MadLordJack
MadLordJack
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@Sweet_Feng said:
https://forum.deadbydaylight.com/en/discussion/comment/1463553#Comment_1463553
So items are unfair, broken, op etc but killer add ons are all very fair? Infinite tier 3 Myers, mori Myers, fake pallets of Freddy that you can't even Distinguish 1% to normal pallets, slowdown add ons of Freddy, exhaustion add ons, all add ins of killers are fair because they're on killer side right? 90% of survs add ons are trash.
The whattaboutism is strong with this one.
We're talking about quickswitching and pre-game lobbies, please do not attempt to change the discussion. If you would like me to point out the invalidity of some of those, then fine, I shall do so below. But first we must reach the conclusion of the previous topic, so I would like you to reply to what I said instead of coming up with a completely different argument.
Now, onto everything else you said... Infinite T3 isn't that strong, or else Plague would be meta. Tombstone Piece is extremely overpowered, however Judith's Tombstone is more of a self-nerf given the drastic reduction to your base movement speed. I would rather go against a pallet Freddy than a normal Freddy any day because they are extremely weak, although I dislike Freddy and would like to see him made more difficult to play as so he's less popular. And no, most killer add-ons are actually extremely weak bordering on useless. The few killers with exceptions are Plague, Huntress, Spirit and a few diamonds in the rough for the rest of the cast, most of which are greens or pinks (although most pinks are worthless as well). One example is Ghostface's cooldown add-ons.
And I'm not sure why you subscribe to the whole "[blank] main" philosophy, but I certainly don't. Both sides have some extremely unfair things, such as the ever-threatening keys and mori's, or SWF and soundsnipy Spirits. That one side has broken shite doesn't detract from the others equally broken shite, and should not be used as a counterargument.
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@Chicago_Prime said:
https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604
And literally tell me that the matchmaking penalty wasn’t implemented for mainly survivors. Go ahead I’ll wait. Everyone knows killers RARELY AND I MEAN RARELY EVER DC. And you salty over not being able to spam to character? Grow up lololol
I am genuinely lost. What is your argument? Are you saying that DCing is acceptable, or that killers... What? "Spam to character"? Can you please reword that entire statement so it translates into reality?
Hang on, matchmaking penalty? What's that?
I am so genuinely confused by this entire post. I'm neither kidding nor being sarcastic, I have no idea what you are attempting to say other than some variation of me being childish.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1465338#Comment_1465338
I run it because I get tunneled but uhh you so you I guess.
Yeah, right. At this point I play more survivor than killer, which I try to keep even but... Well, I'm finding survivor more fun atm. But I digress: I definitely do not get tunelled enough to justify running that combo, let alone get farmed that badly either. An entire minute of invulnerability is genuinely unjustifiable. DS? I get it, you don't want to get tunelled. UB? Sure, undo the killers snowball with a single mouse click. Both? Become literally unpunishable for an entire minute, 3 minutes a game, with the only counterplay being to eat the damn perks? That makes sense. Nothing unfair about that.
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Anyone running DS/UB and actually trying to defend it is worthless as a player, because the only reason to defend it is if you rely on it, and the only reason to rely on it is if you:
1) Suck
2) Are an arse
Soul Guard is a bit of a weird one. It's more like BT in the sense that people can abuse it, but it's not the main issue. The main issue is that it makes the already-weak Hex perks even less useful.
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@OnryosTapeRentals said:
Hex totems are supposed to be high-risk-high-reward. If you don't want to risk losing a perk, don't equip a hex.
The risk is far, far greater than the reward, and is almost entirely RNG based. That's the problem people have with Hex totems. That, and the Devs use the 1 hex perk where the risk and reward are similar (DH) as an excuse to never, ever touch them ever again.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1464110#Comment_1464110
I feel like people vastly overestimate how hard it is to play hag. The only thing that takes real skill on her would be using mint rag. Everything else is spamming down traps at every pallet or chokepoint near a 3 gen or a hook and then mashing control to collect free hits. Probably the most skillful thing you do as hag is waiting to see if someone on the other side of a pallet is going to vault it to determine if you take a trap or not.
Tons of veteran players will just suicide vs. the hag because they know how cheap she is. And I say that as someone who plays a ton of hag.
