Labrac
Labrac
About
- Username
- Labrac
- Joined
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Comments
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They should rework this addon into something else and buff his charge time. I still don't get why Hillbilly has a longer charge time than Bubba, Oni and Blight when his movement is way more restricted than those two. It should at least be 2 seconds, same as Bubba.
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Stand offs like that always happened even before the hatch changes. If the two survivors couldn't find a key they would probably stay hiding for a long time. Imo survivors should have crows if they stay without interacting with something (gens, healing, totems, chests) for a long period of time (like, at least 5 minutes).
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Playing like that will eventually put you against stronger and stronger squads.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2599663#Comment_2599663
That's the thing and that's the problem. It shouldn't be that and shouldn't get to that point. Where the game is so lopsided. You just stop caring
Agree with you 100%, but trying to compete as killer just became too stressful after SBMM. Survivor became a breeze to escape while killer feels like a war to get a 2k, trying to win stopped being fun. So it's better for me to just change my playstyle than waiting for the devs to do something.
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Lately I'm focusing on getting 4 BBQ stacks and the rest of the match consists of slugging and pure chasing. I stopped using gen perks at all, my build now is usually information + chase, and I made a deal with myself to stop caring about them at all. I just engage on chases and never drop them for anything, I don't care if survivors want to hold M1 and escape in 5 minutes. Having way more fun playing like that because I'm focusing on the most fun part of the game, and the best part is the quality of matches just get better with the MMR lowering.
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As a killer main I wish NOED got a rework to something else. It's just a perk that gives pity kills to killer players at this point. How many games all gens get done while the killer is still at his 3rd-5th hook and he still gets a 2k or even more because of NOED. Imo it gives devs a wrong view about the game's balance. Imagine how much that 53% kill rate on the latest stats would drop without NOED, considering it's the 3rd most popular killer perk?
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@Artick said:
Sure, let's keep focusing on the 3 maps they have not updated yet where the totem spots are still bad and ignore the fact that the majority of maps where reworked and have good spots, especially the indoor maps.
Totem spots on reworked maps are still the same. They still spawn next to generators, in the open and in the same spots everybody with more than 100 hours already knows. They didn't get better. If anything they got worse because maps like Yamaoka and MacMillian lost their dark grass, and that used to cover some totems.
I agree with you indoor maps have good spawns. Every map should be like that. Totems should be something the survivors have to actively look for, not something you can just see while you're goofing around looking for gens.
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I prefer the free shards they gave last year tbh. On that event they made some full sets cost 9000 so you could buy an entire one just with these shards, or even a full character if you want. I don't like playing Doctor neither Mikaela, and the BP gain is so insignificant that it's just better to use a BPS or a Pudding/Cake instead.
Ah, I also almost forgot about the pumpkins. You know how good they are just for the fact I barely remembered about them.
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That would be a huge buff. Instead of a 1 second dash you now also get a 2 second speed boost.
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Also I hate the difference in treatment. On the last Q&A stream the devs compared Boon perks to Scourge Hook perks, saying both are supposed to be new changes to the gameplay. The first Scourge Hook perk (Gift of Pain) is nice, but hardly game winning.
Now the first two Boon perks? "Take this Infinite Medkit, Lucky Break and Distortion, lmao, gg ez"
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Super unnecessary mechanic. They tried to "shake the gameplay" with them but whenever I hear three thunders in a succession at the first minute of the game I can't help but zzzzzzz.
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Also Legion. Let's be real people only play them to express their inner edgy teenager.
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I wouldn't call them "failures", but every 110% MS killer has something problematic in their design.
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You spelled Kate and Cheryl wrong.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2598177#Comment_2598177
Are you saying my Leatherface experience is not balanced? Shame on you Labrac James.
Of course Bubba is an exception. He is a true chad and doesn't follow the rules of the game.
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As a killer main I wish my fellow killer players would stop using NOED. It's just a statistic booster because of the pity kills it gives. I'm pretty sure this perk alone gives devs a wrong view about the game's balance. As people said above, you can guarantee a 2k just with facecamp + NOED kill at the end, and this according to MMR was a "balanced" match.
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I feel it's more related to the time you play on. If you're playing too late chances are MMR will probably tone down the criteria just so you don't get infinite queues. If I play at early night (18 to 22pm here) I get very competent teammates, any other time it's a mixed bag.
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I think it's pretty solid. Some maps like Mother's Dwelling you have a gen popping before you're even physically able to traverse the map. The problem is you need something to find survivors in early game with it, like Lethal Pursuer (goes away in 9 seconds) or Whispers (not the most reliable).
