Leonardo1ita
Leonardo1ita
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@[Deleted User] said:
They have nerfed CoH multiple times already. I reckon there was more factors than just the totem in this match that you didn't notice. .
Medkits, syringes, botany Knowledge, We'll make it, No one left behind., Inner strength, adrenaline. I could go on.
Perhaps you need to learn how to combat healing in general, learn to have more map pressure, or use a perk to cause hemmorhage
There were no/1 small medkit in total if I remember correctly, anyway they all healed with CoH. No matter sloppy I still couldn't do much.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2985451#Comment_2985451
There is a difference between writing well and writing a lot. It actually says very little.
It was also precise.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2985387#Comment_2985387
EDIT: also this happens with killers too, with some Nurses mains using range add-ons, or Blights, tunneling, eating DS and then hitting you on hook even if you played super fair without Dead hard.
^That's from your post. I'm not trying to start anything, I didn't add or remove any context the last time I posted as I quoted you directly.
If you meant something else other than what was conveyed in your opening post i.e. things written in later posts I haven't been in this thread watching it.
What I meant is that there's some sort of correlation between those using them and those not using them. Correlation ≠ causality, so the correlation here is that those who use recharge or other add-ons tend to play sportive, and those using range for some reason tend to be more toxic. Does this mean that who uses range add-ons is automatically toxic? No, of course not, especially if you don't know about the bug.
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@Rattius said:
https://forum.deadbydaylight.com/en/discussion/comment/2963926#Comment_2963926
I'm not referring to the ads time either?
Oh, right.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2984264#Comment_2984264
Ugh god you are reading way to much into this. It’s a game about brutally murdering people in a homage to 80’s slasher flicks, it ain’t that deep.
If you are triggered by minor inconvenience in a fantasy world then you need help beyond a patch that changes gameplay.
You make the point the it’s not serious but then go on about emotional distress yadda yadda brought on by negative in game experience that flies in the face of established community norms laid down by society throughout history and modified by modern sensibilities.
Your thesis reads like a first year psych/sociology text book blurb, Points for mansplaining though but I’m no stranger to pompous academic BS, I’ve been doing the academic thing for a long time. Again it’s not that deep it’s only a computer game.
It is deep, it's not "just a computer game". Dbd is a very deep game in its apparent simplicity.
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@Impalpable said:
https://forum.deadbydaylight.com/en/discussion/comment/2984361#Comment_2984361
I mean its a common trait in humans, humans often do it as childs out of curiosity to learn how other people react to this behaviour and adopt their own actions then depending on what they want to reach. Aslong humans can control their actions its perfectly acceptable to have it but its pretty much banned from our society because of how destructive and unhealthy it is for it. Its disrespect and intolerance of other people which splits the community therefore rightfully addressed as anti social trait. Its diagnosed as a mental illness if you cant properly control it enough to live in our society and extreme forms are even addressed through the official laws. So its normal in the sense that its common but its not normal acceptable behaviour in our community.
https://forum.deadbydaylight.com/en/discussion/comment/2984267#Comment_2984267
I didnt address this till now, but i agree here this is not sadistic. Even though i see a path how nurse with her addons could be described as unfair, people do use her to have an advantage in strength and to feel powerful, not because they want to hurt the well being of other players neccessarily from what i percieve. The core problem here for you to address is gameplay balance not wrong behaviour.
Completely agree
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@Impalpable said:
https://forum.deadbydaylight.com/en/discussion/comment/2984151#Comment_2984151
"With that kind of thinking you can justify anything providing the majority want it."
In our society this is simply common behaviour culture and it regulate itself between humans and how our society judge what behaviour is social acceptable and it gets enforced by official and unspoken rules. We already had in human history cultures in which property was bound to body strength for example, so yes its subjective and individual for each culture and community but thankfully the human society developed beyond that with setting themselves more ambitious rules which established bigger and more stable communities on longsight.
