Hex_Ignored
Hex_Ignored
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NOED is another perk that affects solos 10x more than swf. Against solos, NOED is guaranteed to go off and get even the worst killer at least one pity kill. Swfs can easily coordinate to either A) cleanse all totems before endgame or B) quickly locate NOED and go for a coordinated rescue.
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Remove head on? The weakest exhaustion perk? Did you just get bullied by a head on squad or something?
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Killer: BBQ, corrupt intervention, scourge hook pain resonance, pop goes the weasel
Survivor: sprint burst, iron will, borrowed time, adrenaline
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RPD, gideon pallet plant, eyrie of crows, cowshed, rotten fields, swamp
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Farewell random stranger on the internet. You will be missed.
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@GoshJosh said:
Better yet: why weren’t its effects simply added to Decisive Strike, and Parental Guidance do something totally unique? Because BHVR loves their half-baked survivor perks for some reason.
I do like it as a standalone perk, it has great synergy with smash hit
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She has a very specific playstyle that is different from pretty much every other killer. She's less focused on chases and more on planning ahead and controlling a part of the map. This playstyle just isn't for everyone.
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Good idea, would be great if they could implement that
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I know this is a joke post, but I genuinely never see this perk. Not even on huntress, trickster or doctor even though they have synergy with it.
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@CrimsonPotato said:
https://forum.deadbydaylight.com/en/discussion/comment/2913057#Comment_2913057
Also those are all character-specific perks, none of which I have unlocked
Iron grasp is a generic perk available to all killers and agitation is on trapper, who is free
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I have an even better idea. If the killer dares to slug for the 4k, a divine light will shine down from the sky and strike down the killer where they stand. Then all sacrificed survivors return and everyone is teleported behind the exit gates so they can leave. I think this would be a fair solution.
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So far I've only encountered one obvious hacker (huntress with no lullaby, no terror radius, no red stain, no chase theme and no wind up noise) but maybe I've had to deal with some subtle hackers and just didn't notice it
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2912400#Comment_2912400
...Tunnels three people?
Only REAL killer mains can tunnel basically the entire team
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Hiding your aura behind a gen still works
Edit. Shadow step is another option
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2911702#Comment_2911702
Not quite: That would be the case if we lowered the cap too far, but in reality, it's still not anywhere near the middle. We nudged it down a little bit. This basically pairs the insanely good players with the really good players, not with the average folks.
That's good to hear. Thank you for clearing this up.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2911659#Comment_2911659
Is there something I can clear up here? The folks in the middle should actually see an improvement with the maximum range being reduced; the worst possible cases won't match you with Killers nearly as far away anymore. The worst case scenario is fairly unlikely, though, as the majority of people are in the middle of the pack, meaning that they're unlikely to end up waiting a long time for a match (unless they're playing in off-peak hours).
To give some perspective, on average, matches will have far below 50 points of difference. Even at 50 points, the chances of winning/losing don't change significantly.
Maybe you can. From my understanding, lowering the cap means that the absolute best dbd player ever is considered to be in the same mmr group as an average player that just barely reaches the cap. Is that correct?
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Casual. Usually I'm more focused on tome challenges and dailies rather than actually getting an escape or a 4k
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The big winners of those changes are low mmr players, who will only be matched with each other, which is totally fair, and high mmr killers, who will get to terrorize mid mmr players so they can have "laid back" games. The losers are mid mmr players, who will have to go into unwinnable trials against high mmr players.
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@Hermit said:
https://forum.deadbydaylight.com/en/discussion/comment/2911634#Comment_2911634
Because high mmr survivors are tired of playing only against nurses, blights and a few huntresses. They want to play against trappers and wraiths again.
Four people happy > one unhappy person it seems.
It will probably go both ways. High mmr killers will face mid mmr survivors as well.
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That's also the problem I'm seeing. They plan to match low mmr players exclusively with each other, which is a very good change, while at the same time throwing some unfortunate mid mmr players into unwinnable trials against high mmr players so they can have "laid back" trials.
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I do agree that the pallet stun hitbox is way larger than it has any right to be.
Also the zombie AI needs to be fixed, but soon nemesis has his 1 year anniversary and nothing has been done about his brain dead companions.
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I can only speak from my experience, so all of this is merely anecdotal evidence. I play on EU servers and during the day, the matches are actually quite fair. Killer and survivor queues range from a few seconds to maybe 1-2 minutes.
But everything changes in the evening/night. Survivor queues are easily 5+ minutes and killer queues are instant. The matches are totally unbalanced. It's either 4k at 5 gens because a pro killer goes against a team of baby survivors or 4 man escape with 0 hooks because a baby killer got matched against a good team.
I assume it's because mmr doesn't matter if there are way more survivors than killers and instead they prioritize quickly finding a lobby, no matter how unfair the match is going to be. It's really dumb. If you make a mmr system, at the very least make it work.
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Correction: swf is op, solo needs some big qol changes
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@MikaelaWantsYourBoon said:
He was not op, he was strong for sure but op? No.
He was boring for me, i never loved reworked version.
Just bring back Old Freddy already, he was best killer in game.
what we don't need is old Freddy. He had absolutely nothing going for him except aura reading and passive slowdown and we all know how beloved slowdown is.
