Laluzi
Laluzi
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@Mandy said:
EGC is there purely to end the game, it's not meant to give killers kills. It's there to prevent instances of survivors hiding at the end of the match and preventing the match from ending - which is why killers can open the doors, to start the timer and force players to leave instead of an indefinite amount of time being added to the match for no reason.
That's why we say it's doing it's job well, because it's ending the game.
There's no problem with 99'ing doors - previously survivors would just open them up fully and make the same endgame plays, they can't do that now due to time, so 99'ing is the smartest option when you don't know where your team is, or if you're planning to make saves. It doesn't change the way the game was played at the end of the match - nor was it meant to.
Will you guys at least reexamine perks like No One Left Behind whose conditions hinge on the gates being open to fit the new idea that the endgame begins when the gens are done, not the gates? Because currently it's unusable and does not fit the model of how games are played out.
@cantelope said:
Egc only exists because survivors would literally do everything they can to extend the game once gens were done and would just outright refuse to leave.
This was particularly awful when you had a 1 perk killer going up against 4 people decked out in meta perks.
Its literally and entirely just to stop that. The only change I would think to give it is at XX minutes the killer can just open the door.
Agree about allowing killers to open the door after a set amount of time. It's a little riskier, but there's nothing stopping survivors from still doing this, and I've encountered it a few times both as survivor and as killer; they just 99 the last gens as their cutoff point and then bully until they're out of resources. It'd also help in situations where there's two survivors left and they're hardcore hiding.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2763519#Comment_2763519
Honestly, I think it's a good idea because it adds an interaction between killer and survivor that wasn't there before. And it adds a secondary objective for survivors. However, you have to realize, anything that adds a secondary objective for survivors has to somehow affect the Killer negatively or it won't be used. In this case, if the survivor plays the boon correctly, the survivors come out ahead. If the killer snuffs the totem efficiently, then the killer comes out ahead.
As an example, look at chests, another secondary objective, which is no longer used. Survivors don't get anything useful from chests that positively affect survivor game play. The time wasted opening a chest negates toolboxes, flashlights or practically worthless, keys are totally worthless and the time wasted opening a chest also negates medkits except in certain situations where they can't find a teammate to heal them. A 1 in 4 chance of getting something useful from a chest makes chests an absolutely worthless secondary objective.
I don't know, injured and isolated survivors used to open chests for medkits pretty regularly... before CoH obsoleted the need for medkits. The odds of finding a medkit are greater than 1/4, because brown items are the most common result and that'll 1/2 of the time be a medkit.
Being able to self-heal without an available teammate is massive. It doesn't just take out the raw time that's saved compared to healing normally, it takes having to locate a teammate out of the equation, and it allows for recovery in situations where nobody is available to heal you. Medkits are the most powerful item in the game for a reason. I do agree that keys now err on the side of too useless, but people hunting for keys was always a last-ditch effort anyway.
As for 'if the killer snuffs the boon efficiently' - your earlier clause of 'if the survivor plays the boon correctly' invalidates it. Yes, I can efficiently snuff a boon that a Mikaela herp derps next to an unfinished gen (though I may have to trade off snuffing for chasing the survivors off that gen, and the time spent snuffing allows them to safely reach another loop.) There is no efficiently snuffing a boon that's been placed in the corner of the map, by a pallet and gen deadzone, or on a catwalk or detour that isn't normally traversed. Virtually the only times you can snuff a boon and come out ahead timewise is if it's on your gen patrol route or close to a hook and you run by it while you are not currently chasing anyone. If it takes you more than (14/number of survivors alive in the match) seconds to remove a boon, you've lost time.
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@Ravenlord4711 said:
https://forum.deadbydaylight.com/en/discussion/comment/2763499#Comment_2763499
secondary objectives should delay survivors not allow survivors to undo the work of a killer with little or no downside.
This. "Secondary objective" doesn't include putting in a frontload of 14 seconds to then streamline the game and save way more time than that afterwards through sheer efficiency and self-sufficiency.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2763440#Comment_2763440
The really great thing? Even 'Tunneling the perk user' is not a real counter, because the Killer has almost no way to know WHO has the perk!
On top of that, all 4 could have the perk. So you tunnel 1, and the next Survivor lights up a totem.
