Dino7281
Dino7281
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@MyelinXCVIII said:
There is a reason.
It would create a relative safe zone for survivors to exploit. The radius would need to be extremely small, at which point it would be a pointless mechanic especially against Trickster (the current king of camping) and other ranged killers.
Imagine playing bubba and survivors just run towards hook and your chainsaw just stops working :D That would be fun thing to abuse.
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/2568058#Comment_2568058
Some autohaven maps have areas with 2 gens and 0 pallets. Not even LT wall. Heavily imbalanced.
Autohaven are not good maps for killers.
They are really big and again with some really nasty set-ups.
If you don't like this, then use Sprint burst, then you don't have deazone anywhere really.
@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/2568062#Comment_2568062
Sure but there is no downside playing this killer.
Even the strongest killer has at least two downsides. Your arguments wont change my mind but thanks for trying.
There are no downsides? Have you ever played him?
He doesn't have power on some loops. Good luck trying to use his power in shack.
He needs to uncloak, so he can't really do anything about survivors that wait next to window, or pallet and if he fakes it, then just keep vaulting it, so you force him to unloack.
Circle of healing will be so much pain for him, because he is viable only with hit&run tactic.
Flashlight and Flashbangs are a thing too.
I have no idea how that is no downside for you. Just because you don't know how to use it, doesn't mean it's not there...
Well, it would be nice, if you had any valid arguments...
Let's see your "arguments"
he is nobrainer - how is that bad thing? He is free killer. Not every killer has to have insane skill levels like Billy, Nurse, or Blight.
some maps have deadzones - that sounds like map problem, not Wraith.
He has no downsides - well, this just isn't true...
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/2568042#Comment_2568042
I'm just doing my objective and try to hit great skillchecks.
He is just doing his objective and killing you, who doesn't know how to counter him. Also defending gens meanwhile.
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/2568024#Comment_2568024
Okay, we need more pallets then. Some areas are dead zone.
Only map where this argument can be used is Shelter Woods and it's not like there is not enough resources, it's just grouped. So you have really strong set-up and then nothing.
I don't really mind that map for both sides...
Otherwise, it's deadzone, because someone created it, so yeah. There is no need for more pallets.
Windows are there forever, so ######### use them.
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"He is absolute nobrainer."
Said survivor holding m1...
Wraith is nowhere near top killer. He has super easy counter-play, where you also don't need brain, so you should be good at it...
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@Foxy_Teltac said:
https://forum.deadbydaylight.com/en/discussion/comment/2567940#Comment_2567940
https://forum.deadbydaylight.com/en/discussion/comment/2567968#Comment_2567968
I'm a Legion/Doc main but I'm probably gonna have to switch to Nemi/Blight/Oni just to keep up at this rate. The game is just too unfun tryna be a Legion with No Way Out and Blood Warden as my only objective perks and I'm probably just gonna be either a Ruin/Pop Legion and Doc or just switch my mains because dear god I'd have to reverse boost to enjoy this game. I'm so sick of running gen perks and now that MMR's here, I'm on a highway to getting sick of the game
Yeah, Legion with BBP, Ruin, Pop and Surge works. But it's kinda boring each game, where I can't really use my power for multiple hits anyway.
I like that with Blight and Oni I don't really have to focus on 3-gen and can just play normally and still have chance for multiple kills.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2567974#Comment_2567974
Not every hook can be camped from a distance. My recommendation is at least a healthy start, unless you have a different idea?
Sure, it would fix bubba and Hag, well not really bubba. Unhooking person would always die and probably both, if it is basement.
Just saying that if someone wants to be a dick, they will find a way.
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@GoshJosh said:
Wonder how many less Bubbas and campers we’d see if devs would disable killer powers from being able to be initiated within a small radius of a hooked survivor.
Well, Trickster and Huntress would want to say hello...
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2567911#Comment_2567911
I do the same. I used to be a Freddy and Myers Main (Freddy mainly) and was never as impacted by the nerf some time ago, since I used pallets since the beginning. I could hold my red ranks with balanced, some hard or ez matches without using busted addons or full meta perks (I had a weird BBQ, Pop, Opression, Surveillance combo with the brown pallet addon). Now with MMR (and possible high rating from before) I have to sweat so much that I had to use the boring Ruin/undying /tinkerer meta with strong addons to give me some air. I know how to build pressure, that's not the problem. I just noticed that Freddy lost a lot of his power during the last 2 years. (Otzdarva's recent killer tier list proves that for me). Same for Myers. Myers hasn't been a stron killer for a long time now. I never expected much, but I had decent matches with him. Now with MMR, I really feel his bad early game and stalking mechanic vs good teams.
