Go_Go_Roboto
Go_Go_Roboto
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- Go_Go_Roboto
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Comments
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/943978#Comment_943978
No it wouldn't. You are just searching for excuses.
I agree with him tho.
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Surviving 5 Games
Math based on escape rates ways it shouldn't take more than 12 matches.
I'm not the best survivor D:
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@FusionW said:
It's amazing to me what people complain about. Literally takes like 5 seconds to switch role. Finding things to complain about won't make your experience better.
It amazes me what people take seriously on these forrums.
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@YaiPa said:
They should have expected that with the rift grind. Take your free escape and stop crying, loot a chest and leave. Also the 4 gen challenge is a piece of cake with afk wraith.
Go back into your hole you gremlin!
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Spirit mains are nerds don't fall for the trap
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It's an unfortunate consequence of the rank system that unless you are in purple or higher, you'll likely get an unexpirienced player.
Q times are bad enough for new players. It can only want someone to get rid of the game if they are constantly being dodged by their teammates after a long wait.
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Big pp gamer time
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/928225#Comment_928225
https://forum.deadbydaylight.com/en/discussion/comment/927379#Comment_927379
Borrowed time slowly gains charge as the killer remains within 24m of a hooked survivor (1 charge per second, to a maximum of 60 charges). Borrowed time slowly loses charges while the killer is outside 24m of a hooked survivor (1 charge every 5 seconds) while a survivor is hooked. Borrowed time quickly loses charges while no survivors are hooked (1 charge every 2.5 seconds). When unhooking a survivor, if borrowed time has 20 or more charges borrowed time will expend up to 30 charges and the unhooked survivor will have Endurance for 15 seconds. If the survivor endures a hit this way they will go to the Deep Wounds state and has 10/15/20 seconds to mend themselves. Borrowed Time does not gain charges if a survivor has been hooked in the last 10 seconds.
I like my version, it keeps all the good aspects of Borrowed time and stops it from being abused. If you think my version is too complicated, you care too much for simplicity and not enough for game balance. Tell me if you spot any errors in my design.
My only issue with that is teleporting killers will have a much larger advantage over it.
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@Darkskies said:
Btw they changed it so unnerving doesn't work on pig boxes anymore 😭🐷 days of my only fun times crazy skill check piggy days are over 🐷 btw I understand your frustration but please leave piggy alone she's been through enough plus it's really rare to get head pops.
Please try to realize you was blessed with the head pop and you should feel special and loved 🐽❤️
Boop
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gun
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update. I SAID UPDATE DAMNIT!
OP here. We got it. Turns out that no matter how good your swf or the perks you bring in all you need to do is beg randoms and your teammates to gen rush with you and have a killer on a bad day. Poor Trapper John, as we will call him, had one gen done on him before he hooked anyone. And two more done before the next hook. You can guess how that went for him.
There were a couple close calls, like the killer missing my clenched ######### by an inch when Trapp Daddy swung at me then gave up cause he had to pressure generators that's were popping like there's no tomorrow. Or me being an immersed ninja and avoiding the killer with my cunning every time he came by. And just about every time I through my teammates under the bus because after unhooking them I'd ######### dip lol (everyone made it out) Also I step on no traps. I am Trapper main. You can't kill me with my own tools.
I went on to complete the flashlight 'save' challenge in a few tries, but I actually got a save cause I'm the best Meg main of All Time.
POG Champ Trapper John. He was the end of all my suffering and I accidentally rubbed in the fact he got a 0K by spamming 'I GOT IT DONE THANK GOD AND JESUS POG POG POG' in post lobby chat.
I'm sure you understand my intentions of saying these things. I was thanking him, of course.
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@ChiTenshi said:
To be honest, I find the Spine Chill challenge pretty fair. It's challenging to complete and not reliant on RNG or a specific situation playing out (unlike the EGC or Chest Challenge)
I know it's still daunting as you have to partially rely on your team not dying early on, but it feels satisfying once complete.
