Jejune
Jejune
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1127431#Comment_1127431
I dont say its tunneling, but DS is a anti tunnel perk and the survivor in this situation feels like being tunneled by the killer.
While yes, but we cant start using feelings vs fact arguement. I feel like I should escape every game. Are you going to nerf killer for me to achieve this goal? No that would be ridiculous.
What I want is for DS to be a true anti tunnel. Your scenario is an unfortunate event that lead to someone feeling cheated/tunneled. My scenario shows unfortunately common thing that feels like tunneling because it is tunneling.
Besides if a killer really has been gone for 30 seconds since unhook the person who unhooked him most likely would heal him since you didnt come back to the hook right away. (Also they had enough time to heal even if they hesitated for 10s.)
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@RayrafLPP said:
I think i can explain this.
Yes many people abuse this perk but thats not the topic.
So You hook someone and go chase another survivor. You need 20 seconds to find someone and 50 to down them.
At this point you were in a chase, focused and maybe didnt pay attention to the hooked survivor:
he got saved by his mates after 50 seconds because they finished a gen or something.
however you as the killer come back after 70 seconds+ 10 because you needed to get there too (wanted to kick a gen or whatever)
Now you encounter the still injured survivor who wants to go to a save place and heal. remember its 80 secons since you hooked them. For the survivor its just 30 seconds off hook.
So you will have a "oh come one I tunneled?" moment and the survivor will have a "Dude let me heal and stop tunneling" moment.
You cant blame the killer, he has to look at sooooo many things during a game. Where are they? how far is the gen progress. Who did i hook 2 minutes ago.
So This thread is not about people who abuse DS ( get unhooked and get on a gen injured and jump into a locker when the killer approaches)
Its about what you could do to improve the gameplay in situations like this.
In this example its not the survivors OR the killers fault he got tunneled, its the mates fault bc they didnt rescue when it was possible but finished gens instead.
--> killer feels genrushed AND unfairly treaten because he didnt tunnel from his point of view
If you are sitting on a gen for 50 seconds you are not finishing it you are simply doing a gen and dont care about unhooking.
Also what you are describing is not tunneling. They just happened to be there half a minute later.
Tunneling would more of a semi camping person gets unhooked and killers goes for that person by either ignoring everything else or semi ignoring (hitting you so you go away).
You could change DS to take situations like that into the account, but it would need to have access to alot of data and it would need keep track of some things like when you got unhooked, is someone else unhooked, are you being chased after being unhooked, etc.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1126535#Comment_1126535
I dont understand the issue. What is y and z? The problem is the perk is too easy to activate and last too long. It needs an condition to deactivate if you want it to stay anti-tunnel but not anti-everything.
The issue is problems like DS is not as simple as if someone else gets hooked it turns off.
Because it doesnt solve reason DS is used, campers and tunnelers. If you made it into it turns off if someone is hooked. Killers will take advantage of it, by for example camping downing person who is unhooking downing the person who got unhooked. Then proceeded by both people being hooked.
EDIT(My reply to similar question):
Not really, even if I looked past the camping meaning even if you get unhook the person who unhooked you would be hooked and he could continue tunneling the person.
Then there is who just go for unsafe hooks which would yield same result.
EDIT: If you want to make it more fair you would have to check multiple things like for example:
1: Was someone hooked after I was unhooked
2: 10s timer that checks if you are in their TR
3: Check if you are in chase / get downed.
If 3rd one is true DS stays active for duration of the chase + process repeats if they come back in next 10 seconds.
Else it turns off.
And if they down you it stays active as long as you are in dying state. If you get picked up process restarts.
If DS is active and you start doing a gen DS deactivates.
Different rules after all gens are done.
Could also be a counter to mori as in if you have DS and you didnt use it in the match. When killer tries to mori you your DS gets deactivated for the rest of the match and you cant be worried for the rest of the match.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1126469#Comment_1126469
I wrote suggestion above that IMO would nerf DS without removing the anti tunneling part, it would even buff it.
Not to mention that current DS CAUSES more tunneling, because "eating DS early" is the best counter to DS right now
If people can counter it to get rid of it what's the point of the nerf... people will still eat it early to get rid of it.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1126520#Comment_1126520
DS will still stop tunneling if changed to deactivate after x. Might even be able to get rid of the once per game aspect of it to really say no tunneling.
The problem is the X, in reality it will probably be deactivate if X, Y and Z doesnt/does happen.