Boons are OP, and CoH is still the most OP of OP. The devs did nothing to nerf it, and this whole change feels like slop thrown to Killers to shut them up while ensuring Survivors still have Boon: OP to use.
Yeah, you have to catch them in the act or make educated guesses. If a boon goes up and I find Adam on a gen ten seconds later, alone and with 30% progress, it wasn't him; if the first gen pops while I'm chasing the Adam and I see Elodie running away from the gen, she probably wasn't the booner either. If another boon goes up while I'm chasing Dwight - either there's several boon users on the team (in which case RIP, there is absolutely nothing you can do to keep on top of CoH) or it's the last guy. Either way, person #4 very likely has a boon. Also, always stereotype Mikaelas hard.
With the way the boon mechanic works, it almost feels like the only way to balance them is to have their effects be generally not worth running. I know that sounds terrible, and it is, but the problem is - when the effect is good and widely useful, there's almost nothing a killer can do to stop the boon effect from being in play most or all of the game, because it will reappear as soon as they leave the area or stop pressuring the survivor that has it, and snuffing it is a huge detour in the first place unless survivors place boons unintelligently. This is mostly CoH, but Shadowstep on an indoor map is brutal as well.
Until they look at the boon mechanic itself and make its counterplay more realistic or decisive, we're going to keep having problems with boon perks, and they'll either be garbage like Exponential or gamechangers like CoH.
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While I don't condone the insults or calls to fire him, I do understand why there's hate specifically directed towards him. He has an extremely dismissive attitude towards the community and the arguments they raise. You very often get the impression he's being condescending or rolling his eyes at player concerns.
Calling names helps nobody, but at the same time, it's not exactly a case of 'don't hate the messenger.'
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This really illustrates how the devs don't understand what makes CoH as good as it is. They didn't understand that it was going to be a gamechanger when they introduced it despite the feedback they got and they still don't get why it's as impactful as it is.
The nerf barely does anything. Yes, it's not as fast, but it's still very fast, extremely reliable, gives every survivor several extra perks at the cost of one of sixteen perk slots, and is uncounterable save for tunneling the perk user. It's still by and far the best healing perk in the game and changes how injuries fundamentally affect a survivor team.
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Please. The worst offender for this is pallet and window vaults, where I didn't lunge because my window of time to hit the survivor was very short. By the time the game decides that it wasn't a grab, but rather the swing I was trying to go for, the survivor is clear and my converted swing hits nothing.
When it comes to gens, I try to go for the lunge instead of the grab because the grab is more likely to screw me over. Have a failed grab translate directly to a lost health state, not a delayed swing that half the time equates to a whiff. Make exceptions if killer ping is too high, but currently grab validation isn't functioning properly.
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I don't see why the game itself can't track the speed players are moving at (which is data that already exists), cross-reference their perks/status effects if it exceeds the maximum expected speed, and toss up a red flag if something doesn't line up for a protracted period of time. Or one-time inspect whether a perk effect in play is actually coming from any player's perk (ie, 100% Up The Ante and Vigil when nobody in the match has either of these perks, or Blood Pact's speed boost when nobody has Blood Pact.)
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Sometimes your perks don't get use. Sad fact of the game. You're not going to use that CoH either if the killer is Plague, or a facecamping Bubba, or a tombstone Myers.
Boons are a new aspect of the game, but there's still old reasons to cleanse dull totems - Plaything, NOED, Clairvoyance, Inner Strength, Thrill of the Hunt. Your boons don't trump what everyone else is doing.
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@throwaway79465468797 said:
Your MMR is determined by how many games you win vs how many games you lose. MMR cannot interpret how much "skill" a player has by running the killer for 5 gens and ultimately dying for it.
Not only is that completely reckless for someone to do but it's also belligerent, demeaning and selfish. Now I also understand that Twitch is a performer's platform and some people feel they have to perform for their audience... but that doesnt change the outcome of your decisions.
In a nutshell they're saying maybe you should make better decisions because those are what win you more games. Instead of acting like a tool and expecting compensation for your lack of apathy.
What? You don't have a choice to run the killer for 5 gens. The killer is the one who determines that. If the killer decides they want you dead in particular, you don't have the ability to go "please, sir, can you chase someone else?" All you can do is run the best you're able.
