ElusivePukka
ElusivePukka
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Funny thing about parody: this doesn't count. It would require exaggeration for contrast, and people genuinely think like this on both sides.
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Yet another poll with biased answers - though to your credit, they're better than usual.
Everyone should be able to check each other post-game, still, the survivors ought to be able to check each other at any time, and the killer should be able to check anytime - meaning things should stay the same.
Being able to check who you're messing with, or who's messing with you, is important; especially when roughly 10% of the PC playerbase is hacking. There's hacks to get rid of that functionality too, but if you remove what little source control we as players have, you're only helping the hackers.
And I flatly disagree that removing profile checking would in any way curb toxicity.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2629326#Comment_2629326
You state none of it is necessary and then go on a tangent to describe how you, camp, slug, tunnel, etc. Who said it is the survivors fault, it is how you are supposed to play it is the games design. Just because you are very experienced and most likely making better choices of when to use these tactics, you are still using them.
Even face camping is part of it, even though you don't try to play the end game by the sounds of it. In the end game and hovering around the hook is the only true viable option. It isn't for the 1k, it is to pull the survivors into the map by having them try and save.
I say none of it is necessary because none of it is. Life goes on, and so does the game, if you choose to not be frustrated and have that frustration dictate your actions. There's no tangent, I directly responded to your commentary - blanket statements like "camping is good" are inherently nonsense, because as you admit it's contextual and requires choice.. and if you facecamp, you already lost. No matter how effective a facecamp event is, you've been outplayed and genuinely have not learned or applied the skills necessary to do better.
There's no real point to "playing the end game" unless you're on your back heel the entire trial or going for a meme. If you're not getting at least 2 hooks per gen by the time the gates are powered, you've already "lost" - salt about it will just lead to poor choices and stagnant mindsets.
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People will frequently go after weak or strong links - losing either can fray or break a team. If I were you, I'd choose to believe it's the latter, and start maining a chase build: hone that thing which killers fear.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2629469#Comment_2629469
Someone who puts in 100 hours a month probably isn't going to keep playing if they die all the time tho
I'm not saying it's a hard indicator, but it is a tip-off
If it helps see my perspective: the percentage of players getting/having Legendary Killer/Survivor achievements has been rising ever since the MMR/grade system replaced ranks.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2629440#Comment_2629440
Grade is a tell-tale tho.
You still have to pip and play a ton to be Iridescent.
I get pips from 1ks and dying, even in Iri, so not really. MMR hates those, the emblems tolerate and even love them provided you're simply participating. Grade's definitely a time-played measure, but it's even less a measure of skill than MMR is due to the lack of de-grading - law of averages just says it's going up, provided the MMR system doesn't put you in a death spiral.
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I'm a Pig main who plays a decent bit of Ghost Face and Shape, and I flatly disagree with your assessment of indoor maps. Honestly, indoors is where these killers shine. Knowing the tileset can make ambush tactics a breeze, even when the survivors are just as good at routing as you.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2629407#Comment_2629407
im gonna go make one for survivors, dont see any up to whatever the new survs name is
..nevermind i dont have a spare 23 hours on hand
https://tiermaker.com/create/dead-by-daylight-survivors-chapter-22---540-1271481
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2629438#Comment_2629438
OH BOY SOMEONE ASKED A STAR WARS QUESTION
How long has it been since you've seen the movies?
A while. It's not the kind of thing I forget about, though.
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Try not camping right next to the hook.
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Grade (we don't have ranks anymore) doesn't impact matchmaking - only your performance for kills/escapes influences MMR.
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While I agree with Altarf that Vader would be nifty, though on-par with FNAF as far as "fitting" - how is Anakin sympathetic versus the "born bad" issue we already have? He was laughing about killing people in the pod racing and his starship flight scenes in the first prequel: he was born bad, and nothing he did was really, truly redemptive.
If you were being sarcastic, the question goes to anyone who sincerely thinks Anakin was good - because I know they're out there.
More on-topic: I said it in the other recent thread, "women need a crucible, men are born as problems" is a trope. It'll be neat if we buck it soon, o'course.
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Using roughly your criteria, though all the way down I don't personally find any killer "unfun" to play - I just don't like the wrist motion for optimal Billy/Blight play, and I dislike the feel of what Twins' design wants me to do. I make my own fun when playing those.
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Only real problem, and it's shared by most of the cast: some pretty bad clipping, which will only get worse with their grade-school tier 5-10 USD skins.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2629297#Comment_2629297
Yet the question stands, are survivors trying to make sure you have a fun game as a killer main?
Let me guess btw. you have thousands of hours and out class your opponents by large. It is great that you are a god killer main that can go out there and never slug, never camp, never tunnel, never hook a survivor twice in a row ... but for the average Joe I can most definitely tell you that going out of your way to avoid these type of actions will simply lose you the game.
