DrunkenXSMonkey8456
DrunkenXSMonkey8456
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This just cements what I've held in form belief for pretty much most of my time playing dbd, it's not the games balance that's the issue, it's the people who play/abuse it.
Proxy chat would be a great idea to balance swf and solo and it would overall make sense, communicationing with nearby teammates etc while removing long range comms so people can't just tell the others what the killer is doing half way across the map.
But like many have said, toxicity is the issue. Giving people on the Internet the means to voice there opinions in game or in a chat will often lead to more bad than good. So it's difficult, give people the benefit of the doubt and hope things work out? Or decide the risk is too great and not implement it.
Besides, since it doesn't stop third party apps its unlikely that people will use Ingame comms to actually do anything productive.
As much as I support the idea as a concept, it needs refining before it can be implemented without being a detriment to the game.
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I've played the game for a long time and know the game almost inside out but I never. Ever. Play enough to get me to red ranks. It just makes the game boring and repetitive as it's the same build every game with sweaty survivors or killers looking to crush your day within the first minute of play.
Like I've always said. It's the people not the perks that need fixing.
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I'm not gunna jump into the firey pit that is 'nerf this perk' because that's a whole can of worms I don't wunna rummage around in.
Personally I don't consider DH that horrible, yes it can extend a chase and for a survivor get them out of situations that would be game over for them. But it's not uncounterable or has no work around.
The biggest issue with any powerful perk. Is the groups and individuals that use them so religiously.
Firstly, how would you even nerf dead hard to the point it doesn't bother you? Add a special condition? Remove the distance boost? Increase exhaustion amount?
Adding a special condition like can only be used after 1st gen etc would in my opinion. Do little to nothing. In a game team like some of you experience, the first gen will e done before you hen your second hit so that's out.
Remove distance? For some players this would either help when doing tight turns or would make no difference as the invun would still protect them long enough to get them there.
And increasing exhaustion wouldn't change the actually ability. It'd just make it less frequent but still decisive.
Dont blame the perks for the way people use them. Blame the people. (it's like blaming the guns for peoples deaths when there in the hands of criminals) but I understand your frustration. Its not like you can nerf individual players so the perks are the next best option.
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@Hex_Salt said:
https://forum.deadbydaylight.com/en/discussion/comment/1971707#Comment_1971707
True. I still find your comms idea interesting, I'd love to see a tournament with no comms and see how effective the survivors are then.
It also adds a whole new level of gameplay. The survivors have to figure out what's going on themselves, who's in a chase? Are they still in a chase? Who's going for saves? Who's doing gens? Etc.
Effectively communication outside of the game can turn a bunch of morons into a force to be reckoned with. Telling your team mates 'oh the killer is on me, do gens' doesn't require skill. All it requires is you to possess vocal cords. Kinda like in team fortress competitive. Spy is a demon in pubs cause his biggest weakness is voice comms and someone saying 'oh (insert player name here) there's a spy behind you! Isn't gunna happen in pubs, much. But in competitive, you get one stab and your instantly dead. Voice comms can break some games and dbd is one of them. (I know the example wasn't necessary but ######### it, its here now)
It also makes mind game tactics for the killer more viable, giving the perception of greater map control than you actually have. Forcing survivors to resort to using purely game knowledge and game sense.
Plus it opens the tournament up to people who don't know eachother but want to work with others, since communication isn't required. Allowing solo survivors to show there skills in a team.
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Can't disagree with that, afterall it's not exactly even teams so it's hardly a great tournament game. But some people find a weird joy in making any game competitively viable
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Just because a 'famous' YouTube has ideas for a tournament doesn't mean he actually has good ideas.
Firstly, you need to understand the game your playing before you can set any ground rules. This is an asymmetrical game. The game isn't going to be balanced just by looking at perks alone. So talking about having some perks on as default is stupid. Ruin completely changes the default game and forces you to play completely differently and because its 'default' your basically giving the killer 5 perks but forcing one perk to be ruin and making undying useless unless your taking other hexs. It doesn't balance the game if anything your just ruining the core game, a tournament show be a show of your skill at the game, by doing that your just adding handicaps and reducing the skill component.
