KayTwoAyy
KayTwoAyy
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@emetSdidnothingwrong said:
Oh my god can we please stop with this crap? It's not even out yet for you to even TEST. Maybe it is total overkill maybe it's just what the game needs, either way NONE OF YOU KNOW RIGHT NOW so stop acting like the dang sky is falling because I promise it's not. Good grief this forum community sometimes...
i mean... if you look at the numbers, it's a pretty glaring issue.
you don't really need to playtest when you can do simple addition.
Edit: Also, there is literally no harm in someone pointing out a potential problem. Whether the community's concerns mainfest in game, or remain theoretical, these posts serve as a way for the developers to see what players are most concerned about.
Player A might be upset that healing time has gone up, because that's one more boring m1 task they need to devote time to.
Player B might be upset that longer healing times means less objective progression which means they're less likely to escape.
Player C might be upset that Plague gets the short end of the stick from all of these changes.
And Player D might be upset that killer is going to be too easy now.
Without these posts, we simply would not know what the community is thinking.
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You're not wrong, but DBD already had this issue.
Mathematically, it wasn't problematic, but psychologically... Hatch gave most players enough reason to enact the prisoner's dilemma.
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Feelsbad Plag Mains
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@GenJockeyNance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383722#Comment_3383722
Ideally people should be winning their matches because they played well, not because they put on the strongest stuff.
Hi Peanits! Does this only apply to perks? Because I have to say I'm a little disappointed hearing this statement when Blight's strongest addons (Alch Ring is the biggest one), Myers Tombstone addons and Spirit's addons (Mother Daughter Ring + Amulet) are still in the game. Are these players not essentially winning a majority of their games by bringing the best stuff in the form of addons? Perks can be strong and all but so can addons.
I typically don't like when other forum members hit a dev or moderator with whataboutism, but this is a really good question. I'd recommend trying to have this answered for the next Q&A.
Add-Ons can often dictate the outcome of a trial
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2 Steps to Avoid a Forum Ban
#1. Don't post or comment here within an hour of playing DBD
#2. See Step #1
I'm one offense away from a permaban.
It's been a while since my last ban, but if I remember correctly, I technically am on my 4th strike, and should already be permabanned.
2 of my bans were because I don't read forum rules, and I broke rules that, imo, weren't major offenses. In hindsight, I understand why the rules are in place, and I've had no problems avoiding them to-date.
My other 2 bans were because I was posting while playing DBD, my blood was already boiling, and I decided to give another forum memeber a piece of my mind. These bans weren't really a surprise (okay, well the second one actually was. I thought I chose some pretty creative language that'd fly under the radar as ill-mannered, but not terribly disrespectful).
Despite the position I'm in, it's pretty hard to get permabanned on here. You need to be pretty hurtful to get banned for poor conduct, so you're more likely to draw a warning or 1 week ban for not recognizing a rule that exists to maintain some order in this place.
Personally, I'm not stressed about getting perma banned. If it happens, it happens--I made 2 honest mistakes, but I recognize that I was a real POS two other times. I'd laugh my ass off if I get perma'd for "discussing previous bans" with this post.
Hope this helps.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375322#Comment_3375322
I have played since 2016 and never considered the overcharge skillcheck problematic, people just exagerate it, even new overcharge is a very easy to counter perk.
If you wanna reply like this to others people issues take in mind people can do it too.
Btw im not even joking I have never had an issue with OC skillchecks they are not hard in the slightest, maybe if you drop frames but notmally they are as hard as looting a chest.
First time checking the forums in a week, so apologies if it feels like I'm reviving a dead thread...
I too have never struggled with the OC skill check (or the perk, through any of its iterations), until playing against these recent two killers. Unlike Dead Hard, which is "strong" on its own merits, Overcharge's balance issues are related to oppressive synergies that emerged. But I digress...
I wasn't trying to make an argument against DH. I was making an argument against why it does not warrant being discussed in this thread.
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375322#Comment_3375322
That is not my experience at all. Sometimes I try to wait out Dead Hard for 5 seconds and then they still get it off in time.
I don't think that is a niche or exaggerated annoyance.
If you have a genuine issue with it, I recommend tapping basic attack, rather than holding it for a lunge. The average player is physically incapable of reacting to the basic attack animation speed. I'm not sure how prevalant hackers still are, so idk if people are still exploiting frame-perfect DHs, but that simple change to your gameplay should bring you more success.
