FrenziedRoach
FrenziedRoach
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- FrenziedRoach
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Comments
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D-Strike as base will just bring back the Slug meta.
The Slug meta existed in the dark days - trust me when I say you don't want the dark days to come back.
You can't be held hostage by a toxic killer once all the gens are done. The gates are powered and the hatch is available - you have THREE EXITS. Only thing holding you hostage is YOU.
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As long as NOED exists, I don't have a problem with Adrenhiline.
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I use them to put certain teams in their place if I feel they have crossed a line.
Sometimes you need to remind survivors who the power role is. If they don't like that, tough.
Certain things like Mori's, instant heals, keys, and certain rare addins are there to give the player a cathartic release and wreck some unholy vengeance. Personally, I don't have a problem with such things existing in the game.
I do believe the rarity should be adjusted, however. With the lower bloodpoint costs of things, I think we see the red stuff a lot more than we should be.
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Stopped reading when you talked about tunneling and slugging.
Sounds to me like online games are just not for you - because you cannot expect anybody to not do everything they can to win. You cannot expect people to live by unwritten and unenforced rules.
I wish you well in your future endeavors.
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Leave my Doc alone. You buff him anymore and you run a real risk of him being OP.
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Getting facecamped is literally only 2 minutes of your time THAT'S IT. Get over it and move on.
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Funny how survivors want a free escape when they fail, but NOED is somehow bad.
Not surprised by this communities double-standards anymore.
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I get games sometimes were someone is using hacks, Like a speed hack,Wall hack and iv even hooked someone 4 TIMES!??.. LOL its so bad..
Because most hackusations are completely and total bullshit from ignorant people who wouldn't know a hack if it bit them in the nose. I'm not saying you are one them, btw. But as one who has never hacked a day in his life and has had hackusations leveled at him in the past - verification is a must-have.
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@ElusivePukka said:
'Farming' mentality is kinda encouraged by the emblems, frankly, and not recognizing that is for the weak :P Juggling survivors like a competent killer and optimizing personal gain kinda pushes one toward behaviours similar to farming, even if it's not actively letting things happen in the way people typically associate with farming.
If the emblems actually worked like they should be, I'd agree with you. But right now, a killer could 4k, which is arguably a win, and still not rank up.
This is total and complete bullshit.
so until that's addressed, the Emblem system is a complete and utter joke that can be safely ignored.
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@NurseMainBTW said:
@FrenziedRoach and @Orion Go take a ######### break will ya? You guys are being simpletons and especially rude. OP is not saying that killers or survivors should farm when a cake or a streamer is activated.
What he's trying to say is that they should play seriously AND be smart about it by doing things that can grants more point for each side without taking away the real meaning of the game.
And we're saying he shouldn't expect that.
If you don't like that, it's not my problem.
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@semaj_leachim said:
Lolol, whatever you say Becky. Of course when the objective of this game is to level and rank up then yeah, goals are the same for everyone.
The emblem system is garbage right now, so rank is meaningless.
The killer I want already has all his perks and all the addins he needs, so points are meaningless.
My only purpose is destroy all in front of me regardless of the how.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/556799#Comment_556799
Literally nobody said that. I don't get why you're pretending someone did.
that too.
In the end, it's on you to get what you want out of a game. Worrying about how other people play is just a ######### waste of time.
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@martin27 said:
Isn't myers suppose to be immune to detection perks at tier 1
That was the point, he was staring at Premonition not going off and didn't see the Myers standing there
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You want points? Earn them. Farming is for the weak.
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Taken during the dark times
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I don’t want to see the old Sabo – however I do see this as an opportunity to bring up something I felt Sabo should do many moons ago.
Rather than breaking the hook outright, a series of events is fired off the moment the hook gets used.
- The hook breaks and the victim is immediately freed
- Killer is stunned for 5 seconds.
- Killer still gets credit for the hook in points and emblem.
- Survivor still gets progressed 1 level on the sacrifice. If it was death hook, they are still freed but are now BROKEN for the rest of the match.
I feel this is a compromise between giving the killer something for their effort of making it to the hook, but still giving the victim a chance to lose the killer again thus making Sabo have some use.
With things like Hangman trick now in the game, I feel we can explore how to make Sabo useful without sending us back to the dark times.
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The game doesn't care what is fair and what is not, only that one person lives or another dies. It's up to the predator to decide how that is done.
If you can't stop somebody from tunneling you, that's you're fault, not the kkiller.
To think otherwise is only putting mental shackles on yourself and you will never improve
Playing to win is not toxic, putting imaginary rules on the games that the code does not understand is is only what the weak do.
In the game, all is fair - you do what you must to win. It's on the devs to find a way to balance it out, not us
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Personally, I think it's time to just give us a slider and let us pick which style we prefer.