Now in our modern society we can be thankfully more flexible, thoughtful and inclusive with what we establish as the rules, when people state something is 'toxic' my understanding is that they mean something goes beyond what they understand as social norms and its worth to think about it, to avoid unneccessary negativity which divides the community and lead to unpleasant situations.
The playerbase is the community of a multiplayer game and form a behaviour culture as well but other standard human behaviour like testing the boundaries in this case of the game design and exploiting it for an advantage will challenge this.
Now my point is, if something goes beyond what was original designed for the game, we should consider to regulate it. Is it good or neccessary for the game and the community or is it unneccessary and only causing negativity.
I think its the latter, we see constant complains on this forum about these topic, people stated that they and/or their friends quit this game for this behaviour culture. There are many more reasons some of which ive stated in my last comments already and i wont repeat therefore.
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With the arguementation of the blurring of reality and fantasy we arrive into the topic of metaphilosphy, neurology and psychology.
I could talk now that each human has an individual fantasy/imagination of this world and that your picture of this world is only a reproduction of what your body sensors are caring further to your brain and how it interprets it for you as well. "I think therefore i am" is probably the only self-provable reality that is outthere for you, everything else could be as well count as fantasy and be even potential illusions. I could as well argue that if you replace the information of your visual and sonical sensoric it could very well influence your psych and build a sort of reality for you. But this is a huge topic which i think is to large for this forum and i doubt that we both are informed enough to discuss it and arrive on an agreement any time soon here.
My core point against this is that you cant see mental and emotional damage and while your physical body isnt reachable ingame your mental state is. The reason why i mentioned school shooting is because it argues around the same point, (!not because of the size of the problem which i clearly mentioned) the usual arguement is instead of a "its only a game" it gets replaced by "its just talking" as barrier, physically your are safe, everything is fine - time has proven undenieable that these barriers dont filter out negativity which is your point.
The only point i see for your side here is that you can escape the behaviour culture of a game more easily, since your not bound to it but this is not a positive point that works towards why things should stay as they are in this game.
Your last point is that the size of these problems are smaller then some issues in real life, and i dont deny it but its a complete neutral point that adds nothing to the arguement. We dont say macro flashlights should change who you vote on election day. We are arguing on a forum of the developer of a game with the community about behaviour culture and why certain exploits and unneccessary gameplay elements are still in this game when they are only negative for the game and community.
Pretty damn detailed
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@Impalpable said:
https://forum.deadbydaylight.com/en/discussion/comment/2982166#Comment_2982166
(Human-) Toxicity has from what ive read no clear definition. If i would have to come up with a definition based on my perception i would say its negative behaviour that goes beyond whats social acceptable for a community. In connection to social interactive behaviour between humans i would say vaguely, its basically everything a person does out of the intent or apathic ignorance to cast negativity upon someone as main reason with no defendable second objective in the view of a community, or in short terms anti-social behaviour.
This can happen in real life through harassment of a person, but it can as well happen through f.e. griefing ingame even though argueable to a lower effect and degree. Just because our viewangle change from a bigger community to a smaller community the core definition of this behaviour doesnt change.
To dismiss something as "just" this or just that is questionable as a valid point of arguementation, you could as well argue how could anyone be potentially hurt through words, they are just words, its just talking, its just slurs, etc. This shortsight and ignorance is the reason why people ask afterwards of a school massacre how this could potentially happen, this is an extreme example but you get the point. With what we allow as a community we built our daily enviroment, the more negativity you allow and spread the more negativity you will face.
Gameplay wise it means you can escape it more easily then your school or workplace, your are not bound to this game. But is this positive for the game and the community of it, that unneccessary annoying behaviour with the goal to mentally exhaust the other players which adds nothing to the designed objective and neither include qualitive gameplay elements hurt the amount of players and the mood of the community as well as lowering the quality of gameplay?
You mentioned some gameplay elements and i will try to showcase why the community percieve some as clearly toxic and some others formost not at all (they are complained about but out of different reasons)
Looping, is a qualitive gameplay mechanic, it provides neutral interaction with certain counterplay option in most cases (balance is a different point) and chasing the killer is clearly stated as a survivor objective and gets rewarded. It also makes logical sense to have chasing in a horror game as gameplay element. Same goes for defending a hook, repairing gens, killing survivors, flashlight saves.
