Jdsgames
Jdsgames
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@EldritchElise87 said:
I mean hold up, this is valid, but lets see how well not having a directional lullably seems first, because that is pretty huge.
I would take other boosts than a non-directional lullaby. Actually I would take just the 115% speed rather than non-directional lullaby.
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@Mandy said:
I really don't think increasing the speed of killers is needed - Huntress, Hag, Nurse, Spirit etc all have their own powers that do not depend on speed for chasing in the slightest.
Interesting, I was really just regarding chases. I was mainly regarding map distance and design.
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@Mandy said:
This was definitely intended, it was not something that was bugged and made into a feature - it was just left out on the original patch notes.
I've never felt the Huntress should have directional lullaby as despite the fact she has a ranged weapon, she's slower to compensate.
@MandyTalk what are your thoughts on making all killers 115% This would make map design easier as they do not need to keep in mind oh the hag is slow etc. Then any changes would be made to base power in which balances out the speed buff. The only case I think this wouldn't apply well is Myers.
EW1 -> 110%
EW2 -> 115%
EW3 -> 115% + Insta Down
Which makes most slower killers more viable without really offsetting the balance of higher tier killers.
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This perk is fine. I run it consistently on huntress to slow gens down. Once your obsession is dead start going from person to person.
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@Gcarrara I think you moved this incorrectly. It follows directly under what the guidelines for wishlist is for. I didn't make anything this isn't a fan 'creation' it is simply a possible working mechanic. That I would wish to see as my huntress has 0 addons currently. (Feel free to delete this comment if I am wrong.)
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@Plu said:
And I'm not saying it should be a free hit, it's just that it essentially does nothing but contest 1 gen while others survs will rush the others, which will weaken you because his new power is weak to gen rush.
I in fact think he is gonna have great viability.
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Looking for thoughts and suggestions.
Will edit main post to elaborate ideas into a better thought out mechanic.
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@Skrill0x said:
https://forum.deadbydaylight.com/en/discussion/comment/562608#Comment_562608
indeed, if i had known that i wouldnt have made this thread
Not to be mean. However, if you watched the game-play during the devs stream your eyes could have taken notice to it.
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@Redd keep trying to answer questions and hit all the notes. They were interrupted a lot during the stream and kept repeating things.
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@KillermainBTWm8 said:
He's a worse Billy with snares as base kit.
Billy and Nurse shouldn't exist as they do but you know. Good comparison. I see him akin to Spirit. If they are a good Freddy they can be lethal. Casual Freddy players are going to get rekt because there is too much to keep track of. Although, unlike Spirit Freddy will not be able to take their hands off the keyboard and claim "Mind Game" like Spirit can.
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Yes, however you are falling asleep constantly. All the survivors are. So the 'Another survivor' probably isn't going to happen frequently. Clocks waste time naturally if they don't want to be affected by Freddy's power. Meaning they will be off gens. Dream Snares or Dream Pallets cannot be broken like hags traps can. They also said addons would interact with the time they fall asleep and other mechanics. Simply put wait till ptb and stop complaining. Not to mention he can teleport and has an addon that all gens shoot blood upon teleportation. The only thing like 99% of the other killers problem is gen-rush meta. He has potential wait till PTB.
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@Frozenscum said:
Believe it or not, but bad players cant reach rank 7 and rank 4, especially as Killer after emblems revamp.
@Frozenscum ever heard of a bad game? Playing a killer you don't normally play? Warm-up round? idk when that disconnect happened but it caused me several times to lose pressure because they weren't going on a hook. Possibly phasing too much. Doesn't mean they were bad. Certain maps are just generally garbage for spirit.
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@Condorloco_26 said:
@Jdsgames make it 2 virtual beers for going the extra mile and adding graphs.
@Condorloco_26 You made me laugh with that. I thought you were gonna come back with some snarky comment. Since a bunch of people here can't take a joke. Just goes to show you be-careful what you wish for.