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@Almo said:
First off: I'm not saying no, I'm just reflecting on this.
Large portions of the game design depend on Survivors being able to look somewhere they're not moving (or not at what they're working on).
Imagine repairing a generator against Pig in first-person camera.
Perks such as Object of Obsession (ones that depend on the direction you're looking) are much less useful during actions.
I think playing Survivor from first-person would make you immediately appreciate how much of an advantage it is to have third-person camera.
This difference in camera is one of the most fundamental asymmetries in DbD; shifting that would make seismic changes in the gameplay all over the place! :D
I believe 3rd person should remain in the game as I'm a stealth player myself and prefer to stay out of chases, but I don't think it's a bad idea to switch the perspective as the terror rises in a chase. Might be a good way to finally be rid of bloodlust. Might be worth a PTB at the very least. Maybe we'll all find it sucks and that'll be the end of it.
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Ah, here we go with the double standards again.
It's not okay for a killer to fail and get NOED but somehow it's okay to fail and get hooked.
Wish I could say I'm surprised - but I'm not.
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I remember suggesting this to replace the bloodlust mechanic. It's one of the things I think F13 did right - messing up survivor perspective due to rising terror the longer a chase went on
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If you are that easily manipulated by a few taunts, this community will eat you alive.
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At it's core, I find that the issue is effort expended for each side to work the loops is seriously unequal. And it's mostly because of the issue of Navigation and Movement between the two.
Killers are locked into first person view and have to turn in order to see where they are going. As a result, they don't have as much awareness and perspective as the survivor and they find corners harder to navigate.
Survivors have the advantage of the 3rd person camera which allows them to see around corners hidden. This also have the ability to 180 in directions effortlessly.
When you couple this advantage with other mechanics such as the survivor's ability to know the killer is coming from around corners due to the red stain, and the fact they have the movement advantage when navigating windows and pallets, it's a recipe for frustration for the killer.
The good killer’s know how to nullify some of these advantages by turning and back pedaling in such a way to hide the red-stain – but this only works in the low-visibility loops that have high walls and such, and this is where shorter killers like Freddy, Hag, or Pig gain a few options while taller killers like Trapper, Huntress, or Plague gain a few disadvantages.
But – doing the above mind-games with the stain expends more effort on the part of the killer player to perform than it does for the survivor to counter it if the skill levels of both players are equal. Which feels outright BS when you consider that the killer is supposed to be the power role. Here you are, this unstoppable force of evil – and you’re defeated by something as simple as a loop.
I don’t blame survivors who loop though, hell I do it myself. You can’t expect somebody to play by your standards, you can only work with what the game hands you. And to the dev’s credit, they are working (slowly) toward addressing the issue by shortening the safer loops and making more and more of them mind-gamable. It’s far from perfect, but we are in a way better situation than we were 3 years ago.
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which is ironic, because they all probably sucked as bad as the rest of the teams I've seen tonight.
Hell, i remember rushing out to protect a claudy I had unhooked and tried to distract her and the dumb ######### just sat there while you ran u p and hit her. ######### man, you obviously was running BBQ...
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@Yamaoka said:
Sounds boring imo
@Andreyu44 said:
No one would play it,tbh.
Actually, this used to be requested a lot. Expect to see it requested more as well.
A lot of us would actually play it, myself included.
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@JetTheWaffleCat said:
It's bad, but it is not as bad as Christmas 2016. When survivors and killers can stack the same perks or equip the opposing sides perks. Myers with a Chainsaw.
Ah yes, the tail end of the dark days. I remember that one.
Stacking Unrelenting 4x (back when Unrelenting helped both hits and miss cooldowns) was what many killers did. Imagine a killer with literally no cooldowns in their swings, hit or miss. And people thought the old Legion was bad. LOL
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@Redd said:
Shelter Woods is one of the maps with the fewest windows, and even with recent buffs to pallets there it still is below average on the number of pallets on the map. It's a very odd case where survivors basically have very few places to run to with large dead zones. Even then, it's still not that killer sided because of how freaking big it is and how many trees they've added recently.
But my point still stands - a larger map can be made balanced
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Matchmaking can be explained in two areas.
1- the matchmaker has always been derpy and put people who clearly don't belong in the match together.
2) we have a new killer and an event going on.
Killer population always goes up when new content is released (even if the killer is trash) and during events because people want the BP's to either spend on the new killer or on character that they still haven't maxed out. And killers are really good at making points if nothing else. (Especially my BOI Doc)
You'll actually notice the number of farmer killers you get goes up drastically during these times.
When you have a bad ratio of killers to survivors, the matchmaker always derps out worse than usual.
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I want to comment on the map size issue as it's not all about the size of the map. I want you to stop and look at the following source I'm using for what I'm about to say. Specifically the chart at the bottom.
https://deadbydaylight.gamepedia.com/Realms
Done? Did you notice something?
