Labrac
Labrac
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- Labrac
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/303316/devs-you-broke-otzs-heart
for the record Otz tru3 and I are absolutely dropping DBD for Elden Ring. I doubt permanently though.
Same here, I'm at a point where DBD exists only to keep me entertained until Feb 25th. Hope I see you guys on the Lands Between.
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Sounds like you just got rekted by a Nurse.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2722706#Comment_2722706
Someone has already corrected me on that and we've moved on. That's was still too fast imo and he should've been nurse speed with that quickscope and next to no terror radius crap.
Didn't know Trickster and Slinger are as strong as Nurse. Clearly a very knowledgeable person about the game.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2721732#Comment_2721732
Rofl. Bull.
They'd either open the gates or leave, but given that 99ing itself carries NO RISK; Killers can't take advantage of it.
They 99, unhook their friend with BT (who has DS), and then lick the gate & it opens in 0.0000025 seconds, and they leave. 0 Risk, all reward.
How does that help the Killer? Oh, right; by getting his kill stolen in a 0 risk/all reward play made possible by 99ing gates.
It's not really 0 risk unless you're talking about a 4 man SWF who is super coordinated. But that's a problem with SWF and not with 99ing.
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99ing benefits the killer. Survivors 99 doors when they want to come back and try to get altruism saves, which you can always take advantage of as killer and try to squeeze more hooks and even extra kills.
If 99ing didn't exist, survivors would just immediately open the door and leave. You would get a kill, but no chance to snowball for more.
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I've already played against insanely good Nurses from console. The type that doesn't miss a single Blink and finishes the match at 5 gens. I'd say she's still the best one on console, but you'll probably need 10x the time a M&K player needs to get good at her.
Edit: Blight from my point of view is also almost the same on controller as well. You probably just want to stay away from the aiming killers (Huntress, Slinger, Trickster) because you can't flick with those.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2721580#Comment_2721580
There is a difference between your skill as a player determining the outcome of a match and forced mechanics and balance decisions to ensure you will lose no matter how good you are.
Basically this. I don't have a problem losing because the survivors actually outplayed me, but losing because maps are still the size of Africa or because survivors can heal in 4 seconds with COH feels dumb. The effort/reward ratio of survivor right now is dumb compared to killer.
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Just make it so the Hex only appears after two minutes into the game. There's no reason why killers should lose an entire perk slot after barely loading into the match.
The situation is so stupid now that there's no other reason to run any other Hex that isn't Ruin or Devour. I really wanted to test that Blood Favour buff that happened in Mikaela's patch, but after losing it without even getting value once FIVE matches in a row I just dumped it into the trash just like the other Hexes.
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Nope. Never understood the argument that it would encourage tunneling. If I want to tunnel someone I just need to keep tab of that single person hook states, but if I want to play "fair" and spread the hooks sometimes it's incredibly hard, especially when there's two or more of the same survivors.
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@Vampirox said:
as someone how plays both Survivor and Killer, I dont blame killers for camping and tunneling but when you bring Ruin/Undying and sometimes with Pop only to have your totems broken within 2min of the game and for that reason you start camping thats where my issue resides. That is half of the killers who are doing that recently.
Killers dont need to stack gen slow downs to have fun, I main spirit with Corrupt/Deadlock/Grim/thrilling as a build Corrupt being the real only slow down i still have fun and still 3-4k no ruin pop.
Corrupt + Deadlock is one of the strongest slowdowns combos and better than Ruin + Pop. Spirit is the 3rd best killer in the game...
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2719872#Comment_2719872
hmmmm not exactly.
Understanding the OP, the best way to play those "META" rounds would be to play both survivor and killer in the most toxic way possible. I MEAN FULL ON! That way they'd be able to at least see both sides of the coin and adjust accordingly. SWF group with coms vs killer, and another group vs killer with no coms and no familiarity of who they're playing with.
Devs clearly don't look at those things. They will see "unba bunga kill rate increase, killer nerf needed".
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@Grandpa_Crack_Pipe said:
How many times does someone Dead Hard a game?
