Gorgonia
Gorgonia
About
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- Gorgonia
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Today I played versus a camping blight with thana... he camped 1 survivor and you couldn't finish the gen before the other person died and you then had him on you, regressing the gen
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Small Game and Counterforce.
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I always believed that a lot of people got to escape thanks to the guy who had DH, not because they all had it. And also because most killers got obsessed with killing that survivor they found hard to catch and ignored the rest.
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@MilManson said:
https://us.v-cdn.net/6030815/uploads/0CNLBOPEHHQI/20220723142437-1.jpg
Even as a double blink nurse this is a terrible map, the picture doesn't do the distance to the exit gates any justice (they were both in opposite corners of the map but this was the only angle I could get both of them in it with the FOV) it would take at least 40 seconds to walk there as an M1 killer and probably 20 blinks if I wasn't using any range addons.
And people think the map design is okay, take note there was also two boons on this map so I couldn't even contest the last two gens because if I injured someone they just ran straight to the boon while the other survivor did the last gen.
Maps of this size need to be at least halved for M1 and non-teleporting killers to even stand a chance.
They'd literally have zero map pressure.
And at the same time, your next match could be the same map with two door at a blink distance.
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@Jangles said:
My hearing is terrible from a work accident. The new spine chill is too confusing for myself. You don't need all that information, perk lights up and you look behind you. But then to change the premise behind the accesibility just means I have to entirely relearn the how the perk works.
By terrible I mean to hear anything I need to turn up the volume enough to do more damage to my ears to hear. Hence why spine chill was a staple on every character I had. Games recently have had me staring at the perk trying to figure out what it means instead of using it as a que to look behind myself or move. I've recently had to just take it off and have ended up just leaving after one or two games. I really hope this could either be reworked again or reverted. Its current itteration is too confusing for the intention of the perk.
Exactly what I was trying to say with my post. They wanted it to be an aid but it's more confusing right now; for us at least.
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@ProudRinMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3084633#Comment_3084633
How did you know from which side the killer was approaching with old SC?
I didn't, but at least I knew it was coming. Not being able to hear terror radius properly that was a great help.
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Trickster is one of the killers I consider DCing against, together with the Plague. I don't like their playstyle, it's very boring to play against
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/3084633#Comment_3084633
I'm not really sure what either of you are talking about...
I was an avid Spine Chill user before. New Spine Chill is ABSOLUTELY stronger. Not only does it light up whenever the killer is within 36 meters (no matter what!) but it also visually shows the exact distance between you and the killer. This has given me tons of information in matches, allowing me to judge if the killer is actually coming to chase me or is instead looping someone else.
The only thing that is worse about the new Spine Chill is that the 6% vault speed bonus has been removed.
I didn't want spine chill to be stronger, I simply needed it because I can't hear much from my left ear. It helped me understand a killer was approaching so I needed to get ready for loops or look around for potential escape routes. Now you know way too much and it was bugged (maybe they fixed it already) and the distance meter was working the other way round...
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@ThiccBudhha said:
Spine Chill did not deserve what happened to it. Rest in peace, my sweet prince. 🙏
SC allowed me to be aware if the killer was approaching, which I can't tell by the sounds, to prepare potential escape routes depending on where it popped up from.
Now it simply lights up and flickers and does crazy sht once you're within the TR. Even if the killer is tunneling someone else. So the information is way too much but useless.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3084607#Comment_3084607
Correct. From there it snowballs and unless the killer is friendly, then depending on the amount of gens that are left, its impossible to recover.
That's most of my games now. The first survivor dies before the 2-3 minute mark. It's impossible to keep up afterwards with no gens done
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3079570#Comment_3079570
Is matches lasting 15 minutes a bad thing?!? I dislike matches under 10 minute they just arent fun or worth the queues. 15-20 min or sorta the length I like.
15 minutes and no progression, yes.
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You know it's funny because people are still using DH, DS, IW and SC... even when it takes the same time to heal that it would take repairing two gens xD
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3084526#Comment_3084526
Its like they have the mindset of "if i can´t have fun anymore, then no one should have fun". It just takes 1 teammate to ruin the match for everyone else.