But what is the point of flashlight macros, teabagging, exploiting the lobby last second to switch items, cheating, etc? They are clearly not intentionally designed and neither rewarded and they are not a qualitive gameplay element that fits to a horror game - it even destroys the mood and atmosphere. These are not protectworthy alternative ways of gameplay, Its annoying behaviour that mentally exhaust players for no good reason.
And in the case of flashlight macros i will argue its even sadistic, people are concious about that they are hurting the hearing of another person when triggering it and know theres no counterplay beside a tactical disadvantage. Its hard to believe that any joy comes from triggering this macro, the joy lies in the dominance in form of a tactical advantage and to see the irritated reaction of the other player, potentially even the imagination how the person takes off the headset in pain. Try to take an alarm clock and go to a stranger you meet on the street hold it right against his ear and trigger it but dont come to me when you get punched it face, the place it happens is irrelevant, the definition wont change therefore.
So why is it bad to unneccessary annoy and mentally exhaust people through gameplay, because these people will play less, they will burn out faster and call it a day sooner. Others are seeking for revenge and an annoyance war between both sides takes place in which the meta tools for triggering annoyances are getting tested and expanded which means less qualitive gameplay. Bully Squads vs 4min Sluggers. It also effects new players when the developers try to create a hype and they get between the fronts, burn them out is even worse because they are not on the same addiction level as the veterans, they as well just quit if the gameplay is not qualitywise attractive. Theres a reason why they cant keep alot of the new players attracted through chapter hypes and i would argue this is also one of them.
Now i dont argue this topic because i expect a change from BHVR, they already stated that they are pro anti-social behaviour and sadistic traits and that they dont care if it bothers the community aslong as the impact in playercounts is not big enough. I just do it, to let people who care about this topic know that this is not an overreaction, but an rightfully ambitious request, to rise the standard of gameplay qualitiy to acceptable social norms, respectable.
Very very good analysis. Anyway the devs are aware of what happens at the higher levels, in the new post on deadbydaylight.com about the Dredge design, by what Patrick said, and what he even said in the past, and other developers, they know what are really really good dbd players. Hopefully the new Dredge after PTB will be good against really really good survivors.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/326376/whats-up-with-sadistic-survivors-killers
Nurse mains using an addon qualifies as sadistic?
NO, I am not saying that, read what I wrote.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2982252#Comment_2982252
For real! Its that string of choice encounters with despicable survivors that made me the lore-accurate Pyramid Head player that I am today: speedrunning to put you on the hook, hit you off the hook and put you in a cage and then, knowing were the cage will spawn, head over there and hit you when someone releases you sub 2:30min. Bonus points if I get a DC out of it.
Omg, finally someone that told exactly what I do as a Pyramid main when I see competitive survivors (I have to do that to win, sadly), especially when I see toxic survivors. I will definitely do the torment, hook, hit borrowed time to avoid locker DS, cage, go across the map, kill strat XD
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@Huntressmain_1223 said:
I wouldn't say sadistic lol but I definitely understand want your saying, trolling has become more bad lately and I don't know why ,the games are the same gen rush until 1 gen is left then troll there hearts out then leave I mean it's so tiring and also wants up with the cheating lately I'm gotten so many game using hacks
You can definitely tell when someone wants to troll/juke in a funny way and when they are sadistic.
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@DBD_Pinhead said:
None of this is new. It's part of the DBD initiation process. I have toxic survs to thank for my sadistic methods on this game and I relish in repaying all of them back in kind.
What do you mean?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2982232#Comment_2982232
You're just making ######### up to validate your personal experience, hoss.
If it happens multiple and multiple times after many games it's not personal experience, especially if you see such in others streamers' streams a lot of times. Not only Nurse btw, even Bubbas just hitting people on hook.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2982223#Comment_2982223
So you're saying that add-on use allows you to infer someone's personality based on correlation with hook-hitting?
