LALYTHIA
LALYTHIA
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1255634#Comment_1255634
Yes.
Tunneling is just a made up term by salty survivors who can't accept that making the game a 3v1 instead of a 4v1 drastically increases the chances of a killer being able to protect his gens. Crying about tunnelings is just survivors being lazy with their team work and expecting the killer to spread out hooks inefficiently.
No.
Tunneling is not made up. Tunneling happens every day. Since you clearly don't know this, I will explain to you that tunneling is the act of coming back to the hook upon off-hook, putting the freshly off-hooked survivor into dying state, and hooking them again immediately. Which is a toxic, lazy, bullshit, skilless way to play this game. If you can't play a 4v1, then maybe this isn't the game for you.
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@immortalls96 said:
So this is a bit of an old idea I posted..however I feel the topic is relevant to many things in dbd right now so I'll being it back for dev and player alike to see .
So essentially it's my idea to rework the egc, moris, and keys..all at once..How does it work? Well we start with The moris..both keys and moris power spike the player using it , and turn the game on its head...I like spice in my games but its certainly not the best way to do it.yellow Mori offerings will no longer exist , theyll be base kit as it's way more entertaining and survivors will insta die if they're last anyway..Green and red moris now only work on death hook,/ however the killer receives 5k bp at the end game screen for each mori kill, survivors are granted 1k..kind of a glory kill bonus you could say.
Now I hate the idea of reducing moris to just this so dont worry it gets better from here . I have always felt the egc should activate upon the last gen..the timer is already very very long especially with someone downed plus the timer can always be extended if absolutely necessary.. .This change alone would light a fire under survivors a little bit , but with a twist..anyonecwjo would die upon their next hook can be moried at base at this time..the benafits to this are as follows
1. DS: My biggest grief with it is it grants a legit god mode during the egc..some reward for not tunneling..but with this it's fair as if your on death hook during EGC it's useless, but if not you still have an additional life as your not moriable.
2: way more fun use for moris and makes them a way to enhance the game instead of derail it, doing what they promised the EGC would do originally and "Bring the trial to a brutal close "
3: It gives killers one last shot to make something happen..it never made sense to me why the EGC had so much potential yet was completely squandered and does nothing in the majority of matches..it could be so much cooler.
Now it's time for keys..keys were a tad easier to fix as they being items makes my fix simple. Keys will now only be able to open black locks during the EGC..so this gives the last survivor a backup plan in case the match goes south but still allows the killer to react to the keys presence while once again not derailing the game out of nowhere. Now to compensate for this keys at base recieve a new function , with no addons needed keys will have the power to reveal your team to you during the channel, the benafits are as follows.
1: Green keys will have an actual use
2: The achievement for keys remains intact
3:keys overall see more use and have a function to enhance the game over derailing it randomly
The amount of things this idea addresses are surprisingly numerous and I feel itll really spice up what is currently the most boring part of the match and fix several glaring issues for both sides all at once..if you stuck around thank you for reading and if the devs read this..Well...hopefully this helps
I'm going to take a wild guess that you are more a killer than a survivor.
No mori should be basekit during any point in the match. This is just obnoxious. I dont mind being mori'd every couple of matches because Killers wanted to burn an item. The animations make it kind of fun. I would not enjoy being mori'd as the last survivor on the map every. single. time. because every aspect of end game is stacked against a solo survivor. Insult to injury. Would get old extremely quickly. Hard pass.
People who have their DS in end game deserve to use it. They brought a perk at the risk of not having to use and went through the entire match with 3 perks as a result.
Killers have all match to "make something happen". They dont need any further advantages in end game. EGC is simply a mechanism to make sure people leave the match and already advantages Killers by pressuring survivors and ensures their time is not significantly wasted. It does exactly what it was designed to do. It doesn't need to do anything else.
Also, EGC is already a pile of bullshit for solo survivors, especially the last solo survivor. Under no circumstance should it start at the last gen. If for nothing else, this could be massively broken when combined with perks like BW. IMO, EGC shouldn't start until the door is open. Even if the hatch is closed. As someone often last in a match, EGC does not provide nearly enough time for the last remaining survivor to have a fair chance at escaping with door RNG and the number of high mobility and ranged Killers now in the game. It went from being an INFINITE amount of time to two minutes. There is NO circumstance that should make EGC even shorter. Killers already completely won this one.
Your key change is also garbo by comparison. A killer can tunnel a survivor to death and use their mori right away. A survivor cant even use their key unless they are the last person and EGC is active? No. Survivors don't need to be any more cucked during the end part of a match than they already are. Keys are used in matches farrrrrrr less than their mori/iri addon counterparts. They are fine as is.
