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Ebonbane2000

Ebonbane2000

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Ebonbane2000
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  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178089#Comment_3178089

    You forget a tiny little detail. You also drop your own mmr. Where your teammates spend half the match self caring with sloppy in the corner of the map and ignoring Kindred, even when its clear that the hook is safe.

    Condemning yourself to elo hell doesn´t sound like a good idea.

    If that's the end result either way, why waste 15-20 minutes letting some clown (pun intended) work out their aggression on you. Send them back to the queue and hope for a more responsible killer in the next game.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145948#Comment_3145948

    Ignore all of this. Completely biased untruth. Listen to the survivor mains. MMR doesn't give you good games so thats a lie. Survivor quits are still prevalent and tunnelling is more effective than ever. OTR is a good perk but requires all 4 survivors run it vs having maybe 1-2 run BT on a team. And still, it's just a single free hit just like BT was so if a killer camps and tunnels of hook its the same deal...

    And TheSubstitute, yeah... you're going to attack me. I'm going to ignore you. Even if you honestly believe what you wrote... it's completely wrong and not worth arguing with you.

    Yep. As soon as they said "I'm also seeing less tunneling and camping", you knew they weren't playing soloQ and were just being disingenuous.

  • @Rudjohns said:

    Reassurance will be nerfed to the ground

    I predict 15 seconds of hook timer paused with a 80 seconds cooldown

    This guy speaks the truth. It's a bait and switch. It has to be a good perk to get you to spend the money on it. Then they nerf it afterwards.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139939#Comment_3139939

    Congratulations, you are actively blaming the killer for not happening to run perks in case survivors actively break rules to hold the game hostage. Killers should not be forced to take perks because people might break rules.

    It’s hilarious how you think legitimate gameplay is even the tiniest bit comparable whatsoever to actively breaking game rules to specifically NOT play.

    🤡

    Playing for hatch in a 2v1 is a legitimate strategy. There are even challenges that require playing for hatch. The scenario of holding the game hostage you are referring to is a coordinated effort by the two survivors to not progress the game. If that's the case then film then report them and use the recording to back up your claim. 

    However, what is likely happening is two survivors chased off a gen initially, becoming more cautious approaching the gen and leaving as soon as the TR sounds. Never actually making it to the gen to make progress.  This is easily tested by walking away from the gen. If it never gets repaired, report them and submit your recording. But I would imagine in most cases the gens will get done.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139939#Comment_3139939

    Congratulations, you are actively blaming the killer for not happening to run perks in case survivors actively break rules to hold the game hostage. Killers should not be forced to take perks because people might break rules.

    It’s hilarious how you think legitimate gameplay is even the tiniest bit comparable whatsoever to actively breaking game rules to specifically NOT play.

    🤡

    Playing for hatch in a 2v1 is a legitimate strategy. There are even challenges that require playing for hatch. The scenario of holding the game hostage you are referring to is a coordinated effort by the two survivors to not progress the game. If that's the case then film then report them and use the recording to back up your claim.

    However, what is likely happening is two survivors chased off a gen initially, becoming more cautious approaching the gen and leaving as soon as the TR sounds; never actually making it to the gen to make progress. If you're filming, this would be easy to prove. Stay away from the gens and see if they get completed (or not). If they don't then you have a recording showing no effort from a survivor to progress the game and can report them.

    But I would wager that the gens would get repaired in most cases.

  • This is a non-issue. It's not happening often and you have the tools to find the survivors in Whispers, Spies (and Iron Maiden for locker hoppers).

    If it is happening often, maybe look within for the solution (don't slug, don't tunnel for 3v1, don't camp). Yes you can choose to do those things. But you are not the only one with choices that can make the match unfun for others. Asking the Devs to hand you kills because using Whispers and Spies is "too hard" or "takes a perk slot" is the very definition of entitled.

    They may sell a perk to monetize the issue, but I highly doubt it's something that is even seen as an issue at this point.

  • I watched PUG last night. He was playing serious and was having a hard time. He was getting tunneled so often he said pitifully, "I'm going to have to run OTR just to get to play the game". Probz cant get a reliable streak going. Even Ayrun had a hard time (except when he played selfishly). SoloQ is in a sorry state right now. PUG can't even play for long before he throws up his hands and goes to Fall Guys. BHVR messed up SoloQ big time.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719735#Comment_2719735

    For one, because that's not how the system is designed to work. If the system doesn't work correctly, then we need the data to see that. Smurfing is going to obfuscate the issue.

