ElusivePukka
ElusivePukka
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- ElusivePukka
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Comments
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The TV room in Gideons igives me headaches, and I don't even have issues with flashing lights normally
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I think it should prioritize the farthest totem, similar to Counterforce, but the aura within 24/20/16 meters is fine.
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While I don't entirely agree that "a killer must be fun to play against", fun is subjective. What I find fun, some of my friends find frustrating or droll. What they find fun, I might find boring or too easy for enjoyment.
I think every killer character should have a skill curve for both survivor and killer players. I think they should be interesting, and modify typical gameplay experiences in ways that provide a unique experience to both sides. If both sides enjoy the killer, both sides will have rewarding experiences, and it'll improve QoL for trials involving that killer whether or not people want to engage with that honestly.
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@Ssajbambusa said:
@ElusivePukka I made a quick video for you, because Stridor no longer makes survivors make ANY sounds while using Iron Will.. https://youtu.be/i-Hs8C0FCys
My apologies, I wasn't clear. Pain isn't the only sound, and since Stridor only affects the sounds of pain I mostly have to rely on the shuffle of feet in the rare occasion I see an Iron Will in the wild - which I find more useful in a pinch anyway. What I was internally responding to was some people who have previously spread a myth that other sounds are affected - I don't know how prevalent that is these days, but my engagement with the community outside these forums has dwindled.
To summarize: decent information perk, outclassed by several, but still fun if I'm not sweating; even in the event it gets 'countered'
You're correct in your clarification, my bad, and thank you for your effort.
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I had to stop using Stake Out because I ended up feeling less 'in the moment' in trials - that's how comfortable some perks get :P
Stake Out, Prove Thyself, Self Care, and We'll Make It is a well-rounded if slightly off meta build that I used to have a lot of fun with.
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I wouldn't call this bizarre. If you look at steam analytics, DBD has clear peak and lull times, and given we all know mains you can safely assume a lot of people are loading one side of the queues more heavily at different times.
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@Sleem said:
https://forum.deadbydaylight.com/en/discussion/comment/2499944#Comment_2499944
Telling us to change our playstyles hurts the game.
Do better. In your trials, in your bait, and in your sardonia.
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@Shaped said:
Can we get some paragraphs in there?
Survivors are to blame for not punishing camping imo. They reward it and people will keep playing that way.
Also camping/tunneling is sometimes neccessary and it's not done to provoke others or something like that. I know it can be frustrating tho.
Okay. The survivors successfully punish the camper, do the gens, and 2-3 get out. The 1-2 on the hooks still are forced to a part of nonparticipation - if you or anyone says that's okay, that person should uninstall for the health of the game.
Nothing will change if it's viewed as the survivor's job to 'punish' camping, because the killers who do it aren't looking for good games. It's on the devs to address toxic behaviours in their game's community, and refusing to do so in lieu of passing the buck to the victims is pretty low.
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Boops mean you're on my good side. Just don't ruin it by being a dick, and only the first 2 boops save anyone - the next two get good treatment, but will definitely die.
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Plague is consistent. Fun, you can make some challenge, you can improve with her, and she gets the job done. 7/10, one of my preferred killers for a casual night
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Considering you're the one who instigated in your own screenshot, I'm not gonna believe your self-assessment about who's complaining
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ELO with no explicit win condition is an innate and intrinsic misunderstanding of how the system functions.
BHVR has inherently failed to do any of what's needed to make this system a success.
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I use Stridor as my "something different" perk when I get bored, and Iron Will isn't complete silence whatever the patchnotes like to say - my primary sense when playing either side is my ears.
Information is information, no matter how little. While a lot of perks have better value, a lesser value is still enough to justify use if you feel like stretching your proverbial legs.
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@Mineguy said:
Real question, does anyone like it? On YouTube I see only people complaining about it or one after another is saying the game is no fun anymore.
I for my self don't really like it nether. The boring meta that you had to bring almost every round to have a chance is now a absolut must have when you win a few rounds because gens will fly like hell.
I don't understand why this is needed... Yeah new beginners or people that are not good at the game have now a easier time but... This is so damaging for the people who play your game much and just want to have fun.
