Kebek
Kebek
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- Username
- Kebek
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@[Deleted User] said:
This perk is going to be extremely good now and way better than it would have been if it just gave you no blood pools for the whole trial. I think it's going to be great personally.
It's 1-2 time use, you can't expect to lose killer consistenly under 30s. You need IW to erase sound or you won't get away even with no scratch marks blood vs good killer.
I very highly doubt it's going to be good perk, it's better but not by much. Permanent no blood effect effect would be far more fun to tinker with and also better imo.
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No, if anything we need more maps that aren't dark af. This is much welcomed change and brings further variety to DBD. I can finally enjoy something about corn maps.
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We don't have single map with this level of brightness and I love it. The idea that DBD should have only dark and extremely dark maps is imo terrible, dark maps are so annoying to play on. I don't mind a few but the more bright maps I can get the better.
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That's probably a new killer rather then toxic one based of the build.
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Exaclty, I hate maps that are extremely dark. Bright maps are so much more enjoyable to play on.
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I wouldn't say DS became inconsistent with the nerf as it helps me when I need it if I'm getting tunneled. Ideally, I don't ever need to activate it nor any of my teammates. The fact itself that I had a game where no DS triggers even if everyone has it means there was no hard tunneling present which is worth a perk slot to ensure.
Besides games where my teammate gets tunneled through DS basically having 4 hooks and we can't finish gens are already lost anway if they can't stall the killer enough and just go down instantly each time. Even if they had 2 DSes, it wouldn't help as such teammtes just need to improve their looping.
All that said, I'm not againt buffing weaker obsession perks or adding obsession baseline as it's one of the buffs I would like solos to get.
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Set your settings on low, get headphones and max out your sound, use tracking perks, play doctor or my personal favourite, complain on forums how some maps are too dark so that devs adjust them.
It worked for me with The Game, it's now so much brighter then it was before the rework.
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I've seen a lot of them when PH released, lately only about 1-2.
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Why not both.
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@Nun_So_Vile said:
The problem I see is how do you buff solo Q without inadvertently buffing SWF and continuing this cycle where neither side is happy with balance? Wouldn't that revert a lot of the changes the dev team has made to the game since it's inception and send it back to square 1 essentially? To me, solo Q was good when there were strong survivor perks that benefited Solo Q players. If it benefited solo q then it also benefited stacks, which amplified the strength of these individual perks when coordinated amongst a team of survivors. Look at the old BT for example, that was a very good perk to have when Q'ing up solo, but its considered a problem in numbers. The old SC is another one because it was just a good generic perk to have as solo when you didn't have to dedicate a almost whole build to making that 1 perk better. That's what we've moved away from in terms of gameplay, so keeping balance in mind, what would need to be included in a solo Q buff?
Just to name a few, obsession in each match, some kind of semi-totem counter, more ways to communicate (for example new system with set phrases like it's in identity V), possibly small obsession claws for everyone to notify who is gettnig chased etc.
Things that SWF already has and won't do almost anything for them. I don't think straight up giving survivors perks like bond or kindred is the proper way to go about this so some if not all of these changes would imo really help with solo que.
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Perks aren't getting changed because they're overused (BBQ) but because they are problematic. Ruin was just straight bad design. Undying was too opressive in it's first form, it deserved the nerf with how massive the impact of it was when it switched 4 times.
IW an SCH aren't problematic at all, both are good perks that serve a prupose without beiing overtuned. They don't need any changes at all.
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There's no problem with buffing solos since they'll never be as strong as any coordinated SWF. What makes SWF strong is not really the information they have but the chance to have 4 great players who know each other in every match they play.
Buffing solos mean giving them more tools to share information SWF gets for granted, that doesn't change the fact that you're playing with 3 stranges who can do whatever crazy gameplay they want or just be bad. It's not like we want the solo buffs to be free baseline DS, DH, BT in every game, that would be terrible and no help with the issues of that is coordination.
