Labrac
Labrac
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2617866#Comment_2617866
Try to play survivor. Once u get few games where someone Dc or suicide early on u will understand how boring it is and hatch is only thing that stops u from immediately suicide on killer or afk whole game.
I play both sides. Again, I don't want the last survivor to have no chance of escaping. I just want either the hatch or the gates mechanic removed because it's too time consuming, one of them can still stay.
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Whenever I get a match on that map I just turn off DBD right after. Doesn't matter if it's my 10th or 1st, it just kills my mood to play.
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What time of the day do you play on? I found playing late at night usually leads to the same results as yours, but playing during the early night or afternoon I get like 75~80% escape rate (I count hatch escapes as kills mind you). Even on solo Q a lot of my games at this hour end up with the killer getting 3~4 hooks. Faced even a famous streamer from my country on a 2 man SWF and he got only 6 hooks with 1 kill.
This actually applies to both sides. Playing late at night as killer usually leads to very chill and easy games for me, while at the day and early night it's a sweat feast. Funnily enough the role with the shortest queue at that specific time of the day seems to be the easiest one to play.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2617854#Comment_2617854
the hatch was is here to end the match. If there was one survivor left with gens to repair they probably would just hide forever.
As I said, killing the third survivor should just power the gates instantly. That or closing the hatch should instantly sacrifice the last survivor. I just find it obnoxious that we need TWO mechanics for the last survivor, not because I desperately need the 4k, but because it's too time consuming.
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Yup, my playstyle now consists of getting 4 BBQ and the rest of the match is focused on chasing and slugging, don't bother hooking survivors anymore. It feels good to play with the perks I want and be """"punished"""" with lower MMR.
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Better than before but imo the hatch still should be deleted. I still don't know why the last survivor needs not only one but TWO chances of escaping (hatch and gates). Sometimes it's incredible annoying when a game lasts like 12 minutes and 5 of them are just searching for hatch + patrolling gates. Killing the third survivor should instantly power the gates and that's it.
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Dead Hard by far. Don't even remember the last time I got hit by a DS. Meanwhile they might as well make Dead Hard basekit because every lobby has usually 3-4. Even Sprint Burst which is almost on par with DH in terms of strength is rarely seen, probably because it requires more than 2 braincells to use unlike DH.
Since the hit validation change it's easily the most annoying perk in the entire game. It makes me cringe everytime I see that stupid animation of the survivor dabbing.
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Please nerf both!!!!
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From my experience if two people have Boons in a team it's a waste of time to search for them to snuff. I still do it if they are like right close to a hook or a gen, but searching for them ends up being more of a waste of time than anything. Which is a problem considering we're talking about perks that give infinite medkits and aura blocking.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2616163#Comment_2616163
Unless the killer isn't pressuring generators well, three consecutive Tinkerer procs are very unlikely, especially with stacked regression (which seems to be the case with the majority of Tinkerer users).
A single Tinkerer proc means the survivors aren't pressuring gens well. There's only 1 killer for 7 gens and 4 survivors, the math is in your favor, even if it's a Nurse or Blight.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2616131#Comment_2616131
4) They kick a gen with Pop or regress it with Ruin and Tinkerer can activate again.
Plus you really can't make that much distance by walking, especially on killers that can make it to gens really fast.
5) Your teammates are also progressing gens and then the killer has two other Tinkerer procs to chase. If he leaves, you hop back into the gen.
The killer can only chase one survivor at a time. Even if your gen regresses at some point he will have to leave the gen, then you just finish it.
Survivors move at 2.26m/s while walking, in 10 seconds that's 22.6 meters. Unless the killer is right next to you not even Blight or Nurse can get that fast on a gen. Most killers don't even make use out of the Undetectable.
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It's incredible slow but Marvin's Blood and Admin Wristband are basically his only good addons and both are yellow, so I don't mind. It would be cool to have a basekit buff and an addon rework though.
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@ReverseVelocity said:
Honestly, I can agree with one thing. Tinkerer is really busted.
