LapisInfernalis
LapisInfernalis
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@Seanzu said:
So survivors shouldn't be allowed map offerings for niche builds that rarely show up. but it's completely ok for killers to do that so they can run their niche builds on a map that makes it incredibly strong and often quite obnoxious to play against?
I know personally of a lot of people that hate mirrors myers honestly.
Let me guess: They don't use Spine Chill?
Any stealth based build becomes ez to counter with that perk. I use it constantly since 2.5 years and it's a lot more than the "I'm a Blendette perk". It helps vs Tinkerer, Surveillance, the Spirit, moonwalking etc.
And positioning is very important VS a mirror Myers (even with SC) since you'll need time to react. Listening to his Darth Vader breathing, looking around constantly (aka "rubbing a hole in your desk with your mouse") and not sitting at places where you can't see ######### are a good start. Playing MM is a good way to understand where he can ambush you and where he can't. I never understood the problem with Mirror Myers. Even back then, when Spine Chill etc did not work at all in EWI.
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This is very unfortunate, but it could have been worse. It could have been Red Forest, Ormond or Coldwind.
I think there should be map offerings (exactly for some map dependent builds like Mirror Myers, Impossible Skillchecks Doc etc) but I think they should narrow it down to remove the cluttering of the bloodweb (f.e. licensed map vs original map or indoor vs outdoor). Or give you map tokens and a shop where you can buy the map offerings you want (as Survivor I don't need 20 The Game offerings, on Doc or Myers I would love these...).
It is true that offerings of the map that wasn't used or a Sacrificial Ward that had no map offerings to counter, I should be refunded like Shroud offerings.
Edit: I forgot to mention that the offerings should be refunded if not being used.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/2516131#Comment_2516131
Do you think grades are not indicators at all? The way I see it, when a player gets more emblem and pips, much like before the grade system, that still shows their skill level. If they reached the iridescent grade within a week of grade reset, doesn't it show that they play well? We still get rewarded emblems like rank system, so even if we reset back to 20, still red grades are red ranks. This current system only cuts back the depip squads, doesn't effect much normal players.
So I believe I can still say, "WHY AM I GET MATCHED WITH RED PLAYERS WHEN CLEARLY I AM NOT."
No it just tells you they know how the system works and how often they play. One of my team hit Iri1 after one week and they are a fairly ney player. They only played the game a lot like I did when I was new. I'm on Silver 1 right now (and couldn't play the last week because I was on holiday) or Bronze 3 on killer with 4k hrs.
Grades say nothing about your skill
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2516111#Comment_2516111
Old Freddy also wasn’t going to be able to hurt you for at least a few seconds while you got glimpses of him. Spirit just pops up on top of you ready to attack.
Is that really comparable here?
It is a similar mechanic. That was all I was saying. Newer and mediocre players were complaining that they "couldn't see where Freddy came from" even with the directional Lullaby. Something I could never understand, even when I was new.
We don't know how obvious the dust will be. If it's subtle (and with all the grass on some maps) I am totally fine with the directional phase as well. But if it's very obvious, than dust will be enough.
I would be satisfied with her footsteps being well audible, but with sounds constantly broken.... that is not a good idea.
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@IlliterateGenocide said:
theres no "games" spirit had all the information survivors had 0 unless they ran spinechill.
One of the reasons why I started using this perk 2.5 years ago (when the Prayer Beads made Spirit to have no phasing sound). And even with Spine Chill it was a guessing game.
@Libervita said:
Seriously, this is the only advantage of The Spirit's ability. Just like a survivor, she has to guess the position and engage in psychological games. You completely eliminate the advantage of the resentful spirit, and there is no compensation.
The strength of The Spirit depends on the accessories. What you should change is the strength of the accessories, not the basic abilities.
Why the official staff never go to experience the shortcomings of being a killer.
I think they might overdo it with both directional sound and dust. I would be for dust because it needs some skill of the survivor as well and skill from the spirit to walk over grass where you can't see it so well. Similar to old Freddy, where he would move the grass.