I just hope that those people get quickly bored of playing like this and either quit or start playing normal. But ruin everyone elses fun out of spite, is a no go.
And DBD is the type of game where 4vs1 can be balanced. 3vs1 is barely enjoyable.
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@vanhoya said:
As a player that prefers to play killer, I see things are a bit more nuanced. Previously survivors were entitled to make several mistakes and still perform well. Now survivor and killer both feel stressful to me because survivors now work gens as if their lives depend on it, but one moderate mistake and there is a high probability of no one getting out. If survivors don't mess up, then there will be many escapes.
Don't get me wrong I love the new perk changes that allow me to use something besides DS, DH, BT, IW, Unbreakable etc - super exciting. I just feel that some things need to be rolled back a bit. Maybe:
1) DS should still be 5-second stun. Leave the other changes.
2) Try adding 5 seconds to gen time rather than 10 seconds.
3) Killers should be able to break things faster, maybe 5% down from 10%. Keep the -2.5 % on gen kicking.
4) Roll back bloodlust changes.
5) Base kit borrowed time: 5 seconds.
What do you think?
A game versus Legion can be stressful to the point of closing DBD right after it's over.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3084551#Comment_3084551
If we see each other in fog, i will give you hatch no matter which survivor you are :)
*forumlove*
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A lot of Spanish words are censored... you can't even compliment the killer
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@MikaelaWantsYourBoon said:
Nope.
I won't kill any Mikaela, Kate or Jill.
They will get escape when i play killer.
I'll start playing Historia-Kate more then
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@DBDVulture said:
Most of the "old" gen defense perks are so weak that I never see them get used. So while CoB+Overcharge is strong it only works if nobody touches the gen quickly.
Survivors need to realize that maybe the new meta is pair repair.
pair repair as with other survivors? I ask them to follow me and help me repair and they ignore me... they're either braindead or simply do not care
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3084520#Comment_3084520
Not when I play Dredge. I swear, playing him makes me so frustrated about where lockers spawn. It is like they purposely chose the most ridiculous areas.
well, we know map RNG has always been BAD... ask the poor totems haha
This last game was in Autohaven. aka Lockerheaven.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3084465#Comment_3084465
Their last stats didn't count DCs, and do you think they buffed killer because "kill rates are too low" based on matches with survivors DCing which would do the complete opposite of making the kill rate look low.
IDK if it's because it's pretty late here but I'm not understanding what your point is xD
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3084465#Comment_3084465
But now it's off the charts. My teammates simply refuse to play.
2 days ago. Match against Nemesis on the temple of purgation map. I opened a chest, repaired a complete gen solo, got 2 unhooks, 1 chase and 3 heals before the rest of the team completed their first gen.
It's ridiculous!
During the event, survivors were glued to gens and now they are allergic to them?
It is pretty bad right now, yes... I ask survivors to follow me after an unhook to get a gen done, they ignore me and run towards the killer to get hooked again in 20 seconds
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@Pikachaouuu said:
Well, for my completely unprofessional view the tp on killers, most of them are somewhat counterable, dredge tp needs a locker wich you can lock or a tv you can turn off with sadako, freddy is a special case but he also suffers 2 problems that the other tp killers have that are somewhat related, bad on split gens and low chase potential.
For example if you play freddy and you tp you chase a survivor, another one minimun is on a different gen, and freddy have a long cd for his tp so or you overstay on the chase because the other point is you are relatively bad at finishing chases quick or you have to return walking to a gen to start pressuring again and the cicle goes on.
As a said, if your team is somewhat coordinated or tries to do so on solo q, split push happens and the killer problems to snowball from pressure a gen, to chase, to hook and reduce the pressure. One of the reasons of why nurse is the best killer in the game is cause she can move around the map and do this snowball pressure thing.
So in conclusion, the tp is fine if your team is somewhat competent but if you experience the average solo Q games, you are going to have these kind of problems
games have been dragging for ages and killers are camping gens too besides slowing them down and regressing them...