    Likewise, it will also likely end up skewing Kill Rates and Escape rates, which is never good. That's how we get more Deathslinger situation's and I'm sure we don't want that.

    Actually, I believe this is exactly how it was intended to work. Many killers complain that they don't want to play against sweaty survivors but then argue that they shouldn't have to play chill as well (some in this very thread). Which translates to Killer shouldn't have to sweat but survivors should have to. There's a reason why a killer has the ability to rank and derank MMR at their leisure.

    Playing in a way that is unfun for survivors will lead to ranking up and playing against survivors who are unfun for you. While AFKing to derank will lead to you facing potatoe-heads that probably aren't fun for you (or them).

    There is a sweet spot; playing in a way that is comfortable to you and not being sweaty will mean you lose against overachiever survivors BUT you will see them alot less of them. The original poster is right, you guys just don't want to hear him.

  • @Ink_Eyes said:

    The only thing it proved is that totems were not a good mechanic at least for survivors back then, you could spend 20 - 25 seconds (without perks or maps) looking for one and find a dull totem that did nothing for you, at that point you would have wasted a good 25+ seconds doing nothing, now if you find one you get a team effect. it just proves that the mechanic was not good enough for a survivor to interact with the totem back then. if boons are nerfed then we just go back to the old just do gens all game type of gameplay...

    ^^^

    I realized a shortly after release that re-lighting a boon in soloQ that the killer already knows the location of to snuff negatively impacts my team. Re-lighting a boon 3-4 times is essentially 3v1ing the game for the killer (from a doing gens perspective).

    Boon usage has already dropped alot since release. It will continue to drop as more survivors realize (again) that doing gens is a more effective strategy than hunting totems and cleansing them. Any substantial nerf to CoH would make it dead to soloQ.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682937#Comment_2682937

    Borrowed Time doesn't counter facecamping lol.

    It just makes sure every unhook is safe. That's it.

    The problem isn't that BT exist. BT exist because killers gravitate toward the hook instead of chasing another survivor. If you aren't at the hook, you would never even notice BT. And let's be truthful know BT doesn't guarantee a safe hook, if a killer just follows until BT fades, what happens?

    BT and DS (post-nerf) are 2 perks that exist solely to make sure 1st hook isn't end of game for that player. The fact that 2 perks are required to do this is a testament to some of the core issues with DBD. But fixing this would require a total rework the hook mechanic.

    But there's a reason why the screenshot doesn't include the end result of the match. My guess is that most of the survivors still died.

  • @Clevite said:

    Honestly, it's what I said all along. The game is sided towards experience. The longer you play the better you get.

    The balance is pretty good right now. Really good experienced killers are doing just fine. More casual players whom think they are really good are not, and hence, a vocal minority.

    ^^^

    Correct. What Otz PROVED is that if you are skilled and play well you can still do great as a killer (not 4K every game but still do great). People dismissing it as, "But it's Otzs" are essentially arguing that they should be able to do great as killer WITHOUT being as skilled as the great killers.

    The devs aren't dumb, they easily see (just like us) what each side is capable of. They know SWF coordination can be powerful. They know killers can usually secure 2 kills, easily over the course of a match. They know soloQ can be rough. The only difference is, they don't have our biases and they have the numbers.

  • Seeing a WoW post on DBD forums. I thought I had too much wine for a sec there.

  • Killer: The more you kill the harder your matches become. Because you go against better coordinated survivors.

    Survivor: The more you escape (excluding hatch) the easier your matches become. Because you play with better coordinated survivors.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631306#Comment_2631306

    Everyone can play this mod, it's not swf exclusive. And we discussed above bp rewards can be implemented for killers in this mode if queue times are long so they will willingly play if they want bonus BP

    Queue with no SWF; queue with more SWF. This will be the killers choice. I don't think I've ever seen a post where someone asked to go against more SWFs. But there have been plenty asking for fewer SWFs. What can you foresee happening here?