In theory a single killer perk should have the same value of 4 survivor perks. Considering Dead Hard is basically basekit for survivors at this point, you see way more than 5 per game.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2719808#Comment_2719808
Any killer with 2 or more brain cells can do well with this killer. Perhaps killers with 0-1 are those who write here
Show me your high tier Billy gameplay please, because I find him hard as hell to do well with. Maybe I can learn a bit from you.
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I've been playing survivor a lot lately (like 10-15 games I day) because I broke my headset recently and people overstimate a lot how much tunneling and camping happens. Sure there's a lot of proxy camping, but I can't judge when maps are the size of Africa and it takes half a gen of time just for a no mobility to cross the map. Just either use DS or BT, depending which your playstyle is, and it's easily manageable.
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@CleanseThis said:
https://forum.deadbydaylight.com/en/discussion/comment/2719872#Comment_2719872
That's my point. The QoL for killer is constantly getting **** on that we should just play by THEIR rules until these things get nerfed. When they do i hope to see killers leave in mass until they realize what they've done with there constant appeasement to survivors.
I don't understand this mindset. If that ever happens the game will probably just die.
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Why should the killer lose points for slugging?
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Playing like that will just result in a killer nerf.
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I do agree with you. Playing like that will you way more fun games. I just find it funny how this is the only online game I know that playing to win is actually counter-productive.
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I never understood this "punishing for spamming the saw". Any survivor with more than two braincells knows how to counter a Billy who just revs at every opportunity. But maybe the nerf was based on the ones with 0 or 1.
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I hope she doesn't follow the trend of the latest licensed killers, because Nemesis and Pinhead were ZzZZzzZZ af and also underwhelming. Pinhead is only kind of decent with addons and Nemesis still gives 8 free extra health states for some reason.
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@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/2718548#Comment_2718548
It's just about the last hit, and I was pretty sure though that you can't tap attack when rushing or rather you can't do anything else than lunge, I always tap the attack button and never hold.
You probably pressed the button too early then.
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The first one was a Dead Hard, the second one was because you lunged instead of just hitting the attack button. Blight's hitbox when you lunge starts bigger but gets very thin during the lunge attack, you could have had her if you just had hit M1.
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Spirit.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2718119#Comment_2718119
Talking about reworks from 2020, I found Autohaven Wreckers rework positive too. Wretched Shop used to have pretty much an infinite with 2 windows on it's main building, and Blood Lodge was known as pallet town due to it's ridiculous number of pallets. They are still survivor-sided maps, but not nearly as bad as before.
They actually did those things before the rework, on a update in early 2020 that fixed a lot of maps. The graphical rework of Autohaven only added the breakable walls, the maps themselves stayed nearly the same.
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Crotus rework was terrible. They added back pallets they had removed before, the windows are still broken af and Chapel can literally spawn an infinite. Not even mentioning that graphically the older versions were better.
There was only a single rework that was positive: Ormond. Everything else either stayed the same or got worse. And even Ormond is still pretty survivor sided.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2716833#Comment_2716833
Thank you Captain Obvious.
You know, its been about 10 years since I took AP Statistics--I forgot how reliable data works.
Hey, do me a favor.
How about you throw your hat in the ring and offer up 10 games for science and post them here in the forum?
You know... instead of scrutinizing someone else for not wanting to collect an adequate amount of data on your behalf. Its crazy what a collective can do. Imagine if everyone in this thread shared a chart from 10 games, instead of playing armchair statistician with their turned-up nose and educated opinions.
Or don't. It's about as much as I'd expect from you.
First of all I know how to read. No need for the huge letters lmao.
I could do the games and post it here. Or I could say I did them and post some random 10 results. It would be as reliable as yours to draw conclusions about game balance.
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I disagree on info perks. BBQ is not a good tracking perk because most killers can't even utilize the aura reading well, and it's easy to counter. Discordance, Tinkerer and now Pain Resonance (it's a regression perk with a bit of tracking) are incredibly useful imo.