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@Condorloco_26 said:
Stats in a spreadsheet or didn't happen.
As you can clearly see the stats heavily show that Blake is indeed being tunneled more due to cosmetics. Not only is he being tunneled more his death is becoming more frequent.
@Condorloco_26 please understand these are Stats in a spreadsheet.
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Every time I buy the newly released cosmetic I get tunneled, camped or mori'd all because I wear the new cosmetic.
@BloodMoneyMerc said:
Just saying, toxic survivors are ruining the game more than the killers that you feel are targeting you for having a new cosmetic. When I'm on killer, I don't aim for a specific target unless I have to. And in that case it tends to be the weakest or most toxic. Not someone who is wearing the newest outfit from the DBD clothing line.
I do kinda agree with this I just had a Survivor using MLGA tell other survivors my most likely loadout and what to play against me. Not only that she used an offering specifically knowing my loadout and killer since we faced frequently. Again this 'Real Ping Meter" might as well be a speed/wall hack since it is being used in similar fashion. To get advantages in your games. @BloodMoneyMerc
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I think Nurse is broken to be super weak on certain maps where blinks seem to be negated for some reason. However, sometimes she is also broken she can cut out a blink into an instant strike. If you even attempt to pallet slam 95% of the time she phases through the pallet anyway or gets a chance to still hit you. Which isn't a 'Stun' in my opinion just a semi delay to being hit. Then gets stunned after you are already bleeding out on the ground. However, I compare nurse to other killers ie Billy/Spirit. I have yet to see nurses that are average or better nurse players to get frequently destroyed like even these two do. She simply has no disadvantage other than 'broken' game mechanics.
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Instaheals are fine.
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@yobuddd I thought of an even better idea that works with your "Hex perk" idea. All totem spots that are not currently filled are given totems. Some of which become fake hex totems. Once the hex perk is properly cleansed the remaining original totems are left on the map. So you could waste time cleansing 2/3 dull totems for them to not even affect the game.
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@Holijay said:
We have locker parks now, how about a totem graveyard with five in one place. All glowing.
Random chance one of them is replaced with the killer's actual perks oof. I hate the locker tiles they make no sense. Yet some maps are grave yards for huntress because there might be like 6 lockers across the entire map.
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This was already the case last patch when the devs destroyed the audio, now they're going to claim it was intentional and for Balance all along?
@Husk for the most part 'sniping' is being removed with the addition of different tiles and more obstacles in the way. However, to some extent I would prefer the directional lullaby on huntress as it gave some form of the killer is coming at me from this side. However, I still do not know why she is not 115% killer when Billy is 115% and has a insta down speed saw.
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@βLAKE said:
https://forum.deadbydaylight.com/en/discussion/comment/560414#Comment_560414
Intentionally going after me. I literally got off a game just now in which the killer equipped a mori, found all of us at the start doing a generator and he immediately goes after me first. I didn't think too much of it because it was as expected he would go after me since I was closest to him from the group. But I looped him around for a while near my teammates who continued to do the gen to the point that he could have grabbed them off the gen if he wanted to. Instead, he continued to try to down me and when he finally did, the killer face camped me and hit me several times while I was hooked. The team did a cooperative save with Borrowed Time, but even then it was over. The killer went on to spam the mori animation on me and I just left. When I first made my original post on this I had already gotten face camped and tunnel w/ mori several times. It is no coincidence.
Hmmm. I don't think this was due to the cosmetics. Have you faced them before? I have a bunch of revenge spam moris when I play survivor. However, that loop idk how many gens were done, however, you still took away much of his map pressure. I don't think the cosmetic itself caused this.
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@Clyde on a side note: What forum board is this site using? I have had heard people having awful experiences with the mobile viewing of the site or users that are using firefox. Not sure if the board is XenForo or not. However, I know both versions of it are easily compatible with most Mobile and Firefox.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/560403#Comment_560403
Making it a hex perk could work, though I see it’s real power being the fact that it floods the field with totems, many of which make significant noise. It also nearly guarantees that NOED will be usable at the end of the match.