If you want to make the game balanced for a tournament here's my suggestion. Disallow communicate outside of the game. Effectively, no SWF setup. It's effectively a game with randoms when it comes to communication. You can still have a pre made team of players for survivor but you can't talk outside of game and can't see each others screen while in the match.
Yay or nay? But I'm pretty sure alot of people would consider this fair and it makes perks you wouldn't normally use more viable like bond.
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I'm gunna sound like a broken record at this point, but if the situation demands you get to second stage (like if everyone is doing gens and finishing up for the door) then I don't see why you need to be saved? If it's early on, then yeah I can understand. But later in the game as long as you can keep your 4 man advantage, losing a survivor to finish is a pretty good win in my books.
It depends highly on the situation. In a swf there's no excuse, solo it tends to happen especially without kindred.
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Personally, I believe the average across all platforms might be early 20s.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1678486#Comment_1678486
Real pain is Devour, Undying, Haunted Grounds, and Thrill.
With this build ALL totems are lit meaning all totems notify the killer via thrill when touched (preventing people from doing dull totems "stealthily" to reduce the cleansing speed penalty thrill gives for each totem still on the map.) and you can run it on Billy or something with the intent to reach 5 devour hope stacks hopefully before the totems get popped or the match ends.
You still give up all stall, tracking, and chase perks just for an entire build revolving around keeping your Devour Hope alive, so I think it's still balanced. (Same can be said about something like NOED + Remember Me + Blood Warden + Rancor or something. You're literally at 0 perks (besides the survivor location reveal via Rancor with each gen pop) until the gates are powered.
Ehhh only issue I see with the totem build is your not really using undying as much as you could be, since all spots are taken half of undying doesn't take effect.
Im wondering tho, does undying and haunted work??
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You do know the best counter to this? Focus gens down. Secondly. Pop is useless on this combo so be thankful. Also I can think of worse. Devour and undying.
Ruin won't stop decent survivors who focus gens and ignore ruin. If it was old ruin and undying, I'd agree. But new ruin is just an inconvenience. Not a real threat.
Undying makes noed useless as most survivors end up cleansing all totems. Noed is much more of a cruch than ruin and undying. At least this you need two perk slots todo it. Noed is a one slot cruch.
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If you can't end a chase quickly, then move on. Wasting time on a single survivor won't benefit you.
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So if your being camped by a bubba in suppose to save you? ASAP? More survivors waste time by waiting for a moment to save than actually doing gens.
If you die so the team can get 2 or more gens done, your sacrifice was a goodie.
Yes of your team isn't doing anything productive and the killer isn't camping then I don't see why they can't but again. In game the rules change to how we lay them out.
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Short answer, no. This game is an asymmetrical horror game. Asymmetrical being the key word. It's designed to be unbalanced.
If you want a balanced game go play cod on a symmetrical map with everyone with the same weapons and equipment.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1665353#Comment_1665353
Wrong. Sorry. Sounds like you abuse comms to get an unfair advantage in every game huh?
Uhhh please explain how he is wrong? I would genuinely love to hear what's going on inside that thing you call a head?
Among us is similar to another game known as town of Salem, a text based version of basically among us. Throwing the game by using voice comms to basically tell your living friends who the killer is so they can tell the rest of the group basically ruins the game and its not worth playing anymore.
And guess what. People will hate you for it and kick you from the game.
In dbd, yes voice comms are powerful and yes they do make certain things the killer can do far less effective (like fake pressure/chasing) but they don't equal a instant win like revealing the imposter in among us. Play a few games with friends on voice comms in among us. You'll see the difference. Among us forces you to not play like a dick because it ruins the game for everyone including yourself and makes people hate you and just refuse to play and kick you.
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I see your point but I again point to one factor you haven't considered and I doubt many people have.
Among us isn't competitive and most people tend to play fair. Even when I'm in a group of friends we ######### our mouths about ingame activity because we hate game throwing.
People in dbd are toxic asf and want to win at any cost.
The people are the issue. Not the game. Dbd is toxic by design and among us just isn't playable if you play with voice comms and just tell your friends what happened.
