Jangles
Jangles
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- Jangles
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I noticed something interesting and I can't tell when it started, Most lobbies have 2 players that are well below your skill range. They're what it seems meant to be the "objective doers" and two "runners".
I could be completely wrong here, but its something I've noticed over the 100s of games I play a week. These players usually lack fairly basic strategy knowledge and objective efficiency.
I have seen since the dead hard update more games going to the wire at 2 or 3 gens forcing the game into a 3v1. Whether that be because of the issue I mentioned above or the adapting to the new meta or both I'm not sure.
There is a definite wider pool of skill getting matched into my games at least. But it only seems to be the survivors. The killers are still good players who don't fall for your average youtube techs.
You've got 0 chance of CJing/dumbteching someone I play against, they know how to pick up, know how to mind game and understand how to pressure someone to second state. You'll never hit a flashbang and I have never seen someone get looped for more than 2 gens unless its a bubba on a mission to take 1 person out of the game.
Match this with someone who cleanses before they unhook an infected survivor v pleg and you're going to have a bad time. 1 person is going to struggle to carry a game as it's up to the killer who they chase. You chase someone who can loop? You wont chase them until every resource on the map is spent by the baby dwight.
I feel like you solve this by culling pools by region and tightening the pool cap for players.
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Yeah the little jutty outty bits. I don't see serving them any other purpose than to stop people hugging loops.
Biggest offenders:
The sticky outty bit on the air-conditioner vent in RPD
The -twig- on Eyrie
Ormond shack sheet of tin
Tyres on the inside of a short loop on autohaven
Garden of joy shack
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3235838#Comment_3235838
People just need to learn to self-regulate. The beauty of the internet is that you don't have to reply immediately, especially if you've typed out your response and it's pretty heated. Don't press post, just close the page, go get an ice cream or something and chill out for a bit. Sometimes you'll get back and realise the conversation actually wasn't a productive use of your time anyway.
^ this, I have like 70 drafts I've just walked away from. I come back an hour later and just don't care anymore lol
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Hahaha wow. That sounds like a way to get what you want. Keep at it!
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3234761#Comment_3234761
Yes some got what me was saying
*sad grunting noises*
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I wanna see killers that break the FPS idea. Give us something third person, Top down or something. A possessor of sorts that can run the trial like a puppet show. In the same vein as that evil dead game.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3234222#Comment_3234222
No me want to prove me have good skills *beats chest grunting*
Me say me win none stop so what me say is true.
unga bunga only 4k
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Trapper, cause im looking for the things and not his things and theres always a trap there and i always run into it and he always just stops and looks at me.
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White wards are your friends. I have like 200 of them and 3 beemers. I am not a smart man.
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I've always thought once you hit the "elite" mark you should switch to the tournament rule set. It's there for a reason.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227210#Comment_3227210
depends situation. the spray is pretty fast. I think it takes 5 seconds by default to spray yourself. depending on what map your on, you will find different places where you can spray yourself when in the chase. most of the time, it just wastes a strong pallet that could been looped for way longer for cost of removing infection.
You can't hide and spray mid-chase because of killer instinct lmao. In what world would you have 5s for a pallet break and still have time to get away?
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I'll never forget that david who stole my medkit in a pinhead game when I went to get the box. I walked over to him and gestured for it back and he just shook his head. I was injured in EGC on death hook. Last person in the trial and got killed because I couldnt heal and get past pin head at the gate.
This was weeks ago and im still burning from it.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227180#Comment_3227180
you can carry a vaccine spray unless the wesker also has franklin demise. you can often drop a strong pallet then spray yourself as the killer breaks the pallet. for example, coldwind farm has the cow loop. drop cow loop pallet then spray yourself.
https://forum.deadbydaylight.com/en/discussion/comment/3227176#Comment_3227176
nothing really needs to change, just survivors need to adapt to the ability.
What a fried take. You realise you need the time when a pallet drops to get away right?