I switched to Spirit and Pinhead now. I wonder how long it will take until I get bored of the sweatyness with these too.
Yeah, I used to be Legion and Deathslinger main.
Well, Blight and Oni now...
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2567885#Comment_2567885
Sure you can. Bring methods of inflicting Broken, or bring things to inflict Exposed, or bring instadown killers...
Sure, hit and run can't be used against it, but that just means you have to adjust your tactics to react to what's in the game. That's generally how games function. These are going to be strong perks but they're not going to be busted, and even if they are, they need to be tuned down, not ruined and gutted to the point of worthlessness by making them limited-use.
I think it will be super annoying perk and slightly broken, that will be used by SWF a lot. Well, I know I will.
I think there needs to be cool-down, or let killer destroy it, so survivors have to think a little about how they use it. Then it will be fine for me and I would still play it with SWF, because free perks for others.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2567870#Comment_2567870
Cooldown isn't the worst idea in the world, but it's an overstatement to say it's a huge necessity. If you as the killer notice a survivor continually hanging around to relight a boon, then first of all, they aren't on a generator- and second of all, you know they're there and can be hunted down if you've got the time.
It's not a case of not wanting to search for a new totem. I don't want anything on that side- I play killer lol. It's about what this mechanic is trying to achieve, which is to provide a single spot on the map where survivors are continually returning. If they're going back to that totem again and again, you know where they are and you can harass them.
Circle of healing vs 3-gen, you just can't win that. You will have to commit and you will lose that gen for it.
Depends on killer. I am sure it will be fun shooting range for Huntress...
But territorial killers and Hit&Run just can't be used against that.
I am going to play Plague a lot.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2567859#Comment_2567859
They see where the boon is IF there is a boon, so I guess Inner Strength is more consistently usable since you don't have to rely on a teammate bringing that perk? It's not much, but hey, it's something.
I actually agree that Plaything and NOED should snuff a boon if they need to, that's pretty much my only problem with the mechanic as it stands. With that changed, boons as a mechanic will be in a very solid spot.
The thing is that Boons are not Hexes. It makes sense for Hexes to be one use- they're map-wide and they're supposedly very strong effects that directly affect the core gameplay. Boons are limited-range utility buffs, and again, they're supposed to drag survivors to the same spot over and over so that the killer can catch them out of position- or at least, that's supposed to be the way you play around them as a killer. If they're limited use, they do not serve that function, and they're a momentary annoyance to get out of the way, like eating old DS early. They should not be breakable permanently, because that's not the point of them.
"They should not be breakable permanently, because that's not the point of them."
There is no point in running across the map and leaving gens for it, when it can be done again on same totem. Sure, you don't wanna search for new totem. I think it is lazy, but sure. Then at least give it cool-down, so survivor can't just stand behind wall and do it again in 16 seconds when killer leaves. If you want to stay 1 minute there waiting to do it again, then be my guest.
Circle of healing is self-care + we'll make it as free perks for every other survivor. 24 m range is still good and it's even more broken on multi-layer maps.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2567838#Comment_2567838
Won't argue that it makes Inner Strength a little outdated and useless- still kind of useful for solo, but yeah, Inner Strength is now outclassed and might need some tweaks.
But yeah, no, Boons shouldn't automatically have the same downsides as Hexes if the design doesn't warrant it- which it doesn't. They're not designed to work the same way, they shouldn't have the same downsides.
It's not really same downside.
1 use vs 5 uses.
Right now, it's 1 vs infinite. Undying was broken, but this is fine...
There is no point destroying boon unless it is next to the hooked survivor, or gen.
All that it would do is, that you would have to make some effort in using it properly.
Why would Inner strength be better for solo? All survivors see where boon totem is located anyway.
Plaything nor NOED can overwrite Boon totem for some unknown reason, so there is not really a point in keeping that totem there to a killer.
