Marik13
Marik13
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People here acting like just cus you made it to the EGC means that you won. Hate to break it to you, but you don't win until you ESCAPE! "Oh but NOED-" But NOED nothing. You want to win? Cool. Then you better make sure you run your happy ass through those gates in time.
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Killer main here. I myself am excited for the SBMMR because FINALLY I'll be able to get some decent matches. When it was active for the testing last time I felt like it paired me up against good survivors who were around my skill level. At no point in the match did I feel desperately outmatched, every game felt winnable to the point where even when I did lose, I could easily think back on to how I screwed up. Point is, I'm happy this is finally coming. I'm tired of being rolled over by SWF death squads and survivors who know every little trick in the book cus they've been playing for years and years and now how to effortlessly loop and dodge. I fully admit that I ain't the best at this game. If anything I feel like I'm decent enough, but I'm galaxies away from the likes of a lot of killers.
Plus to add in to it, the "meta killers" I personally do not like playing. Hate how Nurse handles, can't stand playing her. Same goes with Spirit (also helps that the bloodweb has majorly screwed me cus of RNG with that one), and Blight I like playing in small doses but not many. I prefer to play as other killers, if anything I really want to learn Legion but between running in to death squads and again with the bloodweb screwing me, I can't really do much except suffer with them =/. Hopefully this helps alleviate some of that pain.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2470871#Comment_2470871
Face camping Leatherface should run NOED because you do not need any other perks and you do not really need to risk them getting away off overheat or a window. It is mostly good for the movement speed rather than the one shot, but if they have a pallet (which they probably will if you spent all game camping), it is often easier to chainsaw bait the pallet and go for a mallet one tap. Then they waste their time cleansing it and you still have chainsaw to protect your last victim.
If you play Leatherface traditionally, yeah, probably not worth it.
I guess that's the thing. I don't really face camp with him, at least I don't go in to a game with a basement camping build and with the intention of camping right out the gate. Don't get me wrong, I have face camped a hook with him, but usually during EGC, and when I don't have any kills. Or sometimes I'll just camp a hook if a particular survivor is just being a toxic pain to deal with and is doing everything they can to put me through hell. That's usually when I respond in kind lol. But yeah I don't do basement camping builds with him.
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Ok, who the hell are these Bubbas running NOED? Am I the only person thinking that Bubba with NOED makes no sense at all? Sorry but I play Bubba a fair amount and have never once even contemplated using NOED on him because to me, it's just a waste of a perk slot, not to mention a gamble too since they can just rub a couple bones and take it away from me. Unless if the Bubba is a low level killer and they've been completely screwed by the RNG that is the Bloodweb, and NOED is all you got, then ok fair enough you gotta use what's available. But otherwise it's just a waste.
Yeah I don't know where all these magical NOED wielding Bubbas are coming from but I highly doubt they're as common as people are saying.
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To all the top rank killers in game, I say this as a fellow killer main. In regards to SBMM being implemented and how much it's going to suck for us, all I have to say- and I say this with all the seriousness in the world: *Git gud*
Same applies to top rank survivors complaining too.
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Guess Otz is gonna have to splurge on paying for more survivor actors for his videos =P
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Anyone else hear Cult of Personality playing in this thread? Just me? Weird... Wait, why do I also hear CM Punk chants too?
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I think it used to work that way, that survivors couldn't leave with a trap on their head at all and if they tried then they'd head pop. I'm guessing survivors complained and it got nerfed to how it works now.
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Why not then just open double killer matches as an option for custom games then? I don't get it...
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@AnneBonny said:
I think it should just be reworked entirely, instadown-iri addons are usually boring and situational. Plus, realistically you'd get maybe 2 uses out of this in most games. It's just,, not good
2? Hell you're lucky if you'd get just 1 survivor with this. Between the cases being on the fringe outskirts of most maps, and survivors always going for the farthest case on top of the really short exposure time anyway, I'd be surprised if any value is earned from this thing.
