Junylar
Junylar
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- Junylar
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Comments
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2634710#Comment_2634710
nobody said they were less popular. OP asked if it was getting boring and implied unfun.
If they were boring, less people would play as killer. But the reality says otherwise: as much as killer mains like to cry about "playing killer is boring" and "survivors are OP", they still only play killers because they know soloQ is hell they want nothing to do with.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2634720#Comment_2634720
There is nothing wrong with NoED just because no one wants to do bones anymore has nothing to do with NoEd. Besides it's so easy to get rid of....like every other Hex killers have at their disposal.
So, the boons are bad, but NOED is fine? I like your killer-colored glasses, not biased at all.
Talking about "getting rid of" - it's much easier to get rid of a boon than of a hex, especially the NOED that only spawn at the end.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2634706#Comment_2634706
The perks aren't fine reworks need to be done to balance them out but your right SWF + Anytbing is bullshit.
Sure they might be reworked, but not before NOED gets reworked.
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You should not just hide. If you are not busy - you do the gens. Otherwise you won't be good at this game.
Good teachables for survivors (the meta): Iron Will (Jake), Unbreakable and Borrowed time (Bill), Dead Hard (David), Sprint Burst and Adrenaline (Meg), Decisive Strike (Laurie, requires Halloween DLC), Balanced Landing (Nea). The boons seem to become meta in SWF, but at the moment only Mikaela has them.
Iron Will and Spinechill are good for stealthy playstyle (spinechill is common), don't pick Urban Evasion though since it will teach you to play inefficiently.
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According to the queue times during daytime - nope, playing as killer is still popular, much more popular than playing as survivor.
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SWF + anything is complete bullshit. The perks are fine, blame the real problem here.
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@Myla said:
This is the correct play. Pump generator and don't reward the killer anymore kills :^) I'll happily hold onto the hook and delay.
https://us.v-cdn.net/6030815/uploads/ZA7HA6LBBOIU/20211113202713-1.jpg
Result: you lose MMR (the maximum amount of it to that, because you died first) and descend into the Elo Hell with potato teammates. The killer achieved what he intended to: to make you lose MMR while also stealing several minutes of your time. Rushing gens is not a "counter" to camping, at least not for the one being camped. For that one player there is no counter at all. Pretty good balance so far.
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@sizzlingmario4 said:
Nemesis.
Ran into one once who camped a hook in the corner of a jungle gym at endgame with noed and I died to it. He didn’t camp at all until then so I was not ready for it.
So you died to soloQ rather than to Nemesis. Is SWF you would've known the killer was there.
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Just do the bones.
Don't want to be hit by Unbreakable - don't slug.
Problem solved.
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@Dumpstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2634506#Comment_2634506
It's the other way around. People wlll want to lower their MMR so they don't fight sweaty killers, so they will play optimally to help people escape and then die, so their MMR doesn't go up.
Lower MMR for solo survivors means worse teammates. Nobody wants to lower their MMR as a soloQ survivor.
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@JohnWeak said:
MMR is only based on self escapes, sure it will brings selfishness...
Another bad decision from BHVR that brings toxicity...
MMR win/loss for survivors should be team result related : 2 escapes = draw for everyone; 3+ escapes = win for everyone. It would force the survivors to play as a team and it would reward the survivor that got tunneled and had to loop the killer for 5 gens before dying on hook while his/her teammates escaped.
It's funny how there is a cheaply made Chinese copy of DbD that does exactly that. Also there are ways to communicate with other survivors in solo using quick preset messages like "I'm doing a gen" (and it says the exact percentage done), "I'm going for the unhook!", "The killer is near!", etc. That feel when a cheap copy did a much better job than the original, while the latter can't even implement anything like this for 5 years and counting.
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@Dumpstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2632876#Comment_2632876
Kindred, Empathy and Bond basekit would destroy killers. Entire killer game mechanics would need to be rebalanced around making those three perks basekit.
So, those perks being basekit in SWF don't destroy killers, but if soloQ had them - that would definitely destroy killers... somehow. Interesting.
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That's Escape Based Matchmaking for you. You escape = you did good = your MMR goes up. You die - it goes down. And it never matters what you did the whole game.
