Justalittlepeeck
Justalittlepeeck
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1764986#Comment_1764986
The perks are a cost. "If you want information you have to use recources mentallity"
Again a joke statement with swf being there but i feel they still want to hold on to their original vision of the game while just ignoring swf and seeing it as a nececarry evil to keep the game popular
Don't get me wrong, absolutly love the idea, just saying the probable reason why this isn't in the game already
https://forum.deadbydaylight.com/en/discussion/comment/1764987#Comment_1764987
Waste of time, blacklist a voice chat program and people will just do it over the phone. Why bother going through a lengthy process if people can circumvent it that easilly
That "necessary evil" is too big to be ignored. Devs must eventually do something with it.
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@Sonzaishinai said:
Well the reason is because the game is intended to be played with a lack of communication.
Yes i know a joke statement with swf being what it is but it is what it is.
I mean survivors can already see through the entire map
and they have billions informational perks
and there's a legit way to say ######### you no communication design
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@Eleghost said:
Do people actually have that hard of a time solo queueing and think it's a communication issue? More often than not it's just other survivors acting like they're braindead. I feel like people exaggerate how strong swf is typically. I mean yes, survivors do get more info and such but most of the time when i am i play with friend we usually are just bsing and joking around.
just for the sake of experiment, play against one and same killer of your level with and without comms while trying your best to see how big of a difference comms and extra info make.
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@sulaiman said:
I am highly against that. I stopped playing swf because it made the game boring. The thrill comes from a lack of information, and you have to base your playstyle around that. Your idea would destroy that. On top of that, i doubt it would do so much anyway. A lot of people feel its the lack of communication that makes them lose, but i disagree. The guy that just runs around behind the killer with a flashlight dosnt care how often you tell him to do gens, he is doing what he wants anyway. I had games where i was the only one doing gens (4 i did from 0-complete alone, because all other 3 were allergic to gens. And its not because i couldn´t tell them what to do.
Also, if that was implemented, killers would need a serious buff, because they can handle swf because of the communication. They are not buffed because they would destroy solos too easy otherwise. But if you buff solos, you have to buff killer, and wihtout swf you still lose because one potato is enough, and this game has many of them.
Game is boring in SWF because the game isn't balanced around SWFs =)
If solos are brought at least close to the levels of communication SWF have, then the game could be balanced around survivors with comms and thus be made more difficult in general.
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@Tubby_Squirrel said:
https://forum.deadbydaylight.com/en/discussion/comment/1764802#Comment_1764802
Because it makes more sence. Like the killer evesdropping on them. Perhaps an item or perk lets them send or receive messages telepathically and the killer can't hear that.
Besides~ Oh uncreative one, truly dubious teams could feed the killer false information~ Didn't think of that one, did you?
can killer see or hear information people share on comms?
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@TheRockstarKnight said:
Let's be honest, if BHVR added a chat wheel for Survivor it would break Trapper's power, cause the game to crash on Switch, and have Urban Evasion's speed boost apply to sprinting.
I wish I was joking, but you know I'm not.
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That aside, the idea of a solo Survivor chat wheel designed to help simulate the power of communication that a SWF on comms have doesn't seem like an issue to me.
I mean, assuming of course that Killers get buffs to compensate.
Jokes aside it would be bugged. But at least having it being in the game in one way or the other, as well as having other perks&powers adjusted if they get broken with it (not because bugs), would be a huge steps in fulfilling their 2 years old promises.
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@Tubby_Squirrel said:
If it has a limited range (Say just over standard TR?) and the killer can also see the messages, yes.
Can killer see or hear information survivors share through comms while playing in SWF? No.
Why should killers be able to see information from chatwheel? The ENTIRE point of it is to give solos tools SWF get for nothing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1764727#Comment_1764727
I do sometimes, though more often than not I play for fun not srs business so even though we are in discord we are not sharing much information, mostly just talking about other stuff. The extent of communcation is usually "Dude you're running to me cut it out" when I almost have a gen done or "are you going to unhook him?" that's about it. Nothing really hardcore game breaking either tbh.
It's a problem when you have a tryhard SWF that is like...."Okay, go down here, joey will head on stun him at that locker, yeah second one on the left, okay, and now I'll do down and DS him or so and so will flashlight stun him and so and so should have that gen done by then"
Those are the frustrating you can't do diddly all in ones.
