HectorBrando
HectorBrando
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@danielmaster87 said:
I don't know what goes on with snares anymore. I can't even place them in front of me half the time.
Probably a hitbox bug, you start the set a pool action, the game detects the pool hitbox and checks it doesnt colide with any solid object (walls, burning drums, props etc), if it colides it forfeits the placement. I dont play Freddy since I dont own him but from what people say it seems like something made the pool hitboxes bigger or much more strict so they collide in situations where they shouldnt.
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Its funny a recomended Solo Queue build is exclusively aimed at Hatch/EGC gates.
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Hook and into the next game, if Im demolishing against Survivors and I believe they are very new I may go softer but I wont let them reset the match if everyone gets hooked at 4 gens or something like that.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3213501#Comment_3213501
The thing is It's apples to oranges since not much changes with Survivor addons.
By removing the Iri Addons many Killers will lose major builds or thing that dramatically change their powers.
Doc for example, all his add-ons from low tier up to purple have some similar effects just varying strengths but most change his power dramatically. Each of the files add something to the madness while others change the shape of his shock. But his best Addons are his Iris The King and Queen.
And thats what makes addons such a problem at the balancing side, once you get rid of busted addons and streamline the rest its much easier to detect what a Killer needs and adjust it, right now certain Killers can go from weak without addons to insane with them and balancing it makes it so much harder.
Whoever needs a bump after an addon prune can get a buff without the hassle of "well now this addon is totally broken so we have to nerf it in 3 months..."
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I believe they should be standarized and Iridiscent addons removed entirely, something like this 4 brown, 3 yellow, 3 green, 2 purple.
Im going to use Myers as he is my main and its the one I have more knowledge:
- 3 brown, 3 yellow and 3 green affect each one of the power in different tiers, (EW3 duration, speed while stalking and aura detection after stalking), for example brown aura addon gives you 1 second of Aura reading after stalking for 2 seconds, yellow 3 seconds after stalking for 2 seconds, green 5 seconds after stalking for 2 seconds.
- 1 brown addon (there are 4 instead of 3 like the other 2 colors) is the "gimp myself but I get more BPs addon" something like "you cant walk while stalking but get double BPs on X category" or something like that.
- Purples become the addons that affect your power in some way, for Myers I believe Scratched Mirror and Dead Rabbit (which should get the value increased to 50%).
This way makes it much easier to balance the addons and Killers themselves, reduces clutter and makes it clearer for everyone what you are getting, how many times a Killer is ok but a few addons make it completely busted? Or when balancing a Killer they have to account for a myriad of variables, with this kind of change you have to take account of only 3 parameters.
Survivors would get a similar treatment except only 2 addon categories instead of 3 and half the items are gone too (only 2 kind of medkits and of toolboxes).
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@Nirgendwohin said:
It's also interesting how fellow survivors exactly can tell when a stealth killer is approaching even he is not visible yet.
But i'm pretty sure that the same amount of cheaters is playing killer.
Looking forward to the upcoming changes.
Sometimes stealth Killers can be noticed by the noise they make, especially if you play with headsets. Wraith, Myers and Jigsaw breats are easy to hear and Ghostface pleather suit "squeaks" can be heard for a mile away.
And then there is Spine Chill, not as good as before but it can be used to get a headstart.
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I believe one of the main problem with "weak" Killers is people dont really know how to play them, I main Myers, I dont consider him a weak Killer, granted he isnt the strongest and having 0 mobility places like Mother's Dwelling are a problem but thats the maps themselves not Myers, one thing I notice when I play against bad Myers is they play him like a regular M1 with a 32 TR which is an awful way of playing Myers, being bad at him makes people lose games which in turns makes them think they lost because its a bad Killer thus accomplishing the prophecy.