Theres no skill in just telling your friends who the killer is, there's no fun or anything intresting bout it. That's why nobody does it. These games are too different to compare.
I understand your point but comparing these games is like playing competitive monopoly v regular monopoly with a chill family.
Ever heard of town of Salem? Among us is almost the same game as that. The rules on game etiquette are vastly different to dbd. Game throwing is taboo to everyone in those games and even reportable.
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I'm not going to pretend I know what all the new perks do as I haven't played since deathslinger. But from what I've seen of undying, it's a slow down perk on top of a slow down perk that just grinds the game to a halt if you focus on totems, now I'm definitely glad that ruin is what it is now and not what it was as id agree that's completely over powered. As the game would just never go anywhere as by the time you start focusing on gens you've likely lost at least one survivor, which is a huge deal. 3v1 is alot more killer sided than survivor. Its why I'm cool with tunneling as long as it isn't mindless. Strategic tunneling is key to winning as killer, reducing survivor numbers is how the killer wins, as the survivors strength is in numbers.
As for this, I don't think it's that horrible, I can see it being a huge pain but not unbearable, you'll just have to focus on gens more than totems and just live with the debuff
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Jezzz been awhile I said anything and for good reason, like I've been saying for the longest time. The players are the issue here. Not the game.
I stopped playing some time ago because the game is so toxic its just unfun to play either side anymore. I think the game has grown to a point where balance isn't really possible, new killers and perks change up the game so much that balancing every other perk around these new changes is difficult.
Combined with the games highly competitive nature makes the game seem more like work than a proper game.
They need to add an unranked mode without swf but ingame proximity based voice chat. Then as long as you have a mic and are close enough you can still communicate but with a limit. Granted there would be issues with external voice comms but tbh, can't do much about that. But it's a start?
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This is why I completely stopped playing quite some time ago. Because this game is so toxic the fun element is just gone, I love this game. But I just can't bring myself to play it in this state. I'll just wait and by my time.
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Ughh people complaining about perks again? You know what the real issue is. The players who use those dumb builds, the perks by themselves aren't op. You know what would resolve this issue. Perk limits. But everyone would go nuts if that happened so simply put. Nothing can be done. Just live with it. Fair or not its in the game and here to stay and outside of op builds its a necessary perk to help against slugging.
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Yeahhhh...then you get hit by lag or high ping and DH becomes easily the worst perk.
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@Susinagi said:
https://forum.deadbydaylight.com/en/discussion/comment/1525775#Comment_1525775
I have another post about how totems spawn in the open and legit ruin gets destroyed within seconds of starting the game... ruin is not a viable option. Not until they hide totems better
And how do you suggest they hide them better? There aren't a lot of places to hide when you really think about it and a decent player who's actively looking will find it easy enough. If the totems only spawned In well hidden spots they'd actually be easier to find because it'd narrow down the options, all you'd be doing is just delaying there destruction by a few seconds. I agree that they shouldn't spawn near survivors but asking the Dec's to hide the totems better is like asking them to balance the game for high and low ranks:,No easy solution and tbh it might be fine as it is under the right circumstances.
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Firstly, I understand your English and formatting is fairly poor, it's part of the reason I didn't read it all. Regardless.
I know the changes fairly well. And from a killer perspective I can understand any anger towards it however, personally there are only two situations I hate this perk:
First is when multiple survivors in a match have it. It wastes so much time it can easily cost you the game.
The second situation is when it's endgame. You basically can't stop the survivor if they get unhooked unless you have a mori or are executioner.
Now for context. Im a mid rank survivor and killer. Im not a pro level player but I know the game well. At high levels where every second counts as killer. This perk sucks ass, and with multiple survivors taking it. You'll likely lose enough survivors that getting more than 2 kills is impossible against a good swf.
Personally I think behv needs to do something about multiple perks, not a hard limit maybe a penalty to the perks themselves idk.
Just my thoughts.
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Tbh, just better hit detection on objects and slight add on rework and we're good. Seeing a lot of good suggestions for add on reworks, she's very powerful in the hands of a skilled killer, which should be the point. Her hatchets are a pain to use but they reward greatly for using them well.