I think playing an M1 killer is significantly harder than hag.
You lost me at "spamming down traps". Anyone with even the slightest experience knows that placing traps without thought is the easiest way to lose. Just because a killer has a playstyle you don't like doesn't make them cheap, either, and the very idea that a basic m1 chase is harder than the infernal chess match that is hag is laughable. Weaker, certainly, but not harder.
Take, for instance, a jungle gym. How would you trap it? What about an open-field chokepoint. A junk loop? The basement, her all-time strong spot? What is her biggest counterplay? And, if she is so easy, why does she have such a low pick and kill rate? Logically speaking, easy killers get picked more often, which is why relying on the stats to determine strength is useless. However, the killer pick rates certainly go someway towards shining a light on their skill floor.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1464086#Comment_1464086
He’s above average, pretty good but far from the best. I honestly think he’s getting worse because he’s starting to burn out and just get frustrated and make excuses right from the get go.
See my above post, I’ve watched him and subscribed to his twitch for a long time before I finally started to see all of this. He’s changed over time and not for the better IMO.
Yeah, I think you're right on the money. I used to watch him a lot but I trailed off recently, and he does cry wolf a lot. Problem is, a lot of his wolf-crying is accurate and justified, and that seems to make him confident even when he's clearly wrong, and people take those clearly-his-fault clips and use them to discredit him even more.
It's a pity about his complaining about everything. He used to point out his own mistakes all the time, now it seems he glosses over them more and more. Though, to be fair, most of his temates tend to be on the potato side. It's a bit unreasonable to have multi-minute chases and no popped gens, though that is the usual solo que experience.
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Because he is super easy and people are lazy. Hag is easily leagues above Freddy simply because she has a drastically higher skill ceiling. However, she also has a drastically higher skill floor, and so bad hags dismiss her as a weaker killer and go back to snare-spamming, gen-popping, teleport faking, bt-denying Freddster, instead of putting in the not-i considerable time and effort it requires to play hag at a similar level.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1464042#Comment_1464042
Most of the time he makes a lot of mistake, and acts like if he played perfectly.
Actually, he plays pretty well rather consistently. Not saying he's the best, but he's solid when he isn't trying to go for 12 hook survivor-rulebook games.
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Are you really complaining about BBQ on one of the few killers its actually good on?
Even ignoring the fact that just about every survivor I go against has the same 2 perks, BBQ isn't really that good on anyone except high-mobility killers. People just run it for BP's. Personally, I like my killers running it, because I can use myself as bait.
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"Of course. Let's just hope my teammates aren't altruistic."
Pretty much what goes through my head. It doesn't even shock me. I really, honestly just hope my teammates don't actually come to save me and give the killer positive behavioural reinforcement.
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I love how people deliberately choose bad examples whenever they go after Tru3. Last stream I watched, he was going on about gen speeds the whole time. He had a few matches where he complained as he was doing bad, and a few matches where he complained while he was doing good and just getting hammered by gen speeds, and a few matches of survivor where he and his random teammates were likewise hammering out gens, and a few matches where his teammate's were potatoes and he potatoes just as hard.
The point I'm trying to make is that Tur3 is all over the bloody place. You could cherry pick matches that proves he's a complete moron diluting serious arguments, or you could cherry pick matches that proves he's right on the money and all of his comments are the truth. Neither are accurate. And honestly, neither take away the points he tries to make. Just because a build is awful doesn't mean it's okay for gens to go that quick, given that survivors can go into matches with awful builds and escape with relative ease so long as they work together.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604
I was agreeing up until you said “broken skin”.
How are a set of pixels somebody chooses to wear “broken”?
Blendettes. The fact that there is a term for people wanting to have so many advantages they play a specific character with a specific skin so that they are much harder to spot and track really does qualify them, and to a lesser extent blendy Adams, as broken skins. That's not to say I want every survivor always wearing fluro clothing, but the fact that they can treat almost every map like it's Dead Dawg Saloon is stupid.
