health, because they are not forced that much to stack slow-down perks, but they will never be actually good in high MMR for balancing reasons around avarage survivors.
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@Aven_Fallen said:
High-MMR-Killers are usually not scared of Flashlights. In fact, if you are high MMR, you will have a blast against a Flashlight-Squad.
I equipped Lightborn just for fun when I saw multiple Flashlights, because it is funny to see how Survivors still try to blind me, despite failing multiple times before. However, apparently you get the information that Lightborn is in play, so I did not use it since then.
But your idea is quite interesting, cant wait for Forum Posts which complain about Survivors quick-switching to not having any Items... <_<
Ha, that is not going to work against me, I never care about lobby and watching my second monitor :D
But that idea is kinda evil and I will have to try to do it, when we play SWF. I wonder how often it will work...
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@ShinobuSK said:
There are 2 killers I use franklins on everytime even if there is no item in the lobby.
The rest of killers I play dont use it even if there are 4 items, but sure go ahead with your cute little switch, at least killer will know how many of you are in swf before match starts
Let me guess, Wraith and Hag?
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@C3Tooth said:
You're right, this is 4v1 game, not 1v1. So Killer design should be similar to Pinhead with passive slow down that requiring team work.
Not something like Nurse that can end chase in 10sec then process to tunnel them off in 2min. That's 1v1 (then v1, then v1, then v1)
Problem is that if you look on top killers, none of them has basic slow-down.
All of them are good in 1v1 and they are fast enough to build pressure around the map.
Pinhead might be good, if they buffed his basic power, but as it is. He is good against soloQ, because you will have often multiple survivors running for the box -> waste of time, but it's not that good against SWF.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2591204#Comment_2591204
This would have to be accompanied by a massive buff to killers, which would cause all sorts of problems.
The problem isn't SWF in-and-of-itself. It's that, unlike a lot of other games, there is no MMR adjustment when you play in an SWF.
Usually, there is a scaling adjustment (say, 1.1x for a 2man, 1.3 for a 3 man, 1.6 for a full team) to ensure that these groups run into a proportionally better opponent, to offset the benefits. There are also measures in place to detect and punish people who tank their MMR deliberately to abuse less skilled players.
This means that there are more MMR appropriate killers for solo players to go against and everyone has a better time.
In DbD, especially right now (the patch broke something with MMR), it's kind of a crap-shoot.
I don't think there would be any massive buff to killers.
Only change that I would make that would affect all killers, is buff base regression to 150%, but also nerf ruin to 150%.
But of course then you have buffs to weak perks and weak killers, but I think that would be good, so there is more variety in high MMR.
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@AnObserver said:
Get in a Locker, he can't Mori you while in one. Wait out his Timer.
Work on a Generator, he can't Mori you while working on a Generator. Work on the generator and hopefully the Timer runs out before you finish the Generator.
If he's getting close, try to do a Vault even if it would mean he hits you. he can't Mori you while you're performing an Animation, so he has to choose to go for a down or try to re-path to chase you for a Mori.
It's actually really easy to counter his Tombstone if you know the technical limitations to when he can/cannot Mori you.
I hate survivors like you, it was pain to do that challenge, but yeah it is what you want to do.
I had to wait almost 20 minutes in front of locker till he finally come out for that challenge...
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I feel this would be kinda busted.
"First off, Ghostface should not be able to be revealed by hooked survivors and downed survivors"
Agreed
"Make the stalking on a survivor not lose all stacks on a basic attack."
Nope, it is good to have this as decision making to do.
"Reduce the timer to enter your stealth down to 12 seconds"
I think this is too low, I would make it base 20s, and 15s with both add-ons.
"Being revealed causes the survivor who revealed you to scream."
Yeah, why not.
They should also look at whole reveal mechanic. Survivor can look into your soul from 5 meters and you will not get revealed sometimes and stretched resolution can reveal you over walls.
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@StarLost said:
So, I started DbD just over a year ago - shortly before the Blight patch, if I recall. Loved the concept, got into it in a big way.
Watched videos, read guides and started doing decently. Sunk almost 100 hours in before I knew it.
Then BHVR removed killer matchmaking and after a week of being hammered flat and gloated at by SWF groups with thousands of more hours than me in the game, I quit.
Came back just after MMR was introduced and fell in love again. Most of my matches felt even, whether I got a 1k or a 4k. I didn't have to go balls-to-the-wall every game, because I'd find an MMR spot where my style and proclivities (I tend to be an overly nice killer) would work, and I'd still kill 2, occasionally 3.
Then...this patch.
Woof.
- Buggy boon totems that you can't cleanse.
- DC penalty removed, so every match I'm not getting rolled, I'm having at least 1 person DC the second I down them.
- Either matchmaking was disabled, or broken entirely. There is no reason that I, as a sub-200 hour player should be going up against 3man SWF groups with thousands of hours between them 5 or 6 times in a row, who inevitably stomp me flat and teabag me all the way to the gates. I don't think I've suffered as many 3 and 4 outs in a row as I have over the last two days. You'd think that MMR would help but...nope. Just a miserable experience.
- From above, prepatch I could goof off a little, bring some odd perks and addons, maybe try to learn a new killer or two. I now have to pick meta perks and play ultra sweaty - camping, slugging, the whole shebang, just to get 1 or 2 kills. Something really isn't right here.
- Far too many games where 2 gens are done before a minute has passed, and I've had several where 3 or 4 get done before I even have my first chase.
- RPD makes Haddonfield feel like...well, still bad, but way better than RPD. And more than half my games today were in this sodding hellhole.
- Not a game goes by now where I don't wonder if someone is hacking. Seriously, I'm seeing so many SWF groups with legacy skins at my (certainly) terrible MMR that I'm wondering if they are hacking their MMR too.
- Wraith and Slinger gutted, despite being mid-tier at best. Wraith feels almost as bad as he did pre-rework.
- Endless other petty gripes that are easy to ignore when you are having fun, but sort of gang up on you when you are already frustrated.
All in all, this game has gone from being a fun adrenaline rush to a frustrating experience that makes me want to eat a kitten sundae.
Probably going to take a week or so off (my guess is that BHVR will extend the Halloween event, with the state of the game right now I can't imagine them not doing so) and see how things lie when I return.
At least the new PoE season just started, which will likely be better for my blood-pressure at least.
Wraith wasn't really gutted. He is little bit harder to play, but I still play him time to time. DS is dead for me tho.
"2 gens are done before a minute has passed" It's actuallly because of this event, survivors are using good tool-boxes to finish event gens a lot now.
Bugs, well this is DBD, it's expected in every patch...
RPD sucks, but that's not problem of this patch.
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Every killer main was at some point.
I hate Flashlight macros so much...
4x Head-on is also pain.
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Billy, Trickster -> you can have super long chases against them.
Trapper and Hag are also quite fun, when you can annoy them with chasing after them and removing traps...