Even if you're being a dick and tbagging/clicking to attempt to preserve aggro, it's entirely in the killer's power to go "this is a bad move, this person is wasting too much of my time" and break off. Most players who aren't bad, griefing, or unduly tilted will do this. But assuming trolling is stupid; I've seen plenty of people get chased for unreasonably long periods of time for no reason that I could discern. Or they got chased for half the game and facecamped for the rest because they got a flashlight save or a pallet stun.
If you can run the killer for five gens, you're good at the game. Full stop. Even if it's a newer killer (who are more likely to fall into the fallacy of never breaking chase), you're good at the game to be able to do that, and your MMR is clearly too low where it's at. Certainly you deserve an MMR increase more than your teammates do, as they had no chase interaction at all and may as well have been playing the tutorial - but they're the ones who are going to get out the gates, not you. This is an issue with survivor especially because it is so easy to die or escape solely because of your teammates' contributions (or lack thereof.)
Sure, MMR can't interpret how much skill you have - because it only looks at escapes and kills. If it looked at things like hooks, average chase times, and missed swings in addition to that, it'd have a better picture.
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I largely agree with this. CoH has some other problems (stacking the heal speed with medkits is bad), but the biggest issue the perk raises is that it fundamentally changes how injuries work. Survivors used to previously rely on their teammates to heal them, with the only exceptions being consumable items or perks that had some drawback or trigger condition attached. If you injured someone, they would waste time looking for someone to heal them, someone would spend time healing them, and you might run into them again before they healed up because they couldn't find another player to help. Now everyone just runs to a healing station and zips back up, so injuries essentially vanish as soon as you drop chase unless survivors choose to risk it and slam gens, or if you've hit the snowball point where there's no time to do much of anything between unhooks.
Taking it from 100% bonus to 75% bonus isn't going to change that survivors are still completely self-reliant as long as one CoH totem is on the map. I'm not even convinced that lowering it to 50% would take the hit and run playstyle out of its grave. It helps, but the problem is that healing takes way less group time and is way more accessible than it used to be. Self-care took 32 seconds for a reason - the double healing time is equivalent to the 16 seconds your teammate would spend healing you plus your 16 seconds standing there being healed. Meanwhile, if you put a boon in a location the killer can't easily reach or won't go by, a 14-second time investment can last most of the match and easily cover 5+ heals.
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I disagree with 'at all times' (see: killers smurfing or trolling by starting EGC as soon as the match starts), but I agree that killers should be able to open the gate even if all gens aren't done to end stalemate situations or hostage situations - mainly hackers, trolling SWFs, players stuck in glitched locations, and perma-stealthers.
But it would need to have an activation condition like "the hook counter has not increased in 10 minutes" or "the killer has not had a score event in 10 minutes" to make sure it can't be abused. And opening the gate is important - if it just started the endgame collapse, this would be much easier to abuse with builds centered around making the gates extremely hard to open and the game inescapable (such as Trapper/NWO/Remember Me/Blood Warden.)
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Playing killer on this map honestly feels like you're given a flowchart at the start.
"Do I have a perk or power that lets me hit over or quickly destroy pallets?"
Yes -> Jackpot
No -> "Are the survivors bad?"
Yes -> It'll be okay
No -> 0k
If you're playing someone like Pig or Ghostface, you can't do anything on this map until you've broken over half the pallets, and by then, most of the gens should be done. The pallets are everywhere, super safe, and they all have total visibility or are god pallets, so they're impossible to mindgame.
Bad players will chew through their resources super fast and you can usually hit the clear-out point before the gens are history (it won't matter that Meg is predropping pallets left and right if everyone else is slamming gens at peak efficiency, but anything less than that and you should be okay), but decent players can make each pallet last long enough that there's no way in hell you'll skate by on anything more than survivor altruism or overconfidence.
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@Advorsus said:
Remove pips. It's not needed in the current grade system. Just make it a simple bar that fills up based on how you did. Just like now but without the pips.
Played a match as Oni, great match. Hooked everyone at least once, killed 2 of them after hooking them 3 times each, didn't camp, broke a lot of pallets(I'm oni), popped gens cause I was using POP, and two escapes. This, should be, by all accounts according to Behavior, a very even match. And I agree, it was very evenly matched, well played on both sides and was actually pretty fun.