Secondly, its not about adapting to something. Its about a mechanic being unnecessarily strong and giving the player incentive/option to tunnel.
it doesn't make sense thematically nor gameplay wise. It would be the same as pigs boxes making loud noise notifications whenever someone used a box to remove a trap.
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Yeah they really need to either remove the hinderance off the infection and/or remove killer instinct when you use a spray can (why is this even a thing?)
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run hope, wglf, dead hard and for the people. Easy money.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3225772#Comment_3225772
That double window tile on Macmillan is really fun actually (if we're thinking about the same one). It's a nice variation on an LT wall.
https://forum.deadbydaylight.com/en/discussion/comment/3226145#Comment_3226145
Yeah, I've only seen it in Autohaven.
Its a good transition tile like a TL but it seems to always spawn at the end of tile sets. Problem is it seems to (I could be wrong here) have the same tile budget as a short wall jungle gym. Sometimes you get lucky and get a window into shack door.
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Oh I am a Feng main and only play Feng because I like her clothes.
This hurt my feelings. ๐
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Fluidity of movement and animations is pretty important. I feel like the game is just getting clunkier and clunkier. The aim for flashlights changing is crazy. I have all my timings in muscle memory. PICK/GRUNT/CLICK now i need to start a 1/2 a second earlier to adjust my aim. The timing for a fl save is in the range of milliseconds as you need to hit it right between the animation changes, or even a new killer can just spin around or look up.
I'm all for shaking things up, but it kinda seems like we are regressing as far as movement goes.
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This and that weird 3 wall double window deal on macmillan that counts as a jungle gym without a pallet.
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He's just keeping an eye out for trouble.
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Great Sid Meier quote:
Given the opportunity, players will optimize the fun out of a game,โ and therefore, โone of the responsibilities of designers is to protect the player from themselves.โ If players find a way to exploit a game, by optimizing and repeating a mundane task to get resources or defeat enemies, they will do that.
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Supernatural. Fun survivors and a killer who can posses other survivors/props from a top down view on the map. Like suits of armor around the map or skeletons.
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Try get him in the top 30% of your screen, not the middle. It's janky like that. Gotta love a stare off though.
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i get an IT guy going through mid life crisis kinda vibe. I feel like this man embodies what it means to wear a flame shirt.
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Eventually every killer learns how to play tiles properly and the only reason chases progress longer than a minute is due to ego.
Like shack that runs into a jungle gym on one side and gives the window to a 50/50 set up. You'd be insane to chase anyone through that. It's why the term comp dropping exists as well.
Looping someone for 5 gens means 3 things, they're new, they're mad at you and gonna face camp you and 3 they're playing bubba and they're going to face camp you
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watching someone try and pull off an insidious mind game on a loop is the funniest thing ever.
WHERE DID HE GO?!?! I DUNNO HE JUST VANISHED.
Its literally the Drax meme of standing so incredibly still, I love it.
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gg to everyone and wp to me only.
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So, This was a solo queue game where everyone just hiveminded and decided to have a bit of fun. Demo managed to shred from the harvester onto the car then using my head as a buffer he shredded himself onto the barrel. He was very proud of himself (as he should be) so I thought I would share it.
thank you for reading. be kind to one another :D
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you're getting warmer. I'll give you a clue, it happened with the power of friendship.
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@Bot_Salvo88 said:
I have 3 possible solutions to this.
1) he is cheating
2) he used his shred from that thing behind him and reached the barrel.
3) he used his shred from that thing behind him and he reached the vehicle on the left and from there he used another shred to get on top of the barrel.
Third one is close, but no
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I'm really having the least amount of fun in this game since I've started playing. Had a break, came back and now I'm honestly just not having fun anymore. Might be time to move to something else.
Which is really sad, I adore this game. The creators and the art team. I'm just not having fun anymore. :(
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@LittleBigSunset said:
This isn't serious, right?