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@Steah said:
It's just doing the killers objective efficiently, just like gen rushing is. But we all know gen rush is a made up term by salty killers then tunneling is made up by salty survivors
No.
"Gen rushing" is survivors literally just doing their objective. It is a made up term, when it's applied to survivors simply doing gens, which is in no way 'toxic' nor does it solely ruin the Killer's game. If people only used the term to describe teams of people who bring coordinate toolboxes/perks/BNPs to literally RUSH gens, then I could understand. But it's typically just used to describe any survivor doing any gen. That is where it loses any actual meaning. There is no alternative way to do a gen. There is only one way. Doing gens also doesn't disable the Killer from doing their objectives, in fact, the opposite. A person doing a gen is easier to find/chase and allows for the killer to get destruction points.
Tunneling, on the other hand, is just a lazy means of killing survivors in a way that doesn't require any skill in any other aspect of the game, and disables survivors from participating in the game unless they run the oh-so-hated DS or their teammates run BT, which because of tunneling are absolutely essential now. And even then, they just prolong the inevitable if a Killer is hellbent on tunneling you. It ruins the survivors game. It disables them from doing objectives. Unlike gens, there are plenty of other methods to killing survivors.
Tunneling is a thing, and it is a toxic choice. In the majority of cases, as described, gen rushing is not toxic, nor is a choice.
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Unfortunely NOED is the calling card of a killer with little to no skill. As a survivor main, I have a pretty easy time determining when a killer has NOED early in a match based on how well or poorly they play. The more poorly they play, the more likely they have NOED. Does that mean all killers who run it play poorly? No. It's just a commonality. Like most ppl who play Leatherface camp. Do all of them? No. But enough that it's a known trait. So to some degree even having NOED gives you a bad rep as trash for who it's most commonly associated with. Also, sometimes salty players will be salty no matter what perks you bring. 🤷♀️
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1254344#Comment_1254344
Honestly You don't find that survivors have more ways to ruin the killers fun. I mean camping wouldn't be a thing if gens didn't go so fast, or the fact that it works so well sometimes since survivors all come like moths
What I noticed when I play solo is even tho I run kindred I still see multiple survivors running for the save. This aside I wanna point out my own opinion and experience
When I got dbd I wanted to main killer but what I noticed and this may be just me... I have a lot more fun playing survivor due to how many stressful games I have had as a killer. Especially early on when you have no perks you almost instinctively camp... not to mention this atrocious matchmaking that doesn't help anyone or let new players fully learn a killer.
Now at high ranks with perks I still find killer to be stressful. I find myself decent at it and im good with mind games but it still doesn't mean I'm not worrying every match
As I play I notice that as a killer im really not given leeway to any kind of mistakes. If I ######### up it could cost me the game or 3 gens popping.
The survivor ques are sooo long due to how unfun killer is. Survivors abuse a ton of crap I feel like killers just had to adapt.
For starters, no. Camping has been and always will be a thing unless it's addressed by Devs. It doesn't matter what we do to gen speeds. Killer's don't camp because of gen speeds. Killer's camp because miserable people feel better about themselves by making other people feel #########. Especially if they just came out of a match where survivors made them feel like crap. Outside of an end-game situation - this is just lazy, entitled Killers doing what lazy entitled Killers do.
And as a red rank survivor main, I don't disagree with you - plenty of survivors who SHOULD know not to approach a face camping, insta-down Killer when someone is running Kindred, do. But I understand that reaction. It feels terrible to watch someone die first hook. It robs all the other survivors of their altruism objective, which is a key source of BP and Rank. Another reason why, no, it is not at the expense of only 1 person. So, I get the empathetic and potentially strategic reasons for trying, even if it's ill advised.
As a survivor main, I do the exact same thing. I play Killer when I need a "break" from survivor, because it's honestly less stressful IMO. In general, I think this sense of relief comes from the fact that you don't care as vehemently about the progress or regression of your alt as you do your main. So, I think that explains some of the stress relief of playing the other side.
Both Killers and Survivors are punished for ######### up in different ways...or advantaged in different ways. Survivors can use exhaustion perks like DH. Killers don't even need perks...the longer you get looped the more BL you gain to bridge the gap.