If you paid attention, you'll notice that a map almost nobody lists as "Survivor biased" is tied for SECOND LARGEST MAP IN GAME.
Sheltered Woods is considered by almost nobody to be Survivor Biased. While larger maps do have some impact on slower killers, they can created in such a way that the chases are shorter and more favorable for the killers.
They have been addressing the loops on the older maps, little by little. They do have a long way to go - but let's not go around demonizing map sizes too much as they are not the largest contributer to imbalances in a map. No, that honor belongs to poorly designed landmarks such as the Cowshed in Fractored Cowshed, the Cow Tree, and so-forth.
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Most survivors (or players for that matter - what we see here extends to all games) won't adapt when it comes to their points.
Greed is the most overwhelming motivator in this game that drives people's behaviors be it killer or survivor. The good players adapt and capitalize on that greed. The scrubs don't and continue to whine and complain about people not playing by their made-up rules.
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Yup, plenty of times.
Hell, I've had complete sausagefests more than a few times.
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Why should survivors do the second objective if doing said objective makes them die faster on the hook? It makes no damn sense.
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I will tell my killer bretherin the same things I tell survivors - if you don't like how something is and it bothers you so much - equip something that counters it.
Surivovors don't like NOED - then bring perks that help you find totems.
If you hate facing hag (like i do), bring Urban Evasion.
IF YOU REALLY DISLIKE PEOPLE GETTING AWAY USING KEYS, BRING FRANKLIN'S DEMISE
but NEVER under ANY CIRCUMSTANCES should we EVER bring back hatch grabs in any form as hatch standoff's are cancer.
I typically don't call things Cancer - BTW, as it's hyperbolic nonsense to use. But in this case, I feel strongly enough about the state of the hatch game to bring that out.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/548277#Comment_548277
@Karl_Childers We have talked about this argument of yours in several threads about second objectives. Camping is not a problem, just increase the hook phase time.
If you increase the hook phase time without increasing the generator completion time, you take pressure off the survivors to do the rescue and they already have plenty of time as it is under the current 80s completion time 60s per phase system we have right now.
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@MegsAreEvil said:
NOED is the worst crutch perk existing. Thats a fact. Stop your nonsense.
that is not a fact, that is a subjective opinion.
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This is unnecessary as you can fake the grab and bait the swing. Assuming that you are dumb enough to feed a camper in the first place anyway.
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You can't stop people from playing with friends.
I think BE has the right approach of buffing Solo players as much as they can so they can be free to adjust the killer's to compensate as needed. (But god they are taking forever on this front!)
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Enforceability of EULA aside - you always risk the game you bought changing after you bought it - it's no different with DLC or cosmetics.
That's just a fact of this hobby.
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Naw, just run NOED
Boom, now you have a second (optional) objective.
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@OpenYoureyes said:
https://forum.deadbydaylight.com/en/discussion/comment/546705#Comment_546705
https://us.v-cdn.net/6030815/uploads/543/CWNZ5TOTP9FC.jpg
Cherrypicking stats will not change the reality. Sorry.
Still a mistery to me why is people afraid of this: rather than facing it and ask devs to work in order to have people coming back.
https://us.v-cdn.net/6030815/uploads/955/D1N9MJDG1OL8.jpg
Something they did starting from Sept '18 on made people leave the game constantly, despite the new killers releases.
I have a pretty clear opinion of how they made the game less fun to play, so we can discuss on WHAT happened, but it is not disputable THAT IT DID happen.
Bad matchmaking feels like an easy consequence... they still need 5 people per match with half the people.
Actually if you would stop your own cherry picking and really look at the numbers, you'd see that with the exception of last year, June always hovers around 24k.
If you want to say our numbers are stagnant, you won't get any argument from me, we've been stagnant forever. But to say the game is dying is pretty funny. You see, I've been hearing this since The Last Breath - and the game is still here.
Go say "The sky is falling" elsewhere chicken little.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/545711#Comment_545711
in what way is pressure stopping people from looking for 5 totems on top of getting 5 generators done (as well as doing other objectives like going for hook saves) not a strong one? if a killer is putting out enough pressure to make people need to stay on generators in order to win, going out of your way to look for totems is seldom an option
most of the time spent in getting totems cleansed isn't the actual cleansing, but the locating. on large maps like grim pantry where totems can spawn literally anywhere along the edge of the map, going out of your way to find 5 totems while the rest of your team effectively plays 3v1 can easily spell out a loss. and everyone looking for totems out of the way of generators slows down the game more than ruin does
you are really underplaying the time investment going for 5 totems requires for a team that isn't communicating. getting a totem at the beginning is easy, getting a totem when someone's in struggle phase on a hook and another person is being chased is throwing the game. against a competent killer you simply won't reliably have the time to look at every potential totem spot
again, the way i counterplay noed is i look for the totem after it's activated, or even before it's activated i'll look at the totems i saw throughout the game to see if any are lit. it results in much less time wasted and as long as the gates aren't open you aren't on a strict time limit anymore unless someone's dying on a hook. but just because something can be counterplayed does not mean it's healthy for the game; note that i don't think noed is "overpowered", i just think it's an unhealthy perk
And on same larger maps it's harder for non-mobility killers to patrol the gens, in your example, it evens out.