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If there were one, we wouldn't all be here now.
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I like how moving a discussion to feedback is as good as just deleting it, since nobody ever reads the Feedback section, because the devs don't read the actual feedback anyway.
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Hey, Doctor, Legion, Trickster and Twins would like to have a word with you.
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@KingFrost said:
Rank is a very poor indicator of skill level now, especially, because a bunch of people got reset early.
Yeah, the MMR in Escape Based Matchmaking, on the other hand, is a perfect indicator of skill level, sure. Because your skill = escapes and nothing else, right?
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I'm gathering some soloQ stats at the moment, and so far I've been getting sandbagged by a teammate about every 4th game. Sometimes I straight get killed by a teammate, especially in the endgame. So yeah, in soloQ your teammates are your true enemies.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2632098#Comment_2632098
Why do you assume he’s bullying the killer?
Why else would he bring a flashlight? To see better in the darkness?
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@C3Tooth said:
After 40sec and hooked guy is still on hook, I will think of others rushing Gens and I come to unhook him. Just to see other 2 guys also lurking around the hook. Because Kindred is not always happens.
Solo isnt stupid, they just lack of info.
This is why Kindred, Empathy and Bond should be basekit.
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So you decide to bully the killer, but get outplayed by Lightborn? That's on you, bud, the perk is fine.
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He is the second weakest killer in the game after Trickster. Just imagine a killer whose power can just be disabled by a single flashlight.
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What do you mean?
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@Shroompy said:
I mean, ok
they've said they're probably gonna add a way to separate competitive and casual players, so they'll probably add a ranked and casual mode
there, you wont have MMR
It doesn't solve the problem. We all want a ranked skill-based matchmaking, it's just what they have now is bullcrap. We don't need a "casual mode", we need a proper SBMM that actually estimates skill, and not just escapes, or at least the emblem matchmaking restored, since it was much better. Devs are just using this false dichotomy to cover up their screw up: "either you swallow this ridiculous escape-based matchmaking that is even worse than emblems, or no matchmaking at all for you, you choose".
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Just
Do
Bones
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@lauraa said:
As long as BHVR can keep acquiring new players faster than people quit, I doubt they care. That's their whole strategy.
This is the problem. We all as concerned players of DbD should do whatever we can to discourage new players joining the game. That is we must always play as toxic as we can, preferably at lower MMR where all the newbies are: facecamp 1st hook as Bubba, hard tunnel as Wraith, always slug the last survivor while BMing them, as survivors - preferably as SWF - teabag and BM every potato killer. And always, ALWAYS give some salt in the endgame chat (while not using banned words, of course, all is within game rules: insults without any kind of *phoby are allowed). We should fill the game with toxicity to the brim. This way we will discourage new players from joining and encourage old players to uninstall. And this will lead to the devs finally noticing the game's problems and actually fixing them instead of just making new cosmetics and chapters. SoloQ and SWF won't be addressed until we as a collective do something with it.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2627714#Comment_2627714
What does this have to do with a killer’s terror radius? Irrelevant point.
You want to make the map easier for killers, while leaving the unfair advantage of killers intact.
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@Rey_512 said:
They just need to get rid of the god pallets on that trash map.
Only after they make terror radius powers only work on a single floor.
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Annoying.
Not fun to play as, not fun to play against.
On open maps has ez downs where survivors are helpless, on closed maps is as good as AFK killer.
Zero map pressure, unfairly weak in 1v4, unfairly strong in 1v1.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2627694#Comment_2627694
Midwich isn't bad at all.
It's actually the second worst map in game after RPD. Well, maybe not if you only play killer.
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Yet another anti-loop killer promoting Shift+W meta.
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I wish DbD lost all licenses. Every licensed map is trash.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2627040#Comment_2627040
Its a totem so totally worthless since it can be permanently removed from the game, unlike BOONS. get it together man.
What? Killer's power is totem? What are you even talking about?
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2627031#Comment_2627031
Imagine being so casual that any tiny bit of stress and u already want to DC. No, I don't understand u here. There's not a single *so bad* killer u can't play around.