Range Nurses usually are not competitive/strong players, because those players do not use those add-ons because they know they are bugged and banned from competitive. There's a small chance usually that those who use range intentionally abuse of them because of the faster blink speed bug, and casually it's always those type of Nurses who hit me/others on hook.
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@ThiccBudhha said:
I do not decide to beat someone on hook based on whether they brought Dead Hard or not. I do not care, fam.
Neither I do, I am mean only with sadistic killers/survivors.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2982147#Comment_2982147
So you're saying just using range addons is sadistic?
I am not saying that, I am saying that because it's usually those Nurses that hit me and other teammates on hook, maybe some even know that the add-ons are bugged.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/326376/whats-up-with-sadistic-survivors-killers
Define 'rage add-ons'
I meant range of course
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@Impalpable said:
https://forum.deadbydaylight.com/en/discussion/comment/2981957#Comment_2981957
Disagree, even though you might not interpret it this way, a bigger part of the community interpret it as unneccessary annoyance with no good intent then to hurt the dignity of the other player and mentally exhaust them which in response lead to 4-minute slugs which must be statistic wise a big enough reason for bhvr to state as one of the positive aspects what comes with the finisher mori.
Just like in real life bullying gets understimated in this game which causes less qualitive gameplay and a more toxic community.
I would suggest you to watch every now and then some of the unpopular streamers, its very informative to psychoanalyze what certain gameplay elements does to a person on the recieving end and easy to figure out what is healthy for the game.
You should also keep in mind that we are in the gaming industry and not in a buissness office where you could ask for people to get their stuff together. People are childish and stubborn, theres not always the most rational reasoning involved while you play, you are passionate and potentially emotional and just do it for fun. Not to face a toxicity war.
Even though teabagging is something i could defend as part of the game, it gets worse in connection with the other tools of these people.
In Macro Flashlight i see absolutly no defendable reason anymore to not call it sadistic. Its used as a tactical method to irritate the oponent and could count even as the mildest form of torture with trying to cause a shut down reaction of the hearing of the killer.
Exactly, flashlight macroing is definitely being sadistic.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2981895#Comment_2981895
I’m sorry but someone teabagging you at a pallet does not make them a sadistic sociopath
You can have a sadistic behaviour even if it's not your entire personality.
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@Impalpable said:
There are two reasons, number one is because the gameplay is to one dimensional and boring, so people start to treat this game like a 'sandbox' and come up with their own weird stuff 'for fun' with the tools available with stuff like chest defender bubba, even though bully squads were strongly motivated and supported by BHVR since they liked the idea of survivors fighting back but they never came up with qualitive gameplay elements therefore and just adopted some rancid toxic stuff which developed through the community exploiting the game like in every other game and threw some perks on top of that hill.
Number two is that not only survivors were motivated to tryhard with the sbmm but also killers, the crafted enviroment is really sweaty and survivors often get tunneled out to make the game playable for the killer, its frustrating for both sides, and if people see that they are the first down and will most likely get tunneled anyway they as well might just dc, the more frustration builds up over time the more dcs are happening. The second conlusion is that this frustration turns into hate towards the other side and people are more likely to pissing the other side off.
Probably what's happening, a lot of frustration all around.
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@tippy2k2 said:
The game has been bleeding high MMR killers for months now so all the good survivors are getting put with baby killers who can't handle it. Unfortunately some of these survivors believe that it's because they're Gods Gift to DBD and they're just SO talented and so they mock the killer (who they believe is their equal, not some baby killer that is getting thrown to the wolves because of the stupid MMR system).
For killers, a lot of those same baby killers are now getting super frustrated with being a survivor punching bag and have decided to deliver Street Justice themselves by making unrelated survivors games worse by now allowing them to play with Face Camping and whatnot
Now the survivors who are getting face camped and whatnot are irked so they decide to start delivering Street Justice to killers by being clickity click annoying little aholes
This in turn makes the killers...