As a hex, I would make its actual power minor, but still useful. Maybe something along the lines of +1% lunge range for each totem remaining. An initial 10% would be nice, though of course it will reduce during the match. It also encourages survivors to spend time breaking every totem they see, making noise in the process.
@yobuddd maybe if it added like 5/6/7 totems it would be hex feasible since the others would disappear instantly once it was cleansed. Also adding 2/3/4 hex fakes. Then I think it would be valid for it to be a hex perk. Basic totem addition though even with a low number of fakes could be base perk and not powerful. Also the concept of noed being used. Again small game buff. Remove one meta slot. Boom now you expanded the usefulness of a survivor perk that would be possibly essential in the game. Other than that I really like your idea.
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I mean you are generally spotted quicker in newer cosmetics as they are different?
Are you sure it is intentionally going after you because the cosmetic? That sounds slightly ridiculous.
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Then we could buff Small Game to give a totem counter as well as a trap counter.
This way it would be run more as well. Although, I wouldn't make this a Hex perk. This would be a normal perk that makes fake dull/hex totems.
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@miaasma said:
maybe wait until he's on the ptb lol
No, have him changed 600 times before release.
"I think he should be a fully visible killer"
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Although, I think there should be no timer on hatch. Have you ever opened a door before with a key? Unless you lock it the door stays unlocked. The hatch is a Trap-DOOR. Although, lore wise the entity could be frustrated with this method of escape as it use to prefer hatch interruptions. Thus, closing it to prevent its entertainment to leave the trial.
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@Atrushan88 said:
@Jdsgames People camp the hatch regardless, and when there are only two left, is it really reasonable to even try to unhook that person if you still have 3+ gens left because the rest of your team were potatoes? I slug always on the last survivor. There's no reason not to, because they get the hatch otherwise. Either way, someone's getting the hatch unless you slug, so why draw out the hatch opening by making it wait for the animation? This is EXACTLY why people DC for hatch, and if it were fixed no one would have to DC to give someone the hatch.
The idea of giving someone the hatch was originally mainly done by running to a farther end of map than hatch was and getting the killer's attention. This way by the time they walked back it would be opened. Now that survivors are exploiting the disconnect mechanic doesn't mean it isn't valid. Hatch ALWAYS has opened when the last survivor was left. The animation for sacrifice was never slowed. Therefore the logic of Dc for Hatch is needed is invalid.
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@Pierpalle I think you posted in the wrong section. ^
Edit: Wrong Thread* I don't know why I deserved a downvote for it but alright!
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So I just played a game where I was the last survivor and the killer knew where the hatch was.
@Crazewtboy Although, I agree doors should spawn a normalized distance apart that makes it fair for both killer and survivor. As far as having 'no chance' there are always these strange objects in the game.
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I literally have just had 5 infinite loading screens in a row. 3 as survivor and then 2 when I switched to killer. Is anyone else getting this?
This seems to happen more frequently when you use the little survivor or killer icon to join a game as the other type rather than going back to main lobby. However, I do not know other than that why infinite loading it occurs.
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@yobuddd I agree with your ideas for disconnects. The only reason I say shards is because bloodpoints are an easy gain. No real loss. There is also a huge difference from the disconnects. General lag outs they already had a rough connection prior to disconnects. I don't understand how the game can't determine the connection crashed. Although, that might happen with dedi servers. Pulling the plug is almost the same as losing power an instantaneous out with nothing to acknowledge a crash. If they disconnect and were not having bad connection prior I would assume it was an intentional disconnect. The odds your power goes out while playing dbd is rare. I have had it happen once in 2000+ hours. Losing some shards because of it would be an oh well.