Old freddy was an m1 killer with no mobilty, no lethality, no antiloop and stealth that was so bad it makes onryo blush. Having to wait 7 seconds before you could even injure survivors was a terrible idea and being an m1 killer with nothing else just means you'll get looped the entire game, just look at onryo.
Old freddy should never come back imo. The rework was necessary, the nerf wasn't.
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When survivor queue times are long, your mmr doesn't really matter. During the day I face nothing but baby survivors with my low mmr killers, but even though I always let all of them go, in the evening I get survivors that are so much better that a low mmr killer stands no chance.
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Have you tried cleansing totems?
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The problem is and always has been swf and how they have the ability to completely make the killer a non threat if they want to. It is undeniable that swf gives you an advantage. How big that advantage is depends on how serious the swf is playing but even a simple "I'm going for the safe, don't worry" or "killer is Ghostface and he's heading towards shack" is huge.
And before anyone says "Uh, yOu'rE jUst jeAlouS BeCauSe YoU doN't haVe fRieNds" that's not the point. I don't care about the fact that people want to play with friends, but I do care about how this is not balanced at all in this game.
Swf is the problem. BHVR can't balance killers around solos because then even the most casual swf would stomp them into the ground, but if they balance around swfs, solos will have it even worse. Frankly, I don't know a satisfying solution to this problem, but I do know that something needs to be done. The disparity between swf and solo is not healthy for the game and makes it impossible to correctly balance killers.
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It's so dumb that this is almost exclusively a console/controller problem
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Skill issue
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The only thing he needs is better zombie AI and maybe a longer hindered duration for an infection hit
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At least it's not another mettle of snowman situation
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He specifically said that this streak was done during the no mmr test and he heavily modified the rules compared to his previous streaks.
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I mean having no counterplay doesn't necessarily make a killer good. Just look at clown. You can't loop him and he can catch up rather quickly if you hold W. Is he a top tier killer?
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2904367#Comment_2904367
It has never been easier to deal with totems than now: between boons and perks that allows to look for totems. I'd even say that the introduction of boons made hexes overall weaker, and made the survivors learned how to deal with it more efficiently. And the real problem with old ruin was that it was overused (80% of the matches if i recall). Not sure that Huntress lullaby would be used as much even if buffed.
https://forum.deadbydaylight.com/en/discussion/comment/2904370#Comment_2904370
No, i won't leave that perk alone cause it is wasted potential.
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
These were the reasons BHVR listed for the ruin change. Almost all of them could be applied to your proposed buff for huntress' lullaby.
The first point is the most important though. New players already struggle with skill checks and this perk would make it even worse with no warning sound and increased regression + info for the killer. Seasoned players wouldn't even have to bother with this.
Newer players also don't know totem spawns, meaning that getting rid off the hex is another problem for them but not for experienced players that know totem locations.
Your buff wouldn't make the perk viable in higher level play and of course it wouldn't see more play there, but it would make the game a lot worse for beginners and I think that isn't a healthy change.
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The fact that undetectable doesn't make the killer truly undetectable is laughable.
I think it's fine spine chill works on oblivious survivors, but it shouldn't work on undetectable killers.
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I think map size is the bigger issue
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The thing is that for beginners this would effectively bring back old ruin while experienced players wouldn't even bother looking for the totem. I don't think overly punishing new players is a good idea.
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No killer should be retired. Every killer is someone's favorite and having them taken away because someone else didn't like their playstyle is wrong. Like people say artist is "boring" but I genuinely enjoy playing her and would be sad if she got deleted.
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Just had a yui as a teammate who was an absolute god. She ran huntress for like 4 gens on midwich before she got downed by noed and facecamped. Clearly she was just not as good as me and the other 2 who just held m1 on gens. We escaped after all.
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Do bones
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Carlos Oliveira for Leon
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The zombie AI desperately needs a fix
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Nemesis' theme is my personal favorite, but I also enjoy pyramid head's and the twins' chase themes. New legion theme is also really good.
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Farm bp, dailies and tome challenges. Has the added benefit of lowering your mmr.
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While it is a good idea, I fear that this would attract smurfs.
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Bypassing the objective is "fun"? In that case old moris were also fun as they allowed you to skip an entire hook state.
The hatch update was well deserved and the hatch still does what it was initially planned to do: give the last survivor a chance to escape to stop endless hiding. It never should have been a way for survivors to skip doing gens.
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Trickster. While onryo is very weak, she can (probably) be fixed with some buffs. Trickster is just horrible. The knife barrage will down you very quickly on open maps with little to no counter play (depends on the map). Also, he has the worst chase theme in the game (I even prefer ptb ghostface) and a silly aesthetic design.
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The skill in dh is finding the E key on your keyboard and pressing it when you've made a mistake while looping
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If all dbd players were honest and only had the best intentions, this system would be a good idea.
Unfortunately, what would actually happen is that the toxic bully squad with full meta builds all raise a green flag and the poor baby trapper also raises a green flag. It could also be the other way around. A fully decked out god nurse raises a green flag to fool innocent baby survivors.
What I'm trying to say is: a lot of players would abuse it.
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That add on has very demanding requirements to get its full effect. I think it's fine.
Noed is noed.