Gamedozer7
Gamedozer7
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202536#Comment_3202536
I wonder what my Xbox PFP says about me...
My ps is sephiroth guess I want to blow up the planet with a metor.
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@I_CAME said:
Literally all they need to do is make her post blink attacks special attacks. This will completely kill this issue.
I don't understand why this hasn't happened nurse doesn't need the exposed status effect to be good.
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3202320#Comment_3202320
I need some time to experience it for myself during the ptb before casting judgment. Worst case scenario the nurse game ends quicker and I go wait in a 15 second survivor queue while the nurse waits in a 5+ minute killer queue.
I agree it needs to be seen first but on paper it seems like a Nurse buff and as a killer main I'm scratching my head why they would buff Nurse.
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@SuzuKR said:
Regardless of Nurse, if 3-4 survivors go down in 45 seconds, they messed up horribly bad. For the record, the fastest Nurse games (literally everything in their favor) are still around 2m as far as I know. Literally all it takes to defeat the 45s timer is to spread out super far. Hell, even just hiding for a bit.
She's just has to down everyone in around 45 seconds or evn getting one one down but then downing the last 3 around 45 seconds later allowing the first to get up and then been downed aging and ending the game.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3202319#Comment_3202319
That literally has nothing to do with this change, because if that is happening people are already lost no matter what.
Yes but what I'm worried about is the increase of Nurses that will be doing this. It's not about the game been over but how many more games will end like that because it's even easier to do.
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@Cybil said:
We'll have to see how this all plays out on the ptb. I'm not worried about nurse though tbh.
Why if it's easy wins you don't think people will use it?
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@fulltonon said:
If all four people has been downed within 23 or 45 seconds, that's problem on their side lol
Starstruck nurse can do that and remove survivor skill from the picture. Exposed nurse shouldn't be a thing.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3202261#Comment_3202261
I agree, Which is why we're all going to test it and try break it on the PTB so its somewhat balanced. Whether its once per trial at 22 seconds or its changed to like 30s or something.
Either way, the change is going to be a breath of fresh air. Fair play, I took a break from the game for 2 months before the update because it was stale.
Escaping 80% of my games got tedious. 2 gens popping in the first chase was way too strong. I'm glad they buffed killer into making it more challenging, though now the pendulum has swung quite far into the other side. I rarely play killer, if I do its bubba or spooky myers. I play 0 slowdown and I'm not really that good at it and im still winning a majority of my games by attrition.
I do think people are definitely over reacting but this IS the DBD forums
Thats pretty funny I also took about a 2 month break and came back because the patch because I had a similar experience.
I play a huge variety of killers and on the lower end of killers if I don't have slowdown its a good game if I get 3 hooks. Now playing strong killers you can play without slowdown or if you get a decent map but with gen spread and base regression still been crap pressuring gens with 0 defense its pointless and your better off just trying to build pressure with downs.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3202070#Comment_3202070
What? Didnt the last update give killers mini STBFL and mini unrelenting?
It was basically 2 stacks of STBFL or a 1/4 of the perks potential and tier1 BS. Survivors got 10 second bt a little over half the perk on all 4 Survivors and unlimited UB in situations that survivors can force. Now depending on how UB works it could be way broken if it let's you just recover 100% faster then it's whatever and probably a bad perk but if it let's you actually pick yourself up in 22.5 unlimited amount of times could be really problematic.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3201861#Comment_3201861
Hardly, You get a health state from an uninjured survivor. You smack the other one, as they run off you turn and pick up the downed survivor. Do you really think its fair you get to pull another 2 people off objectives because you got one down?
Your assuming the uninjured survivor is right in your face which is a bad play for the survivor. A smart survivor is going to show themselves at a decent distance out of your reach but close enough to make the save now that they know that UB is basekit. Before they might hide and go for the pallet save but they might get found and take a hit it's smarter now to let the killer know your there so they can either chase you and let the survivor pick themselves up or pick them up and eat the pallet/flashlight save.
There's actually quite a fee situation that the survivors can force to make slugging necessary to maintain pressure.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3201798#Comment_3201798
I mean the one person already there is taking a health state. Survivors shouldn't be forced into a lose lose situation because one person got downed. Look, I may be a little bias here as I basically only play survivor but I feel like this is going to bring in more interactive gameplay and force the killer into chasing more. Which is the fun part of the game.