Should be the principle behind all killers. Powers can be a pain to use but reward you for skill so the potential is higher, like nurse. But keep 'easier' killers around with lower potential when you don't feel like being sweaty today lol
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Agreed, eliminating even one survivors early as possible creates a huge advantage for the killer that can't be ignored. A 3v1 is much better than a 4v1, taking away the survivors advantage in numbers is just the simple tactic of divide and conquer. Using a single powerful force to take out a larger force by killing it piece by piece.
In the game, it feels scummy. But the tactics and strategy don't lie.
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I'll admit, for once I kinda agree. At least with the change. Reducing it to 30 or 40 seconds is plenty. For proper tunneling (plus a bit if time as a buffer) nobody in reality needs 60 seconds. As I think it should disappear if you go in a locker or start a gen. Or somehow get healed in that time.
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Yeahhhhh I'm sorry but this is easily the dumbest suggestion as it actually doesn't help the problem your trying to solve. Killers mainly camp when they know survivors are nearby to counter bum rushing survivors and waste survivors time as they could be on gens instead they're sat near the hook waiting to go for it.
There are perks to deal with camping if you hate it so much. Ds, borrowed time just to name the obvious. Also, grabbing is the only way to actually deal with borrowed but even then its risky as you might lunge, or fail to grab by accident. It happens. And more often then not survivors make bad plays and save at a horrible time, sometimes mid chase!!!! (like why??? Unless your scarifcing yourself instead of them to buy more time) grabs are important. And a constant threat to survivors. Like hiding in a locker. It's a gamble but it can work.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1370347#Comment_1370347
Ah yes, let's buff a meta perk that allows people to get free unhooks and gen progress without much risk.
Yeah gotta agree here, ds doesn't need a buff. 5 seconds is alot of time. Besides that it frees you from the killers grasp saving you from being hookef or at the very least waste more of the killers time. Plus every survivor can use it in a match. Sooooo yeahhh still think it needs a buff? Name any other perk with as much power as ds.
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Just for a thing to note, deathslinger is basically just a weaker huntress so putting him above huntress is out of the question, he only has a single shot before reloading (but can reload on the go) he can only injure survivors easily but isn't as good at finishing since unless he drags you to him for the finishing blow, snapping the chain won't cause a down. unlike huntress who can easily shut down windows or pallets without fear and can easily win chases quickly with a throw and stab.
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The reality is, the game is fine. Perks, items, etc aren't necessarily broken. They're only broken because people choose to play a certain way. Now think what you will. I'm not a sweaty high rank killer or survivor who needs to justify his or her existence by only sitting in red ranks but I have 2 years of should experience in this game and seen so much of this game and have hundreds of hours logged.
I use to play alot in swf with my friends but over a very long time, I noticed alot of changes in them they grew considerably more toxic than before. Dcing was common, toxic builds were a must. And if you didn't play a certain way. You were booted.
It was horrible and I stopped playing for so long because of what happened not just to my friends but the game itself, the perks didn't break the game. People did. And that's something you can't balance around. So nerfing perks is the only viable solution, which surprisingly doesn't work unless you effectively completely change the perk in question. I still remember people calling self care op asf. When it really isn't. But I think self care got lucky and they actually hit the sweet spot with it.
Anyway, I think I drifted far enough away from the point. Just live with the game. Don't cry out just because a certain perk ruins your day because of the way you play. Adapt and overcome. As a wise and crazy man once said 'the definition of insanity is doing the same thing over, and over again. Expecting ######### to change'.
As for people moaning bout instant gens, that only works for a single gen. Stop complaining. Learn, and counter next time. Best thing about the meta. its very predictable.
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What I genuinely don't understand is why the game stopped using averages, yeah its not perfect but it's better than this garbage mms now. Or even better. Introduce a unranked mm for times when ranked is quiet and for lower ranks to get games easier.
Simple solution, yet I'm baffled as to why they can't implement it?
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In terms of balance and fairness it's actually funny to see this mentioned.
As killer it's usually a way to grab your attention and force you to chase them or to annoy you because the survivor is safe.