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@[Deleted User] said:
Balance. The game can be sheer frustration when playing as a killer when survivors show no fear. Sounds ridiculous when the game is classed as a horror. Then the fact ruin just upped queue times for survivors.
Solution - stop nerfing, bring old ruin back and enhance killers to bring the fear factor back.
Fear factor the tv show?
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@CLAUDETTEINABUSH said:
So, I've hear people posting about this and j thought, should it be removed?
Imo yes. It's so common to die in struggle because the game froze, you didn't press fast enough for some odd reason ect.
What do you think? Let me know down below!
They should just make it automatic same goes for recovering from dying state.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1126491#Comment_1126491
"So yeah whenever I see a killer camp or tunnel I honestly want to DC because at that point only I am playing and the killer might aswell be a crow."
That was my understanding of the situation. If you are getting found first 10 times in a row then it sounds like you need to work on not being seen so easily. maybe hide until someone else gets injured.
When survivors can finish all 3 gens in one chase time, you can't really call it a game.
It goes both ways. Tunneling and camping suck. Gens speeds and map design sucks. Second chance perks stacking sucks. The problem is some of these are balancing problems and others are "well, I just don't like how this feels." Not saying fun has no place in the game, that how we end up with Nurse being strong but extremely unfun to play.
But balance comes first, we need a balanced and fun game, not just one or the other.
My problem is not being found first. My problem is killers tunneling me to death 10 times in row which was semi solved after I put DS on. It especially sucked since I had a challenge to escape one game.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1126443#Comment_1126443
If they got camped to death and all 5 gens were up then it sounds like the survivor team was 4 potatoes. You want to make the argument 'Oh but I didnt have fun" well the killers currently aren't having any fun in most of not every game because of the perk stacking, gen speeds/map design, and overall strength of non-potato survivors.
I didnt say that i didnt have fun but being found first and then tunneled 10 times in a row gets old pretty fast.
When killer camps or tunnels like that it you cant call it a game.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1126415#Comment_1126415
What? XD
So we should also make abusing DS illegal?
There would be a judge for every game that would decide if DS user was being tunneled or not? Lmao
Only if the game is paused and judged right there and then.
In all seriousness it's s catch 22 you cant nerf it because killers tunnel and you cant outlaw tunneling because sometimes that's the only thing you have got going for ya.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1126415#Comment_1126415
That's the killer doing their objective, you'd have to change the whole game to even make that a considerable option. That be like saying we should make focusing gens illegal.
Camping has its inherit downsides and gives the other 3 survivors an easy escape. Tunneling is sometimes the best way to get the main objective of killing the survivors done. As much as I love going around and hooking everyone equally, its not very viable in the current state of the game.
You say that but I see plenty of people being tunneled/camped with 5 gens remaining even pre ruin nerf (ruin still active).
I dont mind giving a killer a "free" hit so he let's the person go but most dont.
I see the point in tunneling and camping after the gens are done or when you have 1 gen left and there are still 4 people left.
So yeah whenever I see a killer camp or tunnel I honestly want to DC because at that point only I am playing and the killer might aswell be a crow.
Few months back I made a post about how we could slow the game down towards the end of the game. The jist of it was survivors cant finish the last gen as long as nobody died. (Either die on hook or sacrifice yourself in an alter) But devs said that it would be too easy for killers so yeah.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1126073#Comment_1126073
The synergy is still there for solos just equip multiple second chance perks. DS should still be anti-tunnel and BT should still be anti-camp, the problem is these second chance perks are getting abused by solos and swf alike because they extend outside of their intended purpose all the time with how non-restricted their activation requirements are on top of them being stacked.
You want DS to be anti-tunnel? Sure, just make it deactivate if the killer is not tunneling (such as hooking someone else or giving the survivor room to work on their objective).
You want BT to be anti-camp? Sure, but make it so it cant be abused by hook bombing or people looping you around the person on the hook. Something like "If the killer is within x meters for x seconds without entering a chase, BT activates" or something. People are going to say "oh but the randoms I get are bad and loop around me on hook! I can't control what they do!". Well as unfortunate as that is, a bad play is a bad play and until DBD becomes 1v1 your teammates are going to affect you.
Killers hated running slowdown but it was so detrimental not to run it because of the gen speeds/map design problems. Slowdown was nerfed because staking them was too strong, other perks should follow suit.
Or you know we could simply make camping and tunneling illegal. Then there wouldnt be a need for those perks and no one could abuse it.
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@Pizza_Dweet said:
What would happen to franklins?
Nothing.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1121209#Comment_1121209
Re stating your title doesnt change what they said.