So why was I punished? 26k points earned, no pip. Barely even a safety pip. But they only go towards grades right? Which is time played. I'm playing the game, quite well in fact. It has the expected "win outcome", 2 kills and 2 escapes, and a very nice back and forth match in between. So why do I get no progress for that? I get more from camping and tunneling everyone out then playing a fair and even match and I'm not sure why.
I'm guessing you got a lot of use out of Oni's power and your Chaser emblem was trash because of it? That, or gens got done pretty fast - but if you got 8+ hooks, that's less likely.
The Emblem system is still a better indicator of killer performance than SBMM (survivor, eh, it rewards gens/unhooks too much and chases too little), but it's got plenty of problems. Instadowns are no bueno, Malicious is a fairer rewarder of hook actions than Devout is, it gets harder to pip up as your grade increases for no reason whatsoever, and you're punished on several levels for survivors disconnecting (unless they DC while on hook, in which case you get rewarded.)
There isn't really any reason to use pips anymore when grades are meant to count playtime.
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@BirdSpirit said:
https://forum.deadbydaylight.com/en/discussion/comment/2762204#Comment_2762204
yeah I should have clarified. She was just trying to get us all and the optimal thing to do was stand in the doorway and not move to block us lol
I just find it difficult to discern whether the killer is upstairs or downstairs. I chose to stay because I thought she was still upstairs but then that happened.
Yeah, it can be tricky. Especially on Gideon, where the killer can change floors very quickly. With the Game - with every map, really, but especially jndoor two-story maps, where 'close' might not actually mean close - you need to be watching your surroundings. Getting in the habit of swiveling your camera, or fixing it on the only entrance (or only likely entrance - ex, if you're on a gen and the edge of the map is 10m behind you, the killer is not going to sneak around you and attack you from behind, and you can ignore that side. The more game knowledge you have, the better guesses you can make on which parts of the map the killer isn't likely to visit versus where they might approach from), is a good habit to have, so you have better reaction time to anything that happens. The terror radius is useful information, but it's not the whole story. If the killer isn't accounted for and you hear a TR that's getting louder, you should be wary.
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@BirdSpirit said:
https://forum.deadbydaylight.com/en/discussion/comment/2762184#Comment_2762184
I actually wasn't aware the wall would open up. The gen is really close to the door so we never approached it. We didn't get out until David finally rushed her and used dead hard. Then she downed two of us after that.
It's just a really weird design tho. There's only one way into a room but no other way out. What is a survivor supposed to do normally when the killer walks into that room? There's one like that on Midwich too I think but at least there is a pallet and no gens spawn there.
Ah, that's the problem. The Plague wasn't trying to bodyblock to stall the game - she wanted to down you all, but couldn't reach any of you without the rest of you getting around her, so she was playing chicken.
Rooms with a gen and one entrance are meant to be risky. Really, one-entrance rooms are risky period. If you get caught in there, you're going to get hit. If it's an instadown killer or Plague, they're going to down you and you can't do anything about that. With the bathroom gen, I would suggest working on the side closest to the door and keeping an eye on the hallway; if you see someone approaching, bolt, unless you are very confident you can spin them. Killers more rarely come in through the top hole, and if they're not a stealth killer, it's going to be super obvious they're approaching you before they fall. Even if they are a stealth killer, you're going to hear them walking above you, just more subtly.
I don't think there's one on Midwich (even if the breakable walls are up, there's always windows between the classrooms - there is a dead end on the third story staircase, though), but they exist on Haddonfield and Badham, and also in Hawkins (RIP).
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If she trapped you all in the bathroom, you can actually escape by doing the gen. It'll open up the wall to your side.
Anyway, if she wanted to fully infect all of you and then down you, that's a legitimate play. If she was just trapping you all and you couldn't end the match (though technically you could; the more you know), that's reportable.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2762099#Comment_2762099
I think its more that the bots only work on the tutorial map and would require to much effort to program the other maps to make them work and recognise what they can and can't run into.
Just look at zombies on pale rose...
Also a valid point. Though I'm not sure the bots are perfect on the practice map, either. Trees and hills are where they consistently have trouble.
I just think that "we want to preserve the human element in DBD, and the bots could sometimes make things worse than having no player at all" was a dishonest answer and it's dodging the real reason they don't want to do it, which is that it would require a workload they don't want to allocate.
