GoshJosh
GoshJosh
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@Marc_123 said:
Old hatch was busted... having all 4 esacpe with gens undone was awful as killer.
? It only spawned after all five gens were done, if all four survivors were still alive.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2685941#Comment_2685941
BT basekit would be as game changing as corrupt base kit. Lets reverse the situation: do you think it would be fair to give killers corrupt base kit without helping survivors against camping-tunneling?
Give them base kit Corrupt, I really don’t care. Killers don’t have to tunnel to win, but it’s the easiest way to with the crappy choices survivors presently have. All killers would need to do is go for another target.. which is typically best practice anyways.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2685929#Comment_2685929
You shouldn't buff survivors a lot without helping killers against their main issue (gen speed).
"A lot"... you mean being able to take five steps after being unhooked?
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2685914#Comment_2685914
If you make BT base kit, for example, you'll need to give killer built-in slowdown also.
Why?
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I think what would help a lot is for it be reusable an infinite amount of times. So even if survivors cleanse a Pentimento totem, you can rekindle it. And the tokens add and subtract as this goes on throughout the match.
Otherwise, there's really no point in even having five tokens. That's never going to be attainable.
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Alternatively, undo the hatch nerfs.
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Why not just add the endurance status effect to Resurgence? Not like that perk is ever run with its current effect. Or more basekit protection immediately following an unhook is always welcome.
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Just remove collision between killer and survivor after five seconds, problem solved. Five seconds is plenty of time for a killer to get their free hit/use their power, etc. Also between survivors.
Shouldn't need to report this stupidity every time it happens, especially considering the report will not even be looked at.
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It's the weakest and most situational of the boons. I don't even see a reason to run it over Unbreakable or literally any other anti-slug perk.
Also, regarding your bonus... a hatch escape grants about 8k BP. So you could've left them to die. But either way, what are you supposed to do - let him kill you? Hah.
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I’m down. It would make it more rewarding and less meme-y.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/298925/how-is-this-not-an-indication-of-skill
Oof. No.
I'm Iri 1 on killer. So are the best killers in the world.
I've been playing killer for maybe 270 hours. I've got bad eyes, crap reflexes and get distracted by passing clouds.
Grade isn't rank and it's certainly not MMR. It's not easy to gain at the highest grades - sure - but it's even harder to lose. All you need is one short streak and you've leaped up another grade, and you can't depip past that level, so eventually you get another streak, even if you lose 20 games before it happens.
https://forum.deadbydaylight.com/en/discussion/comment/2684539#Comment_2684539
I'm...somewhat reluctant in accepting the opinions of ultra high MMR monsters when it comes to SBMM, as ranks benefitted them directly at the expense of everyone else.
Under ranks, as killers had virtually no matchmaking protections, high MMR killers were put up against a huge range of survivors, and vice versa. This was great for the high MMR players...not so great for everyone else.
It's where those '100 win streak' videos came from. Those won't be happening under SBMM, and there's a reason for that.
If you watch the video, Scott explains that he still gets the most ridiculous variety of matches. One you’ll be sweating your butt off for two hooks, the next you have potatoes gen locking themselves - if they even get more than one gen done. And I agree and see the same in my matches, both as killer and survivor.
Because MMR says Urban Evading, Spine Chilling, Iron Willing, Self-Caring Nea, who hid while everyone else did all the work yet got out the gates, is a better survivor than the one who died with a higher score so that she could.
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Definitely doesn’t have to do with him playing a M1 killer with some not very great perks. Right?
Ironically, I just finished watching Scott Jund’s video about grades vs. MMR. Pretty accurate.
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For all the hate it gets, you have to give props that it is the best indoor map the devs ever gave us. Unique atmosphere, hooks, loops, everything. It wasn’t your copy paste DbD map. Sure it had some aspects I didn’t like, but overall it places first on every indoor map released so far.
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No, it should though. It should also show hook auras around any survivor in the dying state - not just when they are picked up. And not enter cooldown unless you get a sabo off.
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@jajay119 said:
That's the point: with this play style I wouldn't get use out of it. I'd be injured and one hit would sent me back down. The likelihood of me getting up, getting to someone and healing enough to salvage anything is quite remote possibly. I just feel there could be a better way than forcing a preemptive perk. I get others don't feel it's as much of an issue. Maybe it's an Xbox playerbase thing. I don't know but it's been ruining experiences for a few days now.
If you're really being slugged that hard and just left on your own (i.e. killer doesn't hover over you), you'd be quite surprised how many times Tenacity comes in clutch. Even without Unbreakable. Try one or both of them out.