I don't have issues with my survivor queues in red rank as a solo. Maybe SWFs do. As a solo, I just don't experience huge wait times. Killer's inconsiderate, toxic play style literally means I have to bring one specific meta build as a solo just to make sure I have some semblance of a chance to escape. I would love to bring a fun build and try different plays...but without being able to depend on a team, that's an impossibility because every lazy killer wants to camp/tunnel/mori. Lather, rinse, repeat.
To circle this discussion back around to the original point, camping is toxic AF. There is no question about it.
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15-30 minute queues huh? Not IME as a solo.
We may have found the only advantage solos have in this game. 😂
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I just play DBD by the golden rule: "do unto others as you would have them do unto you"
Survivor:
I don't teabag
I don't clicky clicky
If I stomp a Killer, I don't GGEZ them in post game - I thank them for the match. I will stick up for a Killer if my teammates do.
If I stomp the killer, but I'm sure I did enough to PIP, I get "conveniently" caught and die so they get at least one sacrifice
I don't linger on the map in end-game unless I have an actual reason to be there
I don't use the DS locker tech, nor pair it with Head-on
I don't use exhaustion perks
Killer:
I don't camp
I don't tunnel
If a team is doing particularly bad, I will find something to do on the opposite side of the map to let them reset...even if there's nothing to actually do LOL
I challenge myself to hook everyone twice before I start death hooking people (although I like playing "no-kill killer" and pipping)
I dont use insta-down addons, perks, or moris
I never slug to secure a 4k
I will slug to avoid quickly killing someone who isn't very good
Just general "don't be an #########" type stuff. I do my best to try and make everyone have a good time...unless you try and ruin my time. Then I am spicy. 😂
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1253178#Comment_1253178
I'm sorry but only survivors have the ability to take the game " hostage" what a stupid made up term. Just like tunneling. But if you wanna use terms made up by you guys ill bite
You can die and exit the game whenever u want but when u tbag killers at exit gates or wait the entire time until a kill comes to the exit gate so u can mock him. Or even worse at a hatch... this is where I see " hostage" applying. Killer has no way to get out then.
You act like survivor is the only one who can have fun. At the expense of 1 survivor there are still 3 of you.
My professor used to say "A sure formula for failure is to try and please everyone."
Killers and survivors both have ways to be annoying and you can't really balance them all.
Except a survivor teabagging you at the exit gate has given you an ENTIRE MATCH to play to get points/pips. And cannot possibly 'hold you hostage' because EGC exists and nullified that from even being a possibility. You can also force them out as Killer by literally walking up the exit gate hallway. We all know people who teabag at the gate are pussies and will run right out.
A killer face camping the first person they catch out of the game ruins their entire match. They get no points. They will depip. Their entire time waiting in lobby and getting into that match was a waste. And they had no control over it.
So a survivor's definition of fun (according to you) is being annoying and mild inconvenience, meanwhile a killer's definition of fun is robbing someone of their game, their points, and their rank. Hmmmm, I hope you see the disparity there.
Its also not at the expense of 1 person. It ruins the match for everyone. It literally sucks the fun out of the game to watch someone hang there, unable to play because some ######### wants a little e-power trip to sooth their ego. It's pathetic. And when I get 3-4 of these in a row, I just go play something else because the game ceases to be enjoyable. And it doesn't matter if it happened to me directly or not. I'm one of those weird people who actually gives a ######### about others and their enjoyment of a game I love too. 🙄
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Camping/Tunneling is so rampant, I can't NOT bring it when I play solo. You cannot rely on your teammates to safely off-hook or run BT. I have tried running solo and choosing perks I would find fun and different...I almost always live (or die) to regret it. I wish I could. But Killers/Teammates make sure you can't when soloing, IMO.
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@Raulillo said:
its a fact that unskilled killers can catch skilled survivors there
No, it's not. You can't even make it a fact before defining what a "skilled" killer/survivor means. Skilled in what? How do you measure that?
I agree with OP that unsafe pallets in deadzones would be cool. The result is almost the same, if a survivor gets there, he would take a hit. At least he could waste some extra seconds in chase playing some mindgames.
I think experienced players doesn't care about deadzones that much tho, windows are infinite resources for chases.
'Infinite' is a bit strong in relation to using windows in chases.
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@MadArtillery said:
Honestly think we need more unsafe pallets, those tend to actually be fun.
...for Killers, maybe. LUL
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@SpiritLover1133 said:
who the heck complains about camping and tunneling in dbd 2020?? You only complain about it when you get downed in 5 seconds buying no time for your teammates to do gens. Simply get better at the game and don’t complain to devs to ruin the game even more to veteran player.
