Dino7281
Dino7281
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So your system would be super easy to get into high MMR, so again lot of skill levels = random games, which is what they tried to prevent with SBMM.
If you make it harder, then emblem system forces you to babysit other side, which I just hate. Current system doesn't care about that.
Also emblem system is not same for each killer, which is just bad. it's way easier to get double pip on some killers than others Plague vs Wraith for example. Plague sucks for pips.
Btw it's funny how you created limitations for killers, but nothing for survivors... definetly not biased
You don't wanna do changes only for soloQ, or nerf only SWF like that. It basically punishes people for bringing friends, which is just bad concept for the game and should never be implemented.
Kindred without killer reveal would be fine base-kit for everyone, because that is info easily shared by SFW.
Small game, nor any totem hunting perk shouldn't be base-kit. It takes some time to learn totem spawn, your change would make hexes even worse than they are already.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2581190#Comment_2581190
Since the EBMM was introduced, I played almost equally both survivor (only solo) and killer. Out of every 10 games as survivor, I managed to escape once, maybe twice. Every my game as the Killer, except those where I intentionally lost to lower my MMR, I got 4k or 3k with hatch. So no, 4k is not harder than escaping as a solo survivor, it's the other way around by a long shot. The only reason I still play survivor is instant lobbies during daytime.
Your argument about killer is just not valid, because of this part = "except those where I intentionally lost to lower my MMR"
That means you are not playing against good survivors, because you want to have free 4Ks, you don't want to have harder games, you are not in high MMR.
Try win around 100 games with as many kills as you can, then we can talk again.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/2581349#Comment_2581349
i WANT to go to higher rank games because i like both the challenge and ACTUAL teammates.
this is the argument, lower MMR means baddies more often, baddies more often means more losses, its a cicle that feeds itself Ouroboros style.
What system do you think will not end like this?
Unless it is bubba camping is not an issue, tunneling is not an isssue. Most of "tunneling" killers I have seen while playing with randoms -> they weren't tunneling. Most survivors just don't know what it means and it's free excuse for them dying in 10 seconds.
You think you will not get "tunneled" more in high MMR?
If you want higher MMR, then start playing SWF and learn how to deal with camping and tunneling.
SoloQ will just not get there, unless you are really good as survivor and by that I mean Ayrun, JRM etc. good. It's easier to get there as SWF, because you are in control of what teammates you play with. You can be more altruistic = more escapes.
As SWF it doesn't matter if you die, when your friends escape, because their MMR will go higher, so you play against better killers anyway.
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No and No.
Hatch is better to be hidden for both sides actually, so you don't have killer standing on top of it, where there is nothing you can do and you are not going to have survivor killing themself, so other survivor gets hatch.
I really don't wanna some Russian or toxic kid to talk ######### during game. Work on gen, don't talk.
Best I would agree with is chat wheel, fast and simple.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/2581303#Comment_2581303
aye but currently you are only scored on if you live or die.
face camped a the start of the game by bubba? -1 mmr for you +1 for the killer
tunneled out because idiots dont bring borrowed vs a face camped? -1 point for you!
decided to go insidius pinky finger clown and remove one player from the game by insta down camping in a corner? +1 for you and a forced -1 for that guy as they lose any fun they could have had.
the system is broken atm and ENCOURAGES toxic plays
I think you don't take it correctly, it's not really reward, it's punishment to go higher.
You don't see it, you don't get rewards for it, you only get harder games.
You really don't want lower MMR for camping / tunneling etc., you want them to go against better survivors for it and get destroyed. If you would lower their MMR, it would work even better next time and they would never have reason to change their playstyle.
Btw it's not like you would be able to gain anything even with rank system when getting camped etc....
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I don't know about that, SBMM system is way better than ranks used to be.
MMR system for killers is as good it can get, because other versions don't work same for every killer.
MMR system for survivors could get better for sure. I wouldn't care only about escape, I wouldn't really care about that at all, just see how much that survivor did compare to other survivors...
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0 ######### given here.