The reason i changed the title was because i changed entire post so i guess it does change it a bit.
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@DetailedDetriment said:
No. If there's going to be one item of each then mame it the green versions at the least. Each item would need buffs as well as possibly having the opportunity to hold three add-ons to compensate for the loss of high charge items like the Ranger First-Aid Kit and Commodious Toolbox.
Take what i wrote there with a grain of salt. Or you could simply still have 2 addons per item but there would be another addon which would give you 26 more charges.
It doesnt matter what rarity the item would be because it would have to be adjusted regardless. Then you would have to adjust the addons to said item.
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No. As long as killers are allowed to camp and tunnel as they please, DS should stay as is.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1122972#Comment_1122972
You made the items free, but kept add-ons, it removed some of the grind, which I like about this game
You obviously need dem keys so that would give you a reason to grind.
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@DBD_Pinhead said:
https://forum.deadbydaylight.com/en/discussion/comment/1122891#Comment_1122891
I don't disagree with DS being needed however, whole builds are built around second chance perks and when you run against groups that all have the same build or similar, then it defeats the purpose of the killer outside of a Mori. In the current meta, that's gamebreaking. You can't even have variety like that in killer builds that are viable in the current meta because you already have to address gen rush, since the devs won't do it. Then people complain why they face the same killers with the same perks and the same tactics.
Since neither tunneling or camping is a bannable offence. People see the need in running second chance builds in case killer does do that. Since those perks are counters to tunneling and camping you can’t really change them. It’s the same evil cycle like the one above. If you make tunneling and camping illegal for the most part you could start changing those perks but as it is right now I don’t think that anything will be done about it.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1122902#Comment_1122902
I re-read it and noticed that without opening hatch, keys would need add-ons to be worth using and outclassed by toolboxes and everything else
I'd rather keep the grind and make killers the only one with a power
I don’t understand how my idea would get rid of the grind but ok...
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@Hoodied said:
No, this would completely bust certain items, even with add-ons being changed
Keys being the biggest contender here, why do you think dull key and skeleton key are UR and VR? (I just re-read it, and noticed the ur add-on opening hatch, now keys will be useless then)
Did you skip the part where I said items would be free so in the end if you want to open a hatch with the key you would have to use 7k...
How would they be busted if you don’t know how addons would look like.
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@AGM said:
This is just items with extra steps.
More like standardized items aka "survivor power"
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1118405#Comment_1118405
Which is why DS is justified.
I thought you were trying to say that jeffs perk fixes tunneling problem my bad...
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@Unicorn said:
I believe Jeff has a perk that breaks the hook you were just on therefore kind of acting in the idea you are pitching. I agree though, I feel this would help with DS being a viral thing in a Survivor Build but as for right now I feel every Survivor has the right to run DS since tunneling is a very common thing in Killer gameplay.
Doesnt help if another hook is 6 meters away
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I will just inform you that DH doesnt allow you to phase through killer... What allows you to phase through killer is them missing a hit.
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If i understand it correctly you can fill it up sort of like pebble but in this scenario you have to be in chase. And you can only use it for 18s in one match sort of like lucky break? If yes then it wouldnt be worth taking tbh, if on the other hand you can use this perk multiple times per match then it would be cool in theory.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/966370#Comment_966370
I don't really agree with that. Especially not if it's not something that can be agreed upon, or if it's something that can arguably be justified in cases. I think DS can be tweaked a little without causing too much of a rippling effect.
You have to agree upon something regardless... Whether its punishment for tunneling or changes to DS.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/966295#Comment_966295
How do you make tunneling a bannable offense when people can't even agree on what tunneling is?
I am not saying that I know it. I am saying that what i said has to happen before you can change DS.
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I think i said it before, but in my opinion Iridescent hatchets should work this way.
First hatchet you throw will have exposed status.
Then you also have 1 more hatchet (maybe 2) that are normal. If you use belts you will only increase the amount of normal hatchets.
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To change DS further you would have to make tunneling bannable offense. Thats what i think...
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Personally 50% is worthless on its own. Its a nice bonus. What I really like about it is the 60s timer.
Maybe give it 3 tokens. With a possibility of gaining token for unhooking or something.
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@humanbeing1704 said:
https://us.v-cdn.net/6030815/uploads/322/UJ5C0BGIIXV4.jpeg
the hell does a tremendous mangled status effect mean isn't every mangled the same
Addon based effects are timebased so it probably means a minute or two.
