LordRegal
LordRegal
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- LordRegal
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@BlueMeansDeep said:
I think despite any disagreements anyone has had on here, we can all agree this is completely unethical.
I'd like to believe that disagreements over a game aren't worth more than actual moral positioning, that's for sure.
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Of all the terrible PR moves, this might genuinely be the worst. It's honestly impressive how bad of a look this is.
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My 4 man I play with on Sundays, where I'm the best survivor (and I have never claimed to be amazing at survivor) and the others vary between "still pretty new" and "only plays killer when not with us" have not settled yet MMR wise and it's just been extremely not fun for all of us. Solo queue I don't notice much of a difference, killer has been trending sweaty without me changing how I play, but the 4 man having its fun killed even a month into the system feels...not great. We don't tryhard, we run silly builds, but haven't settled to where that's acceptable yet.
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Old Undying was more fair. Was it overpowered and frustrating? Absolutely, and I'm glad it was changed. But the fact of the matter is a maximum of 4 cleanses and you'd eliminate the perk they were protecting for good. Boon totems are infinite. Do I think they'll be broken in solo queue? Much less likely, but I've seen the potential of circle of healing if a coordinated group works together with it. It's absurd, and the killer cannot permanently remove it. Old Undying may have been awful, but a dedicated group of survivors could in fact remove the perk(s) it was protecting. Boon totems are only temporarily removable and that makes them much less balanced in my opinion.
All it would take is for the snuff out action to destroy the totem, and at that point I think they would be completely balanced with hexes - both high risk high reward (assuming a good hex, some hexes are pointless) rather than low risk high reward, which boons currently are.
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RPD....swamp maps are inconsistent and annoying sometimes but I'd rather only play on swamp maps if it meant RPD wasn't in the game.
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I've been running it on my Blight, and I've asked people after if they were PC how annoying it was. Gotten answers from "it gave you that free hit on me at X" to "it definitely kept me off gens for a bit even if you didn't see me until after". My full build currently being Endfury, BBQ, and that, so it's my only "slowdown" at all. I do think it's worth running, and it's kinda fun too, another reason to hook all 4. I do think it's better as a solo hex than pairing it with something like Retribution because in that case if a single dull totem is cleansed you don't get full Plaything value, but that's obviously down to preference.
All in all, it seems to be a fun alternative to gen slowdown and the few times I've gotten free hits/downs from it definitely help it feel justified.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2525589#Comment_2525589
I'm chasing up the designers to get an answer on that one for you, as I'm sure it's a question that will come up a lot.
One thing I'm not clear on - if a survivor creates a boon totem and the killer snuffs it out, can the survivor bless that totem or a different totem again? I know all boon perks go to that one totem they bless, and they're not allowed to have multiple boon totems active, but are the boon perks resettable after the killer takes out their first placement?
That's probably my biggest worry on balancing - if they are in fact resettable then imo it needs to be a smaller effect than a hex since killers can't put them back if they get cleansed...
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Pyramid head already has a delay to his canceling his power, Slinger doesn't. If I had to guess his delay is going to be similar in duration to Phead's and Demo's when they opt to cancel their power - you can't immediately M1 so a good mindgame can give you a window against those killers...but can't for Slinger.
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This is a super solid part 1 assuming the add on pass is ultimately good - the trapper bag that we see is...really not great, but that's the only objective downside I see to the notes so far. Spirit changes are perfect as well. Looking forward to part 2!
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Haddonfield is the perfect map for those who want to experience the thrill of a killer being directly next to you but completely unable to hit you due to the patented "Haddonfence" technology! If the killer attempts to go around a Haddonfence, you have ample time to react and run away!
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Bodyblocking is something I actually like to see on the killers I run StBfL on - they don't expect the recovery speed and it has absolutely immediately won me the game before. Plus starstruck, mad grit, agi, and ig all help counter bodyblocking too.
