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@Fobbo said:
https://forum.deadbydaylight.com/en/discussion/comment/2650577#Comment_2650577
I did not mean that it is supposed to be the way to play. I just said thats my mentality because thats how i have the most amount of fun
Yeah I get it, your advice is definitely sound, and changing priority to not winning is a solid way to get less stressed on the game.
I was just pointing out that, potentially, Killer can be way more stressful than Solo Q, because of the 2nd poster who just made the instant "solo Q is worse" response to this thread, which I disagree with
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@Iliketoplaykiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2650576#Comment_2650576
I'm just starting to learn the "we want to just have fun and meme" is a load of crap in this community. It just feels like how can we make the other side more miserable.
Welcome aboard!
Did you try Bubba yet?
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@BillyAndStu said:
https://forum.deadbydaylight.com/en/discussion/comment/2642102#Comment_2642102
SoloQ is annoying but more often than not it depends on the killer being played. If youre not nurse, spirit, blight your chances go way down. Everything in the game currently favors survivors. All survivors have to do is hold forward at the start of a game when they get hit and if you chase them you lose 2 gens at least. The game borderline punishes you for hitting survs.
Yep, you chase them and lose gens, or now you let them go and they will heal up with a boon.
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Body is 1 character too short.
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@Fobbo said:
https://forum.deadbydaylight.com/en/discussion/comment/2642105#Comment_2642105
When i started playing without the mentality of winning its not stressful to me but you might feel different
OK. Could say the same for solo Q then, just don't have a mentality of winning.
My response still stands though to the guy who immediately brought up Solo Q in a thread about how unfun Killer is.
Also, playing meme builds gets boring after a while. There's only so much you can do within the limited scope of a DBD match until you get bored and just start playing the game to win.
Even if I'm memeing around or just playing Huntress and going for long range shots, I'll still end up stomping teams, then my MMR gets too high, and then I get unfun games again.
Also, even if you are playing without the intention of winning, I'll still end up getting triggered by a toxic game at some point
I'll just keep it uninstalled for now.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650260#Comment_2650260
no, this is a discussion about soloq horror stories, not normal gameplay.
OK I do have one, the other day I opened a gate, and then travelled across the entire map to unhook a Leon.
I then ran behind him the whole way back, to bodyblock, only for him to drop a pallet in my face.
I still got away, thankfully.
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you escape 5x in a row cause its easy
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2650214#Comment_2650214
Usually one perk for bodyblocking is enough already. You still have 3 other perk spots for gens.
While I agree Marigola's specific counter for bodyblocking is a bit lacking there definitely is ways to counter it
Yeah but you get more value from various chase perks so I don't think equipping a perk is the answer, as body blocking doesn't even occur in all games. Again I don't really have much of an issue with body blocking, as the worst games are when survivors are spread out.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2650206#Comment_2650206
In that sense, wouldn't body blocking considered a "viable strat" like people claim camping and tunneling is on here?
So, if something that benefits the killer can be seen as a "viable strat" with no issue, why can't something that benefits survivors (that i need to add, is only seen in coordinated teams, you rarely see that in solo q or swf without voice chat), considered a strat as well?
The issue here seems to be either OP is new at killer and doesn't know how to counter flashlights yet, and is being screwed by SBMMR putting them against good survivors you can actually use dead hard correctly, or SBMMR is not screwing them over and they're going against newish/low skilled survivors who can't really use dead hard in a way that can make it useful.
SBMMR putting OP against survivors with a different skill level is not really a survivor issue, or survivors needing a nerf, it's again SBMMR not working correctly and putting killers from potatoes to sweaty 4men swf by just winning a few games.
I don't really get how you go from that to camping and tunnelling. Also there are counters in the game for both, BT/DS, don't rush the hook Bubba is standing next to, etc. Like I said above anyway, I don't think body blocking is the worst thing in the game, so sure you can consider it a viable strat if you want.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2650206#Comment_2650206
Bodyblocking is countered by using perks that discourage it like Mad Grit, Starstruck etc. Bodyblocking blocking is a valid strategy to help survivors work as a team.
Yeah but also running Mad Grit + startstruck also = instant loss against a good team cause youre not running Corrupt/Ruin/Pop etc.
