HectorBrando
HectorBrando
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- HectorBrando
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@se05239 said:
The reason is easy, actually. Because if survivors could get a large dose of BP and keep the BP they've already amassed during the trial from a killer disconnecting, THEY'D TRY THEIR DAMNEDEST TO MAKE THE KILLER DISCONNECT EVERY SINGLE GAME.
If survivors are good enough to make the killer disconnect they are good enough to get out of the game using an exit gate which is faster than annoying the killer to death, if you were to receive your current amount of BPs after a Ragequit it would be faster to just escape and get into another game (forcing a DC can take a ton of time).
On the other side, if the killer feels infuriated by survivors he can DC and punish them in a quite unfair way and some people get infuriated reaaaaaally easy, like losing Ruin in the first minute.
In this game people dont annoy eachother for BPs, they do it for the sake of it, .
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As they said, add-ons dont have charges, they modify the item itself BUT there is one exception, the Brand New Part for toolboxes it has one charge and you lose it after using it, no matter if you survive the trial or not.
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This has to be a killer main posing as a survivor main attempting to make us look bad.
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Only with Kindred solo could improve a lot since a HUGE problem is the inefficiency we have when 3 guys go after the same hooked survivor.
Though i believe it would be better if they just split the balance between SWF and Solo, with separated queues and balancing, this way they can tweak everything with two parameters in mind (like stronger Killer perks and powers, weaker Surv perks, slower gens etc, you can go ballistidc without the fear of screwing Solos or buffing SWF too much).
In the event of 3 men SWF they could give incentives to the random guy with extra BPs (since they will be facing stronger killers).
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@White_Owl said:
This community never ceases to amaze me, really.
Can you guys stop considering the other side as the enemy? It's a freaking game where you can play both, the change will affect positively everyone, you included. Leave the us vs them mentality to matches.
Also, why devs' stats are always skewed and wrong except when they validate your point? That's very hypocritical and quite cringey.
Damn straight.
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No matter how much you buff the perk as luck is pretty much rubbish, it only affects the success of self unhook.
I believe is better to leave the perk as it is and rework luck itself, making it affect more stuff like less skillchecks.
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@BBQnDemogorgon said:
@HectorBrando And what if there isn't one?
What if you're no perk freddy against an elite 5k hours a piece squadette?
There is always someone who isnt as good as the rest, in SWFs is usually the survivor who is rarely alone and tries to be quieter than his peers, as to no draw attention, they rarely have attention drawing items like keys or flashlights.
In my experience most SWF have 1 very good looper, 2 decent players and 1 gen jockey who is not very good at looping.
In the event you do land against an insanely good team... well it sucks, but those teams are not very common, its like landing against Doctor in The Game with Irisdiscent, it doesnt happen all the time.
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You gotta know when to stop chasing and start searching for the weaker link.
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Lightweight is also decent for stealth builds if paired with Premonition and Sprint Burst, if Premonition triggers you can Sprint Burst your ass out of the gen and before the killer reaches it the scratch marks will be gone or almost gone.
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Wallhacking as Doctor with aura reading illusionary doctor addon.
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Plague gets the buff everyone becomes inmersed and wait it out, easy as that.
People who are great at looping will prefer to stay broken the entire game and loop her but people who are great at stealth will prefer to cleanse and hide for 1 minute.
I prefer the stealth option, im better at hiding and one killer searching the map for 1 minute and not finding anyone is frustrating and frustrated players make more mistakes, it does slow the game a lot though.
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You dont need BBQ on Doctor unless you want Blood points (nor any aura reading perk for the matter), he is a survivor detector himself, its better to save perk slots for the ones that help in chases or enhance his passive/stalling power.
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Because burning BPS and then getting face camped is very very frustrating, I know not all killers face camp and some even go soft against survivors using BPS but the rotten apple ruins the whole basket.
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Trying a self unhook is awful for the team as it is now, if there was a BT minibuff more people would attempt it making it worse for survivors.
After all, a 90% of the times justs hurts you and your team and rewards the killer, an action so self destructive should be avoided in almost every scenario not encouraged.
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@BoredByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/498657#Comment_498657
Fair enough, but I had 3 survivors blocking 1 hook. I swung and hit but they just swapped resulting in me dropping the survivor. Yet another case of SWF benefits. How is this fair?
And sometimes those 3 survivors fail and you end up hooking the guy AND one guy into the dying stage and 2 hurt as a bonus.
Sometimes they get away, sometimes they throw the game.
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@Gothy said:
https://forum.deadbydaylight.com/en/discussion/comment/485856#Comment_485856
Run Kindred, it's one of the most useful perks in soloq.
I know about Kindred and being in a SWF is essentially a free Kindred, free Alert and bunch of other aura reading and detection perks.
As I said, main problem Solos have compared to SWFs is the lack of information you can get with Discord/TS/Ventrilo/etc which results in a lot of inefficiency, the hook example was just an example.