The only problem is that killer is a snowball role you have to build pressure by downing hooking and injuries making it so that another survivor has to come help and bring down the efficiency. In this situation the killer is losing all the pressure they build by down one survivor and then going into a chase. If they can't pick the survivor up for x reason there has to be a trade off which is normally the survivor in chase loses a health state or someone comes off a gen and they lose gen pressure but now the optimal play is probably to just eat the pallet stun and at least get rid of the pallet. So it's good job you downed someone and your reward is a destroyed pallet.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3201763#Comment_3201763
Someone's already off a gen. You're chasing them.
Yes but 9/10 time that person has to take a hit to pick them up or someone else has to come off a gen to pick them up.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3201752#Comment_3201752
If you left them on the ground under a pallet for 45s with someone playing around it they were one tap off a heal and getting up with either someone throwing the pallet or unbreakable.
But in that case someone has to come off a gen to get them up or the person your chasing has to take a hit to get them up. Now they just get up no one gets off gens and you don't get that hit.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3201716#Comment_3201716
Just press space and put them on the hook lmao.
And if they go down at a pallet or someone's there with a flashlight or makes a sabo play? If you pick them up they get saved if you leave them to chase the second person they get up without help.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3197504#Comment_3197504
Considering the kill rates are already at over 60%, bumping repair times by freaking 33% is probably going to kill the game.
And then when someone complains about camping, you'll be right there going 'Maybe killers would camp less if gens were 150 seconds!'
Stop using it as your beatstick. I'm tired of the 'nerf survivors or else I'll camp!' motto of these forums.
You know that 60% isn't even a 3k average? It's around 2.5k and considering how many people I've seen kill themselves on first hook and a new killer survivors have to learn to play against a 2 5k average isn't that bad.
You do realize that it's the killers objects to hit you right?
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3197482#Comment_3197482
Making an effective strategy even more effective will result in it being done much more.
Because people like winning.
But there's changes that can and are been made to phase them out. I'm not saying just throw it in and leave it as is right now.
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@GannTM said:
If you killers want survivors to work together more, then why do you complain about Prove Thyself?
Because right now prove thyself makes gens around 45 seconds and on alot of maps the killer can't pressure gens fast enough on top of 2 other people doing gens if your not in chase. If gens solo take longer but together there 60 seconds it wouldn't just break gen times.
Imagine if you had to heal yourself and it could take anywhere from 9 seconds to 32 seconds and you had no way to tell untell it was to late thats how gen speeds are currently. You leave a gen and think ok I got 90 seconds tell its done then 45 seconds later it's done.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3197482#Comment_3197482
That argument is bull, since any killer sufficiently bad at the game will continue to employ it, no matter how easy the game is made for them.
https://forum.deadbydaylight.com/en/discussion/comment/3197481#Comment_3197481
If someone else isn't getting the unhook, you have to. Solos can't communicate, which is why survivors 'feed it'.
I myself suggested what you're going for here, but I mentioned then, as it continues to hold true now: camping and tunneling make this thing a pipe dream.
And BHVR aren't getting rid of camping and tunneling, they've been buffing it a ton lately.
My teammates knew they had been reassurance because the survivor turns white plus after the first time they seen it they knew but keep rushing the hook giving free downs.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3197438#Comment_3197438
Perhaps if gens individually took 120+ seconds killers wouldn’t think they had to camp, tunnel, or stack slowdown perks anymore.
Thats kind of the idea if it's more efficient for survivors to group up then the killer knows he's more likely to run into multiple survivors when pressuring gens. Of course thing would need to be tweaked and 120 isn't a hard number more like a place holder for the conversion.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3197392#Comment_3197392
That's a really warped take on this idea.
120 seconds base would mean that even with faster co-op speeds, gens would probably still take longer than they currently do.
This would be a fantastic change for killers, but there's two reasons it can't be implemented. And that's camping and tunneling. Currently, the fastest way for survivors to do gens is to split up on them. This is also the safest way to do them, as it's the hardest to pressure.
Inverting solo and co-op speeds would push survivors into grouping up, increasing efficiency of killer pressure and massively increasing pressure from hooking a survivor. That last one is why it can't be done. It'd make camping and tunneling even more op than they already are.