Tbagging and Flashlight clicking both cause the survivor to lose distance. Tbagging at a pallet they just threw means they effectively give you Brutal Strength when you kick it because they didn't run away immediately, same with clicking. It's amusing to me when a toxic surv at pallets gets caught completely off guard on the couple killers I run EndFury on. The combo's strong already, they just made it a completely free hit rather than a mostly free hit.
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Really the only one I absolutely wouldn't want is the Nurse's blink since it's canon that it's agonizing for her to use it. Her post blink shrieks are intended to be a pain reaction from having just done that, and it's why she fatigues - she needs a moment to recover from it. I'm not aware of any other killer who has a power that actively hurts them as they use it.
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My best estimate is within 8-10 seconds...I run StBfL on him and with full stacks I can have both hits in a chase be surprise attacks assuming they run into a dead zone.
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So first question I have in response to your question: do you have crossplay on? (on by default so if you aren't sure then it's on). Having it on drastically widens your search pool and makes running into SWFs less likely.
Second - assuming crossplay is on, do you see people with either all globes, or all non-globes? And do they come into the lobby all at once or do they trickle in? The odds of SWF go down if there's a mix, and are impossible if there's too long of a delay between them joining.
I'm asking these questions because you're likely not facing full stack SWFs as often as you think you are - instead, your MMR is way too high. At high levels of play, even solo survivors coordinate well and instinctively know how to react when things happen. If you were winning all of or most of your games prior to MMR coming in, your MMR is likely extremely high (this is a problem for those who played sporadically from what I've seen, it overestimated them since they were consistently at low ranks getting other lower ranked players.) Unfortunately, the "fix" to this is to just accept losing for a while and supposedly it'll get better over time.
That being said, late at night in EST tends to be one of the sweatier periods, I generally try to stop playing by around 10 PM since after that it gets a lot less fun, so your survivor pool is likely being overfilled by the sweat squads even if your MMR isn't inflated.
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I kept going until I finished the rift since I wanted stuff from the paid track and I don’t buy rifts until I’ve gotten all the cell rewards, but at this point I’m seeing myself back way off from the game. Gotten back into a different favorite of mine, Tales of Maj’Eyal, that’s about as punishing as DbD but PvE which makes it a lot less rage-inducing when it smacks you down and tells you to start over. Matches are just less fun right now. My super casual SWF group that plays on Sundays has two of the members of that almost ready to drop that part of our routine because they’re not having fun anymore. Doesn’t bode too well for my playtime in the near future…
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@BruteSavageGaming said:
https://forum.deadbydaylight.com/en/discussion/comment/2509134#Comment_2509134
No, they definitely were able to do the gen through the chain hunt, and they let the chain hunt last like they didn't care. This was on Midwich so I'm not sure if they were just able to dodge/break chains while doing the gen?
The spawn rate of the chains during a hunt is slow enough that even with Ruin progress could be made on gens. It wouldn't be fast progress, but it is progress. So a team of solos I could totally see all individually deciding "ah, screw it, someone else will go get the box, I'll suffer until they do and finish this gen up." and boom, gens pop and no one's grabbed the box. It's definitely more there for the chase assistance in my experience - the main genuine stall the box causes is when you pick it up yourself - that's a free power hit on every survivor and odds are they're not tight to terrain they can use to break the chains.
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I've played a lot of Pinhead since he came out and I can say chain hunt is what makes him scary. The slowdown on gens is annoying but inconsistent, that's not what makes chain hunt good. The single chains spawning on survivors in a chase isn't what makes chain hunt good. What makes it good is when you land your personal chain on them, the chain hunt is going to hit them with 1-2 more chains as they break the 3 you gave them, assuming you don't get screwed by RNG and the chains you personally spawned all get broken by terrain immediately. It's a guaranteed hit at most loops during a chain hunt because of this, and turns what's a fairly high skill cap power into something actually oppressive.