Meanwhile, when it comes to practice mode, I don't care if the bots are pants on head stupid - I expect them to be, and I would never expect them to be true prep for real players. I just want somewhere where I can practice blinks, figure out hatchet trajectories, or check out which objects are slippery and which collide in peace.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2761983#Comment_2761983
I agree that I want the ability for bot matches to try killer powers, but not replacing a DC with a bot.
Because of the exact reason he said. It's hard to get bots to do what they're actually supposed to do in a way that replicates humans. So they most likely scenario is you get a bot that gets instantly hooked and gives the killer access to perk abilities that you might not have had to deal with otherwise. Or, they do something else like trying to unhook you immediately in front of the killer, ending with you both going down and free pressure for the killer. It'd probably hurt more than help.
Overall, I don't agree with that. There's currently way too many things that get screwed over by disconnecting, and not just on the survivor side. Survivors ragequitting rob the killer of hook perks, emblems, and the ability to get certain challenges or achievements. This is very deliberately weaponized, alongside the much more obvious issue of "I don't have a teammate at 5 gens left because Feng didn't like that her CJ tech didn't work." Even if the bot is awful in chase, it's still an extra set of hands to do gens and heal. You can give the bots BT if hook farming is an issue. In the majority of situations, something is better than nothing.
It's a weak reason. I'm more convinced they won't add this because of the other reason they alluded to - the bots aren't programmed to react to killer powers, so they'll do stupid things like ignore zombies, window vault in front of Huntress, or sit tight with a RBT on their heads until they blow up, and they don't want to have to create and maintain 26+ subroutines for them.
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I'm less annoyed at the non-answers and more that I really strongly disagree with some of the actual answers given (bots can't replace DCs because we don't want to lose the feel of playing against real people, kills are a better indicator of performance than hooks and if you don't agree with how MMR works then git gud, a CoH nerf that doesn't address why the perk is broken.) There's some things like match replay or no visible thumbs up indicator that I understand their decision on even if it's not what I was hoping for, but some of the others seem vitally important and seriously missed the mark on why they reached that conclusion.
That said, I do get the aspect of being leery of giving the community too much information - we do take any hypotheses they float out as 100% features we're getting and riot when they don't happen. I did think it was funny (but sadly necessary) when they brought up a Twins rework and had to stress several times with a rolling header that this wasn't happening immediately.
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@fcb said:
https://forum.deadbydaylight.com/en/discussion/comment/2760989#Comment_2760989
we do baffling addon nerfs because at high MMR these killers are too powerful.
lol, thanks mr. dev.
there are a few top twin killers (3-5%?) that's why the rest 95-97% of twins players will suffer for it.
More than that, I think win rates for Twins are going to be more swayed by individual players because virtually nobody plays Twins. Today's data showed they were the least picked killer by a long shot. They're not weak, but their QoL is terrible and they're not top-tier either, so the math for 'is this killer worth getting good at' doesn't really check out. If you've got a few really good or efficient Twins devotees at the top, they're going to impact the data because so few people want to play Twins casually - as opposed to a killer like Huntress that everyone has and who feels clean to play, so she's used by both god Huntresses, average Huntresses, and newbie Huntresses in even measure.
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@Bigbawi said:
You guys must not play as killer too often, getting kills as The Trickster is too easy since he got buffed, a nerf is needed, it's pretty skilless.
If you're having an easy time killing survivors as Trickster and it's not taking any skill on your part - I hesitate to make sweeping generalizations like this, but you're likely at a lower MMR.
Outside of a few maps where there's very little shelter against his power (Ormond, Rotten Fields, Shelter Woods, Eyrie), competent survivors will stall him for ages. He has very evident counterplay, and the situations he excels at are ones that smart survivors will avoid at all costs. Yeah, he can mow down a Meg running in a straight line faster than any other killer can, but you're going to find a lot less Megs running in straight lines as you move up the ladder. Instead you're going to find survivors that immediately break LoS, run to high wall loops, crouch, or start hugging rounded structures.
Trickster is a noob stomper. Like Wraith and Doctor, he excels at destroying newer players because he capitalizes on an element that new players either overrely on or haven't learned how not to do yet. However, he fares relatively poorly outside of that bracket. Once he faces survivors that know how to utilize cover, he's worse off than other ranged and even semi-ranged killers, because when windows are slim and you can only briefly get a shot around a corner, he needs to land 6 hits where everyone else only needs one (with the exception of Nemesis, but Nemesis is a 115 and has no trouble getting close and punching someone if they're running around a tricky structure.)