Yeah this is definitely a case of "Add-on needs a rework." Best we can do is throw it on the pile and hope BHVR gets to it in the next 3-5 years.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/276567/what-if
then survivors would never be able to heal or work on generators… what kind of a question is this?
^This
Don't get me wrong I think Legion does need a buff/re-work but yeah this ain't it.
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In me experience, Oni is actually a damn good and very dangerous killer, but he comes with a hell of a learning curve. Trust me I know this because I just recently started to pick up Oni and yeah, he's a tough one to get a hang of. Actually learning how to properly play him reminds me of when I tried to learn how to play Blight. It's gonna be rough at the beginning, but once you get the hang of his power and a feel for how he handles you'll be alright.
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@Professor_Fizz said:
https://forum.deadbydaylight.com/en/discussion/comment/2464656#Comment_2464656
Did I say I was the one unhooking?
Just a general statement. Regardless of BT or not, survivors still should at least-try- to be careful with their unhooks.
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Ok so I might be a bit slow here, but what do you mean by "stretched" exactly?
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@Professor_Fizz said:
https://forum.deadbydaylight.com/en/discussion/comment/2464644#Comment_2464644
I'm talking about the timer. It's way too short at the first two levels to do anything helpful, especially when it usually takes the whole timer just for them to get into hitting range anyway.
Then....be more careful about unhooks?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2463488#Comment_2463488
Yes, the big effort of following the "Pressure here"-Sign from Tinkerer. Which is the biggest problem, because Tinkerer completely removes the need of any Map Awareness when it comes to "Which Gen is being worked on?".
Kinda funny you say that while we have how many anti-NOED threads here? Survivors out here complaining about doing bones, yet they have all the tools that show them where everything is at too 🙃
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Just. Do. Bones.
Jesus the unwillingness to adapt and the levels of entitlement are astounding. Bones are your *side objective.* If you don't do it, then you face the consequences. Gens are the side objective of the killers. Can you take a wild guess what happens if we don't do anything with those? Yeah we have gen slow down perks, just like how you have totem cleansing perks! Hey look we all have perks that compliment completing our side objective!
"Oh but it rewards the killer at the end, turning around what should have been a win for the survivors." Umm...no. The game isn't over until survivors -LEAVE- the game. Whether you leave via hook, mori, or with your own two feet, it doesn't matter. Just cus you do the gens doesn't mean you're entitled to a win. If that was the case the game would end and there would be no EGC or gates. You want to win? Then leave the game. Not the killer's fault you want to 99% the gate just to kite him to it and teabag before you leave. Side note: you survivors who do that, I love it when you do it and I'm playing Twins because you just open yourself up for Victor to give you a face hug and then you're pretty much mine.
"Oh but how are we supposed to know they have NOED? If they don't then we'd waste time doing bones for nothing." Hey, welcome to the side of killer! Yeah as a killer we always have to assume BT, DH, DS, Adrenaline, BLAST MINE, add-ons, etc. Hell, here's another one that I see no one mention. You know what else a killer has to assume? Whether or not we're facing a SWF. Yeah, how's that one for you. But that's part of the game. There's a reason why at the beginning we can't see each others perks. Literally most games, whether video or real life board game/card game usually have some form of guessing attached. When you play Uno, do you know who has the reverse card so you can play around it? No? Do you think that's fair? Exactly.
"Oh but they don't earn it, and it's too strong of an effect." This is a dumb argument. Like 90% of the perks in this game aren't earned and are usually triggered by your opponent doing something. DH is triggered by getting hit (part of the killer's objective), DS is triggered when being picked up after being downed (again, part of the killer's objective) BT- I think you get the idea. Also keep in mind, the killer is only using 3 perks throughout the duration of the game until the end when the gens are done. They are choosing to handicap themselves for the majority of the game to take a gamble that on whether or not that 4th perk will even be activated to begin with or stay active long enough for them to even make use of it. Survivors can literally deny giving the killer an entire perk.
