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Leonardo1ita

Leonardo1ita

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Leonardo1ita
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  • @Mandy said:

    https://youtu.be/Pz7f_WPutq8?t=5220 I'll just leave this here.

    Thanks for remembering me this Mandy, I almost forgot this!

  • @Ssajbambusa said:

    @Leonardo1ita Got a proposition for change?

    No, but I remember I heard better ideas, like from Otz and others

  • Kindred doesn't stop Bubba from camping, also you shouldn't be forced to use a perk in solo imo.

  • @Ssajbambusa said:

    @Leonardo1ita Personally I find the other two boon effects much more game impactful, but these are just playstyle preferences I guess.

    As I see it boon perks are fine, the boon mechanics are broken

    Shadowstep doesn't cover blood pools, and exponential has such a small range to be effective. Trust me, Circle of healing is the strongest, there's a reason some tournaments ban it

  • Neither, caffeine is a drug, and the same molecule is contained in tea. The more you use it, the more you need it to have the same effect, and if you stop using it you feel less energetic and feel all the craving effects.

  • Stealth, since there's no cosmetic that's super crazy or something, I prefer letting others know I like being competitive

  • Just Circle of healing is busted, the others are completely fine.

  • Honestly all day, I'd pay and even get tortured just to be able to play 1 match of Dbd in real life. I wonder how Dbd would be in virtual reality.

  • The problem is only Circle of healing that's completely busted, Shadowstep and Exponential are not that strong, actually I think they're just a waste of time.

  • Nurse or course, but choosing between the non nurse killers, the choice is between Nemesis, Pyramid and Artist. Blight is good when the pallet is gone.

  • You're all missing out the point.

    As a Pyramid main, the main problem is that the only thing that keeps him strong is his ability to tunnel someone out of the game tormenting them. Other than that cages are not that strong if used just to hook more quickly or force survivors to go across the map.

    He need a rework on this point, he gotta stop being the tunneling master killer have a rework that buffs his cages/torment in some way.

  • Blindness is completely useless against a good team, the only useful thing is it prevents blood amber from being effective, that's it.

  • It's such a busted map. The main building has 2 windows that combined are a nightmare, and has always gens far away in the corners of the map.

    There's never a decent 3 gen, and there can be a jungle gym in every corner of the map, and there can be 7 in total, 8 with Shack.

  • Once you're infected, count the pools. If she has just 1 corrupted pool, then DON'T cleanse. Once that is gone, she's just a m1 killer.

    If the situation goes nasty, or she has 2 apples, then cleanse far away.

    The important thing is always keeping 1 person healthy for emergency situations.

  • Depends on the killer you're playing against. Trapper probably even 3+minutes if you shift W to the other side of the map, then his entire power is defeated and he's just a m1 killer.

    Nurse if she's good you won't ever last more than 1 minute consistently.

  • Well, Tru3ta1ent was wrong, people like going against her!

  • No, what a totally bad nerf to corrupt intervention

  • If more objectives are added straight up, the camping becomes MUCH more effective. Just think about how much you can do with Deadlock and Bubba just facecamping, you can almost always guarantee 2 kills.

    The size of the map doesn't matter too much, unless the map is VERY big.

    Spawns usually are ok, ultimately it seems 2 survivors always spawn together, and a lot of times they all spawn together ±.

    The problem is that killers like Clown,Trapper,Trickster(main event is trash), Deathslinger, don't have the power to snowball the game.

    While Clown, if used correctly, has very good anti loop (yes, most people don't know how to use yellow bottles at their full potential, which is using them in combination with purple ones to hit survivors at loops when the pallet is down. When the pallet is up it's the best anti loop killer in the game, always if you have 2 bottles.), doesn't have any power to punish survivors making mistakes quickly unless you're using Pinky Finger.

    And that's the problem, so if you don't have gen defense perks like Corrupt you can't win, because even if you do very fast chases, there's too much chance to recover and little snowball potential. Nurse instead can do a massive slug very quickly if you screw up.

  • There's no other game like Dbd, with its way of being.

  • No.

    As survivor I don't find better teammates, and I had better ones with ranks.

    As killer I don't get better survivors after many and many matches where I win.

    You don't get rewarded as survivor for having very long chases, and as killer if I play Leatherface with Deadlock, Corrupt and Noed and I facecamp the whole game and I get a tie (2k) or I win (3k) the game considers it the same as someone who got 10 hook states and 2 kills, or 11 hook states and 3 kills.

    No encouragement to go for multiple chases, just camping and tunneling all day.

  • RPD is not that bad, because you can take the advantages of an indoor map for Wraith, Hag, Ghostface, Pig, and just play on one side of the map with all other killers. Generally it's better than Haddonfield, even if it has 2/3 god pallets.

