Kurri
Kurri
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- Kurri
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It was also cheating that you could see the Killer coming from across the map, around corners/walls you shouldn't have been able to see around.
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I hope the next map has a jumpscare like the body in the locker in Midwich, or some other horror element that scares people
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2812937#Comment_2812937
Nah, dude, you said it "raised survivor speed to equal killer base speed". That is flat out wrong, and a completely different argument to the one you just swapped to.
Now, do I think the boon is OP? Nah. It's strong, and a nice example of how boons can be strong without being completely broken like CoH, but 2% is only an edge, it's not a guaranteed escape. Combined with it being in a range that the killer can turn off, it strikes a nice balance between being useful but also limited.
But if you do think it's too strong, you can convey that without literally lying about it, that's my actual point.
If it takes the Killer and Survivor to get to the same place in the same amount of time, it's just easier to say equal. It's not my fault you didn't understand, or you're just trying to nit pick and trying to make others look bad to push your own biased narrative.
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@Vyne456 said:
I ignore it but try to not let it bother you, they want your attention.
Until it's blocking Aura's, peripheral vision, and in front of you.
Which I guess similar to the same topic, can we not have the visual notification of a unhooking hide where the survivors are going. I want to be able to chase the savior when they unhook before I leave the hook, but all you can find is the blood trail of the unhooked survivor.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2812914#Comment_2812914
...? The boon increases movement speed by 2%, for a total movement speed of 102%. Base killer speed is 115%, or 110% for some.
Right. Now include map layout (windows, tight corners, etc). If you look at "other" forums, you can see people discussing how 2% breaks the game for them, and subtle enough not to get caught.
Oh right. Totally forgot. Survivor skill is based on players that don't take the time to learn the game, while Killer skill is based on Otz. I was speaking like as if we treated everyone to have the same skill level. My apologies, completely forgot.
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@Mandy said:
I don't lobby dodge no. Also Lobby dodging with MMR is actually more of an issue, because that group is then created, waiting and is going to cause more backfill issues - ie, a killer who's MMR is significantly lower can then end up in that dodged lobby.
Wait. Is BHVR expecting players to play in matches they know are likely not to be fun, just to be the shining knight for another player they don't even know, or ever will know?
Like I can understand players dodging obvious lobbies that could be a 4man swf; all 4 same character, all 4 similar names, tags, etc. I wouldn't put the blame of an error in the mmr (sbmm) system on the players, and I don't see how it's the players job to fix it even temporary till the dev's fix it?
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They just came out with a Boon perk that increases the movement speed of survivors to equal that of base killer speeds. Like how that perk idea even left the board baffles me, is there anyone in office that is designated to go "Yeah no that's a bad idea, and here's the common sense why".
They wouldn't listen to the player base on this stuff before, and are running their game into the ground because of it. I doubt they would start listening now.
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New Boon Perk: Killer can't catch up to you till they drop chase and let you escape. Then lose you entirely while they snuff the totem.
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I was enjoying this update right until I saw the new boon totem. #########
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2812048#Comment_2812048
I'm not complaining that he's being facecamped I'm complaining that the flashlight save + 3 gen chase mean ######### all to this matchmaking system because he was able to down me once 😭
Ohhhhhhhhh okay. Yeah, then I agree with you completely. Right now in the game you are rewarded more for letting your team die so you can escape, hiding, and not distracting the killer. Instead of knowing map layout, killer counters, object use, and timing.
And as Killer you can stomp a whole team hooking them all twice then letting them go just to stay in a low sbmm, while the only part of killer "skill" is dependent on random end game variables.
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@Azshhh said:
This ptb was actually one of the most civil.
Until a bunch of random names you rarely ever actually see on the forums popped up to complain. I suspect they'll slither away after a week or two
Right - because all we want on the forums is a collective group that never changes, in a consistently changing game /s
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2807599#Comment_2807599
People seem to be skating right past that one.