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I try to change builds often so I will tell my current favorite ones on the killers I win the most:
Nurse - Monitor and Abuse, Infectious Fright, Starstruck, Shadowborn
Blight - Monitor and Abuse, Infectious Fright, No Way Out, Shadowborn
Huntress - BBQ, No Way Out, Deadlock, Corrupt - unfortunately this is the only one I don't change, Huntress is my main and I'm at a point where I simply can't do jack ######### with other perks.
Spirit - Agitation, Starstruck, Undying, Devour Hope
Slinger - Monitor and Abuse, STBFL, Corrupt, Deadlock
Oni - Infectious Fright, Monitor and Abuse, Discordance, BBQ
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"Pimenta" means pepper in Portuguese. I had a good laugh reading "Hex: Pimento" lol
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Sure, but make it so it doesn't work on others to compensate.
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Do like me and stay with the mobility and ranged killers. I seldom play anyone that isn't Nurse, Blight, Huntress, Oni, Spirit and sometimes Slinger (with M&A) and Plague. Everyone else is just a snoozefest of holding W and sometimes circling around a safe pallet.
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I'd go for passive regression. Something like Ruin, Pain Resonance, Corrupt and Deadlock.
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@KayTwoAyy said:
@Munqaxus lays out the scientific method step-by-step to shed some light on a hot topic in the community. How on earth do any of you take yourself seriously whilst responding with nothing but anecdotal evidence?
Anyway, here are my own numbers--I added Trial Time in my stats as I figured it'd be pretty telling of what went down.
https://us.v-cdn.net/6030815/uploads/HKWYOMORFPI6/image.png
I just prestiged Bubba, so I didn't have all the perks I wanted. I definitely could have performed better with the right perks.
Takeaways:
- Monsterous Shrine does not work and/or is effectively useless. 4 of 6 survivors who tried to unhooked themselves in the basement succeeded, despite the fact that Monstrous Shrine is supposed to increase the difficulty of escape attempts by 15% (mathematically thats either a .6% or .006% debuff, depending on how its calculated). No luck offerings were burned. Survivors also still had 3 unhook attempts, even after waiting a few seconds to try escaping, despite the 9% increased penalty on escape fails.
- Insidious is unreliable on Bubba. I think it just comes with the turf, but only 1 out of 40 survivors fell into my Insidious trap. People weren't running Kindred, so I'm lead to believe people play it safe when they hear a chainsaw then no terror radius after first hook.
- People hand you free wins. I had a d/c very early in each of my first 2 games, then 3 survivors d/c'd in near unison after I camped first hook on Torment Creek. Multiple games I had survivors kill themself on first hook immediately.
- No Way Out hands you free kills. All of my 2ks and my 3k would have come up 1 kill short had I not run No Way Out. The exit gate delay bought me just enough time to watch the 2nd survivor die on hook then find a final survivor to chase.
- Camping is unsatisfying. Regardless of its viability, face-camping for 10 straight games is a dull affair. I don't recommend it.
Perks That Would Have Increased My Kill Count (Instead of monsterous Shrine, Insidious & Iron Maiden)
- Brutal Strength, Enduring & Spirit Fury Game 6 & 7 were my weakest performances, because both first chases were drawn out a little too long for camping to apply any real pressure.
- Corrupt Intervetion, Deadlock, & Scourge Hook: Pain Resonance Slowing the speed at which gens were able to be completed would have undoubtedly netted me an extra kill in game 4, 7, & 9.
- Agitation, Iron Grasp, & Starstruck Game 4 & 6 both saw survivors successfully unhooked in my face with BT, followed by effective hook bombing & body blocking. A survivor wiggled off my shoulder in trial 4 & 7 as well, due to misjudgement of the distance of basement.
In Conclusion,
At least 25% of survivors will give up and kill themself on hook or disconnect from the trial. Survivors take an average of 8m 54s to finish all 5 gens against a face-camping killer; therefore, you need to catch your first survivor within 2 minutes to secure a 2k. Camping is boring but it works.
Just a small tip for you: 10 games is not "scientific method". As a wannabe research irl it pains me reading this.
For a game with over 50k players daily only on Steam, 10 games is laughable as data. And as mentioned above you didn't even show the other variables, and there are some you can't even control like MMR. Your games.
