FrenziedRoach
FrenziedRoach
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- FrenziedRoach
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Comments
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@LordGlint said:
What's the problem with Lery's?
Likely the survival rate on it is skewed in the killer's favor.
By the last data I had it actually has the lowest survival rate in the game, beaten only by The game.
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@Ksoni said:
I will find you, and i will camp you.
He's not worth throwing a game over.
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And what, you want a pat on the back?
Different strokes for different folks man.
I don't use Ruin either, but I don't go around bragging about it. I just generally dislike perks I can't get use out of 100% of the game, that's it.
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@vampire_toothy said:
https://forum.deadbydaylight.com/en/discussion/comment/613806#Comment_613806
This is not a valid argument for keeping something unfair in the game. Both mori's and keys delete gameplay and completely change the direction of a game.
The mid to endgame is a time in most trials where the most amount of action occurs and often decides the outcome of a match, yet by me using a single item I can completely turn around the game by getting a free escape for not only myself but my other teammates without requiring any skill to use whatsoever.
Actually, it is.
Have you heard of the n00b tube? the blue shell?
Low-skill high reward mechanics that keep the lesser skilled player in the game are an essential part of healthy game design.
If it isn't Moris or Keys, it'll be something else that people will be cursing as unfair while the skilled players ignored them in favor of something else more rewarding but requiring more work from them.
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What stood out here was you camped somebody who T-bagged you.
If you are that easily influenced by childish behavior, you may need to step away from the game for a bit.
I'm not excusing it by no means, no sir. But camping in retaliation is kinda petty.
Looping is part of the game, I suggest you learn to deal with it otherwise this game is going to be very very miserable for you.
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Keys are an essential catch up mechanic that will stay in the game.
FFS, they're such an outlier and affect so few games.
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@Kerbert said:
Or even better, zero for the unhook and 1500 for the safe hook.
I can't agree to that. You have to at least reward the effort.
Remember, they lose a whole emblem level when hook farming. I just want it to be a little more visible that the safe-unhook is preferable.
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Her addons needed a look anyway. Most people are in agreement the extra blinks were kinda stupid.
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Part of your problem is like many new players, you want to punish bad play by codifying something that does nothing to discourage the bad play from the survivors.
Frankly, I don't think enough is done to discourage hook farming. Why is it 1000 points for the unhook and 500 for the safe unhook, shouldn't that be the other way around?
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@Nick_Wilde said:
Perk is only some kind of punishment from survivor for toxic killer, trust me if you are good you dont need to camp or tunnel, besides how your other perks can be usefull if you cant even be unhooked so at least you can feel better by punishing this kind of behavior, it is fair because you get nothing from this match and you also give nothing to killer he can always walk away ...
Only good killer's don't camp - we're in agreement.
The problem comes is that bad survivors don't teach bad killers that camping is a bad tactic by feeding them.
So who's really the bad player? The bad player who uses a bad strat or the bad player who falls for the bad strat?
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@Kerbert said:
https://forum.deadbydaylight.com/en/discussion/comment/613746#Comment_613746
Except those "handicaps" for lesser skilled players are also just as if not more available to hgiher skilled players. They discourage high skill play and makes people rely on them too much.
I don't know a single Skilled killer that uses NOED or Mori as part of their regular kit. It's usually just brought out for "Special occasions".
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@PrincessPoop said:
Only on these forums would you actually see a post advocating for removing SWF option from the game.
You see all sorts of crazy half-baked ideas here.
Given the complaints I see from both sides of the game now, I'm starting to think we might be reaching equilibrium on balance now.
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Killer already loses emblem points if they camp when not in a chase, this is completely unnecessary.
Also - if you want people to camp less, stop rewarding the campers.
If you die to a camper, it's literally 2 minutes of your life lost... that's it.
If you can't stay on a hook for 2 minutes and let your teammates pound out gens in order to train killers into learning this is a bad tactic, then you're hopeless.
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Mori's and Keys are a catch up mechanic to give lesser experienced players a chance against those who are better than them (most people who are good at the game and care about ranking up don't even bother with them.
They will be as hated as the Blue Shell from Mario kart, but they will never go away as they are a necessary evil.