Camping is totally on the survivors for feeding it 99% of the time. I just had a match where wesker was camping and I had reassurance but my teammates still had to go unhook instead of doing gen with the extra time. They are currently trying to phase both those strategies out of the game. As I said 120 was just a big number for the sake of the thread. See the current problem is the killer can only be in one place at a time while the survivors can be at 4 different places. This mixed with the most efficient way to do the objective is solo means that if the killer can't start a snowball they can't control the match. Many maps have really bad gen spread for killers making it impossible to pressure gens with spit survivors and BHVR clearly doesn't plan on improving map design so core gameplay needs to be mixed up. It's just my opinion though.
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@adirgeforthedead said:
This would just effectively make Discordance meta and just entice people to run all slowdown builds because people would team up for generators giving the Killer free localisation. Terrible idea.
Your assuming that they wouldn't change anything else like adding a cooldown to Discordance. Plus wouldn't that make killers leave the hook or abandon chase more because they know they need to defend x gen?
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3197394#Comment_3197394
I have a hard time believing that
Thats ok. I know what to expect for my solo q so it doesn't bother me .
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@BasementDweller said:
If they make gens 120 secs I will just stop playing survivor (I'm a solo survivor player), even if you give solo survivors bond that doesn't mean they are going to play as a team.
The amount of times I have seen survivors ignore each other and objectives is astounding.
Thats just bad teammates no amount of buff or basekit stuff will fix that problem.
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@artist said:
then someone dies and it's impossible to win. pass!
You keep the baseline at two survivors on a gen. You can also make them go faster the more survivors that are dead.
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@FeelsBadMan said:
Tell me you never play (soloq) survivor without telling me...
I play exclusively solo.
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@Satelit said:
Because solo teammates are unpredictable and it would be a nightmare if you depended on them more than you already do.
But your playing a team based role you should have to play as a team if you want to play by yourself and nit worry about your teammates thats what the killer role is for.
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@Kirahie said:
Artist is the one I'm having trouble learning. I know she has insane potential and is strong but I'm having trouble adapting to her playstyle.
I have the same problem and it feels like you get punished hardcore for not been good with her to the point where I don't have fun playing and trying to to learn her she is the only killer I feel that way. I would rather play blight and I'm on PS5
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@crogers271 said:
I posted my thoughts at 30 hours (https://forum.deadbydaylight.com/en/discussion/342870/noob-thoughts-the-balance-is-a-joke-right/p1) and figured I would do something similar for having hit a 100.
Here's the things I've Never Encountered but I see others discussing.
1: Never escaped via the hatch. If it's down to 2 and the other survivor is on the hook, I'll go save him. If I'm the hook, I'll sacrifice to give a chance. If I still end up as the last one, I usually just go for the doors instead. Though, funny note, in one of my first games I played, I ended up right by the hatch at the end, I just had no idea what the sounds meant. Killer probably thought I was taunting by not jumping in.
2: Never had a toxic chat. Usually I 'gg' into the void.
3: Never noticed someone cheating, but obviously can't say for sure it never happened. Some killer players are so good it would be impossible to tell.
4: Never had a player intentionally sabotage me as a survivor (body block, signaling the killer).
5: Never had a killer rage quit.
6: Was going to say: never played a Freddy or a Twins, but hit both of them between hours 98 and 100.
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I really didn't think I was going to make it to a 100 hours. That's not a huge knock on DBD, there's just not that many games I stay that focused on. Around 40 hours though I snuck out of wherever the MMR system had me. Teams were better, disconnects became more rare, while the quality of killers felt roughly the same. My survival range got around 50% (just a gut guess) which made the game a lot more enjoyable.
That said: in the game I played right before this post, hit a ghost face, one player suicided, another disconnected after 1 hook. We still got it down to 1 gen, but that was disappointing. I also had by far my most successful 'loop the killer' moment though it didn't really matter
At 30 hours I thought the Killer was easy and unbalanced. I think I'd replace the word 'easy' with 'simple'. I feel like if I took anyone with video game experience and gave them the killer and said 'hit the other players, protect the red squares, if a player goes down pick them up and put them on a red vertical thing' and they'd do okay. I've come to accept though that is probably best for the game for the killer to be straightforward.
I play survivor outside of compendium stuff for the killer. My main reason: As survivor I dislike being stomped, as killer I loathe being the stomper. If I get matched up against a team I am easily beating and/or they suffer from early disconnects, I feel like garbage. Showing mercy/giving them a chance makes me feel worse (it feels insulting). When I hit a team working together and gens are going off all around me, I'm thrilled. When it looks like I might have a 0k and get desperate to defend the last gen/doors, killer becomes a ton of fun. However, there are too many easy games for to work my way into higher MMR to make that experience more common.
