Kebek
Kebek
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- Kebek
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Back in Plague´s PTB her purge didn´t used to lose stacks of PWYF either. Pretty sure that it´s bug.
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Ever heard of looping, Spine chill, general awerness, listening to loud breathing, healing yourself so you don't go down in 1 hit or the most important the outdoor maps ? Probably not if you think that SM is OP.
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Dwight - Better check the locker, just to be safe.
Claudette - I just saw her, where is she ?
Jake - I used to be so useful.
Feng - is that Nea's new outfit ?
Quentin - Precious medkit.
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I think that devs won't be able to make such change in just 2 weeks time and even if they did it still might not work as well as we think it would. Maybe some more simple solution would be better.
I've made a discussion about Redeemer beiing somewhat underpowred if you want to know what I think would be best.
https://forum.deadbydaylight.com/en/discussion/comment/1108491#Comment_1108491
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NEVER touch spine chill, it's perfectly balanced. I don't think you know since spine chill beiing meta was early after release so not many people remember but killers used to counterplay spinechill by going backwards so there is solid counterplay and always was.
Stealth killers are only as countered as they allow themselfs to be. If you suspect surviors having SCH then you just start randomly going backwards and you'll catch off survior who though he was 100% safe since his SCH didn't activate.
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We can only hope that devs will notice and add this much needed QoL change.
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Tbh if you play stealth really well and carefully you'll manage to stay healthy for at least first 2-3 gens. After that either your teammates are potatoe and die so that you can try for hatch/doors or they are decent and they haven't wasted all the pallets/their hook stages yet so you still have more then good chance to survive even against her corrupt purge.
Remember it's surviors who give plague her downs with corrupt since they is really obvious notifications that use used it and surviovrs are supposed to be on a lookout for her. If they beiing out of position and getting chased by her during her corrupt it's only their fault for getting downed easily.
I personally love that Plague drastically changes how matches normally go and that you have to play differently against her and adjust. That's imao how all killers are supposed to be. Maybe this change will teach survivors that if she uses her fountain that you're supposed to hide/evade her for 1 minute and not boldy rush gens like usual. If they don't learn that well their fault for refusing to use her counterplay.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/1101188#Comment_1101188
DH is already a ######### perk. Half the time it doesn't work
Survivors keep getting nerfs leave their perks alone
Someone's not using DH properly. You're supposed to use it for distance silly, if you use it against killer's attack you'll get dedicated servered 60% of the time which isn't DH not working but only DBD beiing DBD.
Maybe don't call meta perk that is used in 90% of red rank games ######### and better learn how to use it properly ?
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I can already see all those cry threads on how unfair and OP breaking walls is. Hopefully it will have decent CD or something so that killers can't break any wall willy nilly and need to be strategic with it.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/1087117#Comment_1087117
Lol that sounds like many killer mains. They only care about their fun. They admit to tunneling and camping because it's fun for them and not for the survivors. But everyone wants to defend that trashy behavior. Devs need to punish that too if they really cared about more people playing and stopping the toxicity.
If a killer slugs me, I'm still going to DC and take my penalty. At least my teammate got out and the killer got less points since most killers admit they try to ruin survivors games. I play just as much killer and dont cry for the 4k. I dont slug for it either.
2k+ hours and I've seen sooo many killer that care a lot about survivor's experience and even those who don't sometimes show mercy.
Still haven't found a survivor that cares about killer's fun, always only entitlement and complains about legitimate killer strategies. Never ever have I seen a survivor that would let killer hook and kill him after he had crappy game or anything in that sence that killer's show mercy to surviors or "play fair".
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@ThisLadyRightHere said:
https://forum.deadbydaylight.com/en/discussion/comment/1087117#Comment_1087117
I Play COD. It’s nothing, but a DC feast over there.
*insert player lost all their perks so they left the match emoji*
I said major ;)
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@ThisLadyRightHere said:
https://forum.deadbydaylight.com/en/discussion/comment/1087040#Comment_1087040
You are the entitled one :P
I play for fun.
Yes and your fun is denying other player's fun. We get it, you care only about yourself having fun while lacking any sence of game sportmanship that PvP games have.
Maybe you haven't heard but in multiplayer gaming there are set rules you have to obey otherwise you'll get penalised. Just go ahead and try to excessively leave, AFK or any other offence in any major PvP game and you'll see yourself penalised or even banned pretty fast. Luckily for you DBD is rather tolerant in this matter but eventually you might have to switch to another game if you can't have fun without leaving so many matches you don't like.