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@Mak0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1462614#Comment_1462614
The Game can be a safe pallet haven or be full of dead zones and unsafe pallets. it's a really situational map
I have actually never seen it full of either deadzones or unsafe pallets. In fact, I don't think it has any unsafe pallets, the shortest loops are just large enough (and have enough visibility) that you cannot trick a good survivor into being animation locked. The most unsafe pallets I can think of are the exit gate pallets, but they are only unsafe because of their environment, not the loop itself.
And I cannot stress how few Game trials I have played with actual, map-spawned deadzones. Every time I get stuck in a deadzone in that map, I see broken pallets, not no pallets, although it is easy to miss pallets based on the lack of LoS. That's not to say the map itself is unbalanced, it's just that it's unfair for both sides.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604
At least killers get a heads up ...
I'd love to know when someone is bringing a mori into the game.
I'd love for mori's to not be in the game. Well, except the yellow Mori. A flavourful finish is worth 4k BP's.
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@ResidentDoctorMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604
Resident Doctor Main here,
That isn't entirely true. You can still change Add-Ons, Perks, and Offerings as a killer in a lobby still. Sincerely,
Resident Doctor Main
Where did I say you couldn't? If I implied it I certainly didn't mean to.
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@Sweet_Feng said:
https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604
Broken items like flashlights? Because flashlights are op? Or no the evil keys that appear on every 10th game
That you consider an item rare doesn't mean it is fair.
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@KRG said:
https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604
You do realise that killers are different with different abilities and survivors are just skins?
About the items you can always change your build if you want to use franklins for example.
You guys need to stop with this whining thing im getting sick of it honestly.
If someone quickswitches, you can't change your damn build. That's the whole point, it's toxic people that want a huge advantage.
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No, doc doesn't need a base kit change (except maybe his chase music). Being able to shock people through the floor/ceiling in The Game is honestly fine, that map has so many brokenly strong pallets that you should always be safe when he makes you scream (at least until the pallets are gone)
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The problem is that it's only being implemented for killers. Quick switching has always been a problem, and now that the Devs have implemented a system that locks characters... It only locks the killers. Survivors can still quick switch to whatever broken item they want, on whatever broken skin they want, and not give killers any time to react. It just feels kind of unfair, especially when you add in the cheating software that lets survivors see what killer they are going against.
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Yeah, everyone should be locked in the moment the lobby loads. It's only fair, if killers aren't allowed to cheese the system to bully lower ranked players then survivors shouldn't be allowed to quick switch to broken items to bully unprepared killers.
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@hahadrillgobrrr said:
Most likely will get nerfed after devs have implemented early game stall.
So in other words, hopefully it gets nerfed after it's no longer needed.
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@alleycat012 said:
https://forum.deadbydaylight.com/en/discussion/comment/1460160#Comment_1460160
Legion and doc wouldn't be that strong together, not anywhere what you imagine. Sure legion can love tap everyone with his power but mending doesn't take long to do and you are forgetting that instead of 16 survivor perks and 4 items, its now 32 perks and 8 items. That means super fast healing most likely by atleast 1 or 2 survivors. Imagine survivors perked out with medkits for healing; they would get destroyed after they get a few hooks. And unless the killers exerted maximum pressure constantly, those gens are just going to fly by at light speed.
I'd say the biggest threat as killers would be leatherface + Billy, not some m1 spam killers.
2v8 fundamentally isn't much different from 1v4. The biggest difference is that you would have far more perk/power combinations that make the game far more interesting than it currently is for BOTH sides, killer and survivor.
Also its not a lot of work to alter the map sizes a bit and add in some already created things in DBD. It would require very little work on their part.
Where did I say anything about legion and Doc working together? They are the two information killers, the killers whose power directly allows the gathering of information. Doc, however, makes everyone scream all the time and in essence would be able to share this information without the need for vocal communication.
And you are drastically underestimating everything about a 2v8 mode. Every single inch of the game would be changed from the ground up. The fundamentals aren't the same - they are about as different as they could be without literally playing a different game. Killers have 32 perks to worry about - in other words, 8 minutes of potential invulnerability and an absolute bucketload of undeserved second chances. You would lose generators faster than you could force them off because of Prove Thyself alone. Survivors have literally no chance in a chase even trying to work together if the killers gang up, which they naturally would. We're talking full-on 1-2 punches. Camping and tunelling would be the gold standard. Who cares if you get DS'd, the other guy smacked the survivor into the ground immediately. Maps cannot simply be increased in size - they would have to rework the RNG system, add more pallets, magically find a map size sweet spot, add more buildings and windows, add more cosmetic tiles, find the perfect number of generators...