A lot of weak Killers are considered "easy" Killers because their powers are mechanical speaking very simple, Myers stalking, Jigsaw RTBs, Trapper traps etc... those are super easy to work with, you dont need insane reflexes or muscle memory but they are hard in the decission making and strategy aspects of the game. With Nurse, Oni or Blight you dont need to think, Survivor there, blink/dash/bounce there, hit, rinse and repeat, its hard to pull but easy to make decissions, with others is the other way around, where do I trap? what path should I chose to sneak upon them? when do I crouch and dash? once you decide you dont need to have superfast fingers or milisecond reactions.
P.D. an example of a player who is normal at mechanical skill but great at decission making is Otzdarva, you can see the way he plays Trapper and the location of his traps and even good Survivors fall for them.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3212806#Comment_3212806
Just because it exists does not mean it needs a counter.
ESPECIALLY if it takes a ton of work to reach that point.
I think it is a cheaper experience that a Myers can equip TWO iri add ons, gamethrow for several minutes doing nothing but stalking, and then all of that defeated because someone with two braincells pressed spacebar near a big red box.
Just because it exists does not mean it needs a counter.
Yes it does, stuff that doesnt need counters are non consequential things to the game or very basic mechanics needed for normal gameplay flow.
ESPECIALLY if is something that allows the Killer to bypass their objective entirely.
I think it is a cheaper experience that a Killer can equip TWO iri add ons (that are actually not that rare nor expensive), apply no pressure and playing without much skill doing nothing but staying at a distance looking at people and then be rewarded by bypassing the hook stages entirely once they get into M1 range.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212792#Comment_3212792
Still proving my point. Watcha gonna do? Not kill someone because they could potentially create a hook dead zone? This is without sabotage squads. Maybe 1 body block and you don't get the hook. The killer should never be punished for killing a survivor.
No, your point is people getting downed on deadzones which I said is almost impossible unless they run towards a corner and even there you are usually in range of at least 1 hook or 2 depending on distribution. The only way of people getting downed in deadzones is if the hooks break after sacrificing at least 2 people, and by that time slugging or no slugging becomes pointless for the Killer has the game in the bag almost always.
And if for some reason the map manages to spawn with a corner where there are no hooks (which is almost impossible unless the RNG bugged) and the Survivors manage to reach that corner every single time before you are able to down them closer to any hook... well thats a skill problem on your part and there isnt much to do.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3212122#Comment_3212122
Oh, they "must", huh? Where is that written?
Is a common sense gameplay balance mindset, having stuff nobody can oppose makes for poor gaming experiences, thats why infinite windows, first iteration Moris, pallet vacuum, instantgen BNPs and a lot of other stuff has been changed or deleted entirely for the game in the span of 6 years.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3212057#Comment_3212057
https://forum.deadbydaylight.com/en/discussion/comment/3212608#Comment_3212608
https://forum.deadbydaylight.com/en/discussion/comment/3212130#Comment_3212130
You all fail to understand that she's also slugging to avoid getting flashlight saved. That's why she says "I didn't make a mistake and I got punished."
Dwight, Claudette, and Feng Min all had flashlights. When she was slugging, one of them or multiple of them were around. She couldn't take her hooks, because she'd get flashlight saved and be back to square one.
No she is not, there is several points on the video where the 3 flashlight carriers are incapacitated yet she still goes for the fourth Survivor who doesnt have one (Jane) or she refuses to pick someone when the downed was against a wall making impossible flashlight saves.
She is slugging because she is a Twins main and thats how you play them on live servers, on the PTB you have to adapt to using hooks with them or risk what happened there... which was a 4K anyway...
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212130#Comment_3212130
I'm talking strictly about a survivor going down in a hook dead zone.
https://forum.deadbydaylight.com/en/discussion/comment/3212157#Comment_3212157
It's relevant.
Hook deadzones dont exist on regular maps except you make them yourself by sacrificing someone or you face a full dedicated sabo squad, its like saying "what if I get sent to a map with 0 pallets" that doesnt happen.
P.D. I said regular maps, several licensed maps like RPD or Midwich were acknowledge as having problems with hook locations and its something everyone is aware of, even the developers because it has been posted on this forum several times.
