Iron_Cutlass
Iron_Cutlass
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219373#Comment_3219373
Hag is fine as is. She just needs qol changes, like being able to hit the survivor out of instantly teleporting to them, like she's supposed to be able to.
I mean it turned Hag into a good killer without removing their gimmick.
It also made Hag be able to take chases but not make her extremely oppressive. It as well removed the ole' scroll wheel Hag we all know and
dontlove. It also redid their addons and basekit to make her not so reliant upon defending a single 3-gen all game.Because of the nature of Hag, and how old her design is, I think it is fair for them to get a rework. A lot of the older killers also need touching up on since most early killers lack substance to their gameplay, especially when compared to the more recently released killers.
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People who do that are only trying to make you frustrated, if you ignore them and play carefully you should be fine. Had people doing it earlier and 4Ked super easily. It takes time to pick up on what to do.
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I believe Choy made a video on how they would rework Hag, personally I liked it because it was more interactive. Would recommend checking it out.
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@Audiophile said:
Ok. I’ll spell it out….
Granted: The person who DC’d is most at fault. They are unsportsmanlike.
But now let’s deal with the new reality. The facts.
Now the game is 3 survivors who are in an unfair game through no fault of their own vs a killer who has a very easy game. The game is now heavily imbalanced in the killer’s favor. You cannot say it is sportsmanlike to play this game from the killer’s perspective. You can say it’s within the rules or that it’s allowed but ‘sportsmanlike’? No.
Survivors can’t do anything to even the odds or make it fair or remedy the situation in some way but the killer CAN. There are various sportsmanlike things to do… let the survivors get a couple gens done before resuming normal play or farm with them for a bit or for the whole game. But the VAST MAJORITY of games where an early quit happens are simple slaughters. Most killers have the mindset of ‘not my fault. I’ll take advantage’. It’s allowed. It’s accepted by BHVR. It happens thousands of times every day. But no way is it sportsmanlike.
From a neutral perspective, there is nothing the killer can do without ruining match statistics. Let them farm and escape? Escape rates go up. Kill them all? Kill rates go up. Let some generators go? Surely that will mess with some of BHVR's charts. There is no right or wrong in this situations because no matter what you do the result is the same, statistics get messed up and become inaccurate.
It does not matter about sportsmanship or giving the other side an advantage because it would be silly. Why does the killer have to actively throw the game to compensate your teammate's awful decision? Better yet, why does the game design not support making the game more fair when someone DCs.
There is no right or wrong here for the killer. The killer has the option to pick whatever they want, they have the option to pick rather or not to make things "fair" and throw the match, just as much as you are given the option to opt out of the match and leave if you dont like it (or let yourself go on hook). Dont get mad at the killer for making decisions they are forced to make because your teammates did an awful thing, nor should you force them to act a certain way based on stuff out of their control.
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This might just be me, but I have no issue with Hug-Teching, I personally just find Blight's addons to be problematic, basekit he is fine to me.
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I really think they should have a basekit mechanic where killers increase speed for a short duration after hooking a survivor, similar to Devour Hope, just something to encourage going for hooks and pressuring after a hook.
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@Mandy said:
Unfortunately we do not have any update with regards to cross progression, other than the platforms that are already included.
Is it still being worked on though? I do not want to be left in the dark for a really long time and I dont want to restart and lose everything Ive gotten up until this point.
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@C3Tooth said:
At least you may have some chance to teleport hitting them if trap triggered.
Trapper, however.
Youd be surprised how often my SoloQ teammates have the inability to look down. It's almost like they are too busy staring at the vast amount of crows to actually look for traps.
I wish MMR actually worked.
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Not a fan as Dead Dawg as killer but really like it as survivor tbh.
The loops can be ran in ways that are really strong if the killer does not break some of the walls. The map is very open which really does make stealth killers a lot easier to spot and make normal killers easier to track. Main Building generator and Gallows generator are pretty difficult, if not impossible, to keep safe from survivors as killer due to their elevation, positioning, as well as again, the map being very open.
This is of course ignoring the elephant in the room which is that the Main Building is an infinite against M1 killers as long as you do not start chase.
(People really like to underestimate how good this map is for survivor in my opinion.)
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I was something good for Billy, we lost the Christmas sweater cosmetic and Im still coping about it.