Also what do you mean by "(specifically vs killer)"? Is there an alternative survivor experience I am missing out on? Are there games where the survivors have to fight each other instead like a WWE PPV?
The more I read and think about what you've said, the more questions I have.
Id play that. Specifically against my last solo q team mates.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3215239#Comment_3215239
Do you apply the same logic to Survivors that call everything in this game that slightly inconveniences them boring and unfun? I see them everyday right here on these forums
Yes. I hold both sides accountable (not always myself lol) to their peanuttery.
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Lmao people like this are the reason that devs wont communicate with us more. Stop being ridiculous. That's elementary level thinking and not conducive at all to running a company. Stop it. Go sit in a corner and think about what you just said.
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@Smeagolthevile said:
I dont blame the devs for not touching it, the creator is a convicted pedophile.
This, no one should support this franchise whatsoever. Even when that sick sick man dies. Just let it be forgotten the same as his awful name.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3216261#Comment_3216261
A killer should be able to secure the kill in end game period.
But.. why? If they've been unable to secure the kill throughout the rest of the match, why should they be able to guarantee it just because they downed someone at the easiest point in time to do so (as the later into the match it gets, the less resources there are to work with)?
There's an argument about a permanent imbalance at high levels of play which I agree with, but that's not the fault of BT in endgame and that's completely the fault of imbalanced maps, healing speeds, awful generator regression, and potentially the wonderful Hyperfocus Combo:tm: to delete generators.
So, why should you be able to secure the kill in endgame. Why should you be guaranteed a death simply for getting a down, when there are three hook states for a reason. Why shouldn't the survivor be entitled to a free escape by that logic- after all, the killer should earn the kill by downing them earlier to eat through hook states, or down them in a better place on the map to hook them away from the exit gate. Not just get the kill for free.
The entire argument just reeks of a double standard, and I hate it. The whole concept of free escapes and free kills is massively iffy and there's absolutely better arguments that can be made as opposed to "they should have to earn it so I don't have to earn it" and vice-versa. For instance, "RPD is a terribly designed map, particularly with the killer I was playing, and combining this with the 4% and overall feeling of powerlessness that came from the entire situation was demoralising, can we please nuke RPD further and fix the most imabalanced things to extend the middle of the games for longer".
(and again, this isn't to do with basekit UB which I think is a genuinely terrible idea and not at all needed. i know you said nothing about it in this comment but i also know these forums and would like to make my stance on it crystal clear).
Good post. I feel like the imbalance at higher levels of play is never really going to be addressed without bracketing properly. To be fair, I think its reasonable if over "2400" (whatever you want to call it "high mmr") Tourney rules come into play, certain perks are disabled, certain maps are disabled and the game plays out a little "fairer" Also once you're there, you're there for the month. I mean at the end of the day, 4 brains good at something are always going to work better than 1 brain good at something.
This isn't a sausage measuring contest, but when I get to that kind of MMR (I know because I start playing with the same 50 odd people who are insane at the game((OCE BTW)) the game becomes incredibly stale. With good RNG and good perks most survivors can hold a chase for 2 gens or close to. I notice I start escaping around 70% of my games. This is why I left the game pre dead hard rework as I was escaping nearly every game and it fundamentally played out the same nearly every game, Which is boring.
Also once you're there, you're there for the month.
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@ArchAbhor said:
I just had a tense game against a swf who played really well. No toxicity. I got a bunch of hooks didnt camp or tunnel. Fun game as bubba on rpd. I got everyone to death hook except one who eluded me all match. I killed one. Then fought to keep the gens and lost. I found the one that was fresh hook as he was opening the door. He dead harded to open it but I caught him. So I bring him to the hook on the outside. With the door open the match is basically over. I was content with a tie. No one was going to get the unhook, but of course he 4%ed. So i rev up and hit him on the way out. Even with perfectly charged chainsaw sweeping I was unable to hit him twice, and what was a well fought tie turned into a loss. This is bs theres nothing I could have done to prevent that from happening.