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I'd love to see you play against old mories that worked on first down. If you think you have it bad think twice. Yes mories still are pretty strong and could use some slight tweaking but in no way do they need any real nerfs.
You say people who use mories are just a "killer desperate to get a 4k" but that can be said about anything. Using map offering = deperate to play on map you like to help you win, use strong perks = desperate on meta to help you win and so on. Have you ever though about people just using whatever the game allows them to use just for their own enjoyment ? Probably not.
But what is the worst is this you said "Survivors do not have an option to shorten the game."
Like how is it possible to be more oblivious. What about litterally everything beginning from toolboxes and keys up to coordinating your gameplay through SWF that all significantly shorten the game. Don't make it sounds like mories are just instant reward for the killer. They have to do 50% of their sacrafice process to make them work and if you play against coordinated team that with non-meta killer that can be pretty challenging.
Maybe take your own advice and remember it's just a game so don't take a loss so personally and just move onto the next game.
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Downs a survivor almost every 30s for 10 minutes yet survivors still manage to do all gens and get 2 of them out even while beiing constantly outplayed.
Ofc let's call out those few possible mistakes killer did and completely ignore those 10 minutes of surviors constantly messing up in any kind of stealth or mindgaming during chases since surviors can do as many mistakes as they want yet still escape. Good thing that we measure survivor skill by the ability of holding M1 and not by beiing good at chases or anything.
Pity that DBD is still allows for coordinated M1 holders to end the games within 5 min unless killer is litterally mistakeless superbeiing while they struggle beating drooling gen jockeys who go down 30s after beiing found.
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Time to fix/rework hook stages.
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Magician Ace with top hat.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1076138#Comment_1076138
Yes they’re very commonly used.
I dont use them unless its 3-4 toolboxes or a Squadette swf.
That's why I'd love to see some official stats on them since I've been playing in reds for a while and haven't seen single one. Do you really get so many mori matches yourself and if so how often does your team escape ?
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@ClickyClicky said:
Very common. Sometimes you turn the game on and can get 3 in a row.
Sure I have hundreds stored myself as long term DBD player but I want to know if people actually use them.
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@Flarefire_Xx said:
Probably not very high, I know I don’t use mine besides 4 man SWF
I've been playing a lot of red rank survivor matches lately and still haven't met single 1 ebony game. Either I'm lucky or the complains about them are over exaggerated. So I'd love to see some stats to know if it's really me beiing lucky or they just aren't as common as people claim they are.
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I'm really suprised that severs allowed you to get a grab in that first clip. From my experience servers deny about 60% of my grabs no matter how close I was.
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@Exerlin said:
I think it would be better to just have it be a permanent effect. It's not like it's particularly strong in the first place
Yes please, IW is permanent and possibly still even stronger the Lucky break would be. I hope we'll see such buff in the future.
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Tbh as killer and even as solo survivor (both red ranks ofc) it's not that uncommon. Understandably it varies from time to time but I'd say my average for games like this would be around 3,5/10.
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or european ?
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There are many counters to this combo. For one MM needs to stalk I think about 3 or 3,5 survivors fully. That's pretty hard to do if survivors have spacial awareness and know how to use LOS blockers against this strategy. During all that time killer has 0 pressure on gens and most likely didn't break many pallets.
So, if you see MM stalking everyone just assume he has tombstone addons and once he pops (if he even pops since suvivors should be more then capable to genrush him) you just loop a few pallets safely and once he starts getting close just hop into a locker and never come out unless he completely leaves. Remember MM is only killer in the game that has addons with such major advantages and disadvantages and it's quite rare to have such a game. I encounter game like that maybe 1 out of 50 games.
I won't tell you to stay but judging DBD on 1 killer using very rare combo of almost meme addons isn't really average DBD gameplay but if you relly dislike games like this as much I wish you good luck in finding more suitable game for you.
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I'll up the ante and ask for 105% movement speed killer !
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You know that if doc spams his ability you can just loop him endlessly ? I mean, he's got a slowdown while using it and that slowdown is enough time to make another loop if he's spamming it as you say.
Maybe you mistook spamming with perfectly timing it so that he stops your pallet drop as good docs used to do before he even got his rework. I still don't understand what's wrong with strong chase powers like doc or freddy has. Seriously, most of the survivors enjoy only braindead looping against average powerless M1 killer. How's that fun, I love killer with good chase powers since there's potencial to get better and learn how to play against it. Pity that nurse got nerfed and isn't as common as she used to be, I miss trying to mindgame her.