Huh, most people hate camping and tunneling, because it has nothing to do with whether you're good at the game or not. There is no "skill" that allows you to avoid it. And there is no skill necessary to do it. Killers are designed to catch people. Survivors are designed to get caught. Ignoring how toxic it is to camp/tunnel someone out of the game immediately, tanking their points, pips/rank, and sending them back to the lobby without getting to play the match they waited to get into, is a huge mistake. And something people have a right to be pissed about.
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@Dzeikor said:
1. Add 2 extra generators(9 in total)survivors having to repair 6 now for exit gates to open.
2. After a survivor escapes through hatch it automatically closes,making it so if another survivor wants to escape through hatch,they need a key to open it first.
3.Respawnable pallets,75%(1)50%(2)25%(3) chance for a random destroyed pallet to respawn in a trial(pallets only start respawning after at least 50% of all pallets on the map have been destroyed,respawnable pallets cannot spawn on killer shack).
4.Survivors cant carry more than 1 of each type of items.(for example only 1 survivor can carry a flashlight,med kit,toolbox,this will force diversity and no more toolbox gen rush,flashlight blinds,heals,keys).
5.Mori change:
Cypress Memento Mori - Grants the ability to kill the last remaining survivor.
Ivory Memento Mori - Grants the ability to kill 1 survivor who have been hooked by your hand 2 times during the next trial.
Ebony Memento Mori - Grants the ability to kill all survivors who have been hooked by your hand 2 times during the next trial.
6.Give survivors a skill check when attemptiong to disarm a trap,if failed they become injured,if already injured and failing the skill check,inflicts dying state upon them.
7.Damage chests - Killers can damage survivor chests with a 25%,destroy item inside,25% lower the item quality,50% survivors time to open that chest is 50% longer).
8.Locked lockers,75%(1)50%(2)75(3) be locked at the start of the trial.If a killer breaks the lock on a locked locker,it becomes unusable for any survivor who attempts to interact with it.A survivor can attempt to open a locked locker granting him a chance to find an item with 2 random addons on it.
9.Entity chests - If killer starts the trial with no addons there's a 25%(2)50%(1) chance entity will spawn chests for the killer,the killer can open the entity chests to find a random addon for the specific killer in the trial.
10.After killer kicks a generator,to stop it from regressing,at least 1 survivor needs to repair it for at least 10 seconds.
11.Hillbilly and Leatherface chain addon hit effects timer only starts after the hit survivors exits dying state.
Please keep in mind these are only my ideas,let me know what you think and your ideas on how to balance and make the game better and more interesting.
Most of these would just cuck survivors. I don't want to do MORE gens. I dont want the hatch to be any MORE killer sided. Palette respawn would be nice, but Killers would never go for it. Mori changes would be nice, but Killers would never go for it. Survivors need to be able to carry whatever item for their dailies/challenges. Traps with skill checks that can out you in dying state is like making a watered down version of the Trapper's iri addon basekit...no thanks. Killers don't need to have a way to interact with chests. Lockers being disabled is a problem. Lockers giving away items in addition to chests is also a problem. No locker changes, no problems. I wouldn't care if Killers got a chest - as long as they could opt out of using whatevers in it. Otherwise it could break their intended build. Survivors need to be able to 99 the doors. Sometimes you need a little more time in end game...and more time is not a draw back for either side. So, no. And this is why BHVR's job is so hard. LOL
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Imagine getting a patch pretty much dedicated to improving your game experience and then complaining to the people who gave it to you that it changed nothing. Might be time to uninstall. Join your missing Killer brethren. 👋
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@Kakateve said:
it’s totally debatable but I feel like there is no reason to play him over huntress since the harpoon is not consistent enough for the little hitbox it has. Imo if you have clear sight and the abbility to aim well and keep track of survivors with the iron sights you shoulld be able to get the hit when you pull the triger (just like in every FPS shooter).
But right now it’s not the case. The travel time of the projectile feels way too slow to confirm a hits like that and it’s really easy to avoid. Trying to predict survivor movement is the desk of huntress. Death slinger on the other hand has a limited range and landed hits often does nothing. Because of that, I don’t think he should bother with predicting movement on top of this. If you shoot when you have them on sight, that should be a hit all the time.
I think his projectile works as its supposed to. People who can quick scope are the most deadly because the shot is nearly instantaneous. People who aim down sites might as well go play Huntress. Like any other FPS, get better at the quick scope. Its easier, since you don't have the unreliability of bloom to deal with. LOL
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These are very creative and perhaps with some adjustment these concepts could be worked into the game. However, you note several times that these perks would make the game more "fun" or "interesting", but you really only mean fun for the Killer. None of these would make the game more fun for survivors, quite the opposite as these are very overpowered and two exploit a period in the match that is notoriously more difficult the less survivors you have. These are pretty overpowered.