If we start treating all SWFs like they aren't using gamebreaking potential comms give, we can aswell buff spirit, nurse or slinger, because we will consider only bad or mediocre players on them who are certainly unable to unleash all potential from these killers to make them overpowered or uncounterable as many people on these forums claim.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1764560#Comment_1764560
"Feature?" Are you talking about queueing up with friends or the fact that everyone talks via 3rd party applications?
we all know these are one and the same. Nobody plays on SWF without comms and the ones who claim otherwise are lying.
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@dspaceman20 said:
Thank you from the bottom of my heart. This is exactly what im talking about. They should implement this for solo. Although I probably wouldn't put things like the killer has Enduring or the trap is here. This would be overpowered.
Every bit information SWF groups can share should be available in chatwheel.
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@TheClownIsKing said:
Well there’s the logic of HOW the survivors are communicating this if they’re not close by to each other.
How are survivors able to run after being cut in half by chainsaw?
How are they not dying from the bloodloss?
How are they able to see auras?
How are they not dying despite dying?
and so on.
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And please, quit with bullshit that the game isn't supposed to be played with communication.
If that really was like that, SWF feature wouldn't have been implemented or deleted long ago, but here we are.
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@indieeden7 said:
Seeing the aura as soon as Victor jumps on you would make no sense, if you used Victor while looping at a jungle gym, you would be able to see the survivor through the walls, giving them no opportunity to mindgame.
let her have at least that ffs..
also, do I need to remind you how many loops exist where KILLER cannot mindgame by default?
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There are many other good survivor perks that are not used because how strong and amazing are current meta #########.
If only devs had guts to nerf these perks, so that survivors will move on to different builds.
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@NotACompPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1762189#Comment_1762189
red ranks are not even close to being high level of play, tourneys and scrims between comp teams are high levels of play, not the average pub, also 1k+ hrs players are usually average at most.
Nonetheless even such levels reveal how weak are many killers and builds are, unless you have a few thousands of hours more experience than your opponent(s) and you both are sweating
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I'm fine with game being unbalanced in one way or the other, since the game is assymetric.
I'm not fine when my opponent can get crushing advantage for nothing or use things I can't possibly defeat unless they let me win on purpose or when 90% of available characters/perks are utterly useless compared to the other 10% in high levels (red ranks, 1k+ hrs players games)
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Oh yeah, as if queues aren't ######### up already.
Besides, with an addition of that feature, the game will literally die in a week because local clowns will block each other and won't be able to play at all.
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Yeah, yeah, sure, how about no.
I don't want to be unable to play against not potato survivors on m1 killers for years until devs finally collect enough data and determination to make slight changes.
Freddy buffs took 1.5 year.
Bubba buffs took ~2 years.
And so on. If devs were able to respond quickly, I'd like seeing bloodlust removed for data gathering, otherwise it's a waste of time and resources
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1761514#Comment_1761514
Yeah like DS, the anti-tunnel perk that is also good against non-tunneling killers, and is also a skill check instead of guaranteed.
DS isn't an "anti-tunnel" perk. It's a pace breaker which punishes efficient fair play more than tunneling.
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@Ryuhi said:
breakable walls sounded like such a cool idea when they were announced. When survivors are at an obviously strong loop, you would imagine the kool aid man just bursting through a wall and suplexing dwight onto a hook with a satisfyingly delicious ohh yeahh!
Instead we got god loops back, and are forced to either abandon the chase to break the doorway, or pre-break them and waste early game time that is one of the biggest arguments that killers need more of.
Truly, the duality of man.
what is worse we invest time not into "make god loop into a bad loop" but into "make god loop into slightly less god loop". Literally every single window with breakable walls on reworked maps is still very strong even without the wall. That's so dumb.
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You know, if we start addressing all bs and outdated things, you, survivor players, would be crying much and much more.
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@macrobiology said:
no, bc egc would kill you? hello?
hatch is not closed (not found). EGC is not triggered at this point
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That isn't a very common scenario, but I'm totally seeing this happening.
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Blight is like Nurse, but nobody knows how to play her.
Apparently if the killer is strong, but nobody knows how to play him, it's fine.