No, I don't like the change. I also disagree that you "need" meta - just play well, and even meme builds will keep both sides going fine provided you've given yourself a chance to know what you're doing.
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@UnknownKiller said:
Now is easy to know which one is false due to you can literally fuse with the dream pallet is u run on his direction.It doesnt have any collision.
You were able to nocollide with them before the stun glitch, this is just back to normal.
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It already doesn't interrupt the exit gates, so we know it's a thing they can do to have chains hit but not interrupt.
The delusion that "chains don't spawn while solving" is based on confirmation bias, nothing more - it's a known issue that's persisted through the hotfix. Whether it's a bug or not, it's something that should be addressed both for killer and survivor QoL.
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I have a heart condition. The change to prayer beads was a godsend from survivor side.
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Any perk that stagnates or pigeonholes your skill growth can be a bad one, IMO.
Stuff like NOED, Ruin, Dead Hard, they're easy targets there because they're not just playstyle perks, they're safety nets which people can and do often come to rely on too heavily. Each of them isn't inherently bad, but what they can do to how a player actually participates in a trial - like how the clicky squads and their Dead Hards or the Insidious basement bubbas often stagnate - isn't really good for individual or community health.
Use whatever you want, especially if it's fun, just also make room to play around and try things without the safety net.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2498460#Comment_2498460
Is it possible to get the achievement using Fragrant Tuft plus Ebony Mori, or does it specifically have to be done with one of the Tombstone add-ons?
Technically, no. You need to trigger the Evil Within III quick attack mori (so yes, the tombstones) while a lunge will trigger the wrong one.
I'm mostly saying bring a mori and Devour Hope because Evil Incarnate is difficult, and if a game is a wash for the achievement you can still get some threat going after what will have been a slog. Bringing it all got me the achievement in about 5 matches.
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@Ssajbambusa said:
@ElusivePukka So how would you call this?
"Say something worthy of merit, and try to keep your hypocrisy to a minimum."
A helpful suggestion you've yet to follow.
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@Ssajbambusa said:
@ElusivePukka Before you try to take a moral high ground at least know the definitions before trying to argue. Kiddo :).
This isn't an argument. This is a petulant child being told they're wrong.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2498439#Comment_2498439
On technicality, by playing public matches they are playing with/or against players.
Not disputing that, just asking who streams where - I'm not OP, I just know of some isolated incidents and would like to see dev play more regularly.
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Tombstones are fine, but Tuft of Hair really makes it difficult to pull off without some big screwups b survivors.
Honestly, Devour Hope, a Mori, and an addon to increase stalk rate will help round out a tombstone better.
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As a Killer I prioritize Chaser and Gatekeeper/Deviousness, mostly just prolonging the trial so I can make it worth my time. If I can tell I'm losing, I'll be more focused on seeing what I can learn from a match than on a specific goal.
As a Survivor my only real goal is Benevolent/Altruism - safe unhooks, heals, and hopefully proper altruism by getting a teammate out the door - I'm more than happy to sacrifice myself so someone else gets out via door or hatch. Gens and totems are more means to that end than real goals of mine, so not much changes when losing.
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@Mandy said:
A lot of our Developers already play on the Live build - they also stream it in some cases at least (edited to show that not all of them stream).
Agreed with fogdonkey up there: who streams where? The only times I've seen dev-play are the awful, publicized matches where devs get bodied.
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@Ssajbambusa said:
@ElusivePukka I like how you state that you know the term, call me kiddo and then deny existance of the thing I gave you exact definition of. Very mature and constructive discussion.
Say something worthy of merit, and try to keep your hypocrisy to a minimum.
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@Ssajbambusa said:
@MadLordJack All it takes is Kindred.
@ElusivePukka Genrush is literally focusing on gens and nothing else, letting teammates die ect. Which is a good thing when killer just facecamps. Know your terms, buddy.
I know the term, kiddo, I just think "Survivors doing their 1.5 tasks exactly as the game intends while not being interrupted" isn't something worthy of any term. Genrush used to exist, it's just now a lie bad killers tell themselves to justify poor performance - completely gone are the days where people actually use the 20 second gen builds.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2497754#Comment_2497754
I mean camping may lower mmr but it may raise it, no one knows what the devs have made thr system track. So unless your working there your just guessing that it will lower it
It's not successful by any metric the devs have said so far - be that hooks, downs, chases, kills, emblems, or points. The only way for it to be successful in any of those ways is for the survivors themselves to make some monumentally bad plays - for you to have made some bad plays.