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Because this game isn't supposed to be about the highest level of skill. The game isn't supposed to be always 100% fair.
Lower skill mechanics exist because those with lesser skill need to have a chance against those with more experience. Just look at Mario Kart's Blue Shell, or CoD's n00b tube. Having mechanics that give the less-experienced player a chance is game design 101 and exist in almost every game out there.
We can rail against the all they want, but they will never go away.
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This is only a problem in the red ranks. Most other ranks easily half the killer roster can easily pressure them enough to get time back.
Survivors already have an optional objective, you just need to swallow your pride and encourage them to do it.
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That's not going to happen, no matter how much any of us want it.
I don't like facing an SWF anymore than the next guy, but it's here to stay and won't be removed.
All we can do is encourage the devs to continue the current path they've chosen - to continue to give the solo player the same level of info an SWF has so they can be free to buff killers later.
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Bans are not addressed here in the forums. You'll have better luck sending an email to support.
At the most, you're just going to see this thread locked with a mod telling you what I just said.
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I'd leave Adrenhiline alone myself. It's not as big of a deal as people make it out to be. Plenty of killers who have 1 hit downs are available to those who can't handle the mechanic... or they can just run NOED.
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*sigh*
Your mistake is assuming that you have to do all the totems.
THERE ARE FOUR SURVIVORS
If everybody did at least one totem, the most you'd ever have to do is 2.
Problem is, ya'll are too lazy to do your optional objective, then you get mad when it comes back to bite you in the ass.
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120 seconds to die on first hook
80 seconds to solo a generator
There are 4 survivors
Yes, math is apparently hard.
EDIT - apparently my own math sucked and I had to correct
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How about you just run Small Game if NOED bothers you so much?
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/593285#Comment_593285
The optimal way to play old Freddy was by stalling the hell out of games. That's the only way he could win against COMPETENT survivors, and just like Hostage Doctor, it takes a specific kind of person to enjoy playing and literally no one enjoys playing against.
cackles Maniacally
Awe, poor widdle players don't want to stay and be tortured? TOO BAD!
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VR - Yes
Push to Talk - ######### no. Dealt with that dumpster fire in F13 and don't want it in DBD
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@Talmeer said:
Is Iron maiden still a thing? After the Legion rework I have nothing read anymore about this perk, since the majority trys to use other perks, to compansate the terrible drawbacks of the Legion patch.
I'm actually thinking of trying it in a new Doctor build myself. Been getting bored with my usual fare, and his power tends to drive people into them to avoid the madness anyway. Not sure how well it'll work, but I've been curious to try.
It's sees utility use on the Huntress as it affects her locker resupply speed.
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If you add more game modes, I'll bet money that only 1 will be used regularly - that's generally how it works.
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Remove perk tiers/levels!
*holds up a sign and keeps chanting it*
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I'm predicting it now.....
Nurse will be brought up to 110% speed, but her blink power will be given up to 3 uses with a cooldown simular to what you see on Legion or Spirit.
It's totally going to happen, you watch.
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I've been asking for this for a very long time now.
So YES PLEASE
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I'll personally stop most of my whining the day the Survivors burn their goddamn rulebook.
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But the bones are too hard to find all 5 on!
With four survivors.....
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What people need to accept that the game doesn't have to be 100% about skill. In fact, the majority of games aren't. Indeed, most popular games are created with built-in catch up mechanics to allow the lower-skilled player to stand a chance.
Look at the n00b Tube
Look at the ever-hated blue spikey shell.
Look at Akuma in certain parts of the SF series.
Most skill players not only shun them, but skillfully counterplay them without complaint.
NOED falls into this catagory.
NOED gives the lesser skilled player a way to bring the game back. Most of us who play killer alot don't use it as we'd rather have another perk to counter loops. Most of us who know all the spawn spots for the bones will make sure it never activates.
It's boring to do all the gens and geting out easily, and it's boring getting your ass handed to you for the entire game by skilled survivors. NOED injects a little equilibrium into what would otherwise be a dull game.
It would be stupid to remove it.
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I'll say it again
REMOVE PERK LEVELS
There are just so many perks in the game now. Let's just do away with level 1 and 2 perks and let all perks stand alone in their level 3 state.