...although it looks like DH is going to the shitter after this mid-chapter.
@Ch0mp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375322#Comment_3375322
How many loops can you actually wait an extra second in without getting a pallet in the face?
Exactly one.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375178#Comment_3375178
Nope, its pretty much related. There are loads of unfun strategies and perks in this game. Its a point worth keeping in mind.
I have had zero issue with Dead Hard since I started playing DBD in 2019, so no it is not related.
Over-rated perk, that never even needed to be changed--it boggles my mind that a killer cannot wait 1 extra second to counter the perk. All Arguments made in favor of its oppressiveness are gross exaggerations and niche cases.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374996#Comment_3374996
Overcharge is "quite like old Ruin"... you've blatantly forgotten old Ruin if you deadass tried to make that comparison.
I'd like to see something on that Overcharge being smaller than DS, it's absolutely NOT unexpected (it always happens whenever you tap a broken gen) and it spawning anywhere is normal for skill checks.
@Pulsar 's comparison was on point. Perhaps you didn't play DBD during OG Ruin
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373865#Comment_3373865
The skill check is pretty tough to hit if she's building for it specifically.
Which goes to show, is OC really fine with no cooldown on its skillcheck?
The skillcheck isn't even the real issue. The increasing gen regression puts pressure on survivors to tap the gen as fast as possible.
Meanwhile, the drones discourage healthy survivors from stopping the regression, and her Undetectable gives injured survivors equal reason not to jump back on the gen.
Survivors end up with 2 bad decisions to choose from, and no meaningful way to leverage their situation--short of coordinating pressure as a 4-man SWF.
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^^ huh?
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@Caiman said:
There's been a lot of complaints about 3-gen camping, so Skull Merchant is getting readjusted next week so her power has enough counter to it to weaken her ability to camp.
Good to hear, I'll keep an eye on those changes!
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As a general rule of thumb, humans love autonomy. With rare exception, people simply do not enjoy feeling like they are a prisoner.
Whether you're a frustrated Killer, or an irate Survivor, you want your opponent to respect the fact that another human being is on the other side of their monitor.
If someone is complaining to you about your play-style, you probably made them feel powerless
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Nothing worse than working on a gen in direct LOS of the hook, then seeing a hatchet come flying at you out of a black hole, seconds after your teammate was hooked.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3225892#Comment_3225892
yeah i haven't seen them in month, sad they were cool
maybe they couldn't get them to work with certain powers idk
I haven't seen them on eerie recently, but I'm fairly certain I saw one on Garden of Joy last week. I'm not wild about them being total deadzones, but the elevation change, paired with survivor third-person, definitely has its niche utility
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I can't answer your question, specifically, but I will say I've noticed a spike in being hit through pallets since 6.1.0.
Yesterday I even encountered an old issue, in which throwing the pallet appeared to pull my player model closer to the killer, and allowed a hit to connect that otherwise would have missed. There was a full second delay between the end of the Spirit's lunge animation and me being injured, and I wasn't injured until I dropped the pallet on her head.
If there is currently a problem with hit validation, I don't think it is exclusive to Dead Hard.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219807#Comment_3219807
Its not their problem if people can't control themselves with how they spend their money. Its also not their responsibility to accommodate for anyone who can't afford their products. If they wanted to make $100 skins for their most popular characters it would be perfectly fine. Some people love exclusive or expensive cosmetics in games because it makes them stand out from other players. People with more money simply have access to more and better things in this world. If someone wants that kind of access then they should work towards getting to the point where they can afford it. I know everyone's situation is different, but the truth is if you have internet, own a computer and are able to invest time in playing a video game you're probably not starving and have some kind of opportunity to work towards financial freedom or at least have a little extra money to spend on things you're not entitled to. If not, they might want to spend less time playing a video game and more time doing things that will let them play their games and buy things they want in them.
Mature take.
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I see the cause for alarm here, and I think some clarification on this matter is necessary, but I'm not too worried about BHVR trying to pull the wool over our eyes. They don't always make the best decisions (imo), but they're not this negligent or malicious.
Personally, I find the current cosmetic store format stale and uninspiring. Everything always being available might be better for my purchasing habits, but I've no motivation to purchase any cosmetics for my characters because everything looks like unwanted, outdated fashion that has been hanging on display a little too long.