Seriously, is a 4k not enough anymore or something?
It's not about winning or losing. It's about balance. Most people wouldn't care if all 4 survivors escaped every round if the game was fun, and you felt like you achieved something. Right now the game feels like you lose when you get kills or not.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2809936#Comment_2809936
To be fair Boon: Exponential needs a whole build around it for it to be of any use. I think it's very weak.
Yeah the perk doesn't help solo's as much, but in SWF it's game breaking.
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@dnj510 said:
https://forum.deadbydaylight.com/en/discussion/comment/2809956#Comment_2809956
How would the killer be able to choose which perk they want to put on a totem if they bring multiple hex perks? Depending on the RNG totem spawn at the beginning of the match, the killer player may want to put their strongest hex on the hardest totem to find.
Different Key/button
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I just think they should rework Hexes. Make it that you don't start with random totems lit the Killer has to go to a totem and hex it. Gives them more control over their totem placement. Then when a survivor cleanses/boons the totem you lose the power, and stacks (if any) of that perk till you hex another totem (but don't regain the stacks, have to start stacks from the beginning).
This way the only way to stop strong Hex Perks like Ruin you have to cleanse the totems, which means less boons, and makes Hexes more worthwhile to play with against competitive teams.
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@Yankus said:
What happens is someone with high MMR sees the 4 man SWF and dodges the lobby because who can blame then. After a killer leaves a lobby the game will put ANY MMR into that lobby so the SWF doesn't have to wait. This includes killers who might literally be playing their first match ever. Also congrats on the 4k, a good killer can easily kill non sweaty SWFs even without perks. Just because they have all level 3 perks doesn't mean they are good. I play against my GF and her SWF in KYF and even when they run the most meta builds I still stomp on them as legion with no perks or addons. A lot of SWFs are a lot more casual than you think.
and the sad part is, the Killers at the top start to recognize the same names as the Survivors at the top, and some of the top Survivors SWF use team names in brackets, so it becomes easy to dodge.
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Wanna know how we can tell playing Killer is miserable?
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@fulltonon said:
Weird thing is their opponent survivors are somewhat getting weaker overtime, but somehow low tier killers are now pretty much unplayable.
How is it possible even.
Because playing survivor you don't have to learn to be better at the game. So much random chance is in survivors favor that many players make a mistake and then get the mistake for free, they don't learn, and then when 2-4 survivors escape they party it up like their the best - again still not learning from it. Then they face a Killer that took the time to watch/read guides, and suddenly half the killer roster is considered OP to them.
The game has become too easy for survivor they are not learning, and too hard for Killer it's too stressful. The happy medium is no fun because of Solo Que survivor and too much punishment on Killers when they make 1 mistake, or get hit by one random unpredictable instance.
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Run third seal with knock out, sloppy, and ruin then you tell me.
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@Leachy_Jr said:
Pray they've learned from circle of healing. Hell there might not even be a boon in the next chapter.
Hopefully I'm just paranoid. I have severe trust issues from Mikaelas chapter.
They straight up came out with Exponential after COH, without even a second thought on how it would impact the game.
They didn't learn anything. This isn't even a bet.
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Twins?
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Oh wow. Why Feng so low?
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At least until they nerf him into the ground because Killers adapting to playing him when they made the game unplayable.
Instead of just fixing WHY more players are playing Cannibal.
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Entirely for his instant down, he's more versatile, and easier to play than other characters with instant downs. BHVR buffed survivor to unbeatable levels so Killers are getting pushed further and further to adapting to stronger (and less fun) ways to play to be able to compete.
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Why do you think rank = skill? It doesn't. It just means they played more that month than you.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2797574#Comment_2797574
Well it's pretty simple how I determine it. Perks that work straight off the bat are early game. Corrupt, Whispers, Lethal Pursuer, Ruin, etc.
Perks that work once you get a hook are mid-game. Pop, Pain Resonance, Dead Mans Switch, etc.
