LetsPlayTogether
LetsPlayTogether
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@Rezblaze said:
I've had this argument with several people before. But it just urks me because I see it all the time.
People claim that NoED rewards "bad plays" by the Killer because he fails to keep up with his objective of defending gens.
Except there's one small problem; that isn't the Killer's main objective. It's just his main obstacle.
The Killer's main objective is to hook and sacrifice Survivors. It rewards him the most points next to chases. Gens? They give you some pity points for kicking a Gen. No points for interrupting gen progress. No points for perks that reduce gen progress. In fact they rob you of your points sometimes.
The generators are an obstacle to the Killer's main objective, which the Killer has to keep in mind and address. Much like pallets, sabotaging, and so on. But that does not make it his primary objective. It doesn't matter if the survivor gets zero gens or all gens or if they are meters away from the exit; if the Killer sacrifices them, it's a win for him.
So why then, do people keep arguing that NoED rewards playing badly?
It's a perk that is only activated in the Late Game. You invest in a perk slot for a Late Game Perk (A hex perk at that!) which can be deactivated by survivors passively cleansing Dull Totems. The payoff is punishing that and getting a powerful perk that you premptively picked.
I don't understand this mentality. Late Game perks always reward the Killer for leaving himself vulnerable in the Early Game... Playing in the Late Game. Fire Up is a Late Game perk.
It's like these people have no concept of Early, Mid, or Late Game.
Well I would like to see where people said that "he fails to keep up with his objective of defending gens". I never saw anyone saying something like that on the forums, and never in any game. The other thing is, that NOED indeed rewards bad play. Cause Gens are the time limit for killers, if theyre all done, its nearly game over. Additionally, you have to do exactly nothing as killer to get a game changer in return. There is a perk called Devour Hope. Thats exactly the same perk in a fair way, cause there is an input needed to gain an overwhelming boost. For NOED nothing like this exists, and its not the survivors objective to cleanse totems in order to escape, also there is no indicator on how many totems are cleansed, which doesnt guarantee that all totems are cleansed.
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Thats how it is atm all day long. Thus most of those survs are quite bad for their rank.
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NOED needs to be removed as long as there isnt any change for a killer input.
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Thats really poor bait.
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I doubt that.
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@supman22 said:
Don't let it work with infantry belt or leather loop make it a high risk high reward play
Where is the high risk if they just run straight up to you and hit you within 1m distance?
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@ClickyClicky said:
If you’re getting hit with DS 3 times per game on a frequent basis you need to look at how you’re playing. Very likely you don’t realize how hard you’re tunneling.
No. Thats how you play as killer. Theres no way to avoid that.
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Doesnt make any sense. Chases are by far too inconsistent and easily avoided to trigger by several killers. Would also only lead to moonwalking to avoid chases. Legion reloaded.
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Its looks pretty balanced in baseline. Sabo may be used more, but its still needs a good amount of tactical gameplay, which can be countered as easily as before by experienced killers. Also its now much better fpr killers cause survivors cannot empty half of the map beforehand.
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@Huntar said:
With how rough this game is right now for killers, are survivors still enjoying things? I tried switching over to survivor for a while, and it was simply mind numbing how easy it was, no matter how strong the killer was or how well they played. Survivor mains, is this still enjoyable for you?
I lately played more killer cause its just more fun than being tunneled, camped, slugged and moried while enduring the utmost potatoe mates in 90% of the games. Dont see where survivor is any fun with all this issues?
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Killers already get more bloodpoints than survivors. No need to widen the gap even more.
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He can deny loops. Huntress is gets done by loops.
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@Gamer29 said:
https://forum.deadbydaylight.com/en/discussion/comment/1114547#Comment_1114547
You will care as your wait times keep increasing!! I’m sure your one of the survivors that come in with your toolboxes and your toxic swf that has memorized every loop and pallet, then exploits the game! There seems to infinite exploits to the game that you and your swf team seem to have. Then complains when your tunneled. I can tell this by your arrogance and the way you respond. Your that player that has ruined the game and the community!!!
Youre so far off with your conclusion, its just showing what I said.
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All those who played Legion from the beginning are criminals for me. Thats why I dont care if Legion is in a bad spot. They deserved it. Also the Deep Wound mechanic is totally annoying to play against.
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Problem is that killers mostly lack gamesense. they jut wanna have it easy, thus the powerrole is designed to need more skill.
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I really dont even try. The benefit isnt much so why should I care?
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Tha would require that Devs admit that camping isnt healthy gameplay. I doubt that they will do that, even if it slowly decreases their playersbase.