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Probably because of the PTB.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212130#Comment_3212130
No, he's saying that sometimes all survivors will play one side of the map and die there. Leaving it a complete dead zone outside of your control. He then asked you why the killer should get 0 value out of a down for that happening. I didn't watch the video I am just telling you, forced slugging via survivors is going to be an issue even if the perk UB gets deleted.
Any side of a normal map has more than enough hooks to put at least 3 people there unless you are in a deep corner (which then you may be close to only 1 or 2) and 3 people running towards the same corner after the hook is destroyed from sacrificing someone is not something thats gonna happen on a daily basis.
Even if it happens, is their funeral, going to be like Lynxi game, they just get up over and over but gens are not being done and they just bleed out, has happened to me in the PTB too, everyone playing super aggressive, everyone trying to be a pest around the downed guy so you cant pick him up, they just trade slugs while the bleeding clock still ticks, Survivors will eventually learn doing that may make it harder to put them on hooks but they are losing the game anyway. The main difference its going to be their fault for ending like that instead of being the Killer doing, if an entire team bleeds to death they cant go around "AAAAAH KILLER SLUGGED ME FOR NO REASON!!" because its entirely on them.
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Ive grabbed people using Lithe, maybe you were at that point where players have barely any lag but its enough to mess with the grab validation, its really inconsistent, Ive failed grabs from gens, windows, pallets and unhooks in normal non laggy games plenty of times (gen grabs are the most inconsitent of all).
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Saloon has an extremely strong main building... until you break 2 or 3 walls depending on the RNG, some people think they may get to run it freely if they face a not so good player.
Killers bringing The Game depends, its a great map for stealth Killers and/or they may have a "break X amount of pallets/walls" challenge.
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4 slugs probably Oni+Infectious or Starstruck Nurse, Alchemist+Iridiscent Tag Blight may come in third.
4 slugs is not something you should go after as Killer unless you are playing someone with huge mobility and you are excedingly good at said Killer (I never play Oni or Blight, I cant expect to get this by just hoping at the game and playing a few practice games), the instawin is there to prevent extremely bold and aggressive plays from Survivors and to stop slugging as a mainstream strategy, its not supposed to be the norm.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212094#Comment_3212094
But that doesn't mean it's the killer's fault. It's a mechanic that shouldn't be there, see? It doesn't matter if "the killer's probably winning anyway". It can take away a well-deserved down or even a kill.
I'm just curious to see what he says. There are some people who think that it's the killer's responsibility, on top of everything else they're juggling in their head, to know exactly which hooks to sacrifice people on so that in a hypothetical scenario later in the game, they can't just go down near there and be unhookable. Like, "Oh, that happened to you? Don't make that mistake next time." To me, that's nonsense.
In her case it was her fault, she could have hooked them so many times but she didnt, she went for slugs even when fully aware they all have Unbreakable, she made horrible decissions and they just kept getting up over and over.
- 0:20 she should have picked Feng plus you can see Claudette running towards the locker, she switches back to Charlotte and can snag someone out of the locker.
- 2:10 she should have picked Feng she could use the corner to avoid the flashlight.
- 2:20 she should have picked Feng after downing Claudette but she went for Jane who didnt have a flashlight, smart move would be pick up Feng, hook in front of the Saloon and then go back to either go after Claudette or Jane after unhook.
- 2:30 again not picking anyone.
- 3:40 same train of actions, downing several people but deciding to not pick anyone, Jane didnt bring a flashlight so its safe to pick up with her around.
- 3:55 again switching to Victor instead of going to pickup someone.
- 4:05 same playstyle, downs someone sees someone else on the distance and goes for them instead of picking up people already downed.
And thats in the first 4 minutes of video, are you telling us this wasnt the Killers fault?.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3212067#Comment_3212067
It's a "free" win?
Man has to game throw for five minutes while hunting down every single Survivor for maximum stalk drain, and you are out here throwing around the word "free".