- Repair a gen to 70%;
- Walk (don't run) for 10 seconds away from the gen;
- Laugh at the killer searching for someone and hopelessly kicking the gen to make a regression you'll undo in half a second.
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In my opinion a change that would make boons way more fair is fixing totem spots. Totems should never spawn next to generators and right next to the open. That would make them harder to find and bless, and also you wouldn't have the effects of the boons while working on gens. They would actually be "safe havens" like the devs intended them to be. Might want to consider reduce the radius a bit more for that to fit.
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Turn off MMR.
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You shouldn't immediately charge the 2nd blink. You should wait like a quarter of a second to see if the survivor hasn't waited at the corner to then charge the 2nd blink.
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Nurse - Double Range - Ruin, Undying, Pop, Tinkerer - Midwich offering
With double range Nurse can get anywhere on Midwich. Tinkerer + 3 gen regression won't let anyone finish gens if the Nurse is decent.
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I play solo all the time. Almost 75% win rate (3 escapes or more) since SBMM.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613771#Comment_2613771
The problem is how medkits stack with boons.
I just explained how it isn't just that, but ok.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613716#Comment_2613716
That takes 16/24 seconds to make and only affects 24m. It can also be destroyed.
All the time on boons is time off gens remember?
This "time on boons is time not on gens" makes no sense. By default you need a teammate to heal yourself for 16 seconds. The time you need to find a teammate + 16 seconds heal is probably way more than it would take to set a boon + heal yourself, and it's something that only occupies a single survivor instead of two AND it also stays there for the rest of your team to use.
If anything CoH BUYS you time on gens. By enabling everyone to heal insanely fast you're making it harder for the killer to build pressure, thus making gen efficiency even better. People really should stop acting Boons are something that slow down survivors, because it's the opposite.
"Only affects 24m" that's a 1808m² radius. Most maps range from 9000~10000m², if you discount areas of the map which no one uses (those corners that only have Z walls), a single Boon can cover effectively 25% of a map. Most teams I've played against have at least two Boon users, so that's 50% of a map with infinite medkits, no scratch marks and no auras. Imo the devs should really consider toning down the area to something like 16m. It's supposed to be a "safe haven" mechanic, not something that turns half of the map into "gg ez baby killer".
"Just bring a Medkit and it's better". It's not, medkits don't affect the whole team and by bringing CoH you can use the item slot for something like a toolbox with double charge addons + Built to Last.
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I don't want to believe the devs haven't thought about something like this happening.
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@SilentShepherd said:
It's 4 bullies on discord, coordinating via voice chat to bully a lone player.
It's impossible for anyone to beat a good coordinated SWF group. They will communicate your location to each other and gen rush you. You can't even waste time chasing someone down, because as they loop you, he's telling the others where he is looping you, while they safely fix gens.
SWF should only be allowed in Custom matches. Go bully your friend Killer. Leave the general public out of your bullying,
So if I want to play DBD with my girlfriend I should have to find two other survivors and a killer to play with?
Imagine thinking 4 friends play together because they want to "bully" killers. You need to go outside, bro.
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@jesterkind said:
I don't really agree, I think him being 4.4m/s is fine. If he needs anything, it's less recoil and a tweak to Main Event, not to move faster.
I saw this a lot when he first came out, and it's always struck me as completely backwards. If his power isn't good enough for 110% speed, then... buff the power?
The problem is that his power is incredible oppressive by nature in the open because you can't really dodge 44 knives, but then he sucks on high wall loops because of the 110% speed. Imo they should revert the changes to the Laceration meter (make it 8 again instead of 6) and make him 115%. He'd be a lot better to deal with in the open with the extra Laceration, but the 115% would make him an actual treat on loops.
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What irritates me the most is the difference in treatment about new perks. Killers recently also got a new type of perk that BHVR wanted to test, the Scourge Hooks, the first one we got (Gift of Pain) has a good, but hardly game changing effect.
Now the new type of perks for survivors? ######### it dude, let's give them infinite medkits, Lucky Break and Distortion. What could ever go wrong?