As for Dredge, when you play against him, the number of lockers multiplies by a fair amount so you find a locker in almost every location with a nearby gen
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@Tsulan said:
Wow... I never thought that so many people admit to sabotaging their matches.
I really hope the devs see this and don't just look at the stats.
Entitled survivors do it all the time. They get downed too fast? DC...
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Trust me, if I play killer I'll tunnel stupid DCing survivors to death.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/3084388#Comment_3084388
I agree there needs to be a communication system for survivors in this game, ever since SWF they've needed to add it because it would make balancing SO much easier. But I've also won games in this and other competetive games with no communiocation but still won. Its not an impossiblty because of the new updates. Harder, yes, but survivors have needed to be harder and killers needed to be easier for YEARS.
When you are lucky enough to get a competent team of solos or 2/3-man SWF, it can go smoother. It's not always the case.
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I have been doing Lucky Break, Off the record, lightweight and fixated. Been good so far...
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@Vetrathene said:
And LoL is the same way. Most players are solo and can get shafted by teammates. But they have to balance for the high ranks where its competitive, its what makes sense for any game. And in an asymetrical game the 1 needs to be more powerful then a single one of the 4, or even more then that. And the 4 need to work together. And that dosen't happen alot in SoloQ. And thats with all team based competitive games. Sometimes...you just lose.
You can't work together with people you can't communicate with in any way... YET, in games like Evil Dead, with the ability to mark stuff or places, etc, you do really great as a team.
It's not about "Sometimes you just lose". This isn't a eSport even though some people play it as if it were.
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NTY
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It started with the patch. It's funny because you get points for STUN KILLER but you're down.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3081291#Comment_3081291
13% are SWFs, the rest of the numbers were 2 mans, 3mans. I don't remember where I saw it, if it was in the live stream or data released after. Or a streamer looking at it again after the live stream.
someone posted the graph in another post... 56% were solo, less than 30 were 2-man SWF, the other 14-15% were 3-man and 4-man SWF.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3083125#Comment_3083125
BT wasn't META
lmao cool
its kinda silly how people claim it was absolutely mandatory and nobody ever did well without it and yet don't think that makes it meta?
META because it was the only way to counter a vicious behavior from killer?
When you went into a trial where the killer didn't camp you felt you wasted a perk slot..
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3082315#Comment_3082315
Borrowed Time went up by 50% and gained 7% speed.
Spine Chill doesn't detect from a distance but now killers can't evade it, making it way stronger vs stealth
Dead Hard doesn't give immediate distance anymore, but when it does absorb a hit, it makes you way faster for way longer, letting you get to a new tile instead of merely to the closest pallet.
We're Gonna Live Forever lost the BP but gained a new power.
Self-Care, Decisive Strike, and Iron Will all got objectively worse, it's true. But those others got new applications (or just straight-out better, in BT's case).
Meanwhile, BBQ, Corrupt, Ruin, Pop, Tinkerer, NOED, and Pain Resonance all got objectively worse without gaining any compensation, new application, or stat buffs.
BT wasn't META. It was pretty much a requirement to try to get a chance after being unhooked.
SC is in a temporary state. It will go back to useless eventually.
WGLF META?
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No, if you were lvl50 you're p0. Like Claudette.
He keeps playing and keeps getting 4k. 4 matches in a row since I posted this. It's fun watching him play and enjoy it because he played survivor the other day and thought the game sucked haha
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@ThiccBudhha said:
Ah, yes, you can tell how sweaty they were... A new Claudette, and a Leon with most of the default perks with 11k points. Strong survivors for sure.
A Leon with default perks? Ash? Kate? Yui? I didn't know those were default survivors... and that means that this person has at least p3 on other 4 survivors to play Leon with those 4 perks at t3.
The new Claudette was pretty bad I have to say... the other 3 were trying to be cool but got stomped.
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I have the game on two different switch account. Bought it when it got released as a confidence vote for the company. It was pretty disappointing. The game is unplayable and I regret having spent money on skins in there.
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@Adjatha said:
It's funny how many of the meta survivor perks got reworked to be the same or better than they were.