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@Taingaran said:
https://forum.deadbydaylight.com/en/discussion/comment/2567793#Comment_2567793
Is there a difference? The killer's goal is to kill the survivors by any means possible. Noed, slugging and other tools. The hook counter is a vestige of the system. Since the emblems are now only used for additional bloodpoints.
https://forum.deadbydaylight.com/en/discussion/comment/2567635#Comment_2567635
And what are these items? The keys go away for a while, the problem is caused by the Brand New Part of which should not exist.
Maps are a separate issue and there are many questions for developers, that's right. But the killer can also choose a map or cancel it. It can also change the distance between the hooks in a match.
I am scared of 4x purple medkits way more than I was of key. Well, that was just testing for circle of healing time, yay...
Then you have Brand New part for fast gens, or just good toolboxes in general.
Map basically says that you can't use hexes.
Flashlights are fine tho.
Oh right I can cancel it, because I know they are gonna use it and have infinite of them, right?
It's below my level to use offering for normal game. There are only two options where I ever do it: adept, or challenge.
I don't know about you, but it's quite rare to see killer use map offering, I can't say that for survivors.
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@Deadeye said:
In my opinion it is a fail to have grades and MMR split up. I know that "emblems dont reflect skill" but let's be honest, but basically you need to play well to get many emblem points. And one big stupid thing is, you get ýour rank reset but not your MMR, which kinda means you need to HEAVILY improve your MMR each month to get to rank 1 for best rewards. EVERY month. How should that work?
You get a bit assistance by not being able to drop ranks, but at least that means you need to pip 5 times in a row, then die a lot to get back to "your MMR level" and then pip again. Otherwise you will rise in MMR and have a hard time to pip 5 times in a row. Other option would be to sweat your *** off to get the pip, and then decide to die or let survivors excape to not raise your MMR.
So I don't get how this was a good idea, even if you easily got red rank before the change, it will now be a pain if you dont play both sides 50%. At least that was my first impression of "season 1"
Yeah, you have to grind quite a lot on both sides for it. I managed to got it last month, but I think it will be rare to have this on both.
I would make it linked to MMR, where max grade would be that 1900 and Ash would be 1000 and you could see on your profile your exact MMR for your survivor and each killer.
But I doubt they will do that, because everyone could see, if that system actually works or not. Right now everyone has just feeling that it was bad / good, but that is not really strong argument to start with.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2567796#Comment_2567796
You could do that a maximum of four times, assuming no other teammate has a boon or wants to cleanse a totem to use Inner Strength, Clairvoyance, or any other reason they'd want to cleanse a totem.
So, instead of it being single use, it's five times use- and let's be realistic, it's two, maybe three times use, because of how totem spawns work. That still ends up being a chore for everyone involved, and doesn't fulfil the core idea of being a spot on the map survivors want to return to, since they'd constantly be pushed somewhere else.
Boon Totems should not be breakable. It undercuts the core idea, and since the core idea is a pretty damn good one, it shouldn't be undercut.
"it's two, maybe three times use, because of how totem spawns work. That still ends up being a chore for everyone involved."
Yeah, others can destroy your totems. So it would work like other perks with same system.
Difference is, that here everyone will know you have that perk and everyone can use it to heal.
There is absolutely no reason to use Inner Strength compare to Circle of Healing.
Infinite for everyone vs 5 max only for you.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2565814#Comment_2565814
Boon totems being something the killer can break would mean they're ultimately completely insignificant. The survivor puts it down, the killer breaks it, nobody got to interact with the fun mechanic for any longer than it takes for the killer to go step on it. It wouldn't be a safe haven for survivors that draws them away from generators and puts them out of position in exchange for utility buffs, it'd be one annoying chore for the killer to juggle on top of everything else the killer has to deal with.
I think people are way too caught up on these being "survivor hex totems", which they aren't. They're not supposed to function the same way.
You could just find new totem?
Right now there is no point with leaving gens / chase for it.
It would still be better Inner Strength...
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Hellsing would be cool.
Parasyte might be interesting too.
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@Kira4Evr said:
What's happening tomorrow?
Mid-season patch
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That depends, if they changed anything from PTB.
Otherwise not really, some killers will be pain to play for long time, when you will not be able to snowball.
Good things:
Trapper and Plague changes.