Its actually 3 Survivors to get to EW3, 5 points for EW1 to EW2 and 25 for EW2 to EW3 (5 base and each addon adds 10), its not that hard if you are used to playing Myers unless you get Coldwind maps, also its not that hard to trick Survivors into thinking you dont have the Tombstone so they are less prone to run the very second they spot something a mile away.
Even if it was superhard, it doesnt justify unavoidable insta Kills, Survivors must have a way to counter it and thats lockers.
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Not a bad perk but Starstruck outperforms it in every single posible way except on hits after unhooks which isnt very useful either, if you go for the unhooker he isnt going to heal anyway so broken doesnt give you any advantage.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3212052#Comment_3212052
"I'm not misplaying, I'm not making mistakes"
She says, leaving the survivor slugged on the ground while no one is around to stop her from hooking, then spending about 20 seconds fishing for another slug, failing, then anticipating the Head-on play and not playing in against it.
She played awfully around the downed people, there were so many chances for hooks but she went over and over for a 4 slug instawin while she should have picked up, had a lot of chances and wasted them all, she really needs to adapt to use hooks instead of slugs as Twins, great mechanical skill, awful decission making skill, being good is not only having good reflexes and muscle memory, being able to make the correct decissions and adapt your strategy is part of playing well, she failed miserable at it.
Also people fail to notice this kind of gameplay its just a free win for the Killer, had several Survivors going for this strategy, they got up several times but gens werent progressing and pallets were getting drop, its detrimental to play the way they played, did they even fix a single gen?.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212057#Comment_3212057
What happens when the survivor goes down in a hook deadzone where they can't be hooked? They just get up for free? I'm guessing that's also the killer's fault.
Hook deadzones are not very common except on certain licensed indoor maps but thats well known and has been demanded for changes for a time, on regular maps is very rare to have only one hook around unless 1 or 2 people have been already sacrificed and by that time the game is already on the Killer bag.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3210983#Comment_3210983
Adapt HOW? Be forced to run Agitation and run for the corner and hope RNG lets you run him down before he either finds the hatch or a new locker?
No. Locker boi should just die.
Its the only real counterplay to Tombstone, it has to stay or its a free win.
@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3210983#Comment_3210983
I mean he can just slug you. And with the UB changes you get the choice to get up and be mori'd or wait several minutes
A slug can still be picked up and keep progressing the gens, its up to Myers to either hook you to put pressure or to try his luck with a slug.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3210983#Comment_3210983
Adapt to what.
There's nothing you can do except hope they let you get the achievement.
If you change the Locker+Tombstone interaction then the Survivors have nothing to do either, once he gets EW3 they may aswell stand still and let themselves get killed, does it seem fair something like that?
Tombstone is an extremely powerful addon and winning a game with it is really easy, especially if paired with PWYF, it lets you bypass the Killer objective entirely, it has to have some kind of counterplay so people can avoid instant dead, getting in a locker forces Myers to not bypass said objective and its the only way to play against that addon. Having an extremely obnoxious achievement attached to it is no reason to make the addon even more busted, if you want the achievement so bad either try until you get it or ask BHVR to change it to something less demanding.
And this comes from someone who mains Myers.
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Is mostly a bug fix patch, if wathever they wanted to implement needs more testing, more work or more wathever I prefer they delay it until its done. Ive been demanding less content and more quality on patches in this forum for years, I stick to my word.
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@WesCravenFan said:
We just need to give Myers a Kill mori for the Locker when he is in T3.
Hiding in a locker is the exact counterplay to Tombstone Myers, he will pull you out but he has to hook you instead of instantly kill you, in one situation you can be unhooked on the other you are just out of the game.
People going for the achievement just have to adapt.
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@jesterkind said:
I feel like our first genuinely small midchapter since they started making big swings with those is a fair price to pay for continued work on the biggest changes to ever hit the game, personally.