Anyway I'm not moaning about bodyblocking, if you follow the thread of the posts, I was responding to Marigola's specific counter to body blocking
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2650193#Comment_2650193
Everything the OP mentioned can be countered by themselves, with perks and ways of playing. They can take all those actions themselves.
Disagree with that on bodyblocking, your solution to bodyblocking was to hit the survivor blocking. That's literally the point of bodyblocking so it isn't really a solution. If executed well (usually in a game already lost), you can't really counter a well executed body block.
DH when used correctly can't be countered (its not about baiting the hit, its used for distance)
Agree with you some of them though, flashlights and keys, not much of a problem.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2650183#Comment_2650183
I never claimed that i only lose because of other people.
Even when I win, it doesn't make solo Q ok.
Even the other day I made a thread saying some killers need to be buffed, maybe you just dont read what doesn't suit your agenda.
How is saying something is beyond your control any different to someone saying Killer is unfair?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2650183#Comment_2650183
I never claimed that i only lose because of other people.
Even when I win, it doesn't make solo Q ok.
Even the other day I made a thread saying some killers need to be buffed, maybe you just dont read what doesn't suit your agenda.
You literally just said "that's why solo q is bad, because it's out of your control how things go"
Which is basically the same as blaming it on other people.
I don't have an "agenda" any less than you do, everytime someone posts a killer sided thread you respond, just like I usually respond to the survivor sided ones.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2650168#Comment_2650168
Yea, I've made a lot of threads about solo q being trash, and I'll keep on making them, your point?
I'm pretty sure everyone can agree solo q is bad.
I don't "cry" about things that I can counter, that's why solo q is bad, because it's out of your control how things go, because it also depends on your team. It's not the same.
OK, keep claiming that you only lose Solo Q because of other people, and never because of yourself, whilst casually dismissing any thread that seems to suggest Killer has any issue whatsoever, and always make the implication that the person who posted it must be bad.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2650153#Comment_2650153
Because solo Q doesn't depend on you for the game to go well. Almost like, that's exactly the point, having to rely on other people and not just yourself.
Next time think before you reply to me with a snarky ignorant comment.
I've literally seen you make at least 5 threads saying things are unfair and or OP, and yet you are calling someone out for "crying" on the forums, and making judgements of their skill. Yet I'm the snarky one, OK
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@Marigoria said:
Or just sort your own skill out.
Instead of spending this time crying on the forums focus more on getting better at the game.
Ironic that the person who is always creating threads that Solo Q is too hard is telling others to get good
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You need at least 400 midichlorians to play Spirit well
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650083#Comment_2650083
fair.
I'm just bitter. I just watched a documentary called "just eat it" recently.
it's all about food waste.
Well good, we should be bitter for things like that, cause we're ruining the planet.
Spread the word about food waste, and now you can spread the word about NFTs as well 👍️
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650076#Comment_2650076
well, I wasn't saying to waste food, I just meant that I don't know the scope of the energy wasted by NFTs, but I do know the scope of food waste. (most of it is at the production stage, so not wasting it is out of my hands)
Fair, ignore my first sentence I guess. My main point is that we have to eat food, and food waste is just something that occurs.
We don't have to have blockchain based proof of ownership of things (I suppose NFTs are different to using encryption for something like protecting your bank details, and they're also more wasteful). So NFTs don't meet any fundamental human need (like food does), but they have a massive environmental impact.
Also, who said food waste isn't a taboo? Most sensible people try not to do it.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650014#Comment_2650014
Oh, O.K.
I mean, that's totally fair.
but, what about, like, food waste? food waste is super environmentally damaging, but it's not really a taboo.
Then don't waste food I guess?
Just because one thing is wasteful, doesn't justify other forms of waste.
Also, I guess food waste can occur sometimes inadvertently, but we all need to eat food, so people are going to keep wasting food. There is no core human need, like hunger, that applies to owning NFTs.
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@brokedownpalace said:
Some people really do be trying to remove literally every ######### defense survivors have.
Not remove it, but put a time cap on it to make it a bit harder to execute over a long period of time
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2649925#Comment_2649925
Chasing isn’t just about ending it as soon as possible, but also knowing when to give it up. That is part of the game. Otherwise there wouldn’t be an escaped scoring event for survivors, but only chased. Infinites are gone (indefinite loops as you say), window blockers were added, bloodlust still exists. And to top it all off, reworked maps are loaded with dead zones.
