Gamedozer7
Gamedozer7
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276278#Comment_3276278
I mean it is not an infinite if it gets entity blocked after 3 vaults... But I've not come across something that bad yet.
If played right you could lose enough Los to lose chase but it's a little tricky and range depending how the doors spawn.
The more I play it the more the pallet bug seems to be the main problem but tracking is still the worst imo.
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@Archol123 said:
I thought the shack like building on the newest map only have a pallet and not also a window in the way shack has it?
I've had a few with pallets and windows but that could be the pallet bug. Some have really strong widows that are almost infinites because of the weird door placement.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/356053/worst-map-ever
Have you heard of garden of joy? Where there are red roots on the floor that look like scratchmarks and a main building with ridiculous almost infinite windows happens to be?
I mean yeah, not being able to see scratch marks is really annoying, but at least they tuned the red down by a bit and the pallet thing is only a bug... Whereas maps like The Game or Cowshed have them all the time... I would even go as far to say this is one of the best maps they made lately XD
If we think about the latest maps we have RPD (which is terrible from a gameplay perspective), Eyrie of Crows (which spawns so many safe pallets and has great main building to loop around) and Garden of Joy which has many strong loops and one of the strongest main buildings in the entire map... I think out of those the new map is the least annoying to play on... It does not have oppresively good main building, loops are mostly lower heightwise so killers can use their power to some degree... As far as I know the hitboxes of the environment are not as bad as garden of joy with its stupid branches and bushes or Eyrie with branches...
Don't get me wrong the colour and the bugged pallet spawns are really annoying... But it still is one of the better maps they made recently... Which says a lot xD
Oh I understand GoJ is bad I agree that the main building is pretty much a safe zone. Theses almost no tracking on the new map and the gen spread on garden is manageable. The new map also has many shack like buildings making it problematic. I mean the last 4 maps as a whole have just been horrible.
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@Johnny_XMan said:
Like this one:
https://media.giphy.com/media/jYFVrRe3ptAnIQyHlc/giphy-downsized-large.gif
Is this intentional? Why would an LT loop need anything obstructing a path? Especially when there are worse loops I could think of that could use that. 😐️
It's not just bad for survivors there alot for LoS killers that it hurts as well and it is also making fat shaming stops for the killers. It's a pretty big problem effecting the whole game at this point
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@BillsHere101 said:
Sure I ######### and moan about him and he got bugs here and there but out of all the killers that I played? The Knight is the most fun killer to play as or against.
Your definitely one in a million I've played a few games and I still haven't played aginst him. This is the first time we're I haven't played aginst the new killer in 80% of my matches even artist was around for a week or two.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3275134#Comment_3275134
Does the Survivor not lose stacks of PE if they lose health states, though?
PE isn't strong, it's only strong if used in a 4 man SWF who can bulldoze a gen with it. Otherwise, it's a waste of time.
Your right I worded that wrong. I ment the potential is really strong and that's why it has to have a downside if you could just store 20% gen progression and just dump it at anytime without any risk it would be broken.
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@flowen said:
https://forum.deadbydaylight.com/en/discussion/comment/3274408#Comment_3274408
Absolutely. Though it is good on the whole hyperfocus/steakout combo.
As far as PE goes, it's potentially busted in a good team as a 3 gen slayer, but really hard to make good use of solo.
It's still limited and you would have to give up BtL or streetwise for it making the combo weaker.
The problem with PE Is its very strong so it has to have a strong downside. 20% gen progress that the killer has no way of regressing is super strong. I agree that it's just going to help swfs though and maybe really good solos.
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@Dem34888 said:
All these new perks are awful ######### made for SWF or newbies (fogwise), nothing for soloQ
Newbies aren't hitting great skill checks offten.
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@Lost_Boy said:
I guess if you like pallet breaking simulator is fun right?
The map feels huge because the gen spread is all on the outside of the map. It feels like you have to walk forever between gens because you either loop the whole edge of the map or zip zag between gens. I will say that there does seem to be a ton of pallets to the point where I've seen multiple areas with two pallets really close.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3273077#Comment_3273077
Which would be......?
You just drop your power at a loop and if the survivor doesn't w away they get hit and I often get a hit anyway. It takes no real strategy to use and its crazy effective.
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@Adaez said:
He's definely one of my favorite killers to play already but its a struggle to do good with him especially on big maps and mistakes are punished so heavily on him.