But yeah, TL;DR quit whining, do bones if you're worried about NOED or roll the dice and take chance and see what happens if you don't leave ASAP. Remember, the game specifies each sides main objective:
Killer's are supposed to kill.
Survivors are supposed to escape.
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It depends. Typically I just hook and go away, depending on my killer I'll spam my power to get some extra points as well. Only times I do a victory celebration is if I get the last survivor who was being an annoying little pain in the ass in the game. You know, the click spams, tea bagging at EVERY pallet, that kind of survivor. If I manage to end the game with killing them then yeah I'll whack them for good measure after I hook them and then do a little dance around the hook as the Entity grabs them. One time I got to tea bag this one survivor back as Ghostface, gave them a taste of their own medicine and boy howdy that alone felt great. Didn't care that I got a 2k that match, the fact that I got to kill -that- one specific survivor and tea bag them back made it worth it for me.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/2458043#Comment_2458043
Make it so the hook moves if the killer has been within 5/10 metres and not in chase for 'x' amount of time.
The hook moves with the survivor still on it. The killer and survivors then have to find the hook before the other.
Think Pyramid Head's cages.
I actually do like this idea, but it's gotta move somewhere away from everyone. Cus like, yeah I get being camped sucks, but if the hook just spawns right next to the survivors you'd essentially just be giving them a free unhook which will remove pressure from them. If the hook would work like that then yeah something like this wouldn't be a bad idea. Essentially it'd function similar to a king of the hill style mechanic where in some games the hill will move away from the teams and force them all to move. Yeah thumbs up from me.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2458103#Comment_2458103
Oh it's ok. I love nemeis too and do just fine with him. But I can't help the feeling like they could have gone deeper with the evolution mechanic.
I was thinking of a way that wouldn't impact average trial all that much compared to current version while beiing more true to the nature of nemesis eventually growing out of control even if that happened naturally in less then third of the trials.
Oh no I agree, I think they could've done more with the tentacle and the infection mechanic. Honestly outside of fixing the speed boost and hindered effect, I'd overhaul his entire effect. Cus like to ME, this is the damn T-Virus we're talking about. One of, if not, -THE- most infamous virus in fiction. We've seen through the games and movies just what happens when you get infected and yeah, it doesn't look fun to have. But here in DBD if you get infected, it just gives you a minor cough no more different than the damn flu.
The funny thing is I've seen people argue that the cough is the useful thing for you as Nemesis. I tested this out and the coughing you get from the T-Virus infection isn't even that strong, or happens consistently. Plague's infection makes survivors cough a lot more, like once every 1-3 seconds if I remember correctly. With the T-Virus, you get a cough once every 14-20 seconds... So yeah the infection does need something extra to give it that extra oomph.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2458053#Comment_2458053
You see the counterplay would be about when to use the vaccines + time efficiency. Now, people just spam them immediately because it makes nemesis waste more time and he gets nothing at all for it. Right next to his chase beiing more demaning on his since lingering would no longer exist.
I imagine that the meta strategy would be to all 4 get infested by zombies and pick 1 vaccine each to deny as much MP from him. Once he builds close to tier 4 & 5, everyone starts to no heal and use the vaccines to deny the instadown if that was even reached as 30 MP is a damm lot.
Also addons would be adjusted to makes sure that you can't just rush through it with best MP addons, those would basically be nerfed.
We already have killer with instadowns that work in chase immediately like bubba or billy, no build up, instantly great chase powers with instadown from the start. Yet they aren't problematic at all.
All this would imo do, it make nemesis more skillful and rewarding for using his power properly and often insted of just, M1ing because M2 takes too much time for no actual reward.
I dunno...I'd like to think Nemesis is my main killer in the game and I just feel like this would be way too strong, giving him a one shot ability, especially since I can just nom on my zombies too and use add-ons to gain more value from them.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2458027#Comment_2458027
You have to consider, to get the instadown he need to basically give 10 free health states with hitting his power without the lingering which now helps a lot with getting hits on good survivors.