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@se05239 said:
No thanks. Europe is a clusterfuck of different languages and I really don't want to listen to a bunch of kids screaming gibberish at me, each-other or the killer.
Not only that but also a clusterfuck of nationalities, I remember when the Crimea crisis was at its height that Ukrainians and Russians refused to cooperate with each other in Dota2.
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Yes, a lot of Killers rely too much on it because they learn to play with it, I dont use it and I never felt the need to.
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I agree 100% with this.
3 or 6 months of dedicated work to fix bugs, game engine irks, exploits and similar stuff can do a TON of good, they can still push out cosmetics for money since coders and the 3D artist should be separate teams.
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Split the lobbys and balancing between SWF and Solo survivor, so you can buff/nerf survivors and killers around two parameters instead of as a whole.
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My point is it would be a copycat of a killer we already have, 2 vengeance-fueled japanese themed ghosts are a bit too much, we already have 2 rednecks with chainsaws.
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They already released The Spirit, who is inspired on Kayako Saeki and Sadako Yamamura, it would be Hillbilly and Leatherface all over again.
I think it would be better if they adquired the license and changed Spirit model to fit one of those 2 (or make both cosmetic items for her).
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The perk text is very explicit "Once all Generators are completed" in case of a hatch closed the gens stay incompleted.
NOED and Adrenaline state "Once the escape gates are powered" which do power when EGC starts after closing the hatch (I do believe both perks shouldnt activate after a hatch closing but its the way it is right now).
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Using a Jigsaw piece can help a lot with several killers since that map is awful for survivors, especially on lower ranks where people tend to stop repairing the very moment they hear the heartbeat.
Also remember you can use the best addons and offerings, the achievement is only related to killer perks.
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The pip system is supposed to be a way to test your skill against the other side, if you completely stomp (as survivor or as killer) because the rival sucks you didnt prove much. You risk overranking and being put against very tough players, if you get paired against potatoes is because said potatoes overranked playing against an even bigger potato.
Take it as a national sports team playing against a regional team from a small town, they are going to stomp them but they wont be proving much by doing it.
What they should do is fix the matchmaking and ranking system to avoid situations where people get paired with such skill disparities, trials where one side steamrolls the other should be very very rare (by steamroll i mean 5 gens with no hooks for survs or 4 hooks with no gens for killers or something like that).
They should also fix some killer score points, for example downing exposed survivors hurts your pip potential (Myers is inmensely affected by this).
P.D. Depiping in this cases should be out of the question of course, there should be a safeguard treshold to avoid it.
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Stealth should have more weight in the bold emblem, especially if you are evading a killer actively searching you (IE standing in his TR because you were on a gen he came to check and now you are hiding while he searches the area).
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One of the biggest problems with Solo is lack of information which results in a lot of inefficiency.
For example when someone is hooked usually 2 or even 3 survivors stop doing what they are doing and go unhook, thats a ton of work lost in gens and an inmense risk if the killer catches 1 survivor going towards the hook he catches the entire team.
That sort of comunication is why SWF is so incredible strong and they can gen rush so fast.
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No Mither was a counter for the slug meta ages ago, right now its an obsolete perk in dire need of changes.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/485170#Comment_485170
I've had more killers DC when they're winning than when they're losing. So yeah, I'd buy that, at least in situations where they're winning.
I've not, actually I had only one killer DC when he was winning, rest of the time they DC after the 4º or 5º gen with just 1 or 2 hooks or when Ruin goes down in the first 30 seconds.
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I didnt know being stomped and unable to hook anyone causes wifis to go haywire.
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Not only green keys are very bad but they also look like a purple key in your character, giving you a giant target in your back.
We all know Killers love tunneling key holders.
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@[Deleted User] said:
All I know is that more often than not against (Survivor) BPS I'm against a SWF that is likely fully kitted and organized to maximize their BP gain (IE Stomp)
I don't DC, but I'm sure some will because of that.
If a sweaty SWF group burns a lot of streamers and you suspect you are going to get stomped the best strategy is to let them know you wanna farm so they might relax with gen rushing, drop pallets for you to break and even let you hook them and unhook for BBQ and WGLF stacks. This way everyone wins a ton of bloodpoints, if they dont wanna cooperate its their their lose.
Also, i stopped using BPS for the same reason until they manage to fix the problem, either by refunding the offerings after a DC or banning ragequitters so less people disconnect (or wathever they can think).
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Take it as a trade off for removing survivor sided hatch standoffs.
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Main problem with ruin is that is super strong against randoms and solos and weak against good SWF.
When ranking and facing solos people become too dependant on it and when they reach the SWF squad rank they play with 3 perks because they either find it in 30 seconds or they are able to hit the skill checks with ease, meanwhile you are losing time checking the totem from time to time.
Id rather use overcharge, people love to tap gens during a chase.
P.D. great skill checks only advance the bar 2%, not 5% like someone said.
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Hells no, Alien is a horror movie true, but its not a slasher movie like Scream, Halloween, Trapper the 13th, Nightmare on Elms Street, Texas chainsaw massacre etc.