Amd that's without pointing out that a new game mode would have to be implemented flawlessly. This isn't a game in alpha, mistakes are unacceptable from a business standpoint. And I'm not talking bugs, I'm talking community-killing unbalance. There would have to be constantly evolving PTB, essentially splitting the development te in two and slowing down content production.
And all of this for a gimmick mode that, while fun for a little while, would either be completely ignored or kill the game by splitting the playerbase.
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/1460111#Comment_1460111
Until the devs put that game mode, Nothing proves that you are right. It is also assumed that they will make larger maps and more generators.
Actually, everything that killers have to deal with proves them right. Legion and Doc are the information killers, and Doc can share his information. Add that to Nurse, Spirit, Billy, Huntress, Ghostface, Plague, Pig, Oni... Yeah, not a good combo. All Doc would have to do is run around zapping, the other killer would be the one to act on the info.
And where is it assumed that they would make maps larger and/or muck about with generator balance? That is an extreme amount of work you're asking them to put in, all for a game mode that would only boost the playerbase for a few months before eventually killing off the game due to uneven que splitting.
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Yes, you should have gotten a safe unhook because of the ill-concieved mechanic. No, that's not how safe unhooks should work, because you clearly tried to farm your teammate and didn't actually go for a safe unhook.
The game often forgets to register things like that, I gave up on MoM not because it's a terrible perk (spoiler alert: it is) but because I wasn't getting awarded "protection hits" and/or MoM was often not registering protection hits when they were triggered (I got the notification and BP's popping up in my HUD).
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That excuse is worn. Mostly because the term "tryhard" is more insulting to the would-be insulter, and the fact that I seem to see more toxicity complaints from console players than PC players. The only thing I worry about it the difference in quality leading to unfair advantages: it's no secret that DBD doesn't run well on consoles, regardless of processing power.
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Oceania and southeast Asia, not just Australia. There's more than just them over here. We've already got an Oni, now imagine getting chased around by an aswang, or a taniwha.
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Yes, multiple time, mostly as killer when I 4k. Been reported a couple of times if post-game chats are to be believed. And I have had killers accuse me of wallhacks after I abused the fact that I could hear them, they couldn't hear me, and I basically had audio-wallhacks.
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@EmpireWinner said:
sure, assume swf in every game because you performed poorly
Why assume? I started checking friends lists and found that, whilst most of my trials had a SWF, the ones where I had no chance at all had 3-4 person parties.
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@ich_häng_mal_rum said:
The pick and kill rates in this stats include consoles too and there the nurse is very hard to play...
I like to talk about „why killer think 4k are needed always“ and please don’t focus on the stats.
A red rank survivor doesn’t pip for only doing gens and escape, you have to do a lot of more objects to earn emblems in all categories. Sure, pipping is harder for killer and I think that’s the unfair point.
Actually, at red ranks all you need to do to pip is a gen, a totem, a safe unhook, a heal, and a decent chase time (1minute +, all total). On top of that, as I admittedly didn't clarify, if morons didn't rank up then the average kill rates would be around 1-2. Why? Because the game is balanced around having 1 brainless moron in each match that is basically a handicap that sometimes does gens and wastes the killers time by being carried to a hook. It doesn't feel good to play a game where you are basically bullying noobs, and it doesn't feel good to lose because the team didn't have any. When a killer is matched against a team of relatively equal skill, they're completely screwed. All survivors need to do is focus on generators and playing safe, and the killer can do nothing to stop them unless they got an extremely favourable setup.
I don't think that anyone wants killers to only ever 4k. I have never seen anyone claiming that they want killers to 4k every game. But the game doesn't reward killers for getting anything less than a 3k (in red ranks you basically need a 4k to pip). And worst of all, the Devs worship the stats that you already said to ignore, thus attempting to force them to read everything as their sainted 2/2, even though they deliberately flooded high ranks with even more terrible players (such as myself) and have essentially balanced DBD around idiots, making the true power of the ever-hated SWF being the ability to not have a moron throwing your match.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1457415#Comment_1457415
The game would die because a killer can run stronger killers or addons against a swf sounds kinda just wrong to me.