As survivor again, used to draw killer attention, as a strange way to say hi to other survivors or to thank them.
It doesn't affect balance or gameplay anymore than charms, fun to look at but not much else.
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Stake out, usually find myself trying desperately not to be found by the killer only to be seconds away from being caught only for him to run off again as I crap myself. Plus I now have 2 stacks of stake out for my gens, woooo! Plus stake out really helped against old ruin since you'd effectively counter the regression from a good skill check. But even now, it saves you a good amount of time doing things you'll naturally be doing, hiding and repairing.
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I think the main think killers forget time and time again, and I do believe every single killer players has got caught in this mindset at least once.
Getting 4 kills isn't a win condition, and getting less isn't considered a loss.
Some games I play killer and I might not kill anyone or only kill 1 person. But I easily pip and get brutal. Because of how much damage I do yo the survivors, most are dead hooks, most if not all pallets are gone, smashed the gens several times and smacked the survivors more than I can count.
Yeah I won't get much for actually killing the survivors but kills aren't a straight up measure of skill or is a camper just sitting at a hook and somehow getting a 4 kill, a good killer? Yes he'll get his 4 kill but it has done nothing else, not smashed gens, pallets or really chased, plus he loses points in chaser for camping.
As killer and survivor you have 4 categories, most survivors who play the game in general rarely get all 4 gold or higher, they usually get 3 or so (1 for going gens or saving alot (can be difficult to get both, it's usually just one or the other) 1 for not going down much, 1 for hiding or running away good.
Killer is the same but for killer it's easier to get all 4 but getting all 4 isn't completely necessary for a 'win' condition. Just being a brutal manic who smacks those kiddies is enough for a 'win', you get a ton of bloodpoints and probably a pip or safety at least. It's mot about the killing that makes it a win, the post game screen for killer is a good indicator. Brutal I consider a win in any game. Merciless I consider a major overwhelming win. I only see displeased as a lose. But that's just me. Thought I'd share some things I've learn based on my killer experience and not to be too hard on myself for not scoring a 4 kill every game or some other self made idea of victory.
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You know what would fix all this crap, unranked matchmaking. Done, problems solved.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1187392#Comment_1187392
Why do you need so many words, just to show that you have no idea how this game works and why the Achievement for this build is one of the hardest to get?
Okay I'm sorry, did I put too many words for you to read? Maybe go find a picture book instead, seems more your speed.
I have a extremely firm grasp of the game and stalking with myers isn't hard. It's not, even you with your infinite wisdom and your picture book brain can understand that.
Getting to the point. Yes, stalking EVERY Survivor to max might be difficult simply because, one person being stupidly sneaky, hiding in lockers and cemmiting suicide or even someone dcing. Stops this specific build from working and getting the achievement. Plus the fact that their rarity and how the game works means you can't use it every game, so you will get games were the achievement is impossible.
Here's the funny thing. I wasn't going on about this specific build at all. I was mainly pointing out how the lock of blonde hair add on and just that add on is OP. Keeping to the post. And how the tombstone isn't that great in reality, it can be OK without the hair but you'll only really get maybe 2 kills at most with this and that's over the course of the whole game, mainly when you use t3 as a chase finisher.
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@Aven_Fallen said:
This Build is far from OP. It is really hard to get this to work, you have to (almost) fully stalk 4 people with both pink Add Ons. Sure, he can kill everyone then, but it takes a lot of time to do.
(And you can counter it by jumping into a Locker)
Hahaha, you make it sound like stalking as myers is hard lmao. The amount of reward you get from these adds ons compared to the risk is nothing. Stalking doesn't take that long and if you get lucky and they all spawn together you've effectively won as myers. Hiding in a locker?? That's the best counter you can come up with? That's not a counter that's choosing to either ######### or get stalked. I see why this tactic works as you simply deny his ability to stalk. Firstly, that's called toxic play. Second in the big picture. Your letting him kill you at that point. So either way you die and give him the edge.