A team of survivors (any amount) does great, does all of their objectives, escapes the killer, only to fall victim to multiple fake exit gates? No.
The item breaking idea is kind of cool. I like the idea that provides a risk to getting items out of a chest. I think the amount is too high. If a Killer brought this and a survivor brought their offering for additional chests...that would be A LOT of chests on one map. LOL But the drawbacks of a faulty item are too great. Blindness for 120 seconds? The hatch not only wont open for the rest of the match, but injures the survivor? It would need to be something more on par with existing failed actions - like an audible/visual notification for the Killer, as if you popped a gen.
And the hatch perk is cool for Killers, but way too overpowered, and a huge detriment to survivors...especially last survivors...which already have a significant disadvantage in end game.
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@Windfell said:
Facecamping insn't toxic. I am a believer that Killers in general are unable to be toxic. If the Killer is Facecamping, leave them to it and go do gens.
Survivors are much more able to be toxic than Killers as everything a Killer does can be countered by competent Survivors.
Feel free to change my mind, but doubt you could.
First two sentence confirmed your opinion is invalid.
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@csandman1977 said:
Switch characters based on rest of lobby? Like is you load in with 3 megs do you switch to meg just to complete the set?
Yep. Especially if they are all dressed the same. Its nice to have a little fun. Even if it means inadvertently getting tunneled. LOL
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@Splitsecond27 said:
I usually leave it up to the game if the last survivor gets hatch or if it’s been a fun match I’ll just go make some food or something after I kill the 3rd survivor. But if it’s been stressful and a toxic swf or something then yes, I’m getting that 4K.
Never.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1252889#Comment_1252889
Being able to vault without getting Dedicated Server'd is a pretty damn big buff imo
The idea that the game functioning properly for survivors is a BUFF, is sad. :| And killers still have hit priority. So...
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1252881#Comment_1252881
They never said it wasn't a killer buff as well, a patch can be both at once
But its not both. Not at all.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/1252776#Comment_1252776
Personally they are the same. It's not fair for everyone else for someone too just suicide 5 seconds into the game on first hook. It's poor game design and survivors should be punished for doing it since it screws everyone else over. Survivors are immediately down a person and the killer doesn't get as much points or rank. They deserve a penalty just like a DC because that's what it is.
No.
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@Respectfulnancymain said:
I was playing kyf with some friends and one said hed tunnel me with an mori so i went clauddete with urban, spinechill, sb and ironwill and a key with the add on that lets you see the killer. I hid the whole game did 3 gens on my own then escaped from hatch.
So i guess my question is how do people play like that for fun?
Some people being sneaky. Some people prefer being bold. The people who play stealthy Claudette probably derive their sense of fun out of hiding successfully from the killer. You don't. That's fine.
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@Bovinity said:
But it's not the same as a disconnect at all.
It's entirely within the intended and allowed gameplay mechanics. It's simply poor play - and poor sportsmanship perhaps - but it's perfectly legal within the rules of the game and there's no reason it should not be.
To be fair, it's usually in response to other poor sportsmanship/poor play as well.
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@Hex_BoopTheSnoot said:
Title says it all. I've had two games back to back now of people killing themselves to avoid the DC Penalty. This is basically the same thing has disconnecting so it should bring the same consequences.
Nope.
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@Mister_xD said:
the hatch opens immediately, once the hooked survivor has died.
that means it wont open as long as the sacrifice isnt completed, as the survivor isnt quite "dead" yet.
also you gotta give killers at least the chance to get to it after a sacrifice.
otherwise you'll just end up promoting slugging the 3rd.
Killer's already have most opportunity when it comes to finding the hatch. In the rare cases a survivor finds it first, they shouldn't be cucked out of it because it waits until the end of the damn animation to open, even though the person has died. The killer doesn't have to wait at the hook and watch that persons last seconds of life. They can easily transition toward the hatch (which most do, if they know where it is). So they really have every chance.