Perk changes
Add-on changes
Bad things:
Deathslinger changes (some good, some really bad)
Wraith base-kit nerf
Circle of Healing
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@Nayru said:
if they don't shoot you over cover that breaks the chain in seconds that's their fault
but next patch playing deathslinger at all will be their fault, ooh well
..also i don't think survivor has any motion input given they're locked into an animation so the 'nodding' would be purely client side but whatever
No, he sees it and usually nodd back.
I have seen it from both sides, so I am sure it works.
It's sad Deathslinger is kinda dead, I like to play against him.
Any Deathslinger you will play against will just do Walking ADS zoning and that will be boring af.
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2567761#Comment_2567761
i said first hook camping, not all gens done camping
you don't seem to process what you're reading - yes locker tech, avoiding basement, etc are valid strats, but if he catches another survivor, all that's left to do is just hold m1 on gens, it's not really what we play dbd for
deathslinger RIP indeed, idk why they nerfed him
I was talking about your 9 out of 10 bubbas.
That's just BS.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567743#Comment_2567743
Boops to a fellow Pig fan! 😁 It sounds like we play a similar Pig (I'm ruthless when I need to be, but a Boop will set you free, lol).
It sounds like you should enjoy this clip then from a match I had.
Damn, it's long time since I have seen survivors to do this. It's fun that Pig can join.
I wish they would buff her base-kit crouch a little... But add-on changes are nice tho.
BTW Have you tried Plaything on Pig? that's kinda fun
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2567748#Comment_2567748
you seem to be entirely missing the point if you're placing atmosphere and honesty to movies above gameplay and game health
I have no idea where did you take 9 out of 10.
I don't count camping when all gens are finished, that kinda makes sense to secure kill.
It's really rare for me too see camping from first hook, unless it is some meme bubba basement from start and you walked there.
But maybe it's new player thing.
Bubba is fine, just learn timing for locker tech against him. I actually like game against Bubba.
I really don't wanna see more nerfs to weak killers that are based on "it's annoying" without proper buff as compensation. RIP Deathslinger
You don't even have any idea what to do about it. Just git gud.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567668#Comment_2567668
I agree with this wholeheartedly.
I've had games where I played REALLY well, but I just ran up against survivors (SWF or solos) who were just as good or better. I've gotten 1K or even 0K, but I might have gotten 7-8 hooks and the game was a real nail-biter and as a result, fun. Those were more fun that a random 4K where I might wipe a team out at 5 gens. Conversely, I've had 4K's at 4-5 gens that were super-fun because of just how well I DID play against competent survivors, and I've had the 0K where gens popped at light speed and the game was lost literally the minute I loaded in, and those weren't fun at all And a Pig, I've memed around with survivors who Boop, and even though most of those games end up with everyone escaping, they've still been fun.
Fun in this game is largely what you make it. If you focus on only Kills or Escapes, you're probably going to end up frustrated more often than not, even when you're accomplishing your goal.
Yeah, I love to meet survivors that just wanna play for fun. If they make me laugh = free hatch.
That's why I love Pig, I wish there would be more killers with gimmick like boop the snoot.
Donate items, snitch on friends, pebble on me over pallet etc.
It's not really hard to make game fun, I sometimes try to do it as survivor, but not all killers "allow" you to do it. I always go boop the snoot as first thing against Pig :D Boop the snoot and donate item = easy hatch :D
I had once game as a pig where everyone I have met boop the snoot. So I couldn't kill anyone -> buff pig.
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@Nayru said:
that's true, how about 10 stacks instead
40% is kind of an awkward number, and it's not like it doesn't have a massive downside once obsession notices you ignoring them and proceeds to bodyblock your chases/hooks for the rest of the game if running it on a pure m1 killer
I love to be obsession against Deathslinger, I just never wiggle when he tries to break chain with me :D I just keep nodding at him.
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@Orion said:
I'm sure most of them will accept new rules, as long as they're real rules that the devs come up with.
you don't like survivor rules for killers? I don't know why....
and I would really wanna talk about how the ######### you have over 20k posts...
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2567652#Comment_2567652
Yea but that is the average....the issue is with a score like that neither killer or survivor should get a increase or decrease to MMR because no one wine or lost it was a tie
Thing is for me it's not really about kills.
I had games with 0 kills that were actually fun, I had games with 4 kills that I was quite pissed about playing it.
Of course I also had lot of games with 0 kills that made me stop playing that killer for long time.
Multiple kills don't equal fun game.