I don't care about apology, just give me BP to shut up and get better next time.
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@Guest1567432 said:
The devs love everything about the "stats" so hopefully when his pick rate goes into the toilet they will realize something is wrong...but this is bhvr we are talking about so who knows.
They revealed only kill rate in last statistics, so we will probably not be able to laugh about how low it will be...
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@Nayru said:
can i get a bonus for only ever dcing out of a single match my entire time playing
You want to tell me, you never had dbd crash? because game doesn't see difference in it.
I got penalty for that weekly steam reset.
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@jesterkind said:
A login reward system would be pretty nice, probably best to make it start with BP and culminate in one/two days rewards being a hefty amount of shards so you're inclined to keep logging in and playing.
Maybe make it cycle weekly?
I would just make it based on grade resets... Easy to remember
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2581079#Comment_2581079
I'm not sure what else to tell you. Killers tunnel a lot and I'm not the only one that experiences this.
There are 3 options:
1) you just don't know how it looks, because you don't try to prevent it
2) someone in your squad is annoying killers
3) you are really unlucky
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580986#Comment_2580986
Maybe it's because a lot of killers actually do tunnel? I'm talking about going straight for the survivor that was unhooked instead of going after the unhooker.
Then take a hit?
It depends how survivors split, when unhooking person goes to shack and unhooked into deadzone, I will choose deadzone, because it's an easy down.
I have seen very few killers actually tunnel, where they ignore anyone trying to take protective hits and just go after one guy. Well, it happened more to key holders and with old OoO...
I mean when anyone use flashlight macro, he is just asking for it etc.
but if you are not toxic, then killer will usually not be either.
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Nope
Deathslinger is not useless, he has still one of the best 1v1 in the game, problem is that he is just boring and worse than other ranged killers.
I would be fine with bigger TR, I would be fine with ADS fake nerf, but I am not fine with quick-scope nerf. That was only thing he was better than other ranged killers and made him unique and it was main reason why FPS players played him.
He is not dead because he is worst killer now, because it's not true, he is nowhere near close to that. He is dead because he is boring af now. You are forced to use zoning way more than before, because survivors can react to your ADS easily now and I just hate that.
I would actually still play him without that quick-scope nerf even tho he would get worse as a killer. So I switched to Trickster as my main ranged type killer, he is actually quite fun and decent after his buffs...
BTW players that try to say 400 ms is not that bad never played FPS game. Deathslinger is basically FPS killer and even 100 ms is a big difference. That nerf wasn't needed, devs just failed to understand what was his issue for survivors and didn't fixed that. Well, they did because there will be way less Deathslinger players, so noone cares.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580986#Comment_2580986
Its always so funny how when someone is being tunneled there's usually another teammate that hasn't been hooked once and wont take any of the heat off the targeted survivor.
Yeah, it's just not tunnel, when there is no other option nearby.
It doesn't work like, multiple hooks in a row = tunnel.
When I just happen to find same survivor after some time, why the hell should I just leave him? If they don't want me to kill him, come for protective hits, I will be more than happy to switch target.
I actually often "tunnel" by accident, because I sometimes just don't know he is dead on hook :D same survivors, or just lot of switching between them...
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@Floppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2580784#Comment_2580784
He isn't right about Deathslinger being bad when he refuses to do anything new. I will admit that some of his pov is crappy at times but not enough to justify saying it's crappy and that only got nerfed! He also said that survivors got a bunch of buffs but then deleted it when I proved him wrong. No devs are often wrong but it still doesn't mean Deathslinger is bad. It means it can use improvements but lots of other players still do well with him. You are not wrong
Sorry, I can't find that comment how you proved him wrong. Those new perk buffs are super nice and I love using those perks tho.
Deathslinger is not useless, he has still one of the best 1v1 in the game, problem is that he is just boring and worse than other ranged killers.
I would be fine with bigger TR, I would be fine with ADS fake nerf, but I am not fine with quick-scope nerf. That was only thing he was better than other ranged killers and made him unique and it was main reason why FPS players played him.