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@whereismykebab said:
All the adjustments seem great.
Especially Hex: Blood Favor and Hex: The Third Seal activating with special attacks.
Would you consider giving Surge a similar treatment, pretty please?
I can finally put 3rd Seal on my Legion again! I loved to use that when they came out
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@Dino7281 said:
I agree Judith's Tombstone is fine. There is counter-play to it, just go into locker, slow vault something, work on gen in front of him and he will get just normal grab instead of mori. We can't lose burger king Myers.
Tombstone Piece is kinda broken and might get nerfed tho.
Nerfing Tombstone Piece is fine. I used it mostly for key users in the past.
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I would prefer dust instead of the directional phasing. Old Freddy had similar (he only moved grass) and you had a non-directional Lullaby. That was OK, although BHVR thought it was to difficult for newer players.
Dust would be fine.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2478095#Comment_2478095
Can you really blame them for that? if there's a risk that they could face some form of backlash or fund themselves getting canceled they have to protect themselves
That's the problem with Cancel Culture. You can't say anything anymore because someone might be "offended" (sometimes they just do it to be cool and get attention and some might even get money for it). I think the best is to ignore these and concentrate on the real problems. Bug fixing and optimisation for example.
And bad press? They already get backlash from how buggy their game is and that the lines are missing in the first place.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2505067#Comment_2505067
They consider it a leak which is banned .
Edit
I'm not sure how to quote a message I got from a mod but 5his is the relevant portion:
"Please avoid discussing leaks/suspected leaks or datamined information on our platforms, thank you."
Another edit https://forum.deadbydaylight.com/en/discussion/87004/forum-rules#latest that's the rules portion just search the word leak it will take you right to it
Done. Now u can sleep well.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2504028#Comment_2504028
Well you just got this thread deleted. Unless you edit your post on time it's against the rules for us to discuss the actually system in place for sbmm.
Edit your post quick dude or this will join one of dozens of vanishing threads
Where have you read that they forbade us talking about it? With link pls.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2503752#Comment_2503752
If you play more serious than relaxed you play against survivors who play more serious than relaxed.
Play more relaxed and you will play more relaxed opponents if the system is working. Its not supposed to match serious killers against less than serious survivors. That's basically the stated purpose of the whole system what we're you expecting?
If I play relaxed, I get nothing but tbags at the exit. No thanks.
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Edit: removed the video.
At least that is what I think causes my sweaty killer matches: I usually don't do the unfun stuff like tunneling without necessity. Therefore the matches take longer but often enough I get 4k in the end. For the MMR that's probably a high count.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2503585#Comment_2503585
Playing "normally" is a luxury in this game, not that there is a universal normal way to play dbd. While I'm not entirely for perk lock outs I have had my share of SWF bully squads in the past. I don't really care now, I if I feel like I'm about to get a SWF and I don't feel up to dealing with the headache I just dodge lobby and re-queue.
Honestly, I don't feel we need to change survivor very much at all perk wise. The problem is killers are just down bad as our perks are starting to get more and more situational and powers are just overall in need of buffs to reflect the reality of the game. When was the last time we got like a strong killer? Blight?
I agree, but don't forget Twins and their slugging power.
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Same. Lv 4 Tome VII
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@Masterninja said:
Decent job in the complete review. Of course like the 50% of your changes need to be more or to be less to be actually balanced, like some tweaks, you know?, but there are okay.
"Perfect buffs" on: lightweight, streetwise, distorsion (not the rework), counterforce, dying light, surveillance, furtive chase, dragon grip, hex: blood favour and coup de grace.
If you want, you can check my list of survivor perks, also you missed a few perks that are on my list and you can see ideas for the ones you couldn't change like red herring. I hope you liked them and keep the good work. :)
Thank you! This was more of a brain storm anyway (and it was the middle of the night lol). Therefore I didn't expect it to be perfect.
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That would be very boring.
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@TragicSolitude said:
I prefer it this way because it finally doesn't make the fans on my PS4 sound like jet engines. The fog was super unnecessary.
