Firellius
Firellius
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- Firellius
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/2020892#Comment_2020892
With exception to playing as a SWF or using DS when the killer isn't tunnelling , there are far less people saying that survivors can't do X Y or Z in comparison to what the average killer player is told.
I call it a double standard, because a lot of people have one rule for the other side, but won't play to that rule themselves. Like I've said, as a killer main I've been told to not play to win, to not slug, camp or tunnel despite the survivors bringing stuff like DS/UB/Object/DH, keys, map offerings, gen rushing, etc.
I'm basically saying, if you expect the other side to play ''nice'' then you need to play nice yourself, except they almost never do, and as a killer main, its usually survivors mains not playing ''nice'' and then expect me to do so.
But yes, overall both sides have BS rules for the other and it can just be summed up with either side being entitled.
But what does 'not playing nice' constitute?
Because aside from the SWiFr and DS you mentioned, there's also plenty of complaints about Dead Hard, keys, and even just doing generators. It's actually really hard to tell what killers actually expect from their survivors in terms of 'playing nice'.
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@DawnMad said:
A "safe rescue" from the ground with this would go well. I completely agree with making WGLF stacks easier to come by but survivors shouldn't get them in scenarios where they up a survivors just to make killer hit them and get distance.
That is a good call, it would need to be a safe pick-up.
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@ShamelessPigMain said:
Someone's entitled.
It's not their job to babysit you. There will always be teabagging Neas on Haddonfield, but it is equally the case that there will be baby Dwights on Dead Dawg Saloon. Plus, the equal criticism is that killers don't care about survivors' fun.
Don't be so salty as to pigeonhole all survivors as this or that. Survivors are all different; for every toxic Chernobyl salt mine, there is an angel.
What's item-donating? Do killers get something out of items left behind?
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Had a match earlier today where I spawned in, took two steps forward and Spine Chill lit up. A second later, terror radius spawned, two more seconds and Legion was on me. I don't think survivors are supposed to spawn that close to the killer.
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Some of them look bad, some of them look good, and then there's autumn beard Felix who honestly just needs an underwear model skin because he is just so damn fine.
Some of the starting characters have their expressions too frozen, like Dwight, Meg and Claudette. Just relaxing that could go a long way for them. Jake's face feels a little texture-crunched, almost like he's blurry, and his hair could use some work. There's also a few under-eye accents that could be dimmed down, like on Nancy and Cheryl.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2019556#Comment_2019556
Idk, Yeah "Chains of Hate" gets the point across and is cool and all, but for some reason I'd argue that "Chains of Hatred" just sounds a bit... cooler. Like 33.33% cooler for some reason.... Anyone else getting that?
I was thinking about that, but 'chains of hatred' sound like an over-the-top anime attack while 'Chains of Hate' sounds like a storytelling theme.
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@Another_LegionMain said:
I'd make it 10% and make the survivors have to work for 5 seconds to stop the regression.
I don't think it should be 10%, but requiring survivors to complete a short action to fix the regression before being able to resume progression might be a good idea and a way to solve gen-tapping.
EDIT: Actually, how about this: Kicking a generator sets it back 4% and makes it start regressing. When a survivor attempts to fix it, they need to spend 3 seconds working on it before the regression is halted, during which they get two skill checks. Good skill checks refund 1% of progress, greats refund 2%, max 4%.
That way, survivors are rewarded for working together, putting in genuine effort, and hitting harder skill checks. At the same time, damaging generators becomes more influential, and perks that make skill checks harder gain extra weight.
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Had a match yesterday where we had 4 gens before the first hook occurred, but after that, we were massively struggling to finish the fifth generator and the match still ended in a 4K. In part because one party member made a biiiiig goof at the exit gate which got me killed, while she didn't use the opportunity to put some distance between her and the killer and find the hatch or the other door.
3 gens don't matter. 4 gens don't matter. It's the 5th that runs the game.
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I think 'Chains of Hate' works fine as a title. You could pick something more eloquent, but I don't think that fits the more tangible and physical nature of the story. Deathslinger isn't someone with 'enmity' or 'loathing', he just f'ing hates people.
