Laluzi
Laluzi
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It blows my mind how many random things they're breaking with this bizarre desire to make cypress moris mandatory.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3200675#Comment_3200675
Not even just downing them. Tunnel one survivor out, have 1 on first hook, down the last two survivors and game automatically ends. There's no way they could release this without basekit Unbreakable. That scenario above is like 3-4 hooks before game ends. Imagine how much more desirable slugging would become over hooking.
All this is telling me is that this entire new system was a terrible idea and vastly more exploitable than the existing lay of things.
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Seriously. There's so many major problems involved in the package they're handing us. In some ways they're trying to fight fire with explosives, and in other ways, it makes the game worse for no reason at all. Infinite unbreakable save SWFs, killers pushed to tunnel and then slug for an early 4k with the new finisher system, the systematic murder of Rancor, Devour Hope, and what's left of mori offerings - and for what? A basekit cypress mori? How revolutionary.
I would genuinely rather scrap this entire update than play with any of it. Every single part of what's on offer sounds horrible.
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This is going to make playing against aggressive SWFs a nightmare. Slugging was the only counter for groups of survivors gathering for a pallet/flashlight save, sabotage, oak and mass bodyblocking, stuff like Boil Over... hell, even DS baiting was countered by slugging. That's all dead now and I don't know what killers can reasonably be expected to do against aggressive strats now.
Especially when every survivor's going to be picking themselves up in 22 seconds now.
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I feel like this misses the point that above all else, the upcoming change strips Devour Hope of its style.
It's a nerf for the reason you stated, and there are totally situations where the extra time of hooking a survivor is going to see Devour cleansed when you could previously get a mori off, but it's not nearly as bad a nerf as Rancor is getting. But what it primarily does is make the perk less fun. The viscerally rewarding part of Devour Hope is gone.
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I'm unhappy because moris were a fun style aspect of the game and the proposed change absolutely murders them on all levels. No photobombing moris, no picking cool spots, less ability to mori people than before, mori offerings turned into trashy conditional BP offerings, Rancor gutted and Devour made boring for no reason whatsoever.
Free Unbreakable also empowers no-hooks-allowed SWFs, which were already painful to deal with. There were ways to fix stuff like slugging for the 4k and killers slugging everyone to death for no reason without going full nuclear on this.
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I'm so mad about this. There was no reason to suck the fun out of the mori perks. It serves no purpose at all.
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It's pretty freakout worthy considering that there are several killers whose power is predicated on slugging, and a powerful SWF strategy whose only counter is slugging.
The perk that let you do this once has been meta since its inception. Making it infinite forever is a bit... insane? There were less destructive ways to fix the endless slugging issue.
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@Ecstasy said:
I really hate how it robs any choice from devour too.
Like, I frequently decide NOT to mori when running devour if its been a blowout or someone DC"d early etc. where I just go for the hook points and let survivors get the unhoosks for the sake of the game.
I don't always want them to be sacrificed immediately. I'd ######### mori them if I needed them dead. Which was an option before, but now I'm given less choices for no literally no reason. Having a free mori at the end of the game doesn't preclude having one you earned earlier. ######### is with these changes?
I forgot about this, but it's true! I would do the same thing where if someone wasn't on death hook and I had a lot of leeway with the game (and I didn't dislike them), I'd hook them instead of mori-ing them. I won't be able to do that anymore - not that I plan on running Devour anymore if they're going to suck the fun out of it.
Just... in what world is instantly death hooking a survivor more desirable than mori-ing them outright? Who thought this was a healthy and fun decision?
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I'm extremely unhappy about this. I can understand the anti-slugging parts of the update, even if I strongly disagree with the implementation, but this destroys so much about moris (picking cool spots, survivor interactions, mori piles) for no reason whatsoever. Devour looks much less fun and Rancor is going to be gutted, and there was no actual reason for any of this to happen.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3199084#Comment_3199084
Why we are posting about streamer who had hacker issue? What is point of this post? If everyone starts to share their games with hackers, forum will be full with them.
Do we really want that? Because i don't. If you have hacker, report them.
I dunno. While I normally have little interest in people who post about their matches, I think that kind of exposure would actually be healthy for the community. BHVR seems pretty content to keep the cheater issue under the rug and unaddressed. If people spammed their cheater experiences en masse, it might force them to take notice. I know it's not as simple as 'improve the anticheat', but there are a number of measures they can implement that they have opted not to and pressure might change their priorities (a better report system, more staff handling moderation, built-in safeguards that end the match or allow free DCs if something wrong is detected.)