  • Depends too much on the killer. Blight and Nurse probably is better, but with many other killers it's not that super because all pallets are super close to one another. Definitely much more balanced than Haddonfield and Mother's Dwelling.

  • I think this perk should not be a scourge hook, and should have a complete rework to make it worth using

  • Alien Isolation, Sevastopol as a map would be super

  • Bad idea unless Bubba gets reworked first, because it would make camping even more efficient

  • The fun thing is that with his perk BBQ, Franklin's and knock out, Bubba is supposed to go around the map, slug a bit, and instead right now the best strategy is just straight up facecamping XD

  • @jesterkind said:

    I'm not sure what you're describing here is facecamping? Depending on how far away you walked, that's just intercepting hook saves, that's not the same thing as facecamping at all- hell, depending on how far away you walked and what you did in the meantime, it may not even be proxy camping.

    To the larger point, though, there is certainly something to be said for pairing Corrupt and Deadlock with a campy playstyle. I'm actually curious how much value NOED gave you, though, it kinda seems like it'd only give you a down or so since survivors would just cleanse it? Bubba's also a killer people seem to be more okay being injured against, which makes NOED useless anyway outside the speed boost.

    I'm also curious about seeing a wider sample size for this experiment, honestly.

    Maybe Noed isn't even the best thing to use, because your chainsaw is already super good at preventing a kill in the endgame just zoning survivors. I don't know, maybe pain resonance or no way out?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708098#Comment_2708098

    I think the stronger play with Bubba would be proxy-tunneling-off-hook rather than straight face-camping.

    Basically stay within heart-beat range, act like you are going to move off of hook (instead of staring at the survivors face), then come back the second they survivors attempt to unhook someone, then down the unhooked person again. It cuts down on the hook-stage wait a bunch. (Vulture-Circling the hooked survivor makes survivors more-likely to try a rescue, rather than straight face-camping does.)

    I would also be curious about using a Starstruck, Agitation, Irongrasp and Madgrit build with him and facecamping.

    No point trying using those perks, the main threat for survivors is Deadlock. Because they can't do gens as fast when you facecamp, there's much less punish for facecamping.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708052#Comment_2708052

    I’d love to see actual game data, it would be really interesting to parse. There are tons of assumptions that everybody including me makes which we just have no statistics to rely on either way.

    Just some random thoughts on Bubba and the original post

    • Bubba is something of an oddball when it comes to facecamping because he’s one of the few killers that can get a guaranteed down on a healthy group of survivors doing a Borrowed Time rush at the end of the match. If two or more healthy survivors rush the hook against a normal killer, the killer hits one, they run, the other survivor gets the rescue and gives Borrowed Time, and then if the killer hits either of those it’s too little too late. Other killers can maybe do it with NOED, etc, but it’s not innate or guaranteed like his is. So a killer trying the same tactic as Bubba might only get one kill, or even possibly no kills if they’re really unlucky on the trades in the midgame.
    • ”Keeping an eye on something else and going back to the hook” isn’t facecamping. It’s just normal defense. If you go off, check a gen, and come back to the hook that’s not a facecamp. If the survivors run in right after you hook it’s not a facecamp. You can call playing zone defense “boring” if you want but it’s not facecamping any more than patrolling a 3-gen is “gen camping”. (Which a survivor once literally accused me of. 😄)
    • It’s certainly possible that Bubba’s median kill results are higher on average than other killers. Or not? Again, hard to say, but if you do the experiment you’re thinking of try it with other killers too as a control, and also try playing Bubba more aggressively as a control so you have results to compare.

    If you just facecamp the hook, and stay there completely no brainer, solos have no way to communicate apart from using kindred, and you'll always get 2 kills no matter what with Noed, Corrupt and Deadlock. No chance to trade, bodyblock, nothing. Just hope the first chase lasts ages.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/301095/this-build-underlines-a-problem-with-leatherface-and-with-the-core-game

    Do me a favor.

    Get out an excel document, or some other spreadsheet. And camp with Leatherface for about 40 games. Then come back to these forums and post your data here. Especially get the number of kills vs number of escapes.

    I've been meaning to do it but I get so bored with facecamping.

    Heck, maybe we could collaborate on it. I think it would be an eye-opener.

    I'll try to do it, I don't know if I should do cross on or cross off, the hardest part is that I'd have to demonstrate that I'm not cheating and that I'm actually counting all games.