His guards are great but I feel like they need a bit of buffing and polishing as they're a bit clunky especially their pathing.
Here's what I would add on the buffs they already made from PTB:
- Decreased the spawn time of the guards to 1.5s from 2.0s.(change this to 1s)
- Guard Detection Radius interpolation speed now 1.0 instead of 1.5 sec(change to 1s)
- Guard traveling to detection location decreased to 2.5 sec instead of 3.0 sec.(change to 2s)
- Increase the patrol vision range on all guards by 4 meters.
- Increase the speed of drawing the patrol path by 25% and the patrol path lenght by 10 meters.
- A survivor grabbing the standard should give you killer instinct for 3 seconds.
The knight is way too loud and I can barely hear anything around me,his armor makes way too much noise.
The survivors should not see the pathing or the guards radius as it makes them so easy to avoid and it makes his power useless in most cases.
He doesn't need really big buffs,just a few small ones,please dont leave him as it is,as he's so fun to play,but a bit on the weaker side.
I find it the opposite. I think he's fun but his best playstyle is to easy to use and way to strong for how easy it is.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3264928#Comment_3264928
Plague skin that was originally a rift cosmetic so if you earned it playing the game you couldn't redeem your prime code and got nothing to compensate for it. Everyone said "could've atleast recolored it" so that's what BHVR did, and put it back in the rift.
I remember that it was such a bad move. Except alot of the rift cosmetics are just recolors.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3264932#Comment_3264932
Are you trying to say that having an item that can heal me 3x is the same as having the ability to dash at more then 4x the survivor speed, going thru the walls and use that 2x AND THEN IT RECHARGES? Same strength? Really? Ok. Give me 1x half a nurse blink that recharges then please - it's 1/4 of killer so it should not be a problem to have item that gives me permanently just this. Or maybe in fact survivor items are MUCH worse then killer powers.
No killer power makes the killer move at 400% ms. Besides that you said that items are survivors versions of killer powers with no other context I'm just going off what you said.
It's sounds like you don't understand how building pressure on killer works. See if you injure a survivor w/o a med kit for them to get healed someone has to get off a gen to heal said survivor that brings survivor efficiency down to 50% on gens(assuming your not in chase) or that survivor has to risk not healing a been a one shot which is a huge difference in time sink then a killer hitting a healthy survivor and then having to chase them down and do the looping thing. With a med kit a survivor can heal themselves making it 75% survivor efficiency on gens then you can take that and the whole team can have med kits meaning survivors never have to have someone get off gens to get the heal. You can also make it to were the survivors can repeatedly heal themselves in under 16 seconds meaning you don't even know if the survivor will take 16 seconds to heal themselves or 6. A survivor been able to heal themselves is a huge advantage because it allows you to deny the killer the ability to build pressure by injuring survivors its part of the reason tunneling has increased if an injured survivor can heal themselves in 16 seconds and not bring anyone else off gens to build pressure why not just take out the injured survivor forcing the survivors off Gens for the rescue? Limiting the killers options to build pressure is never a good thing and normally only leads to killers playing in ways survivors don't like to continue to build pressure.
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@KniQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3264646#Comment_3264646
lol I bet you are killer main :D Nurse is strongest killer in the game and need to rework you cant loop nurse in T L walls or something like that she dont need to do redlight fake or smthin :D
The argument that nurse is the strongest killer in game there for needs nerf is very flawed. If you nerd nurse and she is no longer the strongest then blight is now the top killer and you can make the same argument blight is the strongest killer there for needs to be nerded,artist then spirit....ect all the way to Trapper. There is always going to be a strongest killer the idea is to make sure the strongest isn't 20 levels above the second strongest.
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@Seraphor said:
Pretty sure even the best medkits only have two heals in them, regardless of speed.
Now the Syringe however is a bit of an issue, and I think it should be treated the same way as BNPs are. You get a skill check and if you make it you instantly recover 50% of your health, not 100%.
That said, I second instadowns. I pretty much exclusively play Ghostface and Make-Your-Choice Dredge these days outside of dailies and challenges, and it's so satisfying getting a down on someone who just finished healing.
Yellow medkit with a yellow addon and green addons give you 3 heals at +15 % speed I do belive
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3263619#Comment_3263619
The downside is really funny one. Which spirit with more then 100hrs will even watch scratchmarks instead of listening to sound? It's like saying syringe is bad, because it consumes my medkit. Sure it's downside. But c'mon.