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@Sonzaishinai said:
The fact that some of this community think that the most minor of change to their game is more important then the health and safety of human beings is quite frankly disgusting.
You people clearly never saw someone have a epileptic seizure.
This community never seems to surprise me with how horrible some of you are
Ironically the forums have had some pretty tame stuff so far. I saw some people on harassing and sending hate to DbD streamers who have some form of photosensitivity in their stream chats, blaming them for the changes and such.
It's really just an awful thing, they really lack empathy.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3210236#Comment_3210236
How is removing a feature (characteristic) that people have enjoyed and associated with DBD all these years being removed good for the game? At a time when people are definitely not enjoying survivor, this is the worst thing you can do.
You are completely oblivious and ignorant to how harmful flashlight click is to those with epilepsy and photosensitivity. As well as to how this is more than a small step for DBD and it goes beyond that.
Within the real world, people with disabilities and issues are often left in the dark because people do not want to help bridge the gaps that create the common barrier to entries we see. It takes people coming together and applying Universal Design (UD) to different core subjects and providing alternatives that work for everyone.
Something as simple as ramp accessibility means a lot yet you see stuff like that missing from most places.
Gaming is the one place where people go to distract themselves from the struggle of the real world, and a lot of people with disabilities use it as a comfort area. (e.g. People with autism or ADHD typically tend to cling towards games and media for self expression, comfort, and entertainment.)
Within the gaming sphere, developers (not just BHVR) are working to incorporate UD to make gaming more accessible to everyone, so people can use games to escape the issues of reality and deal with stress/anxiety, etc.
It does not matter at all about if flashlight clicking is iconic or not to the game. What matters is making the game more accessible for all and providing a wider sense of home and community for everyone. Reducing the barriers to entry so everyone can thrive, because the only thing holding them back from doing as much as anyone else are those barriers. It's a small step in a series of small steps to elevate the game for everyone.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3209933#Comment_3209933
I wish this post aged better.
One of the few times the community actually ignores negative posts and immaturity is ironically at one of the worst times to do it.
I feel like people are really downplaying how people have been acting in regards to this change, not just the forums, since it's so sad to see people act so negative towards such a good change for the game.
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@ElodieSimp said:
The overall sentiment seems to be positive, not sure why you posted this.
Twitter.
Also you can go through replies on some other forums posts about the change and people are being really insensitive and hateful about the topic.
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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
They never mentioned buffing the recovery % for No Mither. Yes, you could hypothetically stack it with Unbreakable, but realistically there is no point to sacrificing a health state permanently when No Mither's entire gimmick becomes basekit.
(I say this knowing damn well that I will still use No Mither anyways, because it's funny.)
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The only thing I wish they would change is the Bloodpoint value for the Moris, just make them more worth getting since the Ebony Mori might be harder to pull of with the basekit Unbreakable changes.
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Just had a match on Haddonfield where a 4 man SWF gave up to give someone hatch (DC'ed) all because one of their teammates reached second stage. They accused me of camping when I original was heading over to pressure a generator and it was not my intent. But it overall just hinged on them getting upset over their misplay.
I reckon they were pretty upset and a lot of people just really take the events that happen within a game and make it so much more for no reason at all. I frankly dont see the point in harass someone over a game, so stuff like this will always be strange to me.
But I understand having bad matches in DbD, typically I play multiple games, so if Im feeling upset, I just play something else. Does wonders with preventing frustration and burnout. And that is if I even get mad, I dont get upset with games often.
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She is boring to play as and against, and I wish she was more of a ranged killer than an anti-loop killer.
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I never really use Cross-Play Off, but from my experience, you dont come across many cheaters on Console, and if you do, most of them are just people lag switching and nothing else.
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You need their Steam ID and going to the proper website to report it, which is nearly impossible to get on Console unless someone has an oddly specific name or identification you can find. But since most cheaters use small and common names, it is basically impossible to file a proper report on Console. And using the ingame reporting system is useless since you cant even put a description with proof of them cheating as well.
Yet again another instance of Console players getting left in the dust.
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@_kostas_pap_207 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204653#Comment_3204653
You made it even better
This guy means that it needs to be weaker
I edited it since I worded it poorly.