It'd be better than endless Nurse or camping/tunneling threads, anyway.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3199112#Comment_3199112
DS is impossible to exploit, since you cannot force the killer to pick someone up.
This. People always complained about survivors using DS aggressively, but in practice, like... I'd get surprised by DS once for every ten survivors who ran out in my face, I smacked them, and then I left them on the ground because it was obvious to me they were baiting DS. True aggressive DS ceased to be a problem when they introduced conspicuous actions.
DS is currently too weak. I wouldn't just bump it up to 5s again - I'd either get rid of the skill check or I'd make it operate on both hooks. I do very much like OTR, but it only works if the killer isn't camping the hook and can't smack you as soon as you get off. And OTR is incompatible with Dead Hard, so a lot of players would prefer to use DS on principle.
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He has to actually hit you with his power first, so is it really rewarding the killer for failing?
I think it's a little questionable in regards to tunneling, and something could be done to keep Wesker from getting a sure down 30s off a hook, but in the case where the killer tags you and you loop for another minute before becoming hindered... you're not meant to evade the killer forever. You got a really long chase in as it was. I don't see an issue.
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Yeah, it's really annoying. Got snapped up by the locker next to Thompson House's upper floor window vault yesterday. And Lery's lockers absolutely love to get me killed.
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@Regulus47 said:
Hot take but I think many of these streamers just make it an ego battle. Like, nothing's stopping you from just disconnecting. It's a 5 minute penalty, isn't that better than sitting in the match for 2 hours coping and seething at a hacker who probably isn't even watching the stream?
Not supporting hackers of course but I don't think it's as bad as they're making it out to be.
It might be an ego thing for some, but you figure that with the frequency they get targeted, they'd end up hitting the several hour penalties fairly quickly. Something really does need to be done in their case.
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@My_Aespa said:
I think the problem is, these streamers that also cheat are also the game's biggest money spenders, so why would the devs even think about banning them? I feel like they would definitely turn a blind eye to cheaters who buy almost every cosmetic the game comes out with. This is just an assumption, not saying it's the real reason.
Cheaters don't buy cosmetics? They cheat them in. BHVR's definitely getting money on burner accounts (when they're not from the Epic Games Store fiasco), but they're not cosmetic whales.
Unless you're mixing up the major streamers (who do not cheat, but are getting swarmed by cheaters) and the cheater streamers (who don't care what happens and are just in it for as long as the attention train chugs along.)
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Except the cheaters are a problem that affect far more than just streamers. You don't see them much in low MMR, but they're everywhere in high, and with the subtle cheaters, you can't even tell the difference without examining the game under a microscope. The current cheater wave has been going on for over a year at this point and shows no signs of stopping. Between endless burner accounts (hi, Epic Games Store) and a sluggish and defunct report system, cheaters are completely unafraid of repercussions. Some have streamed themselves cheating and still gone without action for months on end.
What unreasonable demands are being made here? I don't agree with SpookyLoops asking for no DC penalty, but asking DBD get their stuff together and actually protect its users from being trapped in game, or to get a functioning report system that actually reacts to clear offenses, are extremely valid asks. And I thought everyone was overreacting when they disabled the DC penalty for Fog Whisperers, because yeah, these people were getting targeted way more than anyone else was.
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The worst and most unfun experience this game has? Have you even played solo survivor?
Yeah, orange glyph is a bit annoying, but it's only as detrimental to your gameplay as... any number of survivor challenges. People only notice orange glyphs because most killer challenges just tell them to play the game normally.
Meanwhile, I'd hardly call a 30% increased stun as unfun as dealing with a double locker squad, or getting facecamped by Bubba, or bled out for no especial reason, or getting trapped in the game by a cheater. The game has much, much worse to offer. I'd suggest bringing Enduring or a killer that generally ignores pallets, like Huntress or Nurse.
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Pentimento? Huh. Whenever I see Ruin, I figure it's someone who hasn't gotten around to updating their build.
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Because we're horny, or because we're irredeemable compulsive teabaggers?
You know what, nevermind, forget it. The answer is yes.