How much more do killers need?
You raise some good points, I get that at times it is about knowing when to quit.
Perhaps I chose my words poorly with indefinitely. I didn't mean infinite, but I meant long enough for it to basically lose you the game, which I think is definitely doable for even mid-level/decent loopers. Sure you can abandon the chase, pressure someone else off a gen, but if they're also a good looper, then they'll just loop you, and the first escapee gets a gen done.
On window blockers, I think if we had vaults which got slower as the chase progressed, we could get rid of window blockers. These are often useless anyway on certain maps and if bad RNG spawns tiles close together, where windows can be re-used.
On bloodlust, I don't remember the last game I got a hit with bloodlust when I was playing seriously. The timeframe to activate blood lust is already too long (see what I said earlier around loops going on too long), and normally you just give up a chase at this point.
So, window blockers, often useless and could be replaced by this mechanic. Bloodlust, even more useless and could be replaced by this mechanic.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2649716#Comment_2649716
This is a terrible idea, because it punishes good survivors and rewards bad killers. I’d be ok with buffing Bamboozle to 33% faster vault speed though.
You are saying that as if it is only bad killers who can get looped for days. Go and watch some tournament games.
I'm proposing to put a cap on the length of a potential loop because I think Survivors should not have the potential to loop indefinitely, even if it is the greatest Survivor of all time. It's a 4v1 after all.
Simply abandoning a chase because a Survivor is too good at looping shouldn't be a thing.
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@xxshyguyxx said:
I feel a little better after reading these comments. Glad I'm not the only one who feels this way.
Sucks. I like the killer role, and love the killers. I always start my first killer match optimistically thinking maybe it'll be fun today.
Nope.
And this cycle goes on and on. One day, I'll learn to stop playing the game since I'm not having fun.
One day. For now tho, I'll continue to eat teabags all day and hope the devs address the power dynamics
I'm a dedicated fan. All dbd fans suffer. Lol
I've been there, you go on with good intentions and then see the haddonfield map offering. Those good intentions quickly evaporate.
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@asirirsprime said:
https://forum.deadbydaylight.com/en/discussion/comment/2649840#Comment_2649840
It was not my question.
I simply ask to make this game fun for survivor. It can't be fun if most of my time in game I spend in lobby, right?
If your problem is long survivor queue times, then I think you're asking the wrong question.
You want to ask how to make the game fun for Killers, as then more Killers play, and you have quicker queue times.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2649815#Comment_2649815
You're misinterpreting my point. It's a group stalk, meaning you share the meter. In other words you use the weaker links to bring down the greater links because it's shared.
Yeah fair, my bad
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2649812#Comment_2649812
"Disagree, the game is balanced around not having comms, it isn't designed around having potatoes on your team."
It is designed around having bad teammates. That's literally how the games balanced. Most all high hour/high mmr players would agree to that. It isn't a controversial statement. That's why we have so many unbalanced things, it's because they're built around assuming the person using it won't use it correctly. That's why it ends up broken in the hands of players that actually know how to use it properly.
"SWF is strong because people can tailor their builds knowing what their teammates (e.g. 2 people have BT and are the designated unhookers, not everyone has to run prove thyself). It is less about the fact that strong players can SWF together (although that is still a factor)."
That's entirely why I stated it was a factor instead of it is the primary factor. I was careful with my words there specifically.
"If you have 4 solo Q survivors who are very good, they're going to do worse than 4 SWF on comms of the same skill, and that's just a fact."
Duh. I never stated or implied otherwise.
"The only reason I was bringing up bad survivors is I was trying to post before the inevitable Solo Q mains come in and say "this will hurt Solo but not SWF""
I get that, but it's inevitable. That's the issue that's going to happen nearly regardless as long as swf exists. It's nearly an unavoidable problem.
"But back to the main point, I feel it could still be strong with the stalk limit, but it just resets after a short time period. It encourages you to cycle your attention across the whole team, which is a good way to play anyway."
I'd agree depending on what kind of time period we're talking. Every survivors stalk limit resets every minute?