Very good analysis.
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@DoritoHead said:
That’s not how I’d describe “sadistic” lol
Being sadistic, from the Oxford Languages definitions, means "deriving pleasure from inflicting pain, suffering, or humiliation on others". Which is the intent of those I described, especially those who want to flashlight macro all times and don't just do some funny tbags or just want to provocate you a bit in a funny way.
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@MrJack20252 said:
https://forum.deadbydaylight.com/en/discussion/comment/2979779#Comment_2979779
i have found a killer with 30 hours of playtime today with my swf (everyone in my team had 700+ hours of playtime). there is something wrong.
Yep
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Now I've been doing 6 matches with Pyramid, my main, just playing in the dirtiest way possible: corrupt, deadlock, pain resonance, DMS, and just tunneling with my super strong tunneling anti DS ability . Now I've just gone against bad survivors that didn't really know what they were doing, or if they did they weren't strong.
Is it always like this from midnight to 2 am(so very strong survivors in premade)?
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@Zozzy said:
Crossplay off doesn't protect you from cheaters btw.
nvm.. why did i still read it as off?
lol
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@Aven_Fallen said:
If you have Crossplay off, your pool of players to be matched with is very low. So you are probably going against the same players the whole time.
Also, the Matchmaking Range will be very big in this case.
ooops, I meant cross on
I modified the thread
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@anarchy753 said:
I don't get why this wasn't just announced in the first place.
It's the same nonsense as why we spent 4 years with crap add on descriptions full of vague terms like "slightly" and "moderately."
We play complex games, we LIKE knowing complex interactions, we LIKE exact values.
Exactly
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Still an issue after the bugfix patch!
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@Valik said:
Because Seal is both redundant and demonstrative - especially with the regressive use of Devotee's amulet.
Sure, you get your Corrupt more often (Yay!) But it's a lot shorter. (Boo!)
You can use Devotee's Amulet to bring it back to normal (Yay!) But you just wasted an item slot and a rare item just to make your first choice viable (Boo!)
Seal gives you your power on generator completion (Yay!) But because generators can be completed in sequence, there's great overlap, which means there's bound to be massive inefficiencies (Boo!)
You get one of the most powerful abilities in the game up to 5 additional times (Yay!) But survivors will see that you wont be drinking from fountains anytime soon and take the time to cleanse. You're using your power against healthy targets, not infected and injured ones. (BOO!)
You used 2 items to increase the frequency of your power (Yay!) You could have used the same rarity in items to go Black Incense and Vile Emetic to make yourself far more deadly in the long run (Boo!)
Deadlock can prevent 3 gens from popping before 1st chase is done (Yay!) 2 are likely to still pop, and all you've done is force whoever was repairing gen 3 to start working on another generator first. Unless you brought Pop or Ruin, you've accomplished very little. (Boo!)
There's a reason you don't see this very much as Plague, because it isn't particularly any more effective than other builds.
I understand the attraction. "I get my power and they cannot even complete the next generator! Muahaha!"
Until you realize that Tinkerer is literally a superior option, as it places you right next to the first generator right before it pops, positioning you for one or more downs with your surprise power - which means you don't need the extra 20 seconds.
Wait, why are we talking about the first few generators anyway? It's the Plague! Bring Corrupt Intervention, Severed Toe, and Ashen Apple.
Now you won't have to worry about the first two gens being done at all, and survivors will become broken quickly for you to engage with a Pool Of Devotion at your discretion.
Not saying it's 100% hypothetically better, but IS+DA with Deadlock isn't exactly breaking new ground. Plague is a strong killer that's been around for years. The build as recommended is strong, but no stronger than what she already can do with other perks and addons.
With Corrupt and Deadlock it's very hard that even 2 gens pop back to back, and if it happens maybe you slug someone and start to go for a massive slug towards the infected people, maybe even with Hysteria or Tinkerer.
