KolbyKolbyKolby
KolbyKolbyKolby
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Definitely a change that makes me quite sad. I love to run SC+Botany, seemed like a fair trade. You get an unlimited heal a touch slower than a medkit at the cost of two perk slots. It didn't feel broken, and Botany made me useful to teammates or finding or bringing a nice yellow medkit.
That playstyle just completely gutted timewise, especially when you factor in mangled and hemorrhaging. I guess I have room for an exhaustion perk instead now? Like what options are left for me except more meta perks when I was so happy with decent non-meta combos.
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When I'm killer I don't like my chases to last more than 30 or 40 seconds for a down.
When I'm survivor I prefer my chases to be 8 or 9 minutes.
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I still have a great time playing Billy, she he's not what he used to be but removing him from the game is a silly request, he still does just fine in the right hands.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3054531#Comment_3054531
you died to hoping the exit gate would be open even though you had zero evidence it was. More often than not, you'd even have evidence that it ISN'T open if there is no EGC. Instead of evaluating your routing and game sense, you're blaming other players. Work on that and you'll be in that situation less often.
Even then, just bring dead hard and a antiseptic or any of the other second chances and you'll still win out. Even with the changes to conspicuous actions including the exit gate there will still be ways to endurance out the door after opening it if your timing and spacing are on point.
or i'll just open the door whenever I can and not do any of that, better for me that way
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I have died far, far more times to a 99'd gate than I have to bloodwarden. When you're injured and running for a gate, having to stop to open it because people think 99ing gates is the best strat gets you killed. I will always open gates now I simply do not care.
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@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3054357#Comment_3054357
Is there a way to quote my comment? I’ve been escaping all my matches but my account looks “baby” because I switched from console to PC and there is no cross progress in the game. So it’s putting me in a mix of low MMR and high MMR lobbies
That would make sense, but I would except that you probably still play better. I'm talking about survivors so new that the hear me come to shack, drop the pallet, and while I break it slow vault into a locker I can clearly see them get into and try to hide from me. Sure if you switched to PC you might have no cosmetics or perks, but surely you wouldn't do that.
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I feel it. My last few killer games today were vs some people with under 10 hours. Babies with literally only one or two, sometimes even no perks equipped. I've got 6,300 hours and am pretty damn good at either role why is it pairing me with people who installed today??
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For every time you get revealed behind a wall, a survivor stares directly at you from 7 feet away and gets exposed with 0 reveal. Perfectly balanced.
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I don't see why it would be necessary, my killer games are perfectly fine with 4 perks, and no extra perk is going to make a bad map better.
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He's been dropping double the amount I think, whether intended or a bug is not known, but it is definitely a thing.
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Remove the hook system altogether, and make gens take 40 to 60 seconds instead, depending on testing. Now, with this change, matches become timed sequences. Each match takes 15 minutes. There are no hooks, gens are completed in 40 seconds. When a killer downs a survivor, the survivor teleports to a locker and respawns in 5-15 seconds. The game becomes point focused. The winning team is whoever has more downs/gens done. Gens would respawn, but not sure what time would work best, or simply like "the last two completed gens are blocked until another gen is completed" to prevent people from just hardmanning really inaccessible gens(like top of asylum, dead dawg, grim pantry).
Matches would start out favoring survivors as the resources would be present and plentiful, then as pallets get burned through, the downs would start to become quicker, shifting the end game in the survivors favor.
This would remove camping, tunneling, and slugging as gameplay styles as it would be unnecessary. Downing someone would be enough to get your objective up as killer.
Probably no need for perks at all.
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Because sometimes the best strategy in the game is dying on hook
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Sure, I guess maybe I can stop saboing hooks if you stop regressing gens, sounds about fair. Removing one objective denier for the other, perfect balance, etc
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When people refer to pallet vacuums as a problem, it's referring to the old style, where a survivor would press space at the entry to the pallet, and it would near instantly suck them to the other side. It made hitting them when they approached the pallet impossible, where now you get that hit under normal circumstances.
Currently, they can vacuum back to the pallet if they're close enough to sort of quick step back and get a stun, but you can still hit them if they try this or even body block them a times. It can be frustrating to go against, and a good skill to have when playing survivor, but I don't think I would call it unfair, and it doesn't come close to the bonkers level of vacuum it was in the past.
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I enjoyed getting bloody cosmetics for all characters, so with this change the grind hasn't really lessened for me. In fact the only real difference, considering I'll have to get them to P6 now is that my bloodpoint gain has been cut in half. Not a reduction in the slightest. I doubt the odds of there being 100% BP bonus for matchmaking incentive will be that common, and it would also force you into a role you might not want to play when I could simply get 4 BBQ or WGLF stacks reliably beforehand.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3049048#Comment_3049048
I had this problem when I used tombstone piece and killed the survovors I didn't stalk as much so I could not then stalk and kill the last 2 unfortunately and had to hook them.