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I fail to see how 8-hooking the survivor team at 5 gens and then deciding to mercy them because they're obviously babies, or looping the killer for 6 minutes and then dying to a facecamp while your teammates mill around scared, or getting 1 hook all game but copping 3 kills with NOED due to altruism, or playing well and then intentionally getting yourself killed in endgame collapse in order to get another teammate out the gate, show accurate renditions of skill with the kill/escape method.
Most of the cases where kills accurately reflect skill, the hook count/survival time/match time/things done in the match also follows up on that data. Yeah, if I kill everyone on first hook 1 minute and a half in, I clearly outskilled the other team, but you don't need to only look at 4 kills to know that. You can supplement that data with the speed of my chases. The amount of hooks I got versus the amount of time I spent chasing was super high. Meanwhile, let's say I have a game where 4 survivors escape and I got 6 hooks. If the game lasted 5 minutes, then I didn't really have enough time to catch survivors and my time-per-hook ratio's still looking pretty fair. If the game lasted 15 minutes, then I didn't perform well and I should lose more MMR than I would in the first scenario. Same as if I play survivor and die in three minutes after going down 10 seconds into each of my chases, versus if I die after having several 1-2 minute chases. Survivor in particular needs to look at match proficiency more closely because living or dying is so dependent on your teammates' performance, not just yours; it's very easy to end up in unwinnable situations through no fault of your own.
Meanwhile, I would argue that yes, the 3-hook 3-kill Bubba is much less skilled than the Nurse who gets 2 kills and 9 hooks. Partly because Bubba is way easier to play effectively than Nurse, but mainly because he's using a cheesy strategy that takes extremely little effort or know-how and the Nurse is essentially hard-moding herself by hooking evenly. Certainly the Nurse has won more chases (and avoided more potential saves, if applicable) than the Bubba has.
SBMM currently enforces that people should play cutthroat as hell (camp, tunnel, let your teammates die to save yourself), and that that's what equates to being good at the game. That's not a good thing for player enjoyment.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761457#Comment_2761457
Ever tried to make use of it in soloQ?
Yes? It's god-tier. I would honestly, unironically rate it better than Kindred for when it comes to improving the solo queue experience. You don't have teammates wasting time looking for someone to heal them up or running around injured being prime killer bait; they just go to your boon and heal up at the soonest possibility. It makes 3-man 3-gen situations winnable, it increases ability to recover from situations where the team is falling apart, it makes resetting super fast, it makes survivors braver in endgame, it dramatically increases team efficiency. Sure, it doesn't make stupid players not stupid, but I've had a fantastic time using CoH in solo queue.
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CoH has several problems.
-Double speed heals and medkit speed self-healing
-1 person's perk gives the entire team the equivalent of 2 bonus perks
-Killer does not have time to search for boon totems on top of everything else they need to do
-Totems can't be destroyed, only snuffed, so the perk can't be dealt with in any meaningful fashion other than tunneling the booner out
-Even when the killer knows where a boon is, the time to go and snuff it is often deleterious and costs a chase or a decisive chunk of a gen
-Applies in a very large radius through floors - several totems can cover essentially the whole map
-Healing speed bonus stacks with medkits for extremely fast heals, to the point where they can be used in chase
They addressed the first one by reducing it to 3/4 of the strength - which is still very, very powerful - and called it a day. CoH is still super problematic and while this helps, it's far from a fix to why the perk is so despised.
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The CoH nerf didn't even fix that it's the most powerful (and least costly) healing perk in the game. It's still going to be busted. I still can't think of any reason to run any other healing perk over 75% CoH.
I don't like NOED, but it's got like four distinct counters that all work fine. CoH's only reasonable counter is to tunnel the ######### out of the booner.
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You can't really farm and pip at iri grade; bronze Devout will kill it unless everything else is perfect. For the rest, just get your hooks and some additional hits to make sure Chaser fires. Maybe encourage them to not finish gens immediately by goofing off with a map prop or taking everyone on a pallet breaking adventure to make sure Gatekeeper hits iri as well.
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@IamFran said:
A Dead Hard rework is coming! (worse than the current for sure, as happened to Object of Obsession).