Whatever the strength, I think it's the killer's counter part of survivors having 4 busted toolboxes with 4 BNPs, or always 4 meta builds stacked always, so it's fair.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2944890#Comment_2944890
yeah that's why when people say you should never cleanse vs plague, that is not correct attitude. the correct attitude is that you should limit cleansing to limit amount of times that you need face corrupt puke.
The strategy behind plague end up being the strategy that some people propose to do against Oni which is that you use strongest pallets on the map to starve plague from getting early downs because if plague cannot get an early down, she cannot get hook therefore she cannot play hook-defense game with infection. So a perk like Blood echo which requires hooks becomes ineffective because no hooks = no exhaust and a perk like dead hard becomes very difficult to play-around with safe pallets when your ranged attack is absent.
typically survivors want to over-cleanse at around 1 generator so that they don't need to loop corrupt puke plague all game. Iri seal somewhat forces the survivor to adopt an early over-cleansing strategy from start. Like I said in my previous post, her slow-wind up, slow projectile speed and reduction in movement during wind-up gives survivors near full control to outplay corrupt puke by hugging corners tightly around tall-wall type loops like jungle gym walls.
The add-ons that used to give plague a bit of counter-play towards survivor's efficient looping of corrupt puke were weakened. Those being Rubbing Oil, Worship tablet and new add-on Vile Emetic. The faster wind-up on Rubbing Oil was halved, so now if you want get a similar effect to old rubbing Oil, you need use Vile Emetic which provides 10% projectile speed increase which is suppose to "help" you hit survivors before they turn the corner with corrupt puke and mitigate the whole 50% nerf. The main problem with running these add-ons is that they burn both of your add-on slots for what was once just a single add-on slot for similar effect. The other add-on slot for what people used to make people cleanse was black incense. The idea was that if you don't cleanse, plague gets a lot of aura reading, but if you do cleanse, The rubbing Oil+Corrupt puke would give plague a very potent chase tool. Black incense+Oil is still somewhat usable but it just feels a lot worse to use post-change.
I understand the strategy you are describing which revolves around spending time to individual spread sickness, however if you use double infection add-ons, survivors that are completely broken that are put on the hook will spread infection to the rescuer. You will Spread infection more naturally and be more time-efficient overall. The survivors will also be very shocked to find themselves nearly instantly broken into an m1 down should they ever come within your effect m1 range. It ends up making cleansing a lot less rewarding given that you can remove their health-state very rapidly. I find it that I get more value out of using plague's power to down survivor out of position rather than using her ability as chase-tool enhancer. Both iri seal and this build highly excel at doing this in different ways.
Just my subjective opinion, the old plague with add-ons felt like much stronger chase killer but she felt very clunky to play. The new plague feels weaker in the chase[weaker overall] but she feels more smooth to play. Overall, I enjoy playing her more but don't really appreciate her weaknesses being more pronounced.
From 100% to 50% is barely noticeable, if you need just a bit of charge before a corner it barely makes a difference, even with the default one compared, and rarely you ever need to fully charge the power.
The 10% speed add-on is very hard to judge, because other than messing up the muscle memory and the arc of projectiles, it increases the distance at which you can vomit in the open, and I don't know how much it is but sometimes it makes the difference..
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/2963685#Comment_2963685
Thats literally the opposite of what was said in the vid, some people are just dumb <3
Exactly
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@Rattius said:
The delay gives some counter play to the Deathslinger, I'm pretty sure that's why they changed it in the first place.
You did not read the thread, I am not referring to the ADS time
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2963667#Comment_2963667
But what I got from the way he said that statement was indeed "Its the survivors job for me to have fun"
just what I got from it
It's not what they meant, they meant that killers are supposed to kill and you gotta react accordingly to what they do, and of something is unfun it's because of the devs.
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@Emeal said:
Why on earth would I as a Killer Main, get excited about a rant about Dead Hard.
I already know its annoying and I already know BHVR is gonna address it. I knew that even before the latest Stream.