Also I don't think there's any big lack of killers you speak of, at least I haven't seen any in my games. Ques are about as quick as they're supposed to be, it used to be much worse a few years prior.
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That sounds pretty silly to me. I don't know single multiplayer game where content creators blurr out names of other players for any reason that much less have any obligation to them.
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It would be very hard to get permanently banned for DCs. You'd have to have very big sample size of games with big portion of them beiing DCs. I think the DC penalty system would stop you before you'd be able to get perma banned for it. There also won't instantly perma ban you out of nowhere, you should get several strikes with warnings before you get perma banned,
Well, I'm not expert on the topic, mods are the only ones who can give you proper answer. Best to adress your connection issues to be safe.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2096841#Comment_2096841
I'll admit I wasn't a god at the game or anything and I probably still am not but I started looping like 2 weeks into playing because I realized the weaknesses the killer side had fairly quickly like how long it took them to vault in a chase and how easy it was to stay in one area with like 3 times more pallets back then , but I'll agree with you on the part where if you got caught you were basically dead from a real facecamp where you couldnt unhook from the sides and BT or ds didn't exist yet so it was a bad situation for the survivor on hook
I don't know much about survivor experince from early DBD as I played only killer, started playing survivor at feb 2017 until then I never played almost any survivor games besides a few early matches to see how they see things.
But from what I remeber, I didn't have problems killing survivors as killers had a lot of broken ######### too, not as broken as the survivor ######### but quite nasty as well. Honestly, it's been so long that it's hard to recall properly but I feel like it was just played so differenlty from what we have today.
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@The_Krapper said:
@Kebek did you seriously just say looping didn't exist? Lmao I'm sorry but what game were you playing ? I've been here since release also
It didn't exist in a sence that basically nobody did it. First month of DBD I rarely saw anyone looping at all. Survivors just run at a pallet, sat there waiting for you and got hit before even dropping a pallet and those were the better ones who knew they can throw down pallets. That happened a lot. There was an occasional looper who kind of knew what to do but even those were really bad compared to loopers we have today.
Besides, once you caught someone once, they almost always died on the first hook and then you killed of the rest with NOED if they managed to finish gens.
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@Dopamean80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2096742#Comment_2096742
I don't even remember how it was that we used to deal with the old decisive strike. Did we really just take a decisive strike to the face all the time like that?
I think in those days I didn't know enough and wasn't in red ranks yet so I didn't realise how impactful it was.
First release of DS was extremely bugged and didn't work at all. We hooked non-obsession normally and dribbeled the obsession or evaded them.
Also the stun was shorter and enduring countered it. It was very strong when it worked but there were far more ways to evade it.
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I'm here since release and never really noticed any drastic difference in difficulty playing killer besides me improving my killer gamepaly in first few hundred hours. There were terrible survivors that made playing killer easy back then and they're here still now.
When DBD was new, looping didn't even exist and you very rarely saw a survivor who even knew infinites (or windows) existed that much less run them. Later on with streamers teaching players how to do it and how easy it was, we already got a good amount of balance patches and a 3 blink nurse.
A few patches were terrible like the no timing flashlights/pallets patch was probably the hardest time to play killer from what I remember besides running og infinites on a survivor who knew how to abuse them.
Overall, I never had issues killing at any point of DBD thanks to the potatoe survivors.
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The survivors that got downed by it must not have known the forbidden tech of running around literally anything to completely counter it.
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That must have been sooo much fun. I mean, if you like wasting time that is.
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Opening animation would do very little as you can't sit on the hatch forever defending it from opening. You wouldn't get key escapes mid chase but survivor can just stealth when the hatch appears to it wouldn't do all that much overall.
I'm far more concerned how keys evade gen completion, that's much bigger problem imo.
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Generally if you know how to aim his shots properly that doesn't almost ever happen. As slinger main I rarely see a shot that phased through a survivors body direcly, not connecting. Usually, it off by little bit as the harpoon is very precise (with good ping ofc).