Good Q&A, just for that news.
Wait, when was that? I came in a little late, so if that was at the start, I might have missed it. If so, that's incredible news to hear.
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I've heard it's going to involve more than just reskinned generators, but I'm unclear what that will be. It's been different in past years - sometimes it's just gen reskins and bonus points, sometimes there's been gameplay elements. Always there's a few new skins and a couple of freebies.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/2760989#Comment_2760989
Did they actually give that as a reason for nerfing Nemesis, Clown, and Twins?! Have they ignored pretty much everyone that plays at high MMR?
They just brought up Twins. Nemesis and Clown weren't addressed (and for good reason, because I'd really like to know how they're monsters at high MMR.)
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Yeah, I really wasn't happy with the answer to that question. I can list off a ton of scenarios off the top of my head where kills/escapes are not an accurate indicator of skill within the match and hooks would show a far better lineup.
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@GoodBoyKaru said:
sick im not needed anymore
https://forum.deadbydaylight.com/en/discussion/comment/2760989#Comment_2760989
community: "stop cherrypicking the questions!"
devs: *picks the questions people upvote, despite the fact they already know the devs cant speak on them*
the community: "omg cherrypick the questions so you can answer them already"
I don't really agree with this. Several I knew would never be answered (obviously they can't give anti-cheat specifics), but a lot of the questions asked seemed pretty reasonable and got non-answers anyway. "Can we have a roadmap?" "Ehhhhh." "Are you going to focus on game health?" "Sort of. By the way, check out our next tome!" "Do you have any more updates on solo survivor changes or anti-facecamping measures?" "Soon (tm)."
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I'm a little baffled why have a Q&A at all if they can't or won't answer 80% of the questions asked. At the very least, pick the questions that can be answered?
So far, I've got "bots won't replace DCed players because we want this game to be humans-only", "coh will be nerfed (but not enough to stop it being broken)", "we do baffling addon nerfs because at high MMR these killers are too powerful," and "we don't plan on improving Myers at this time" as actual answers. Everything else has been a non-answer.
Edit: Whoops, forgot "No, match replays are never happening" was also a concrete answer.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2760959#Comment_2760959
It does make placing the boon and self-caring less efficient than just self-care. At least if you only self-care with the perk that one time and no one else uses it.
It still will be a problem as free infinite healing will always be a problem.
Sure, but that's if nobody else uses it. The killer rarely has the time to keep on top of boons, much less hunt them down, so that's rarely the case and generally relies on the survivor placing the boon in a stupid spot.
It's still way, way easier to activate its conditions than virtually every other healing perk that isn't self-care, and it's a perk for the entire team at the cost of one player's perk slot.
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So far, it kind of has been. There's a lot of 'we can't give information on that yet', 'we aren't thinking about that but we haven't ruled it out', and 'Soon (tm)' going on here. The only "no" I've heard was on bots replacing DCed players and I vehemently disagree with their reasoning on it (because yeah, a bot is worse than a human player, but it's still better than no teammate at all, and it doesn't punish killers either for losing out on hook perks or challenges.)
"Can we have a roadmap?" "We usually do that at the anniversary." So... no?
Year of the Tiger event looks neat, though.
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Huh. On the one hand, I don't mind it as an anti-camping measure, but on the other hand, I don't like it as a free pass for survivors to stack even more meta perks. And it just makes 'bodyblock the killer from attacking the unhooker' that much more of an issue.
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C.) That workout made Meg hungry. A snack is required and David is nowhere in sight. Maybe we can find a thank-you gift for that cute Feng and her healing backrubs - I'm pretty sure there's a stuffed teddy bear in the shop.
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Mr. Puddles, Santa Clown, Present Dwight, Top Hat Blight, Spirit's Crystalline Apparition, Minotaur Oni, and these outfit combos.
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@AngyKiller said:
Not really. Part of what takes the Killers from 'human' to 'Monster' is the lack of voice lines.
Sure; it works sometimes; having someone talking about how they love hurting you can make a human feel creepy. But speaking also implies the ability to talk with the Killer, to reason with them.
Whereas being silent implies you're not worth talking too, or perhaps that the Killer cannot speak at all, which means they cannot be reasoned with. They are a silent force of evil, unable to unwilling to talk to you.