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Main issue with that - from my experience, the sweaty survivors despise going against people who aren't trying. They'll start stalling the game, doing everything they can to goad you into trying harder, and will not hesitate to just sit on 1 gen for a good amount of time because you're "not playing correctly." It's been absolutely miserable trying to play casually just as much as it is miserable to go against them at all.
Plus it's per killer. I accept I'm going to lose every game for a night on my Wraith, he's set, maybe, assuming MMR is working. But that discounts the other dozen killers I enjoy playing. Oh boy, a fortnight of losing! So much fun!
...you know, this probably explains why I've been playing more Tales of Maj'Eyal lately, it's more fun losing to a PvE game than a PvP one...
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Twins, Billy, and Trickster are the ones I never see. I’m fine about the first and last, but the lack of Billy players just hurts…he was so fun to go against before his nerf, now it’s a very rare treat to find them at all.
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I’m on mobile where it doesn’t show the thread creator and assumed this was a Sluzzy post before I clicked on it. Good to know some things never change.
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I still am disappointed that the alchemist we had hyped up for years wound up being Blight. I think mechanically he’s well designed and is very fun to play as and against (barring full meta build Blight), but I’d be lying if I said I was fully ok with him being the end result of all that teasing. Love the power, wish we’d have had a more scientific killer for the alchemist. As is Clown and Doctor remain the two most scientifically gifted…
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My all time best salt moment came from when I had been playing for a month and a half, back in early 2017, and had roughly 100 hours in the game. Had I believe an 8 hook 0 kill game as Nurse, was in mid purple ranks and had gone against a full red rank team. It had been a good game, I’d made some noob mistakes but had some great blinks too, I felt good about my performance.
One guy was livid. He accused me of hacking my profile to lessen my hours, because a 100 hour noob couldn’t have 4 fully leveled perks on Nurse, all good at that (Stridor, NC, Agi, IG because this was the age of perma sabo hooks) and I was “too good.” I comment I enjoy precision based gameplay and picked up Nurse recently, though I knew I wasn’t a master. He then both continues on the line that I was too good for my hours, but also throws in if I was that good I wouldn’t have fallen for easy jukes (contradicting himself).
I explain I’ve played for a “season and a half” (month and a half, I wasn’t sure how to call rank reset periods) and this was a mistake because he claims that’s not possible with my hours. Me having a full time job and playing other games too isn’t acceptable, and he’s still insisting I hacked my profile to hide my true hours. He finally gives up and says “goodbye you dirty save file cheater.”
Was honestly a pretty nice ego boost all things considered - I was still new to the game so the fact the guy thought I was hiding my hours was genuinely a feel good moment for me. Never had salt that feel good again.
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I’ll add performance issues as another frustration on top of all you said. My PC is older but runs every other map without issues. RPD is strong enough to attack my frames directly, and I play on low settings so it’s not something I can fix by lowering them further.
Overall I’ve just never had a good experience on that map.
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Your power sounds include sparking noises sometimes too, so if you’re using your power you can’t trust that kind of noise to tell you the box location for a few seconds. I’m also fairly sure maps like Hawkins, Lery’s, and The Game have electric scenery pieces that spark in identical ways to the box so it’s super unreliable on those maps.
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No, the speed boost after uncloaking remains the same regardless - windstorm only increases cloaked movement speed.
This is why swift hunt is popular on him - less time spent uncloaking means less of the speed boost is needed to catch back up.
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As killer I ignore them until they get crows. Then I down and hook them to stop the explosions. If they get off the hook, repeat.
As survivor it's just get the gens done and get out, no point in staying in a game without the other side.
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@ABannedCat said:
I always kind of chuckle when I read names like "I simp for Demogorgon".
Interestingly enough, I see more survivors with funny names than I see killers.
I want to blame that on Survivor names being shown all throughout the game and therefore more reason to put something silly, while killer is only shown in the postgame lobby.