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Exactly what I was thinking. It was fun for the first day and then just exhausting. Please don't reprise this part of the community event. Everything else is great, but the part where every game was on the same 5-6 maps was miserable.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3196823#Comment_3196823
No. Just how they behave afterwards. Tbagging, clicking, hitting on hook, body blocking a hook. None of that is a big deal. But if your reaction after game is anything but "GGs <3" and moving on. You have a lot of growing up to do. If you feel the need to berate someone or say anything negative to them. It's just a game.
I can understand not having an issue with any of that, but you don't think intentionally bleeding someone out for the full 4 minutes is toxic (if there wasn't anything preventing them from being hooked?) Refusing to complete the last gen for 20 minutes because you want to dunk on a killer you and your team clearly outskill and you're not going to leave until you're out of resources? Facecamping and tunneling someone because they have a pride charm?
I feel like saying nothing anyone can do in a game is toxic misses some serious ######### moves that you can't brush away as lighthearted ribbing. What the OP described wasn't toxic (that's just ensuring a 4k), but there's plenty of stuff within the rules that serves no purpose except to grief.
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Every once in a while I play with a TTV who's a crazy Steve main. Last I checked, he was at P83. It's pretty rare that the killer the game first queues us with is the killer we eventually play with.
I personally don't dodge survivors unless it's P100s and I'm afraid of cheaters, but as a survivor, I dodge P0 default survivor teammates like crazy. If you haven't even unlocked Dead Hard or Borrowed Time yet, I don't trust you to be a good teammate.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3196346#Comment_3196346
Will it really have that kind of limitation?
Was that in a dev release somewhere and I missed it?
That would be a really stupid limitation, moris already became rare after the ebony change, a change with those kinds of limitations would make them nonexistent. Which would really suck.
I remember they announced it either on the forums or during the anniversary stream. I was very unhappy about the news after being fairly hyped for a mori change that was supposedly going to be earned during the match, or so hearsay said. But I'm pretty positive that this is indeed what they stated was going to happen - basically everyone gets a basekit yellow mori and that's it.
I've been stockpiling ebony moris ever since they said that, though the recent thing where they switched off all the old map offerings has me thinking I won't be able to use them. ☹️
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3196246#Comment_3196246
I’m just curious, what’s wrong with moris?
So much better than watching the entity drag you into the sky for the 100th time.
Best mori ever was on Hawkins, animation fell behind some barrels and all you could see was my feet and the Hag’s arms flailing over the top of the barrels. She then emerged from behind to swallow the liver on camera.
It was framed like a movie scene by pure chance and I wish I’d been recording at the time. So good.
Oh, I love moris. What I don't like is that moris are going to be limited to the last survivor now, and they're going to occur in a set location. I'm really going to miss survivor photobombs, awkward flashlight/pallet saves on moris, and putting survivors in weird places to get stuff like Pinhead roasting an Elodie over a fire barrel, Demo eating Steve on the table in Mother's Dwelling, or just observing a pile of dead Claudettes in triumph.
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I'm hoping it's bots. I'm not looking forward to the mori change at all - and a way to practice killer controls without humiliating myself in pubs would be fantastic :P
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3196015#Comment_3196015
People are people. Some do it because they can and that's it. I think this is minority (even if not negligible percent). Some do it because they have a bad day. But some do it, because they play 5th game in a row with same result.
Or you just have enough of one killer that can hit you before he even appears on your screen (same as invisible nemesis M2), dodging him is at most educated guess and more about him ######### up instead of you playing correctly (so no real outplaying him) and him being able to repeat it again within 5seconds upon miss + very usable instadown perks...
I'm inclined to disagree about it being the minority simply because I play like a saint and I still get first down ragequits all the time. I play off-meta killers, I use weird builds, I usually don't bring any addons, I never use map offerings, I don't camp, I actively avoid tunneling unless I'm losing. I still get a survivor quitting about once every two or three games. Yesterday I watched a streamer do it and his reason in the match replay was that a teammate got in his way during a chase (which did not even result in him getting hit), and he didn't think anyone was doing generators (which was false.)
Same experience as a survivor, really. My teammates will kill themselves on first down even if the killer is a non-tunneling addonless Myers on the Game (and no, that is not a hypothetical.) People get pissed that Ghostface successfully stalked them or the killer has Lightborn and they pull the plug. All the time.