They don't all have to be new and shiny, they can just have some nice quality of life changes when we know it's because bigger things are in development.
I agree but it seems there was a bit too much anticipation, mostly by the community itself who was autoconvinced there were going to be a lot of changes, so now some people are feeling disapointed at a "contentless" patch (the bug fix list is decent).
Hype is a dangerous thing.
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The patch is actually "delayed" because they are only implementing selecting 2 challenges at the same time, the flashlight spam fix and some bug fixes, which are great imo, I dont really mind a contentless patch if they fix stuff and prepare work for bigger patches in advance so they release more ironed and with less bugs but I believe there was a bit too much fanfare for what they are actually changing and people were expecting somethig so now some are disapointed.
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It rewards slugging when the Survivors play too aggresively for their own good, swarming the Killer will be more dangerous because you can risk a game over in 45 seconds, especially if the entire team is already injured.
On the other hand it punishes slugging as a mainstream strategy when Survivors are playing conservatively since people will just get up over and over without the Killer progressing the objective.
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And Huntress "optimizations" which they dont even specify.
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Everyone who is complaining about incentives being only for Survivor, first of all they are there to entice players to play a role thats lacking numbers when the other role has long queues, they are not there to entice people to play a role when there are queues so they get even longer. And second, you know you are not locked into Killer role, right? I mean you can click on "Play as Survivor" for no aditional charge and enjoy the bonuses, buying the base game unlocks both roles for everyone.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/348437/is-the-meme-dead
is it really a nerf to no mither though? the pick up part is now base kit and the recovery speed does still speed up that process
Technically speaking its an indirect nerf since getting yourself up with No Mither right now takes ~26 seconds, after the change it will take ~33 seconds.
That being said No Mither is garbage and the indirect nerf wont make it any worse anyway, its like having a field filled to the brim with manure, adding another ton wont make the smell any worse.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3207719#Comment_3207719
I am pretty sure we learned most of changes before 6.1.0 PTB; maybe i remember wrong.
Usually they anounce a lot of what they are going to change on the PTB days or even weeks before but this time they just announced the basekit Unbreakable and antigriefing Mori so it feels like something is missing because have almost 0 info on the PTB.
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Didnt notice it, are you playing at an odd time of the day by any chance?
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@VikingDragonXii said:
What really dosnt make sense is that with the new Mori system....the game ends if everyone is slugged....but if they have perks or the new basekit they could get back up but no it's game over regardless....
Right now is a low risk, high reward strategy since slugs cant do anything unless they have Unbreakable and they want to change it to high risk, high reward, you go for 4 slugs you have 45 seconds to pull it off or people are going to start getting up but if you manage it you win, it will also make Survivors be less aggressive because swarming the Killer has the potential of ending the game no matter the perks you have or the number of hooks around.
I belive the change will reduce drastically the amount of pointless/petty slugging and the amount of very aggressive Survivor plays under certain circumstances like all 4 Survivors being injured.
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Seeing the way some people play no wonder they get mistaken by bots.
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Going to? Unbreakable is already better than Exponential.
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@HugTheHag said:
I wonder if all these bans are IP bans or if they're just account bans.
Not that I'm not ecstatic they're doing something about the cheating wave, but I wonder if those last week 2 000 bans are really that many cheaters or 50 times the same person each.
Probably the same people several times, otherwise we should see huge drops on Steamcharts after a banwave, like one month suddenly the game has 20k less players.
@SantaKlawz1 said:
I think it's great but people are going to abuse it. I'm concerned about permanent bans for people who get reported for reacting to someone who sandbags. It doesn't happen very often at all but here is an example.
Another survivor body blocks me at the beginning of the game until killer shows up. Killer downs me and puts me on hook. I'm pissed. Everyone gets to end game. I see an opportunity for revenge and am able to block opening the exit while killer is in range. The sandbagger gets downed and hooked as everyone else leaves. They record only that last part and report me.
I'll be pretty upset if I get banned and have no recourse.