It can happen sometimes but it's extremely rare, at least for me (even then, it might have just been a miss).
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2096508#Comment_2096508
Considering how long this is taking it’s probably going to be big
And I worry about that. I don't want nor need big complex change, simply changing spawning rules of hatch to 5 gens finished or 1 survivor alive would fix everything perfecly. Why can't they do that, it resolves every problem with keys without touching them at all.
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And a good one please (whenever it's supposed to come out), that solves the actual key problems. Not something like "Keys now have 5s animation and that's it".
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Now thats a good title if I ever saw one.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2096265#Comment_2096265
That wouldn't work actually. The perk is only active when you're within 12m of a hooked Survivor so you lose the Endurance the second the unhook happens. So trying to use the perk while healthy wouldn't do anything? Because you take the hit. Get the save and now you're injured with no Endurance. So you just did a normal hook bomb trade...
It's nothing like old borrowed time because its impossible for both teammates the have the Endurance at the same time. One is only while someone is hooked the other is only after being unhooked.
Ok, somehow that part evaded me, I probably compared it too hard to old BT in my mind. When you put it like that, it does sound kind of balanced.
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I'm just saying that I personally wouldn't support a perk that passively makes a dumb play risk free. You basically run to a hook vs M1 killer healthy and get hit, unhook in their face, get hit second time and just sprint a away as both of you have endurance (when paired with BT). Completely brainless no strategy, no timing, only perks doing all the work.
As I said, imagine killers having same perk with exposed effect. Hard camping killer just sits there and since he has permanent exposed on everyone around the hook, nobody can ever save unless you give him 2 downs. Brainless, no strategy, no risk perks rewarding low effort playstyles.
I hope devs don't print a busted perk like that again after they did with MoM.
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1 - cool idea but would be too strong, it'd need some kind of downside or a condition to be balanced. It's basically bringing half of old BT back which is still extremely strong second chase perk. Imagine if killer had a perk that does the same thing for killers and gave killer pernament exposed on basic attacks when in 12m around hook, that's how busted it is.
2 - that would be balanced imo and actually really good perk to break chase and get away. I'd love to see such perk in DBD.
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Even when I really really miss the weekly Q&A streams from ages ago, I understand why they stopped doing them so often. They usually didn't give any important information as devs didn't have new stuff to share each week when they release patches around 1,5 months from each other and most of the questions repeated themself or were just silly.
Still, I wish if they made one official dev stream at least once per two weeks with random people from the team (I really miss Dave and Mathieu beiing a comic duo), just for fun, talking about anything related to DBD.
Overall, it boils down to them not wanting to make promises or deadlines they might not keep so they stay silent until they have something certain to share. It's a pity and I miss how it used to be.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2095628#Comment_2095628
If you don't have the Kate perk, how do you know where they are? Some are obvious, but most are not that easy to find. This map was very killer sided before so it needed more pallets.
I don't know about others but I just memorise them through gameplay. It's not like I have a good memory even, it's just pretty simple as their spawns are hard set for most of them.
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I don't usually bring DS because I'm quite good at looping the killer most of the time or evading him after getting hooked. I very rarely brought it before the nerf or basically ever, other perks fit me more.
I'm always baffled when my teammates don't bring it with how terribly most of them play and then blame killer for getting rid of easy targets.
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@Sluzzy said:
I definitely don't see this many pallets on this map. They are not exactly that obvious to use either so it takes a bit of skill in using them. The problem is most maps don't have enough pallets. Or they are very unsafe.
How long have you been playing DBD for exactly that you can't find pallets ? There's like 24 of them all pretty close to each other.
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You really need to check out their twitter.
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Well in the grand scheme of things we should want solo survivors buffed, obsession baseline would be one of the way to help with that. It's not something drastic like giving kindred to everyone but still provides decent amout of information and some discouragement from tunneling but doesn't actually stop it in any way.