Main issue here is that unless your hiding the entire match, which is not fun for essentially be in a 3v1 as your team will be, it is reliant on your teams' and the killer's skill more than your own. Not RNG, but statistically (if we had statistics) unlikely you'll be the factor that gets you the never hooked escape.
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Probably not today.
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@Thasard said:
https://forum.deadbydaylight.com/en/discussion/comment/923617#Comment_923617
This. Survivors who run it are going to be about the least helpful survivors in getting gens done, thus giving the killer more time to get his job done.
I don't particularly use it because I'm a near constant runner, so I almost always exhaust it right at the start of the game...
Yeah you got to know when to waste it or you'll get some BM post game lol
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@savevatznick said:
God no, adding extra functionality to perks would mean they'd need to nerfed to compensate. You'd just need to grind even more (EVEN MORE THAN WE DO ALREADY) to get functionality out of perks. If you don't nerf them to compensate they'd be OP as all get out, and this game already has major balance issues.
@Dreamnomad said:
Nope. Terrible idea. That would essentially make prestiging characters mandatory. Prestige should never be associated with player power levels.
They said as an example getting more BPs. That's one is cool.
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Nerfing killers as a whole wouldn't be too great considering the tables are tipped toward survivors with experienced players.
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@KuromiStarwind said:
Sounds like you just want to be a special snowflake on a killer that people all agree needs some minor buffs.
He should absolutely have a bag by default to carry at least two traps.
He should have the RNG element of his traps removed or toned down a bit so they're more reliable, so that stepping into a trap is impactful and meaningful, when they're so worthless in red ranks.
His traps, which are his only power and in limited supply, should not be able to be sabotaged.
So, so many killers could benefit from minor buffs, minor tweaks, but all these devs want to do is "rework" everything completely instead of slowly nerfing/buffing things and changing them in a reasonable amount of time. It's the same reason why countless perks are meta for 2 years, overpowered, underpowered. They just don't know how to balance a lot of things in their game.
I get it, you are unable to be constructive with your criticism, so I'll try to show you an example of how:
I wouldn't mind so much if he had a bag as base kit if there was some kind of trade-off for being at trap capacity. I just think that have a bag, trap setting tool, and trap darkener or some other mix would be a little too powerful. You'd basically have access to 3 add-ons in that case.
I wouldn't mind if the RNG is toned down a bit or the specific system of struggling out of a trap is changed a bit. Honestly take or leave it. It works both for and against the killer as it is now. More often for the killer though, since most the time traps are stepped on you'll be close enough to get a hit.
I disagree that traps are pointless (or worthless) in red ranks completely! That's like saying Billy's chainsaw is worthless if you don't know the proper time to rev and charge. You've gotta know how to play the killer well if you are in red ranks. That goes for all killers because the survivors are better.
Taking the time to disarm and sabo a trap is usually wasted time. Either your disarming enough and doing nothing else or getting caught in the act. The traps come back soon enough where it's rarely an issue. I think it's good that survivors have more counter play here since it's not usually worth it.
The way I see perks is most should be for niche playstyles and there should be a decent variety most playstyles profit from. Currently they've been balancing some perks that were out there, which isn't anything to complain about.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/913183#Comment_913183
Yes, but you also need to trap god loops as a trapper. I usually do that during chase to deter them from doing so. Also isn't the main point of trapper to basically put down traps? Correct me if im wrong, but as a trapper if you don't put set traps, aren't basically limiting yourself to just m1, in which makes you very vulnerable to being looped for a long time.
A trapper should be able to set up his map pressure (which is traps) and be able to chase survivors while those traps are in place.
Maybe I'm missing something but I don't believe anything you said contradicts my post?