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2611343#Comment_2611343
Lery's has a lot of windows, yes, and RNG can sometimes be bad for you, but holding W is actually weaker because survivors can't see where you're coming from. And if they try to loop you at the windows, well, it's not hard to mindgame them. Most of them are quite unsafe.
I agree with you about The Game and RPD, but this problems are because of the layout and loop design of this maps, not having anything to do to being indoor or outdoor.
Honestly, The Game used to be a much better map before the rework. It already had a god pallet issue, but way less than it is today, and had advantages for the killer to compensate for it. I think it was the best map for killers before Dead Dawg Saloon and Hawkins got released, even the gens were slower on it because survivors wasted more time looking for them.
But now... well, now the god pallets are so many that the map has no room for gameplay and strategy whatsoever. You chase a survivor, they drop a pallet, you have to break it, repeat.
I used to like The Game before the rework. It was one of the darkest maps and it really gave the horror aesthetic. Nowadays as I said it looks like something straight out of some carpenter simulator.
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He used to be underrated but now people overrate him quite a bit, especially people who don't like his lunge. Mobility doesn't matter if the killer doesn't have a strong chasing tool, and Wraith's lunge is only really good on medium/small loops. He still gets looped to death on shack and jungle gyms.
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I feel people still underrate him quite a bit. Bambozlee Bubba with double Chilli does not get looped. I'd say he's the strongest killer with no mobility. All of his weaknesses are the same that other killers with no mobility have.
He's also quite good on proxy camping. I still remember a Bubba I went against who was able to defend a 3 gen, a Ruin totem and a basement hook. Just because he threatens multiple places way better than even killers like Hag can.
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They should be basekit.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2611758#Comment_2611758
It’s not the same though you don’t have increased recovery speed.
That's not the important part of the perk. Getting yourself up alone is huge because slugging is one of the main tools killers can create pressure. I can't even believe someone with an Oni pfp made this post.
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Unbreakable basekit? No.
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Because Tinkerer is a perk that is totally in control of survivors when it is active. When you notice a killer has Tinkerer, repair a gen up to 70% and immediately walk away to hide. The killer will lose time searching the area and you buy time for the rest of your team. The problem is when survivors know the killer has Tinkerer and will comit like idiots to a gen.
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@Damarus said:
Wait, wait, wait. I still am waiting to pick up Ghost of Tsushima, but does it really perform better than DbD, whatever the console generation is? Man, this IS a big issue.
Tsushima has literally 0 FPS drops on my PS4 Pro. Never had a single performance issue on it. But god forbid if a survivor uses Dead Hard, that's like stabing the console in the gut.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2611352#Comment_2611352
Then why do they complain about the same 6 perks being used in every match? Only way to fix this is to add new strong perks
It's not. Instead of complaining about the same 6 perks people will now complain about 7, that's not really variety. You nerf the meta and buff weak/average perks, so the difference between the weakest and the strongest perk is as small as possible. Just look how perks like Windows of Opportunity and Lucky Break have been massively buffed but people still prefer the braindead meta.
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Honestly, now would be a cool time to bring back old Undying (without seeing auras on hexes though). At least hexes like Crowd Control and Blood Favour could be used more. Now that survivors are searching for totems to bless I don't think anyone would complain.
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I used to play DBD on my PS4 Pro but after waiting a whole year for BHVR to fulfill their promise of 60 FPS I had to move on.
Back 4 Blood beta had like 100 zombies on screen and ran smoother than DBD.
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I was a Huntress main that used to play Slinger to get a different flavor of gameplay. Now I moved on to Nurse and Plague.
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The only indoor map I find fun to play on both sides is Midwich, but the killers I play the most are Huntress, Plague and Nurse so I'm biased.
I find Lery's to be kind of survivor sided. It has a lot of windows that connect through each other (especially if RNG hates you) and makes holding W incredible strong on it. Also Iron Will is dumb on it. I actually like when I get Lery's as survivor.
Hawkins is more killer sided but it has lots of pallets and those room with catwalks are annoying to deal with.
The Game is just a map from some carpenter simulator that somehow got into DBD. This map has no gameplay, you're just breaking or dropping wood.