Also about shape - actually pretty often. About 5-10% of all my games. But they will usually bring one of tombstones or at least infinite tier 3. But getting tombstone piece feels actually very bad.
And if you want to see other items, then ask devs to add more options. Currently there are toolboxes which is hated by every killer, because BNP "is unfair", flashlights that got nerfed so many times, that only very good players can use them now (same applies to firecrackers, but they are even worse, because they are 1-time usage) and medkits. Maps are very useless and keys are beyond useless now.
https://forum.deadbydaylight.com/en/discussion/comment/3263599#Comment_3263599
sure. So are killer addons. Medkit is survivor's version of killer's power. Medkit addons is survivor's version of killer's addons. I agree medkits are very strong. So are killer addons. Being able to instantly (or very quickly) replenish your power on many many killers is not strong? Or you allow only killers to have strong things?
https://forum.deadbydaylight.com/en/discussion/comment/3263605#Comment_3263605
They are directly the same thing - one being on killer's side the other on survivor's side. I have no idea why talking about one does not influence the other? I mean - they are even on same spot on screen.
https://forum.deadbydaylight.com/en/discussion/comment/3263630#Comment_3263630
It can be enough in some matches. It can be too little on others. And we are talking about best medkit with best addon. What you usually get is ~2 heals and maybe syringe/styptic.
You'd see the problem comparing survivor items been equivalent to killer power. Your saying survivor's items is like them having a killer power which would put them on the same footing as the killer in a 4v1. Having something that allows one of the 4 to be equal with the one is way off balance. Killer's have powers because they have to compete with 4 survivor's there Powe helps level the playing field and your saying that items are equal to killer powers which would throw the balance off completely if just one person bring it and you have the capability for all 4 to bring it and that's exactly why it throws the game out of balance.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3264813#Comment_3264813
I can agree with that. Basically getting two of the same outfit this Rift, which is kinda disappointing.
Plus wasn't it the plague outfit we got a couple of months ago as a prime reward recolor in this rift as well?
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@Aurelle said:
It looks ok but obviously just a reskin of the default Legion knife. It's still kinda cool.
BHVR is getting out if control with there reskins imo. The deep rift was so lazy with a blue tint reskins of the regular rift sets.
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@Cyber_Atlas said:
Is it possible to see October ''kill rates''?
A 1-month table is relatively trust worthy if not compared to other months.
We would like to see if the kill rate shown can be condisdered accurate, thank you :D
The problem is you got people that try and use the stats for there arguments like oh look the kill rates are so high then you point out nurse been the lowest and they are like oh that don't count. You have the reverse where nurse needs buffs because she's so low.
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@the_dempsy99 said:
then they nerfd it too the ground and if there is a camping bubba you have to get 6 meters of the hook too even use it and hopefully they don't have noed, and yes this happend too me it was a nurse with noed and she was camping the hex and hook and i couldn't save him with reassurance
The biggest problem I've had with reassurance is that people keep unhooking when I use it making it pointless.
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@BendIt said:
Firstly you can't measure a game by how many gens are done as many can be 50%+
Secondly and more importantly... why are you complaining about being chased, you realise when you play survivor this happens and if another player hunts you down then they are entitled to do so... why are you complaining?
I just had a game the other day were I tunneled someone out on second hook at 4 gen because I had just seen 3 gens around 80-90% and after about 10 seconds after he died it was down to 1 gen. The game can turn so fast that gen count doesn't really matter its gen progression that you have to go by.
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@Steakdabait said:
they reverted the change they made to stop reverse pallet stuns because it would just make pallets outright not stun. also had the side effect of making power struggle useless
They alot mess with hitboxes or something because I'm quite often get hit when there's a good distance from the pallet or even around corners.
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@Taingaran said:
In a recent news, the developers wrote that they would increase temporary bans, and out of interest, I read this page. And the question actually arose, at what point does tunneling become a violation?)
Does this count when I only chase Jill as nemi because I feel like been lore accurate at that time?
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/3256366#Comment_3256366
True. If you neglect the fact that every second match against a good nurse there is always a DC resulting in a 4 k most of the time.
Taking this into account will boost top mmr kill rate of Nurse to values of 80% or even more.