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Maybe Dedicated servers will normalize the lunge behavior better? We do know that's on the way now.
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Nobody is hearing much music right now. Some of us actually prefer it this way. It actually reminds me a little of the early days when I could clearly hear the survivors and locate by sound.
I kinda wish we'd be given the option to set the level as we want - because clearly some people miss it, but others want it gone.
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NO, ABSOLUTELY NOT
You want hatch standoffs?
Because that's how you get hatch stand-offs
Let's not go back to that bullshit.
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@tomikomPL said:
Nope, because there will be more annoying campers and tunnelers. Short matches usually ends because of this kind of trash and i think we shouldnt support this kind of unskilled behavior. if you want to change something change entire ranks system.
The actual "Trash" in this situation is the baddies that didn't rush the gens while the killer was camping.
Camping is completely managable. But as usual, the real trash players refuse to free their mental shackles and do what needs to be done.
And thus they remain scrubs and whine here on the forums about the mean killers they refused to counter.
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@purebalance7 said:
https://forum.deadbydaylight.com/en/discussion/comment/542036#Comment_542036
Having to find every totem on the map is bull if you're trying to say NOED is balanced. For it to be balanced when the last gen is done ALL totems left on the map should become NOED and cleansing 1 removes it.
That would actually make NOED unbalanced. I prefer it in it's current state as it gives survivors options on how they want to deal with the possibility. You can
- ignore the totems completely and just rush the gates
- take the time to do all the totems
- take your chances and just take out lit totem.
- Run Hope to nullify the NOED speed boost
Again - survivors have options to deal with NOED - they just refuse to use the options they have. I've now listed THREE perks that help nullify NOED's effects. But will you see anybody using them? Probably not - too set in their ways these unimaginative players...
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Wait, am I finding myself agreeing with SenzuDuck just now and upvoting them? Do I feel well? Am I feverish? Did hell just freeze over??
Co'mon guys, the graph is likely legit, you just don't like it because it doesn't fit your bias.
Besides, it still proves that almost half the players you cross are with at least 1 or two other people. I'm not sure why nobody but me finds that significant.
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@her_boytoy said:
https://forum.deadbydaylight.com/en/discussion/comment/546252#Comment_546252
but see, its not about if the kill was earned, its not about if anything was earned for any side over any issue using any item, add-on, perk, offering... etc. its all fun because it all can happen regardless just like how it would if the game was reality. the emotions the game provokes from you are enjoyable, all of them, the joy of killing every single survivor, the rage of a hatch play that robbed you of two kills, those are just two examples. all of them are great to experience because it's authentic like that, it is real like that.
We play games to have fun. No. We play games to suspend reality and do things we can't do in real life either because times have changed or because it doesn't work like that. Humans no longer can fight and kill without punishment so we have built digital servers where we can combine that blood lust with the wonder and intrigue of magic or tech, selecting our favorite flavors out of the line up of the thousands of different genres and niche tastes.
If we only felt the emotions that we view as positive from video games, that medium would cease to contain its humanity. For many if not all, that would mean the loss of the entire appeal. Our fantasy worlds that we created would feel so fake without the authentic soul that comes with our emotion. Making them would no longer be an art form. To put it simple, it would loose all of its color.
At the end of the day, your view on how the kill should be earned is just an example of well the system is working. You have an opinion on how things "should" be. You interacted with this medium and came away with a thought and a belief, probably more than once. That is fantastic. I hope you get to rest in more feelings now, maybe ones that come from understanding and acceptance as well. We can learn from everywhere.
Not the way I would of put it.
Prefer my experience in this game as my way of experiencing the darkness of the human condition in a place where nobody actually gets harmed.
The thrill of the hunt, the thrill of being hunted.
Do you put your own survival above others when the chips are really down?
And it doesn't get more authentic than when a Mori or NOED is in play from either side.
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So basically, according to the stats, almost every other match has a 2 or 3 man swf
Neat.
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They're supposed to be balanced by their rarity.
But thinking about it, everything is cheaper than they were when the game was released - but I'm not sure if the rarity rates on the ultra-rares were ever adjusted to compensate for the face you can burn through more nodes in the web for far less. If not, we may need to suggest their drop rates get changed.