Myers add ons need to be reworked. (the ult rares) his adds ons are insanely powerful while not changing anything bout how he plays, look at huntress and her hatches, she loses all but one but it can insta down you. High risk and reward as you need great aim to make it work. Trapper, the self setting traps is actually extremely versatile! As you can set and forget, keep a path blocked as it will reset constantly. But myers? Cool I can down people for days it's just a bit harder to get to that point? And insta mori? Again. I see no downside to that (can't remember if it increases stalk needed tier but if it does...) the extra stalk has a cap since there's only 4 of em, yeah I can see stalking All survivors to be a lil tough, you always get one slippery bugger. Yes in high tier games the survivors would be more aware but all you're doing is slowing it down to the point you should be able to escape by that point. In normal games, he will get to that point. Prob around mid game.
The stalking isn't hard, nobody on this earth can atest otherwise. To give away such a power ability so easily is op. It doesn't really require any skill to get to. Just luck and being a bit sneaky. And time is something he can buy himself, either by using perks to control gens and build that stalk or by being aggressive. My main issue is with the infinite t3, as waiting it out doesn't become an option. Looping is alot harder due to his longer lunge, overall. He ain't fun to fight.
Edit: the mori add on I care less about, mainly because outside of infinite t3 it's stupidly risky to do. As yes, you'll get a kill. But then getting the rest is alot harder since they're now hiding plus further stalking isn't gunna be easy. But the infinite t3 is what bothers me and needs changing. You can get it surprisingly quickly. You can prob get it by the time the second gen is done (depending on how quick the survicors are with them and how quick you find survivors. But I'd say 2 minutes is all you really need if you find them decently quickly.
Infinite t3 grinds the game to a halt, as standard tactics don't work anymore against t3. You have to actively deal with it, slowing the game for everyone, it's just NOED without the hex drawbacks or active condition (why some people take both of these I don't know, how lil faith do you have in yourself???)
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I stopped playing awhile ago. The game just takes too long and the match making is terrible.
They need to just scrap ranked. It's just a headache. Mix people of all 'skill' levels so newer people can learn, and older people can have an intreating game. Lets look at it this way. If 4 high rank survivors face a killer. The game is ungodly boring. Same tactics, same perks, same outcome. This is why I never try and reach high ranks. Its boring and generally the most unpleasant experience in the game because everyone is so toxic.
Removing rank from the equation and just going on, who's available is better. Since you only see skill in its raw form not as a number dangling over your head in a lobby. Yes you could potentially see unbalanced killer games but to be completely fair this game is asymmetrical, balance isn't a word that exists. The game doesn't need balance it needs people to play the game and actually have fun. And removing rank is the best way to fix it.
Because in the end, your shiny rank one pin means nothing if your the only person left playing.
Secondly, and this idea I'm borrowing from another person in this post is voice comms in game but with my spin. Give voice comms range. And encourage people to use it. On console it's more simple to do. Remove the option to use party chats and instead move them to ingame only. This would nerf swfs a bit tho they'd be people using external apps to communicate which would complicate things. But it could work, swf would be nerfed a bit, solo players could still join in etc and would actually get a minor buff. It works for everyone.
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5 minutes is fine, like a lot of people have mentioned. If you dc once for a good reason. 5 minutes is nothing. If your complaining about 5 damn minutes. Then you obviously dc for a dumb reason or you just dc cause you didn't like the match.
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Hate to say it but, dbd has always been a fairly toxic game. The games own toxicity is killing it. Not balance and such.
I believe the dc penalty is fair. Tho I don't believe it should be applied harshly on your first handful. Just make them short timed bans from playing (tho you can still access your survivors and killers, just not play) like say 5/10 minute ban to start. Then 30 minutes. Then an hour. Then after that. It gets harsh. Full day, 3 days, then a week. And the final one is a month.
The first few are for if you have to go right that second and have to dc. Or maybe connect issue causes you to dc. They're mainly benefit of the doubt times. Enough that you notice and understand but not harsh to make you stop playing.
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If a survivor commits suicide you can't do much about it. Struggling and failing to keep the tentacles from stabbing you in the face is part of the game and there are some stratgys to it. So no, Reworking it is not possible.
But I agree if a survivor is just going to do that then why even bother playing? Your basically throwing the game so just don't queue up in the first place. But again. Suiciding is still better than a straight up dc. As it still costs time to hook and down them.