As far as hatch goes. I truly think exit gates should have a slight increase on time once they are more stable distance. Hatch only appears after 2 gens are completed. However, if the last survivor is alone and these gens are not completed. A similar form of EGC should start in which your timer ticks down for you to progress towards the remaining generator. Once hatch spawns it is a race against the clock. You or the killer. Hatch closed if you didn't bring or get a key it is down to you to try and get out from the exit gate. Again acknowledging it is a 4v1 if you can't get 2 gens solo before the end game. I truly believe you didn't deserve to escape. Even gen-tapping ruin with dying light would be possible to get 2 gens done minimum. Now before you downvote or question why so hard on the survivor. I do not think removing the 99% on doors being removed if this is implemented. If the survivors make it to EGC they DESERVE a chance to escape. It should play out as a slightly more favored to the survivors.
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@Atrushan88 said:
I mean, yeah, you'd get more points from their dcs. Isn't that the goal? From reading the comments I see no enjoyment, they disliked you but it doesn't show them all saying they were glad to DC. But again, if the devs would fix the issue of the hatch waiting for the death animation to open, people wouldn't need to DC for hatch. It could just open once the last person hits stage 3 on hook. That part makes no sense to me anyways.
However if you're worried about full games playing out and people DCing later on, there could be a reasonable time limit on the DCs. Most DCs happen early in the game, so that should still be enough to discourage DCs.
I wasn't camping. I walk backwards frequently as a killer and see them booking it once my TR/Lullaby goes away. They got trapped in the basement making bad plays several times. I couldn't actually get far enough away to not visually see them running into the basement before I could leave. However, the "tsk tsk tsk" comments are generally the ones that show they are pleased with themselves. However, again hatch shouldn't simply exist it encourages disconnects and the whole "It shouldn't wait for death animation" would leave to camping hatches and goodbye 4ks without 'zzzz slugging' which isn't fair on the killers side either. If you guys don't manage to get gens done and gates open you don't deserve to leave. Currently even with hatch close most of the games you can't watch both doors as a lower speed killer. So likely on even my match he would have gotten out via a gate. EGC removed the original free escape that was hatch. Then replaced it with you have to close hatch and guard 2 practically free escapes on most maps. Then you also have the open it slightly less than the first light and then finish it. Again power role is given to the survivor. They also removed the 2 gens done to get hatch incentive. This team got a great 1 gen done from I believe 6/7 hooks. They got a free escape by dc. The mechanics outright encourage it.
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@Gcarrara said:
Nice ideas in there. In my opinion what is weird of the quitter bonuses, is the facts that points go towards the brutality category.
Brutality, Hunting and Deviousness can be maxed out even if one player DC (surely it will be harder, but not impossible). There is only one category that can't be maxed out and gets heavy penalty from a DC: the sacrifice category.
So i'd personally prefer to see any quitters points go towards the sacrifice category to counterbalance that.
@Gcarrara Yes, I can 100% agree it should entirely go towards the sacrifice category. However, in many cases like the ones above that match they were not the disconnects that happen by pushing the disconnect button. They are caused by either 'Pulling the Plug' or turning the computer off manually. These types of disconnects do not reward emblems properly either.
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@JawsIsTheNextKiller said:
Discourage the DC in the first place: Remove the double-depip (because some like easier games), give them a time-out where they cannot join a game for a bit and most importantly, subtract bloodpoints.
You'll soon find the DC rate drops.
@JawsIsTheNextKiller I would encourage Shard loss not Bloodpoint Loss. Shards help you buy cosmetics in the game, that do not require Auric Cells. This would make them a grind currency that you can lose for leaving the game. Which punishes bad behavior. I agree 100% of the DC not double de-pipping you to reward easier games. We have something once a month called RANK RESET for those who cannot handle higher tier gameplay.
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Difficulty
Solo is like 75% of the time equal to killer. 25% of the time it is easier:
Generally speaking, you are screwed over by your teammates. I generally secure this by bringing a key or getting one from a chest. I quite frankly get Dull Keys handed to me multiple times per match. So I get out of hatch most games that go south. Other times nobody but me is on gens or I sustain a chase over 2 minutes long and nothing gets done.
