Leonardo1ita
Leonardo1ita
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- Leonardo1ita
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@lucid4444 said:
Yeah now it's going to change the meta for you to attack early, instead of hoping for a grab
If you (survs) were away from the hook doing gens, and at the last second come to unhook, I have the right to wait there for a grab and the second stage to compensate the time you didn't lose going to save him before.
So to actually save then you'd need coordination with at least another survivor to bodyblock the rescuer.
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@TicTac said:
Your game doesnt freeze 3 seconds or more in the grab animation and they get a free unhook? A hit is atleast something.
A hit is not what you need to do in that situation.
I didn't write that instead of the hit just cancel the grab, that's much better. So you can attempt a second time at least
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@Laluzi said:
I would have agreed that this was overly oppressive a few months ago, but Wraith is in such a good spot right now that I can't bring myself to complain about this. There aren't a lot of defenses to a Wraith uncloaking on top of you, especially when one of the things that makes Wraith oppressive is his ability to zoom straight back to you after you stun him or lose him. I'm pretty okay with it. Flashbangs do produce a distinctive sound cue, and the Wraith can avoid it by ending the uncloak and stepping back instead of continuing to advance on the survivor.
@Zokenay said:
If you notice someone having a flashbang and even more, drop it, stop the uncloak and move away.
You can even bait the drop by faking the uncloak and moving out of the way.
And while theres no cap, creating such a large amount if anything means the gens arent being repaired, you need 50% minimum to get one, if the survivors are creating that many, it simply means they arent finishing the gens.
When more tests will be done, we'll see. Btw "it means that the gens aren't being done". Yes, for 3 less seconds. Lockers are all around the map, so it's not difficult to jump in quickly and craft one.
He's not in such a good spot: medkits, flashlights, flashbangs, pallets dropped instantly and playing with no add-ons (problem because without them oof) will hurt his map pressure.
@Kebek said:
He's a stealth killer, the idea is to ambush survivors before they know you're there so they can't stun you with pallets or lightburns.
If you're actively chasing someone with a flashlight/flashbang while cloaked, you need to be ready to dodge it. You move at 150%, if you know it's comming, it shouldn't be a problem.
And besides, if you actually met any competetive 4 man SWF team, you'll lose vs them even if they're perkless and itemless so I wouldn't worry about that as problem there is far more complex. Vs your average solo team, those items don't mean much if you play wraith well.
This is just straight up wrong, you're not supposed to play just stealth. With 4 medkits hit and run does NOT work, and you can't play only stealth. At some point you'll have to do somewhat of a chase.
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@themirrortwin said:
Blast mine as well. It is Brutal for poor wraith.
You always have to use two perks. But still I think they are a problem, more tests must be done
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@Boss said:
Surprisingly, i'm having quite the long waiting times myself.
Not in lobbies, but to get into them.
This is surprising to me as i never really have such problems, my waiting times have been consistently short over the years.
Exactly, to get them
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@Northener1907 said:
Just play survivor. When killer queues long, i am playing survivor. Other times killer.
Read what I wrote
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@PureHostility said:
In Europe queues for killers are extremely long starting at around 6 am to 6-7 pm.
After 7 pm to around 2 or 3 am they are almost instant but queues for survivor are freaking dang long (SWF plague clogging the system).
All these times were measured at R1
It is just the time of the day. Play survivor in that time of the day.
Nope, even as survivor it's taking ages
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@PlantCollector said:
Wild guess: Probably the optimisation issues from this chapter that led to people disabling crossplay or simply not playing at all.
I have cross play activated, and I'm just waiting a lot of time and finding trash survivors
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@BeHasU said:
switch to survivor, when killer queues are long just switch to survivor or wait 30 min for a queue if you want to play killer.
At night killer queues are instant and survivor queues longer.
It's 15:34 for me, so ######### it's like if it was deep night
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@OnryosTapeRentals said:
"Perfect" is a bit of an overstatement imo.
Corrected
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@Almo @MandyTalk OMG thank you for reactivating MMR, even if it's just a test
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@MandyTalk I completely forgot about the feedbacks and suggestions, thank you for moving the post here!
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https://youtu.be/1rVngwuLLQw
Here we go, that's the video that proves the point, and why even with balanced landing nerfed it'd still a broken map.