I don't see why should that be an issue, you already play around DS even when nobody has it if there's obsession that was made by your perks or survivor perks besides DS. If you really want to kill someone you got to take the chance of DS anyway.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2095163#Comment_2095163
You wont change my mind.
But, DC-penalty was also only beneficial for the Killer - since for Survivors it does not any difference if that person is suiciding on their first hook or DCing. However, Killers get their sweet BBQ-Stack - the only thing they cared about. Killers dont care for the Survivor experience for the most part. So stop pretending they do.
With the Changes (DC-Penalty and Hook Skill Checks) players can quit out of the game like always - just with some detours. Those detours only benefit the Killer (DC Penatly-->BBQ-Stacks, Skill Checks-->Suiciding for Hatch takes longer), for the Survivor it does not change anything (DC-Penalty-->Players suicide, Skill Checks-->The player who wanted to suicide will go afk or sandbag you).
EDIT: The only thing that would make sense (before any DC-Penalty and other stuff) is to remove those things which make people DC in the first place. For Survivors it would be part of Freddys Kit (which will be adjusted, most likely nerfed), Iri Head and stuff like that. Yes, there will be people who DC against a addonless Clown, because they are sore losers. But doing something against the reasons to DC is way better than just adding detours which help the Killer.
I mean, you're free to think so, I'm just sharing my view on the positives of such QoL changes.
I always value any changes that slow down how fast can a survivor quit on his teammates if he doesn't like something. Any time gained from killer killing a quitter insted of them insta DCing is a win for me, the precious seconds to work on gens before a killer can focus on someone else is something that positively impacts my survivor gameplay unlike killer getting BBQ stack which doesn't hinder my survivor gameplay in any way.
I don't think I said anything about that either side should care about other side's experince, it's nice when they do but overall they should mainly care about their main goal, surviving and killing.
Well if you don't value the additional time from the detours, that's fine, I do. The hatch I already said that it's the killer who allows hatch to be given, not survivor.
I agree that some things that are too strong should be rebalanced like iri heads but that doesn't justify quitting on players who use them. They're part of the game as much as anything else. I hate facing trapper even when he's weak, that doesn't justify me to quit/suicide in 100% of my matches vs him instantly. Imagine if all kilers instantly DCed when DH is even once used, the game would be unplayable. But they don't, they suck it up and just play the damm game.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2094960#Comment_2094960
It is quite obvious that it is killer-sided. The Killer is the only person who benefits from that change.
For Survivors, nothing will change. Someone who wanted to suicide on hook will not play normally afterwards, they dont want to stay in this game, so they will not do Gens or anything. At best, they go afk. At worst, they sandbag the players who unhooked them.
Sure, for the Killer it is good, because people cannot suicide for Hatch. And some more points, because they can rehook them again. Yay. But for Survivors, this changes exactly nothing. Maybe you can get an Unhook, this is ok, but it does not matter at all if the game stays a 3v1 at this point.
So, yeah, there is 0 difference between a person suiciding on their first hook and them standing afk next to the hook after unhooking them.
(I mean, it is not like Killers cared for hook suicides in the first place, as long as it does not involve the hatch, lets be honest here. :) So Killers are obviously happy because it benefits them. For Survivors, nothing changes, maybe it will get even worse, depending on what kind of person the guy who got unhooked while suiciding is.)
I don't think so, that would imply that DC penalty was killer sided change as well which it was not.
It significantly lowered the amount of survivors who insta DCed vs anything they didn't like, making solo que exprience more bearable and promoting healthy gameplay. This change is exactly the same as people who want to quit will at least serve their team as a temporary distraction for the killer, any time he wastes on hooknig or even camping them will benefit the other 3 survivors doing gens.
Killers don't get anything of value from survivors beiing unable to instantly kill themself, don't even metion hatch as a killer that doesn't want to give hatch, will just slug and you'll be forced to DC if you want to give it.