You can't really balance around any amount of kills, when both sides have nuclear options and you don't know what are you playing against.
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None of those are top killer, or even A. So why nerf a perk that actually makes them a little viable?
STBFL helps m1 killer to have a chance, they are ######### without it.
It's not like any top tier killer is using it.
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@ThiccBudhha said:
Well, don't worry, higher mmr killers basically have no choice in the matter. Their acceptance is irrelevant.
Well, have you ever heard about letting survivors escape for easier games?
I don't need to accept anything.
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@Taingaran said:
In my opinion, the problem is not only in the MMR but also in the opinion of the killers. Most of the time, the killers were doing 3k and 4k. But now the rules have changed. Now 2k is normal, in a sense, a victory. And 3k and 4k means that you tried very hard. Or the survivors were doing nonsense))
I am not going to accept survivors that get carried by offering and items each game. ######### that.
I don't mind hard games for 2k, if I see they are good by skill, take protective hits and are just good at the game overall. Best games I had and I still remember were 0-2k, but I just enjoyed contest of skill.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2567617#Comment_2567617
It's not X perks of 16 total, it's 4X perks of 16 total.
But yeah, the need for slow-down perks is also perk-tax. Killers do have more leniency in that it's not their entire build taken up by perk tax, and they have variety in which perks they can take to fill that role. But it's still not okay to have those perks be borderline mandatory.
But in that regard, tunnelling/camping and 'genrushing' sustain each other. Because without the latter, the former would be unpunishable, and vice versa.
Game needs fixin', y'all.
Yeah, but I just don't think it is possible.
Thing is, if players want to be dicks, they will find a way to do it.
"It's not their entire build"
That depends on killer. High tier killers can get with just a pop, but lower you go, more you need.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2567579#Comment_2567579
And map / tile spawning RNG.
Yeah, sometimes you see set-up of windows that I am just ######### it I'm outta here.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2567604#Comment_2567604
That's what I call the perk tax, and it's why the survivor meta is so stale. Those perks aren't 'op second chance' crap as people like to whine on these forums: They're required to make the game playable when the killer decrees otherwise.
And it's awful design.
So wanna talk about need for slow-down perks too? Or tracking perks.
It's not like killers don't have perk tax, in high MMR at least. Difference is that for killers it's X perks of 4 total vs X perks of 16 total.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2567567#Comment_2567567
Did you mean to reply to me? I feel like this should've been towards someone else.
Just first part was about you. That you said: "Gen rushing is completely irrelevant, don't change the subject."
Which I don't agree. It is connected for most killers.
But yeah, some killers are just dicks and it is their plan from start.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2567594#Comment_2567594
What if the rescuer doesn't bring BT, and the tunnelled doesn't bring DS?
What if they did? What if they also brought 4x medkits and map offering?
Do you really wanna balance game about someone didn't do something important and ignore every other option survivors have?
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I don't mind hard game, if it is hard because of skill.
But it's not really fun to play against survivors carried by offering and items.
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@wewantbetterfun said:
In high mmr it's always like, first hook, 1-2 gens done, LT wall leading to a safe loop leading to shack leading to loop leading to another LT wall leading to a safe window, when will tiles be ######### nerfed/adjusted so they aren't this ######### busted and make the killer waste 2 minutes or 3 gens for 1 hook??? everything is so damn close to one another and everything is simply too damn safe, they see the killer coming and here you go I run 3 seconds and I am already in 1 safe tile that leads to another one and to another one.
I am so damn tired to sweat to get 1 single survivor that always have every single thing always at the perfect place to constantly take away my hit/hook and if they make a damn mistake and don't have enough distance, doesn't F matter because they have skilless E dead hard and get the loop they absolutely doesn't deserve to be in.
I won't be surprised eventually this game will only have green ranks (even if ranks are gone) and all the reds will simply quit and red survivors will wait 3 hours for a match.
What about buffing weak killers, so they can do ######### in high MMR, instead of nerfing other side, so everyone suffer?
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2567515#Comment_2567515
Gen rushing is completely irrelevant, don't change the subject.
Not really. Most killers get forced to tunnel, when they see 3 gens done in first 2 minutes. If they want game last longer than 5 minutes, they need to get 1 survivor out of the game and no it doesn't mean that killer is bad. If you get screwed by spawns, there is not much you can do about it with most killers, unless you wanna bring Ruin every game, or use top 3 killer.