Any plans to fix it?
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Yes, it's legion
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@Peanits @Almo @not_Queef @McLean @Jeff Pls don't nerf Pyramid after this poll 🙏🏻🙏🏻🙏🏻🙏🏻
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Oh so in the end it was the cooldown of the missed attack.
I still think this nerf isn't necessary
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2103114#Comment_2103114
He's one of the easiest killers in the game to play while also being one of the strongest. He's rewarded everything passively while also having no consequences to spamming his power mid chase. Add on wise, he had the potential to slow the game down say too much when paired with certain perks and even then his base kit does a pretty good job at it.
Simply put, he could do everything. He wasn't the best at anything, but he was one of the best at everything which just made him too strong no matter how you cut it.
Do you have any precise idea of how strong a team of 4 high level survivors is against him?
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@NoOneKnowsNova said:
Yes, but I think black box needs a different change, and either increase his speed to 105 when placing snares or give him in a extra snare or two.
So why do you want Freddy nerfed precisely?
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@CheesyGuy said:
Game does not look at if you escaped or not. You cant hang nobody as killer but they all can still dead at EGC due to timer. Does that mean you did a great job as killer since all of them are dead? No it does not. Same applies for survivor side. If you only do gens and just escape without chases and etc... you are not a good survivor. Game encourage people to play againts killers, entering chases with killers and etc... If you manage to escape killers many times, save your teammates and doing objectives then you are a good survivor. It makes sense that these guys lose depip which they only did is doing gens and nothing more.
Yes you are a good survivors, and this is why : https://forum.deadbydaylight.com/en/discussion/180475/dead-by-daylights-win-condition-is-sacrificing-and-escaping-not-pipping-compendum-thread-of-quotes
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@MadLordJack said:
You shouldn't be able to gen rush in the first place, so...
Yes but if you completely destroyed the killer ...
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@musstang62 said:
https://forum.deadbydaylight.com/en/discussion/comment/2092068#Comment_2092068
No, what I'm trying to say is that you shouldn't use emblems for your win condition. In the scenario you described, the survivors clearly won, regardless of the pips you got. Rank does virtually nothing, so there's not really anything to prove with it after you've hit rank 1 for the first time.
If you want emblem points for whatever reason, you can either engage the killer or do bones in addition to slamming gens. If you're not into that, just remember... usually the killer's only counter to hardcore gen rushing is to take advantage of the "gens before friends" mentality and 4 man slug the team. So if you're only aiming to end the match as quickly as possible, don't be upset if the killer reacts in kind
OK, I can accept this, tho the emblems system shouldn't be like this.
But you know there are a lot of people who think pipping means winning, so #########
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@musstang62 said:
Doing nothing but slamming gens in under 5 minutes makes for a miserable experience for the killer, so the emblem system tries to discourage it (similarly to how it tries to discourage 1 hook killing and camping for killer). I would agree though that a safety pip makes more sense here
The emblem system is way too messed up to use for a basis of winning though, imo. Seems like the general consensus otherwise is:
- 3k or more = killer win
- 2k = draw
- 1k or less = survivor win
i should have writted the option about safety pipping. Btw so in this case I should literally let the killer win? #########?
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@Pixel_BoomBot said:
Would you like to see if Haddonfield get's a rework? Happy Easter by the way. :)
The map is TOO BIG
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@gilgamer said:
billy just needs to have his overheat removed
No billy needs to walk faster, because that's the way you make him viable at pallet mindgames
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Yes, game over entitled survivors
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@animalmak said:
It's so much more fun to keep my arbitrary win conditions though! Did I reach and maintain my 8 STBFL stonks on Demo? Did I stun or loop the killer long enough to get a juicy face camp with hook smacks? Did I land at least 2 Nurse blinks? Or pull off my breakout sabo play? Or hell, even just do one of my archive challenges? ALL WINS FOR ME.
But in all seriousness, the game's not that serious. I'd rather just have a good time than worry about if I met an actual win condition. I don't play it to win.
It is a serious game, there have even been tournaments
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@_NIGHTMARE_ said:
It's subjective as to what the winning condition actually is.
Like that time when I had a really great game against a Legion.