I guess the point I was picking up on was when you said "you are supposed to hurt when you have bad teammates", it almost makes it sound as if BHVR intentionally balanced the game to work like this, when we all know it just ended up this way. I still feel that the game is designed around no comms. But its just a nitpick on word usage, I probably agree with you.
Earlier I said 30 seconds for the stalk refresh limit, but a minute might also work.
It could also work in two ways, it constantly refreshes slowly (i.e. you can stop, stalk a bit, stop, stalk a bit), OR it is depleted and then after a period of time it resets back to 100%. I'm not sure which one would be stronger.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649755#Comment_2649755
Almost my entire friendlist of 100 ppl almost uses it and I met alot of ppl using it, I see it on alot of streamrs, a good 6/10 streamers I get in my lobby are using these modifications.
Also its fine if you dont want to read this post but you also have no proof that ppl are NOT using it so ye.
Oh and also, I CAN prove that people are not using it. You've claimed half of players use it, probably over half of the players of the game are on consoles and not even on PC, therefore your claim that 50% of the player base is using it, is disproven.
GG
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649755#Comment_2649755
Almost my entire friendlist of 100 ppl almost uses it and I met alot of ppl using it, I see it on alot of streamrs, a good 6/10 streamers I get in my lobby are using these modifications.
Also its fine if you dont want to read this post but you also have no proof that ppl are NOT using it so ye.
You are the one making the thread stating this as if it is fact. The burden of proof falls to the person making the claim. That is how science works and also how the justice system works. You can't argue your point by saying I can't falsify it the other way, it doesn't strengthen your point.
Secondly, your sample here (your friends list) is a bit biased. You just might tend to make friends with the type of people that use exploits.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2649769#Comment_2649769
"I feel like there may be many maps and gen configurations where you could stalk someone on a gen (especially in tier 1) from a very crafty spot."
That's called being skillful. That's kind of entirely the point.
"If there isn't any limit on stalking then I feel you can get to T2 very easily, possibly even T3 if the hiding place is that good"
I don't see an issue with this. Rewarding skilled play.
I don't mean for this to sound condescending, but this sounds like "but what if there's a bad survivor on my team?". I feel like that's literally part of the game and also supposed to be part of the Myers play style, hence why it's a group stalk meter instead of an individual stalk meter like Ghostface.
It's a team game, it is what it is. You are supposed to be hurt when you have a bad teammate. The games balanced around that. That's why SWF is partly so strong as it removes the weak links from your team and guarantees you good teammates since you selected them. AKA breaking the games balance.
Further to the above, you've just said yourself you think Myers power is built around applying pressure to the whole team with a shared group stalk meter (as opposed to Ghost Face). I don't see how that supports your point you should be able to fill it up on one survivor, and then lay waste to the rest of the team?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2649769#Comment_2649769
"I feel like there may be many maps and gen configurations where you could stalk someone on a gen (especially in tier 1) from a very crafty spot."
That's called being skillful. That's kind of entirely the point.
"If there isn't any limit on stalking then I feel you can get to T2 very easily, possibly even T3 if the hiding place is that good"
I don't see an issue with this. Rewarding skilled play.
I don't mean for this to sound condescending, but this sounds like "but what if there's a bad survivor on my team?". I feel like that's literally part of the game and also supposed to be part of the Myers play style, hence why it's a group stalk meter instead of an individual stalk meter like Ghostface.
It's a team game, it is what it is. You are supposed to be hurt when you have a bad teammate. The games balanced around that. That's why SWF is partly so strong as it removes the weak links from your team and guarantees you good teammates since you selected them. AKA breaking the games balance.
"You are supposed to be hurt when you have a bad teammate. The games balanced around that."
Disagree, the game is balanced around not having comms, it isn't designed around having potatoes on your team.
SWF is strong because people can tailor their builds knowing what their teammates (e.g. 2 people have BT and are the designated unhookers, not everyone has to run prove thyself). It is less about the fact that strong players can SWF together (although that is still a factor).
If you have 4 solo Q survivors who are very good, they're going to do worse than 4 SWF on comms of the same skill, and that's just a fact.