You're deliberately not supposed to be able to kill all 4 with Tombstone Piece. If you want the free kill with no hook on all 4 survivors you gotta run double iridescents outside of a few bugs that I think got patched.
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@Canas said:
https://us.v-cdn.net/6030815/uploads/0JHMXHVBSZ6A/china-exclusive-plague-skin.jpg
They absolutely need to give us a pretty Plague skin, take this one from the chinese mobile version of the game for example. She looks like she came straight out of a Soulslike game.
I'd also strongly welcome a more modern/casual themed skin which explores her design in a whole different era, preferably from the 20th or 21th century. It's getting real tiresome to see her as a priestess since every single skinrelease so far, meanwhile the original killers (Trapper, Wraith and Billy) get to dress up as all kinds of characters and tropes.
Yessss
I want her in a gorgeous black cocktail dress with wide brimmed black had fit the head piece. Maybe a purse as a center.
Think of Shadow Sae if you've ever played Persona 5
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I love playing in ways that make people want to cleanse. Thana is boring as hell so I don't like to use it, but Hysteria is FUN, nothing gets people to cleanse as well as being one shot and not hearing the Tall Woman coming to you. I love Dark Devotion and the rework will be a little better too with her as well. Plaything can be fun but that's a bit too much for obliviousness so I usually run Corrupt and some kind of tracking with it. Never fails me.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3046987#Comment_3046987
Now u can hold for a sec and it will hold till u move.
That's not any better it's not "holding m1" that's the pruned it's that you remain practically inactive with an occasional skill skillcheck for minutes at a time instead of being more engaged.
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Depending on how long they did it, that's the type of bodyblocking that is against the rules
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3047124#Comment_3047124
lmao, this and also lower half a health state of a survivor when falling down from a two-story house. Like how are you "dying" from 1 hit but not when falling down an entire house? 💀
Jump from the top of ironworks and just break your ankles, clown follows and breaks his ankles. Team comes and teabags both of you until you bleed out 🤣
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Yeah, good idea to get a penalty when you get bled out or bodyblocked in a corner. You're really running the engine at full capacity wth that idea.
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If you want heal tech removed for realism then we can make it so pallet stuns or flashlight saves work at ANY point in the pickup. Makes no sense how blinding light only hurts the eyes or a pallet stuns only AFTER a strenuous action and not during.
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Her rework included a 3 blink addon that made it so she could only blink where she could see and it was incredibly horrible on her, it doesn't work well.
With speed it might be better, but at that point if she's 110 and can blink through windows and pallets all the same she would still probably be the most lethal killer in the game, it wouldn't do much.
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That's a real shame, I loved running BK+SC but if it's gonna be that slow I'll have to switch to other things. I don't run exhaustion perks but I might since normally I liked healing at decent speed to get my health state back instead of using a perk for a third but they seem to want to punish that, especially with the new bloodwebs being less likely to give decent medkits to boot.
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I'm a Self Care/Botany enjoyer, but the efficiency makes me sad. You used to be able to run Botany + yellow medkit with no addons to get two decent heals, and now the yellow medkit requires addons to get two heals. Wish they would have left the efficiency.
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It's anecdotal, but I'll blame his killrate on the fact that every single Trickster I have faced since his release simply downs one survivor, and then literally does not leave the tile the hook is in. If playing against a Trickser with friends we pretty much agree that if we're facing a Trickster they're gonna camp even worse than Bubba's have the reputation for. He has a decent power if you actually chase people, but it's so exceedingly rare to get one that actually engages in more than one chase that almost every game is a 3 out.
I imagine controller issues with him are massive as well, that sounds pretty unfun.
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This is my goto when I wanna hide with Feng, on many maps when you crouch against a bush or in grass you disappear entirely.
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@[Deleted User] said:
Usually no, but if i wanted to run a heal build im definitely blocking plague lol
Part of my reasoning for it, like sure people would probably block Nurse or Blight, but there's some people who might block Plague, Clown, or Doc because all three of them definitely make some people sick. And playing Plague games, I feel kind of bad when someone just gives up because the vomiting makes them feel ill or they are solo queuing going for their healing challenges. I'd rather, and I'm sure they'd also rather not be in that game at all given the choice.
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Alternatively, why should a survivor who plays correctly and makes it to a pallet before you can hit them get injured for it?
Do you want to be rewarded for hits and downs simply for existing on the map? Many tiles can be mindgamed, and Sadako has an incredible stealth and passive phasing power that allows for tricking survivors into poor positioning around pallets.
What does an ideal game for you look like? You run up to a survivor in plain sight, demanifest in front of them while they stand there, then they get hit and destroy a pallet themselves in the process so you don't have to put effort into getting downs?