It'd be nice if they gave the option to have fog or not have fog on non-essential screens, but BHVR is really bad at giving players options.
I never knew it made problems for consoles. Until recently I had an older PC which was struggling with this game as well, but my fans were very quiet so I never noticed.
I personally don't like it, because it looks so cheap. Like a simple gradient someone did on paint. Having options to toggle effects like these would be nice,like you said. Let's just hope they do it.... before 3 years pass.
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@Purgatorian said:
I don't know why but I prefer it this way. They should have made it a pinboard in the killer shack, pinning the offerings to it.
Somehow I like that, although I would like an actual fire where they are dropped by the Entity*s claws and burn to ash one after the other
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@TheBraveandBold said:
https://us.v-cdn.net/6030815/uploads/HE7GX54GAGW1/0a5ac291f8dfead6ad6d6222cd71ca18.png
I've been wondering for quite some time on why this game would take FOREVER to update despite the patches being only a few hundred megabytes in size. Now I know that the entire game re-installs itself while updating. Why is this like that? I've had no issues with other games because they've never had to do this.
I can't tell for sure, but I know that Path of Exile and SW:TOR sort the files anew to conter errors and to tidy up the data files. These games also need ages to update even if it is just 500Mb. This could be the same here.
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And here I thought it would be about the Hoarder+longer duration addons combo.....
Now I'm disappointed :(
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Here is my share:
Lobby:
Tally screen of the same match:
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@ReverseVelocity said:
I personally think chains should still be able to spawn while you're solving the box. You see the box's aura for the entire time it's spawned. If you neglect the box long enough for a chain hunt to start, making the box harder to solve should be part of the punishment, as it gives it more of a sense of urgency. Besides, it doesn't make it impossible to solve, just a quite bit more time consuming.
The problem is, that in the 3-5 times you try to solve the box, the killer can walk to you, chase you and trigger the chain hunt when downing you. Or the timing is messed up, because you couldn't solve it while he was occupied and now he came.
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@jeadpool said:
https://forum.deadbydaylight.com/en/discussion/comment/2489516#Comment_2489516
Oh definitely, I'd totally be down with taking falling damage for survivors. Either insta down or one health state for short fall. I just think carrying someone should be dropped when it's a story down.
You still don't understand that it makes a hell out of The Game or Haddonfield? Hooks are NOT placed to run down stairs. Sometimes you HAVE to fall down while carrying someone.
Just imagine the main building on Crotus Prenn Asylum (or any other 2 story main structure like Ormond, Ironworks, Thompson House etc.) with your mechanic: you would create a totally safe zone for Survivors where they could never be hooked because the way down is too damn long without using gravity! Killers would be required to use both Iron Grasp and Agitation. Would you like that? More basement hooks?
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@jeadpool said:
I play both sides. I just think it's easy to be a mouth breather and a killer because it takes less skill. I'm fine with single knocks and everything else. Just make people pay attention to location would be a better skill for killers.
If Survivors go down when falling anything over 6ft I am fine with that.
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That would make The Game or Haddonfield even more a pain in the ass that these maps already are.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2488850#Comment_2488850
Yeah it's just straight boring and BHVR doesnt care to rework the bad killers or perks to give us more variety
They would need to implement a system that evaluates the strength of perks/items and include that in the mmr
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@NekoTorvic said:
https://forum.deadbydaylight.com/en/discussion/comment/2488400#Comment_2488400
The subtle ones are the worst thing. During the last MMR test I had a survivor insta finish a gen from 70% to 100% without any toolbox or perks, and the only reason I know it happened is because Tinkerer activated, which means if I didn't have Tinkerer, I would have just thought that the survivor did gens as usual. (a third of my games were against hackers, because prior to that test i had only lost like 5 or so matches as Blight in the past 6 months, so yeah high MMR)
There is no way to differentiate between subtle hackers and good players at high MMR, which is just one of the reasons why having high MMR is just bullshit.
This game is not ready for MMR because of its ######### balancing, and hackers just exacerbate it.
Or those subtle hackers whose MS is 103%. You don't notice, but they can loop you longer, especially if you are only 110%.