Your example is the equivalent of "that guy robbed me at gunpoint so Im going to rob him at gunpoint too and cops shouldnt interfere if they see me since Im just paying back", if someone intentionally sandbags you, record and report it, same as if someone commits a crime.
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Yeah, one thing that always irked me in DBD when I saw cheaters on Youtube or streaming platforms is the huge amount of control they have over the match and thats related to client sided validations.
Its time a lot of things get server validated too altough its going to be a rough process because bugs and inconsistencies will appear until they fix them again.
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You should specify its 200k banned cheaters in total, this last year were "only" 50k which is huge since the game has been around since 2016, they banned in a span of 9 months what they usually ban in 2 years.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3203213#Comment_3203213
Never heard of it. Guess i ask Google.
https://forum.deadbydaylight.com/en/discussion/comment/3203215#Comment_3203215
Have updated kill rates been published somewhere?
The only thing we got afaik are anecdotal subjective statements from the loud minority on the forum etc.
Its an aphorism stating since internet lacks entonation sarcasm can be mistaken by real opinions.
Its also denotes we reached a point where the line between sarcasm and real, extreme and absurd ideas has blurred to a point you cant tell apart people expressing whacky ideas from people parodying said ideas.
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@fake said:
No.
The good players who were able to adapt will remain.
As before, the bad killers who could not adapt will leave and the good killers who could adapt will remain.
And survivors who lose to those adapted killers will ask for a nerf. This will be repeated.
If only...
The good Killers will adapt, the bad Killers will come to the forum to make threads about "I feel miserable playing Killer, I need to first hook camp because is the only way to secure kills, if you give me buffs Ill stop camping, this time for real, Im telling the truth".
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3203202#Comment_3203202
Op is obviously sarcastic and mocking the outrage about basekit unbreakable.
Poe's Law.
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@HarlockTaliesin said:
The argument for not allowing it is rather moot, considering any killer can artificially reduce their MMR at will. Survivor as well, though that's more detrimental to the survivor.
Its not a matter of comodity, its a matter of the game using algorithms to find your match, if you queue with a Killer with 0 MMR it will search for Survivors with a similar MMR, once the lobby starts forming if you switch the Killer to one with 2000 MMR the algorithm has to switch too and start searching for new Survivors, what if there is already 2 people in the lobby? Do they get kicked for new Survivors? Do they stay and face a Killer way more proficient? How does the system calculate your MMR if you make a switch in between? switching Killer during queue opens the door for a ton of problems.
That being said they could implement a way of players picking a Killer and then being able to level other Killers while waiting without making a switch, this way people can use the queues to burn through BPs.
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@FizzieSprite said:
https://forum.deadbydaylight.com/en/discussion/comment/3200823#Comment_3200823
45 seconds is half a generator and 1 full self-care. But, 45 seconds is also absolutely nothing if the team around you is swarming the one survivor down in an attempt to pick him up? Mettle of Man is going to be godlike in this update as a perfect distraction perk. Honestly, if you think 45 seconds isn't detrimental, you have never been in a situation where 45 seconds can make or break your game.
It should be 90 seconds or they should leave it alone.
If the team is swarming the pallet to force a self-pick up nobody is fixing gens for 45 seconds, the game is effectively stalled for both sides.
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I posted this on another thread when someone was fearmongering about "seeing Killers nerfed into oblivion" after the new sats.
They may not nerf the Killers but they may nerf the way a lot of people get their 61% kill rates.
Guess I wasnt wrong, Killer mains are fuming because slugging is a very powerful tool against Solos and is one of the easiest and most rewarding ways to secure 4K but is also one of the worst aspects of this game to face as Survivor, it has to get tweaked.
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Dependant on the map, as a rule of thumb central gens and the ones you know they are essential to a 3gen like the one in the main building in Family Residence.
Other less obvious gens to take care early on are gens close to the basement, especially if its gen+basement+shack and gens on deadzones like the gens that spawn at the end of the street on Haddonfield near the trafic cones (no pallets or windows close).