@IlliterateGenocide said:
One point I don't agree is "Games are supposed to be fun"
I always see "Its not the killers job to make ur game fun"
Its not the survivors job to make ur time fun either.
still think Dead hard should be nerfed
This is not a matter of killer mains vs survivor mains, this is judging the game's balancement, which is something that people that play both sides and have thousands hours tend to have and those who just play one side tend not to have and write absurd opinions in the forums.
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Anyway, what do you think of this "anti DH and gens hostage" Plague build?
I've tried it many times, and it's very strong against even really really strong survivors!
Especially with Black Incense you can perfectly track when to camp and when you can leave the hook comfortably.
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@Sarahnator said:
@Leonardo1ita How'd you mean?
Go search around what the hit validation is, it's a long thing to explain. Basically it validates the hit/grab based on your ping.
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@Almo said:
For me, it's the Prestige perk unlocking. I love this one. :)
Hey Almo! :D It's been a while since I haven't seen you in the forums, what's up?
Anyway, my favourite one is 100% the reworks to the gameplay and the meta being changed. It's absolutely what the game needs for longevity, imo.
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This has been aknowledged and fixed in the patch notes, close the thread.
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That's a feature, too easy avoiding chains going in a locker with no downside
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It's the hit validation
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@[Deleted User] said:
His cool-down was always supposed to be that short, but it got bugged in Binding of Kin. What you got used to was that bugged version. It has been fixed.
Yep, and they even mentioned it in the patch notes.
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@Nick said:
https://forum.deadbydaylight.com/en/discussion/comment/2944208#Comment_2944208
I dont get why the randomly took it away from the purple version
The sad truth is that some of the devs, except Almo who is my favourite Dbd dev that has done massively positive changes to Dbd (yes, he did the Legion and Ghostface update with ALL the add-ons), have no consistency in what they're doing and don't communicate well with the community, sometimes doing shadow nerfs/buffs never mentioned in the patch notes, that we don't if are bugs or features sometimes.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2949433#Comment_2949433
It's a matter of taste, but I get what you mean.
I really don't think a brown should give any significant advantage that is broad.
I think all killer add-ons should be strong and equal, and rarities should just determine the level of complexity of an add-on imo and if they have a disadvantage they should have an bigger advantage that compensates the disadvantage. Because then I don't understand why killers, the power role, can't have that to compensate survivors having busted ranger med-kits that can heal you 3 times super duper fast or toolboxes with 32+12+8 charges that can do a gen in 50 seconds literally if you hit all great skillchecks.
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I don't know if I should have posted this in the tutorials/guide section or not.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2948468#Comment_2948468
The value is still present in the game's code, so I think it's still active.
Also I think they wouldn't just nerf the add-on one patch, then buff it again the next one without telling it in the patch notes.
Damn you are right! It was nerfed in patch 5.0.0 !
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2948248#Comment_2948248
Really anything is countered by SWF’s due solely to the communication factor, so….
The RNG factor is not too bad for trapper like it is for Pig. A 16% chance per escape attempt from trap baseline. With my suggestion, the percentage would be lower due to the increase in max attempts.
RNG on Pig can be pretty bad, some matches I saw 2/3 people get off the trap first time immediately, and others I see 2 survivors going to the last box and I straight up go bodyblock it so they die even if they did nothing but that and didn't waste a single second. There should be no such type or RNG, but a consistency always.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2948255#Comment_2948255
Same.
I think that messing with the killer's terror radius instead of removing it altogether would be an interesting way to confuse survivors without, by merit, making the power much stronger.
The add-on made that way would just make smaller maps better and bigger maps worse, I think we should stick to the idea of keeping the terror radius unsuppressed but The Wraith is stronger in some other area, so it makes sense even with the lore because you're actually "a beast". Because with the add-on made that way you would only get value with Coulrophobia pretty much.
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@Ayesha said:
https://forum.deadbydaylight.com/en/discussion/comment/2948453#Comment_2948453
Killer...
Easy to understand from the way he described it.
Right, and I even knew about what I read. ######### I am even saying XD
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Are you really sure? Because from 4 to 3 meters it's not immediately clear
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Are you referring to the perk or to the killer ?