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@Tekno_Badger said:
MMR is a joke, yet another time BHVR reminds us they don't give a ######### about veteran players. The higher MMR levels just consist of the sweatiest perks, items, addons, characters, and map offerings. It's not any fun at all, and it's not skill based either. BHVR, you're just driving your veteran players away.
The hackers and cheaters dont help either, they'll all end up there.
This is really bad. I noticed the sweatyness as well. At least I seem lucky when I play soloq. With 4k hrs i am a veteran, but I never really liked all the meta ######### too much. And thankfully my more supportive playstyle (although I CAN loop quite well) puts me to high-midrange and not high MMR for some reason. But once I play with some friends who like to loop a bit more than me, it's just one tunneler/camper affter the other.
Same goes for killer.
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True. Even worse than Oni's wraaaaahw, when he came out.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/2484716#Comment_2484716
I think changes could be made that do not effect killers who are not engaging in this kind of gameplay. I think BT should be survivor base kit, not a perk. For killers who don't tunnel they would never even see this, because BT wears off now in like 3 steps. I think that there should never be all survivors slugged. I think if there 3 slugged and the 4th goes down the oldest slug pops back up to injured state. I think if there is 2 dead and 1 slug and the last guy goes down, slug pops up to injured state. This "I'm gonna slug everyone in this match and leisurely hook them, or let them bleed out" should not ever be a thing. Camping, penalize a killer for being within a radius of the hook after x amount of time, with a speed slowdown, there is not as much incentive to stand there and camp if when they do get offhooked the killer is running at half-speed and everyone gets away. I will say this effect should lose effect after EGC starts (or last gen pops) because that would be to far pro-survivor if the killer was trying to secure a last kill and then had to run to the exit gate like he was in mud.
What you propose expects that Survivors are fair players in nature. That they won't abuse ANYTHING. Do you really think giving BT to everyone would fix the problem? No. Because Survivors will use this "Come out of jail card" to farm off hooks more than ever and the person with BT will bodyblock. This happens already with the only difference there aren't 4 BTs everytime. Oh... and killers won't care. They will camp or tunnel anyways.
Same goes for your anti slug idea. You will have Survivors who get downed on purpose so the first one slugged can get back up and still be able to use Unbreakable after. Killers will still slug. And also slug for the 4k. You just create more tools for the Survivors to be #########.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2488681#Comment_2488681
sure it may come in clutch once every 30 games but is that worth it. i dont think so. ive only had once clutch escape with it and the rest was just a waste.
I don't use it, because if I do, I'll die right before the last gen is finished (same reason why I don't use Deliverance, Unbreakable or BT).
But somehow I am an unlucky person and I get adrenaline plays when I play killer.
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What the hell......
I knew the anti cheat had a serious problem but this? Ufff.
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@IlliterateGenocide said:
i agree, i think its actually the worst exhaustion perk other than mabye adrenaline (adrenaline is a super niche perk that only has one use and the majority of the time you dont even get to use it)
But Adrenaline can come in clutch quite hard.
You slug 2 people, chasing the 3rd when the 4th finishes the Gen and the 2 slugged are on their feet anain and the one you chased healed.
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You know that these "ranks" are not used for Matchmaking anymore? You see a shadow of the person's rank from before the update. After the 13th it will just show how often you play
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@Eareland said:
https://forum.deadbydaylight.com/en/discussion/comment/2487625#Comment_2487625
Best builds? Like what? Killers still use meta perks, before, and after SBMM.
Yes, but I encountered them not as often. And just because someone uses a meta build it doesn't mean that they are good. I recently encountered a full 2nd chance perk build survivor who was average at best, but they managed to make out of a 5min (they were super altruistic, what I used against them) into a 10min match.
@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2487656#Comment_2487656
They didn't use top tier builds that often. You don't have to act like an entitled survivor main you know.
Now it's like 1 game over 2 with top tier add-ons and perks. Before it was more like 1/4.
Exactly. Of course some killers had (and still have) a higher chance of having such a build (Blight) but in general it was about 1/4.