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Kindred
It's amazing after the recent buffs. Saves you time to know when to go for unhooks and when to do gens. If it's you who gets hooked it significantly increases your chances of beiing saved without wasting anyone's time from gens by making 2+ survivors run for you.
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Stealth is far more then just those perks. Stealth is essencial part of the GAME KNOWLEDGE. Stealth is the ability to predict which way will killer use to get the fastest from the hooked person to gens and react appropriately so that you don't run into them. It's to know when and where to hide and if it's even safe to hide in that spot. It's far more then people make it to be, an immpersed player just hiding all game doing nothing. Real stealth players are those who do gens and make safe unhookes without BT while also beiing good in chase not just hiding but they know when it's SMARTER to hide.
It's a pity that people look down on stealth so much. I can't agree with you, stealth is very much alive and extremely important part of the game. Yes it's not very meta to be really stealthy but having good knowledge of the stealth and how to properly use it can win games as much as beiing god at looping.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1056436#Comment_1056436
Killers lose emblem points for camping already dude...
Yeah whole whopping 6-12% camping penalty for full facecamp. You get higher emblem penalty for survivors just healing from injured to healthy compared to that. Also survivors have significant emblem penalty for not unhooking survivors far bigger then the camping penalty. That makes it seems like emblems encourage to feed campers so don't really rely on them in the matters of what is legit and what is not.
It's different to put very slight discouragements that have many conditions that disable them compared to out right deleting their BP and emblems for their desired playstyle no matter how unfun it may be for the other side.
Emblems have many very questionable decisions in them and don't measure skill as devs seems to think as well by implementing new MMR system. They're just there to encourage more fun gameplay and push good players away from the bad ones that die right at the start. If you heavily punish killer for these strategies emblem wise you'll just send them to easier games with new survivors who'll quit essentially killing any new playerbase.
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This is ridiculous. Devs acknowledge tunneling/camping or whatever as legit tactics that have their advantages and disadvantages so this would contradict that statement. Maybe if survivors focused more on improving their gameplay then they wouldn't have this problem. It would be pretty silly if this "tunneling" argument went for survivors as well. Imagine if every survivor would have to leave every gen they get to 50% alone and go do another gen to give killer time to kick it so that you don't "tunnel" the gens. Sounds dumb right, because it is.
If you get tunneled it sucks but you have so many ways to fight against it. Juking, DS, BT, beiing good at chases and more. Just take a tunneling killer as an opportunity to gain some skills and try to use that time you're getting tunneled to improve your chase gameplay.
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Don't let yourself be fooled. Matchmaking was always broken. It just shifts how much and when. Just do something fun while you wait in the lobby if you want to play but don't like waiting. Go off DBD and watch a movie or something in the time before you get matched.
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Fun you say hmm. I'd give bubba infinite chainsaw charge/sprint just like when billy charges with his.
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Most of my playtime is as killer but since 2019 I've been playing survivor a lot more. I think the reason why so many people defend killer based opinions on these forums in because of the reason that killers are actually overall the weaker role from sole view of perfeft 4 survivors vs perfect killer gameplay point of view.
But since the matchmaking is so horribly messed up it causes many very mediocre/bad solo survivors into games with rather experienced seasoned killers that will crush them in 75%+ of their games since survivors heavily rely on teamwork. Then they once in while they meet meta SWF team who are really good as well and lose thus leaving them with feeling that when they face good players they are almost powerless to do anything about them and even if they win it's usually very short unsatisfying match. These 2 extreme situations are the average match of DBD. Not many people have much fun if they're either completely crushing or are beiing completely crushed. Back and forward matches with decent length are imao the most fun ones to play.
What we really need is to make all killers at least decently threatful (something similiar to new Doc rework) and buff solo surivors accordingly in a way that can't be easily abused by seasoned SWF groups. That paired with very needed map reworks and ensuring decent minimal match length for both sides is what DBD devs and players should really strive for.
And since most of these things can be considered as survivor nerfs if put out of context it results in many players who voice these opinions out on the forums look like they are biased killer mains when in reality rather decent portion of them just want fair matches for both sides.
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@Waffleyumboy said:
Survivors would be invincible on a lot of tiles.
Not necessarily. If we consider that game lasts for decent amount of time then killers would still have chance to catch up since old Bloodlust used to stack up far faster and was somewhat quicker and didn't disable from all abilites due to buggs that it does today.