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@DrownedFish said:
https://forum.deadbydaylight.com/en/discussion/comment/1114877#Comment_1114877
Dbd isn't designed for survivors using voice chat. There are aura perks like bond empathy alert.... For a reason.
If 4 people gives every info to each other all game, game is broken. You have 20 perks worthof info.
I would like devs to give killers some info or random perks. It could be fun
Squads arent telling each other the whole time where they are and what they do. you are just exagerrating far too much. Most teams just wanna have some fun in playing together while mostly shittalking.
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@BigBubs said:
Wait , there's an add on that removes skillchecks? What?
Which is probably very interesting to counter skill check based killer perks and powers. Overcharge, Unnerving Presence, Lullaby, Madness skill checks. Also its a bad band aid for those "let go of a gen and trigger an automatic failed skill check".
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@Milo said:
With that logic, character's basic outfit should also count as an outfit!
You do understand what you said, right?
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@geishroy said:
https://forum.deadbydaylight.com/en/discussion/comment/1114674#Comment_1114674
lol wut? is that why it was used in 80% of games?
Old ruin was a typical placebo effect and was just annoying for new players who couldnt do gens at all this way. Killers tend to rely on crutch, cause they refuse to accept that the powerrole isnt a nobrainer. Thats why it was used that much. There are just too many bad players.
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This doesnt buff solos at all, cause for them nothing changes, they run the same perks as before, more over if they get matched with SWF theyre screwed cause mates have less helpful perks.
Also you cannot punish people for playing together in a gradually multiplayer game.
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Gen speeds are fine. Ruin didnt have any benefit in high ranks, cause survivors could work through easily or it popped after a minute. So obviously nothing really changed. Gen speeds arent an issue at all cause it all depends on the killer being able to pressure survivors. If gens speed would be an issue noone would be able to 4k. But my Trapper 3/4ks far more regularly than being outplayed by survivors.
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@geishroy said:
https://forum.deadbydaylight.com/en/discussion/comment/1114545#Comment_1114545
agreed, but gen speed is still a problem.
Gen speeds are fine.
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Just poor bait. No gamesense detected.
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What do you want to hear? GitGud? Or just Bye? Noone cares for unreasonable rants.
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Killers arent forced to tunnel or camp. They do it because for them its the easiest way and not any skill needed, as well as they are able to annoy survivors.
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Yeah and make it possible to save own outfit combinations as quick slots.
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No. Instead we need a proper working system to use map offerings. Actually id doesnt really make sense to use them as survivor, and for killer its just certain maps to be picked, cause the combination gives an enormous advantage.
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@Rivyn said:
Twice in my last match, I had a grab. I saw the animation for the grab going through, then nope. It's turns into a hit. And once, it was a hit on the hooked survivor, so I was doubly cucked. I know killer issues aren't all that important (a.k.a. the sound bug), but come on. If I'm going into a grab animation, then something is registering correctly.
This isnt a onesided issue. There are still grabs that shouldnt work, but they do. Dedicated servers are just trash for both sides.
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@Mandy said:
The Developers have said they are looking at another way to "struggle" to make it easier for controllers and people with RSI (for example) so hopefully it won't be too long before the current way changes.
My keyboard wants to have a word with them. So its good to know that they think about it, but it would be better to know that they will change it to "Push a button and hit a skillcheck to give up on struggling". Button smashing is just plainly annoying.
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@bean said:
Idc if they make killer shacks walls to be breakable it makes you learn new loops and I love trying to find out new loops
There are no new loops, they just erase existing ones.
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I do not understand the whole thing, cause theres nothing why killers shouldnt break them regardless of the situation. they could have just fixed the loops instead of "trying to hotfix" them like this.
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Its not unfair, its just really annoying if you have one of those "i can see survivors thorugh walls, so lets camp near the hook and intercept them".
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>So first we lost ruin so that survivors have it easier which pretty much results in almost every game being very short.<
No. Those players who did fine never even had to rely on ruin, which already was more of a placebo-effect than being helpful at all. So nothing really changed, just those bad ones now have to look for another crutch to rely on or at best start learning to play properly.
>Now devs decided that best way to fix it is to let survivors always keep their item(it's not like every survivor has hundreds of copies of the same one after all)<
Survivor already kept their items by 99ing them. Its just QoL.
>change every toolbox into BNP<
Toolboxes got heavily nerfed in regards of overall repair speeds. Toolboxes are now more useful for sabo, or pushing through the last bits of a gen. Its an obvious repair speed nerf, which was the main objective.