No, the game would die because very few killers would actually do that, instead opting to simply leave and let someone else deal with it, thus artificially inflating their wait time. It could potentially turn into several hours of waiting, only to get a match against a spirit running an ebony mori because she somehow thinks that's "fair".
Whether or not SWF is fair... Well, it's been proven to be drastically unfair and commonly abused. It would only make sense to add a SWF tag in the post-match scoreboard, and it would be even better if said scoreboard actually worked and didn't reward a sweaty 4-man or an ebony mori spirit. But adding a pre-game-lobby tag, that would genuinely kill the game.
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First, don't look at the stats. They are intentionally misleading. Second, in a 2kill/2escape scenario, the game rewards 4 of those players (the survivors) with a "pip", the in-game win system, and gives the killer a draw. By definition that is unbalanced. Even if it didn't, that's still 2 people that "won" a draw game. Still unbalanced. Still stupid. The pip and BP system needs to be fixed to accurately reflect the match before you can call the old 2/2 "balanced" and not have people feel like they're getting cheated, which they often legitimately are (on both sides).
And once again, don't bother with stats, if the ranking system actually worked properly you would likely see most low-rank matches end in 4k's and most high-rank matches end in 0-1k's. And that's without going into the fact that some of the strongest, yet most mechanically difficult, killers have extremely low kill and pick rates. Looking at the stats you'd think trapper was god-tier and nurse was borderline worthless.
Edit: Also, I could absolutely win every single match of survivor I play. Either I pip in every. Single. Match. Or I go find a sweaty SWF that does gens and plays pallets safe. It doesn't exactly take a lot of effort to beat a killer, just a lot of m1 holding.
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Does stretched resolution still exist? Locking the .ini file was supposed to fix the issue of graphical modifications to gain unfair advantages, but I have no idea if the cheaters resolutions were reverted to standard, and I heard that there were ways of stretching your resolution without .ini editing
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Okay, so you want every single game to be a 12-hook game, or for "balance" sake a 10 hook game. Fine by me, I hope you like your side of doubled base gen speeds to go with that entitlement burger.
My only hope is that you are attempting some moronic, high-effort trolling post. 10 second blinded DS stun? Either you have never played killer and genuinely should, or you are trying to solicit aggressive responses to fuel your ego whilst pretending that negative interactions are worth anything.
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Honestly, the best way to learn it to throw games chasing 1 or 2 good survivors. When normally you would opt to stop chasing them, don't. Keep at it. Use your power/s. See how they run tiles, what they avoid, what would potentially be a mistake against an m1 killer might be a good play against the specific killer you are using. If it's a streamer, watch their VoD (on mute, unfortunately) to see what it looked like. This game has no practice mode, unfortunately, and you will depip alot, but it's not like ranks accurately reflect skill anyway. At worst, you'll look like a low rank, but in this matchmaking you'll be verisng the usual purple/redranks even if you somehow fall back to 16.
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@Veen said:
Reasons why they shoudn't : SWF would never been able to find a game. and probably would be matched with low ranks killer in the end.
and this comes from a SoloQ survivor.
Reason 2: the game would die. This comes from solo survivor/killer that gets constantly matched against 2-3 person parties.
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Sloppy is an amazing perk for any killer that relies on basic attacks, and doubly so for killers that are extremely dangerous for injured survivors. Hag, Ghostface, Wraith, Nurse, Deathslinger, and Spirit can be devestating, since you NEED to heal against them. Pair it with nurses and you have a potent combo, one of my favourites. And if you take off sloppy but leave nurses, you can feel the difference.
As a general slowdown perk, it's not great. As an anti-heal perk, it can win games.
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@Onyx_Blue said:
@MadLordJack no, by my logic, an entitled survivor is someone that makes errors in judgements and mistakes (with rescues, accidental sandbags, positioning etc) and expects a killer to be nice and let them get away with it.