Do you have any of the newer killers because most of the older ones are pretty simple but they have little tricks that you would never think of but most of the new killers have more to there power. The game is very killer sided at the lower ranks because survivors are lost pretty much it get much more difficult as your opponents skill increases. You should try working your way up in mmr it really doesn't take that long mmr is pretty loose that been said maybe your just a survivor player and killer isn't the role for you.
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@Sumnox said:
I don't think giving up against certain situations should be in any way punished. Because if you are going to determine what is proper and improper gameplay, then let's start banning people who do nothing but explore the map and occasionally loot.
"if they give up it affects the other players and puts an extra burden on them"
So does a crouching Claudette in a corner doing nothing. Do we ban the Claudette?
The thing is the majority of DC I see on both sides are around first down/ hook. Survivor goes down first dc other survivor goes down in 30 seconds dc. Survivor gets hooked and the killer is in chase with me across the map dc.
There is a list on the forums from the devs that tells you what is and isn't allowed in game anything beyond that is just player made up BS.
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@Grandpa_Crack_Pipe said:
I don't know why people instantly go to "this just goes to show you how bad the game is getting" when someone who's been playing for 5 years decides they want a break.
You know what would make me want to take a break from a game?
Playing it for 5 goddamn years.
But he didn't say he was leaving because he wasn't having fun for some reason he specifically pointed out that cheaters and stream snipers have made the game not fun for him. He posted a video on YouTube explaining it. This isn't a case of x streamer has been playing for years and finally burned out its x streamer has a problem with the game and its not been solved.
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@HugTheHag said:
Maybe at higher mmr the map is a problem, but I've never had too much trouble killing on this map and most killers I encounter know how to make the best of it.
I'm not arguing that it's a balanced map, but it's not nearly as bad as people make it out to be.
Definitely not mass-DC worthy in my opinion.
The game has the most pallets and god loops out of any map by a decent margin this is mainly because there is almost no windows. Some of the god pallets need to be removed but you can't reduce the amount of pallets to much.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191416#Comment_3191416
While i feel like bringing swf down closer to solo is the better solution, you definitely get it. The rift between the two is too great in terms of potential, and trying to keep swf in check has been a big part of why people feel solo keeps getting weaker. In some ways its actually better than its ever been, but those improvements go undervalued when compared to what swf is capable of. I absolutely feel the 3 roles need to be brought closer together, and also that it won't fix everything but would improve most people's outlook on any given match in addition to making them more balanced in general.
The problem if you bring swf down is your basically nerfing people for playing with there friends and BHVR has said they won't to that nor should they imo. The biggest advantages that swf has over solo is communicating and knowing who your playing with and there is no real way of removing those. Sure you can say swf aren't around to use comms it's now against the rules but how does BHVR police that.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3191407#Comment_3191407
Similar situation but opposite experience : my friend once had a daily to play Huntress and hit survivors with hatchets, but he's really bad at aiming and hates Huntress
One of the survivors noticed that even standing still he couldn't hit them, and actually came forward to help him farm his 4 hatchets by coming a bit closer to him whenever he missed his shots and backing away a few steps when he managed to hit her. It was all around quite heartwarming (and hilarious on my end as I was watching him miss his target for like 5 minutes)
When I was learning huntress I did find a few survivors that would stay around and let me work on throwing hatches. I think is just as fun for survivors to dodge a hatchet as it it's for her to land one.
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@sonata93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3191380#Comment_3191380
I 100% agree, and that was something I kept in my mind throughout the whole match. The current balance in the game is:
(Strongest to weakest): SWF - Killer - Solo Q
It's bizarre that killers can get absolutely destroyed by SWF, but sometimes killer feels overbearing in solo Q. It's a weird balance, I genuinely don't know how they can fix it tbh.
The devs use to balance for only solo and it caused so many issues as well. Self care was broken,ds had no requirements just activated on your first down or second or third if you just didn't try and hit the skill check BnP were busted. These are a few things that the devs did when there acted like swf didn't exist. If you strictly balance for solo you'll end up with Swf been literally unbeatable. I'm still an advocate for bring solo as close to swf as possible but that's not going to fix the survivor that never touches a gen.
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@sonata93 said:
I'd just like to preface that I play mostly survivor, but sometimes play killer when I'm feeling up for it.
