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Megmain80

Megmain80

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Megmain80
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  • @PlaysByShady said:

    Hmm... I play both roles.

    I see killers giving free escapes and hatch if they felt the game was easy.

    I see survivors tea-bagging at the gates when they found the game easy. They won't even give the killer a hook for BBQ stacks, after they've put in cakes, etc.

    I also see survivors time and time again complaining about tunnelling and camping, whilst at the same time they were using boons, DS, BT, unbreakable, etc, as if all of these crutches weren't enough already.

    Seems to me survivors are the real moaners (if we're going to generalise)

    You’re really proving my point here… you won’t be happy until survivors have nothing to use. Also, calling survivor perks crutches is ridiculous.

  • @Crowman said:

    Topics like these are always hypocritical.

    Survivors have just about the same amount of complaint about things killers have and you are only focused on killers complaining.

    Have you been on this forum? It’s 75% killers complaining.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879067#Comment_2879067

    sadly yes, people fail to understand that it shouldn't be this kind of idea: after all this involve everyone who play both sides

    you you seemed to think it was to warrant a response, so bravo.

  • @felorapt0r said:

    survivors will never be happy... until all killer perks, addons, powers, facecamp and maps are removed from the game. Then they will get easy 4 escapes every game and be happy.

    Quite the clever comeback. Did you come up with it yourself?

  • @Pulsar said:

    Pretty sure it's still faster to heal with CoH than with Self-Care.

    This nerf didn't solve the main issue with CoH which is that it can be placed INFINITELY. I'd rather see this nerf reverted and have a cooldown on how quickly you can place Boons.

    I think people have made a much bigger deal about that than it is. When I play boons go up 2 to 3 times before they stop. It also wastes a lot of time to do that, so I would prefer people not boon after the nerf.

  • @Mr_K said:

    Seems to be a misunderstanding what CoH does. If you self heal in the current version, your healing base speed is 50%. That base speed is increased by 75% at tier 3.

    After the 5.7.0 update the base speed stays at 50% for self healing and the bonus added to it is 50% at tier 3.

    Selfcare perk reduces healing speed by 50%.

    So...

    Selfcare: 50%

    CoH 5.6.2: 87.5%

    CoH 5.7.0: 75%

    You must not have heard that they are nerfing it to cap at 50% which what self-care is already.

  • I’m not going to waste my time placing boons so my teammates can maybe use it at the speed of self-care. Everyone would be better off just finding a teammate to heal them. This perk will hardly be used after the nerf. If you are healing by yourself it is the same as seal-care

  • Yes, you are the ah. Who cares if they used DS. You should have just hooked them and gone on with your day.

  • @cordonrouge said:

    Why is it that if you're the last survivor in the game and have 0 hooks, you get instantly killed at first hook? you dont even have that 4% chance of doing something. at the end of the day, if you're the last one either your entire team died, or you were left alone by selfish players, or maybe (as i've had happen to me multiple times) i get downed to protect someone else since im at 0 hooks but they all leave anyway.

    "it's a waste of time because even if you unhook, the killer will be camping and you'll die"

    not really, as a jeff who runs breakdown, and possibly 3 other hooks gone, i could still have the chance to wiggle off. not to mention the existence of dead hard, decisive strike, unbreakable, and several other game mechanics. the game isnt over at all.

    "the killer deserves at least to be guaranteed a kill after all that"

    no, not when you arbitrarily decide to change a mechanic for no reason. an already existing one that just randomly doesnt get applied in this circumstance because of the code. honestly it left me confused many times before i realized it was like that, thinking maybe i'd already been hooked once even if it wasnt the case.

    besides you can still do this if the last other survivor was killed recently.

    once a survivor dies on hook, there's roughly a 15 second animation before the game actually considers him dead, making hatch spawn etc... in this case you can unhook yourself. so why can i do it in this circumstance but not when im alone, just because of terrible coding? (not to mention that this animation problem is an entirely different issue giving free kindred aura reading and denying hatch spawn for the last survivor etc)

    it's funny because the insta death isn't even coded to not waste time (another common argument against this), since it just makes you go from hook 1 to 2, then from 2 to death, instead of insta-dying. and also the killer doesnt get to go to lobby until after the 15 second entity animation ends.

    and you know what else? in horror media usually a bunch of people die (otherwise it wouldnt be a horror), and if anyone survives at all, it's probably the very last one alive, against terrible odds. so why, in the spirit of horror, cant we attempt a 4% chance that in 99% of games won't change anything, and in the other 1% would give an unexpected and adrenalinic experience for both killer and survivor? end game plays are always the most fun after all.

    lastly, if someone were to not attempt unhook in order to be toxic and waste time, you could fix this by:

    -*ACTUALLY* making the survivor insta-die at reaching second hook, taking overall not much longer wait time than it takes now.

    -making the hook state progress faster, while still keeping the same percentage of progress removed at failed attempt.