The meta of both roles do overlap due to the fact that killers use their slowdown meta builds because they hope to contend with the survivor second-chance meta's consistency of crippling their momentum.
What you're trying to say is that every perk can be called meta due to a fair amount of popularity, but what you misunderstand is, although those perks are used by a fair amount of people, the general consensus is that "slowdown is needed" and "second-chance perks are the needed safety net/clutch". I don't agree with either of those. But that is exactly what the meta is. Name the most popular survivor loadout and tell me that those perks aren't second-chance and can really devastate killer momentum. Then name the most popular killer loadout and tell me those perks don't oppress survivor objectives, crippling their momentum/progress.
Your very argument defies the concept of "meta", also known as "most effective tactics available". You want the most meta survivor build? DS, Unbreakable, DH, IW, Blendette. You want the most meta killer build? Nurse with BBQ, I'm All Ears, Shadowborn, Whispers.
And your concept of overlap, despite your protestations, is far too encompassing, because within your argument literally every perk catagory can fit. Killers don't, in fact, use slowdown perks to compete with second chance perks, this is a fallacy. Killers use slowdown perks to compete with base gen speeds, because the only 2 ways of fighting them are extreme aggression or aggression/slowdown. Survivors use second-chance perks to gain second chances. I know, because I don't use second-chance perks, and I prefer aggression to slowdown. However, most killer characters cannot achieve the required level of aggression and thus need perks like Pop, Surge or Ruin. And, I should like to clarify, not all at once, unlike survivor second-chance perks that often get stacked into builds like DS/DH/Adrenaline/Unbreakable. The closest I can think to this is Forever Freddy and the oft-forgotten Forever Legion, neither of which are "meta".
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1444249#Comment_1444249
This idea will backfire on you. Good survivors manage their sprinting, so they can lose chase by blocking LoS and walking when they don't need to sprint in order to reset bloodlust without having to use a pallet. Your suggestion will make DS stronger, but will make it easier for killers to gain bloodlust on you under normal circumstances
This is how current chase mechanics work for killers:
1) If a survivor is running (not walking) in direct LoS of your FoV, the chase begins.
2) While those conditions are met, the chase is maintained.
3) Chase is slowly lost once those conditions are no longer, in their entirety, met. That means either LoS blocking, or they stopped running.
What I am proposing is to remove the "maintain inside FoV" condition. That way, the only effect it will have is to stop moonwalking, and it won't make anything else any easier since the chase decay timer is immediately reset already. That wouldn't make it any easier to gain bloodlust, but it would make it so that the chase doesn't decay just because the killer is moonwalking. And it certainly wouldn't backfire by making DS stronger, it would act as intended by removing chase spoofing.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1444249#Comment_1444249
I wouldn't say so. It's just an outcome of tying a penalty to something that should be a good thing. Again, there's no reason not to be in a chase under normal circumstances. It only provides you (as the killer) benefits. When you start to create perks that add penalties to that, then you start to have issues. It's not the chase that's at fault there, though, it's the one outlier perk that's using something it shouldn't be using.
Fair enough, though I have yet to see many ideas for unobtrusive anti-tunnel measures that don't revolve around chase mechanics.
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I get about 60-80 ping on Aus servers.
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@Peanits said:
The odds of us noticing your post is actually pretty high. Even if we don't get a chance to respond to everything, we do actually read most of what is posted here.
Anywho, getting back on topic, the issue with the chase mechanic is that it has predefined rules that can be abused. Under normal circumstances, it's not an issue: You only stand to gain bloodlust by being in a chase, there's no downside. When you start penalizing being a chase, however, that gives you a reason to avoid being in a chase. You can do that simply by turning around. If the survivor isn't sprinting in your field of view (and you don't hit them), you can't start a chase with them. Simply put, if you wanted to actually tunnel someone, you could do that way more efficiently by moonwalking after them for 30 seconds rather than the normal 60, then down them and hook them freely.
Doesn't that just mean that the chase mechanics need overhauled so that killers can no longer moonwalk to spoof the chase system? It could still be initiated the same, but after the initiation the game could take into account the killers potential LoS, like a laser pointer that's locked onto the survivor and doesn't allow the chase to decay til the survivor stops running or its broken. Sure, it would destroy PWYF, but it would open up some interesting possibilities like this DS concept.