Ragequitting ruins the game for all other players, especially the survivors, and it's gotten far too prevalent. I'm sympathetic when it comes to stuff like Starstruck range Nurse or 4x slowdown Legion, but it's gotten way too normalized and people need to be discouraged from it for the sake of everyone else being able to play the game. Likewise, players that currently hate (insert large list of things about the game) should be taking a break from DBD, not attempting to cherrypick acceptable games out of public lobbies.
...Also, we're complaining about Nemesis's M2? Really? It's so thin and you can't even drag it like you used to. If you're getting hit by it and you're not animation locked, you genuinely got outplayed. It is extremely easy to juke. This sounds more like a latency issue than anything else... but the thing is, you're either talking about ragequitting because you're sick of Nemesis, or ragequitting because you thought a hit was BS, and you shouldn't be doing either of these things. In fact, I would solidly place both of those in the 'ragequitting because they can' category - poor emotional control or just a desire to search for a more enjoyable match. Neither is a valid reason to screw over your teammates and both are reasons why I want BHVR to take active measures in stopping my teammates from treating DBD like a singleplayer game.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/347355/reworking-dying-on-purpose-in-struggle-phase
After all the "nurse is ok" threads you fight to force players play out that match.
When they start to DC instead, you will also want more punishments.
And when there won't be any more survivors, you would call for more incentives or something...
Well killer is easy mode now with easy camp/tunnel (today killers were particularly juicy with these tactics. Also a lot of nurses again). This is the result. Get used to it. It will only get worse as new killer buffs arrive
You'd have a point if people didn't kill themselves out of games for every ding dang reason under the sun. As it is, saying people kill themselves on hooks because killers play scummy and oppressive is like people saying killers camp and tunnel because games go too fast and survivors have too much pressure. It's technically true but also extremely dishonest because ha ha, no, removing the cause isn't going to change the witnessed behavior one bit. They'll do it until the game punishes them for it and they won't stop a second before then.
They need to do something about people effectively being able to DC for free. You're not supposed to ragequit just because you don't like something in the game.
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Scratchmarks too. It's one of the reasons I hate daytime maps so much, but Coldwind is by far the worst offender.
I remember them acknowledging this when the revamp first dropped (because the feedback was overwhelming), but nothing ever came of it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3188660#Comment_3188660
https://forum.deadbydaylight.com/en/discussion/comment/3188701#Comment_3188701
I have over 1k hours in the game and only just prestiged Meg and Claudette this week. I only leveled them to 40 for their perks and never bothered to to put anymore BP on them because I don't play them enough. I do sometimes play them for a daily. Decided to bite the bullet and P3 everyone. But you do you. If you want to "lobby shop" it's your prerogative.
Oh, sure, there's exceptions. I remember once getting a P0 Dwight and a P0 Jake and thinking 'this match is gonna suck', only for them to be on-point gamers who knew exactly what they were supposed to be doing at all times.
It's just that eighty percent of the time, that P0 Blendette is exactly what she looks like, and when I'm riding a 6-game death steak, I don't feel like taking the gamble on her. I imagine it's the same reason people dodge P100s; there's a chance it's not a cheater, but people don't want to take the risk.
I do think it would be healthier for the game to remove the option to shop and only show prestiges in endgame. What I'm saying is that the behavior I'm exhibiting is exactly why it never should have been a feature.
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It's more situational than No Way Out or even NOED, because it relies on having either a well-defended hook or a solid snowball underway once the gates pop to really get decent value. But it's got its uses, especially on certain killers. For instance - on Plague, it prevents everyone from cleansing after gens, and that can be lethal.
Is it good enough to run without other endgame perks? I'd say no. But in an endgame build, it counters 99ing and prevents wars of attrition (in a way that always favors the killer), so it definitely serves a purpose.
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@DanhPhan7749 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186902#Comment_3186902
You need to get through a few levels just to get a character that you don't really know you love to play it or not
The fact that you can get it for free automatically means that asking for a refund is kind of missing the mark. Personally, I think the way they let you obtain most DLC for free is already generous enough.
I'd suggest doing the research first so you have a better idea what characters might be for you and which ones might not appeal. Read their wiki, watch some gameplay videos, listen when people say something feels clunky. For instance, I saved Twins and Deathslinger for last because I knew they didn't fit my playstyle, but I thought Pyramid Head would be a lot easier to play than he is.