At the end of the day. You cant really solve this issue. Just leave it and let things run there course. Not everyone is going to play ball so just ignore them and move on.
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@korean_zombie said:
Yes I would. It was a meta perk, it was used in 80% of matches. I would assume that 80% of players would use it if they restored it to a useful perk. It is a very useful tool in slowing the game down. Now its gen rush city.
You'd go back to using it cause its meta? lmao. There are other killer perks that are just as good if not better than old ruin and work all game. Pgtw is amazing if survivors sit on a single gen and just commit suicide for you. And overall really good for destroying survivor momentum combined with overcharge and maybe lullaby just for extra skill check chaos (and the combined skill check fail penalty) making a survivor loss 12% of the gens progress just from failing a overcharge skill check. Combined with Pgtw that's 40% of the gen gone in a single go. Unless the survivor is so pro he never fails a skill check. But if that's the case you've lost anyway. Rui just put too many eggs in one basket. Very powerful but your 3 perking the rest of the match when it drops after like 30 seconds.
As a survivor I actually find new ruin more annoying than old ruin as survivor as killers patrolling around can drive you off and force it to regress quite alot. Ad saves killers time since he doesn't need to bash the gen. Also, consider the synergy with surveillance? Since all gens that aren't worked on regress.
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Yeahhhhhh no. A good survivor can easily dodge the shocks with little effort. Just drop pallets early or just run away if he keeps shocking. The range is poor and it takes a sec to actually hit the survivor.
Tbh I use static blast more than the shock cause the range is better and its amazing tracking.
Shock therapy hadn't changed since it first came into existence. Only difference is both his attack and shock are rolled into a single stance.
Besides the shock is suppose to counter people waiting to pallet drop. It counters survivors being predictable asf.
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That...wont fix noed, you're better off with rancor and also this perk doesn't work with killers that do have abilities that apply exposed or if they're broken (cause your condition is two hits, not downing a survivor in general) even if you made it a down it'd still be broken as all hell as Billy, leather face, huntress with insta hatchets and even trapper would be able to kill you in one hit. Saving would be impossible. Cause being grabbed would be a huge threat.
I play both and while I don't use it. I personally think it's fine. Maybe tweak the settings cause the tier changes are laughable. But the overall mechanics shouldn't change.
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Just keep moving and don't stay in the same area too long. But at the exit gates with last survivor it's a very strong perk as patrolling becomes unnecessary.
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The game is tailored to work properly on each console regardless of input. Probably the main reason is because, why would you want to? The controller works fine. I don't understand why anyone would want to use a K/M over the controller on console, beaded personnel preference.
If you prefer K/M just use a pc instead? Otherwise, just get good with the controller on your respective console. There's no specific advantage unless you play killer and wunna snipe with huntress
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To be completely honest. Most of you are moaning about the meta. Remember when people use to think self care was op? Or when brand new part was op or insta heals. Well guess what. All extremely medioca perks and items now. BT isn't that bad. Just don't be a tunneling ######### or use your abilities to your advantage or simply chase the rescuer instead of the hooked survivor. Ds. Just take the hit and stop bitching or simply do what I said for BT, chase the rescuer. Dead hard requires skil to use, too early. You dead, too late. You dead. And it barely gives you any distance. Most of these perks have counter. Your just bitchin bout the cause they counter the way you play as killer.
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I wouldn't remove any specific perk. I'd only rework existing perks. As it's not the perks that break the game. It's the people who use them. Eg dead hard. To some killers it's seen as an easy second chance perk. To others. It's a ######### sprint burst that buys the survivor a few extra seconds if lag is on the survivors side.
The problem with alot of perks now which alot of perk forget is. Tiers mean very little on some perks. Eg noed, wowwww 1% bonus speed! Amazing.
Its honestly a joke. Tiers are a joke most the time. Inner strength, noed, hope, nurses to an extent. Spine chill and many more. There Tiers are kinda useless as they provide little benefit. Tier 1 inner strength is just as good as tier 3. Only difference is I spend 2 less seconds in the locker. Over the course of the match it means almost nothing. It's like what, 4/6 seconds extra? Hope and noed speed improvements are a joke.