Most people play the game to have fun, not to feel stress. Playing against such killers as Doctor is not fun for anyone. Every Doctor game is only fun for the killer at the expense of survivors. But instead of reworking the killer to make him well designed the devs just ignore any complaints and force you to play against him as is.
And before you say something like "tHeN doNT pLaY tHe gAme": the game is fun, but some specific aspects of it are not. Doctor and similar annoying killers are an example. The game would be better without them or with them reworked. But implementing a good rework takes time and effort, while turning on a DC penalty does not. Some maps like RPD are also an example: devs don't acknowledge their mistake and force you to swallow the map as is.
It's funny because when people don't want to eat DC penalty, they just suicide on hook, and you can't stop that. Even if you remove the ability to die quickly, people will just run into the killer and go idle. If you ban for AFKs - people will start playing potato style and go down in a second. You can't force people to play a game they don't want to. And yet it all wouldn't be a problem if they just reworked broken or annoying beyond enduring killers and maps. But the devs' philosophy is to force people to play a bad game rather than fixing the game and making it good to stop people wanting to leave.
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What about the killer power that can just block any loop, leaving "shift+w meta" as your only option? At first killer mains welcome killers which promote "hold W" strat, and then they complain about "hold W" strat.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2626947#Comment_2626947
I don't think it's internet. People just use anything to excuse why they Dc on first hook, why they dc on first down, when they don't like killer, when u bring map offerings... They even DC to not give killer kills on hook.
100500 reasons to dc, but when punishment comes it's always *oh, wait, Spider-Man distracted me*
If one killer is so bad people would rather leave the game and even take the penalty - maybe the problem is in the killer and not in survivors reacting to them? Imagine making a killer so annoying people don't want to play the game because of them, and then just banning people for not wishing to play against an annoying and unfair killer. Basically every game design screw up can be "fixed" by forcing players to play with it instead of acknowledging the mistake and fixing it. DC penalty is the laziest tool to cover up developers' mistakes.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2626827#Comment_2626827
Then the answer is to punish people more harshly for deliberately sandbagging games or DCing.
'I'll DC when I'm not having fun' always means 'I'll DC when I don't think I'll get an easy win'.
No, it doesn't. Some killers are not strong but yet annoying as hell.
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The MMR system is good for killers and SWFs, and a complete disaster for soloQ players.
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Because people just DC and suicide when they play against the annoying chains guy, thus bumping his kill rate.
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For some obscure reason Nemesis and Demogorgon players tend to always tunnel. And it's been like this for as long as these killers are in the game. It must be something to do with the mindset of players who play these killers, because there is no any kind of gameplay justification for them specifically to tunnel.
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Yeah, because this game needs more "holding W" killers who are able to block any loop. That's some good design, right?
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@planet said:
My strategy for hackers is the same for trolls. Ghost them. Make it boring for them
Until one of them decides to take the game hostage, and you'll have to eat the DC penalty.
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With the new survivor sided hit validation, Dead Hard also lets you ignore a blatant hit you get for your missed timing. So not only it fixes your mistakes in looping, it now also fixes your mistakes in timing of the perk itself!
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So the cheaters are "ruining the image of the game, making it unappealing to new players", and yet the playerbase continuously grows.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/293691/first-outdoor-map-in-almost-2-years
The problem i have im with the new map is it looks like it has a bunch of medium to tall los blockers that im going to hate when I play huntress.
On the other hand every loop there is "mindgamable", that is it's "ez double back to win" kind of map. Well, unless the survivors use stretched res, that is.
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They were cut off for the NFT stuff.
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@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/2624775#Comment_2624775
More like please create a game wholly balanced on both sides rather than damning one while the other laughs their ass off at your existence
And by the "damned" side you surely mean soloQ survivors, right?
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@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/2624796#Comment_2624796
I did the bones, specifically, I did one bone 14 time- uhp its up again.
So some survivor wasted 336 seconds reblessing totems?
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@Crowman said:
Devs are basically saying they don't care to make killers be fun and skillful, because at the end of the day every killer should only be able to get a 2K.
And they still only get ez 4k's when they are matched against soloQ survivors