Of note: I agree that the dev's choice to fail, yet again, at transparency for a system clearly failing us is bad and puts a lot of players in a bind. I agree that camping would and should be addressed if BHVR had any interest in a healthy community. I also agree with people you're picking fights with: camping is not, has not been, and will never be beneficial to killers versus good survivors, however much the rabble disagrees.
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Camping is why those killers will have low MMR - a bad system to support their awful and unproductive playstyles -shrug-
Once you get out of the dregs, campers and tunnellers will drop off, because even the most basic of math tells a killer that those aren't winning strategies.
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Less.
Closer to 50/50 - 60/40 than my usual 2/3 killer/survivor. It's just less fun going up against scummy players than being able to relax and casually let people escape when they boop my snoot.
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Genrush is a myth. Lack of map pressure is the dev's fault, not the survivors - or it's your explicit fault for camps/tunnels - we as killers need to put the blame and attention where it belongs rather than on survivors doing their 1.5 dang tasks.
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Don't waste your breath. People here love their fallacies of relative privation, e.g. "Since survivors have their meta/standardized builds why should killers be granted leeway?"
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If Cote left, nothing of particular value would be lost as far as the game goes and I'd wish him well on his next endeavour, hopefully in a different role in the same field.
He's a game director who doesn't direct the game, and has settled into the producer role more handily: his unquestioned passion would be better suited to committing to that seat.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2492172#Comment_2492172
Okay but nobody said that, we talking about how DH is extremely powerful right now and needs a shin kick
Post 1 says it, and there's people agreeing. Maybe read the nonsense you're defending
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Some people have been DCing because of the inherent instability of any BHVR release.
On just general play - I like playing against the Cenobite, but I don't like the toxicity inherent to how BHVR rewards scummy/cowardly/low-skill play, from either side. I absolutely refuse to solo queue because of it, even if it's just me wanting someone out of the game on headset, and I've consistently seen camps, tunnels, and similar awful play get rewarded by Cenobite's power coupled with the awful matchmaking system.
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If you're gonna do basement bubba, commit. Nothing kills the fun/funny like someone who leaves their territory.
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I've been noticing it a lot for Cenobite matches - this is an assumption, but "reworked Cenobite scoring events" might have something to do with this.
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"You have to power through and play a lot of games, we promise it'll totally even out eventually" is just not the ringing endorsement people seem to think it is, especially with BHVR's consistent lack of transparency and disregard for the health of the player base.
Their word, and the word of people believing them, just isn't worth much; nor is their judgement as to what 'evening out' will look like.
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No. It's a poorly implemented system, with a complete lack of transparency, based on some vague but not awful ideals; ultimately, it is yet more evidence that the devs do not take the health of gameplay into account, and have deluded themselves into thinking that their own mediocre experience is and should be the norm.
Killer main, but about 1/3 of my trials are as survivor
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2490153#Comment_2490153
You don't sound very high rank lmao
Rank 1 survivor and killer every season, kiddo, but y'all in here pretending Dead Hard is broken - next you'll be the losers pretending genrush is real
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2482524#Comment_2482524
"unreliable" do you use it? Do you just have crap internet? that's a you problem actually.
It's ability to CHOOSE when you get the immunity and distance to put yourself in a safe spot like old sprint burst did is why it's OP
Sprint burst doesn't block dmg in it's use, DH does. Get that straight pls
My internet doesn't change that BHVR had to release two fixes for that perk in particular just in the latest patch - it simply didn't work right, kiddo. I've never used Dead Hard as a survivor (I avoid exhaustion perks), but it has a storied history of being awfully coded. It's not OP, kiddo, you're just bad.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2482282#Comment_2482282
God, I wish they'd ######### stop with it being 4 chapters and 4 more killers.
We're reaching a critical mass soon enough where new Killers will just feel like bloat.
I mean has anyone seen The Twins lately as a Survivor? How about Nemesis?