  • @landromat said:

    Yes, "casual" mode without mmr and grades where SWF is allowed. Ranked is for solos only

    If you've played survivor a good bit, you've seen killers dodging lobbies by now. They do this because it's 4 survivors, with items, and assume it's an SWF. If killers are dodging non-SWFs at the moment because they think they're SWFs, imagine what they will do when there's no doubt it's a SWF. It'd be essentially killing the SWF feature.

  • And I guess all the camping and tunneling BEFORE boons were announced were by psychic killer mains?

    Boons are already starting to fall off. Where two weeks ago used to see four a game, not you'll see one or two (soloQ at least). That will continue to drop as more and more survivors realize finding and blessing a boon = half a gen not done. And the longer the game takes, the less it favors survivors. SWFs will probably keep a designated boon bringer. But in soloQ, those two perks slots could have better survivability than boons provide.

  • Meh, this is an over exaggeration. To abuse this you'd have to be a selfish prick to bring CoH with Botany (instead of boon:SS). I refuse to believe the majority of survivors are this selfish. Also, while the green Medkit (or some variation of it) isn't rare, annoyingly the Gel Dressing is (in my webs at least). Also, once he has blown his 2 loads in the match, what then? How well would 'heal across the pallet" do against Slinger, Huntress, Doc, Twins, Trickster, Plague, Clown, Pyramid, Nemesis, Legion, Pinhead, and Nurse?

    With that said, I do think there should be a drawback to using a medkit within CoH. Maybe make the medkit burn through charges twice as fast when used within CoH.

  • @Yamaoka said:

    Neither kills nor escapes is a good measure of skill.

    You can be a good killer and get 0 kills because you played fair with no camp, tunnel and slug and no slowdown perks.

    You can be a trash killer and get 4 kills because you camped, tunneled and slugged at 5 gens with every slowdown perk in the game.

    You can but it's a self-healing system (for the most part).

    The crappy camping 4K'ing killer will rise in MMR and eventually get stomped by high level SWF teams pushing him back down. The skilled killer that lets survivors escape won't be forced into sweatier matches though. But then again they are probably letting people escape for that reason.

    Survivor MMR on the other hand, is something different entirely. The only way to progress in survivor MMR is to play selfishly once the match is down to 1 gen left. This should probably be looked at to make may (2gens+2saves=1escape).

  • @Dsalter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607827#Comment_2607827

    i made a post abput 2 weeks ago stating how the + or - 1 for kills/escapes is very bad for the game and actively REWARDS sandbagging and face camping.

    didnt get much notice for some reason but here it is for those interested https://forum.deadbydaylight.com/en/discussion/comment/2582045#Comment_2582045

    as long as it remains being based soley on kills/escapes, it'll be a bad system

    Actually for killers it's a balanced, self healing system. You kill survivors to go up rank and lose to better survivors to drop rank. It's actually in the killer main's best interest to NOT kill survivors and just play for hooks. As you'll eventually end up with less sweaty games.

    As for survivors, it promotes less altruistic play. Since higher MMR for survivors means better teams and can only be achieved by escapes. So once the gates are powered, it's best to leave allies on the hook (for MMR sake at least). They need a way to figure unhooks and gens into the MMR. So that MMR can be self healing for survivors as well.

  • It's not "Blackface" it's literally "a Black person's face". There is a difference.

  • Whenever he gets a hit he goes, "HeeHeeee!"

    When he gets stunned he goes, "Woooo!"

    And when he hooks you he says, "Hooooooooo!"

    I'd buy it.

  • It's the new self-care (in more ways than one) It takes too much survivor time planting these things only to have them snuffed out in seconds. That's 14 seconds on a gen down the drain. And if you get interrupted blessing a hex you REALLY waste a crazy amount of time for no pay off.

  • Meh, all he showed was that SWF (all with powerful items) is powerful which we already knew; and that SWF without powerful items will still do well (which we also knew). Also, he showed killers can procure 1-2 kills fairly easy against soloQ (which we also already knew).

    I would like to see his item experiment with soloQ, though. As well as his killer numbers against SWF (i would imagine those kills wouldn't be as easy).

  • The perfect anti-camping perk called:

    Man on Fire

    Whenever a teammate is on the hook and is still within the killers terror radius, it fans the flame of your determination. Enabling an increase of 10/30/50 % generator repair speed. But your flaming red aura is visible to the killer. Once the killer's terror radius leaves the hook, your repair speed returns to normal but your aura remains visible to the killer for another 2/3/4 seconds.

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