He is not dead because he is worst killer now, because it's not true, he is nowhere near close to that. He is dead because he is boring af now. You are forced to use zoning way more than before, because survivors can react to your ADS easily now and I just hate that.
I would actually still play him without that quick-scope nerf even tho he would get worse as a killer. So I switched to Trickster as my main ranged type killer, he is actually quite fun and decent after his buffs...
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2580988#Comment_2580988
Or Shadow Step. I am not going to that part of the map. Ha ha ha... I will just chill right here next to my new friend. We have so much to talk about for the next 2 minutes.
Yeah, right?
I just want to have some friends, just hook & chill :(
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Well, you don't care about boon totems, when survivors can't heal...
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I have no idea where survivor mains find all those tunneling killers... Maybe it's because 9/10 survivors don't know how tunneling actually looks.
You dare to hook me twice after I was trying to bodyblock with BT? You filthy tunneler!
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I think they didn't nerf it same way as he was on PTB, his lunge felt way worse on PTB than live, but maybe just my feeling.
I didn't really have issue while I was doing challenges with him.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/289041/new-player-test-results
Wait a second...how did you kill those survivors. That icon is a mori icon and you have no Mori and you are not playing Pyramide Head. Did I miss some new mechanic for the event?
New players should have a seperate realm where players with less than X playtime for their role get placed befor they enter the same matchmaking as other players.
It sounds nice, but I am not sure there is enough new players for that to work without super long queues, but there should be at least priority for it, then include others when noone is found for some time.
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@clowninabout said:
When your gameplan works out as killer its really satisfying. Congrats on all 4.
I had a match yesterday where I had a steve who wanted to be chased, so I did and let him drop every pallet across the map on me. He started teabagging at pallets, I guess he didn't realise I wanted him to drop the pallets. I broke chase a couple times to get someone else on a hook and then went back to him. Once I had got rid of a bunch of pallets I finished up with him and went after the rest of the team. All at madness 3, every pallet was an illusionary one and by this time my devour hope had 5 tokens, so I killed 2 myself and hooked the last 2. If steve hadn't helped me those pallets I don't think it would've worked out so well.
Yeah, his plan works on tournaments, but not really for normal games...
Depends on map, it's really bad idea to try this on The Game, that would take you forever unless you play Nemesis, or Demo...
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I really wanna see Werewolf...
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@ThiccBudhha said:
I was trying to do that achievement and they just started hiding in lockers until I gave up. Lol.
I have been waiting over 20 ######### minutes in front of a locker to get that achievement.
I am pretty sure that petty bastard went to get dinner or something meanwhile. Well, I was watching a movie...
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2580919#Comment_2580919
You are probably right. First and last person have identical sabo build obviously for new killer bullying. Is this a common problem in low MMR or just a fluke?
I am pretty sure, I am not there, so IDK for sure.
But it is common problem in other games with MMR, so I doubt DBD would be different...
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2580901#Comment_2580901
That's the thing, I didn't destroy them fast at all. I had to down them probably at least 30 times until they finally bled out and they did 4 gens in that time. I made matches last as long as average dbd match. Also, from what we know, MMR doesn't do that in just 2 matches.
So they were seal clubbers and lowering their MMR, so they can stomp new killers and boost their ego.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2580899#Comment_2580899
So, you are saying that those are people who purposely deranked themselves?
Yeah, that might be option too, but I have seen lot of killers doing same thing...
Well, I am doing it on some killers, not really to that extent, but just to get survivors with 500 instead of over 2k hours, so I can chill sometimes.
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Well, you destroyed those teams really fast I guess, so game system decided you are smurf and boosted your MMR maybe?
That's how it works in some other games at least.
I think killer experience is bad just because of that grind. Way worse than survivors imo, at least in terms of grind.
You can get meta build with just free survivors for less BP overall. With killer you need to buy multiple DLCs to have best build, spend millions to get those perks, then millions on killer you actually want to play.