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@Bluebird said:
I mean, I do get where you're coming from, but there's probably a good majority that speak out on others using the same DS/UB/DH/Iron build, but they get shoved aside and labelled as a "Killer Main" who's just bad. I would call people out that brag about running full Meta, but because everyone's just going to assume that I'm a salty Killer Main who plays bad, I just don't even bother. On top of that, it's easier to critique a build for Killers due to some builds just being terrible on Killers, such as Pop with Pyramid Head, when he has his cages. Survivors are just skins, and the use of a perk comes from the player using the perk, not the character the player's playing.
I think this is probably why. The veteran killer players he’s talking about also often play survivor. I know I’ve seen Otz and Tofu say they recognize exhaustion perks are strong but they prefer not to use them because it’s more fun without the safety net (Tofu runs adrenaline and Otz has been playing with Smash Hit I believe, one of which is one time and the other is the most inconsistent one in the game). But because they’re both better known as killer players they get bunched into that role.
I would hazard a guess that people who 100% play one side are much less likely to grasp the problem of their side’s overpowered builds, on both sides. Anyone who plays a decent amount of both sides likely is aware of the problem perks on both sides and as they get better are likely less likely to find them fun to use because they get sick of seeing it when they’re in the other role and no longer need to be carried by them. That seems to hold true from what I’ve seen and experienced myself.
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Twins. I genuinely don’t think I’ve ever had fun in a Twins game, no matter which side I was on.
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I would argue the better fix would be to make it so some maps didn't turn some killers into M1 only. Removing bad maps from killer pools is a bandaid fix rather than a true fix.
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Giving a few on both sides here:
Killer:
Surge: Pretty much my favorite regression perk. It can be inconsistent, but the sheer time saving function of it alone makes it worth it in my opinion. Plus that 8% regression can sometimes be the difference between a gen popping or not.
Hex: Plaything: haven't seen many people comment on this one much, but I actually really like it. It's almost a reverse beartrap in the sense it stalls the game out a bit, and you can get free downs if you're lucky with it too since people don't always know you're coming. I prefer it to be used without other hexes because otherwise a single dull totem cleansed means you lose the effect on the fourth survivor.
Lethal Pursuer: I've seen it seldom enough I feel this is off meta, which I think is a shame - the perk is extremely useful to give you an immediate first chase, and eliminates the scare and worry of those games where you pick every side of Ormond but the one they all spawned on and now you're down a gen with nothing to show for it.
Survivor:
Blood Pact: I know people say Bond and Empathy are stronger, but the fact of the matter is those both only work for you, not two people. Free aura reading on a team member if either of you are injured makes for a super useful tool, and they get it too, so if they're smart they know to not go where you're working on a gen now.
We'll Make It: Not the first person to say it here, but it's so so nice getting someone off the hook and having them healed in 8 seconds. Plus since it's active for 90 seconds you can further benefit the team if there's more injured survivors around.
Kindred: Controversial opinion since people know it's strong - after all, they want it basekit, but they refuse to put on the perk because it's not a meta perk. It's core on all my survivor builds as early as 2017, and the buff it got last year just cemented it as my favorite survivor perk. It's 100% worth a perk slot, even in casual SWF. Put on the perk people. DO IT.
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@Triadequinaxor said:
BHVR stopped promising stuff the minute people called them out for not fulfilling out their plans
This one frustrated me. Because a little humility goes a long way. “Hey, we know we talked about an Early Game Expansion to help balance killers who are slow to start, but we couldn’t figure out a balanced way to do it/couldn’t get our idea to work in the game/straight up don’t know how to code it. We are having to scrap the idea for now, we’ll let you know if we come back to it.” This would generate so much good will with the community because they’re being open and honest - it doesn’t feel like we’re in limbo forever holding out hope that maybe they’re working on it in the background.
Look at the colorblind situation. They could’ve said they had something in the works at any point. But nope, wait until a bad PR move forces them to reveal it to put out a fire.
It just feels like their PR department just doesn’t know how to handle community interaction and it’s kinda sad at this point.
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My friend group has a betting pool going on how long before it's disabled again...