Perks that work once all the gens are done are lategame. NOED, NWO, Rancor, etc.
😂🤣
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2797345#Comment_2797345
The killer had to make it all the way to endgame with 4 survivors alive for that to happen. So that's pretty much on them.
If you are playing a killer without a 1 shot and no endgame perks, getting 4 man outed is always the risk you take by playing poorly. I would not complain about hitting endgame when I stacked early / midgame perks and failed.
I find it funny that we can determine an early/mid/end game in a game that only lasts 5-6 minutes at most lol
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Two way street.
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@FlameLickVA said:
Killer and Survivor player here. I don't even use NOED, its a waste of a slot.
NOED is only really a problem when survivors don't cleanse totems.
I cleanse them, never have a problem with it.
Cleanse every totem you come across, plain and simple.
But, removing the speed bonus wouldn't get toxic survivors from complaining.
Hear Hear. It's true. NOED is a weak perk, easy to counter, and pointless to run against good survivors.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2796283#Comment_2796283
That's probably why they would add it. Because it would get children to buy it.
I wouldn't even be surprised at this point.
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@[Deleted User] said:
Detective's Hunch for survivor and BBQ and Chili for killer.
Same.
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My nine year old would love FNAF coming to DBD, he would want to start playing.
As an adult I don't think FNAF should ever be in DBD.
inb4 "But FNAF is for young adults". Even though a game is made for a specific audience does not necessarily mean that's the audience it gets, a big part of the audience, or the majority of the audience. There is still a high amount of children who enjoy the FNAF series, it's why the merchandise sells so well to children. It's easy for children to lie about their age online to see the games content, and that is why statistics of the ages in the fan base are skewed. Thanks for coming to my ted talk.
Five Nights At Freddy's does not belong in Dead by Daylight.
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As someone who understands the balance of NOED. I think I understand why so many people don't like it. It makes survivors feel like they've lost their reward. Just when they think they've won and there is nothing the Killer can do to stop them - dazzle, the hit the survivor took for a speed increase to the gate just turned into an exposed down.
It's easier to blame the perk at that point, than blame the player for not understanding there was still game left and taking free hits isn't actually a skillful way to survive.
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So let me get this right. DMS, Deadlock, Ruin, Undying - or switch out Undying for CI on Mrs. Piggy and run Tampered Timer and Video Tape?
Or would Crate of Gears be better?
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@ThiccBudhha said:
I think that they aren't as petty as your average survivor main that wants DMS nerfed simply because Boil Over got nerfed.
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/308897/how-do-the-devs-feel-about-dms
Dead Man's Switch does not buff Bubba's face camping enough. When Bubba revs his chainsaw, it should cause DMS to activate.
Ngl, I love seeing bubba mains post on the forums. You guys are great 🤣
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Disable disconnect penalties until they add an anti-cheat that prevents hackers.
Yes, we know disconnects will become abused.
Yes, we know a disconnect penalty is needed in a game like Dead by Daylight.
Though we have to consider the whole picture and big picture is that hackers significantly gain from a disconnect penalty because the game is actively forcing players to stay in games with their abusers, and often times getting taken hostage by the same hackers. A player should not be penalized for avoiding a cheater, and that outweighs the need for a disconnect penalty.
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While survivors get to choose where they put their lit totems, and never lose the perk 🙄
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I would love to see BHVR dip more into licensing with other countries shows and movies. All Of Us Are Dead, is a great start. Also Sweet Home, the killer being one of the iconic monsters, and survivor being Hyun-Su.
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ngl Teletubbies now appears to be pretty terrifying
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Not really. Unless they make a big update that makes Killer fun to play again - new Killers just don't interest me. Even if it's a licensed chapter with one of my favorite classics.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2777119#Comment_2777119
Simple question. You are going into great in depth responses so I want to see a simple answer. Why, assuming this system is somewhat functional as you claim, can a brand new survivor get killers with thousands of hours as their first game, in the middle of the day? This is not an outlier situation.