It would takes incredible amount of time and perfect uses of his power and even good nemesis still might not get to that stages before all gens pop because just contaminating all the time takes a lot of pressure away from him, giving survivors free gen time.
I really don't think it would be an issues especially with numbers tweaked around it to make sure it's balanced.
The thing is, I really don't have trouble raising my infection level and can do it pretty quickly, especially with add-ons. Plus keep in mind, the anti-viruses are limited, even with just 2 more vials added, once they're gone they're gone. His ability would essentially be a miniature NOED that you'd have to race to get with no counter play. At least with NOED and Devourer Hope you can destroy the bones to counter those. What would be the counter for this?
Again I just think they should fix his applied hindered effect and get rid of the speed boost with the first hit. You do that and Nemesis would feel so much better, watch.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2458007#Comment_2458007
You are right.
However the developers were going in the right direction when they attempted a blanket fix for camping/tunneling with the hook-pausing mechanic. Where they failed is by not following through with what they were doing. The Developers had a very generalized rule for camping; if a killer stayed within so many meters of the hook the struggle timer would pause. What they should have done, was once they realized survivors could abuse that rule, then they should have taken that rule and made it more precise to prevent abuse.
For example: If the killer is within so many meters of a hooked survivor and is not in a chase, then the struggle timer pauses.
Honestly I agree that something should be done, but I don't think there's anything they could in this game that's going to prevent camping other than just try to incentivize the majority of killers to leave hooks and go for chases instead. But even then, you will still get that one dick head who will still face camp for the lulz, even if you pause a hook state, you'll still get that one guy who will do it. There's literally no system that they could implement to stop it which honestly is kind of the cold hard truth when it comes to this whole situation.
Every game has campers, EVERY GAME. World of Warcraft, an MMO-RPG has campers, even after Blizzard implemented a system to where if you killed a player, then they are worth 0 honor for a certain amount of time and that didn't even stop people from camping. There are people in every game where they don't care a out points or gold or rewards. To these dickheads their reward is making others suffer.
Again it sucks, but there's nothing that can be done about it unfortunately.
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Yeah the instant down is too much. Honestly I think the only thing that needs to be done is remove the speed boost from the first tentacle hit and up the duration of the hindered status effect to at least 1.5 maybe 2 seconds because right now, the hindered effect might as well not even be a part of his power. The speed boost alone negates it and it only lasts 0.25 seconds anyway... So yeah, I'd say fix that and he'll be perfect.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2457656#Comment_2457656
I guess we have to agree that we disagree here. Swarming the hook is in my book not benefical at all and 5% wont make it. As killer this is one of those free win games that end very fast in a 4K. Smart survivors sit on gens and dont hold the killer busy next to the hook but that is just my opinion.
But....there is nothing to disagree about... This literally happened in the past and it was abused. Like this isn't something where we can agree to disagree on like whether or not we think the Marvel movies are good or bad, this is something that actually happened in the past. Like I don't know what to tell you, I'm not a magician, I can't make the past go away so that I can agree with you. I'm sorry but this just won't work based on past behavior with a similar enough system.
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@dezzmont said:
I think one interesting thing to think about with NOED is that if it was basekit no one would care.
NOED is a pain point specifically because it is a surprise that dramatically changes your mid match objectives. If you went into EVERY game knowing you need to totem hunt it wouldn't be as bad. It is a weird uncanny valley style balance issue where buffing it would really nerf it.
Not saying NOED needs to be basekit, but if dull totems were always an end game consideration I suspect NOED would actually be stealth nerfed.
100% true, but going from the responses I've seen here so far survivors don't want a secondary objective of any kind.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2457485#Comment_2457485
Killer downs 1 survivor. Killer hooks survivor. Killer plays like normal to look for more survivors. Survivor comes and makes obvious attempt to go for unhook. Kill goes back for them. Survivor then proceeds to loop and run close to the hook, giving the other two survivors a gen speed buff on top of whatever items/perks they may have.
Again: Swarming a hook or looping around it is the by far dumbest thing survivors can do, period. There is zero room for discussion. If you really think looping around a hook is any beneficial for surviviors, we might have a completly different understanding of the game.