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I'd rather have cheaper chapters and expensive cosmetics than the other way around. I also buy original content with shards, so I never spent too much money on this game. The last content I bought was Hellraiser and RE, before that it was Silent Hill.
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Well, a lot of people have fear of clowns (including me), and we have one in the game. So it might happen.
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He's only kind of decent when you make builds focused on the most boring aspect of his power (the box) and his 1v1 power imo feels very unrewarding considering how hard it is.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2596587#Comment_2596587
Watch some streamers, its not that unrealistic.
I do. Most of them face one hacker, DC, wait 5 minutes, and continue their stream normally.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2596366#Comment_2596366
Except, that you could have an emergency and then a hacker, then a normal game, then another hacker. Suddenly, you would have spend 25 minutes waiting due to DC's.
Then you would need to wait at least 2 full days before you can DC again without waiting longer than 5 minutes, and that is assuming you dont encounter hackers in those games.
DC isnt the solution to needing to leave the game.
The situation you described is extremely unrealistic. It is the exception of the exception.
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You don't shake the meta by adding more BS on top of BS.
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DBD Battle Royale when
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2595191#Comment_2595191
So what if there is a hacker? Should they be penalized when they want to get out ASAP because they dont like playing with a hacker? What about simply needing to go because of emergency reasons, should they just stay AFK in a locker and wait for a killer to put them on a hook? Because they cant DC without gaining a DC penalty that increases over time. What if they forgot they pressed ready and were busy with something else that needed their attention(cooking, getting ready for a night out, etc) and noticed they were put into a game?
There needs to be a way out for players. The only thing that is missing, is killers having a way out. I also think Killers should be able to open the gates and start EGC if they dont want to play the game anymore, rather than having to wait untill survivors finish all gens. Sure, some killers might use that to derank in MMR, but they can do that by standing AFK anyway. As long as survivors are awarded the necessary amount of bloodpoints similar to those that killers recieve when a survivor suicides, it would be fine.
If you have an emergency or there's a hacker you can just DC. The first penalty is only 5 minutes for a reason.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2596103#Comment_2596103
Given that BHVR intentionally left off playrate from the last set of stats they gave us in the last Q&A, I'm going to assume that BHVR doesn't really care if people play certain killers or not. Just as long as the devs can look at the chart and see 50% kill rate across the board, I don't think they really care about making killer fun to play.
@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2596103#Comment_2596103
Good luck with that. Billy has been garbage for a long while since them nerfs. Don't even get me started on nurse. She's had bugs forever at this point.
Unfortunately you are probably true, I just look like a fool saying things like that sometimes.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2596114#Comment_2596114
I wouldn't. The fun of playing against Nurse is the fact that you can play around 2 blinks. She has 2 shots to get me, and if she ######### up, fatigue time. Gives me distance and more time, and it FEELS rewarding. It feels GOOD to escape a blink. With 3 blinks, the chance of that happening is SIGNIFICANTLY lower.
She catches up with the first blink. Second blink, she over or undershoots because I made distance/double backed/broke LOS and abused that. Usually, at that point, it feels good to temporarily escape that situation. But then, out comes the 3rd pocket blink! I get hit anyway.
EVEN if you wanna argue that the combo is slightly weaker than range and recharge or double recharge, this addon still shuts down counterplay that usually makes facing the best killer in the game still fun, even if she's extremely oppressive (and I really don't mind, as she usually only has 2 blinks).
If you wanna say that a Nurse misblinking but immediately recovering with double recharge is overall a lot harder to deal with than 3 blinks, that's fair, I don't know if I'd agree, but making the Nurse ######### up with 2 blinks and having a 3rd come out to completely patch her previous mistake feels completely awful to verse, and I think Nurse NOT feeling awful to verse is incredibly important considering the fact that she's also insanely strong.
This is something that felt terrible to face pre-rework and feels just as awful now, even if her recharge is longer.
Well I get your point, fair enough. It feels weird to play with 3 blinks after more than 2 years of her rework, so it must be weird to play against it too. My argument is just that it isn't a very strong addon, and it gets outshined by double range or range + recharge.
It's overall a boring addon because the Nurse will be walking way more due to the slooooow recharge. At least a double recharge Nurse is fun because she's blinking all the time.
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....Nemesis? Seriously?
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I haven't faced one yet, but as a Nurse main I must say people are overrating this addon. People seem to forget how the Blink Recharge mechanic hurts Nurse a lot, and 50% more of that is brutal. Even if you add Fragile Wheeze it's only -20%.
I'd take a 3 Blink Nurse over Range + Recharge or double Range everyday.
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Great discussion, I hope the devs give some love to Slinger soon. He didn't deserve to be gutted like that. As you said he was already a niche killer, and now will probably disappear because he lost what made him unique and fun.