You'll end up with them all anyway, if you stick with the game.
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3193663#Comment_3193663
Well it wouldn't have the loud jumps scare effect that hags traps have but this perk is very plausible and it's just a thought so things could change
Deafness causes its own sound effect, though. It's hard to describe. It's like a thud followed by a hollow sound.
Mostly I think a perk like this would be used for bully purposes more than anything else. It's an aggressive perk that complements other aggressive perks and playstyles, and I'm not a fan of that because with the way the game is set up, aggressive play is almost exclusively the wheelhouse of SWFs (as solos are very disadvantaged at it.) Stuff like this ends up elevating SWF without doing much of anything for solo, which is the last thing game balance needs right now.
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Yeah, some people are absurd. I've had people lambaste me in chat or even sandbag me in game for using shack pallet. It's like... my guy, I got some rounds in before I threw it and I stunned the killer with it. What more do you want from it? If you're just gonna worship it, the god pallet doesn't do you any good.
I think what it boils down is this. Every player has a different metric for when it's okay to take a health state and when it's not, and generally, as people get better at the game, that criteria becomes more exacting. (Like most players start out scared of everything and wanting to heal as soon as they get injured, but eventually people will become more comfortable with the idea of staying injured, or taking a health state to protect someone else, or committing to finish a gen, or using themselves as bait... etc.) Fast forward to god pallets, where some people have it fixed in their minds that it's better for a player to go down than use shack pallet before X gens have been done, because shack pallet will singlehandedly clutch the game at 1 gen left even if shack might be nowhere near the action anymore. Or whatever.
On the one hand, I do understand the broad point - stakes are higher in the lategame and saving resources is crucial. But at the same time, me ending up in basement at 4 gens left because I didn't use shack pallet could kill the team just as dead as not having it later on. Mostly, trying to micromanage solo queue teammates is a fool's errand. It's a dynamic game with unique players and it's pointless to get mad at people for not living up to super exacting standards. As long as your teammates aren't super incompetent or directly getting you killed, you need to roll with what they're doing instead of fighting them to prove a point.
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That sounds so unbelievably annoying. Combine it with a Game offering or one of those decked out flashlights and just, yuck.
It sounds plausible, but I can't say I'm eager for something like that to enter the game. Especially if it's going to earscrew me every time it goes off.
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How instant is instant? If it was literally instant, they cheated. If it was a few seconds, it's possible they were hiding near you and keyed open the hatch. If it was more like 10 seconds, they could have done something like Wake Up + Sole Survivor while waiting at the gate.
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There's no schedule. It migrates depending on which queue currently needs more players.
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Literally just Anonymous Mode, dude.
Names differentiate who survivors are when there are multiple people playing the same character, especially with similar/identical outfits. They also can allow as many friendly interactions to happen as unfriendly ones - survivor names asking for help with challenges, stuff like MoriMeDaddyMyers or TrickstersWife or IBoopYourSnoot. Heck, when Wesker dropped, I named myself Budget Wesker and went around as a cosplayed Felix, and a couple of them nodded at me or played with me because my name made them realize the joke. I do not want to have my name forcibly hidden from the killer for this reason.
The only possible reason you could have a point here is if you're being targeted for identity reasons and your name is part of that. And in that case, just go anonymous. I am pretty sure the patch notes said they kept the console option to hide your name even if it's not the full TTV-proof version. If you're a TTV, this is a risk you signed up for and I don't know how difficult that can possibly be to understand. It's like turning all the lights on in your house, throwing the curtains open, and then getting mad at the neighbors for looking. And if there's something politically charged or potentially inflammatory in your name, that's your own fault.
It's not fair to go "I want all the benefits of advertising my stream to other players without getting any of the drawbacks of advertising my stream to other players!"
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Please. Then she'd be able to use Whispers effectively again and her stealth might actually be good for something other than a one-off spook at the start of the game or Amanda's Letter.
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What timeline are you playing DBD in that Sadako condemnation slugging is a major problem and not something you encounter once every few months, and Wesker is an A-tier killer? I wouldn't mind taking a visit. Mine is full of Nurses, Blights, and camping Bubbas.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3193244#Comment_3193244
If you're camping and tunneling, you're not playing optimally in the first place, y'know? I'm just saying Pig has the potential to be one of the most toxic killers in the game because of the way her traps allow her to just tunnel you out of the game with zero counterplay besides "don't go down ever". Once you get that trap on your head, if the Pig decides she wants to throw the match to tunnel you out of the game and ensure you die, she can do it effortlessly by just following you. She doesnt ever even have to down you again to do it.