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@jajay119 said:
At first I was inclined to agree but as it's progressed I do not. Killers are planning this style. They're tunneling one survivor, hooking them, camping then slugging both the unhooker and the unhookee. Not to mention there running BBQ/Tinkerer/No Way Out consistently to add a layer of control on top of it. I've even tried avoiding playing altruistically and doing gens but by the time you get to one gen left it's pretty much just me and one other person so either way it's not going to go well. I go to heal, I get slugged. I stay on the gen - I get found, chased and slugged.
Were it the odd match I wouldn't even be phased by it. It happens. But it's the fact that it's happening for the vast majority of matches I'm playing at the moment. I play on series X and Solo Q . I'm gold grade at the moment nearly irridescant so I wouldn't consider myself a particularly bad survivor. I try to play fairly and respectfully of both survivors and killers so I don't want to waste a perk spot by bringing in Unbreakable et al.
I don't know what i expect to happen to fix it (well l, I do - nothing). But it's just, imo, getting a bit out of control. I appreciate killers find it hard sometimes but that's why I stopped running boons and perks like Kindred/Deliverance etc. I appreciate killers don't know that and others aren't doing it too, obvously but this style of play cannot be enjoyable for these killers? Especially considering there are some pretty good ones out there even when there are boons etc on the map and still come out well.
Camping is a complete separate issue than slugging. You said only slugging and not hooking in your original post. I do agree camping needs to be nerfed, and/or better perks to counter it.
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The wiki says it also removes blood pools, but I don't think that matches the in-game description for some reason. That kinda makes all the difference with the perk, as killers can just see blood pools and follow them.
In a chase, you can really only use it when rounding a corner with a locker right next to it.
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You gotta be on a really incompetent team of survivors if you’re allowing the killer to slug all four survivors at once. Slugs should be crawling away from hooks and chases to safe places to be healed. Recovery is secondary when your team is in danger of all being slugged.
Run Tenacity and/or Unbreakable on top of that if needed.
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+1
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No.
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Killer mains on these forums to solo queue: Just run Kindred, Bond, Decisive Strike, Unbreakable, Borrowed Time, and Small Game all at once!
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2681948#Comment_2681948
how so? survivor is 3 perk the whole match and still need to be able to open the exit themselve, and that's if a teammate isn't already opening it, extremely situational,
Keep in mind it is stackable with Spine Chill, Resilience, and Leader. So you could have a gate open in like, what, five seconds? Doesn't need to be above 33%, that would still allow it to be opened even solo in most circumstances.
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33% would be ideal. 100% is ridiculous.
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Glad to have just run into a lobby with this same fellow. Same name and character, amazing swift action to ban blatant cheaters by BHVR.
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Yeah, it’s definitely the most situational and least useful of the three boons. You’re more likely to benefit from a teammate running WGLF. Similar effect but no boon required, just a friend. Unbreakable is more reliable, even if only a one-time use.
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On top of shortening the cool down a bit, it should also work the same as Starstruck: if you are already carrying a survivor when the cooldown is reached, it automatically procs without needing to do the pickup animation again.
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@Fantasy said:
I kind of agree it's sad when less skilled players get tunneled out just because they aren't using DS.
Tunneling isn’t just about how skillful a survivor is.. a chimpanzee can hit a survivor one second immediately after they are unhooked. No skill will save you in that scenario.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/298479/grim-embrace
Also, should be 4 hooks total. Not 4 first time hooks. They're trying to force killers into playing a way that is usually not effective.
I really admire them making perks with that activation condition, but it’s not worth it in the case of Grim Embrace. The difference is also that the others give you something even if you can’t get all four tokens; whereas Grim Embrace can end up giving you nothing for trying.
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@Iliketoplaykiller said:
I've played maybe 5 games as pyramid head and I'm getting people with loads of hours vs a killer I just started trying? Is mmr just completely off at this point?
All you mention is five games as PH, whereas MMR starts off all your killers’ MMR based on your global killer MMR level. In other words, your post is moot unless you tell me you’ve never played any other killer for more than five games either.
Secondly, hours only mean so much after time. The majority of a trial will be determined by map selection and RNG on the map, where applicable. Survivors can really only run a killer so long based on what’s given them.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2679103#Comment_2679103
"No other killer can force you play the game injured"
Legion?
You’re not forced to, it may just be the best decision to. You quite literally do not have an option to not be injured or infected with Plague, unless you plan on not repairing generators and getting out somehow.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2677003#Comment_2677003
Yes and is the easiest way to test the radius, when you start seeing spammed rushed actions just backtrack until they dissappear, once they do just go forward again and check if they start appearing again.