Honestly I like this, this killer is maybe second or even just the best killer to use against SWFs because how much lethality and pressure he has with right addons.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/207099/poor-bubba
There was literally no bubba thread in days, how do you come to the conclusion that "everyone" hates him? Bubba is actually seldom played and one of the easier killers to face, apart from (face) camping, there's not much to complain about. Compare this to DS or Spirit ...
I think I saw one today, but guess it was just mine imagination
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@Mikeasaurus said:
This issue is why a friend of mine quit 10 minutes after downloading the game. He downloaded it from the Xbox Gamepass so thankfully he didn't spend anything, but that's still not the point. I suggested Killer because it was more interactive and can be fun. He got a smurf squad SWF team, 1 Rank 16, the rest Rank 1. They even brought OoO for christ sake. Since he was new he didn't realise that they knew everything he did thanks to that single perk. And they knew it. They just taunted at him, flashlighted him constantly, and just overall BM. I don't even bother recommending this game to anyone anymore, hell, I deter them away from it. The fact that new players can be subject to toxic behaviour for peoples own amusement is very telling, especially when the devs allow this to happen.
you don't understand, they were just having fun together with their friends, you and your friend just don't have any friends to play with so you're just jealous they do /s
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All of them will escape, that was revealed in one of dbd mobile cinematics
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Want to play with friends - don't use voice comms which are cheating in means of the game or play KYF where you don't ruin the game for random people because you wanted to have fun.
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I wouldn`t mind if survivor`s camera got lowered so they aren't looking at 2.5 meters tall killers from height
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I'd like more RNG in map spawn because right now they are too repetitive.
I wish all maps have same variation as 5 badham variations - different placement of main, shack and key tiles every trial in 1 "variation" of the map, so that everything which is different in map variations within 1 realm is different main building and everything else, including shape would be different.
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@Leachy_Jr said:
It's funny, I find a lot more killers than survivors sweating pubs. I thought it would be the other way around.
But yea I wish there wasn't as many people sweating from both killer and survivor, just kinda makes the game unfun when you play against a ruin undying spirit or a 4 man DS UB squad.
you cannot "not sweat" on killer because of how much pressure survivors can apply to you for nothing. Got to compensate that
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Breakout, Sabo, Dead hard, Mettle of man + many heals medkit - solo sabo easy saves.
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@ABannedCat said:
The developers are constantly tinkering with the size of the hooked survivor's hitbox for some reason. At times it grows so big that its physically impossible for the killer to hit an unhooker, because the hooked hitbox overlaps with the unhookers, effectively giving them a free safe.
I assume the downed survivor crawling under the hooked is no different from that.
Honestly, I miss times where there was no hitbox at all. All this hitbox "jUkEs" are bullshit that shouldn't have place in these particular cases. If survivors goes for risky hook he must take a hit and not get carried by game sending killer's attack into hooked survivors instead of the unhooked because it just works.
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Undying+Ruin is pretty good detector of potato survivors who have zero macro skill and all they've learnt is running in circles and holding M1 which was still enough to reach red ranks.
If survivors are dumb, they're going to throw all their resources for desperate attempts to break hex combo instead of spreading and doing generators, remembering locations of totems and destroying them whenever killer is unable to protect them - carrying survivor to hook, chasing somebody on the other side of the map and so on.
Using Undying&Ruin combo isn't a guaranteed victory. It's just detects ######### survivors and gives them reality check. Once you get people who have brains to do totem when you can't do anything to defend itl, unless you abandon everything you did, thus wasting more resources than survivors do, you'll abandon this combo because you'll end up without 2 perks against good survivors.
Oh, and also:
- Survivors have a very good chance of finding and destroying totems in the first 30 seconds of the game. I once had a game where Undying and ruin popped in first minute within 10 second gap.
- You have to turn and look around every few seconds in order not to miss Undying aura proc because if you miss it - say goodbye to totems.
- If totems don't spawn nearby, combo's screwed
- Undying dies first with 50% chance.
This combo surely shouldn't be nerfed
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I'm all ears. It's surprising how rarely this perk is used despite its value
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Is he even getting a "rework"? I thought they just admitted that he needs a few buffs.