Killer at high ranks: Longer than 5 minutes to start a lobby for a game that last 5 minutes or less. Unless I play top tier killers ofc.
Killer at other ranks: This game seems fair and balanced.
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SWF: BHVR I would like to order a free win please. Yes, I would like one almost every game.
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@Atrushan88 said:
I mean the basement is a part of the game. I don't find that toxic. If you were camping them in the basement all they had to do was gens.
As for them not caring about losing points because of the hatch, only one person got the hatch, so I don't see the logic in that at all. The hatch though, in my opinion, only encourages disconnects and whatnot because it waits until the animation of the survivor dying completes. It always bugged me that the hatch waits so damn long personally.
@Atrushan88 Yes, but if you read the comments they ENJOYED ending the game like that. They were PROUD of what they did. Like some in-game vigilantes. No, I did not camp every time I walked backwards and saw someone book it down. I was loaded with 5 hatchets. Basement has a pretty long set of stairs. They multiplied like rabbits. However, I partially blame the devs for being so careless about this behavior. Although, if by your 8k a piece logic I would have gained more points than what I had banked. I think I had 6 hooks by the time they got 1 gen done. All 4 had ds so bad plays were easy to be made because 'Just don't tunnel ez'
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@Jdsgames said:
https://us.v-cdn.net/6030815/uploads/007/432D5DPW2Z2P.png
Rub these out they are bad for you 95% of the time.
If you find that difficult pick one of the following counters. Remove 1 meta perk from your slot ez fix.
https://us.v-cdn.net/6030815/uploads/418/HEBJKOV9KD93.png
https://us.v-cdn.net/6030815/uploads/510/PTKMP4HR5QB0.png
Wanna keep the meta perks you got? Try one of these:
https://us.v-cdn.net/6030815/uploads/717/PMVC4U2TS4DF.png
https://us.v-cdn.net/6030815/uploads/241/PLO1U4BIBAFJ.png
You truly have a variety of options to counter Totems and Hex perks. If it screws you over. You 100% deserve it.
Please feel free to read.
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@Atrushan88 said:
@Jdsgames I suppose that is one way of looking at it, true. The killer would gain much less points though by doing this, since they're not going to likely be ABLE to make 4 people DC, or even 2. That kind of toxic behavior is aimed at ONE person. The others have to just do gens while he's bullying that one person trying to get him to DC and he's ruined for points and wasted his time while all the other gens pop off. Survivors can't really do anything "toxic" to make the killer DC. They can just work with what they have, which is pallet looping, and that's not toxic, it's just survival. The killer then hopefully learns his lesson by trying this attempt.
They got basemen-ted on Yamaoka Estate. (Ranks are due to 4 man swf)
Again they didn't care they lost points they got a free hatch. There are several game mechanics that encourage disconnecting. Hatch being one of them.
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@Atrushan88 said:
@Jdsgames Right, it doesn't, but you are still gonna get max points which is plenty if 4 survivors DC, if one DCs, you get 8000. I say that's fair. For Survivors, they DC to prevent BBQ stacks, BECAUSE IT PREVENTS EXTRA POINT GAIN FOR THE KILLER. Why would I as a survivor WANT to DC, giving myself 0 points and giving the killer a free 8k, which would be more than if he'd just hooked me?
@Atrushan88 you are looking at it. "Why would I MYSELF want to DC" I am saying it would turn into: "I WANT THEM to DC" which would encourage bullying and other game-ruining tactics to show more frequently.
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@Atrushan88 said:
@Jdsgames I cannot see for the life of me how this encourages disconnects. It's not like you're playing against your friend. Killers want points, Survivors want points, and as far as I'm aware people disconnect to PREVENT point gain.