Your comment and the OP's post is just as anecdotal evidence as anyone's else.
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Do you actually even play Bubba? Or are you going against absolute babies?
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He should have, at minimum, the same charge time as Bubba. There's no reason anymore for his to be longer.
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I find the male survivors' running animation weird, so I only play the garls: Kate, Cheryl, Yui and Yun-Jin.
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As everything in this game it depends. If the survivors do those corner gens that are 200km away from the killer, yeah it's not a problem. The problem is if the killer lets them get the middle gens, or break all the possible 3-4 gens.
I still think there should exist some early game slowdown mechanic though. Survivors shouldn't be able to complete a gen before the killer is even physically able to traverse the map.
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Mindgames were never that good to begin with. That's why M1 killers are the weakest in the game. It's just that we have so many killers who can just brute force loops now that there's no reason to keep doing those red glow mindgames.
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At least Sprint Burst users don't literally phase through my hatchets, blinks, rushes, demon dashes, shots, etc. I don't even know how people compare both because I'd say SB is only slightly more annoying on M1 killers or M2 killers with very limited range like Pyramid and Nemesis.
SB is way easier to deal with, especially when you consider 90% of the community doesn't know how to 99% a SB and just walk around everywhere trying to save it. And even those you can just bait it out and come back right after. And before some you try to say it: no, you can't bait a DH for distance.
So yeah, I'm still on for a DH nerf. Bring on the SB squads, at least I know this one takes skill to use well :)
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People have been doing this since I started playing the game (2017). Sorry but it's not fun anymore :/
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Never had a single fun game playing as or against her. I know it's a matter of taste but I don't really think she fits this game.
Also I really dislike killers like her and Pinhead who are solo stompers but mediocre against SWFs. It seems their design have in mind bullying people who decided to not play on voice comms and that's stupid.
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@Pulsar said:
I'd say yes.
Just as a sidenote, how many people here are recommending DBD to their friends?
I have a group of 4 friends (including me) at college and I conviced all of them to buy DBD. All of them quit for different reasons in less than a month...
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@Laluzi said:
The really obnoxious part of grab validation is when the game pauses for a second or two to go "huh, did this grab or did this swing? I just don't know!" while the survivor is still fleeing, and then finally decides "nah, not this time" and converts your grab into a swing after the survivor is nowhere near the vault anymore.
Enraging.
This is the reason I don't even play Ghostface anymore. Got tired of this happening.
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If anything he should have 60 again.
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@Grandpa_Crack_Pipe said:
To all survivors.
https://us.v-cdn.net/6030815/uploads/MTF8XFDG9N20/image.png
My name is not important.
This game is cursed, holy crap.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2713922#Comment_2713922
and you're talking like double lockers where theres an angle able to save from is more common than a pallet on the game. The only ones are long wall short walls on MacMillan and I think Coldwind
MacMillian + Coldiwnd are 10 out of 37 maps in the game, so more than 25% of all maps. Also I know for sure Dead Dawg has 3 spots for double locker angles.
Edit: Chapel has one as well.
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I want a Lovecraftian killer and something from Junji Ito. Some kind of Scifi Horror would be nice as well, like Xenomorph.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2713881#Comment_2713881
And you know that they don't just teleport to those lockers right? If they're screwing around doing this that means they haven't been working on gens.
You're talking like lockers are some type of scarce resource. On maps like MacMillian and Coldwind a lot of tiles spawn with double lockers, and main buildings usually have them as well. It's also not rare for gens to spawn next to those double lockers.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2713815#Comment_2713815
https://forum.deadbydaylight.com/en/discussion/comment/2713838#Comment_2713838
then you have 2 survivors messing around not doing gens, move on and go pressure the others, and if they're healthy grab them out. Worst case scenario you get out of there with an injure which depending on the location (most double locker spots are at Long wall short walls) could of resulted in nothing in the first place.
Not doing gens? You know they can just hop out of the locker the moment you go away, right?
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@Shroompy said:
I mean its usually pretty telegraphed when survivors try to do this, just go for the person whos about to go for the save.
What if there are two lockers next to each other and the other survivor is inside one as well?