Nonetheless, if it's a rework, I wish him something really cool. It would be very awesome if his kit gets Doctor&Freddy treatment - different powerful tools assisting in chase and map pressure
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DS is problematic as it allows extremely aggressive survivor's play without risk.
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@sudintlink said:
https://forum.deadbydaylight.com/en/discussion/comment/1749792#Comment_1749792
Its called deathslinger. Thats why toxic gamers want him gone because they cant tbag
People want him gone because they don`t like him being very oppressive in chase.
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That's one of such diseases that cannot be cured by addressing symptoms.
People with toxic mindset will find a way to still BM and be jerks.
Better make something with people who think it's okay to bm in the first place, as right now everybody thinks it's totally okay to act like this.
Seeing some killer perks that directly punish such behaviour would still be nice.
Like "If survivor stays in exit gates area longer than X seconds, these exit gates are blocked for X seconds and all survivor's auras within these gates are revealed for the duration of the effect. Doesn't work if the gates were already blocked". No situation in the game that involves actually playing the game and not giving killer free points/farming free points in safest area/bming/etc will make the perk activate, so it would certainly be niche, but some killers like me would like to take this up in endgame builds.
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Well that wasn't very nice of them, but I was going to get the full outfit anyway, so I don't really care. Nonetheless, I think if the the fact they changed it into outfit AFTER our feedback is worth some people spending more than they wanted. Unless BHVR did all that on purpose, lol.
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You must be very fun at parties if you think everybody should dance around you and make sure you have fun
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I played billy, got 4k and last survivor (claudette) I got was a random chainsaw through the entire map (corn).
I got billy to lvl ~7 (it was like lvl 20 in current measures), then I abandoned him for Nurse. I also played trapper and wrath for a while, but I don't remember those matches lol.
I also remember how I got scared of wraith on one of my first survivor games so much that I hid in locker until afk crows and got hooked then
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It makes sense for Leatherface though
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@Crawler24 said:
https://forum.deadbydaylight.com/en/discussion/comment/1747246#Comment_1747246
This is what makes Legion fun to play. He has a sprintburst too.
Blight is better. He catches up to SBing in your face idiots much faster. And with compound 7 you can ignore all ######### grass jukes they make and be like a homing missile
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I would like seeing Sprintburst giving same distance, but building it's momentum much slower than it does now, so survivors can't just let killer walk literally in hit proximity, only to see them suddenly burst at 20 mach/second, dodging the hit. It's so annoying
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No it's not.
I don't feel any enjoyment when I win at 5 or 4 gens because I played Blight on sweatmode, I just feel frustration because of tiny mistakes I make or game bugging or survivors being mean, despite me literally dumping them into trashcan. Booooring.
The game is fun when you and your opponents are good, when there's not toxicity and when you win or lose not because "THEY HAD A PERK THAT WON THE GAME" or "GREAT SPAWN, 10/10" or "MY HIT DIDN'T REGISTERED" etc etc, but because you all were doing your best and there was actually some competition and skill shown. Then even losing doesn't feel very bad and winning is extremely satisfying.
The problem is that such matches are so rare, that it's easier to simply play some meme builds or completely turn your brain off and lower any expectations from the game to the point where you giggle because "weee I ran fast'
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Reveal their aura in that case.
I'd like to get antialiasing on/off option in game's settings.
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B maximum.
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Any solution that is just nerfing tunneling is horrible.
The best way to handle the problem is to make not tunneling not lose-lose strategy and give keeping survivors as long as possible some actual strategic meaning.
For example:
- 4 survivors alive - apply something that pressures survivors additionally/slows them/etc
- When survivor dies/dies too early - pressure becomes weaker/disappears/survivors gain buff
- Killer would have incentive to keep survivors alive as long as possible if that debuff would apply enough pressure to justify such
- Killer would finish survivors off only by the end of the game, where some kind of repair/healing speed buff wouldn't change much.
- If killer kills too fast, other survivors would gain some kind of advantage over killer to help them
But for god's sake, anything like that should be BASEKIT mechanics, not another bunch of DLC perks that will either not be used at all because people wouldn't find them appealing or they become overused so much that both sides will puke from seeing and having to use them in every game.
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I wouldn't mind this being a thing, honestly, especially if it would still lose stacks.