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@Jordan_131201 said:
https://forum.deadbydaylight.com/en/discussion/comment/1252846#Comment_1252846
They do eventually. They're not gods, they're developers trying to make the game balanced, but fit the criteria of the players too, hey want both survivor and killer to have fun, whilst keeping everything balanced. And it's not as easy as it sounds
"They do eventually"
LOL, years later doesn't really constitute "jumping", my friend.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1249171#Comment_1249171
Gates are actually pretty easy solo. All you need to do is open it until just before the first light turns on, then wait for the killer to check the gate. Once they leave you'll have plenty of time to finish the gate
LUL wow, you're idealistic aren't you. There is not enough time in EGC for this most of the time. Plus RNG of doors is terrible and a lot of the time the killer can quickly pat both gates by walking back and forth 10m. Not enough to time to finish all 3 lights on the gen. Gate soloing is absolutely not easy. EGC for a solo survivor MOST of the time is a death sentence unless you get a decent blend of killer/door RNG, which is rare.
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@Jordan_131201 said:
https://forum.deadbydaylight.com/en/discussion/comment/1252518#Comment_1252518
Well remember, the loops have been removed and reduced for a reason. Because the game was survivor sided. The game needs some imbalances to balance out everything else. So when the hatch opening time becomes an ACTUAL issue, I'm sure the devs will jump right on it
Yeah, because the Devs "jump" at fixing known issues in this game. 🙄
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@Ghostwithaface said:
In honor of all the great Dwight players.
Man, I miss insta-heal.
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@StutteringSpartan said:
It should be left as is, otherwise SWF can take full advantage of it.
2 x survivors are left one survivor runs to the opposite end of the map furthest away from the hatch and fast vaults a window repeatedly. Killer hooks said survivor. Last survivor gets ez hatch.
it could be argued that the killer should just slug, while he searches for the last survivor but that becomes boring for all participants. And the game would get held hostage until the slugged survivor bleeds out
The hatch, even if it opened a few moments sooner, would still be Killer sided. It went from being evenly matched, to being very Killer sided. Swinging it slightly back toward the middle would still leave it in the Killer's favor while giving survivors a slightly better shot. There's nothing wrong with this. A 3k / 1 escape is still above balance. The idea that because the occasional SWF could bait the Killer is the Killer's issue. Don't get baited then. Or take the bait, enjoy your 3k and move on. You still freaking won. LOL
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@OldHunterLight said:
Egc is the one that needs to finish faster if anything, it's really damn annoying having to wait until everyone decides to leave the map, you as the killer have to kick them out, that doesn't make sense to me
Nah fam, EGC is too short for last survivor on the map. So it definitely doesn't need to be faster. You can wait.
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You want....Killers....to be able to LOOK...at gens...from 36 METERS AWAY...and apply a 20% penalty...basekit?
And if 4 people are working on a gen...it's an 80% penalty??
Because survivors pop gens in your face...AT THE COST OF BEING DOWNED??? So they pop a gen, but you GET A HOOK, and that bothers you?
And then a nerf to Thana.
I do not think this is the solution. LOL
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@youarewronglol said:
Also this would heavily encourage slugging to find the last survivor, currently one of the most boring wastes of time in the game
This would change nothing about slugging to find the last survivor, since that is exactly what already happens most of the time.
And pretty much nothing about end game as a last survivor is in your favor. Not even the hatch, anymore.
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No.
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@ruro said:
My 1st post here.
I've been playing this game for about 4 month, so I'm pretty nooby xD.
Some minutes ago I got into a match as killer and at the lobby I notice that I was against 4 friends.
The match started and I just ran around tryingt o find someone. I run around the swamp for 10 min non stop. Could not find anyone. I was starting to get annoyed. Did a break reading some stuff on the phone. I was determined that I would not give this people the satisfaction of quitting.
Got back to the match, nothing changed. I patrolled the map once more and finally found one of the Claudettes. Downed her and faced camp her. I was not happy. I was mad. I just wanted to end this joke fast. More 15 min passed and the 2nd Claudette cleansed my Ruin Totem. Found her hiding near a tree. Faced camp her.
After that a lot more time had passed and i was tired of wasting my time. I did quit the match.
At the end game lobby I was called "f-ing camper" (unreal lol). They stated that they had a lot of fun and even said that the ranked system was broken because they piped (I mean really?)
I just wanted to share this horrible experience, that could destroyed the fun and essence of this game that I'm starting to love (and hate at the same time xD).
I reported all of them. I don't know if it will matter thou.
They didn't PIP. So, maybe there is some solace in the fact they were so dumb and salty they had to lie about it.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1249525#Comment_1249525
It should open when a survivor dies, end all be all. You don't wanna be found? hop in a locker to hide from BBQ. Most killers have 0 idea where hatch is unless we see a certain aura waiting with BBQ.