Now you may ask, well why doesn't the killer just walk away from the hook? Because that would ruin any sort of pressure building. Why would you force a player choose between letting survivors get a free unhook, or giving all survivors a repair boost? That's not in any way fair.
I would never ask that, because it is plain stupid to leave the hook as a killer when a survivor is looping around it. Thats the point you somehow miss. It is a great benefit for the killer, he is slapping 2 flys with one clap.
Now let me paint you another scenario. Say the survivor gets the unhook and the killer goes after the unhooker, downs hooks them. Now say the recently unhooked has resilience. If one of the other survivors comes and decides to do the same thing, running the killer around the hook, you have now given that recently injured survivor a free prove thyself bonus on top of everything else they're running.
If they keep doing this, they loose. My experience as a killer and survivor is that all you discribe is very ineffective and a deathwish. I only see those playstyle against super alturistic survivors or if they troll. We are talking here about 5% for throwing the game just to gain those 5%.
You say that playing around hook is a dumb thing to do but that is LITERALLY what the survivors did in the past that made BHVR say nope to their own mechanic. Like I'm sorry but that is a fact, and you thinking it's a dumb thing to do doesn't negate the fact that this is what happened and it happened to a point where it became a problem. This "fix" that you are offering is again very similar to what BHVR themselves tried to do, only you are giving survivors a buff rather than stopping a hook state and just like in the past, survivors will find a way to exploit the hell out of this mechanic.
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@Alionis said:
This observation ties into frequent complaints here on the forum, such as "killers are playing sweaty" or "killer players are always using the strongest killers/addons".
Over the past few weeks, I've made an observation while playing killer that leaves me just two choices, if I want to win my matches: either camp/tunnel more and go for fewer hook states or play stronger killers.
I like playing my Plague or Doctor, but if I constantly lose out on 2-3 kills, simply because I don't have enough time against coordinated survivors to hook everyone 3 times even with short chases, there's not much else I can do than to either play more like a sweaty killer or switch to Nurse or Blight.
Either way you look at it, it's a lose-lose here. The dilemma is that neither option is preferred by survivors, since they complain about both quite regularly on the forums, but I don't have much of a choice here. I don't intend to put their fun above mine, so if I don't enjoy the game, I don't want to play it.
Thought I'd share this.
To be fair, having to play extra sweaty or being forced to always play Blight or Nurse isn't something many of us killers liked doing either. Personally I hate having to play like an overly sweaty bastard in a game, and I legit hate playing Nurse. Blight I do like playing as and think he's genuinely fun, but I don't play him much cus there are other killers I enjoy more.
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@JanelliBee17 said:
https://forum.deadbydaylight.com/en/discussion/comment/2456439#Comment_2456439
I am conducting my own. Thank you. I just began so I don't have much but out of 10 games 7 were against. Tunnelers.
Riiiiiiight...so your basing statistics on a game that has how many thousands of people playing at a time, around just your own experiences? Ummm...that's not how statistics work my guy.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2457225#Comment_2457225
Doctor says hello, Pinhead has free information basekit too, Legion's and ghostafaces killer's instinct enters the chat, as well as Demo, as well as Executioner, as well as Victor
Zombies get stuck in half of my games as nemesis, if not more.
I understand Nemesis just found you healing in the corner because of zombie but that doesn't mean he's op
*Plague with her iridescent incense has entered the chat*
For real this add-on is so broken in terms of free information that it makes looping and mind gaming Plague near impossible. Nemesis' zombies are nothing in comparison to this.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2457410#Comment_2457410
There is no abuse at all, just think about it. Those 5% are absolutly meaningless when you can "abuse" those 5% by looping around the hook. How is 5% worth 2 survivors inactive? Possible 3, because the 3rd can not go for the unhook.
Its a streight up anti facecamp build, thats all it is.