Why are perks like DS and off the record turned off in endgame but not bt? Does the same login not apply to Base BT? It should be off in endgame. Then theres base kit unbreakable. I'm not going to go into why thats dumb but assuming it comes in it robs the killer with any kind of meaning counter to efficient teams. If I get one out then they are able to complete the gens often I find myself forced to slug to gain any kind of momentum. Those kinds of plays to create pressure is completely gone. No ones coming for the pick up because they can do that themselves consequence free. When bringing in base kit stuff please read more into it and test it more.
Hook them further away from the gate.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3215532#Comment_3215532
In my opinion the gate blocked from a hit shouldn't be a thing on any killer unless there is a perk for it, but I get how people can have different opinions about it :)
Oh I agree it shouldn't be a thing at all, but if it is going to be a thing at least make it consistent right?
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@HugTheHag said:
It's probably blocked off so that you can get a hit and not, you know, throw them out the exit gate (which I think would be hilarious, but it's beside the point !).
It's good that the time is short. If not, grabbing any healthy survivor in the gate would be a free hook/kill.
I mean fair play if you hit someone healthy with victor at the exit gate theres enough time to pick them up. Same with pin head. As much as I hate wesker, I feel like this should be a thing.
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This is what I've been saying about the napkin math between hook stages and gen times. If a killer face camps, all other survivors get a stacking percentage on repair speed that linger after they leave the hook for however many seconds. For no interactivity, Survivors should be able to finish all gens while someone is on the hook. The timing needs to match up so you can't exactly save them. The person on the hook gets full chase points.
Evader also needs to hold more value. If you get chased for 5 gens you need to be coming out with 30k. If you get face camped, its a nice little bonus.
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Yeah RPD spawns are pretty scuffed. For some reason they killer can spawn in that lower balcony room while survivors spawn 4 person at the gate.
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3215283#Comment_3215283
The point being is 3 being the limit is way too much forgiveness, the chase should move on
This is how we get another shift w meta. What you want is to be able to take every resource in the game before the first few gens pop. That's silly. Like it or not, survivors need to be able to escape.
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@SoulKey said:
https://forum.deadbydaylight.com/en/discussion/comment/3215277#Comment_3215277
wow that would be an insane balance, hope they do that.
Imagine if survivors were able to vault a window infinitely without getting blocked, how busted that would be compared.
I know right, Crazy.
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Yeah that would be great. Like if the entity blocks the window after it being vaulted say what, 3 times? Seems reasonable.
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/3215022#Comment_3215022
And why would they nerf Wesker? Because he's fun? The guy you are directing your response to has exaggerated quite a bit. Wesker is definitely not a top 3 killer. Maybe top 7, but even with that statement I would be careful. ย
Because "Fun" means too strong. "Fun" means easy to win on. The same dichotomy exists in every game you play. Remember when such as such was "fun" then it got changed for being too strong? Remember when dead hard was "fun" to use? Remember when deathslinger was "fun" When spirit was "fun"
Strong things are fun to play because they require lower effort by the user.
Also yes, too much wesker. Even with the amount of variation he has while people settle on a meta build the game and chases still play out fundamentally the same and you're mostly on the back foot from the first hook against him due to how much he snowballs mid game.
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Had to remove the screen cause there was names on it sadge.
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Because murder tag is basically the most raw form of pvp. Its pretty much the only game where mind games plays a massive part in the pvp interaction. I also don't think the recent changes have been a bad thing for the game, Most of them have been quite healthy.
I am getting super over wesker though.
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I think the hitboxes are larger to accommodate for killers being able to smack the pallet at the same time stopping the pallet rescue.
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Crowley from supernatural would be awesome for this. Survivor possession, The survivor does some weird skill check thing to fight it off and in the meantime Nancy pulls out a knife and stabs Dwight.
The power of omnipotence puts your field of view above the map rather than first person as you treat the trial like a puppet show.