>and bring back sabo meta so that killer can't even hook anyone anymore<
There are still plenty of ways to deal with sabo, its not like before where a squad could enitrely remove half of the hooks for minutes. Its more like those flashlight teams, that swarm around a downed mate and are easy to take out all at once, while hooks respawn quite quickly. It still needs preparation, maybe even more coordination than before, cause you cannot sabo just any hook at any time.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/1111286#Comment_1111286
And survivors need to learn that they do not deserve to escape. So we are back at square one. Thanks for participating, have a nice day.
Ehm no. The TE thinks he deserves a 4k, but noone deserves anything besides the chance to escape/kill. So if he didnt get the 4th kill, thats how it is, but the TE wants to get the 4th kill for free.
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@Gam1ngga5tly said:
https://forum.deadbydaylight.com/en/discussion/comment/1111738#Comment_1111738
Because they can learn from the good players plus The reset is too much for me to handle
Same would apply to new players. But with old reset you didnt got New players as long as you were a good player, cause they would have been reset far away . Now you just have to deal with bad players All day long make it much more miserable.
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@Gam1ngga5tly said:
I really hope this was a bug because I'm sick of this. I'm hate playing with newbies. Goes for survivor and killer, I want to play with people who have to same skill as me or who are more experienced because that's a challenge.
The new rank reset best come back because I hate being with low rank players.
The new rank reset just pushes All bad players into high ranks. Hows that a good idea?
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How about stopping your conspiracys?
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Killers need to learn, that they not deserve to get 4k.
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Servers are trash and probably never get fixed.
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@ZaKzan said:
So lets break this dev update down and understand how this will ultimately buff survivors and nerf killers.
First of all, breakable walls, the devs have stated that these new breakable walls will be on the new map only, and not all the other maps in the game. This means, on average, you have what about 1/25 or so chance to get this new map with these new breakable walls with no offerings burned. The devs have also gone on to say that this is a test, so we don't even know if breakable walls will make it into the game, as they don't want survivors to be too unsafe. This does signal, however, that the devs aren't ignoring all of what killers are saying, just most of it. So this is a very slight buff to killer roughly about 2% of the time and we don't know how many breakable walls there will be in a map.
Item retention. Very obvious survivor buff here, albeit very small. The intended side effect of this update is to encourage survivors to use their rarer items, which are more powerful. Maybe the devs are wanting to balance the less used but more powerful tools of the survivor kit.
Sabotaging. While killers get a buff to their efficiency 2% of the time, survivors get a buff to their efficiency 100% of the time as this will affect all maps.
Toolbox changes. This is debatable, it depends on the exact numbers. If a toolbox gives you, say 20 seconds of repair speed over its life and the new changes make it 15 seconds or even less, we must understand that the original 20 seconds is staggered and the new toolbox changes are going to be very quick. 20 seconds over 2 or 3 gens vs 10 or 15 seconds over one gen. Is this a nerf, a buff, or will it effectively leave toolboxes unchanged in their efficiency, time will tell. This is certainly not a clear nerf to toolboxes. The item retention change is going to encourage survivors to bring better toolboxes as well.
So even if breakable walls make it to all the other maps, survivors are getting huge efficiency buffs and they are also getting buffs to allow them to sabotage hooks quickly enough for the struggling survivor being carried by the killer to wiggle free while also having a greater chance of retaining the stronger, rarer items they bring into trials.
How about not jumping to unreasonable conclusions to fire up your conspiracy theories?
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If you need to sweat youre doing something seriously wrong.
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@willoftheboss said:
https://forum.deadbydaylight.com/en/discussion/comment/1109076#Comment_1109076
camping and tunneling is increasingly becoming something you have to do as a killer because of how survivor sided the game is.
Thats so wrong. You just have to get some skill. And skill doesnt involve tunneling, camping, slugging, mori or OP addons.
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Yeah those evil swf. How dare they play together and can talk with each other. Serious? Those complains are getting annoying.
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@Eye66 said:
The last 3 killers have been underwhelming at best, Oni is awful and Demogorgon was a big letdown. The new guy at least looks supercool, been watching streams and he's pretty weak
When will you start learning how the game works?
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@GamingHulk123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1106355#Comment_1106355
With all due respect, do you play killer?
This doesnt contribute anything to the topic.
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Gens speeds are fine. There is no issue. Thats the only fact here.
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just have a look at the Forums. Most of the threads are whiny killers. they just wont acknowldege that the powerrole needs serious skill, they just want it to be a slaying game. Killers are just an unreasonable bunch of crying babies.
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Yeah punish people for playing together in an online multiplayer game.