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Yes, please go back to 2016 DBD, experience the awe inspiring sense of hopelessness when you start a match, patrol for 20 seconds and have 4 generators complete at the same time, only to chase a meg with a 20 second recharge sprint burst through the most busted windows you've ever seen with no bloodlust and entity block.
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I'll take it because right now there's like a 25% chance pallets don't drop when you hit the button so this would be a huge buff.
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Deleting the bloodweb would be a nice change. I feel like all killers should be reworked and simply have 3 or 4 permanent addons that don't run out.
These addons would exist not to make them stronger, but to change how they play. Think of Michael Meyers, and how his kit could have his regular base kit, one permanent addon to make him scratched mirror, one permanent addon for double iris, and so on.
Things you bring that change a bit of how the power works and how you use it for each killer. Give the plague her meme brown addon and then some others for the shotgun or flamethrower style vomit.
Lots of creative ways you could simply remove the need for bloodwebs and treat addons more as different skill lines of sorts that could be played with.
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I know it's frustrating to have survivors still escape during the end game collapse but you can prevent this by simply killing them before the EGC ever starts.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3041243#Comment_3041243
Another bad Survivor who keeps losing chases so you run off to the corner of the map to heal while your other teammates gen rush lol
if they lost the chase you'd have been able to hook them
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@OneGoodBoyDemo said:
Honestly if i'm carrying a survivor and the other 3 want body block to free the other and they all end up injured, l see that as an absolute win.
Body block is fine.
For real, even if they're body blocking with BT, like I just hit them and they can spend time mending and I can simply continue going after the unhooker. Some people act like it costs them IRL money to smack someone an extra time
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It feels like there's been a bit of a desync issue the last few days. With the instant soundless vaults, hits through windows from 6 miles away and also hits that just phase through survivors entirely.
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They should simply remove the hook system altogether, and make gens take 40 to 60 seconds instead.
Now, with this change, matches become timed sequences. Each match takes 15 minutes. There are no hooks, gens are completed in 40 seconds. When a killer downs a survivor, the survivor teleports to a locker and respawns in 5-15 seconds. The game becomes point focused. The winning team is whoever has more downs/gens done.
Matches would start out favoring survivors as the resources would be present, then as pallets get burned through, the downs would start to become quicker, shifting the end game in the survivors favor.
This would remove camping, tunneling, and slugging as gameplay styles as it would be unnecessary. Downing someone would be enough to get your objective up as killer.
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The community challenges will be cutting it close. If they really loved us they would extend it a week 😳
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You can buy the same perk on the shrine if it appears again, but in any specific shrine you can only buy each once,
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Even in a SWF we'll just one hook out. There's no fun to be had in a nurse match.
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Several people play even basic m1 killers without camping and tunneling and still have successful games. Sounds like a skill issue
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Someone with Botany and We'll Make It heals you with a medkit in 5 seconds and Bubba comes right back to hook and downs you to intentionally kill you earlier. How is that not tunneling enough to warrant DS?
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You can open the gates to end the game. If the gates aren't powered, you can hunt for survivors.
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The only genuinely toxic behaviors are usually bannable offenses.
Face camping and hard tunneling might be annoying and unfun, but they're not toxic. That's kind of just the game.
IMO the only things killers can do that I genuinely see as "toxic" are outright cheating (illegal), bodyblocking for long periods of time (against the rules, and survivors can do this just as well) and then I'd also consider bleeding someone out just to waste their time. If there's no hooks around or it isn't possible to hook them, sure I might find it boring but there's logic behind it if you want your kills. Bleeding out simply because you want to waste 4 minutes of someone's time is something I'd throw the label at.
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I have everyone p3 except haddie, pyramid head, nemmy, freddy, and twins, all of whom are p1 and going up rn. it'll be easy enough to get everyone to p3 so why not
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I love how they all have unique designs for the character lore or power and my beloved Dwight just gets the part of a fool
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That's the worst idea you could have in the game. At some level, 1 or 2 survivors might have a better trait than others that would fit more into meta gameplay. And then you'd see no5thing but lobbies full of Megs and Adams or whoever it was. People would feel bad playing their favorites or possibly get dodged or avoided for playing just who they like because of trait association. Skins work better as it allows you to play whoever you want with your skill and perks being what matters for gameplay.
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I just hope it's not something super minor like a chunk of bloodpoints, I would love to feel like there was something that stood out even slightly over the 6k hours I've put into prestiging so many characters
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/321739/from-a-huntress-main-how-to-counter-her
I'm still waiting for that counter to her homing latency hatchets that go around corners, rocks, trees, thin air...
None of these tips matter when dedicated servers made hatchets 6x bigger and capable of traveling through time. Shame too because she was one of the funnest killers to face in P2P games.