@Atrushan88 Still doesn't reward me a BBQ stack? So either way the people disconnecting still win. Disconnecting as intended rewards points to the other side. Killer dcs properly each survivor gets 5k. Survivor dcs killer gets like 650. Survivors dc to prevent BBQ stack or out of some fit of rage. However, giving someone max points constantly would flood the blood-web grind to a #########-show. If you want practically the most points force disconnects every game. No effort needed.
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@Atrushan88 said:
@Jdsgames If the killer DCs early survivors are without a game. The game is a 1v4 Killer vs Survivors. Why should Survivors not get exactly as many points as the killer would if all four of them DCed? One survivor DCing would give them one fourth of their quota, the exact equality of their existence in the game point-wise. A killer is one player, and you NEED him for the game to exist. If it was any less for a killer DCing, it would be unfair. This, again, would discourage the killer from DCing because if he did, survivors all got max points. Just like it would discourage Survivors from DCing because they gave him 1/4 of his points without effort. You're not rewarding survivors 4x as many points. Each survivor, point wise, gets 32000 points if the killer DCs. When it comes to the point calculation in this scenario, you have to think of each survivor as one player. The game ended abruptly and wasted each survivor's time. Each survivor should get the exact amount of points they would have gotten if all four of them disconnected from the killer. Yes, over all it's more points given for a single game, but if one survivor disconnects, that game isn't ended and the killer can still get more points on his own from the other 3 survivors. If a killer DCs, that game ends abruptly and survivors cannot get any more points. A game continues if one survivor leaves, but it doesn't if the killer leaves.
@Atrushan88 Although, I can agree with @yobuddd and see your justification. But it encourages getting someone to disconnect. I am up for a generalized value of points where it is fair on both sides. That is your 'reward' for attempting to play the game. Which was ruined by disconnects. Rewarding people with max points would only encourage beyond toxic behavior. As it would be the most rewarded.
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Rub these out they are bad for you 95% of the time.
If you find that difficult pick one of the following counters. Remove 1 meta perk from your slot ez fix.
Wanna keep the meta perks you got? Try one of these:
You truly have a variety of options to counter Totems and Hex perks. If it screws you over. You 100% deserve it.
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@Mänzel said:
Emblem system as killer. Rly bs...
Yesterday. I had 3 k and depiped. Rly?! Who thought this is a good idea? And who thought gatekeeper is cool while he rush is a thing?
Hope a survivor doesn't dc or suicide. Otherwise RIP your emblems. (Victory Cube was better at this point)
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@Atrushan88 said:
Personally I think the quitter bonus should be 2000 points in each category. This would equal 1/4th of your points, equal to one survivor. I also think however survivors should receive all 32000 points if the killer DCs. It'd also make people less likely to DC since they wouldn't be taking points away from the killer by doing it, imo.
@Atrushan88 so let me get this straight. 8000 points per survivor which if all dc would give you 32000 points. Which I guess you could deem as fair. However, giving survivors 32000 a piece? That is 128000 points per killer disconnect giving out. Why would it be fair to reward survivors with 4x as many points? Although, I really think it should be split up fair. If a killer dcs each survivor gets 5k (20k points total) that should be rewarded to the killer if the survivor dcs (5k a piece.) which would be more balanced.
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@DenimChicken said:
Lol they took the L and moved forward quicker by DC and search for next match.
Its annoying though one person DC at start of match and it screws everyone else.
Yes, causing people to depip. Loss of points and killer addons. Very fair to take the L.
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@ABannedCat Oof 220 gens done by the time you set 3 traps yikes.
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This depends on how the killer/survivors dc. If the survivor pulls plug to keep item it also does not properly score emblems as killer. It is a sad thing, but, it happens. Similar if killer pulls the plug rather than disconnecting like normal you don't get the escape points or emblem progress.
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@Gardenia yeah, my match loading screen lasted longer.
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Well, @Gardenia my game has finished here are the results.
The obsession which was the person not talking left instantly after being hit. The other person idk why they dc'd they were already dead lol. Didn't effect the game. After the first person dc'd and caused Dying Light they just gave up.