    -ignoring the fact that it *could* make the players "waste" a few seconds more in the game, when the real time waste is given by lobby times, getting into a match with hackers, joining a game just to be tunneled out in 2 minutes, and all of the other problematic stuff that actually makes you waste time when you play this game. besides, slugging and other accepted game mechanics waste really way more time. and you know what else? if you consider gameplay like this a waste of time you probably should find another game that you enjoy more.

    another small lore related point: the entity feeds on survivors' hope right? then why insta kill them at the end. if anything the progress could be faster as previously suggested, as the entity gets more excited while the trial is coming to an end.

    I dont know if i should've posted this under suggestions or in general discussions, but i chose the latter since it seems to be kind of an unpopular opinion. i wish BHVR would take this into consideration though, both to remove a mechanic that frustrates me and also to be more coherent since there's mechanics that are way way more situtational and clutch than this one (keys?) and are accepted with no problem.

    if you building perks just for this specific situation, you shouldn’t be playing survivor side. You are already expecting to be sole survivor and are probably not a good teammate. Don’t play survivor, just play killer. I am a survivor main and I think the mechanic is fine, last survivor hooked should be an auto sacrifice.

  • @wewantbetterfun said:

    I saved your ######### ass after your tried to kill youself on hook against a deathslinger after you haven't even tried to loop the killer and once I saved you you run around the map dropping every single pallet you find and miss every skillchecks on gens and do nothing at all of the whole match and still managed to escape.

    You are a ######### loser.

    I never save people from hooks who are clearly trying to leave, they always mess with your game after.

  • @Ghost077 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2686712#Comment_2686712

    Do you see the black arrow that goes counterclockwise? The first chat message was not from me. They started their whining stream before I even wrote anything. And they would have written it anyway, even if I had kept silent. And yes, when survivors play like clowns, grimacing with BM gestures, instead of trying to survive and do their job - I call them clowns. Because they are clowns by the fact of their behavior.

    I didn’t see the first part. Sorry. They are being jerks in the chat.

  • @Ghost077 said:

    https://us.v-cdn.net/6030815/uploads/MAYJO64S16HI/1.jpg

    https://us.v-cdn.net/6030815/uploads/S4LR7STZVBDT/2.jpg

    When you play toxic and trying to do "juke montage", you are just having fun. When you fail with it with all your SWF, and killer gives you a taste of your medicine (nodding to you and letting you bleed on the ground, although for the last one, there was no hook near), he is a scumbag that cruelly mocks and scoffs above you. L-logic. BHVR, please do something with these dirty campers, tunnelers and sluggers! We just want to bully them, and these dirty mechanics are getting in our way! They need to be nerfed urgently, we don't enjoy the game!

    You started it by calling them ‘ez clowns’. Maybe don’t be a sore winner.

  • @Laluzi said:

    This really isn't feasible. When it comes down to it, you can be playing DBD in the same room as a party member. How are you going to stop that? You just can't. There's too many factors to consider. Stopping comms was doomed from the start.

    Which means the game needs to allow some means of survivor communication in its basekit. Pings, voice, better HUD, I don't care; what isn't tenable is this huge gap between solos and SWFs (who are the only ones who can use comms.) The game can't be balanced when half of survivors are blind, half of survivors have coordination and info that surpasses all the info perks in this game at once, and the game doesn't differentiate between the two at all. We've seen repeatedly that the game can't be balanced for both at the same time. Pinhead's a fantastic recent example of this, where giving him addons to make his box useful against coordinated teams absolutely slaughtered uncoordinated teams, so they got nerfed, but now he has nothing to handle teams that reliably designate one person to handle the box, versus the ones where three players are going for it when it's five seconds away from going off, or the ones where every survivor thinks someone else will deal with it.

    I really cannot stress enough just how valuable it is to know what your teammates are doing in this game, and how much time is saved by having exactly the amount of people needed to do a job trying to do it, not more and not less. SWF doesn't improve players' mechanical skill, and it can't turn weak players strong, but their team decisionmaking shoots through the roof and many of the mistakes you see in solo queue - the kind that buy the killer time and free downs - just don't happen in SWF.

    Yes. This. Base kit kindred (minus killer aura) is all we need.

  • I play Xbox one x and I’ve had this happen with multiple brown medkits as well as once with a green one. I’ve now had this affect many games . How do we report those games?

  • @JohnWeak said:

    So ye, soon BBQ will be totally useless. Injuring a survivor and chasing another one to apply pressure too as they will be able to heal super fast.

    Self care ? No need, find a dull totem and apply circle healing, heal yourself super fast and ######### the killer.

    You do a gen ? Find a totem and use shadow step, killer won't see you with BBQ and won't be able to track you after the first hit as you won't leave any scratch marks.

    I'm done, bb DbD.

    I’ve been told on many occasions by killer mains that bbq is ONLY used for bp…so this really shouldn’t be a problem.

  • @Megmain80 said:

    • Xbox one X

    • After a successful head-on the screen registers a hit and you become exhausted, but the nurse is not stunned.

    • Head-on nurse with any survivor

    • Occurs every time

    Correction: Occurs only when nurse is recovering from blink

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