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"Meta" translates to, probably amongst a giant list of things knowing the internet, "most effective tactics available". Which means that the conditions you set are paradoxical, since 4 individually strong perks are no match for a build. And often don't have a place in an actual "meta" build. Seriously, BBQ is considered one of the, if not the absolute, best killer perks in the game, and it is usually the first perk gone from an (dependant on the character) actually sweaty build.
Another example, Surveillance. Easily one of the most meh perks in the game. Easily the perk that has won me the most Freddy games. Definitely a meta perk.
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That would be the hands-down worst thing you could do. Entirely because you could combine it with IW and basically be completely impossible to track while running in a chase, no exceptions.
I mean, on paper it sounds like a good change, but given that the chase music is apparently supposed to literally mute survivors footsteps and uninjured breathing, you cannot take away the last tracking tool left in the killers arsenal. Seriously, try chasing someone with IW in a Macmillan map, and then apply that pain to all maps, and double it. IW and Lucky Break would instantly become a meta combo.
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@BrigYeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1441072#Comment_1441072
But also makes killer hit through them when they shouldn't.
Honestly, I've never experienced that. Unless you're talking about landing a hit before a pallet stun, which is actually an intended feature.
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Honestly, for actual tunneling, that would be great. Imagine if you had this paired with the base ability to kick people trying to farm you. That would be brilliant.
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Okay, firstly there's nothing wrong with being in a 4-man SWF so long as you accept that you have a huge advantage at your fingertips, whether or not you use it to its potential. Seriously, playing any game with friends is (almost) always fun. Secondly, I borderline never come across cocky killers, although it is hard for a killer to display cockiness. Cocky survivors, on the other hand, I deal with aplenty. You know, full on clicky-click-at-the-gates morons. Thirdly, having the exit gates get powered means nothing, the developers are actively attempting to balance the game around the exit gates always being powered.
Edit: I would like to clarify, I definitely come across toxic killers, I just don't know if it's cockiness or general douchebaggery
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1442716#Comment_1442716
You just explained why no one should have sympathy for your loss at this point. "Survivor teams have at least 1 moron that falls for tunneling and facecamping"
Well in your instance you just became that thing but killer side by being complacent in the middle of the match and "being nice".
Why on gods green earth, would you ever start hook pressure by an exit gate after all the generators are done.... you're making us killers look bad....
What the hell are you talking about? I didn't do shite, I'm not the OP. Just pointing out certain glaring inconsistencies.
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@Onyx_Blue said:
@MadLordJack it's entitled to expect that a survivor won't try to escape utilizing their perks, yes.
And yes, Slowdown and Second-Chance definitely overlap since that's what the current meta is...both sides use that meta because they hate the others meta and know to expect it. So they equip their roles meta to counteract it.
I hate the meta, it should be Rotation Pressure vs Chase Outplay.
Then by your logic it's entitled for survivors to think that the killer can't hardcore tunnel and facecamp, since most survivor teams have at least 1 moron that falls for that and gets everyone killed.
And I really have no idea what fantasy world you live in where "meta" and"overlap" are the same thing. Seriously, so-called slowdown perks aren't even meta, it's just a catagory of perks. Pop is meta. Surge isn't. Maybe go look up the definition of overlap, or accept that your definition means that literally every perk catagory overlaps because there are perks from every vaguely-defined catagory of perk that are considered meta. For example, info perks (bond, kindred, BBQ, whispers), healing perks (inner Strength, SC/Botany), chase perks (enduring), exhaustion perks (self explanatory) and stealth perks (IW, UE).
Honestly, what you are saying makes no sense, second chance perks are not the survivor equivalent of game slowdown perks. Please do compare DS to Pop, and/or 1-use-huge-reward perks that cover a survivors mistakes and/or allow them to make hyper aggressive and overtly unfairly unpunishable plays, to perks that, depending on the character, go from offering them a fighting chance by both passively and actively slowing down generator repairs, to making high-momentum characters completely overbearing and genuinely annoying.
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A good Deathslinger is entirely unbeatable in a chase. But he is super beatable in a trial, because he cannot get good map pressure, and he cannot snowball.