And considering how much Sky-Is-Falling there is over the 3-4 that actually ARE worse than they used to be, just imagine if ALL the meta survivor perks had been nerfed (like how all of the killer meta perks got treated)
name them
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I use it with Fixated. Fast walking plus faster disappearing marks if I ever need to run.
But please, don't flatter it too much or people will ask for a nerf xD
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TLDR (?)
Stop being ######### towards your other fellow survivors. That should sum it up.
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Run a boon that makes them complete objectives at least... oh wait, we don't have that?
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3080875#Comment_3080875
solo didn't have that before, that's not a nerf.
Did you read my post or not?
I didn't say not having comms was a nerf...
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3080850#Comment_3080850
So essentially there was no solo que nerf, the general survivor role got nerfed and they're just personalizing it. Alright then.
Survivors were nerfed slightly but SWF compensates with information and comms. Solo Q don't have that.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3080503#Comment_3080503
OTR is almost 100%
Lucky Break feels pretty good and consistently let me drop the first chase easily.
And after that it becomes a bit complicated.
Sprint Burst or Lithe (Sprint Burst is better but more difficult to use properly). DH isn't out yet but it feels too difficult to use well.
And on the still-to-be-sorted-out pile, there is:
Hope, Lightweight, Quick & Quiet, Dance with me on one side.
Breakout, WGLF on the other. Maybe with saboteur too but I'd rather use a toolbox at the moment.
Depending on the desired role.
Have you tried SB with Fixated and lightweight?
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@Akumakaji said:
You got a point there. BHVR is working on a solution to bring soloQ gameplay much more on par with SWF via icons that showcase what action everyone is doing. The original plan was to first buff soloQ to semi-SWF levels and then balance killers accordingly, but I guess they had to sidestep their original plan, because the killer experience was getting worse and worse, tanking killer numbers to unprecidented low numbers.
I totally feel you and think that BHVR is still working on that action icons. It sometimes sucks that things that are important to you are proceeding so slowly, but believe me, this buff for killers was sorely needed! I wish though that the action icons are coming pretty soon, as this will help even soloQ players to somewhat coordinate and not waste precious time on redundant actions.
What sticks out as a sore thumb, though is that BHVR hasn`t touched the camping and tunneling problem in the slightest. DH needed to go and the 10% killer buff was also needed to shake the killers role as a punshing bag and party gag, but camping and tunneling now seems to run even more rampant then ever. I can't understand why, because the game is finally fun again as killer, but here we are. I hope that we will see more like a carrot solution instead of a stick, but only time will tell. Maybe give the killer a crow notification of the furthest survivor when hooking, so that they are incentived to move there while also slowing down hook progression while not in chase and too close to the hook.
I'm glad they buffed killers. I won't complain. But don't buff them on my solo Q experience expense. One person can't carry another 2 or 3 to win a match.
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@drsoontm said:
The real problem is that we don't know yet what the new META are.
See? Some of us understand.
The previous META wasn't found in one day.
You can play META yet if it's only you then you can't 1vs1 a killer...
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@TheSubstitute said:
So you often get bad teammates in solo is what you're saying?
Based on my 5-year experience, at least 2 people in your team are bad 75% of the games you play. Bad teammates = bad results. And it's not like they're bad because they suck, they simply don't play every day or are casuals that jump in a game for fun and cooperate little to complete the objectives
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Prestige is mandatory now. I mean, if you don't you'll run out of addons and stuff
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/336184/my-solo-queue-experience-for-any1-who-cares
Wait a second-
I see you escaped once there. How bloody dare you. Was that a hatch escape?
Hatch needs to be removed entirely I see.
Let's start a new post to remove hatch before killers do
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@Gary_Coleman said:
I really, really miss that vaulting boost. Is there a perk with a vaulting boost that I'm unaware of?
This. I keep getting hit through windows
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@Tiufal said:
The midchapter just showed how much we can trust in bhvr to balance the game. The games were never so bad for killers as is is right now for survivors.
No killer games were this bad before or the kill rate would have been 0-25% - which is the soloQ escape rate right now