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If the final survivor just camps in a locker, I would recommend just sitting outside of the locker for as long as it takes. As far as I am concerned, the survivor can hop out of the locker at any time, and if you pull them out and they keep wiggling off but wont leave the locker, then they are taking the game hostage. You could technically kill them, but achievements are something the developers want you to go for (otherwise they wouldnt exist), so I think it's fair game to call it taking the game hostage.
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I think they could change it to "If a survivor is hit with a basic attack while a possessed chain is attached to them, the survivor suffered from the Deep Wound status effect," it would better reward the killer for using the power accordingly, or maybe just change the effect all together.
As much as I hate Pinhead, I do not think they should nerf him too much since he is in a pretty good spot balance wise (even if I do find him super annoying).
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@Cybil said:
This guy has been slapping my cheeks in the og re3 game. So much more threatening than the remake.
I mean the RE3 Remake is easier, but his design and even the concept art for the game goes hard. They had some really cool design choices with them, but to be fair RE has always had good designs and concept art throughout it's history.
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Lightborn basekit, in any form, would be a horrible idea. I want survivors to waste their time trying to go for a flashlight save that they will eventually fail.
Also playing the game, using flashlights to your advantage, is not toxic; the only thing that is toxic is post-game or outside of match harassment since you are directly taking something that happens within the game and using it as a tool to attack people outside of the game.
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I think the solution is to simply make the White Mirror a side item similar to Sadako's VHS Tape. Any and all quest items should not take the place over an actual item in my opinion.
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I think BHVR just needs to fix the animation so the survivors gets off the killer's back quicker. 5 second stun just feels absurd in my opinion, but the way DS currently is, you do not many any meaningful distance to put yourself in a good position after using DS. Giving the survivor more time through fixing the animation, or even giving a 10% Haste effect on top of it, might be the perfect balancing area for it imo.
The only reason why 5 seconds DH existed early on in DbD was because of Enduring affecting the stun duration of perks. BHVR stated that they would change it to 3 seconds and would nerf Enduring accordingly in one of their streams I believe, but they kind of slept on changing it back to 3 seconds for a really long time and never bothered to fix the dropping animation as well.
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Hitting an obstacle in the environment does not count as a missed swing and is unaffected by Unrelenting for some reason. In theory you miss the swing, but the game treats missing and hitting an object as both a hit and a miss, so it isn't modified by perks but you still go through cooldown as if you missed the swing. It's very weird. Unrelenting is basically worthless though, the only niche it has is going for window cutoffs as Billy and Bubba but that is about it.
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Most killers can get good value from it, mainly Hit and Run killers, Wraith and Sadako do super well with it. Killers that slowdown survivors and force them into vaulting pallets can also put in a lot of work, like Clown (but not Freddy because of the Oblivious status messing everything up).
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@JackOfTrades said:
https://forum.deadbydaylight.com/en/discussion/comment/3204609#Comment_3204609
Ok, then. 100% would recommend for help.
I am doing my part on the forums, and being a menace to society.
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@JackOfTrades said:
Wait. Hold on. Confusion. Which is the killer?
Nemesis
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Every time I play Huntress, I either get Ormand or Lery's. Every time I play Billy, I get Badham, Eyrie of Crows, and Garden of Joy.
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The map is certainly a pallet hell regardless of how many pallets there are, most are way too open to mind game, and they chain super easily. I get that breaking the pallets creates large deadzones, but the map balance just feels all over the place and it doesnt feel good to play imo.
But from my experience, I reckon there are about 30-40 pallets, 25-35 of which are safe/god pallets.
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Two Things:
~Midwich/Midwich offering
~Pinhead
As soon as I see either of these, the smile on my face disappears.
Midwich is just my least favorite map, I love the design, but I hate how it plays, since it comes mostly down to Hold W gameplay since most loops are way too short to actually use as survivor, it kind of just leads the boring gameplay as killer. And when you break all the pallets it just becomes a lot more boring.
Pinhead is also just an obnoxious killer. He isnt a strong killer, just really annoying to deal with. SoloQ makes the experience way more worse since you cannot coordinate who gets the box, so half the time you have everyone running all the way across the map to solve the box, the other half of the time nobody gets the box, so you have to deal with the annoying as hell Chain Hunts.
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I dont camp or tunnel, I think the only match I ever "tunneled" (in heavy quotations) was literally last match where I chased these two guys only because they were pretty damn good and fun to chase... I care more about the chase aspect of DbD more than anything so uh yea, sitting in a single place or hitting someone right after an unhook is super boring for both sides.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3198368#Comment_3198368
You make a point by taking a break, the problem is something else though.