*Btw. I don't buy it for a second, even Otz, OhTofu and other that make a point of trying to avoid these tactics... still apply them.
IDGAF if survivors are trying to "make me have fun", and pretending that's a solid argumentation point from either side is just lazy.
Yes, I have thousands of hours. Yes, I semi-frequently outclass a lot of opponents - I get outclassed too, it goes both ways considering that DBD's matchmaking has never been good in any of its variations. Not god-tier, I do slug (though ideally not for a kill), and I'll proxy or hit someone after an unsafe unhook - my primary slug source - and I'll hook people twice in a row if I don't see other options present themselves.
I get it. I really do.
But none of it is necessary. None of the frustration is necessary, and most of all: it's not the survivor's fault. Not saying some aren't culpable, some of them are genuinely terrible, and wish to make you have the worst possible time; what I'm saying is you have the option of participating and perpetuating, and it's entirely on you whether you do so. If I'm genuinely not having fun, I start checking which ledges let a lunge get me to the top of a rock or pallet. I start reading the frankly annoyingly detailed signs and newspapers BHVR put in the game. I'll even just go chill in the basement - you know the sounds and music shift down there? It's genuinely relaxing.
A facecamp isn't necessary, because even a 1k isn't necessary. It's neat, but if you didn't work for it, you didn't earn it - and no, one frustrating chase and then sitting in place isn't work. It might let off some petty steam, but if that's all you learn how to do: it's all you'll ever be able to do.
*BTW: Otz, OhTofu, the rest: screw'em. Content creators are idealogues and sensationalists. They're a good start to a dialogue, but not a good place to draw conclusions from.
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My favourite recent one was a DH tech someone used on me recently - they DH through me, which is pretty normal, so I turn around and: no survivor. No scratch marks. I move around, check lockers - turns out they had used DH to clip into me and were just in sync with my movements, which weren't too large because I was trying to survey the immediate area closely, well enough that it took a while to catch on.
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For all killers who pretend that camping and tunneling are necessary, I issue a challenge: touch grass.
Seriously, I'm a killer main, and that juvenile ######### is just as toxic for you as it is for survivors. It locks you into patterns and mindsets which run counter to the basics of actual enjoyment.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2626668#Comment_2626668
As someone who thinks OP is projecting a bit:
No, I think that because it feels like OP completely disregarded the fact that a lot of the male cast of killers are just as messed up/have just as tragic backstories in many cases.
Besides BHVR has tome lore talking about a psychotic woman killer who lures men in and then feeds them to pigs so they're clearly not averse to writing it. Maybe they just had others ideas.
If you don't fit the label I described, it wasn't about you.
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"Women need a crucible, men are born as problems" is an old literary schema. I disagree with it, but it's ingrained in how a lot of media - especially horror - treats both antagonists and protagonists, and that's currently unlikely to change. Considering we already have egoists claiming you're projecting, you can see why.
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People are simply not adjusting. She's completely, 100% counterable - it's pretty easy to reduce her to an M1 killer.
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@EthanWilliams said:
https://forum.deadbydaylight.com/en/discussion/comment/2626091#Comment_2626091
"Coming in December, all Dead by Daylight content will be made accessible" < here
All DLC content is 'accessible' on the Steam store as is - you just have to pay for it to be unlocked. All DLC is technically in DBD as is, and the stores providing 'access' is just a metaphorical locked door: buying the DLC is how you get the key.
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Corrupt, Resonance, Deadlock, Pop - it'll be fun being able to keep up with
weakerI mean, totally viable killers after this, right up until the nerf -
@tea said:
I know this is just PTB so things may be fixed prior to release, I just noticed all my store-bought cosmetics for Nancy, Steven and Demo are missing in the PTB but all my other characters have their respective cosmetics.
This PTB build puts the nail on the coffin for ST content (no more cosmetics even viewable in the store) but I want to make sure BHVR won't mess up and take away cosmetics players purchased. Thinking back to the event cosmetics like the Huntress Hound mask and Kate's Summer BBQ shirt they had to give them out to everyone because they accidentally removed them from players' inventories and couldn't track who had legitimately earned them at the time.
Just something to look out for, BHVR.
Were the purchases recent? The snapshot for the PTB tends to be from a few weeks before things are released
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She's as "s-tier" as any recently released killer.