Dcs aren't counted but suicide on hooks are so you could even argue that her kill rates are inflated from people killing themselves.
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@HamsterEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3255961#Comment_3255961
I think it actually has more to do with Ringu. When the Ringu chapter dropped a very LARGE Asian playerbase joined the fandom and that was when we suddenly started getting a huge influx of Feng cosmetics. So I think its actually just that Feng is popular with the Asian playerbase and it raised her popularity a bunch (bonus since she's free on all consoles)
Feng was pretty popular before ring. If anything I would say it because she's a gamer over been Asian for popularity but that's just my opinion.
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3256366#Comment_3256366
You are not good at math, right?
Oh nevermind, you are a killer main and you just want to manipulate with numbers, that's nothing new.
7 2Ks and 3 3Ks is 57.5%. While 6 2Ks + 4 3Ks is exactly 60%.
And the nurse is not in the top killers, because there are many noobs who can't play her, so they skew the stats. But yeah, tell us some more killer-main fairytales.
Even at that 60% of the games are ties and the killer only won 40% of those games.
Except they showed her at 5% and she was right in the middle. The stats don't show everything was my point even at the top 5% stats are skewed.
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I love these guys and I can't wait for dbd season 2
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256344#Comment_3256344
I mean that's why I'm asking here, what are the caveats?
Something like in 10 games 7 2ks and 3 3k is a 60% kill rate and they also say nurse is balanced even at top mmr and isn't even in the top 5 killers.
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3256221#Comment_3256221
Most games with bots (even league of legens) give progress.
But at a fraction of what you would get for playing online. If they did do it like other games you would get 100s maybe 1k BP per match.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3256047#Comment_3256047
Survivor can be as stressful to win. Killer is more stressful usually but does that make survivor unstressful? Definetely not. But that all debends how you play if you want to win every game as killer and reach iri grade 1 and fear depipping it's very stressful compared to someone who just plays for fun.
I'm having this problem rn. I'm trying to push my killer to iri4 before reset and I was on a terrible map rotation. Farm twice in a row followed by erye of criw and then 2 more farm maps. I depipped a few time and it really sucked.
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@Sweet_Potato said:
Because many people (I assume killer mains) in last discussion complained about Eyrie of Crows being survivor sided while I called this map balanced - here the new example:
https://us.v-cdn.net/6030815/uploads/YKIL3U978YRI/20221105214140-1.jpg
That wasn't even a 3gen anymore. It was a stupid 5-gen-combination around main building. Killer can just completely ignore the other half of the map having such generators spawns.
1/3 of the map had 5 generators. Another 1/3 had 1 and the shack side had the last one.
Anyone who would call this bullshit survivor sided is welcome to play against my noobish survivor-main nurse or bamboozle bubba in this configuration. Im pretty sure I will perform well on this unfair survivor sided map...
A 5 gen combo around main is way survivor sided it means survivors have access to main from any gen. Most the tiles that spawn on erye are safe tiles meaning the killer has to break the pallet.
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@HamsterEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3254088#Comment_3254088
One thing to keep in mind that everyone forgets or doesn`t know about is the cosmetic shop released late into the game. The cosmetic shop didn't exist until patch 2.0.0 which brought Kate Denson in. Everyone before Adam (He hadn't released yet) got the same amount of cosmetics on launch of the cosmetic shop and those who didn't had extra cosmetics added the following month to even them out. Dwight, Meg, Claudette, Jake, Nea, Feng, Ace, David, and Kate all started with the same amount of cosmetics. So this point doesn't make much sense and keep in mind most characters are free on console.
See I didn't know that. I started late 2018 the cosmetic store was already in game and has always been in game for me. I will have to say that doea remove some of the weight that argument has.
I'm starting to think that her having the best cosmetic makes her so popular. I'm not saying it's the reason but think about it. You are choosing a survivor to main and you see Feng has all these really cool cosmetics so you main Feng because you like alot of her cosmetics.
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@playhard said:
hey survivor if killer open you the gate, just please exit the gate and dont wasting our time as killer.
Sincerely.