You take a break now, you feel is super toxic then you come back 1 month later to see DbD being just the same or even worse in terms of harassment. Instead of you being chill and nice, having fun in-games you roll your eyes even more and quit again. This for sure will not improve you review or impression about the game when asked to recommend the game to other people.
Toxicity slowly kills Dead by Daylight and it's worse than it has ever been, I play since 2016 and I've never seen so much harassment like now, not only in post game chat but using game mechanics to bully the players.
Harassment and community toxicity was a huger issue back when the game started in comparison to now. DbD's community was smaller, but as a result you could basically be kicked out of the community for not following the rules at the time, it was made even worse when DbD on PC started to develop blacklist programs and such to prevent people from finding matches with people, since dedicated servers did not exist at the time. I had friends in the early days that struggled to find lobbies because of blacklist programs combined with the matchmaking not really being that good at the time, basically making the game unplayable.
Modern DbD is just a former shell of what it was, BHVR removed those resources or found ways to make them not work, so no one could enforce the rules anymore. The community just became more verbally abusive as a result of this, which as a result made the issues within the community a lot more apparent. Another thing is because it was older DbD, you have the community traditions and ideals passed onto new players over the years, which just furthers the issues and divide within the community. While not pleasant, I would argue that it's at least playable, which is a hell of a lot better than it use to be.
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@madd4punk said:
Ever since Hillbilly's rework a while ago, I can't stand playing as him anymore. It just feels like everything I could end up doing with him I could do better with several other killers. Overheat makes playing certain loops really boring cause I'm basically forced to M1 instead of try to use my power in an interesting way. Admittedly, I'm not at all good with the killer, but that didn't really matter to me before. He was still really fun. These days I dread getting a daily ritual for him. Anyone else feel similarly?
As a Hillbilly main, I feel as if Billy really needs some touching up on.
- Improve collisions zones, there is no reason for Billy to slide off of a crouching survivor.
- Slightly increase the chainsaw travel speed by default, remove Death Engravings.
- Rework addons, most are too horrible or gimmicky to use.
- Fix map collisions to (Eyrie of Crows, Garden of Joy, etc) and rework maps to make their power more viable (RCPS, Lery's, etc)
- Make turning speed with the chainsaw consistent between all sensitivity types (including Controller)
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3198351#Comment_3198351
You missed my point.
it is toxic because it is not being done when it’s necessary, it is being done because these killers are boosted and can’t compete otherwise - with BHVR giving these killers even more crutches to execute these behaviours.
players are no longer trying to even learn the powers of the killer because they are still effective as M1 killers when they camp/tunnel from the nerfs survivors received in chase.
I shouldn’t be running into nurse or blight players that are playing them without using their powers at all because it works on their matches prior. Or when they do use it they go flying past me because they SUCK at that killer!!
taking advantage and being excessive when not needed or necessary is toxic, and you’re not going to change my mind tbh
I think you missed my point.
It is not toxic at all yet you are grasping at straws for an excuse to call things toxic. There is a lot of nuance within a match of DbD, we can go on and on about "taking advantage and being excessive when not needed or necessary".
The killer only got 1 hook and first 3 generators are done, were that many generators needed to be done? It does not matter all, because it's just a game, but I'm guessing you never considered the "unnecessary" or "excessive" nature of such, because it does not come at your expense, but whenever it does come at your expense it suddenly becomes toxic. Notice how things do not line up, how they start to not make sense. Because again, there is a lot of nuance in a DbD match, where are we to judge what is necessary and what isn't.
Killer 4Ks at 5 generators remaining, well what if they had an Archive to kill survivors? Again, nuance, nuance, and more nuance. There are so many factors going on behind the scenes that occur without your knowledge, yet you never bother to even strike a thought about it. Challenges, Archives, personal goals, etc; it's almost like they don't exist to you, but they are there, and very much present at that.
Assuming the nature of someone based off of the event occurring with a match is a silly thing to do, especially when there is too much nuance, especially when there are factors beyond your knowledge and out of your control, especially when it's just a game, especially when you can just as easily get into another match and completely forget what happened in less than a minute.