The only reason I was bringing up bad survivors is I was trying to post before the inevitable Solo Q mains come in and say "this will hurt Solo but not SWF"
But back to the main point, I feel it could still be strong with the stalk limit, but it just resets after a short time period. It encourages you to cycle your attention across the whole team, which is a good way to play anyway.
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@Blueberry said:
I mean if a person is afk you're probably losing the match regardless of if it's Myers or any killer. That doesn't really seem like an issue that would specifically apply here.
A person not aware losing the game for their team? I mean it is a team game. How's that any different from the unaware person just going down instantly every time and losing the game for their team that way. If they're bad their mmr will lower and less likely to be in your matches. If you're consistently seeing them then you're not playing as well as you think. This again doesn't seem like a Myers change issue, just a general part of the game overall.
There's normal "not being aware", and then Myers "not being aware"
I feel like there may be many maps and gen configurations where you could stalk someone on a gen (especially in tier 1) from a very crafty spot. If there isn't any limit on stalking then I feel you can get to T2 very easily, possibly even T3 if the hiding place is that good
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"I think we came to the point where a good half of the playerbase uses this kind of modification."
Stopped reading at this point tbh, where is your proof for this claim? I'd assume it would be much, much lower. There's not as many sweats in this game as you think, it just feels like that if you raise your MMR.
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@Blueberry said:
I like the T1 how it is currently.
He fixes are simple:
-Remove the stalk limit per survivor
-Allow him to multistalk
-High stalk rate the further you are, lower stalk rate the closer you are. (basically the opposite of what we have now)
Not sure how I feel about no stalk-limit, as it means survivors who are not very aware can basically lose the game for their team (not to mention an AFK, even if rare). What about something like the limit refreshes after 30 seconds or something?
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I think that it should take survivors 3-5 seconds to begin working on generator, with a unique animation that you have to fully go through before actually repairing the gen. If you stop during this 3-5 second window, you have to start it again.
Would completely prevent gen tapping, and it means that, for the couple of seconds invested by the Killer to kick the gen, you are actually gaining something in the form of slowdown.
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Just had a game and 2 flashlight wielding claudettes DC'd because I equipped Lightborn lol. I should be punished for that?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2649716#Comment_2649716
I always thought Exhaustion should descrease your vault speed. You gain distance or make it to a new loop with your perk, so you should have the time and space to deal with slower vaults.
Yeah just after I wrote this post I thought this could also tie in with exhaustion. I guess it also makes Dead Hard into a window slightly weaker too.
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Nah I feel vaulting and pallets is the only defense the survivor have really (well aside from second chance perks)
What about something like, if Survivors have been in a chase for X amount of time, their vault speed gets slower and slower as it progresses. Would prevent god loopers from being able to run the Killer all game.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2649653#Comment_2649653
Starstruck gets them away from the hook initially so they don't unhook before you get away from it, plus bonus chance for a one hit down. Between both forms of Exposed you can sometimes snowball quite quickly and counter Circle of Healing.
Leprose Lichen also means you can track players around portals more easily. Say you hook in the basement and stick a portal above it, you'll be warned when someone enters the basement.
so you'd recommend the lichen over using territorial imperative? I guess that also requires you to be X metres away from the hook
Don't have startstruck but I got like 50K shards atm so I might as well just get trickster
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@Seraphor said:
Can be pretty oppressive with the right build (favourite is MYC with lifeguard whistle, seeing freshly exposed auras hiding behind something right next to me as I emerge from a portal feels so naughty) but otherwise is a B tier.
Oooh sounds nasty, now I want to try that. Any other perks recommended to go with that build?
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Her hitboxes are ridiculous sometimes, but if they weren't I honestly think she'd be unplayable at high MMR, as she is too easy to loop otherwise.
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He's in the good boi tier
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2649422#Comment_2649422
Yeah I used to think people vastly over exaggerated about how much actual camping/tunneling was going on (and I still stand by that), but now that boons have come out along with some of the other recent changes I have seen a massive increase in camping/tunneling (I'm talking literally staring at the hook) at high mmr. I honestly can't say I blame them, that's what boons and the other recent changes have forced them to do a lot. On average you will net more kills doing that instead of trying to chase someone down. They've basically realized the game is rigged against them so they just essentially decide not to even play it, hence staying at the hook. It's that bad.