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@Gamall said:
45 seconds is enough time to press the space bar to pick up the survivor and bring him to a hook, don't you think?
"NOOOOOO YOU HAVE TO LET ME SLUG THE ENTIRE TEAM FOR MY PETTY AMUSEMENT, THIS IS NOT FAIR, NOOOOO!!"
I remember saying self-policing doesnt work for toxicity nor in this game or any other, it was either people starting to play a bit less toxic or it was going to be the paddle, I guess its paddlin´ time. I also remember a lot of Killer mains saying slugging is not so prevalent and it happened only in very rare ocassions so Survivors complaining about it was entitlement, suddenly they announce this change and it looks like slugging is the only way to secure any kill.
This comunity...
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The developers managed to split a good chunk of the community into two roles while taking the wrong approach to solve core issues (too slowly and not fixing a problem on both sides at the same time) so people become more and more partisan towards they side because they perceive grievances against their role.
Doesnt help several streamer mains run echo-chambers where people just parrot self convincing mantras, nor the forum infested with threads that add nothing in meaningful ways except more bile and the player base has a huge problem self reflecting on their skils I mean how many people admit they played poorly instead of just spewing "X IS OP!! BHVR NERF IT!!"?.
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Have you tried to adapt?
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@Steel_Eyed said:
It will Initiate Finisher Mori. Gifting hatch will also be a thing of the past.
Cant remember the last time someone downed me or anyone else while I was spectating and brought them to the Hatch (honestly, it has been more than one year since I saw it for the last time), on the other hand I can remember perfectly the last time someone slugged the last person for 4 minutes while nodding and spamming their power, it was 2 days after the Summer update (I barely play Survivor since then).
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Slugging is a valid strategy
Well I guess you folks will have to adapt.
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@neb said:
Devour Hope is fine, but you're susceptible to DS (lol), Sabos, Bodyblocks, and Flashlight blinds.
Rancor just got gutted though lol.
You are not susceptible to bodyblocks because everyone is exposed, Sabo is a bit more feasible but the odds of the Killer dropping the Survivor and downing the other guy are huge, you risk ending up with 2 deaths instead of 1.
How many sabos against Starstruck do you see on normal gameplay? This is even worse because Starstruck only guarantees you are exposed for 30 seconds, Devour is permanent and you die after getting hooked no matter if its your first or last.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3200292#Comment_3200292
It is absolutely not the same, which saddens me greatly as I am very fond of the perk.
Current Devour : Down = Kill
Future Devour : Survivor can wiggle out, hook can be sabotaged, survivor might already be on death hook so no value, decisive strike, bodyblocks, totem cleansed on your way to the hook (10 seconds more to cleanse than killing as they're downed) + permanently breaks a hook
This is absolutely not the same effect :/
Current Devour : Down = Kill
Its the same with new Mori system the difference is its death by Hook instead of death by animation.
survivor might already be on death hook so no value
Same as current DH, if you down someone at 5 marks and is on death hook you barely get any value as he would be dead anyway, Mori or no Mori.
bodyblocks
The exposed status on DH at 3 tokens still exists, you bodybock and get instadowned then MAYBE the guy gets to wiggle out but the guy who got downed is killed instead.
hook can be sabotaged
Same as bodyblock, everyone is still exposed, drop the Survivor and down the saboteur, you get 2 downs by the price of one.
The others you are right but they are compensated by the fact you get rid of one person by using a hook and it activates hook perks like PGTW or Pain and the 10 seconds may be on the Killer advantage or disadvantage, if the Hook is closer than 10 seconds you save time, if its further away you lose it.
That being said, I dont care if they leave the Mori on Devour and let the perk stay the exact same, on the grand design nothing will change, the times the Totem gets cleansed on your way to the hook are going to be close to zero and the amount of times a team manages to wiggle someone out under Exposed are going to be minimal too, the only difference is sometimes you may save or lose some time.