I do this sometimes when I'm just over that match. I'll pop the gate and stand in a corner bur make sure to leave my headphones turned on because they always got to loud noise spam like that's going to make me come over there.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3254891#Comment_3254891
Thank you, this is exactly what I’m talking about. People have this big echo chamber about how games should never be balanced for the top % but conveniently never bat an eye or speak out against the game(s) being balanced around the bottom of the barrel players
Don’t get it wrong I’m not saying the Knight is bad or that you don’t deserve counterplay when you play Survivor, I’m just saying you also don’t need 3-4 crutches to help bad players against middle of the pack/above average Killers
The Knight has a lot of potential and I predict with tweaks he’ll be towards the top but not S or A+ tier. He’s not Nurse or Blight, yet he has way more counterplay and people think that makes sense lol
Its like people never learn from the past. When you balance something strictly for bad/casual players what happens is the already average/above average/top 1% players just became increasingly capable because they also gain access to those same training wheels attached to mechanics that they don’t even need because of their experience. Eventually, those bad/casual players that the mechanics were catered to either quit the game thus making catering to them pointless OR they get better at the game and they join the other thousands of average/above average/top 1% players that also abuse the training wheels that never get taken away after mastering the bicycle
Exactly alot of people don't understand that balance can trickle up not just down. Look at how many pallets there use to be so bad players still had pallets after they wasted a few but good survivors would save then and use them correctly making it and over abundance.
I know it's a perk but unrelenting is a perfect example of a good designed crutch because it helps newer player that tend to miss m1s alot but more experienced player that don't miss much get almost no value from it.
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@Adjatha said:
They refuse to give Solo a buff or incentive that SWF does not also benefit from.
SWF makes better use out of every single survivor buff, often to absurd degrees (louder killer notifications, information perks, boons, hook state tracking, Hold W Away From Gens strat, base-kit BT, massive increase in number of pallets per map, and on and on)
Every time they add more survivor buffs and killer nerfs, SWF begins to stomp down kill numbers.
In turn, they have to buff killers to make the game even slightly challenging to SWF.
These killer buffs trickle down to further impact Solos disproportionately to SWF.
Solo asks for MORE buffs, which SWF uses better, which makes killers weak and in need of more buffs, and repeat.
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They've buffed survivors plenty. It's just a no-win cycle that just keeps going because they refuse to put Group Content and Solo Content in their own brackets. If you're playing Solo you are objectively playing this game on a Harder mode than SWF are. And the prevailing game design philosophy is to bury their heads in the sand and pretend it's not a tremendous difference.
"Maybe this NEXT survivor buff will only help Solos!" they say. Over and over again.
It never will.
Not until Solo players get something that does not ALSO help SWF.
I definitely agree with your all your point except solo is playing on hard. Solo is playing the game on normal while SWF is playing on easy.
The thing is if you just play solo and not swf or killer then you don't see what buff do for swfs. I remember when they focused only on solo with og ds and self care,BnPs dark times.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3254557#Comment_3254557
Every Killer in the game besides range/recharge Nurse does have this and always had this. In fact, not only do all Killers have punishment for using their power incorrectly, some get punished even when they DO use it correctly
The punishment is called ‘moderately increases the chances you lose the game in 6-8 minutes and watch Survivors get free distance off your mistake while you still have to deal with 1-2 second chance mechanics when they make one which they might never if they’re good or have good RNG’
Plus with the Knight and a few others I wouldn’t even call it using the power ‘incorrectly’ considering that the way they intend for you to use his kit is actually giving people worse results on the PTB right now than when they play him as a hybrid of other characters
If they’re really set on keeping the banners as the carrot-on-a-stick then they clearly need to address the other Knight’s downside
Sorry but no, Killers kits shouldn’t have multiple built-in crutches to handhold weak-links. You expect Killers to rise to the skill-floor or else they deserve to look ‘foolish’ and what about bad Survivor play?
Nah, just give them a banner for free haste AND endurance, show them exactly where the Knight is drawing a path at all times and of course provide a bright green radius around the already-easy-to-escape guards so you know exactly how to maneuver around them without needing an ounce of spacial awareness yourself
I’ve already adepted Knight after getting stomped by sweats my first few games and I also won some tough games afterwards using full builds, I can tell you with 100% confidence good Survivors definitely don’t need all these built-in pieces of counterplay to deal with Knight. You get punished a lot with him even when you play as BHVR intended
You can legit hold W and run around basic pieces of debris and the guards will never touch you, are you kidding me?
What's worse is that the built-in counters they put in are normally for your more casual survivors and they normally don't understand how to use them or even know about then. The survivors that know how to use the counters are good survivors that don't need the built-in counters.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3254104#Comment_3254104
You know what, even if the wording is a bit off, this is probably the best possible response.