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@ThisGuuy83 said:
Man, these threads are insane today. A lot of pissed off people with all the killer nerfs lately. Are we getting noticed now? Is the killer voice finally drowning out all the salty survivor cries? Pretty soon there's gonna be hardly any killers left. Just one big, huge SWF community waiting 30-45mins to get a match. What fun that will become. I don't have the answers, but I would suggest making killers scary and fearful again. Give them back the power role they were intended to have. Right now, survs are a bunch of He-mans running around screaming " I HAVE THE POWER! "
Hey, TrapperMain69 Go_Go_Roboto here won't have trouble finding a match ever again! I see this as an absolute win, thanks devs!
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/909953#Comment_909953
That still doesn't fix the core problem with trapper, he also need to setup those traps which takes awhile, especially during the gen rush meta.
He needs to start with two and be able to carry 3
With the first part, I don't like putting it like this, but if sacrificing time to place traps is something someone cannot deal with or recover from, they are a bad Trapper player or VERY unequipped. You need gen regression or slow down and that's a fact if you are playing in a competitive setting.
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@[Deleted User] said:
I agree, he doesn’t need any big changes to his power, just some QOL improvements.
- Make his traps easier for him to see so running a tar bottle isn’t also nerfing yourself (the red glow should persist even if there are no objects in the way).
- Let him carry two traps by default.
- Slightly buff the Logwood Dye so it has an actual effect.
His power has the potential to be game-changing so it doesn’t need much, removing some unnecessary pain points would be enough.
I wouldn't mind starting with one and having a capacity of two as base kit if being at capacity would have a down side (slight movement penalty or something).
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@TheCrookedMan said:
I haaaaaaaaaaaate this mentality. "Character bad, I like challenge."
Plagues every community
Pffft
He's not bad lmao. Personal experience for you, maybe.
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/111889/those-spooky-heads-should-stop-scaring-me
https://us.v-cdn.net/6030815/uploads/772/J8C15UCGHE7V.gif
I guess you won't be happy if this gets into the game.
>:(
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@D114707 said:
Oni is the worst killer to ever be in DBD. I can't believe I spent $5 on that literal garbage. And I know I cant get a refund, which Is stupid I've had Oni for like 40 minutes If I could return him I would no exceptions, he needs a buff or something.
You should save up shards next time :c
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@SpiritWolf said:
So I have nearly ~400 hours on DBD and have recently decided to play more survivor and thus managed to climb my way up to the Green ranks. I thought to myself, "Finally I get to play with somewhat good teammates, no longer will I get one hooked or have to be the only one doing gens because of my team is either too scared/can't handle ruin skill checks."
As the title implies...
I was wrong. So very...very...wrong.
I've played roughly 20 or so games with nothing but complete garbage teams who crouch walk around the entire map without doing a single generator, never come for saves despite the killer not being anywhere near, running away after being unhooked when I attempt to heal them wasting precious time and the worst offender which happened today...gen tapping...with NO RUIN?!
Note: This is my first ever discussion I've started. I just needed to vent a bit however I do want to know, is anyone else having this problem?
"...gen tapping...WITH NO RUIN?!"
I'm so sorry but I just broke down laughing.
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Whispers is one of the best end game perks and gives intel the entire match. I used to think it wasn't worth it then I learnt how use it.
The most simple uses are knowing if someone may see you setting a trap, knowing if a survivor is near a door, if a generator is being worked on, and knowing if someone is near a totem.
You won't know if someone *is*, you'll know if they *can be*. Whispers is a time saver as well as an intel tool.
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@Fibijean said:
Assuming you started playing after player levels were implemented (June 2018), I can give you an extremely rough estimate. If you started playing at any point before then, it's impossible to tell.
According to the wiki, it takes around 579 games to achieve one full devotion level. If we say a game takes 10 minutes on average, one devotion level takes 96.5 hours played to achieve.
So if you have gained 50 devotion levels during your time spent playing DBD, your hours played in matches is probably somewhere around the 4.8k mark. If we factor in an additional 10 minutes between games to account for disconnects, waiting in lobbies, looking at the Store, etc. that adds another 4.8k hours. So your total time spent with the game open is probably around the 9.6k mark.However, again, this is an extremely rough estimate. If we had factored in only 5 minutes between games, that would put your total hours at more like 7k. So maybe we'll just say "quite a few thousand" and leave it at that, because, as the first comment rightly said, there are far too many variables to make a really accurate estimate.EDIT: Or go with one of the suggestions above, depending on your platform, to see exactly how many hours you have and skip the maths altogether.