    The thing is: you don't have to facecamp to win. To be much more deadly, you can go away, make sure nobody is coming, then come back and the time they wasted is always enough to kill someone and still be at 2/3 gens with Deadlock. It's so gross, especially if you do it against solos, there's no chance they win. I won ALL those 10 matches, and wasn't getting any insane SBMM players to destroy me with cross off, I was going against always the same players. The only thing that prevents someone with no heart doing this is getting many less bloodpoints

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707835#Comment_2707835

    https://forum.deadbydaylight.com/en/discussion/comment/2707834#Comment_2707834

    The problem is more with leatherface making any save impossible. Any other killer you can trade with BT... but not against Bubba. Unfortunately no one has any idea on how to make leatherface facecamping ability less of an issue.

    The problem is that you HAVE to use DS to have something to prevent going on hook immediately, or borrowed time, so it's not a base game mechanic, but it's just a single perk saving up the whole game. Because Pyramid head and Bubba demonstrate that when players can abuse things like the best tunneling and camping powers in the game, they will do it, because going for multiple chases is a lost cause, you gotta snowball

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707834#Comment_2707834

    If you try to get kills and not hooks, then yeah.

    You can always tunnel 1 guy during game and then just camp second guy... That doesn't make it balance nor fun tho...

    Of course not. Other killers can't do this, and if you try to go for chases with Leatherface you will lose, you gotta play campy at some point during the match

  • @GreatMusic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707828#Comment_2707828

    maybe not idk, why dont u show me then? whats your id? lets play together sometimes, maybe we can test out a few things as well

    Ok, maybe I'll show you how the new perk Overcome completely defeats Trapper 😂 (Sadge)

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707441#Comment_2707441

    Yeah, when you are trying to be nice and get hooks on everyone. Then you have one long chase and lose the game.

    Funny is, that based on BHVR logic. Camp first, down second with noed and camp him for 2k is balanced game...

    Especially now that Deadlock is a perk, you ALWAYS get 2 kills, no matter what.

  • @Bob32544523 said:

    Quit the game its not worth it, the devs dont care.

    They care about the wrong things, and they put very little effort into balancing the game

  • @GreatMusic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707488#Comment_2707488

    i never have those problems cuz generators are spread out all across the map, they cant get any gens done if they just stay on the opposite of the map, also i can just patrol around the area that dont have traps, focus on kicking the gens on the opposite side of the map

    Ehm sorry did you understand what I said?

  • @GreatMusic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707462#Comment_2707462

    idk why i need the perk Save the best for last cuz my usual strats is if they r trapped i will just pick them up, if not i will chase them through an area that i know that they will get trapped like setting up traps near a pallet effectively disabling it for the survivor, on a good day i get a lot of survivor trapped cuz their quick thinking like going for a pallet usually failed them

    Because good survivors won't go in your area where you put the traps, instead will go to the opposite side of the map. So all the time and effort you put to set up your traps in perfect spots will be wasted, even on small maps like Coal tower.

  • @GreatMusic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707445#Comment_2707445

    im a trapper main and survivors still hit a lot my traps on a average match, the problem that i usually encounter is veteran player will disarm it and u start off the with 2 traps while the rest are unarmed, over time they will disarm more of my traps than i can place them, i dont consider it a problem if it can be solved with add-ons but theres none

    Oh yeah, there are all those problems related to Trapper, but the main one is survivors going to the other side of the map and where they know, through communication, your traps are not present.

    The only perk that can alleviate this problem is Save the best for last, which shouldn't be the solution, because you shouldn't need a perk to fix an entire problem of a killer, especially since it's on a paywall character as Myers is.

  • Solo Q is literally hell, SBMM doesn't help at all.

  • The problem with Trapper is the whole Shift W meta. If you go to the complete opposite side of the map, he has nothing. Hag can prevent that placing traps where you think survivors will shift W away, Trapper can't because his traps have a diameter 0,5m and you can see them, etc.

    That's his main problem

  • For real, can anyone think a scenario where the killer doesn't get 2 kills ALWAYS in this scenario with Deadlock, Corrupt and Noed (+Bamboozle)? The only thing I can think is having the first chase last as long as possible, but that's not something guaranteed, some maps have very spread out pallets like mother's Dwelling so you will go down after a fixed amount of time, and chases usually don't last more than 60 seconds if the killer plays correctly.

    The only exception is if you're on The Game and drop every pallet immediately, that might be the only way XD

  • This is simply beautiful. Devs how didn't you think about this bodyblock?

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705082#Comment_2705082

    A-men.

    Killers have so few 'second chance' perks, while Survivors get enough to fill 2 loadouts before repeating. And the one good second chance perk (NoED); Survivors are hellbent on convincing the devs that it needs massive nerfs.

    I can't even enjoy playing Killer anymore:

    I do good; I get flamed.

    I do bad; I get flamed.