There's nothing wrong with the perks. They all play a role. It's just the players who are dull and don't know variety or stack multiple of the same perk. But tbh almost any perk can be broken when stacked. Streetwise stacking, what's that? 100% item efficiency? Toolboxes that never run out of charges. (basically) vigil stacking and sprint burst or dead hard. Insta recovery.
All perks have a place. Yes some suck ass but they have a role, borrowed time saves you from being Insta downed after being saved. DS stops tunneling. Noed is a nice end game perk and works well with other end game perks and is easily counted by munching totems. Yes it's grindy and annoying but basically means a killer had 3 perks all game.
Just admit it. It's less the games fault more of our own. We're the ######### here.
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Firstly to those who simply say. Use anti slugging perks like unbreakable or no mither. Firstly that's called hindsight. Anyone can finish a match and go. Oh I should of used this perk. Every killer is different. And you shouldn't be forced to take a set of perks just because if you don't. You will 100% lose. That in my personal opinion is poor design or at the very least poor playing on the part of killer/survivor.
Second, rank system should be scrapped. Completely removed. All it does at the end of the day is narrow down killer and survivor playstyles. Remove the system and just mix survivors of all skill levels. It let's low levels learn. Killers get games that aren't completely toxic and high ranks get games quicker.
Its better for everyone if the rank system is scrapped. Because if you think about it the rank system actually works against the killer. Just imagine every player as they rank up gets more skilled at the game. From rank 20 - 1. From noob to 110% sweaty mode. The survivor side gets exponentially better than killer. Killer only has himself. The survivors each get better. In the end. The survivors together are 4 times better than a killer (in theory) every survivor can loop, hide, evade and save consistently and are coordinated. Even without swf. The killer can only get better to a point. He's still out numbered. And all it takes is one person to keep is attention for a few minutes for him to lose. Even if he switches targets it matters little. All the survivors are just as good. There's no weak link. Where as in a random game. You'll notice these weaker links and can focus them down. Skill matters little to a gen. Skill doesn't make you do a get a whole lot faster. But skill does determine how long you can keep the killer busy. And low level survivor will likely have to hide or evade the killer at first.
Hope that made sense. On why the rank system should be scrapped.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/759265#Comment_759265
And who are you to ban people from complaining about whatever they want or posting about whatever they want?
I'm not lol, never said anything about banning people. All I'm saying is if you don't like something in a game either avoid it, don't play or live with it. It's a choice not a 'ban'. And they are allowed their opinion. That's why we're all here talking about it lmao. But just cause someone's allowed an opinion doesn't mean that opinion can't be stupid or meaningless. Like, most people might complain about performance issues, game breaking bugs or glitches or even a killer being OP.
This post however is like me complaining that the hag's mori is poor quality (it's just red blobs instead of actual gore)
Yes, the plague makes survivors vomit cause of over sickness. That's her how power, to infect person and spread her 'plague' and watch them suffer probably. This game has extreme violence, blood, gore, etc. Vomit isn't really that bad tbh so why they're complaining I don't even know. Hell the clown is a pedo! but you don't see people wining about that do you?
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Firstly, I can't 360. If I do. It's cause the killer is terrible or its the first attack of the game and he isn't expecting it.
LF is far slower with his attack and running around him is incredibly risky if impossible. Best odds are run like heck. Or loop or just run him around something and hope he bumps it. Depending on his add ons, hiding in a locker to avoid him is useless, as he can simply bump into the locker and trap you.
Billy is alot faster, problem with Billy is he as complete control until he actually starts running (meaning he can make last minute turns in a pinch if you juke too early) 360 can work but only to confuse him during charge up. He can hit you over windows unless you've completely cleared it fully. But running him around can be a good idea as this reduces his range considerable or he risks hitting somthing. You can hide in a locker to avoid his attack, since unlike LF he can't cancel his attack, he either has to complete it or let it drain so he can attack you. This mainly works on Billy's that only want to chainsaw you. And should only be used if you have no choice as a delaying tactic.