This game is really not noob friendly imo. But it's nice to see someone smart that starts with KYF, that helps a lot to new players, if you are good teacher tho. I hate players that just bring noobs and play with their old account and then they are suprised when they friends get destroyed by better killer...
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2580845#Comment_2580845
Nope, you get 3000 points (that ignore the point cap) for completing it, not for working on it.
Alright, good to know. Toolbox and Built to last it is then.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2580878#Comment_2580878
I figure that he breaks really fast as is, so Spirit Fury is a little wasted on him. Especially as you can often play the loop without getting hit. But I am biased, I hate activation conditions.
Fair enough. It's definetly easier to use than Spirit Fury and works whole game, where you just don't care about pallets.
I have learned that it's better to disrespect pallets everytime even without Enduring, better stun than more loops....
Unless I see that survivor is really happy with pallets and never try to fake tho.
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Yay, it's nice to see everything is back to normal...
Killers complain, Survivors cry, what a nice morning.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2580872#Comment_2580872
I do not either, but they piss me off when they drop and it crushes my wittle tentacle. That is just what I do to disrespect pallets while being time efficient. I like faking the tentacle to make them think I am going for it to make them run it one more time which I think just Yolo lunge Eagle punch.
It's nice that Nemesis doesn't actually need Enduring + Spirit fury, just one of them is enough for him. Not sure which one is better tho.
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@Underdawg said:
A friend of mine just started playing DBD and was deciding which Killer to play. Using the Killer difficulties he picked Hillbilly. He had a lot of trouble using Billy's power and It got me to thinking that maybe the "Killer Difficulty Level" could use an update. If you could update the killer difficultie levels in terms of how easy it is for a newer player to pick them up, use their power, and learn how to play the game, how would you change them? Mind you, I am not talking about "tier", but just in terms of how difficult it would be for a typical newer player to pick them up and play to a decent level without being completely flabbergasted by the mechanics involved.
Easy:
- Wraith (Bingbong, go invisible, but you're pretty much an M1 killer in chase. Helps you learn loops)
- Doctor (Static Blast helps you find survivors, and then you're pretty much an M1 killer in chase)
- Bubba (Just because his power isn't too difficult to learn, outside of steering in loops)
- Nemesis (The tentacle isn't easy to use... so I'm a bit iffy on this placement)
- Trapper (Basic M1 killer, although I could be convinced to put him in intermediate just because trap placement takes a while to learn, and a newer player can waste a lot of time on it)
Intermediate:
- Billy (His power is not "easy" IMO.)
- Huntress
- Spirit (I think learning to adjust with tracking just by scratch marks is a bit tough, but for whatever reason, I never felt she was a difficult killer to pick up)
- Freddy
- Clown
- Legion (I honestly could see them as "easy" in terms of their power as well)
- Demodoggie
- Trickster
Hard:
- Nurse
- Myers
- Hag
- Pig
- Plague
- Ghostface
- Oni
- PyramidHead
- Cenobite (I could also make an argument for intermediate)
I don't own Blight or Slinger, so I can only speculate from what I've seen going against them. Blight seems hard and so does Slinger.
Hmm, I would agree with most, what I would change:
Hard: Billy, Blight
Intermediate: Nemesis, Trapper, Myers, Ghostface, Slinger, Pig
Easy: Freddy, Clown, Trickster
We could argue about Trickster tho, but I think he is easy after recoil nerfs. He is definetly not same level as Huntress, so either him on easy, or her on Hard.
But I agree it would be nice to update it for new players, or just link Otz's video about killers to start with :D
Tell your friend that BIlly is really not good to start with, he is hard af and result is not that good even when you get good at him, unlike Nurse, or Blight for example.
If he wanna chainsaw, then Bubba might be better option and BBQ is really good to get first anyway.
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@SkeletalElite said:
Title, I've encountered numerous killers just protecting event gens without trying to win, just deny them from being completed.
Killers get protection from survivors doing this to tehm with hooks, why don't survivors get the same protection.