Besides, sometimes being more eloquent can come off as more pretentious or try-hard. In the end it's about how evocative the language is, and Chains of Hate feels strong enough to be a term in DBD.
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I saw a spirit down the last remaining survivor after endgame had already triggered. She refused to pick him up and kill him, instead forcing him to wait out the entire endgame timer incapacitated. It was pure toxicity.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2016610#Comment_2016610
Pretty simple stuff.
It's a hex perk, it can be removed by survivors before it even activates, or as soon as it activates if you want to just do the totem that lights up. As a hex perk, it should be strong enough to make survivors want to remove it. I don't use it, because I don't base my build around losing every gen, but I don't begrudge players who do when I am playing survivor, I just plan around it. Much like Devour Hope, it is a hex that only works on teams that ignore the possibility until it's too late. There are 4 Survivors and 5 totems. That's 18 seconds for each one, 36 for whoever clears two. Not much of a time investment to stop 1/4th of a Killer's loadout from ever activating.
I don't think the 'can be removed before it activates' is really a good defense. It is possible, yes, but I think it's pretty damn rare that all totems are gone before all generators are fixed.
That said, as mentioned, there's two perks designed to counter it by making totems easy to find. And one way to prepare for NOED is to make a mental note of totem locations so that when the doors fire up and NOED is revealed, you can revisit totems you found to see if one lit up.
The perk is a serious gamble. Sometimes it throws a game into disarray and nets 3 kills, sometimes it gets found and cleansed within 10 seconds of the last generator being done and ends up doing nothing. That kind of massive swing can be considered bad for gameplay though, and I wouldn't be opposed to reconsidering how NOED works.
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Getting survivors tormented is already tough enough, IMO. I like the suggestion someone else made where getting unhooked will clear Torment off of you, in exchange for letting Punishment apply Torment. It'd make those snipes worth a little bit more.
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Also, in regards to hook suicides and D/Cs skewing the data: What about the opposite? AFK killers or killers that have no interest in actually killing anyone? Surely those would similarly skew the data the opposite direction?
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Survivors have both a higher skill floor and skill ceiling. A bad survivor is far worse off than a bad killer. But a really good survivor can be better than a really good killer.
There's a ton of room for a talented survivor or team of survivors to express their abilities and give the killer the run-around, but there's comparatively little skill expression in killers, some more so than others. That's why Nurse, Huntress, and Spirit are such high tier picks: They have a lot more room for skillful plays with their powers which makes them better suited for going up against high skill survivors.
Everyone DOES expect a certain skill level for survivors. But that skill level is so hard-line mandatory for any survivor player that the ones who fall short of it probably don't show up on these forums.
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Had a match against Legion yesterday. They played well and got most of us injured, eventually getting three slugged, all close together. Then they just started messing around together with everyone, letting them heal up, injuring them again, letting them heal. They were doing some weird over-the-gap hits in one of the Springwood buildings.
When the doors were open, the survivors just crowded around a hook and took turns getting hooked and rescued for extra point all around, and then when I got hooked, both me and the killer forgot I was already on death hook! We laughed about it afterwards in the chat though, they were super nice!
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It doesn't necessarily imply payment. Slaves are technically also 'servants'.
I think the crows aren't fully real, but are manifestations within the realm of the entity, and created OF the realm of the entity. Just like most of the other things within the trial grounds are made from the fog. It would certainly explain them coming out of nowhere in indoor environments like Gideon Meat Plant or Hawkins Lab.
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That would make it a straight up better version of Lithe. I'd rather it stays the way it is, with an obvious drawback to offset the extensive potential.
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I can confirm that this is a frequently occurring bug, both when playing as survivor and when playing as killer. Last match, playing as pyramid-head, I could still hear grunts of pain from executed survivors, which distracted me. A match a couple of days ago where I was playing as David King had me wandering a corner of the map desperately looking for the survivor in need of healing. This could really do with a fix.