I'll wait patiently to see which direction they are going here, and voice my concerns if it is revealed they are doing something I strongly oppose.
BHVR has a business to run--I don't blame them for exploring sales tactics that will help their bottom line.
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This thing from Spirited Away that terrified me as a kid, but probably isn't actually that scary
This, or the pigs from Spirited Away...
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/349658/hardcore-perk-roulette
Eh, just sounds like rng, something me and my friend already do all the time, but with extra steps, lol, we literally rng everything, the perks, add-ons, offerings, we did it twice last night and my two items were a brown tool box and brown medkit and my friends 2 items were a broken key and a green map...rng did not want us using good items, lol
the whole system is predicated on RNG.
Personally, I have found perk roulette to grow stale after a while, because there is no structure to it. I'm already pretty good about running off-meta builds routinely, that the arbitrary nature of perk roulette frustrates me more than it creates fun builds.
I'm competitive tho, so these rules exist to give me some structure and a goal.
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Perk Roulette.xlsx@dspaceman20 said:
This actually seems fun. I have all the survivor perks so it should be good
I put together an excel sheet, in case you decide to give it a whirl!
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I don't think the perk deserves the prereq of being injured.
They should just change it to larger skillchecks and call it a day. I was enjoying running it with Hyper Focused, so I didn't have to rely on Stake Out. ...but the prereq eventually felt like a HUGE setback for a perk that wasn't doing all that much for me.
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I think it is one of the more balanced maps in the game now.
My only change would be to disallow long-wall jungle gyms from spawning, because the map hands survivors 4 strong pallets by default (2 Main, 1 Tractor, and 1 Shack).
The map really only feels survivor sided when they are given all the best jungle gyms.
I'd prefer more LOS blockers, because killers have way too easy a time proxy camping and hook-trading on Ormond, but I don't feel that is an essential change.
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I agree with what you're getting at.
If you rolled the opposition, but still want to compliment them, you should put in more effort than just saying "gg wp."
If you don't care whether or not the reader understands your compliment, then disregard. ...but I'd imagine one would want the other person to know you are being sincere.
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@Pulsar said:
I think my mindset on DBD has been corrupted.
At this point, after all my hours and everything I've seen, winning is expected. If I don't win, it feels especially ######### because I've spent all this time becoming better and I still couldn't manage it.
So, I understand how not even having a chance to win can be completely unfun.
However, as Killer, most matches are winnable. Are they winnable in fun ways? No, not really, but you can win most of your matches.
There will be matches where the MMR system ######### up and puts you with people you have zero business playing against, but that is (hopefully) rare.
Sounds like the mindset I had when I took my first major break from the game.
Basically acknowledging that I've pretty much "mastered" the game, and the outcome of a match is no longer really a result of my own skill so much as a reflection of the game's RNG
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If you ask me, nothing should be disabled in the end game.
Devs should just figure out a real solution to camping & tunneling, so that perks like OTR and DS don't need to exist.
If the killer eats DS in the EGC, they "lost the game" long before they got to EGC.
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I played with it for about 2 weeks.
I think it breathes some new life into cranking gens--the desire to hit every great skill check (without Stakeout) forces you to be a bit more attentive on the gen, and it creates a bit of tension when you're playing against a stealth killer like Myers or Ghost Face.
I never timed my gens, so I couldn't tell you the impact it actually had on my games. It didn't feel like I was doing gens that much faster, it just helped make something boring a little less boring.
If DBD logged stats like "time spent on a gen" and showed them to you at the end of the match, it'd probably be easier for the average player to gauge its impact. As it stands, I don't think the average player cares enough to do their own scientific testing.
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Regardless of which one you choose, a lot of players will disconnect when you play them.
...just speaking from experience here lol
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216035#Comment_3216035
You seem to be the angry one here. As someone who goes out of their way to "play fair" as killer, and as someone who plays a LOT of SWF, has been tunneled out at 5 gens myself (and wasn't thrilled about it, but I certainly wouldn't be reporting it), I'm not angry at all.
I simply asked you for clarification about what you considered tunneling since your exact words were:
"If tunneling someone for racist/homophobic/etc. reasons is considered targeted harrassment, wouldn't it then logically follow that tunneling is harrassment?"