Realistically, she's a largely less effective Huntress with a lower skill entrypoint and a higher soft ceiling.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2625288#Comment_2625288
No they're not they're top tiers! Freddy and Doctotrs are jokes until you run into me at high MMR until then we'll see if they're jokes or not lol.
https://forum.deadbydaylight.com/en/discussion/comment/2625290#Comment_2625290
F tier means that you get 4 escapes every game and get no higher than Brutal Killer every game. There is no killer in the game that is THAT bad! Trapper is pretty low but hes not horrible. He just like Wraith got nerfed ironically. There is no F tier at all
https://forum.deadbydaylight.com/en/discussion/comment/2625297#Comment_2625297
He does you need to pay attention to your zombies at all times and use the zombie add-ons.
If you think they're top tier, I'd love to run into you - I guarantee that running into you wouldn't be at high MMR, though.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2625186#Comment_2625186
I strongly disagree! Hag and Twins are some of the best/strongest killers in the game, theres no way they are lower. They are in a tier of they're own and other killers dont compare outside of Oni, Cenobite and Huntress. Freddy and Doctor cant be lower than A because they are too solid! Same for Deathslinger. Even nerfed Deathslinger is not lower than that
https://forum.deadbydaylight.com/en/discussion/comment/2625255#Comment_2625255
Good map pressure, good map presence. Once he gets to tier 2 he becomes more difficult the longer the trial lasts. Some may bring up that it takes him too long to get to lv 2 and 3 but not with Marvins Blood! You can even give him the zombie speed add-ons to make them more efficient. Nemesis will always guarunteed to have BBQ so you have to respect him. He got Pop!!!!!!!!!!!!!!!!!!! lol and his chase is decent.
Hag and Twins are oppressive in low-tier games, but are easily outplayed by people with a modicum of experience against them. Freddy and Doctor are jokes, and Deathslinger was lower even before the nerf. Insisting they're strong doesn't mean they are when they're provably underperforming.
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@ThatOneDemoPlayer said:
Disagree. Some perks are really busted and the Killer seems very oppressive aswell. The map looks really cool tho and I hope it's not too big. RPD sucks tho
The map is huge. As survivor and killer, it feels very open and more than a little dead, with exposed totems and gens galore.
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I'd place a chunk of these a tier or two lower, namely Twins, Hag, Nemesis, Freddy, Deathslinger, & Doctor. They each have inbuilt counterplay, and there's specific strats which each have which survivors can adopt for maximum efficiency.
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They're also using killrates without regard to AFKs (a spike in AFKing being present since MMR because of how it works), or tiers of play - new/low skill survivors die disproportionately.
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@DemonDaddy said:
Number of scourge hooks need to stack. There's no point in equipping half my loadout for hooks that are usually unreachable or poorly positioned.
Or at the very least have some kind of bounding for how far they spawn from the center. Corner hooks just aren't a good thing.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2623510#Comment_2623510
Yea they were - but thats a waste of plastic. they dont do the job, and the non clip ons that were just glued on you just pull off and your done with it.
The glued-on ones tended to be stiffer - that meant free weapons for the siblings to use on each other in my household, which sometimes overshadowed the gifts, even when occasionally the gifts wee actual weapons :P
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Every time I come here it's perfectly balanced, as all things should be.
My real vote would have been Blue Box, Red Bow. Those premade bows always had a clip or adhesive which were so fun to play with as a kid, versus the ribbons which always ended up with me losing the ribbon.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623432#Comment_2623432
i've literally never seen that happen, even when playing as blight, demo or oni, which according to you would be some of the main offenders. What does happens is something similar to when auto aim activates, where it cuts your lunge short, though you have normal animation recovery. The charges get eaten when you use a power, not when you hit, so there really is no difference from just mising or getting validated in that regard
Your experience is not inherently objective or representative.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2622067#Comment_2622067
The miss animations work the same, though there are some funky interaction with certain killers and environment. Tentacle strike can get validated behind a pallet and not break it
There are multiple lengths of "miss", and many refunded hits are getting the longer stun value despite those normally being reserved for actual hits - plus, the majority of my own points here are about powers having additional cooldowns/charges which get eaten, in addition to the stun lengths.
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Keys got a mite wrecked with the hatch nerf, but the latter needed to happen. I am seeing a weird number of people with keys, these days - I think people might be seeing an uptick in Blood Amber or just wanting to rid themselves of keys.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623133#Comment_2623133
Life's not about being ok. What's not ok to you is ok to someone else. The development team has to balance the game around everyone.
"Life isn't fair" really isn't the slam dunk lazy people think it is. This is a game. People play games to have fun. When facecamping happens, someone's not having fun - thus, the game is failing at its basic function to some degree.
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I have reinstated the tie.
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House of Pain: n., A location found in both the Haddonfield and Springwood licensed Realms in the mediocre action game Dead by Daylight; it contains one pallet, two staircases, and zero likelihood of a down versus survivors experienced in routing for most killers.