No matter how many times, and how many hours my mother plays Spyro The Dragon she will always call me to ask me to drive over just to glide from the hill to the ledge in Artisans.
But like seriously other than the obvious answer "That Killer is just bad". It's easy to manipulate this MMR system in keeping your rank low as Killer if you let all 4 survivors escape each round getting as many hooks as possible. Sooner or later you will find yourself in matches against new players. In addition to the answer given by the dev.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2786032#Comment_2786032
The mash wiggle is also more difficult to do perfectly. The skillchecks are very easy to hit (regular ones) and that guarantees perfect progress.
Maps / hook placements were almost certainly designed with the skillcheck wiggle in mind. Changing the progress you get has a decent chance to have more than a minor effect on the game.
The button speed is capped at 25ms, that isn't difficult to do, and you can't make the bar go faster than that. A grandmother with arthritis can bp, or toggle bp faster than that.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2785806#Comment_2785806
You still have not addressed anything about why great skillchecks are needed as a free buff for no reason. Good skillchecks alone perfectly fulfill that accessibility purpose. Stop hiding behind disabilities, it’s intellectually dishonest and disingenuous.
I already have go back and read the comments.
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@Junylar said:
They already killswitched Haddonfield for that purpose.
RPD, The Game, Coldwind, Asylum, Swamp, Lery's, Forest, Springwood, Ormond, and Dead Dawg though. This perk all has areas Killers are forced to drop down to reach hooks, that Boil Over takes advantage of. Even the other realms on some of their maps too.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2785957#Comment_2785957
disregarding the condescension you've shown to multiple people disagreeing with you and putting emotions before reasoning in your armuments, I beleve you called me a... "trog" somewhere back there? Also, yet another post where you are kinda just having a tantrum because people aren't agreeing, which again makes me wonder why you made the topic if not to complain and beg for some kind of justification.
Apparently we're killer mains for not focusing our efforts in game into completing opponents objectives for them. Also it's the opponents being unfair and mean for not allowing them to complete their objective when they made the conscious decision to help the opponent complete their objective.
OP forgot who they are against in game.
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@tippy2k2 said:
At this point, their silence seems to be their answer and they feel like this situation is perfectly fine.
You are the survivors plaything and you do not get to leave penalty free until they have grown bored and tired of you. -BHVR probably
More like 'take a break' or 'If you didn't kill or escape was it actually skill?'
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2785885#Comment_2785885
You totally are missing the point but here is a sticker, off you go.
No we didn't miss your point. You're just wrong, and calling other people selfish is hypocritical when you're expecting the Killer (Your opponent) to play by your own made up rules. As far as the 'some Killers will farm to gain an easy match to get and gain their dailies or their archive missions done'. Survivors have more control in a match than Killer. Killer's can't force survivors to farm, if they try to the Survivors would just finish gens and leave the match.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2785856#Comment_2785856
The point is it is boring, don't be selfish and go in with just an in and out of your own wishes esp when people are putting bp offerings etc in, people, esp killers use this as an easy tactic to do their missions and I find it just tedious.
Yeah, I would encourage players to care when I see Survivors ever give a care about the Killers fun in the game. What's funs for Survivors tends to be boring for Killers, and vice versa, so there isn't much winning trying to make the game fun for just one side. Everyone's going to have their own objectives.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2785841#Comment_2785841
This was it, we was in and out, Killer opened the gate and was all like gg, i got my shards, yeah thanks for my cnsent of giving an easy match it was boring.
At least they didn't take your game hypothetically hostage by refusing all gen progression with a gen kick build and wraith speed buffs.
Get in, get out, get into the next match sooner.
Oh wait the long survivor wait time - I get it now.
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I feel bad for the survivors that want to play normally when I had to do kick gen challenges.