In a lot of matches the Killer has already encountered the hatch while traversing the map chasing survivors. You, as a survivor, are less likely to have run into it because you're not freely running around the map, nor do you have much incentive to outside of a chase. Killers also have a much easier time finding a hatch they haven't encountered for similar reasons - they can freely traverse the map at increased speeds while you have to remain hidden and are slower. I agree, if you don't want to reveal your aura to a killer while near the hatch - jump into a locker for a few seconds...but even so, if the Killer knows where the hatch is already, which they often do, it doesn't necessarily help. Especially when them being close to the hatch itself can stop you from entering...but they can close it, even if you're standing on it.
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@Kate_Main_01 said:
I'm ready for the spicy comments on this one. <3
But it is my honest opinion that the exit hatch needs to open more quickly. If a survivor is 3rd hook and instant dies the hatch still takes so long to open. I just had a very, very long and well played game on the PS4. Honestly there were very little mistakes made by either side. Great chases, some of the most fun I've had as a Survivor in a long time, and the Killer was great at applying pressure.
I solo'd 2 gens by myself and despite each team member being hooked 3 times I had yet to be hooked once. I did 3 safe hook saves. I took the Killer on one chase that lasted almost two minutes, another that was over 45 seconds, it was just clever mind games around walls.
Unfortunately we had 1 gen left and the Survivors were whittled down. We got chased off of our gen, Killer chose the teammate, she was third hook. I stood on the Exit Hatch and waited... And waited... And waited... Killer had time to cross the entire map (Demogorgon) and RIGHT as it opened he had hit me a second time. Between hit 1 and hit 2 I merely pointed at him because what else could I do? Unfortunately, this Killer apparently didn't think that great chases and not having been hooked once AND having found the Exit Hatch AND reached it before him and just waiting patiently for the like 10 seconds to be over with merited any sympathy.
The Killer did nothing wrong here. He played a great game and he didn't owe me an escape. I'm not mad at the Killer, merely frustrated that even after playing a great game it comes down to losing because of a dreadfully, painfully long animation.
It's frankly unfair to Survivors that we have to wait for a long animation to play and then still wait another 2-3 seconds after it's done for the hatch to open. Also if Killer and Survivor hit jump/close at the same time it gives Killer preference it seems. Why even bother having the hatch escape? If the Killer knows where it is then you're not going to get it, you're going to just stand there. This is far, far from the first time this has happened as well. I think the fact that I had played such a long game plus not been hooked is what has taken me to the forums.
What do you think, Survivors and Killers? Whether agree or disagree, let's not turn this into bashing on either side. Let's be respectful to one another, to the devs, to the game. Happy gaming, all! <3
(English is not my first language, sorry if things are said strangely or very rambly, I over explain to make sure I am being clear. 🤣)
The entire hatch mechanic was changed to be quite killer sided at the same time they introduced End Game Collapse.
You are not wrong about the Killer having priority. In fact, in my experience, if the killer is even standing next to the hatch, it won't allow you to get in. So if you're in a mad dash to the hatch and the killer is right behind you, good luck.
The hatch SHOULD open more quickly. Since it is the survivor's mechanism of escape, it SHOULD allow for survivor priority, or at least allow the survivor to enter even if the Killer is near. But it doesn't. And it won't. Everything about end game is now slanted toward Killers. This is just the way of the world now. Last survivors will always get cucked the hardest, no matter how good you played.
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🙌🙌🙌
Amen. From survivor to survivor, just GTFO.
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Here's what I want to know...how are they a Rank 20 Killer with all 3-tick perks, yellow addons and offerings...like, how? Just come back after a year's worth of resets? They're obviously not new.
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@Martesa55 said:
Back when I started playing dbd it was a paradise for me. I was a noob and I was trying to escape. The same thing with the killer. I was trying to kill them all.
Back in November I started paying more attention to the ranks. I wanted to rank up so I would be playing with better survivors. When Cursed Legacy chapter launch to the game I was rank 12. That means I was a green rank. I was a green rank and I was playing with green ranks. I was escaping the entire time because we had all the same color.
Back in January I returned to dbd. I needed a break. I was rank 13 so I said: I will try my best to reach rank 1! So I will be playing with gods. I reached rank 10 and I realized that we weren't all the same color.... I didn't care so I kept trying. Finally 3 months ago I reached red ranks... But it wasn't fun... I was playing with lower rank players and they didn't repair the generators.
I wasn't playing a lot with killers because I paid more attention to rank up as survivor. With rank resets I was rank 17. Playing as killer it wasn't fun too... I used to have 4/4 sacrifices and now... 360s, loopings, gen spam...