Edit: Typos
This. There's a very small number of killers I'd be interested in getting voice lines for, and they're all licensed - mainly Freddy, and Pig or Ghostface to a much lesser degree. Having it everywhere would be too much of a good thing; 'unstoppable inhuman force' should be the baseline and every departure from that should feel distinct in its own way. You hit the nail on the head when you brought up that a killer speaking (in a language the survivors might understand) implies that you could speak back to them and they would respond, which is why I'm fine with chuckling or laughter but speaking is a different beast.
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The Blood Rush? Eyeballing my stats, I think 8m. Used a lot of cakes, but didn't play as excessively as I've done in the past.
Did a few prestiges - Pyramid Head, Doctor, Demo, Ghostie. Bought Blight and started perking up on him.
Also sunk more bloodpoints into getting infinite everything on Plague.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760696#Comment_2760696
Slugging creates a lot of pressure folks don't realize. Also. There's a chance of slugging the whole team out like in this match I had
I'm perfectly aware that slugging is incredibly good on Plague and that power burst killers (her, Oni, Myers) are practically made for it. I just prefer not to go out of my way to use it unless I'm losing and I need an edge. I also dislike winning matches where most/all survivors die on their first hook or at 4-5 gens - that isn't a fulfilling match to me.
You don't need to convince me; I play the way I do for my own reasons.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760637#Comment_2760637
No infectious ? Weird
I just don't like slugging much. I'd rather hook the survivor unless someone else is in plain sight or there's risk of a save.
Infectious is obviously great on her - so is Discordance.
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I think it's amazing that we're getting rifts for licensed characters. Bill was a ray of hope, yes, but Valve is really free with what they let people do with their stuff. Getting a SAW tome is wild. I've been psyched about this for months.
Can't wait to see what outfits we get, too.
@TAG said:
Alrighty, folks. I've never really properly tried to grind the Rift (the closest was to get 2/3) pieces of the Pink Elephant costum). Anyone got any tips on how to grind it as efficiently as possible to get whatever cosmetics are up for grabs?
Well, it's gotten easier as of a few Rifts ago - less of a requirement to tier up. Otherwise it's based on experience, so make sure to play at least a survivor and a killer match each day (for the 300xp bonus), and focus on the challenges.
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Lately I shook up my Plague build. Corrupt, BBQ, Plaything, Pain Resonance.
I'm finding Plaything is very good on her. Inherent slowdown of Plaything aside, survivors tend to scatter and hide as soon as they hear your TR when you have Corrupt Purge. Oblivious makes for some very easy catches.
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@MikaelaWantsYourBoon said:
There is tome challange for this. Your teammates needs to leave before you.
Let's not pretend that's the reason for gate tbagging parties.
If anything, I consistently have trouble doing that challenge because my teammates won't bleeping leave. They always want to butt dance the killer and it turns into a matter of who gets hit out first.
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That's not abuse, that's just diligence. They found and did all 5 totems.
That said, I've always supported concurrent abilities to snuff and break (so that killers running Plaything or NOED have the option to preserve the totem.)
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Billy on RCPD. Billy on any indoor is bad, but RCPD... just yikes.
Myers on Cowshed. Though any of the Cornwind maps are very unpleasant for him. Super bright, loops ahoy, can't stalk through corn.
Trapper on Eyrie. You know that part where he's supposed to sneakily camouflage his traps in the environment? Yeah...
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@Crowman said:
It exists, because BHVR likes to make a killer's kit be clunky just so they can say they did something about Artist using their power to camp.
This. Newer killers tend to have anti-camp mechanics baked in where older ones don't. Look at Twins; not being able to switch anywhere near a hooked survivor can be terrible at times. If there's somebody else nearby, you're SoL.
I'm used to moving away from the hook before setting up the customary gen check, but there's been a few times where I chased someone past a hook and my power blipped out while I was trying to use it.
Mainly I think it's a bit silly because you can still very effectively camp with Artist by setting up crows a short distance away and pointing them at the hook. Or just pointing them at the hook from wherever. It's not like she needs to be right there in that small radius.
It made more sense to prevent her from placing birds near hooks back when running into an idle bird caused a damage state.
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@ASurvkillivorer said:
does scourge PR impact Ruin?
It's additive to Ruin. Gens still regress but get the 15% immediate hit.