    Even with endgame chat closed; Survivors will spam trying to add me to friends so they PM-flame me. And I've had to set my profile as private because I got sick of scrubbing all the 'Durr! -rep! CAMPS!' vomit off the wall.

    I get Killers can be toxic, too. But I feel like I see way more toxicity from Survivors, win or lose, as a Killer or a Survivor.

    They blame the killer for 'cheap tactics' and rationalize this is an excuse to treat them like garbage. They blame teammates for not reading their minds, or not sacrificing themselves for them, and flame them.

    But it's almost never a Survivor's personal fault; always someone else.

    And yes; Killers can do the same 'They did not win! <perk> is OP and GAVE them the win! RAGE!'. But it seems less common.

    I love when survivors write me -rep/camper/tunneler, etc, because good players will know "oh ou, this players is gonna kick my ass "

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705055#Comment_2705055

    Yes, I'm sure. The playercount has been going up, and that means there are more players who are hit by negativity bias on top of the extant players who have negativity bias and the fact that anything bad in the game feels much worse after the charm has worn off.

    The totals players are stable right now. It is going down a little bit actually, but it's just normal fluctuations. If we count the total number of players on average since SBMM has been introduced, the number has decreased actually

  • @dugman said:

    Forums tend to be relatively negative either way, it’s just human nature that people who aren’t upset don’t post as often as people who are mad about something. That’s not to say all suggestions or complaints are invalid, but just that even when the game is doing well you’ll have a lot of naysayers.

    In terms of players DbD is currently holding on in the Steam charts around where it was the whole first half of the year. It got boosts in the summer with the Resident Evil and Hellraiser releases, and always gets a boost around late October with Halloween, and then it regresses to its mean which is where we’re at now, The year over year numbers are all increases though so the game is still doing fine in terms of player count.

    I saw the player count is normal, the problem is why are OhTofu, Otz, and others reporting there's so much negativity around?

  • @Sluzzy said:

    Considering how much advantage killers have over solo teams in particular, there needs to be more incentives to stay in the match because I hardly see much light in the eyes of casual teams trying to enjoy Dead by Daylight. I played a match against a Starstruck Nurse and everyone was dead at 5 gens. MMR is working fine BTW. Meta killers with meta loadouts, are overwhelmingly oppressive against everything except a very practiced and coordinated team. This is very, very unfair.

    The only thing I can think of is revert the hatch changes but set it so the key escape is earned rather than brought into the match. If you do well in the match by completing a gen and maybe saving someone from a hook or you have fallen victim to camping and tunneling, the entity will bless with a key so you can have a chance to escape instead of being doomed to lose outside your control. Killers steamrolling matches should not be a thing.

    This will add more excitement to the game and give incentives to stay in matches where it is impossible to complete the gens against a killer that is way above the league. The game should be fun, not designed so only a very practiced coordinated team is required to enjoy it or better yet, have a chance to win.

    The problem is not killers being "oppressive ", the problem is SBMM not working in a right way where you find teams of your equal elo, because the system makes an average between all elos so if you're strong you can find bot mates to counter balance.

  • @Crowman said:

    Because the devs aren't making aspects of the game more enjoyable in the process.

    Boons are annoying to deal with because as a killer there's no real counterplay to them besides killing the survivor who has the perk (and good luck if 2+ survivors have one).

    Survivor gameplay hasn't changed so instead of having a fun objective they can do while avoiding the killer they rely on the killer for fun.

    This has also led to the objective getting so optimized that killers don't have any time to waste and have to resort to tactics survivors find unfun if they want a chance to kill a single survivor.

    The game may be getting more balanced but it's simply also getting less fun because the devs are simply not improving the game in a way for fun. Their end result is to see the numbers in the right spot.

    This could possibly be an answer, but I think there's something more going on under the negativity

  • @jesterkind said:

    Negativity bias. People who are enjoying a thing don't tend to go out of their way to leave youtube comments, twitter replies, and forum posts talking about it- and if they do, they often get discouraged by the wave of negativity that can sometimes come in response.

    That's basically all it is, combined with a degree of starting to take good aspects for granted the longer you've sat with a work- this doesn't just apply to DBD, or even video games, I've seen it a lot elsewhere.

    Are you sure? Dbd hasn't been always like this, and the game was way more busted back in time

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693055#Comment_2693055

    This is mostly the case with his movement speed add-ons, now you just basically stop in place, it sucks.

    Mostly? What with his basekit?

  • Ok, I just heard the nerf: after a chainsaw sprint Billy has no more acceleration, he gets stuck in place and recovers even more slow than the previous shadownerf he received 2/3 years ago where nobody said anything

    Can anyone confirm this?

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