Take on account 48 meter radius is rather big and you may need to go to a corner if someone is doing them on the center of the map.
Such a weird rule.
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@Maliken said:
It's no worse than survivors being able to negate certain killer's powers with their flashlight.
Flashlights have limited charges, killer powers are infinite use with cool downs or reloads.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2679121#Comment_2679121
Are you sure about that?
Only some of them.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2679103#Comment_2679103
So, you're going to ruin four other people's games until a Killer's power is completely changed.
Great.
Maybe BHVR can get better designers in the meantime! 🤷🏼♂️
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Yep, Plague’s is one of the most broken (pun intended) designed powers in the game. It’s especially fun with her new infecting gens for over a minute build. No other killer can force you to play the game injured (no point cleansing, you just get infected again repairing gens or do nothing all game). Negating a host of perks and items.
So it’ll be a five minute wait/kill me right away Vommy Mommy until she gets a rework.
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@Ssajbambusa said:
@GoshJosh Kindred
Tired of perk 'solutions' to have a decent match, thanks though.
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@Ssajbambusa said:
Then make noed, corrupt and bloodwarden base kit too.
If survivors need anti tunnel/camp measures by default, killers need anti genrush stuff.
Oh, not so fun all of the sudden?
Don't make stupid saves, genrush killers who camp and leave then with 1/2 hooks. That's how you solve the issue. Devs literally gave you all the tools needed, use them or at least don't cry if you refuse to use them.
Without the right perks and/or coordination (i.e. solo queue), camping and tunneling wins out every time. You simply cannot complete five generators and open the gates in time mathematically.
I don’t get why people don’t understand this and keep saying to do it.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2676338#Comment_2676338
You dont notice what you cant notice, I mean if you are at 50 meter distance and someone rushes an action you would never know there was a rushed action (you are so far away you wont be able to even see the Survivor doing it), on the other hand when you are inside the radius you will always notice them reinforcing the idea they always activate.
Also the notification is not capped for gen skillchecks and hook saves, those are map wide always.
Even though I pasted an answer from the wiki, how do we explain when survivors fast vault repeatedly for the killer to come to them? You’re telling me every instance that the killer sees those is within 48m?
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@Bwsted said:
You get for free when you m1 instead of m2.
Minus the bonus devious BP for chainsaw hits, and the memes. 😉
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2676516#Comment_2676516
Then why make a killswitch? The entire idea of it is a negative stigma.
Asking the wrong guy my dude.
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You’re sick.
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They probably don't want the negative stigma of disabling a brand new map... you know, like the time just before this one. 🙄
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@Junylar said:
There is no range, it's map wide and has always been.
From the wiki.
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It's always been a thing, but I don't know the exact range.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2675913#Comment_2675913
any time a survivor has Dead-head into me they just face plant. :/
And regardless, the solution to an otherwise unreachable hook is not to be injured and have a perk. We have enough 'perk solutions' in this game already.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674932#Comment_2674932
Ok, so how would you change it then?
I don't think it's more cheap than what it used to do, aka it removed the item permanently after enough time and now you just lost something of value even if you escape. THAT was annoying. At least now you can still go back and get it even if you can't use it that match anymore.
Also overwhelming presence is garbage-tier.
I’m good with OP’s suggestion. Make it work on special attacks and no longer steal charges over time. It should function like it did before: if not retrieved in the specified time, then it takes away all the charges at that time.
That to me allowed for adequate counterplay. Just sucking charges for a basic attack is too easy.
How could we change Overwhelming Presence? Perhaps it can also drain charges in TR, but at a very slow rate. One charge every 15 seconds, cumulative?
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2675324#Comment_2675324
Camaraderie with declining unhooks would ruin this game for me tbh. And if a teammate has a grudge on you for whatever reason and we already know how community is they would deny you points and wait for others to unhook them.
Just like when they kobe or dlv in your face except this would waste time for the whole team.
https://forum.deadbydaylight.com/en/discussion/comment/2675321#Comment_2675321
If you are giving up that easily and want out maybe play other games instead of leaving other teammates with harder games and denying them unhook points as well.
Don't act like victim if you do this.
There definitely are victims of unsafe unhook farming, so you don’t act like there’s only one side of the equation. Also, people kill themselves on hook for other reasons too. Real life emergencies, trying to give the only other survivor a chance at the hatch, whatever. Not to mention denying another survivor playing in an unsuitable way any additional BP or chance at winning.