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@feruis said:
https://forum.deadbydaylight.com/en/discussion/comment/2487581#Comment_2487581
I just don't see how much more they can screw him up
Hmmm they could...
No I won't give them any ideas!
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Haddonfield seems quite ok for the chains though, since you can't dodge them so easily.
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@feruis said:
Perfect time to buff Myers.
When I look at other add-on passes/Reworks..... it doesn't look good for our Stalky Boi. I can understand them nerfing the Tombstone Piece, but I see them buffing irrelevant stuff and gutting him in other places (especially the tombstone and perma EWIII)
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@Dr_Loomis said:
Pumpkins on the gens and hooks.
Tool boxes, medkits and flashlights with ghosts on them.
And that's about it, I expect.
don't forget the log-in rewards so you can buy your halloween cosmetics instead of earning them.
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What I noticed:
1. The 1. match with a killer that I rarely play (Demo, Trapper, Billy) are insanely difficult. I (as Iri VI) got placed with other former red ranks in these matches. The next match with these killers was OK and much more doable. So SBMM seems to be working here.
2. Matches average on 2k on my more often played Killers (Myers, Pig). There is hardly an odd one out. It's mostly 2ks. (I can't tell for my main Freddy yet since his pallets are bugged and I wait for them to fix it)
3. Even for the "balanced" 2k there is a lot of sweat involved. Both Myers and Pig are on the weaker side of killers. My normal off meta builds (which worked very well before) are struggling hard. I am considering putting a bunch of slow downs on again.... Which I don't like at all.
4. The SBMM does not consider items, perks or add-ons. An average survivor is carried by all the 2nd Chance perks and an insane medkit/key to a higher MMR, now imagine a high skilled survivor using these...... Same for killer with the classic combo (Undying, Ruin, Tinkerer, X) and the strongest add-ons.
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@Nomadd said:
In my opinion, BHVR should change the point system and grant something like 'distraction' points when you're being camped. Because well, you are 'distracting' the killer so 3 other people can leave, right?
Other thing is to remove soft cap of 8k per category. For example: survivor A 'never' sees the killer, does 4 gens, so give him much more points for that, survivor B gets chased for the entire game and can never even touch a gen, give him more points. And so on and so on. Of course keep the hard cap, total points you can get per match - if right now you can get 8k per category, remove the cap and allow someone to get for example 20k in one category, and of course in others you'd only be able to get 4k. Get 32k in one category and 0k in others. And so on and so on.
That, of course, doesn't resolve the 'problem' of camping and tunneling, but at least doesn't make you feel that you cannot play the game and gives you some 'purpose'.
But as for camping and tunneling itself, as someone who plays 99% of the time as a survivor, I'll say this - it's absolutely fine, IF it's really a tactical decision. If it's done for the sole purpose of ruining someone's fun, then... yeah, you kind of have room temperature IQ. In Celsius. Or for youtube video titled 'salty survivors get salty as I face camp them'. I only mention that, because recently I've had few situations where I (or teammate) got camped by a streamer (I won't say who ;)) and he was like 'ooooh, we'll see how salty they'll get after this'... To me that's really mentality of a ######### 10yo.
But if that's just normal, tactical decision... sorry to the author, but that is a tactic still. Might be cheap, but it's a tactic. Also like if someone can't get a kill without it, then why he shouldn't do it? Objective is to kill survivor(s), so... Yeah it's unfun, yeah it's frustrating, but well, in most cases killer is doing it because he's struggling, so you can comfort yourself with that thought, you gave him so much hell, that he has to camp you, he got scared and he camps to secure at least this one kill. And if it's one of those napkin IQ people... just move on, some people play games just to ruin others fun, even if they don't win, progress, but they get off if they make you mad so just don't give that to them.
I am totally for a removal of the soft lock of 8k BP per category. And do that for emblems as well.
And concerning these toxic killers who just do it for fun at the expense of others: you can't reason with these anyways.
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@White_Owl said:
Shouldn't there be a system that recognizes voluntary DCs from unvoluntaries? That is extremely annoying.