In the statement where you initially replied, you gave no specifics in your second "example" other than to say that it "logically follow[s] that tunneling is harassment (sic)". You're now saying in THIS reply that an unpopular game mechanic, which the developers have said it perfectly allowable (even if people like myself are NOT a fan of it when we play survivor) is allowable and not punishable (your Player A) is the same as someone targeting a person specifically over something that is about that person in general (their race, orientation, etc. -- Your Player B).
I don't like being tunneled out of a game any more than you do. But I clearly recognize that the first example of yours -- someone using an unpopular game style -- and the second example of yours -- someone being intolerant of who a person is out-of-game and targeting them in-game for it -- aren't even in the same ballpark as one another. If you don't see that, then I'll politely disagree. No need for you to get testy about it.
If you tell me that you are gay, and I offer to buy you a coffee "because you are gay," is that targeted harrassment?
I haven't expressed my opinions about the fact that you are gay, I've only decided to do a certain action because you are gay.
I would conclude that it is NOT targeted harrassment.
So what is the difference between buying someone a coffee and tunneling them?
I think we all know what the difference is, and that is my point here.
The motive of our actions can dictate the gravity of a situation, but it doesn't change whether or not said actions were problematic in the first place. If tunneling someone because they are X, Y, or Z is a problem, it is because tunneling is a problem. The fact that someone is X, Y, or Z is irrelevant for the purposes of identifying negative behaviors, as it only addresses the severity of that behavior.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3215974#Comment_3215974
Player A tunnels someone out because of their character's ethnic background, or a Pride charm, etc. and then tells them in post-game chat that those are the reasons they tunneled them out of the game.
Player B has 6 hooks, 4 gens are done, and a player hooked twice gets unhooked in front of that killer. They then proceed to tunnel that player off the hook and out of the game in order to make it a 3 v. 1 ASAP because that, at the moment, is what they feel they need to do in order to have a chance to win.
You're not seriously comparing those two examples to one another and saying that the second logically has anything about it resembling the first, are you? The first is what would be reportable and 100% should be punished by BHVR. The second would be simply playing the game optimally to win at that point in the game. No?
You mad? Your "Player B" scenario isn't tunneling. Why do you think I would compare the two? I swear, I can't make a point in this forum without some random creating a non-equivalent scenario and getting upvoted for trying to make me sound unreasonable, when they haven't earnestly represented my opinions on the matter.
Player A hooks a survivor at 5 gens. Player A proceeds to camp and tunnel the survivor out of the game.
Player B hooks a survivor at 5 gens. Player B proceeds to camp and tunnel the survivor out of the game. At the end of the game, Player B says "nice pride charm."
What is different about these two scenarios? Player B's actions do not suddenly become harrassment because they alluded to their motive for camping and tunneling. Camping and tunneling was ALREADY harrassment. If it wasn't, the victim of Player B wouldn't feel harrassed, and they wouldn't be able to tell that "nice pride charm" was dripping with sarcasm.
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@KhamuraTal said:
https://forum.deadbydaylight.com/en/discussion/comment/3215934#Comment_3215934
Maybe on a mid-tier SWF, but even then...with a Clown? No, not even with Iri finger. You'd have to be further up on the tierlist, Artist, maybe Plague, but I think even with Plague you just slam through this, deadlock wouldn't be able to prevent semi-coordinated gens.
On the upper tier of skill Hen's squad basically guarantees maybe one kill from this even if they're perkless and itemless.
The average survivor team can't handle this, and that is the whole argument here. This is a very low-skill strategy, and it finds success even against skillful survivors--the same problem with old Spirit.
I also recommend checking out the video @JustAnotherNewbie shared.
I've nearly 3k hours in this game, and I can confidently loop every killer except Clown for minutes on end. I've never thought he was an exceptionally strong killer, because his skill ceiling is lower than say a Nurse, Blight, Artist, etc. ...but his power prevents him from being run around forever. As seen in the video, pinkie finger allows clown to insta-down the rescuing survivor, giving Clown all the snowball potential necessary to win with ease.
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@OrangeBear said:
I think they are reportable but as you can see they will just be discarded.
https://us.v-cdn.net/6030815/uploads/6XKU9RH1XNI7/image.png
https://forum.deadbydaylight.com/en/discussion/comment/3215897#Comment_3215897
That's called targeted harrassment... not tunnelling.
Forgive me if this sounds ignorant or naive...
If tunneling someone for racist/homophobic/etc. reasons is considered targeted harrassment, wouldn't it then logically follow that tunneling is harrassment?