Ok, you're coming from the side of a killer camping 2 or 3 hooks at once. I'm coming at this from what the average experience will be like, because again survivors abused a similar system way back. Now follow me here:
Killer downs 1 survivor. Killer hooks survivor. Killer plays like normal to look for more survivors. Survivor comes and makes obvious attempt to go for unhook. Kill goes back for them. Survivor then proceeds to loop and run close to the hook, giving the other two survivors a gen speed buff on top of whatever items/perks they may have.
Now you may ask, well why doesn't the killer just walk away from the hook? Because that would ruin any sort of pressure building. Why would you force a player choose between letting survivors get a free unhook, or giving all survivors a repair boost? That's not in any way fair.
Now let me paint you another scenario. Say the survivor gets the unhook and the killer goes after the unhooker, downs hooks them. Now say the recently unhooked has resilience. If one of the other survivors comes and decides to do the same thing, running the killer around the hook, you have now given that recently injured survivor a free prove thyself bonus on top of everything else they're running.
Plus when you consider SWF as being a thing in the game, this system could be exploited even MORE with them communicating with each other.
So again, no this would not work. Survivors have shown in the past that they abuse mechanics like this and that is why such mechanics are not in the game. Survivors literally ruined anything like this from ever being implemented for themselves.
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@Azshhh said:
I misread the title and thought it said the killer was gonna bum the survivor lmao
I mean Pinhead is the next killer, so....not far off? Lol
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In terms of pure meme builds? My favorite is BK Myers XD. I'm sorry but I think it's such a hilarious build and only makes it that much funnier if you manage to down someone running that build lol
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2457181#Comment_2457181
Okay i am aware of that and this is definitly absuable, but how is a 5% buff for totems and gens when the killer stays next to the hook abusable? The survivor is still dying. The dumbest thing a survivor can possible do is looping next to the hook so the remaining survivors cant unhook.
Or to quote Junylar:
"You don't even see that three free survivors are more efficient than two survivors with a single digit percent boost, so nobody will do what you just described on purpose."
That person isn't thinking clearly about the different variables on how this would be abused. 5% bonus to gens already shaves off 4 seconds from completing it, and that's not counting perks or items. Now combine that 5% buff with a perk like resilience that gives you a 9% bonus on gens if you're injured and you essentially have given all survivors a bonus equivalent to prove thyself without them needing to have more than 1 person on the gen. Again you combine that with other perks and add-ons and yeah no, this is too easy to exploit and abuse.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2455721#Comment_2455721
Abuse? Please explain how to abuse this.
BHVR tested out a very similar thing early on in the game where if the killer was standing near the hook it would pause whatever hook state the survivor was in. Survivors abused this by purposefully looping the killer around the hooks. Your idea would be the same, only it would then buff the survivors on top of that. So no, that's a terrible idea.
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@ZaroktheImmortal said:
https://forum.deadbydaylight.com/en/discussion/comment/2454568#Comment_2454568
No it isn't running right back to hook to get a target more easily is tunneling. It's a simple concept.
Hahahaha I'm sorry but ######### even is this logic? So if I'm patrolling and don't see anyone, then I shouldn't go back to check around the hook for other survivors? What if when I step away and I see a little Dweet make the dash for the hook? I guess by your logic I should just let him get the free unhook then? Like holy hell, it's this kind of thinking that really makes me wonder if survivors just don't want want killers in their game at all and just have the game turn in to a jogging simulator or something.
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Literally the game is not over until everyone escapes or until everyone is dead.
The objectives of the game are literally in the training.
Survivors: Your job is to -ESCAPE-
Killers: Your job is to -KILL-
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@xEa said:
Not the ultimate solution but here is a perk idea i posted a while ago
https://forum.deadbydaylight.com/en/discussion/272152/survivor-perk-moral-notions
This idea is even worse than the original thing that BHVR themselves tried by stopping hook progression. So essentially you'd be asking for survivors to abuse this system in order to give themselves a buff.... yeah no.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2455674#Comment_2455674
Sometimes I run NOED on Bubba to get a down at endgame if I struggle with my chainsaw if you know what I mean. Or if I'm in a lobby and I see a possible SWF.