Also also everyone would run old PWYF since it used to be bugged to give stacks all the time without CD and gave 7% bonus speed insted of 5% so you could have just gained 3 stacks in less then 20s if you were a little lucky. If that is considered all killer have 21% bonus speed for large part of each game.
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How about making it deactiavte when the DS survivor makes any interaction besides chase interactions, self healing or beiing healed but in return for this nerf we also buff it to stop it's timer while killer is in near proximity ?
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It makes sence that having friends makes you the best of the best players there is unlike those solo players that can't even communicate telepathically like a hivemind . . . doesn't it ?
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By not loosing so hard that you have to use the hatch and if you manage that then by staying close to the downed survivor to confuse the killer's whispers.
If you can't get the hatch even after all that you're doomed (unless you have a key), something like killer that didn't tunnel all game just to get DS striked after the gates are open.
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BT I find completely fine and balance but I canť agree with DS.
I think most of the killer playerbase would be more happy with DS is it was actually anti-tunneling perk and not 60s immunity from the killer perk. I don't really mind new DS (it's 100% better then the old one to be sure) but I think it could use a change or two.
I think that it should receive a buff and a nerf at the same time. We should buff it's anti-tunneling potencial and nerf it's immunity for free potencial.
For example a nerf could be to make it so that DS deactivates on same conditions like the old one + whenever survivor starts doing any interaction besides normal chase interactions and self healing or beiing healed.
And a buff to compensate for that would be something that would make it even harder for killer that actually tunnels said survivor. Like the timer doesn't tick down in chase/killer proximity or something similar.
Unfortunately I doubt devs care about these issues since it wasn't 2 years from the last DS change yet so I'm pretty sure that this would be really low on priority list. One can only hope.
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Lol no, that's horrible idea. Sound about as dumb as if we suggested to add a CD to survivors vaulting or doing gens/healing etc. Once survivor does any action he gets 5s CD before he can do that action again. Sounds really stupid right ? well it is. CDs are really unfun and should be used as last resort action to balance something.
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It's not like it's godly strong right now. I think it's not needed since the counterplay is there and with the slight slowdown doc can't be guaranteed to catch up just by shocking alone.
And the most important thing, it would feel so bad and unenjoyable to increase the CD further.
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@Mc_Harty said:
'There's no way to counter him, Doc is OP'
JFC did every survivor forget about Calm Spirit?
Don't you know that survivors think that only 4 meta perks exist (we all know which) alltogether and all other are unsuable until buffed to old MoM level.
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@EmpireWinner said:
Is the doctor at a better spot than he was before?
I'd rank him now slightly below Freddy tier. His shock is really good now and I'm not Doc main either paired with the Static blast you always have someone to chase + decent disruption potenctial. Pity he can't have mobility since that would put him on Spirit tier of good imao.
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Ahh, remember the old times when ruin used to be a thing. As I remember those game with old ruin were the 90% of games where 2 gens didn't pop in first 1-2 minutes.
So happy so that I and my teammates (who could never do it) don't have to bother to hit those skillchecks anyome. It was sooo incredibly hard and not like there was any counter like gen tapping or breaking a breakable perk that caused it. Too OP needed the nerf since it was overused unlike survivor perks that have high diversity.
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Very simple solution/buff would be just to spawn 5 boxes always and make 3-4 searches required to remove the trap. Simply put you have 50% chance to remove it on 3rd box and 100% on 4th.
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I hope it's going to get updated to be less grindy. I just wish the challanges actually had increasing rewards so that people who do all of them get the rift no problem and don't have to play another 500 matches to even get close to finishing it.
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Killers aren't happy with new changes so they are either on the break/left or went to play survivor insted resulting in really long survivor que times and extremely short killer ones.
Pretty simple to figure that one out. Also matchmaking is as broken as always so that too.
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Why wouldn't they think so, survivors control pacing of the game and killer just reacts to them. Thus survivors are stronger since they have more control over the outcome of the match if they play extremely optimally.
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With surviors getting tons second chances and not beiing punished for mistakes as much as they should be this goal is hard to reach. I realy really doubt devs are ever going to shrink all the medium up to large maps into some new smaller versions, too much work. With gens beiing possible to be done in under 5 min killers truly rely on survivors messing up hard consecutively otherwise they have no real chance to win.
Some way to make all game last at least minimum of 8 minutes would be nice. Nobody really wins in a game that lasts less then 8 min since nobody can score decent amount of points to win.
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I've fallen and I can't loop back up.