I am not sure now, but don't you get more points just by working on it?
So you get more points, if killer regress it?
I might be wrong and you have to finish that gen tho...
So if he just stands there, nothing would change. It's not about regression.
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"Killer instinct is no longer the same as terror radius. It now has 32 meter radius."
Oh, I would love this change. Hysteria would be so good at him.
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@baseballfan4877 said:
other than nerfing the tier upgrade sound which would be fine.. nemesis is god awful
I wouldn't say that, he is quite decent killer. Well, kinda avarage, but not bad at all.
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@Nayru said:
suppose
if anything i'd support whip not giving you the 2-sec sprint burst as if you were damaged if it doesn't actually damage you
so that's how much of a nemesis nerfer i am (devs said they initially had it that way and it was 'too gamebreaking' but they're potatoes so i don't buy it)
I am fine with that, without it whole contamination mechanic would be useless, because you would not get any distance for it and there would be no reason to use vaccines.
I really enjoy playing Nemesis, only thing that I really hate is that survivors can just crouch, so I can't hit them over windows and loops, that is just stupid.
Otz's tech about moving with A/D while using tenticle helped so much.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2580779#Comment_2580779
no, in my system as i stated if you key out and there's only one survivor left in the trial, not only does it not open but it triggers egc as if it was closed
i get that keys can be very irritating with screwing people over randomly but this game's always had an element of that and sometimes you might actually have better chances playing exit gate vs the killer than anything else depending on the map and how they spawn
I don't know about you, but I would be really pissed as that second surivor and last second switch keys would be done, because of your teammates leaving lobby, not the killer.
Even with two players left, it is possible to finish gens when one of the survivors is good at looping, because killers are usually forced to over-commit at that point, survivor with key would just give up and started looking for hatch, so he could ditch me.
So I am really happy about this change from both sides.
Killer: don't have to deal with free Key escapes.
Survivor: I still have good chance to get hatch randomly, because killer can't find it (unless really lucky with animation bug) in advance and camp it before last survivor die.
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@Impose said:
Can't believe a bunch of DBD players cant read this sentence. Lets all go to english class today kids
Yellow Medkit. Subject. Yellow medkit has 24 charges. It takes 16 charges to heal a full health state.
with 8 charge addon. 8 charge addon is the yellow addon that adds 8 charges. Bringing the total to 32. Two full health states
99s a second heal. The second heal is 99'd, as in 99ing an exit door.
Done 3 times now. I did it 3 times.
Not gonna lie, that "99s" really confused me (s = second), I think using 99% would make more sense...
I was thinking, if it is not some new Pebsie video comment or something...
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You can block the hook on some indoor maps, Raccoon city with Twins is really fun to do this, for Twins...
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2580761#Comment_2580761
i mean i was kind of asking for it with the title but [eep] me for having a sense of humour i guess
Well, we have more fun watching them comment stupid things. So win win situation?
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@Floppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2575449#Comment_2575449
Right its irrelevant because "you" say so. I would roll my eyes but it doesn't matter you can think what you want but I guess me and the devs as well as so many others are wrong. Keep telling yourself that it will make you right
You don't think he is right? That how big change it is matters a lot?
Alright, let's add 3 gens to do, but survivors do them 5 seconds faster... There is buff and nerf, so balanced, right?
And yeah, devs can be wrong, nothing new. They completely failed to see main issue with Deathslinger and over-nerfed him hard.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2580343#Comment_2580343
hello
my suggestion for the hatch/key issue was always that hatch = 4-5 sec action that resets if you get interrupted, hatch opens, you go through, hatch closes, if this leaves only one survivor in the trial, egc is triggered
so one key, one escape, no escape in chase unless you massively outplay the killer, no mass swf escape unless you massively outplay the killer + all have keys, in which case fair enough
but then i also think death hook mori was a bad cave and it could've been worked out a lot better than effectively just turning into 'ds ignorer on death hook like pyramid head', so take that as you will
i mostly play(ed) killer (lolsbmm) and that was my idea for such, would that have been a more acceptable system
I thought about this version too, it has one problem.