I honestly don't know why you would want to run NOED on Bubba outside of the bloodweb RNG screwing you over though. Like if you're leveling a Bubba and you have no other good perks and you need to pick between Deerstalker and NOED then yeah I don't blame you in that case because most of my low level killers use NOED that have been screwed by RNG lol. I had to use it for a long time on freaking Trickster of all people, and same for my Deathslinger lol.
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@VNGNCE said:
I think it's unfair killers with noed are rewarded for bad gameplay. There SHOULD be some type of substance to the perk because its TO free imo.. there is zero value in hex ruin if its not earned. I dont think someone should be able to face camp someone to death as bubba and have noed prompt Indefinitely for endgame. It allows bad killers to get kills they don't necessarily deserve alot of times. It should be something that has to do with hooks like maybe everyone whos been hooked at least once or something is exposed until downed once. But killers that think oh ok well i got my ######### wrecked this game im just gonna face camp this survivor and im gonna smack down this first survivor going for the save and im gonna camp em both kind of mentality is just bad imo.
Pssst....I'm gonna let you in on a little secret regarding your magical NOED using, camping Bubba. You ready? Bubba don't need NOED to down and camp you because see, he has this little thing in his hand called a chainsaw. I know it's kinda hard to spot and all, being such a real small and easy to miss detail on the character. But yeah, if a Bubba is gonna camp you, then he's gonna do it just as well, if not better without NOED since he'll have the use of 4 perks all game instead of 3 until EGC.
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@Junylar said:
If I see one dead hard in the game, I begin tunneling hard and sometimes camping&slugging (if I can afford it), just to spite them. Dead hard is one of the most toxic and unfair perks which grants survivors several extra lives per trial for free. To me every dead hard is a spit in the killer's face, and every survivor picking it is doing so to bully the killer. Nothing more satisfying than seeing all those cocky dead hard users getting 4k'd and then wondering "why did you do it?????" in the end-game chat.
Jesus my guy, who hurt you? O.o
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@dspaceman20 said:
I'm thinking about putting dead hard back in my solo queue build but I'm not sure about the reaction I could get from using dead hard. I know it's a controversial perk. So I have to ask
Will killers hate me If I use dead hard? Am I a bad survivor if I use dead hard and should I even use it?
I'm of the mind of, while I might find some perks annoying to deal with, I won't give you ######### for what you choose, if you don't give me ######### for what I choose. So no, I won't personally hate you for using Dead Hard, but in return you can't turn around and give me hell for using NOED. If it exists in the game, then it's meant to be used, so just go with what you want. So long as your not a dick about it, then you're good =)
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2454941#Comment_2454941
No problem dude, I see that comment a lot about making hook states taking longer with killer near hook. I was just clarifying what I said.
Enjoy your day :)
Yeah same. Thanks again for clarifying. Have a good one yourself =)
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Personally speaking, and this isn't just a DBD thing, this is a thing in most games, I hate meta builds with a dying passion. To me it kinda ruins games, cus it takes away player choice and just becomes boring and stagnant when you know what to expect 90% of the time. Like I said other games suffer from this too, WoW, LoL, Overwatch, hell even card games like Magic the Gathering. There's always going to be a meta unfortunately, and there is a way to counter that to try and keep things from getting stagnant and boring.
Magic the Gathering and other card games are good examples of this where they ban old card sets or very specific cards that are core parts of meta builds in order to try and change things up for the season. To an extent WoW does this with some patches, but the biggest meta changes are done when a new expansion comes out. DBD, as far as I know doesn't do this regularly where they go through their perks and tweak them, which to me is just ridiculous. You have over 100 different perks, rounding close to 150 total and only like what, 12 perks total are viable because of the meta? Anyone with any basic concept of balance and game design should look at this and be like "Yeah...we need to change that."
So unfortunately until BHVR themselves decide to do something about the meta builds and try to shake things up, we're gonna be kinda stuck with what we got. Maybe Pinhead might change the killer meta a bit with his perks? But I don't see any big significant meta changes for either side until more work is done for the game as a whole.