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@Artyomich said:
Because survivors are gonna be filled with potatoes like this.
https://us.v-cdn.net/6030815/uploads/225/KCEGKV8NYA4C.jpg
If anyone asked, Yes I got punished for playing good and survivors playing bad then disconnecting. I depiped.
even if they didnt disconnect and instead just suicide themselfs on hook you would still depip.
It seems like you hooked two of them once.
Since they didnt have alot of points it implies that they werent chased that much.
Ergo you dont get points when you dont do anything towards downing a survivor.
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Why would it be?
- Its in the game.
- They didnt say its bannable.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/918301#Comment_918301
There was only two maps without a BL spot, Suffocation Pit and Shelter Woods. That's two out of like, 31.
There are maps that on average have either one or two hills but they have a chance of spawning none.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/918132#Comment_918132
Before this patch, it was almost zero risk and huge reward. It is fine as of now.
The risk is will a hill spawn, or is there any elevated spots...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/918055#Comment_918055
It was brought in line with the rest of the Exhaustion perks. Most of the people who complain about the nerf are the one's who abused it.
Maybe, but without taking quiet landing into account this perk is pre 2.0.0 atm. Before 2.0.0 it didnt have a passive, also nobody used it before 2.0.0. Only after they buffed it to what it was people started using it. It was a gamble huge risk and huge reward. After the nerf this perk is a huge risk minuscule reward. So unless they add like 10 staircases in every map like i said. NOBODY will use it unless they choose haddonsfield map.
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@Venom368 said:
As a matter of fact, make it so you can start running while you're in the air before you hit the ground
How about we make it so survivor doesnt drop and instead just continues to walk on air?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/112546/balanced-landing
No, it is finally in line with other Exhaustion perks.
I wouldn't mind a buff to 80% stagger, but 100% could create infinites.
It literally wouldnt because stagger only works when you are not exhausted. Also I dont understand what you comment has to do with anything I said above.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/903387#Comment_903387
Don't be silly. Shattered bloodline is the Spirits DLC. Billy is in the base game
Cries internally
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/903347#Comment_903347
Spirit, noun
spir·it | \ ˈspir-ət
- prevailing tone or tendency
I am sorry for my stupidity please forgive me, i will now jump off the cliff to end my bloodline.
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Oof
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/903096#Comment_903096
How does my idea buff Moris exactly? If you actually read what I wrote, I said that Ebony should have the effect of Ivory, which means: 1 mori after someone has been hooked. Then I said that the ivory should let you mori everyone IF they've been hooked twice (which gives no advantage whatsoever btw; in fact perks like pop and bbq get less use overall if this is used).
Oh i thought you meant it as in keep it as it is and then change ivory. Well nvm i take it back
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/902297#Comment_902297
Moris are a staple for killers. You can't just do away with them. Ebony Moris should have the effect of the ivory mori, and the Ivory Mori should let you mori everyone after they've been hooked twice.
Keys should stay imo, but the hatch requirements should change; gen requirements go up: 4 survivors alive then hatch doesn't spawn no matter what, 3 survivors then hatch spawns when all gens are done, 2 then it spawns when 1 gen is left, and for the last survivor the hatch will appear no matter what.
This is the worst change you could have come up with. Basically what you said was buff moris, nerf keys.
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@Chewy102 said:
Iron Will. 100% - 100% = 0%
Stridor. 100% + 50% = 150%
Iron Will + Stridor. 100% - 100% + 50% = 50%
That's how it is suppose to work. Both soft counter each other but neither should hard counter the other.
The only thing i hate about iron will is its description.
Reducting something by 100% in anybody's head means that you reduce it completely and nothing should affect it.
While i know that the effects are stacked additively. When i started playing a while back i thought thats what it meant, because it made sense.
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@altruistic said:
Right now they're worthless, because all the add ons are bugged for survivor. So don't use them.
Only charges are bugged. But I am talking blind duration.
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@Waffleyumboy said:
Keys some people will disagree but map buff is reasonable
Why would you disagree? The secondary ability is useless if half of it is spent on trying to use it. Its as if it took 1 second to start healing, but you lose one charge in the process regardless if you manage to heal anybody.
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@Blazelski said:
This would be a slight buff to No Mither, and therefore will not be considered.
I have done ######### up. *Sad face*
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Yesterday i was unbugged after i went into 2nd stage.
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@Peasant said:
Honestly, your best bet is just telling folks that you are going to do last minute hero. Most folks I have seen are more than willing to hook themselves to help.
The hooking is the problem. Basically everyone has to be hook once at most to do it. If someone dies the game usually ends with everybody being on their last hook so there is no unhooking.