Sometimes you have fun with DBD, sometimes it is frustrating, and I feel like everyone just ignores all the good times they have in the game because they're clouded by the negativity and frustration. The game is in a better state than it has ever been yet you see people being more negative than ever.
Dont get me wrong, the game has it's issues, but the developers are trying to at least do something albeit they are incredible slow at making those changes, all we can really do is provide as much positive and negative feedback as possible to push the game into a better direction, since if you really care about something youll criticize it for what it is.
Exactly like the last 5 games I've had have been terrible bad maps for my killer good survivors you know but that's not the whole experience.
I think people forget you don't normally get worked up about stuff you don't care about.
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Or I'll keep playing the game and having fun. Just so you know people complain because they care and there's been quite alot of changes happening on both sides just because they're not the things you wanted doesn't make them not good changes
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@Plattypus said:
https://forum.deadbydaylight.com/en/discussion/comment/3254002#Comment_3254002
I think the game was ruined by mmr, we all know that and a lot of ppl left the game back then. To say the game is casual at the moment is just a lie, the game was never as sweaty as it is now. If they redo the matchmaking as it was a year ago im fine with not seeing my rank. But by doing a secret ranking and improving this ranking but never actually tell us the ranking is annoying for me idk. And since they added a ranking this game isnt casual anymore.
Idk where this idea came from because before mmr was implemented I seen meta builds in the majority of my games on both sides. When they added mmr I seen that same amout of meta builds.
People act like before mmr nobody cared about winning and just brought meme builds and things like that and then mmr came and everyone started running meta stuff.
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@MeanieDeeny said:
The hatred for Feng cosmetics is out of control. Honestly, who cares this much?
Feng doesn’t even have the most cosmetics.
Feng having cosmetics doesn’t take away from others having cosmetics.
If you don’t like her cosmetics, don’t buy them.
Be upset your main isn’t getting the attention you desire, instead of being angry Feng is.
Who cares if Feng is getting cosplays??? If someone is only a big fan of the original, that is the one they are going to buy regardless. I bought the new Jill outfit (and honestly I barely like Jill, but the cosmetic was nice) AND the Feng cosplay. Why? Because it was a cool cosmetic.
I main Jane for survivor and while I’m upset she gets left out so often, I’m never like oh wow but David/Meg/Feng etc got a new one. It’s irrelevant. The point is they once again forgot Jane.
Also, had they done a cosplay of Jane’s new Halloween outfit and gave it to Feng also, I would have been ecstatic and bought hers as well.
You’re all so petty when it comes to Feng , she’s not even the survivor w the most cosmetics..but apparently no one is ready for that conversation.
Feng was released 11 months after the game released and she has 5 less pieces then the highest original character.
Feng getting a ton of skins offended instead of other characters does take away from other characters because there's only so many resources to be used and they are using them constantly on Feng and leaving others to sit on the sidelines.
I cant argue with the didn't like don't buy perry spot on.
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@Peanits said:
There are no plans to display your rating at the moment. @HugTheHag beat me to it, but there's a lot of people out there who don't want to see their rating because it add more stress to what many people consider a casual game. Ultimately the number doesn't mean a whole lot unless you want it to. Its sole purpose is to give you roughly equal opponents, and showing it by default would put more emphasis on it and encourage people to care about it (even though doing so means harder matches that they may enjoy less).
That said, it's not out of the question for it to be available somewhere someday. There's plenty of people who do want to see it and even try to raise it as much as possible, even if it does mean tougher matches. Different strokes for different folks.
But people already put huge emphasis on an invisible number adding it in there wouldn't change much because the people that care are already doing whatever they can to move a number they can't see up.
I would like the option to show it. It could be hidden by default and be reviled in the option menu. I would just like to know my ratings.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/353429/stereotype-for-oni
the stereotype for Oni is that he doesn’t exist. Seriously, I can’t remember the last time I faced him in a match
I love playing oni but it seems like aim dressing gets a bit out of control with his power on controller. I swear I've had so many times I'm not even touching the joystick yet oni decided to swing left or right.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3253794#Comment_3253794
I can promise you a gay/lesbian icon don't have to actually be gay or lesbian.
I'm going to ask how that works. In general to be a icon for something they need to have some kind of affiliation with that group.