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I've had survivors do this to me as killer, where they'll try and sell out their teammates to me when it's just two of them. I have a personal rule when this happens. Was in Midwhich once and I wanna say it was a Meg(?) and an Ace(?) that was left. The Ace stopped and pointed at a locker where the Meg was hiding at and then tried to tip toe away. I went and grabbed the Meg out of the locker then put her down and went back for the Ace. I downed him then stuck him on a hook, went back for the Meg and carried her to hatch. At the end of the game I wrote to them "Never rat out the homies."
But for real any time this happens to me I usually go along with it until I find the survivor being outted, down them so I can come back and carry them to hatch, then I'll go back and kill the snitching survivor. Again, you never rat out the homies. Also snitches get stitches, or in this case hooked.
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Yeah...this has been the norm for me as killer to be honest. Hell in the short time that I've played this game I've had people actually wish death on me as well, so just wait until that day comes cus that'll be fun.
On the bright side, there is a small glimmer of hope. When the new patch goes live, *hopefully* it'll bring the new matchmaking system which will start pairing killers and survivors around the same skill level together. Honestly I can't wait for that to go live cus I'm personally tired of dealing with and getting rolled by sweat squads.
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Yep, every time I play twins and the survivors decide to wait at the gate to teabag. I'll go and face hug one with Victor then go in with Charlotte and drag them out to the farthest hook possible. I love getting the cocky taunting little shits like that, hilarious every time it happens.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2453829#Comment_2453829
I didn't state "nearby". Again, I think you should reread my post.
I just stated a base change to the amount of time someone is on hook (e.g from 60s a state and 120s till death to 90s a state and 180s till death).
https://forum.deadbydaylight.com/en/discussion/comment/2453775#Comment_2453775
Here it is (read the second to last paragraph).
Nowhere did I state "when the killer is near". If we make gens take longer, then hook states need to be longer to compensate so that when camped gens can be done. Anyone who doesn't camp won't be affected by this change, but those who do will still be adequately punished so that it can be a 3/2 man escape and depip for killer.
Ohhhh ok, I'm sorry I didn't get what you meant and assumed that your comment on hook states related to the killer camping the hook cus you related the two by saying "make camping more detrimental" and the most common argument I've seen is increase the times when the killer is near the hook so I kinda assumed that's what you meant, my bad. Yeah no I agree with that, I think it sounds reasonable. I mean it makes sense from a design perspective, if you're gonna adjust one core facet of gameplay (gen times) then you're gonna have to look at everything else to make sure it's balanced out as well. Yeah I'm with you on that.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2453798#Comment_2453798
My suggestion was increase base hook time in states to account for the longer time on gens, how is that abusable?
I think you misread my post.
You said to make camping detrimental by having hook states last longer if the killer is nearby. Yes, this was already tested in the past. The survivors would then run around, loop, and kite the killer purposefully near the hook to buy time for their teammates to do gens before swarming in and getting the unhook with body blocks and BT.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2452504#Comment_2452504
I'm fine if you did this:
Make a mini pop and ruin base (maybe make ruin scale off survivors left. Less survivors= less slowdown).
Remove other slowdown perks except maybe corrupt?
Or maybe after the base changes make it so you can only use 1 slowdown.
Slightly increase gen times (20s increase per gen).
Sort out camping so it's still detrimental to camp near hook ( maybe increase time on hook states).
Then allow some deterrent to tunneling since you don't need to with this slowdown and games should be more chill
The solution you put for camping though has been tested in the past and (surprise surprise) survivors took advantage of it and would purposefully kite and run the killer close to the hook. So because of that, it was wasn't implemented.
But everything else you put I agree with. I've said for a long time now to make a mini pop (like 5%) base line and that if they do this just nerf Pop so that it balances out. Now if they also made a miniature ruin like effect base line too, then yeah I'd be down for nerfing the actual ruin hex too.