I don't really like killers that start tunneling on 5 gens tho, just becuase there is no need for that.
Main problem is that most survivors don't know what is actual tunneling. If you don't try to prevent it, then it's not tunneling, when there is no other option to a killer. Killer just found survivor and he want to down him, nothing wrong about that. Why should he leave him, when there is noone else nearby?
I have actually got a kill on 3-4 hooks total and I didn't consider it tunneling. I often didn't know they are on deadhook, because I like to switch targets a lot with killer like Oni and I just don't bother remembering who did I just hit and who did I hooked. Alternative is that all survivors are playing stealthy and 1 survivor is not. So he is only one I see -> I chase him, if they would try to stop me, then I would gladly switch target, but they didn't and just cried about it instead.
I sometimes play on official discord and some survivor mains are so entitled. They don't even try to save their teammates, that are on deadhook chased by a killer, because it's easier to cry about it and blame killer.
I always try to go chase survivor that unhooked, but if you try to annoy me with BT hit, I am gonna wait 12 seconds and punish you for it. They had option to run away and heal.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2567491#Comment_2567491
So your MMR isn't particularly high overall, just on a main or two. Thing is, if your MMR on multiple killers was pretty high at the start, even killers you've never touched would also be pretty high - the (reported) max differential at the onset was around 200 points below out of wherever you main was compared to 1900.
A lot of us, thus, never got to have those easy practice games, and most of us are seeing MMR as a punishment for success: "Oh, you did well? Have some games where you're going to get thrashed." and are experiencing not so much a 'settling into where you should be' as a rubber band between extremes.
I just fixed it by losing on purpose, because well, I can and there is nothing to motivate me to stay in high MMR.
My record is 4x Haddonfield in a row, then I decided to ######### it and just starting to let survivors finish gens and leave after I got them on deadhook.
I like hard games sometimes. My best games that I remember till now were actually all with multiple escapes, but I liked those games, because those survivors were just good and I enjoyed just contest of skill.
But it just sucks to see 4x med-kits, map offering and same builds. That is just contest who bring more nuclear option, not really about skill anymore.
I don't really have issue with SBMM, I have issue with Grades and lack of motivation to stay in high MMR. High MMR just shows how broken can things get and I don't have reason to torture myself there.
I have two killers I keep in high MMR, when I want to have hard games, because I know I can handle even really good survivors with them -> Blight and Oni for me.
Then I have killers where I am losing on purpose time to time, so I can just chill there -> Legion, Wraith, Deathslinger (RIP him). Just because they have easy counter-play and it feels bad to play with them against good SWF.
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@Squirrel_Thicc said:
It's not fun being tunneled it's really that simple.
Not really, It's not fun when someone else is tunneled, but I love being tunneled. It means that killer is going to over commit on me and I can have good chase. I love to chase.
It's not really an issue for SWF. Just go for protective hits? You don't even need perks other than BT to deal with tunneling. Circle of healing will help a lot -> free recover for more protective hits.
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@Siberia said:
It’s been a hot minute since I’ve played DBD. There’s so many new perks and changes, and I’m struggling to play my main, Michael, again. I’m getting bullied pretty bad.
Any recommendations for builds? I’m still trying to get the Evil Incarnate trophy but it’s so difficult. Any advice for play styles or builds (including add-ons) or strategies would be super appreciated 😁
For Evil Incarnate I did with Corrupt, Ruin, Undying, Deadlock with both iri add-ons.
For normal build I like: BBQ, Surveillance, Pop and either Corrupt / Ruin / Eruption / Oppression. add-ons are just for stalk speed.
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I don't really care about bigger TR, you can fix that with perks and become ninja again. Plaything, Tinkerer and Hysteria are best options. I really enjoyed Hysteria on PTB.
What killed him for me is quick-scope nerf. He is just boring without it and bad.
You will be forced to do zoning more, which is just most boring ######### you can do for both sides.
All they had to do is not buff ADS movement speed, nerf ADS nerf, nerf TR and buff chain break. I would still play him with those changes, but quick-scope nerf is just no.
It's also weird to nerf ADS fake, but buff ADS movement speed. I don't think they understood an issue here. They nerfed one way of zoning and created new one in same patch.