It's a very good QoL change that also wastes a bit more of killer's time on quitters, giving survivor slightly more time to do gens when their teammate quits on them. I look forward to it a lot as a survivor.
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I would have no problem with obsession beiing baseline. It's still a big risk to not run DS when you aren't very certain that you can evade or outloop the killer. Once he learns you don't have it or if he's hard tunneler and doesn't care, you're still in trouble.
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How can anyone consider the removal of struggling and instant hook suicides a bad change or even killer sided change.
It encourages people to not give up instantly and straight up prevent accidental hook suicides. If the survivor doesn't want to play at any cost, he can still go afk but at least he'll be a distraction for the killer so that others can do gens a bit longer or get a few more alturism points they would otherwise lose out on beiing get punished for them quitting.
I still don't support the idea that survivors should be able to die and leave whenever they please with 0 penalty and this helps with it a lot. Imagine if killers had that option.
First two minutes didn't go well (gens go fast or you can't catch a good player or something like that) any killer could just press a buttom, leave with all his BP etc, no penalty and cancels the match for the other 4 people forcing them to re-que. And that can happen every game if you get several sore loser killers in a row.
And that would definetly happen quite often if killers were given the choice to quit. It's much better to encourage both sides to stay in a match as long as possible, not give them an option to quit whenever they want.
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Probably because that's what internet does. Especially fanartists.
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Nobody in their right mind should want SWF removed or penalised in any way. That's certain way to kill off large part of the playerbase.
Insted game should be getting more balanced with SWF in mind. Giving solos more information, better mm, well balanced maps & killler etc.
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Honestly, I don't know. I really enjoy this game and 3k hours of progress is a lot of time.
It depends how would I lose the progress. Did I get BHVRed and they somehow deleted all my stuff ? If so, yes, gone forever or until I get it all back.
Did I lose my account information and can't log back in or reclaim it in any way. I'd probably buy DBD again and play for a bit (or go crazy and start grinding).
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No good windows, easy to traverse, deceptive TR. Use those to your advantage and if chase isn't going your way, try to defend gens more and get rid of pallets in areas around important gens.
Don't chase 1 survivor around forever if they're decent, they'll loop you to oblivion without chase power. Clear some parts of the map from pallets so they become dead zones.
It's a weird map to play but I like it as both roles a lot.
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Hard agree.
I personally think they should change farmblems to have a main category = escapes & sacrafices. These two would have double the importance of other 3 emblem categories meaning, you would get twice the amount of pip points for them if you succeed at them.
- Escaped, you get double of your current unbroken emblem value. Killed 3+ survivors, you get double of your current devout emblem value.
After all, as much as devs want to promote healthy gameplay (which farmblems kind of do), surviving and killing is the main point of the game as that is what each match revolves around.
Ofc, even better would be if devs had already working good MMR system with proper win conditions but that I'm kind of certain they will keep emblem system anyway (even when not used for ranking) so improving it this way would be welcomed.
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I don't think the skill check is needed at all. It'd be best if they just made it into that extremely oversized skillcheck like they shown once ages ago or just made it activate passively when picked up.
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Moonwallk killer meta to cheese that mechanic into the chase would happen. Also 5% does very little in terms of map traversal, it's mainly important in chase.
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That can't work in DBD unless we have foundation that supports multiple killers in 1 game properly.
Also with how frustrating DBD can be, 2 players in 1 character is a very bad idea.
I've played Cho'gall in hots and I can assure you as much as I loved to play him, when I did so with randoms, it was a hit or miss based on the kind of person you've played with. Characters like these are very unpopular unless you have a good friend or two who like to play them with you.
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Jane profile picture would fit you well.
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I'll call him Peppa in honors of Peppa Pigsaw.
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I can enjoy facing all killers to an extent, some more then others but my least favourite ones to face are trapper and hag. I'm a magnet for traps and I hate it.