AND NOW WHAT CAN I PLAY WITH THIS?
Easy, Killer. Because its too easy to rank as survivor. That doesn't mean the skill levels are always unbalanced, because of the aforementioned ranking issue. But if you're going off the rank number, Killers get paired with higher ranked survivors more often IME.
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@Waffleyumboy said:
Just wanted to quickly gather opinions. Should swf be nerfed or solos buffed is another key question. Let me know your thoughts iin the comments.
Personally I play mostly swf as survivor, so I may have some bias. I think solos are UP because I like many think dbd would work well as a team game. Perks and objectives should be balanced around coordination. Balancing around optimal survivors after eliminating solo swf gap seems like the best move to me.
Solo needs to be brought to the level of SWF so that as the game continues to be tuned to the SWF vs. Killer dynamic, everyone on the survivor side is on level(ish) playing field.
The game has implemented over a year's worth of changes in an effort to level SWF and Killers. Nerfing SWF now would make zero sense.
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@Blindninja said:
Something is happening and the last 2 times I've been in struggle phase my character just gives up no matter how fast I hit the a button on xbox 1. Is anyone else experiencing this suddenly? This makes playing survivor unplayable
If you this happened and you were the last person hooked, you do immediately die.
If you are hooked and in struggle phase, and your other teammate(s) are also hooked and in struggle phase, everyone now dies immediately. That is a change since the patch release on Tuesday.
If others are alive and unhooked, and you're just dying because it's not registering your struggle, try pacing it a little slower, not faster. Sometimes if you hit the button too fast, it doesnt register.
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@Jordan_131201 said:
https://forum.deadbydaylight.com/en/discussion/comment/1248389#Comment_1248389
Wait wait hol' up. Please explain why keys only applying to one person wouldn't work?? That would totally work. It already exists in some way. If you bring a key and more than two survivors are left alive, if you escape, the hatch will close within a certain amount of time. So to close the hatch as soon as they jump in, why wouldn't that work??
Pretty sure it's implied in the first paragraph of my response. But to break down the comparison I drew and the suggestion changes that would make this viable...keys and mori's are often compared...even though moris are much easier to use. That aside, moris have levels. Yellow mori = kill last, green mori = kill 1, ebony mori = kill all. If you want to limit the number of people who can escape via key, the same needs to apply. Green key - escape 1, purple key - escape 2, ebony key - escape all.
But really, IMO no change is needed at all. Keys are perfectly fine as they are and far less common than their supposed counterpart, the mori. Simply limiting any key to only let 1 person leave would be a death sentence your teammate if you left them in a 2 v 1 with the killer. Hard pass. If survivors do all the gens necessary for 2 people to escape, 2 people should escape.
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@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/1247434#Comment_1247434
Imagine thinking just because an add on is pink that it is good. You should run Iri family crest in a match and let's see your tune then.
Imagine thinking they aren't. 🙄
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I tend to just agree with them, in my own unique way.
When playing Killer, I usually only get this response when I'm playing "no kill killer" and I purposely let the survivors go after 2-hooking them all. My typical response is, "I hope so, if you manage to die with a Killer who is trying their best NOT to kill you, that would be awkward."
When playing Survivor, this usually comes from a camp and/or tunnel killer. Especially if I had idiot teammates who fed him, so he 4k'd. My typical response is, "You are right. Your job is easy when you choose a play style that requires absolutely no skill, combined with a couple of potato survivors."
LOL 🤷
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@Zaitsev said:
BHVR definitely did right by Ghostface.
People say that Billy is the king of balance. (Yes i know hes in a buggy and clunky state rn). But I disagree.
Ghostface is fun to play as and against. Hes simple and easy to learn, but takes time to master.
Theres nothing really especially broken about the killer himself, other than dedicated servers screwing up his reveal process. Hes simulataneously difficult and easy for survivors to counter.
What are your thoughts on Ghostface?
I would humbly disagree that a silent killer with a broken stalk ability, who can break BT, is the epitome of 'balance'. You are right. He is easy to play. Which is why ppl like him. I don't find him particularly fun from either perspective.
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Yeah, the lag spikes are strange. I literally had what looked like a hard lag switch the other day, even though I know it's not a thing anymore. Killer raised his chainsaw at palette so I went to loop, as you do, and instead he just walked into a wall with his chainsaw up...and kept walking into the wall...I just starred trying to understand if he was memeing or what...then the screen flashed to me being on his shoulder. :| I felt like it was 2018 again. 😂