At which point, maybe BHVR should be considering doing something about it...?
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Until the average player learns to consistently hit Hyperfocus skill checks without Stakeout or This Is Not Happening, I don't think the perk is all that problematic. Survivors need to devote more than half their build to Hyperfocus value.
I also don't see how you nerf the values of this perk without making it feel useless.
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@JustAnotherNewbie said:
That is pretty disgusting, not gonna lie. Clown is probably the best face-camper in the game according to this video.
Interesting video...
Not surprised Bubba was first to go. Conventional wisdom says not to go for unhook until you know that Bubba is chasing someone else. He is the only killer* who has managed to condition survivors into accepting the game will be boring, and they need to get it over with as soon as possible.
Also curious to know if the squad going against Trickster was cheating, or if the narrator was just embelishing the defeat a bit.
*Nemesis is starting to enter this sphere, as he too has developed a nasty reputation for always camping and tunneling.
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@IlliterateGenocide said:
Face camping fine.
But why do you gotta be such a loser about it? Iri finger and bm.
Most likely the killer does it because camping is boring af, and it offers just enough "interactivity" to scratch one's itch.
It certainly doens't scratch mine, but I have to assume it breaks up the monotony of an otherwise dull and unimpressive gameplay loop.
As an aside... the way they say "I see my next victim," in tandem with their behavior, makes me uneasy.
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I brought a BNP Toolbox into a trial, because I knew I'd be wasting a lot of time doing my Archive challenge (probably totem related, i dont remember). I set the BNP down in front of a single-person gen, so that whoever did it could get it done in reasonable time.
David picked up the BNP, never used it, then lost the entire toolbox to Franklin's AFTER losing his own beemer to Franklin's.
He then killed himself on first hook.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3212786#Comment_3212786
If you're interested in how that works, here's a video explaining the whole situation I shared in another topic:
https://www.youtube.com/watch?v=blZUao2jTGA&feature=emb_logo
Basically this game being on both pc and console while having a significant portion of it be played in first person pretty much necessitates having a slider. And I just realized that video is 12 years old.
Feng Zhu, the GOAT! 🐐
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@TeabaggingGhostface said:
Wanna know something that does technically eat pop?
Repressed alliance, since it blocks the gen for 30s, if the killer waltzes up to you anytime past 15s after hooking then RA denies the pop
Given the current "kick gen to win" meta, I'm really surprised Wiretap/Repressed Alliance isn't becoming a more meta combo for gen jocks. Even Rookie Spirit deserves a little more attention than it has been receiving.
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I played PC cross-play off back when Blight was THE go-to pick for comp-aspiring killers. Blight was probably 90% of my games at the time.
I much prefer Wesker.
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I disagree with your propsed change.
However, I do personally believe Dead Hard is now a better perk than it was prior.
It doesn't look like people are struggling to get value out of new Dead Hard, so I assume the only thing that is holding it back from being as popular as old Dead Hard is its anti-synergy with Deep Wound. The perk is significantly LESS effective against a tunneling camper, making Off the Record & Lithe a more attractive combo for survivors trying to prepare for the worst case scenario.
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As someone who very much dislikes Victor, I'd love it if they made Victor stay attached to the downed survivor, preventing the downed survivor from recovering. Charlotte can then choose to recall Victor and risk the recovery, or chase without her power while she maintains pressure with her slug.
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Report and go next. You can't control their behavior, so don't let their behavior bother you. Think about what you are able and willing to do to combat online toxicity and hate speech. Worry only about what you can do to prevent this behavior, and whether or not you are doing the best that you are capable of to prevent this from happening in the future.
These two quotes by Coach Wooden are guiding principles in my life. I typically find these types of quote-images cheesy, but given the impact each quote has had on my life, I'm hoping they'll catch someone elses eye and help them find peace of mind.
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I was good at 400hrs. But at nearly 3k hours now, I am leagues ahead of my 400hr self.
Knowledge does not directly translate to execution. While I knew, in theory, how to loop every tile and counterplay every killer, I didn't have the experience to reinforce any of the concepts I learned on youtube or on the forums.
I agree that this game is less mechanical skill than game sense and knowledge, but the skill ceiling for putting that all together is not as low as you're claiming it to be.
Edit: Holy hell, this is an old thread. What am I doing here?
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In my experience, PTB player behavior goes like this...