Healed up plenty of teammates from the dying state. Got the Selfless Survival achievement done. Pipped up once.
Yet I got Sacrificed in the end and (I think) only one of us got out.
I'd definitely call that a win despite the fact that I didn't get out.
But it's defined as a competitive game, so the must be a winning condition that's exclusive for both sides
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@laKUKA said:
learn to slug!
but there's unbrekable..
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2081088#Comment_2081088
I don't think there are many ways to be in bad faith about this question :)
https://forum.deadbydaylight.com/en/discussion/comment/2081090#Comment_2081090
I think it's already established by the game. The entity watches and rates each player according to how much fun it had :D Depip is losing, safetying is a draw, pipping is winning. 2E2K usually equates to that same logic, unless the match was really long I guess.
The entity doesn't give a perfect competitive win condition with pipping, both the killer and all 4 survivors can pip, or both lose(if you all gen rush insanely fast the survivors can all tie and the killer lose. so who won?), while kills/escapes is a perfect way to determin the win condition
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Btw why so many "no"?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2081020#Comment_2081020
It felt more like you were taunting people with the opposite opinion. Nobody with the "No" answer is saying anything like that so maybe you don't have to hope...
What I mean is that I hope that the people who voted no are actually in good faith
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2080986#Comment_2080986
What are you talking about? :D Who is saying that?
This is what I hope is not actually happening, because if so then what a community...
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It seems that survivors don't want the winning condition because then their beautiful "bullying the kliller" game falls
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2080867#Comment_2080867
Ah yes, we absolutely need to make sure people feel bad for not getting a 4K and enforce pass/fail criteria.
It's a game, if you play you gotta accept you can lose, it's part of the game/discipline
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@GeordieKiller said:
It would end the hook vs kill debate and set CLEAR condtions that we can understand on how a normal game of dbd should go.
Exactly
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@Lochnload_exe said:
Most asymmetrical games have failed from trying to be competitive because, in the end, they will never be 100% balanced. I believe the reason DBD has survived this long is because they haven't defined winning terms, meaning people can have fun and do whatever and still personally define it a win. For tournaments and competitions, yes they could make winning terms more define, but streamers agree kills shouldnt count towards kills, some believe it should be hooks, while others think it should stay kills, others saying 2 kills is a win, others say only 4 can be classifed as a true win. For the base game, it should stay undefined, as it really helps the health of the game and the casual playerbase, while the comp scene should just define winning conditions as they do already.
Even if it's "not made for a tournament", there must be a winning condition, otherwise it's not a competitive game as it is from steam
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@[Deleted User] said:
The win condition is what you make of it. The devs officially setting a standard imo is just shooting themselves in the foot.
Though I do typically look at 1-lose, 2-tie, 3-4-win as the general condition for Killer, and generally high BP gains as a Survivor as a win.
The winning condition must exist, because it's defined as a competitive game, on steam, which means 2 sides against each other
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@pigsaag said:
in my opinion. the win condition should be the next. 1 or less is a lose, 2 is a tie, 3 and 4 is a win. it's so simple.
Exactly
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Clearly there should be a winning condition, for both sides (if not it's not even a game). The real question is:
HOW MUCH TIME WILL PASS BEFORE THEY WILL DO IT?
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Chi sei?
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@swager21 said:
i heard something is going to happen to the halloween chapter so they might change up haddonfield.
I hope
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@Peanits I'd consider this...
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Any answer?
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Europe, Italy. I've been against super strong survivors. Literally. Super strong. MMR works, I don't know if perfectly. I didn't play as survivor at all, but as killer I've played since 3pm Italy time, and survivors were simply insane. I've got 2050 hours, played since Jenuary 2017, + tons opf knowledge and youtube videos and twitch streams.
I trained myself a lot!
Good work BHRV, keep it this way.
But please do something for the gens speed. Even with Pyramid and tormenting people, I am forced to tunnel a lot, patrol the hook, and never go for chases.
I was doing this strategy: Try to torment, hook in a place far from lockers so they can't use ds, avoid bt, cage, go to the cage, hook, dead.
That's it, and gens were still going insanely fast against these survivors. Every match was like a SCRIM, I am not joking.
Even when I somehow won, it was because I simply tunneled the last person to death, only him. No different chases.