Trickster maybe?
They need to slow the ######### down so we can have more quality killers and more fixes rather than pump out more content faster and faster.
I mean.. I have. I've seen a pretty healthy cross-section of killers up in Red/Iri - I think the only killers I haven't seen at least twice in the last two weeks have been Nurse and Demogorgon, which is a little unnerving now that I think about it.
While I agree with the gist of what you're saying, and even say that a lot of designs are either stale, bad remixes, or overtly poorly done, players who know what they're doing are gonna be able to keep the 'lesser' killers effective, competitive, and present.
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@Sweet_Tour said:
Dead hard is dumb people don't seem to realize that survivors using sprint burst either have to 99 it or walk everywhere all match which In turn makes up for the 3 seconds of distance they made. Dead hard is on demand and I can't counter it, if we're in a position where the dash gives them a vault or a pallet. That's a lose lose situation. Which should only be created by misplay not a perk and map terrain.
Sprint Burst is better (to me) as map traversal than as a run extender, but I'm just a killer main: I'm biased when I play survivor toward anything that lets me cover distance, the loops will work out even without a SB.
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I try to give the last two points so I can get a return on my own investment of time. Not so much farming as "extending play" so my matches last longer than five to ten minutes - you know, hooking and running to the opposite side of the map, kicking gens without patrolling, juggling chases rather than focusing one down.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2482530#Comment_2482530
I had a similar Soul Guard death squad last night that sent me to Coldwind and I am curious about this counterplay myself.
1 survivor is on generators. The other three are keeping you occupied basically. Okay, so you injure all 3. And then you down one or they go into a locker. What is the correct line of play? If you leave them, they recover on their own. But you can't pick them up either because they play around lockers so you'll just eat a flashlight.
A suggestion for the Clicky Guard Squads - and I've had a couple - is to check how altruistic they really are. You can turn what seems like a tunnel into a healthy juggle, and if they're really desperate for those flashlights you know they're setting up even before you down someone: keep your head on a swivel, and avoid focusing anyone. You might not get your guaranteed kills, but a gamble can really pay off against people who get confident against you. If things aren't working, you can always break off to find a weaker link - and SWFs always have a weak link.
My heart bleeds for you though, RareOmen. Legion wouldn't be my first choice when running into these guys - my Pig honestly does better than my Doctor or Wraith against the tryhards.
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/2482530#Comment_2482530
And how would you adjust then?
I'll copy/paste my edit, sorry, it's been sending incomplete responses: If you're fighting a survivor team, you're not applying map pressure - you're letting them control the field of play. Let them get up, get on the gens, take back control. Them wasting time getting each other is more time you have to pressure things.
Soul Guard is, itself, a perk comprised entirely of survivor counterplay against mid-hex meta. Asking for counterplay against counterplay is saying you're not willing to adapt - and admitting that to yourself is a good thing.
Last bit - sometimes they'll just be too good. That's okay. Even with how you played, I'd be surprised if you depipped. Take the L, spend a few points, take a breather if you gotta, come back strong. I'm genuinely rooting for fellow killers who get destroyed more than any who hold their own, because they're worth believing in and more likely to learn something if they apply themselves.
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/2482498#Comment_2482498
Thank you! I'm not sure why people think I want SG nerfed. I simply asked for ways to play against survivors who have the ability to get up whenever they want.
The "counterplay" is to learn that slugging doesn't work and adjust accordingly. If you're fighting a survivor team, you're not applying map pressure - you're letting them control the field of play. Let them get up, get on the gens, take back control.
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Learn what 'abuse' or exploits are before using them in a sentence. The perk is broken, sure, mostly in how unreliable it is. If it's your end-all enemy in a trial, you've got other issues as a killer.
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I'm a killer main, and I support the idea of skill checks persisting when leaving a gen. From the killer side, it's cleaner too - less noise, which can mean the difference when listening for survivors even with chase music going.
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There's not a problem with Soul Guard being able to indefinitely pick up survivors - it's a version of what I've been asking No Mither to change to since it was added to the game. The perk isn't toxic (even if BHVR's own toxicity in not addressing SWFs being an extra set of perk slots is) but the idiocy of pretending you had to slug is blatant in its toxicity.