RCPD also has no gameplay. I think I haven't had a single legit game on this map. Always someone either DCs or AFKs.
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Make it so instead of a Dash, the survivor has a dodging down animation. Increase the Iframes to compensate.
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2610057#Comment_2610057
Wdym, it's not in the store?
It's the 4th, the day after tomorrow.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2610393#Comment_2610393
That doesn't make him popular in the game. Game popularity is dictated by how much a character is utilized. I don't see many people here saying they see tons of Trickster.
Well, he isn't exactly a mid/high MMR killer, so people who play a lot won't see him much. There's really no way to know without official stats, but he definitely seems very popular.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2609510#Comment_2609510
Are they? Personally I don't see Trickster much. I don't see Yun Jin more than most of the other survivors either.
I've seen entire Instagram and Twitter accounts dedicated to Trickster. He's very popular. He's not the killer that I see the most but I definitely see him more than Oni, Slinger, Twins. Heck, nowadays I see more Tricksters than Nemesis or Pinhead.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2609325#Comment_2609325
- The hatch will now only appear when one survivor is left alive
- Survivors can open the hatch after it has been kicked shut by using a key
- Key interaction takes 2.5 seconds, and does not lose progress when interrupted
Yup, sounds like a survivor buff, doesn't it?
The key word is "only". Devs buff and nerf both sides. But reading seems hard to you, or you just prove my point of you being blind, considering you conveniently ignored the rest of the update.
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I've already seen what you described but the killer was Doctor. Not something Nurse related.
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I just imagine how new players must react to this change. "Man, I finally downed this survivor". BHVR as usual doing a great job for the new player experience.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2609311#Comment_2609311
That just shows the general killer main mentality at its finest. The devs only nerf survivors and buff killers with every update since 2016, and they are still complaining about "the game being survivor-sided".
Imagine being so blind. https://forum.deadbydaylight.com/en/kb/articles/298 I want you to read this and come tell with a straight face the devs "Only nerf survivors and buff killers".
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The killer doesn't get sucked into the totem while snuffing. If you remove collision while cleansing a totem the survivor would get stuck in place.
@Junylar said:
With every major update the game gets some new killer-sided mechanics (window blockers, less pallets on maps, weaker structures, bloodlust, regenerating hooks, unsaboable beartraps, middle vaults, removal of vacuums, BT nerf, SC nerf, 2 DS nerfs, get regression, the ability to close the hatch, EGC, faster killer animations for hooks, pickups, vaults and trap sets, DC punishments, weakening of every possible loop on every possible map, the list goes on forever), but yeah, the devs are definitely sided with survivors!
Was any of these changes bad?
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2609250#Comment_2609250
I completely disagree. Boon perks are fine. Working on gens is more important. I can't tell you how many times I've died because my teammates keep blessing totems instead of doing gens. We'll just have to agree to disagree on this.
That's more a lack of coordination and not knowing how to use the perk. Just like people with BT sometimes think it's a bypass to literally unhook in front of the killer, sometimes survivors with Boons will focus the entire match on them.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2609194#Comment_2609194
I haven't seen nearly as many in my games now. Most people seem to be going back to their META perks. I don't believe boon perks are OP (even more than one). They just take way too much time to set up and can be snuffed in like 1 second. It's best to just do gens.
That's your experience then. Mine is completely different, it's rare to see a game without at least two people using boons. "Most people seem to be going back to their META perks" Like you can't use boons with meta perks. As I said you only need two perk slots to cover half of the map, all the other 14 can be usual meta things.
They don't require that much set up time. Unless you're blessing a hex they take the same amount of time of cleansing.
The "1 second" is only the animation. You're not taking into account searching the boon, sometimes having to drop a chase, and also the pressure the killer may have lost with survivors healing in 8 seconds.
"It's best to just do gens". No, it's better to heal in 8 seconds and then do gens.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2608998#Comment_2608998
I'm talking about 24m (one boon). It's not a huge area. Of course more than one is going to create a bigger area.
Most teams I've played against/with since the update have at least two boons, sometimes even more. Considering only one is meaningless to the discussion because you can always set up more.