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The only thing that hides Devour are grabs. It was actually fun to mori survivors doing silent Spirit.
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@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2595278#Comment_2595278
So why even have the option then?
For the situations nobody can come to save you or the game is almost lost (at least one teammate already dead). The game isn't lost if all 4 survivors are alive.
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@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2595191#Comment_2595191
So Survivors should be punished for using an in game mechanic that is actively promoted by the Developers and has perks built around it?
It is not "actively promoted" by the devs. In fact the in game tutorial tells you should only try to kobe if there's no more hope someone is coming to save you. Of course an exception would have to been made for Deliverance and Slippery Meat.
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@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2595171#Comment_2595171
What if you get rescued by people without BT and you dont have DS? Literally farmed off hook twice? Do you get punished for dying first?
You didn't understand what I said. I suggested people who suicide on first hook (aka try to kobe) while there are still other 3 survivors alive should be penalized.
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@Phasmamain said:
Yun jin’s skin is her normal style because they are on a tour in Brazil no?
Funny because people on Brazil don't dress like that at all.
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@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2595164#Comment_2595164
So if you're tunneled and camped until you're the first to die. Do you get punished the same?
You can't have been tunneled if you're still on your first hook, and if you're camped at least give your teammates the chance to finish the gens.
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It should have some kind of penalty when there are still other 3 survivors alive.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595047#Comment_2595047
Convinently ignoring the time spent on lockers, and the extra Streetwise perk.
You're shaving off 28 seconds of a gen with a green toolbox + charge addons. If you use Built to Last once (12 seconds), that's more 28 seconds saved. 28 + 28 - 12 = 44 seconds of gen time saved, that's huge value. You can even get the 66% again with more 12 seconds, but imo it's overkill at that point. Streetwise does help, but without it you still save more than 30 seconds using BTL twice.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595000#Comment_2595000
Oh I thought those stats were exclusively after SBMM. Then the kill rate could have dropped even more because they were already lower, imagine if they only took games after SBMM...
It included stats from July to September, so 2 months of ranking system and 1 month of SBMM. If the kill rate on the old system was still 68% (2020 stats tho), then it would have to drop a TON after SBMM to reach 53%.
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Not unplayable, but it has become unfairly hard for killer and easy for survivor since SBMM. Even solo queue which used to be a nightmare on the old system is now a breeze to play through and escape because I mostly get competent teammates, meanwhile killer feels like a war to get a 2k.
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@vacaman said:
Killers still have a killrate above 50% so expect even more nerfs until it's "balanced" to this number since it's this what seems to be their idea of balance. Last stats they posted it seemed that killrate went down by quite a bit but its still far from 50%.
Those last stats were very suspicious to me because they were sketched by both SBMM and the old ranking system. The matchmaking system we had before was very benifitial to killers, so kill rates at the time were sky rocketing. We know how essential it is for most killers to have at least one weak link on the survivor team, and SBMM kind of only pairs survivors around the same skill level, so it's a heavily survivor favored system.
They should have shown only the kill rates after SBMM. But considering they took more than a year to release new stats, it's already too late.
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Boons. If you want your hex consistently lasting more than 1 minute you have to run something like Undying or Thrill to protect it (and even then it can happen) and that's already half of the killer build gone.
Survivors only have to sacrifice 1/16 of their perks to get a massive effect, and they can be relit anytime. The downside being the time you waste blessing the totem, but survivors' time is overall less valuable than killers' time already.
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I'd say next chapter. They are still selling Mikaela's DLC.
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My only problem with this DH validation is that survivors with bad ping seem to get advantage out of it. Had a Mikaela today who always stood still for 2s before using her DH due to lag (she had above 150 ping) and I still got hit validated even though I predicted it. Like, how many seconds should I have to wait there?
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He has the dopest prestige in the game.
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I wish they didn't have such strong effects as they do now. We just had the new Scourge Hook type of perk and the first one has a good, but hardly game-changing effect. Why couldn't they test it with these effects instead of those two monsters we have now?
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I have started playing like this since MMR. I get my 4 BBQ stacks and the rest of the game usually consists of slugging people around, don't really care if they escape or not. Good thing it improves my match quality a ton because the MMR considers I'm doing badly lmao.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2592087#Comment_2592087
only if you had bad ping as a killer.
What about survivors with bad ping? Just had a Mikaela who was always standing still for 2 seconds before her Dead Hard animation played. I still got my hit refunded on her even though I waited the entire 1 second that Dead Hard lasts before hitting. How is it fair that I have to take her lagging around into account when chasing? She had 150ms ping btw, there are even worse out there.
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My goal nowadays is just getting my 4 BBQ stacks. Anything more than that is excellent already.