If people can relate that's cool and i get that but to be an icon kind of confuses me.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3250037#Comment_3250037
https://forum.deadbydaylight.com/en/discussion/comment/3250079#Comment_3250079
I often see myself reduced to 1/4 infection when I was around 1/2, but when I have significantly more than that, it goes back to 1/2.
It always seems to go to 1/4 or 1/2, with no percentages in between.
Thats about what I seemed to notice as well.
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@Laluzi said:
Yeah, it goes down to about half of what it was before you get hooked. Been like that since the PTB. It's an anti-tunneling mechanic of middling effectiveness at best.
@sizzlingmario4 said:
It resets to 50%, if you had anything more than that upon being hooked.
If it hadn’t progressed at least that far then no infection progress is removed.
It didn't seem like it was 50% maybe 25% lose at max. I noticed it when the person at max lost about 25%.
50% does seem ok though.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3249826#Comment_3249826
Accesing the best stuff earlier is still p2w. I could play nurse as a new player, but without some meta perks (which many happen to be licensed), I will be on a considerable disadvantage to another player who buys those characters for easier access to perk.
I can currently theoretically unlock hyperfocus (not ENTIRELY behind a paywall). But the question is: considering I'll probably have to wait 2 years to, won't I be at a disadvantage to someone who simply bought the dlc?
And to bring my point again: if nurse would be nerfed, what would happen then? Blight, spirit, aritst, plague, oni, ph, etc are all paid. Huntress, the next best free killer after nurse, comes behind many paywall ocs and even licensed characters. Isn't that p2w?
No you don't need meta perks on Nurse you can go perkless Nurse and be fine.
Perks don't win you games if you gave a new player the best perks and said go get a 4k against people that know how to play,that wouldn't happen would it. But in a pay to win game you could spend the money to skip the grind and the skill.
On your list the first paid killer is like 5th they would have to completely nerf a chunk you the roster for a licensed killer to be to.
Licensed characters have to cost money because it's part of there deal that's how it is.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3249826#Comment_3249826
Ok so wait, if they buff or release a licensed killer to the Nurse tier, or they nerf the Nurse and Blight to their tier... What will you say then?
If the paid licensed killer will be a strongest killer in the game, you'll consider this game as a P2W? Or..?
Don't you think this is kinda stupid that 1 killer is actually "holding" the whole moral of this game being "Not p2w"?
Does this mean they never nerf her and never release an S-tier licensed killer?
https://us.v-cdn.net/6030815/uploads/AD6AQLW10DE6/37f83e6e5c7239778620099135f51092.jpg
It's not the only reason but it's the most obvious.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3249476#Comment_3249476
I disagree, "nurse and blight are strongest killers" have nothing to do with me or my friend doing better with other killers, like PH or Wesker, as I mentioned. If he's better with Wesker or PH than Nurse, what he can think of...? "If I want to do better in matches, I have to pay money for a better character." That is a pretty valid point tho.
https://forum.deadbydaylight.com/en/discussion/comment/3249481#Comment_3249481
Well, tbh, for me it's any game where you can buy stuff only for money, and this stuff is affecting your gameplay, I consider as a pay to win game.=)
The definition of pay to win is paying money to get access to the best stuff. The best stuff is free is not pay to win
It doesn't matter if your friends good with PH or whatever they are not the strongest nurse is.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3248777#Comment_3248777
So why should stealth be punished even more and chases be rewarded even more? That makes zero sense.
Its not even going to effect stealth that much and it's not punishing anything no one is going bad stealth increase fov. It's for the blatant in your face stuff.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3248778#Comment_3248778
You are aware that i was talking about stealth in terms of juking the killer in a chase, not hidding behind the next building once you hear a hearthbeat, right? Most maps where already nerfed on the stealth play, because a lot of them lost many los-blockers, if you cant use dead fields in the pov of the killer anymore, it again becomes harder, because you sometime have to hide in the bush beside his feet because he was actually behind you when you turned the corner.
But maybe all of you can lead me to some gameplay videos where people juke the killer that way where i higher field of vision wouldn´t have benefit the killer.
There is plenty of Los blockers left and you should be able to run right at the killer and him completely lose you.
No one is claiming it wouldn't buff killer but it would also be a QoL for alot of people. And why is everyone acting like the slight buff is the end of the world?