Except if you're tunneling someone out of the game, you are playing optimally. Not optimal fun, but optimal chance of victory. It's why tunneling is so prevalent. It's effective and efficient.
However, that's not the main purpose Pig traps serve. Their job is to take a survivor out of the game for a while so you can focus on other players without gens flying.
Pig tunneling you to death with a trap on isn't that much different from Pig tunneling you to death period. Any killer can do it. Pig's not even the most effective because her chasing kit is pretty terrible and time in chase pauses the trap anyway - she'll waste the match hounding one person, when a Blight or a Nurse could speedrun killing you and move onto the next victim with days to spare.
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Same. Paid track gets auric cells; why not fill in some of the copious free space on the free track with shards? It looks pretty sad when you have 7 slots on one page and only one or two of those slots contain anything at all.
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I don't even think this is specifically a Doctor issue (and if it is, maybe they shouldn't have made Nurse's tome what it was, lol.) I've noticed flavor text has been disappearing everywhere lately. Off the top of my head, Decisive Strike, Spine Chill, Freddy's perks - they've all lost their blurbs. I'd really like to see this stuff put back. I enjoyed the quotes and hints of lore with past survivors from the Lost Tapes.
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That's just turning Pain Resonance into a worse Overcharge.
IMO, PR isn't the meta regression perk that needs a nerf right now - Eruption is. PR is only dangerous if your teammates keep going down one after another next to a scourge hook, and if that's the case, you have bigger problems than your gen getting nuked. And PR/DMS is telegraphed and can easily be avoided.
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Nah, we don't need rebuilt god pallets. Any Means Necessary is fair enough in its current state - either the killer destroys pallets instantly, which risks their current chase, or the pallet may come back. I wouldn't want to see a lose-lose situation where the killer destroys the pallet and the pallet comes back anyway - this would be most painful at high-level gameplay, which is already pretty damn painful.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3191643#Comment_3191643
We probably wouldn't, For there to be no incentives it needs to be a 4:1 ratio of players, atm you can have 3x the amount of survivor players and the bonus will still be for them. Like ideally with 50k players only 10k would play killer for the best matchmaking. The community is much more evenly split than that.
I should have worded it more clearly; that's what I meant.
Killer queue times used to be instant more often than not. Whenever that happened, it meant that the ratio was less than the 20:80 the game needs to function and we would have had killer incentives.
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God, same issue though. I play killer, the first dipstick to go down pulls the plug on me, and I just can't do it anymore. Not with so much firsthand "aw #########, here we go again" from the other side. That Zarina who just stops mid-chase when Nea DCs and stares up at the sky? Yeah. I feel her. I feel her every single time.
You hear me, ragequitters? I will farm with everyone left out of spite, don't you dare think I won't. They'll get so many goddamn bloodpoints I hope you choke on them.
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Septic Touch just wasn't a good idea for a perk. It's Fearmonger for heals, but Fearmonger's niche is long-term blindness (gens take a long time and are the main survivor objective, so people doing gens can't see what's going on) and preventing Sprint Burst or other exhaustion perks from activating on survivors that are chased off of gens. Septic Touch accomplishes neither of these (heals are fairly short and rarely take place near the killer anyway.) Personally I don't think removing the TR limitation is enough, because ultimately neither blindness nor exhaustion are going to matter when you're off doing something tucked away from the action.
What if Septic Touch applied Hindered for 30s after completing a heal? (Or Hindered for 30s or until the survivor gets hit again, whichever is shorter?) The theme of the perk is decay, and this could be decently good... especially if it applied for both the healer and healee.
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While it's a bit annoying, I find Wesker isn't really in a position to take massive advantage of Starstruck - not in the same way Nurse is. His mobility isn't as great as people think it is and you're usually pretty safe in the 30-40m range as long as he doesn't beeline straight to you after the hook.
Exposed on everyone doesn't mean anything unless you can M1 one of those guys within 30 seconds. Personally I think Coulro is a stronger example of a TR synergy perk on him. Maybe if you combined Starstruck with IF...
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Got the hatch.