EDIT 2: I misread the original post. See my comment below for corrections.
Yeah, I was about to say I'm near OP in level, but only at a few hundred hours.
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@GodDamn_Angela said:
Here's an example of it punishing me for playing, and not because I was tunneling.
Playing the Huntress I opened a locker to refill my hatchets, however Instead of getting hatchets I pull out the Ace that was unhooked a little bit ago. I get DS and still have no hatchets. Cool.
F
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@drunky26 said:
I'll never understand ds complaints. It does what it's supposed to.
It's a great anti tunnel perk that is literally countered by, get this, not tunneling.
Just don't play like a douche and you won't be affected by it ¯\_(ツ)_/¯
Most the time it's a 'this guy keeps running into me and might have DS so I better just slug him for a while even though I'm not trying to tunnel' perk.
When people want it nerfed, they are talking about the ways people abuse it as a 60 seconds of immunity perk.
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@Endstille said:
I can just laugh about bad survivors such as you. Nurse in basekit was the perfect killer and had the most fun game for everyone killer and survivor. It required skill on both sides and nothing more.
You traded nurse vs fun things such as spirit, which according to other bad players has 0 counterplay. Forever freddy :=)
Yeah thanks to people such as you, i have less variety in red ranks, less fun overall and more boring games than ever. Maybe it is time to adapt a growth mentality you know? But that is too hard for the majority of entitled kids.
Lmao troll post or dense asf?
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This post offends me. To the core. Trapp Daddy is perfect.
In all seriousness, Trapper taking time to setup is part of the play style with huge benefits. You may lose a gen or two, but if you know how to place traps properly they become free injures, downs, and quick ends to what should have and what would have been a very long chase. Imo there's no killer that has larger snowball potential. Even if there is, his is insane.
Personally, I like the challenge he poses when I'm playing killer. You have to think about what you do. I wouldn't like him buffed besides small QoL changes. Having the ability to carry for than one trap by default would take a lot of that away.
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@SteelDragon said:
wrong, it is still susceptible to being dead in under 30 seconds, and like someone else said, by the time you got 3 stacks 3 gens have probably popped. and if you have a game where your Devour Hope was not found, imagine the kind of game you would have if that was your ruin? devour hope games only go good if they never find the totem, very similar to ruin
I said that can be the case as with all Hex perks
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@terumisan said:
It'll get destroyed because survivors don't trust glowing things
I think you missed the point
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@Venoxxie said:
https://forum.deadbydaylight.com/en/discussion/comment/874835#Comment_874835
I think they would have left had they not heard survivors coming in for the save a second after hooking the person. So they probably did intend to leave except for the fact the survivors weren't very bright. Idk if you play killer but if you have a perk or addon that lets you KNOW someone is coming, why should you leave?
Now, scrolling down the forum I saw Peanits say that it is camping but agreed they had no reason to leave in this scenario. Personally, I wouldn't have seen it as camping considering they came in immediately... The survivor rulebook of "You have to leave the hook immediately and let us save even if you know we are here" is dumb.
Not really camping imo if you don't give the killer a chance to leave, at that point it is your fault.
It's camping in the same way as camping after the generators are completed. Is it rude? Yes. Are you out of line? No.
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@Rin_is_my_waifu said:
Have you ever considered to use your eyes or run this perk, instead of crying here?
You are cringe :)
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Lol
Complain and you shall receive
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Bye the sounds of it you crouched damn near the hook several times to attack the rescuer you knew was coming. Even if you weren't very close, it is at least proxy camping. At no point you intended to leave the hooks area.
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Happy Thanksgiving if you've gotten through all these above happy times!
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@Revansith said:
Its a pity they didnt have challenges that would increase skill or expertise...