My reason for creating this discussion is that I played solo-queue and matched with what I can only guess was a three-man SWF and loaded onto Crotus Prenn against a Wraith. I'd just like to clarify that this was obviously a new killer; they had four tier one perks (Wraith's three teachables and NoED), default Wraith skin, and it was pretty clear during chase they had little-to-no game knowledge.
Anyway, I felt so bad for them: whenever they managed to get a down, the SWF just body-blocked and flashlight saved (not sure why as this killer was obviously no threat to them escaping). They completely denied them any hooks, constantly took hits for each other, baited out OTR/DH etc. Alongside this, there was plenty of teabagging, flashlight clicking, and spam vaulting windows/pallets to get attention.
Skip to the end game: they open the gates and decide to stick around for a while before realizing the Wraith had NOED. They got two downs (myself, and one of the SWFs). The other player got hooked and the Wraith face-camped them. The timer was quite low and as the map was so big the others struggled to find the totem and got pushed out of the gates by the Wraith. Anyway, the other player let themselves die on hook, then the Wraith picked me up and let me struggle out to escape: they nodded at me and hit his bell a few times which was really cute. 🤣
Come to the end-game chat and the others are like "Why did you let Jake (me) escape"? and they replied with "because he wasn't toxic and played the game normally". There was then the usual influx of abuse ("GG baby killer", "NOED carried you", "trash camper", etc).
This player added me and we're going to play some 1v1's to improve their chasing skills and they're actually a really cool person. Now I'm not saying all camping/tunelling is warranted, but what I'm saying is that after all that grief these players gave to a new killer, they then expect respect and 'fair play' in return!? You go out of your way to make it a difficult experience for other plays (which is fine as you're not responsible for someone else's fun), but then you can't be surprised when players grief back. Honestly, as a survivor main I cannot stand these types of survivors. Sorry for the rant - it needed to be said.
I had a game as huntress a couple of days ago where for like 3-4 minutes I couldn't hit a hatchet to save my life. I was off and making bad throws the survivors got comfortable and started notification spamming and tbagging. That was right about the time I started to shake off the rust and surprisingly the tbagging and spamming stopped. The last one even tried to give me there item so I wouldn't kill them. I took there item and the hook.
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@Piruluk said:
True killrates above 80%, well have a fun playing survivor, especially solo, so killer mains, can feel very powerful, after a power role meant to have extremely unfair advantage, playing survivor means to be a loser prey for killer to have fun with.
First they don't exclude matches where people kill themselves on hook there is no way to tell but they do exclude dcs. So by that logic if you were to remove all the games where people rage quite your removing a bunch of kills from that pool meaning escape rates would go higher. I don't know how you think excluding a bunch of games where the killer gets a 4ks would increase the kill rates.
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@humanbeing1704 said:
low escape rates are most likely because people turned into crybabies the past month it's genuinely laughable
This people tend to forget right after patch 6.1 every game for a week I had at least 1 dc or someone kill themselves on hook right away. Now if we are going with not counting dc games it still makes alot of sense that they buffed killers and a bunch of survivors killed themselves on hook at 5 gens of course kill rates look lopsided.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/3188341#Comment_3188341
That's odd, it seemed to work for me. I got 3 head ons and a blast mine hit, so I can't really say why it didn't work for you.
It was actually the second time the first I got 2 and 2 but maybe I was just super unlucky and it bugged the two times.
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@SoylentPixie said:
I had to do this challenge with head on, blast mine and a friend. I felt really frikken bad for the killer after, and they were on console so i couldn't even apologize for being a pain in the butt all match. Most i could do was give her end game hook :( I don like feeling like i have to troll a killer for a challenge, but the 1 perk self care challenge was just miserable in solo q.
Head on didn't work for me I hit 3 head ons and 3 pallet stuns and still didn't get the challenge.
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@Davenport916 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182001#Comment_3182001
What about aura reading add ons? I feel like everyone forgets about those. You can run 3 slowdown perks and pursuer with one or even 2 aura reading add ons on certain killers. (Dredge is a good one). Even one can be deadly paired with sloppy butcher puruer and 2 slowdown perks.
That means there not running there strongest addons which is also a good thing.
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@Adjatha said:
When they put bots into the game, all your problems will be solved. Until then, you deserve to be booted from the game for weeks if not months for intentionally DC'ing. Nobody cares how much fun you have against X or Y killer. It's a multiplayer game. Bite the bullet and play the game you signed up for.