The mmr system even rewards them the most for playing this way as well since all it cares about is kills/time.
I still think that at lower mmr you can play normally and still win easily as the survivors there just play bad. I'm specifically referring to higher mmr.
The game is rigged, but you can't lose if you do not play
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2649570#Comment_2649570
You are correct!
Here's an honorary red shirt.
calling it a rule implies it can be broken sometimes
I like to think of it as one of the laws of nature
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Oof, as if I needed anymore reasons to hate the Game
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We should nerf the main menu so that you can't search for a game anymore. That'd fix it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2649544#Comment_2649544
Just no.
No. No. No. No. No.
NO.
Stop trying to turn this around. The common denominator here is you. Clean your own room before worrying about the rooms of some hypothetical people.
I play a goodly amount of DbD. I also watch plenty of streams.
I never facecamp unless someone is BM. I get DCed on constantly.
The streamers I watch get DCed on constantly too. It's almost expected and it's insanely frustrating, as you are denying the killer BP and messing with your allies. Just search for the 'Otzdarva Rule' on YouTube if you want to know more.
Hell, as any killer would tell you, the hardest part of doing an Adept is finding a group that won't DC.
When you decide to throw a sulk because you got hooked first and DC, you are just punishing the killer for winning and punishing your allies while you are at it.
Slugging, tunneling and proxy-camping are playing the game *as intended*.
Facecamping is BM, but it's vanishingly rare as killers take a pretty big penalty when they do this.
Also - well done. You've mixed an Ad-Hominum into a Red Herring fallacy to make a Red-Hominum. The world is a worse place now.
https://forum.deadbydaylight.com/en/discussion/comment/2649528#Comment_2649528
League of Legends nailed it with LeaverBuster.
One DC once in a while? No problem.
Lots of DCs in a short time? You'll get a penalty, but by the time your internet issues are fixed, it should have expired.
DC regularly over a period of time? You'll eventually start getting 3 day, 1 week, 2 week and finally a perma ban.
I would give my little toes for DbD to have a similar system. DCs are frustrating as now I have to either waste my time giving the enemy team a break because they got paired with a jerk, or I have to wipe them out and get shouted at in postgame.
Small nitpick on your post, but its the Otzdarva's Law, not Rule
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649532#Comment_2649532
Well when i face a killer that has a ton of message on steam saying "-rep tunneler camper first hook" and that's what he/shed did in the trial i have just played and when i see streamers with a DC half their games, sure there is a problem but don't turn it around, the responsible of the DC is the killer as he/she is the common denominator in all those games.
If the way he/she is playing result in a high DC rate, 10,20 or 30% higher than the usual average rate of the global playerbase, the problem comes from this player.
If you ever did stats in your life you would know it's the plain truth. But most of you disagree because you are killer mains, surely camping and tunneling in all the trials you play. Cannot be otherwise.
You guys defending this are exactly the same as players defending teamkills in FPS competitive games.
Well this thread is over, you are basically saying that people who are disagreeing are just Killer mains, and it simply "cannot be otherwise".
So you've proven to us your mind is already set and you are pretty stubborn and now making assumptions on anyone who dares to disagree with your idea.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649513#Comment_2649513
It can happen but honestly, on my side when i play killer, i have 1 DC every 20 or 30 trials. Almost never happening.
So between 5% DC and 40% DC there is a huge margin.
I already feel the ban for D/C system is quite poor because it already can't tell the difference between losing connection, "legitimate" D/Cs and people just D/C'ing because they can't take an L.
I don't think it will get any better if the game now also punishes you for other peoples behaviour or internet connection.
And even if you say any type of D/Cs are rare, it still just doesn't seem right to me.
I'd rather the devs invested time into making the game more fun and fair, to stop people D/Cing, rather than doublign down an already poor ban system.
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Do the boons work across floors as well? i.e. the radius also goes vertically? The Game sounds like it would be a nightmare if you could have boons in effect on multiple floors.
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Terrible idea, lots of people D/C simply because they lost the first chase and don't want to get hooked first. You want to ban the OTHER person for that?
Same with Killers, sometimes Killers will D/C simply because survivors are playing well, not even because they are being toxic. You want to ban the survivors for being good?