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Let's see what would happen:
killer is in front of you, so he can just down you again.
If hatch is closed, he can pick you up and you have extra chase for nothing.
if hatch is open, he will watch you bleed for a minute, because he expects DS.
Alternative what to do: You just don't use it, because you are petty and want killer to wait, instead of playing new game.
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So my first comment was just feedback, let's see about how I would do it.
Gen speed
Would never try to touch gen speed as just number. That's really bad idea.
What would help without survivors suffering?
Fix spawns, survivors always spawn together and we can give them all offering that change spawns. That alone would help a lot and fix your 3 gens for 1 down problem.
Otherwise I would buff passive regression to 150% and nerf Ruin to 150%. That would bring more options for perks, so more variety in games, which is good thing.
Maps
Haddonfield -> remove that possible spawn of window above basement, that makes that map super broken.
RPD -> Badham approach. Split it into 2 maps at least.
Items
Flashlights are fine.
From Otz changes I really like: Offerings, med-kit and add-on changes. I don't know how I feel about tool-boxes, but it might be good enough to counter slow-down stacking.
Otherwise
Buff weak killers -> more variety in high MMR
Buff weak perks on both sides -> more variety in high MMR
Buff soloQ -> give them information that is easily shared for SWF, so it's not that bad experience.
Lower grind -> more noob friendly game.
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Gen Speed
Boring. Don't touch number of gens, or speed. It's the most boring ######### and I definetly don't want more.
Maps
You can't just balance maps for everyone to be fair. You make them shorter, oh enjoy playing against fast killers like Blight, or Spirit. You make them bigger, yeah RIP 110% killers. You make them open, oh try to surviver Nurse, or Trickster. You make more line of sight cower, enjoy stealth killers.
You just can't.
Flashlights
Flashlights are fine.They are fun and sometimes fun to use. So no need to change. Don't fix that isn't broken.
Taser
Well, when I talked about broken -> this is super broken. You are really bad at theory crafting when you created something like this. This takes all value from your whole post. That's how broken it is.
the only drawback being you have to get close to the killer. Oh, wait, because killer doesn't need to get close to you, right? So not really an issue to do...
Let's have some fun math.
Tasers have 32 charges, and 1 stun takes 10 charges.
So you are going to have add-ons for duration, let's say extra 8 sounds possible.
So 40 charges.
4x Streetwise will get you 80 charges.
Build to last will get you to
238 charges, which is stun for 92 seconds, with 4 players running this build it is overall 368 second stun.
Oh, that sounds so much fun to play against.
Med-kit and toolboxes are just copy-paste from Otz, I agree with med-kits, but I don't know how I feel about toolboxes, that would need to be tested. It might be really effective counterplay against 3-gen.
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@XombieRocker said:
https://forum.deadbydaylight.com/en/discussion/comment/2566306#Comment_2566306
You literally got nothing for being Rank 1 before. All your "hard work" got you nothing.
Now you do.
Your logic is flawed.
I agree that it doesn't motivate me. I think 250k is nothing and definetly not worth trade of reset to 20. I would prefer reset per 2-3 month with better rewards.
Grade is just player level 2.0. Why does we have three things that tell me how much time have I wasted on this game?
Before it was for matchmaking so it wasn't really for nothing that much and reset was only 4 ranks, not 20.
I am weird and have need to have max grade there, so I just have a week marathon to get it, but I don't really enjoy the games during that time. After it I can just play for fun again.
You could say it motivates me for those 5 days to grind it, well but after it I just don't care again, so I start losing on purpose.
So 5 days motivation, 25 days 0 ######### given.
Just show me MMR, so I have reason to stay in high MMR. Otherwise, I will just keep lowering my MMR on purpose before each reset.
Visible MMR would solve it for me, I think it would be fun to see how high I could get without slow-down perks.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2561052#Comment_2561052
Aura Reading and Silent Bell we're OP imo, if not OP then really damn unfun and super good with no drawback. I can see arguments for Silent Bell not being too bad but Aura Reading had to go.
I am fine with addon nerf, I just don't like basekit and don't think it is deserved.
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I am not sure they can, because of licence, but best way would be make it same like Badham. Just split it into 2-3 maps,
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Evil Incarnate is only hard killer achievement left, so I really don't want it changes.
Adepts are easy after resets.
We need more hard achievements.