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Kindred, Bitter Murmur, No One Left Behind, NOED - tried to keep it to generic perks. Buffs to SoloQ, mostly, plus a basekit NOED which I think would solve both side's issues with the perk to a degree.
I do like the ideas of a mini Pop or BT, but I don't want the Clown or Bill to lose their individual spark.
Edit: My friend says Blighted Serum should be basekit with a new keybind like E
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@HealsBadMan said:
F for Demodoggy. I got something special planned but don't think I can talk about it here, so I'll be posting it on the DBD Reddit. If you're curious, I suggest you head over if you DONT already own Demo.
What's your handle over there, for the relevant people who don't have Demo?
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I swapped to my Deathslinger for some matches today, which has what I'd assume is a fairly low MMR considering escape rates (earned or given) when I play him. Still got two speedhackers in one game - one (a Dwight) was fairly obvious, the other (an Ace) was better, but both were trying to be subtle about it: I think there may be a LOS detector available now which can toggle the hacks for them, but the Dwight's needed to be retooled. The guy went approximately 100m in 5 seconds, then there was some jittering when he took a wrong turn and came back into my view.
Unfortunately, DBD/EAC as implemented does not keep logs or even have any real-time tracking of in-game events, so they aren't even trying to detect stuff like this.
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For the people stuck on the literalist meaning of "all killer perks" - which specific perks shouldn't have their cooldowns reduced or removed and why? Two versions I'd be particularly pleased with, though of course you may have good reasons besides these: perks that you think are fine as is, or perks you think have a fault in their trigger for the cooldown.
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No. Leave it as is.
Keys and early hatch spawns encourage selfish play even more than MMR does - not to mention SWFs being able to use them disproportionately; they're a detriment to survivor cohesion.
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Eh. Maybe. I think 8000 per category should really be a soft cap - scoring events past that should get cumulative reduced returns, so there's not really a maximum but there's a limit to practical gain from drawing things out.
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https://www.youtube.com/watch?v=9WsIgLIJ0oM
Here you go.
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Just give us the shared inventories mobile players get, but map offerings are an unpleasant thing to see, as survivor or killer.
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Pig would be gutted, given the overdependence on the traps and both Iri addons meaning only one trap is in the trial and it's preloaded on someone's head.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2620835#Comment_2620835
Thats a cool idea and all, but something like that would also put other hexes or hex play in general in an even worse spot than what it already is at. Bringing more attention to an objective the killer DOES NOT want people to be focused on just ends up ruining your ability to play with hexes. Since everyone will be either looking for a spot to put their boon totem, or looking for any totems they possibly can to drop noED out of the match.
Gotta be realistic here my man. NoED is a baby killer perk and a perk for people who love end game builds. Thats it. Its not some god tier auto win button. You get 1 chance to take advantage of it, and its a gamble if it even gets a chance to be played with as many boon totems that fly around per match.
The perk right now is fine, if not worse than where it was years ago simply due to the massive amount of attention totems are getting per match anyway. IMO they should have never given survivors more of a reason to touch totems, and had boons exist on their own objectives like generators that are fully repaired or in the process of being repaired. We already have pressure on totems by default cause of hexes, then we got extra pressure cause of boons, now you wanna add more by having noED base kit?!?! Thats too many racoons with their hands in the cookie jar to be viable....
You misunderstand: I hate NOED with a passion. It's part of why I think it should be basekit - so that everyone will know to counter the baby killer perk, and baby killers will be forced to grow up. I just prefer to couch that all in more positive rhetoric.
Hexes are already mixed-bags, at best, considering the lifespan of an average hex being measured in seconds rather than minutes. They're not good anymore, and they frankly haven't been for a while. Yeah, basekit NOED would put hexes in an even worse spot - but the bar is so low, I argue that 'worse spot' isn't by much. Totems as a whole need a complete reimagining in order for the hex/boon/"break for effect" scene to be a decent battlefield rather than a bad gamble.
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I predict bugs on par with Resident Evil's release. Anyone want to say it's Binding of Kin instead, at one extreme, or Silent Hill at the other?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2622067#Comment_2622067
Yet still, both hits have to be validated by the server. So whether the hit comes from an m1 or an m2, at the end of the day the server still is going to reject the action that came second.
Yet still, you're pretending your point is a valid one - sorry, your hit doesn't count :P
It simply does not matter that both are being rejected the same - which they're not, as pointed out below and less completely in my own responses. In both instances, the killer and survivor are acting with the best knowledge they have available to them: before HV, the survivor often got screwed, and afterwards it's the killer getting short-changed. HV isn't itself bad, or the problem, but the way it's handled does mean that there is an objective loss of resources for M2 hits compared to M1 hits. Any other take is either actively dishonest or deliberately incomplete.