But frankly at this point saying all of this is like arguing to a brick wall. You wont listen, you wont care, you made that evident from the start.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3198351#Comment_3198351
You missed my point.
it is toxic because it is not being done when it’s necessary, it is being done because these killers are boosted and can’t compete otherwise - with BHVR giving these killers even more crutches to execute these behaviours.
players are no longer trying to even learn the powers of the killer because they are still effective as M1 killers when they camp/tunnel from the nerfs survivors received in chase.
I shouldn’t be running into nurse or blight players that are playing them without using their powers at all because it works on their matches prior. Or when they do use it they go flying past me because they SUCK at that killer!!
taking advantage and being excessive when not needed or necessary is toxic, and you’re not going to change my mind tbh
So people playing to win, even if what they are doing is unnecessary, is toxic?
I don't think you understand how silly that sounds. People can play how they want, bring anything they want, because it is literally just a game, and you are quite literally judging the contents of one's character based on their actions within a game, it's an awful things to do.
^ This is an old post I made, but I feel as if it still holds relevancy to something like this.
Also, if you do not like the state of the game, if you are tired of facing people that camp and tunnel, you are better playing something else. Recently, I have been playing other games (such as Warframe) to try and prevent burnout but also because cheaters have become too much of an issue atm for me to play the game, I would recommend taking a break from DbD every now and then to avoid frustration similar to I have, doing the same thing over and over knowing that it will cause frustration is not healthy to do.
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@SmarulKusia said:
I am, by no means one of the best survivor players, I'd like to say I am above average though.
When the big update came, I was largely unaffected as the only 'META' perk I used was BT, cool. But with all the favourable changes to killer, the game has become so lopsided, that I lose my appetite to finish my games nowadays.
I am getting killers that are only ever winning because they are playing in toxic and scummy ways. Not because I am getting outplayed. Not because the killer is good at playing their character. No. Yesterday, I had a game against a Wesker, I wasn't downed once - He was absolutely dog at chase, failed to hit his dash, and just didn't have good map awareness. My teammates were weaker in chase than me, and unfortunately ended up all being sacrificed, at the expense of him pretty much face-camping the hook. Upon the last hook, it turned into a game of RNG, who finds hatch first. Unfortunately, I don't get anything out of escaping through hatch but saving my item. The killer camped on-top of the hatch and when I ran into the room, he slammed it in my face. Why? Just slam it when you find it?
Game after game, I am running into killers that are simply boosted. They can't chase, they can't pressure gens. They are aware of it, and resort to camping the hook of whoever the poor soul is that got caught. You 'stats' say that you weren't happy with the kill-rate, that it needs to be higher? Are you trying to make the killer role braindead? #########? I feel lied to, and betrayed by BHVR.
The quality of the games are steadily going down, where after weeks of not touching the game, 2-3 games is enough for me to not want to touch the game again.
I'm sorry, but everything you just listed is not toxicity.
- "My teammates were weaker in chase than me, and unfortunately ended up all being sacrificed, at the expense of him pretty much face-camping to hook" ~ You mentioned that they were not good in chase, perhaps they were trying to build back the pressure they lost from chasing you. Camping is an annoying strategy, but it is not toxic at all.
- "The killer camped on-top of the hatch and when I ran into the room, he slammed it in my face" ~ Killers do this to guarantee the 4K, again, this is not toxic, this another strategy, albeit annoying.
- "Games after game, I am running into killers that are simply boosted. They can't chase, they can't pressure gens. They are aware of it, and resort to camping the hook of whoever the poor soul is that got caught" ~ Okay and? That is not an issue with the players, that is an issue with the game. Players should be lead down the pathway towards success, or at least what you perceive as successful, yet you fault the killers for playing this way.
Would it be toxic for me to sit here and do generators, or even complete a generator right in front of the killer's face? I mean think about it, we are doing our objective. How is it any different from the killer doing their objective? I get that camping and tunneling can be unfun to deal with, especially in SoloQ, but you cant expect killers not play efficiently when most survivors are also going to play efficiently, it would be silly to assume otherwise. We are not living in 2016-2017 when the community followed a fictional rulebook of dos and don'ts.
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Object Of Obsession:
Whenever you start an altruistic action with a survivor, this perk becomes active.
While active, your aura is revealed to the killer and you see the killer's aura for 8 seconds, while your aura is being revealed, your healing speed is increased by 100%, healing speed is increased by 25% per token attached to this perk.