1. I think that if the game crashes and you are able to report it, you should not get any timeout.
2. All other scenarios have to be punished because else some people abuse it.
3. If you got a 15min ban, you DCed at least once recently. I am playing this game very often and frequently and the highest ban I ever got was 5min when the game bugged or my connection was bad for some reason.
Just don't rage quit and you should be fine.
Oh, BTW, the increasing ban time is for notoric DCers who just do it because something did not work how they wanted.
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@LinkToReality said:
I'm a killer main and I often sacrifice games I could have easily 4k'd because I'm so done with the salt I get from the survivors at the end, many going so far as to ######### talk me on my Steam profile. To make it less likely I get insulted at the end I avoid hitting people I know was just rescued, even though they're making it real easy to do so, baiting BT and DS.
In the end though what's being said here is that these tactics work, meaning they're not crap tactics just tactics the survivors have to learn to play around.
Slugging is always brought up in these posts. Slugging sorta require several survivors to be in a small space, so maybe spread out a bit more. Go for quick pick ups when the killer goes away or wait for them to hook and then rescue. If you consider it slugging if the killer doesn't instantly pick up the downed survivor and instead knows there are or looks for nearby survivors first and injure or down them too, then you're delusional.
As for camping. If the Killer camps punish him yourself by doing gens and get good, spread out, last three gens.
Tunneling can't really be countered unless the tunneled person is a really good runner. But again, if you do gens while the Killer tunnels then they're still being punished for not spreading the pressure.
Technically all of what you say is true but as someone who plays both soloq and swf on higher level, I know that sometimes Survivors get overconfident (swf) or are just uncoordinated (soloq). Then stuff like all are at one place happens.
It IS frustrating to be slugged at the beginning/camped/tunneled, but sometimes you just do it since you don't want to turn your brain off either.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2485275#Comment_2485275
The fact they removed it from the mori too makes it pretty clear its a legal issue. If they just removed the "I CAME" lines, it would make a bit more sense. But since they removed the voice all together, the publishers probably said "This is why we can't have nice things, remove all of it."
That would at least explain the silence from the Devs on that matter. We can just hope they will fix the issue and bring them back.
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@TacitusKilgore said:
I Don't think they have much a choice. It seems very likely that its a legal issue, likely to do with the publishers not liking the "HE CAME" meme.
Yeah thanks to some children with dirty minds.
But why did they also remove the voice lines from the Mori then?
It doesn't make any sense.
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I had OK MM so far. I noticed a difference between solo and different swf so far. Some of my friends have a more aggressive and some more a passive playstyle than me. The more aggressive ones seem to have quite a similar rating as myself whereas my more passive friend seems to have lower rating. Matches with them have more old green ranks as teammates or opponents (I am Iri II right now)
So I think it kinda works.
If I may ask what is your playstyle?
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2482541#Comment_2482541
I think DH is usually the more annoying perk than SB on a single survivor but I'd prefer going against 4 DH than 4 SB if that makes sense
For me that depends on the Killer. If I play Myers I'd rather have anything else than sprint burst. They are gone before you can stalk (the reason why I use mind breaker on him lol).
On many other killers (especially ranged ones) I'd prefer anything over Dead Hard.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2483960#Comment_2483960
I understand it's supposed to be not THAT oppressive, but If im landing my power in some of these situations and it doesn't grant me any benefit what's so ever, even right next to a pallet,or window why bother using it? You gain no distance using Pinhead's ability
It's even worse if you land a sneaky hit across floors or some distance. Why are there even range add-ons in his kit?
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2480295#Comment_2480295
Half the time i believe they don't know what they are talking about because they don't play the game to capture actual useful data on real players.
Pinhead's power is trash, i've done his power and hook someone, doesn't matter if they are at max chain hunt or whatever, they still have enough time to break free from all 3 chains and then pallet stun you and be on their way. It's ridiculous
Yeah. Even with the purple add on the chains break so quickly.
And getting pallet stunned while they are chained is so frustrating