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I've been playing more since I want to track my matches for a bit to see where MMR actually kicks in. Been seeing my matches fluctuate wildly so I want to know if that's just how it's going to be or if it's going to settle eventually.
Also I want that Legion knife in the paid track and I don't buy rifts until I finish them, so...
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My killer games are still fluctuating wildly and my chill, non-sweaty 4 man that always plays on Sundays for a while quit early because the killers we were against were reportedly better than the killers our best survivor goes against when solo and the casual members weren’t having fun at all.
if the game is going to settle in MMR wise it really should do so soon, my enjoyment is actually being impacted at this point…
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Exact same thing happened to me as I exited a game. Crash to desktop, No rewards on logging back in..
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Exact same thing happened to me as I exited a game. No rewards.
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Crashed and grade reset on PC as well.
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I got the achievement the first time I got a merciless with him, not sure what causes the bug - just know it exists.
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I was going to comment about Wraith being one of my favorites and not currently running any of those perks on him...
But the Devour hate is baffling to me. I think it may be the first time I've seen someone say Devour is a problem. So yeah, that's stolen the show. How in the world have we reached the point that Devour is unfair?
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I can corroborate this on Steam as well.
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It's good for a small selection of killers, but otherwise I generally find it survivor sided.
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I will always admit when a survivor outplays me at a strong tile, or when a killer mindgames my pants off as survivor. The things that piss me off are when map generation spawns tiles in such a way that good survivors chain them and make it just a pointless chase/a total dead zone, or when I clearly outplay the other side and a perk lets them undo it. If I successfully mindgame someone and they press E to Undo Mistake, that's what irks me. Because so often you can tell it wasn't them deliberately planning on using their dead hard, they just had a good reaction time to realizing they messed up. On the killer side running Ruin/Undying/Tinkerer as a mobility killer and refusing to commit to any chase because gen protection wins them the game, but was it really fun for you to not chase ever? But nope, carry perks gonna carry.
Aka genuine outplays good, getting screwed over by the map or a perk/combo undoing what was otherwise a successful play is infuriating to me (also why I don't run DH or the Ruin/Undying/Tinkerer combo, if I hate going against it why subject others to it?)
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I would very much support this kind of system - if they want to be independent of Steam, then we need that kind of thing - especially because then I and one other person could potentially get on and SWF without alerting the whole group if we wanted to to just two man.
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@TacitusKilgore said:
Thats a stupid argument. If we need to "give it time to settle" isn't it natural that everyones pissed off right now because the system is a complete cluster-######### of sweat? People SHOULD be complaining right now and be allowed to vent their frustrations. The system is not fun right now, and even if it does get fun eventually people should be allowed to voice their dissatisfaction with how it is right now. Just because it can get better doesn't mean it isn't miserable right now.
I've been recording my match results to see how hard MMR swings me, all while not playing any different from how I normally do. Going to wait until the dust settles, but right now it's not exactly encouraging, that's for damn sure...
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I'm wondering if it's related to the FOV perks being bugged, I swear the average flashlight I've gone against has a wider "success" range than normal since the patch.
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Ended the gaming session last night on this high note because I didn't think I'd get that nice of a group of survivors again. Super solid group, was a lot of fun for my first time back on Triangle Face after a long time off.
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Here's mine...placement within tiers does not mean anything, didn't feel like arranging them within their tiers.
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I've seen a game crash when there were 3 survivors and no chain hunt - from my perspective it crashed as he picked me up, from his perspective it crashed when he tried to hook me (he was streaming and I was curious). Had 3 survivors all game due to an instant DC, but otherwise.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2479484#Comment_2479484
You sometimes lunge short, or what appears to be short, and can even whiff right in front of you. He also has more autoaim than normal, especially at windows.
From what I noticed it's mostly around corners that that happens (including if the survivors try to spin you, that's an artificial corner) and then also off ledges, he loses almost all of his momentum if he's not allowed to go straight forward.