Day 1: Players goof around with changes and look for quirky new bugs. Zero emphasis on objective.
Day 2: Players push the changes to their limits, exploiting new features/synergies where possible. Possible emphasis on objective.
Day 3: Survivors play the game normally, while Killers play nice. Communal emphasis on objective.
Day 4+: Survivors regret still playing PTB, because every killer at this point is sweating so they can be the best at the new killer/new meta the moment the PTB goes live.
..so if you want to "play normally," come back in a day or two. On the day PTB drops, you should assume that every lobby you queue into is filled with players who are about to play their first game on the PTB. You may be on your 10th game of PTB, but that isn't going to be the story for anyone else.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3206062#Comment_3206062
The fact that it is POSSIBLE to chase a survivor for 90 seconds and not down them is a failure of the game design.
People love to say "But Bloodlust," conveniently ignoring how easy it is to drop bloodlust. It legitimately is possible to run a killer around for 5 minutes without ever going down. I don't care what the skill levels are: no one survivor should be untouched by a killer for that long in a 1 v 4 game.
The core gameplay is borked, my dude. And quitting is the right move, because they just aren't interested in fixing it.
Game would be a dull affair if killers could secure all their downs in under 90 seconds.
I much prefer devs find more engaging ways to drag out the objective (i.e. multi-part, multi-location objectives) than make survivors feel like every decision is a lose/lose and funnel them into quick chases to compete with gen times.
The simplicity of "Repair 5 gens to activate the gates" is great for learning the game, but a more elaborate--dare I say escape room-esque--system would make non-chase activities more stimulating, whilst buying more time for the killer. Escape Rooms typically have a countdown timer, but in this case the killer would serve as an organic timer.
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@ImHexyAndINoed said:
https://forum.deadbydaylight.com/en/discussion/comment/3206057#Comment_3206057
I'll definitely give whispers I shot, I used it alot on Huntress when I practiced her.
And I forgot about birds completely. Would you recommend running spies to help?
I'll keep that in mind, I'll try the perks until I'm comfortable
Gracias senior!
If you wanted to really focus your learning, Spies from the Shadows w/ Whispers will be a great way to learn how survivors try to hide near the gate.
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Sometimes the gates are so far apart, with no LOS between them, that there is nothing you can do. Sometimes you get blessed with two gates that you can watch without moving a muscle.
For everything in-between, there's Whispers. No seriously, this perk is not half bad for learning survivor tendencies in the end game. I suggest trying it out for a bit, as it can also help in the early and mid-game.
If you don't have any perks to help you, keep an eye out for scratch marks and birds leaving or returning.
Edit: It is worth noting... If you are in it for the long-haul, and you genuinely want to improve at any part of the game, it is worth running certain perks (even if they don't synergize well with any one build), so that you can focus your learning. In this case, Whispers and No Way Out should be used while you are learning how to play the end game.
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I haven't been freaking out, because I don't expect to be playing DBD when it goes live, but...there definitely is cause for concern.
This proposed change could create MORE problems, even if they manage to solve the ones we have now. Furthermore, these changes appear to benefit the players who need the least help.
This game's balance issues have continuously been bottlenecked by SWF, Nurse, and map design. The update they proposed is one in a long line of changes that don't appear to even try and address this bottlenecking. People are understandably upset, as a result.
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Trickster might not be too bad. But his slow movement speed might make it difficult to force value out of the perk.
In my experience, the 20s of Dissolution is really not that much when you look at the distance survivors can make after losing that first health state. You end up just making the decision of "do I greed this pallet?" for the survivors, and it usually works in their favor.
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I've enjoyed playing Wesker, because I do not feel like I need to camp or tunnel to apply pressure.
All around, I think he is one of the best designed killers.
He has to apply his passive, rather than activate it mindlessly.
His passive is a moderately-low threat level, so survivors don't feel like they NEED to address it before making sure a gen gets done. HOWEVER, Wesker can punish a survivor who chooses gen over vaccine.
He has mobility, which is always great.
He doesn't shut down every loop.
His larger-than-normal terror radius keeps survivor on their toes--especially on indoor maps.
Sorry you see a lot of campers and tunnelers--perhaps they are struggling with his power and need to compensate. He is really fun, and hopefully more Weskers learn to play him casually
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While we're on the topic of stop-motion...
LAIKA x DBD crossover would be epic