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The change was necessary to avoid hostage situations but is not very good implemented and has some very rough edges to trim.
For example, today I had a match where after the 3 kills the killer activated the EGC closing the hatch, he got the survivor almost instantly with NOED and then proceeded to slug the guy for the entire timer while spaming his power and nodding, he wasnt a hostage since he was going to die but its not a very funny and exciting situation.
And before an horde of killers jumps to defend him, the guy who got slugged wasnt toxic, nor taunted the killer, he didnt deserve to stay there with the killer wasting his time taunting, especially when there was no reason for that kind of behaviour.
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Hillbilly and Nurse, especially Hillbilly.
Their ability to traverse the map in seconds makes camping the hooks extremely easy and unhooking an inmense risk, Hillbilly is even more aggravating because he is easy to play unlike Nurse.
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Plague is a very slow game killer, you cant go against her with rush mentality, if she gets the red bile you hide and wait it out, it makes the game very slow but it renders her power pretty much useless, when it goes off you go back to generators.
Hiding from killers is super easy if you are not trying to do gens.
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Isnt the game supposed to be balanced around 2 kills per trial?.
Right now the Clown is the most balanced killer.
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@LordziPL said:
not i see it's cutted a little but it's still three gens pop in 2 minutes.
We dont know how much time of wandering the author cut, he even admits being surprised that no generators are completed 20 seconds before the killer shack gen pops.
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That video is edited, at second 21 he has 10 Hag traps available, he sets a trap at second 22 but the trap counter is down to 5, either he put 5 traps at the same spot at once or he edited a big deal of time, he even says "Im surprised the first one hasnt been finished yet" which gives even more insight on how much time might have passed.
He still got rushed but it wasnt 3 gens in under 1 minute.
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Decissive Strike makes other people the Obsession.
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This kind of change will only make Self-Care even more meta.
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Killer offerings should be secret except Reagents and Bloody Party Streamers, especially the streamers since they affect BPs by a huge margin.
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I would go work and pay a visit to Human Resources departament and give them some nice Doc love.
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@SmokePotion said:
https://forum.deadbydaylight.com/en/discussion/comment/449059#Comment_449059
Chests should NOT BE CONSIDERED OBJECTIVES.
They are not a good way of padding game time. they take almost no time to search, it's like mending. fine on paper, useless in action for game slowing. A secondary objective should be like, finding a part for a gen before repairing it.
I had an interesting pirate killer idea once. He spawns cursed chests. These chests have purple items in them, but act like Thrill of the Hunt. Slower search time, and alerts the killer.
This could be an interesting perk idea since it not only actively baits the survivors into getting off the gens with guaranteed good items, it alerts the killer as to what is happening so he can react.
Its not only the time searching that slows the survivor is also the time it takes for him to get to the chest, search it and go back to a gen, it might take 20/30 seconds easily (which is a third of a generator).
They are not a very good secondary objective because the contents usually suck unless you have Ace in the Hole so not a lot of people uses them, if you were to make them even worse noone except very new players would use them.
Totems are a better secondary objective because noone likes NOED and they dont make a ton of noise if you stop cleansing them halfway through.
P.D. they are not supposed to stop genrushing since a team that wants to do it will ignore everything and go straight for gens even if it costs them a NOED but totems and chests do slow down average teams.
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Freddy is a beast against newcomers, especially against Solo survivor newcomers, you can try to loop him and using self-care to try to wake up, other than that until you get a solid grasp of the game and the mechanics Freddy is going to be difficult to deal with.
I dont see it on the rest of the comments but take on account that Freddy CANT hit you unless you are sleep so bear that in mind when doing actions, some times you can finish a generator, opening the gates or cleansing a Hex before he can attack you.
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Its good for stealth builds or if you actually want to lose the killer instead of looping him.
It works very well with with Premonition, when Premonition triggers if you start running behind an obstacle in the oposite way there is a big chance scratch marks will be very almost gone when the killer reaches your initial position.
Its also is a beast in corn maps, especially against short killers like Pig, Hag or Legion.
Take on account only Lightweight rank 3 is worth it, rank 1 is trash and 2 lacks a bit too.
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Chests are secondary objectives that slow gen repairing, a survivor searching a chest is a survivor not doing gens, same with dull totems.
People dont really search them because they are not very useful, if you make them even worse noone will search them which means even faster generators.
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Pick Leatherface, stand in front of the only gate at the start of the game.
Pick Trapper, put a line of traps in front of the only gate and stand in front of it all game.
Pick Freddy, stand in front of the gate, wait for the five gen and put everyone to sleep while they try to open it.
Pick Myers, rank until you are almost EW Tier3, stand on front of the gate and wait for them to come get a sweet EW3 knife in the butt.
Pick anyone else and run NOED and Rancor.
You need two gates or the game will make no sense in a lot of situations, if you really want to secure the kill in the scenario you posted either camp and get one kill or risk it to get more or nothing at all.