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I'm generally a fan of Bond when doing the solo que thing myself. Gives you so much information. Such as
1) which generators are being worked on
2) who's being chased and which area has pallets thrown
3) If anybody else is going for a rescue
4) If a particular Pig box works for one of your teammates (Then you know that box won't work for you)
5) which generators to avoid if the killer is chasing you
6) If one of your dumbass teammates is about to drop a very angry present on your doorstep.
Frankly, the amount of information it gives you is outstanding. I'm surprised more people don't run it.
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Don't make it too hard, you'll chase away the people who love getting their participation ribbons.
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Um, how about no?
It's pretty much universally accepted now that Spirit and Nurse are stronger than Billy. And depending on the person, some find Huntress stronger than him as well (and I'm a much better Doc than a Billy myself)
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Which is why you should run Calm Spirit if it annoys you so much.
I personally find the Hag really annoying, which is why I run Urban Evasion constantly.
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@MegsAreEvil said:
When will people accept that NOED and Adrenaline arent supposed to be related in any manner?
And when will accept that they feel the same? They both cuck your opponant in the critical last moments of the game.
DEAL WITH IT
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/589592#Comment_589592
This doesnt balance it, since finding all 5 totems by yourself isnt plausible on half the maps and the time wasted looking for them is far beyond a reasonable time to counter the perk.
Good thing there are 4 survivors then, right?
Everybody looking for at least one, maybe a second?
But that's just too hard to "Do the bones", isn't it?
LMAO
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You know why I don't run NOED? Because I prefer perks work for more than 2% of the matches up time.
Which is why I don't get all this NOED hate. Not only is it completely preventable (and Hope counteracts it's speed boost) , but the killer is literally going a perk short for most of the match for that burst of power they "might" be able to take advantage of later.
Just admit it, you guys don't like having defeat handed to you when you were so close - no more than killer's like getting a DS or Adrenhiline when the gates are opened. In both cases, you feel cheated.
Which is why many of us who play both sides don't really see a difference in the two perks - they are both perks that cuck your opponent hard.
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Maybe because Orion doesn't like your idea and thinks the perk is fine how it is.
The problem is literally that survivors don't want to do their optional objective, even though people keep whining that survivors need something else to do.
YOU HAVE SOMETHING ELSE TO DO, DO THE DAMN BONES!
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Um, flashlight saves have counter play
As a killer main, I'm gonna have to just tell you to take a nice big cup of GET GUD
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/581296#Comment_581296
What if they are set to invisible on Twitch? What if they just use Twitch in an incognito window or log out?
We'd basically be going off of, "You had perks that counter that guy's build, you're banned." If that sounds ridiculous, it's because it would be.
Context, my friend.
I said CONSISTENTLY. If somebody shows up in a stream and occasionally has the right counter build, that can be written off as coincidence.
But if somebody ALWAYS has the right counter build and plays to annoy, that's pretty blatant.
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I'm not buying the "We can't prove it line".
I think if the same person consistantly shows up in the same stream and ALWAYS has the appropriate counter perks for that person's build, that's pretty flippin' blatant.
But I'm not surprised - how long did it take them to ban "he who must not be named?"
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No addin', item, tactic, or offering is toxic. It is a mechanic or challenge to be overcome.
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Hey, if you want to make Ebony Mori's even more rare, I'm behind that.
But I cannot get behind seeing them nerfed. Sometimes you just need to put the fear of the Entity into a team.
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Two things.
1) Unlock ALL the perk slots from level 1.
2) Remove levels from all perks - all perks are acquired at thier current level 3.
That'll let people slot what they have right away and reduce the grind for all the perks by 2/3rds
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has flashbacks of the old Moon offerings
No, not again- not the dark days again! NEVER!
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Chicken Little is at it again.
I've been watching the numbers steadily for the past two years.
We've been sitting between 15k to 25k most of the time. If anything, the game found it's core and just has a churnover of fairweather players like me that come back once in awhile.
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EGC does exactly what it set out to do - end the hatch standoff.
It's one of the few things the devs have done 100% right and it should frankly be left alone.