I find it funny the amount of people who say they will only play against bots when they add them. These people are playing the wrong game this isn't a single player game the who point is to play and try and win against other humans. These people want dbd to be single player and want 100% win rate.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3182228#Comment_3182228
The difference is that NPCs in GTA have no emotions. They aren't real people, so you're free to beat them to death with a baseball bat with moral impunity. It's what that game is made for, people letting their stress out by doing something completely harmless to imaginary people.
To be completely fair, I'll admit and say that I find it genuinely hilarious when people get mad at me when I do something they don't like in video games. I'm not out here trying to ruin their play session on purpose, they just hand me free tickets to the circus and I take the free entertainment where I can get it.
Purposely trying to upset actual people is different, imo. A little trolling for laughs is totally fine, it's just a video game. But going in with a mean-spirited attitude and telling people to kill themselves, ect, is where I'm like "uh, bro, do you need to talk to someone?" That's more the kind of thing I'm talking about.
I do agree with you that there are people out there like that but the problem I have is that people try to act like if someone does something they don't like they must hate themselves in real life. Truth is that I slug two people in a row because there was multiple survivors around everytime I down someone or something like that.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3182119#Comment_3182119
What? Do you think the way people act towards others in a video game is somehow completely removed from their personality?
If you think how someone act in a video game is directly related to how they are in real life then you need a serious reality check. By this logic everyone who kills npc in GTA must really want to just go out and shoot everyone or anyone who plays assassins creed is a secret assassin. Sounds ridiculous because the real world and video game world are two completely different things.
Now with that been said there are some very extreme case where lines do get blurred buy these are in the minority.
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@LegionOfDumb said:
https://forum.deadbydaylight.com/en/discussion/comment/3182001#Comment_3182001
Not necessarily, most killers have aura reading add ons that greatly benefit from the time extension LP provides.
I would say most of them are low end addon but both been used is a good thing because that means there not using there best addons and less slowdown.
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@LegionOfDumb said:
After it's buff, it's up there as one of the handiest killer perks
Not really it's a decent perk but it cost 2 perk slots to make it not a dead perk after 11 seconds into the game. If you plan on running a aura perk or two its nice to have but if you don't have any aura perks then your playing with 3 perks for the rest of the game after 11 seconds.
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@Pulsar said:
I escape in maybe 10% of my matches.
My teammates all seem like they share the same brain cell and one of them is using it to Bless totems.
Solo Q is ######### awful. I'm glad you're having a good time but you're an exception, not the rule.
It seems like one of the big problems with solo is teammates just been bad. I hate to say this but buffing solo isn't going to make bad teammates even better. Even if there was a hud icon saying you were been chase thats not going to make bad teammates better that Dwight is still going to jump in a locker everytime he hears even a single heartbeat claudette will still be self caring in the corner and no one will be on gens.
I'm not saying don't buff solo but I have a feeling even if/when they do it's not going to be the huge QoL upgrade everyone thinks it's going to be. Just my opinion though.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3180714#Comment_3180714
Again, what is your source for "Top 5 perk", if you're going to comment on someone else's "game knowledge" and then pull random numbers from your head you better back that info up.
Because dbd has that kind of tracking. Don't think bringing up the fact that there's no website or hard info makes you right. Just have to compare the value the perk brings to what other perks give. It's widely considered by the community to be a top 5 perks and in a situation with no hard tracking on stats thats how it's determined. The community knew dh was the best survivor perk in game there was no list no chart but BHVR released the perk usage data and it was the top used perk and was something like 20% above second.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3180579#Comment_3180579
A top 5 perk? I'd love to know where your information comes from, lol.
It's one perk that provides unlimited selfheals for the whole team increase normal healing time and only one person needs the perk for the whole team to benefit.
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@Bot_Salvo88 said:
Have you tried sometimes to ignore chases and look for other survivors? It can help most of the times. If a survivor looks at you hoping to get chased, just ignore him until you're sure you can afford it.
There are map spawns where there is no good place to chase. You have to eat pallets because there everywhere or there's just a lot of strong tiles on the map. I've also had games where I've ran halfway across the map and couldn't fine a single pallet.
The problem it how extreme the range can be one side you can have a map full of pallets and need no concern of saving resources but then you can have the same map with 5 pallets and your just going to lose that game.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3180595#Comment_3180595
i can but the issue is when they get too far i cant see it for whatever reason and i look at the tops
Then its time to leave that chase. If it's gotten to the point where you can't get a hit or even track them it's time to find a new victim.