"Escape unbroken as (insert name of a popular survivor character here), using only their three unique perks, in a single trial"
"Complete with four iridiscent emblems in a single trial."
"Perform a 4K, using only the three unique perks as a killer."
"Survive a match, using no perks."
These would require some skill I think. And would allow the game to be played normally as well.
A few of those here and there does sound nice.
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Claudette. She will hide in the trees.
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Lol the idea of kicking a survivor away is funny, in the same way that they act when trying to enter an occupied locker...
Anyway, this also could be abused by nefarious players. Not sure what to say, I don't think it would end much better if it's implemented.
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@Th3Nightmare said:
Okay, I've seen enough, now I would like the devs to tell us one day how those games take place.
The killers who face those SWFs, how do these killers play? They play legally (no focus, no camping) and finally kill 2 of 4 or those killers who face those SWF kill 2 of that premade by camping and focus ? They are 2 very different things.
I want tests, and I think that your community wants to know more about your game, you cannot say that SWFs are not "OP" because with statistics you cannot say that they are not. There are many factors as I mentioned above:
- Does the killer play legally? (No camping, no focus)
If the killer really plays legally and kills 2 survivors of 4, more factors should be looked at.
- What players do you face? Are they good players of that premade? Normally the premades usually put in, introduce players in their teams of very few hours.
Therefore, according to the devs, if a killer kills on average 2 and escapes 2 it is that "the game, or the killer is balanced," tell me, which players are the ones facing that killer, also tell me on which map they have played , you cannot affirm:
- THE PREMADES ARE NOT "OP"
- SOME "KILLERS" ARE "OP" BECAUSE THEY KILL MORE THAN 2.
Behind every action there must be a number of factors, I hope you understand me.
I think it's was kinda obvious that OP was using 'illegal' as a general statement for strats that's are unfun and looked down upon by the majority of the playerbase.
@AvisDeene said:
Um, camping and tunneling are legit strategies, I don’t know where you got the idea that they’re illegal. Just because it makes survivors butthurt doesn’t make it illegal.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/866514#Comment_866514
Yes, but how does that compare to the other killers?
They wanted to single out nurse I imagine because of the rework and how she's much more difficult to play with a controller.
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@HatCreature said:
I tried playing Trapper seriously but my goodness he feel like the most perk dependent Killer of the game, his power is such a burden to him. Maybe if the stats get low enough or bad enough they'll finally give some real changes instead of just add-ons? I know I'm bad with him and need practice but you don't need experience to see something is inherently flawed in his design.
He is more add-on dependant. Getting good placement of traps, making a zone where survivors are at risk, and managing time is what's important. Bag items and speed-up items make all of these faster.
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@Carlosylu said:
Dude, there's A LOT more to it...
I actually believe the kill rates are different from normality for killers... Since the Tomes arrived challenges make you run like a fool scaring crows whyle the killer needs to "kill 4 survivors in any way necessary in a single match" and that was Tome 1. The study was for 3 months, from Aug 21st to Nov 21st
So... Survivors get to play "off the objective" whyle killers make challenges to help them get the objective, the challenges promote Trapper and Claudette as main characters for your gameplay.
I mean, I scared all my crows as killer while getting a 4K one game... But I generally agree with you
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/866494#Comment_866494
Really? Is it cause you don't get to play against him that much? Or is he your nemesis, like Myers is mine?
Honestly don't know lol. It must be that vape that's slows you. I either drop way too many pallets or get tricked into an open area with no protection.
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They do leave a stat at the end that's PC nurse for comparison.
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*sniff sniff* I smell a post that speaks about leaks.
Longevity is at risk.
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D:
TBH I don't know how to play against Clown, so I'm scared if they buff him.
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@Fibijean said:
It's not unusual for a Huntress to throw 20-50 hatchets in a match. That's only 50 games at maximum. It's actually a fairly easy achievement to get.
Am I playing huntress wrong? If I have ever thrown 20, that's gotta be my max in a normal game.