Whenever the Obsession is hooked, gain a token.
You start the trial as the Obsession.
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@My_Aespa said:
A lot of posts have already been made about cheating, we know about this issue already. Unless there's hard video evidence, there's nothing they can do.
You literally have DbD's largest content creators and streamers being held hostage in front of thousands/millions of people.
They need a better anti-cheat and more protection for content creators against cheating, stream-sniping, etc. What they are have ingame is borderline useless and only causes more issues for everyone else (e.g. anonymous mode being used to hide profiles to make reporting useless, etc.). This is completely ignoring the fact that people on Console cannot report people at all since they cannot grab anyone's steam IDs for reporting, and reporting ingame provides no way of filing a proper report.
What they have in the game is horrible and is not excusable for how long this game has been worked on.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3193273#Comment_3193273
In this context it's okay, but if the killer decides not to tunnel you the build is wasted IMO.
Eh, not really even if, Renewal just saves time healing after an unhook, and Off The Record still mutes grunts of pain and hides auras for 80 seconds after an unhook.
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@OnryosTapeRentals said:
No. Renewal is garbage.
Not really, I use to use it a lot and got a lot of value from it. Id consider it worse than Off The Record but both stack for a total of 3 health states so Idk.
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@dugman said:
Continuing a series on the least used perks, next up is Dredge's perk Septic Touch (0% usage over the last two weeks, 0.19% the prior two weeks, on the aggregate site I follow.)
Septic Touch - Whenever a Survivor performs the healing action within your Terror Radius, that Survivor suffers from Blindness and Exhausted. These effects linger for 6/8/10 seconds after a healing action is interrupted by any means.
Septic Touch is very similar to Fearmonger. However Fearmonger actually sees roughly average use (around 4-5%) but Septic Touch sees practically no use at all. One reason for that could simply be that Fearmonger is a generic perk available to all killers while Septic Touch is a Dredge unlockable. However there's actually more to it as well.
- Septic Touch only works if the survivor doing the healing action is within the killer's terror radius. Fearmonger has no such restriction, it works on any survivor working on a generator period, no exceptions.
- Septic Touch only works during healing actions and for 10 seconds afterward. But healing actions are less frequent than generator repair actions and generator repair also takes longer to do so survivors typically spend a lot more time repairing than healing. That means less time for the killer to benefit from Septic Touch versus Fearmonger
So in the end Septic Touch looks to be significantly weaker than Fearmonger, which considering that Fearmonger is "ok" probably indicates Septic Touch could use a buff.
The simplest way to buff it would be to remove the Terror Radius restriction. Just make it work like Fearmonger in that anybody who is healing is Blind and Exhausted. That would certainly help the perk a bit, especially with stealth killers who might not have a terror radius. (Ironically that includes Dredge who actually gets even less benefit from its own perk than other killers.) And if that buff still isn't, extending the duration of the effect after the heal is completed beyond the current 10 second would probably do the trick. Blindness and Exhaustion aren't a bad combination of effects, they just need to happen a little more reliably and last a little longer on this particular perk for it to feel a little more worth using.
Personally I always thought that Septic Touch should remove the Terror Radius requirement and also have the added effect of causing survivors to be Oblivious. Maybe having the effect linger a bit longer after the heal. Just something to make healing scarier.
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Even if you get tunneled with a trap on, it isnt the optimal way to play Pig. You typically just use the traps for pressure, only going after people if they search nearby you so they have to waste their time going elsewhere and/or healing to search the same box again; this basically hinges on how good your teammates are as well as more or less how aware you are of your surroundings.
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@Gaboozle said:
I really want to hear what other players have to say about this.
I'm not in a high mmr nor a low mmr. But I've been against a lot of killers that only use 1 perk. Met them like 90% of the time. Most of the times, they 4k.
I also played as wraith once with only 1 perk. Also 4k.
I'm just wondering, should a killer be this powerful? Is this normal? (Using only 1 perk and getting 4k)
As someone who played perkless for a decent amount of time as killer, you basically have to play perfect or nearly perfect as well as have the survivors make constant mistakes to wins. There are other factors as well, such as the map played on, etc.
It's not because killer is unbalanced, otherwise I could argue all day that survivor is unbalanced because I have the "power moves" achievement, the argument goes both ways, it's more that there is a lot of nuance for both sides in terms of what side will win.