If I couldn't torment I was basically forced to tunnel and I knew I was gonna lose no matter what because the game foundation doesn't allow me to.
That's my opinion, which I really believe into.
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Very good, a lot of insane survivors
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@[Deleted User] said:
STBFL and juggling the survivors fixes this problem.
Except that now all killers can make STFBL work efficiently, a lot of matches you're forced to chase the closest survivor, you can't simply leave that survivor and go across the map.
Juggling survivors is not something you can do, because the gens will get rushed if you're not wraith or something, and because medkits heal in 16 seconds or faster. +they can have instaheals, etc.
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@Mr_Mann said:
You killer mains do a whole lot of complaining about how killers, take your pick, aren’t a better killer. I guess 4K isn’t enough. I’m a solid rank 4 survivor and I’m pretty good, not super great but good. However I played for 4.5 hours tonight with same survivor ranks and rank 1 killers in almost every match. Never got out once. So I don’t want to hear you killers complaining whatsoever. In my opinion they need to get rid of ALL killers that are “silent” or “invisible” and we should be able to buy weapons in the bloodweb and fight back. I don’t know about you but if I’m getting killed by a crazy killer I’m sure in the hell gonna fight back, so this game is not realistic in that sense. Wiggle takes forever and you never get down, getting off a hook never happens, it’s a joke. I’m about done with this game. You grid and grid and never get anywhere and never mind the matchmaking wait. You just wait for a rank 1 killer to kill everyone in no time at all and that’s the end.
so sorry that all killers aren’t ghosts and can bounce around the map while being invisible, what a joke. Why can’t we become invisible? Why can’t we fight back? Why can’t we run faster than all the killers? You get the idea.
ive been wanting to say that for a long time now. This game is becoming more and more unbalanced as the years go. Pretty soon the devs are gonna have us all spawn in in front of the killers tied to tree so the killer can just get their 4k’s and done. Actually that doesn’t sound too bad.
ehm what?
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2015570#Comment_2015570
Slow down when healing, gens and sabotaging (harder skill checks more often )when within his massive terror radius which you have two terror radius perks, and your base terror radius is fairly big.
Also helps with tracking within your tr as it makes skill checks harder, and they are more likely to miss them. Maybe swap out thanat for huntress' lullaby. That would make it even worse.
That doesn't happen with really good players, at all
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@BitingSea said:
I somewhat main Doc, he's probably my 2nd most played killer and I gotta say that holding W against a killer is effective against more than half the roster. Doc isn't weak he's definitely B tier at least but the thing is he's really hard to learn due to the timing of his ability. Even one extra shock is capable of adding like 5-15 seconds to the chase which could be enough combined with the time it takes to hook them and walk to a gen for that gen to pop. What Doc excels at is finding survivors and shutting down loops while giving that survivor a high enough madness by the end of the chase that they most likely entered stage 3 and can't do anything besides snap out. If you can learn his timings and range, even the strongest pallets in the game can become unplayable just because of his power but the issue is, is that his timing can be really tricky and overshocking can hurt you immensely. Doc isn't meant to snowball or catch up to survivors, he's meant to identify where survivors are and then hunt them down and hinder their loops and send them mad. If you're having big issues with Doc you should try running the Restraint, Order or the Electrodes and every time you get ready to shock you can try doing a countdown in your head, when you can finally nail down that 1 second shock delay and learn to plan it ahead of time you'll be shutting down a lot of loops. He's no Freddy but he can work, but unfortunately there's no stopping survivors from slamming down the W key
In fact I need a way to do something without snowballing, because just getting chases doesn't work.
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@ilovedbd123 said:
He's similar to nurse, without the years of playing her.
If you rehearse and rehearse more, you will get good. And he is a force to be reckoned with. Especially with a build like monitor, distressing, unnerving presence and thanat. Add ons are usually to make the survivors mad quicker, or to decrease cooldown.
He doesn't have map pressure outside of madness, so you need to be able to abuse the hell out of information. You can leave chases as soon as people start getting lvl 2, you need everyone at lvl 2 before 4 gens are done. Then you stand a chance.
Outside of that, fakes with his power are helpful to make people either early drop pallet, or to make them keep running from pallet.
Unnerving presence? What? That's a trash perk, why ever?