It would still allow 2-man escape.
You open hatch with key, hatch closes -> game finds out there is only one player left -> hatch opens.
And I really wouldn't want to play with randoms using key that I know they will just ditch me, instead of doing gens, while I am looping killer.
@GoshJosh said:
Your title is misleading, but yeah there was no reason to gut the hatch as hard as they did. Should have at least let it continue to spawn once all five generators are repaired. Wouldn't have needed to really change keys or the achievement either. #BHVR
Thing is, that their change actually improved even basic game without key imo, because it's less rare to have killer / survivor just camping hatch waiting for last survivor to die, which was just boring. Right now you almost always have contest who will find hatch first, which can result in some funny situations, unless someone find that hatch with animation bug.
@OnlyJordan said:
You’re ruining the game and fun for friends to play together. Why because 4 people can escape from the hatch? Killers have multiple options to prevent them from leaving with that hatch and key. They are also very rare to come by and now you just made them useless?
great game you guys are making, catering everything for the killers because they cry and wine, this game is getting ruined for the survivors and isn’t going to be enjoyable anymore if you give everything these killers want or cry about.
I honestly hope to see more people who play survivor boycot playing this game until this gets fixed. I was super excited to play this game with friends on halloween event and you do this, every killer just camping on hook still getting great points, while the survivors get nothing, and everything they are given to for a chance at escaping removed.
i personally will not be playing this game anymore until things change. Killers have more than enough advantages to winning.
"killers because they cry and wine"
Said surivor that is crying on forum...
"ruining the game and fun for friends to play together"
If you could have fun only with key as SWF, you really must suck as a survivor, no wonder you are upset about this change, but I am sure you didn't mind Mori nerf. Killers wanted to have fun too...
"Killers have multiple options to prevent them from leaving with that hatch and key"
Oh that will be fun, what options?
Camp the hatch? They could open it instantly.
Use Frenklyn's? They could drop the key till hatch spawns.
Tunnel someone? Yeah, hatch just spawned sooner.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2580708#Comment_2580708
oh my god
read the thread you [clam]
I love your post just because it shows how many people don't read post and they just brainlessly comment based on title :D
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@Tarlonis said:
I'd willingly use the survivor that has the perk I want to use. My point is that right now "I'm a Nea main" doesn't mean ANYTHING because anyone can use all of her perks... yanno?
Jeff main here, so I am really against that BS...
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Hell no,
I really don't wanna have survivor character meta. It's bad enough that height and sounds are different. You know, Jeff main here...
It would be stupid to make big differences between survivors.
You would actually have to lock how many same survivor characters you have in lobby...
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2578560#Comment_2578560
Legion is still useless.
I wouldn't say useless, he is not good against good survivors.
But what he is good at is injuring survivors, so I am happy they will wanna waste time healing more.
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The Cenobite gets too little value from his main power
fixed it for you
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@BrokenSouI said:
I don't think it's much of a problem. It doesn't offer anything that experience and knowing where pallets will typically spawn doesnt. Besides "which pallets were used already" In which case you're probably ######### anyways
Some loops are random and it's really good to know exactly what type you are dealing with, also you usually have options where to go and it sucks when you choose loop, where pallet is already destroyed.
But I don't think it's OP or anything like that. It's really good and nice to play with.
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Yeah, I really like it. It's super easy to get long chases, when killer over commits.
Any Means Necessary is also really good. It actually got kinda Alert effect, you can easily track where other survivors are chased.
I think Built to last is meta perk now, but it's just super boring to use.
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@cannonballB said:
https://forum.deadbydaylight.com/en/discussion/comment/2578552#Comment_2578552
If they didn't hide who's been hooked from the killer, I could easily avoid tunneling. But I'm with you - sometimes I tunnel accidentally.
My problem is, it doesn't really stop tunneling. If you wanna tunnel, you know who is target, so you just have more tunneling, because some killers do it by accident :D