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The ping indicator is there to let you know what to do based on the killer's ping, if they killer is lagging, try dropping pallets and vaulting earlier. You can also take more rambunctious movement which typically works against laggy killers a lot. It's kind of just something you pick up on after awhile, at least it was that way for me.
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@AshInTheTallGrass said:
When I first started playing DBD a few years ago, it was genuinely scary. When I heard the terror radius, I "Claudette Powers Activated!" my butt into a bush and hid (oh, the days of super dark maps . . .). But as the story goes, that fear lessened over time. And that's a good thing. Because doing that every game would make the game go stale, and luckily, because this game is asymmetrical, something better happened. DBD turned into a battle of wits.
Today, occasionally meeting a Killer who really makes my heart race and send me back to those earlier days, has given me some truly exciting and nail biting games. But if every game was like that, DBD would've died because that thrill cannot last (human brains are wired to adapt). You can't be scared/highly stressed every game. Something more sustainable has to be experienced instead.
Do you remember being a kid and playing hide and go seek? You tried figuring out where the best hiding spot would be (no matter if you were the hider or the seeker), and if you thought you were gonna get caught (or catch someone), that's when the burst of adrenaline kicked in. There'd be squealing, screaming, and an attempt to run as fast as you could. That's kinda what DBD is now. It's sometimes focused, like a game of chess; it's sometimes exciting, like hide and go seek. But no where in those situations am I perpetually afraid.
You Killers are faster. You have weapons. You have abilities. You have only yourself to rely upon. You are the power role, but that doesn't mean my role is to be submissive, weak or afraid. My role is to challenge you, to see if your weapons and speed are enough to beat my mind. It is a battle of wits. It's a battle of who can think faster in the moment. You are Goliath, and I am hopefully David. Goliath beat most, but David still won.
That is DBD, at its best, for me.
What is DBD, at its best, for you?
Here is the thing I have, at a top level, in a David v Goliath situation, what happens if David keeps winning over and over? The game becomes unfun for the Goliath.
What I believe is happening, which is entirely speculation (so take it with a grain of salt), that DBD was having a lot of killer players leave the game way back when, mostly high MMR players, because the game was unfun and heavily unbalanced. Certain playstyles were also completely destroyed and everyone on both sides were forced to use meta so things became stale super quick. A lot of the players were originally leaving because of this. With MMR, this feed into the "MMR Meat Grinder", where there weren't enough high MMR killer players, so high MMR survivors were facing mid MMR killers, thus causing them to leave from frustrating, so on and so forth.
Now that the mid-chapter patch was released, a lot of the strong survivor perks got hit hard as well as there being slight basekit changes to put things into the killer's favor. Im not going to sit here and act like it wasn't a killer-sided patch, but it was definitely needed for game balance. However, I feel as if people dont really understand how much of an effect it had upon the game. High MMR players adapted quick easily, mainly the SWFs at high MMR, and a lot of high MMR killers came back to the game. But low MMR players and SoloQ took the hugest hit with the update, not to say winning is impossible for them, but it really made things a lot more difficult.
Frankly I do not think there is a way to balance the game that will make people happy. If you go for 50% kill-rate/escape-rate across all skill levels, killers struggle at high MMR. If you go for a 50% kill-rate/escape-rate only for the highest possible skill levels, then low MMR and SoloQ struggle. It's a tough decision for BHVR to make and will only result in people getting upset now matter what they do.
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@WipeIncGamingYT said:
Very well written. And sorry, you forgot about the swf vs solo q issue. There are tournament swf teams that stomp almost every killer, even full time streamers, that make a living from playing video games.
My opinion is that average high MMR killers have to be buffed to be able to compete against average high MMR swf. And then solo Q has to be buffed. One way to achieve this would be reworks of maps. Get rid of too many paletts.
I am saying this as player who plays 90% of matches as survivor. There should not be a thing like free unhooks or free escapes. In my opinion survivors have to earn their escape (and their points). So 47% was way too high and 39% is much better.
I never forgot about SoloQ vs SWF, I just felt like it was unnecessary to put into the post since it was more so a look at how MMR ranges are affected by the changes (since some people do not understand how to read basic statistics and/or jump to conclusions about the data without reading what BHVR themselves put). I feel as if SoloQ vs SWF is talked about a lot as well, so it would basically contribute nothing new to the topic.
