MegsAreEvil
MegsAreEvil
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@Master said:
https://forum.deadbydaylight.com/en/discussion/49772/were-gonna-live-forever-urgent-changes-needed
I think the definition of a safe hook works right now, the only problem is that WGLF also rewards unsafe hooks.
Personally I would say get rid of the taking a hit token and instead add a token if you heal the survivor to full health within the next X seconds
The actual definition of safe hook rescues really doesnt work right. I often get Safe hook rescues while the killer is in range and immediately chases after the unhooked. That shouldnt be a safe unhook.
@Peasant said:
You guys are going about this all wrong! Have WGLF give tokens for "Protection" and "Safe Unhook" score events. However, we need to add a feature to lose tokens after an unsafe hook event.
People really want the tokens, so if you punish them in tokens for farming, then they won't farm.
As long as the requirement are fine, there isnt any "punishment" needed.
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As long as there is a ingame button which lets you leave the game, there normaly cant be anyone blamed for using it. Same as killers dodging lobbies they dont like. Or Legions playing as exploiter killer trash. Just complaining about one side is ridiculous. Look at the whole game which is unbalanced as hell. DCs will going on as long as the game is this unbalanced on each side. Devs made it this way, so its embarassing that survs should get banned (even if i dislike this behaviour too), while killers go fine.
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The temple looks great but the Red forest is just poor Recycling. Hope they will change this til Release.
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Billy needs a nerf. Not a great one, but its mobility should be a bit more limited. Same goes for nurse. Their mobility is just too OP atm.
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So if survs play the game you gonna be toxic? Get a life man.
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Omg. The first three points are viable game mechanics. Learn to deal with it Instead of being toxic.
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NOED is trash and needs to be fixed like DS and Legion.
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@CronaWins said:
It's a mediocre perk.
The perk is to counter gen rushing.
Survivors don't want to do totems.
Only lower ranked killers run it.
Pretty much survivors expect a free escape every game and now that their perk for a free escape has been reworked, they want nerfs to killer perks that deny them a free escape.
Than it looks like many of those low ranks are already red ranks. I see every second to third game a NOED-perk on red ranks. Even Insta-down killer like billy or LF run this. Its just ridiculous.
@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/341966#Comment_341966
How many of those "broken mechanics" are in the game? Pls tell me cuz I dont seem to find them...
Oh wait, yh I know what you are talking about... DS, Adrenaline, Sprint Burst, Insta-heals, infinite loops, Toolboxes with Brand New Parts, etc...
omg just get reasonable man.
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@Dark_Whorse said:
https://forum.deadbydaylight.com/en/discussion/comment/340141#Comment_340141
Maybe if the devs balanced the game so you didn't have to immediately remove one player to have a chance at winning, then killers wouldn't have to resort to tunneling down that one person.
Maybe those people complaining about not able to avoid tunneling need just some more training? Oh no this cant be possible xD
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@GrootDude said:
But that’s all I’m gonna say, have fun trolling
Fine by me. Now i know whos trolling.
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Stop running away while my wwmi is triggered and start self-healing!
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@GrootDude said:
@MhhBurgers the person above my comment is trolling
As long as you dont have any arguments its okay for me to be "trolling".
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/342564#Comment_342564
What more do you ######### want? An adrenaline effect ontop of it? You realize that even one free hit is basically as much time as instahealing you up? The effect lasts long enough to run almost across the map even if the killer moonwalks to get to the exit.
As survivor there is nothing to get from BT before endgame. One hit is just nothing. Nothing to counter tunneling at all before endgame. Deep wound should prevent any hits during effect time.
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BT needs a buff before endgame. Its just nonsense to get a "one hit free" after unhook, when youre down within the next seconds.
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Thats it.
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Is It because the DS nerf? Is it because every killer runs it? Is it because you think it's a broken perk?
Yeah if i am about to equip all the perks needed to counter broken mechanics, i would need double the number of perk slots. So not thats just not even abpout to be an argument. But its possible to balance broken perks like NOED. Just do this DEVs!
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@Dark_Whorse said:
As soon as Survivors stop being able to tap my gens, I'll be willing to let dribbling go. Otherwise, it's fair play. Sucks to suck that you went down right next to the hook.
Why is it fair play? Gentapping is just a total waste of time. Dribbling was just some seconds to do so.
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Stop playing Legion. Its just broken af.
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@Hoodedfengm1n said:
@SeaOfDepression said:
Just make his chainsaw more sensitive to walls and objects, Many times he swings through an object and should get stunned.Okay, lets nerf a terrible killer
Thats not a nerf, its a fix. For poorly designed hitboxes of objects.
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As survivor main (PC) i cant say that there is any difference in pings recently.
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Legion isnt ‘fun’ alright.
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A counter for both sides would be a good idea, but i fairly appreciate the thought of audio and visional notification when totems are done, for both sides, so everyone gets a buff out of this. Then you could add a buff to Small Game for not giving away a notification to the killer when you yourself do a totem. And the other way round for killer (dont know which perks derserves this buff the most).
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Stop playing Legion.
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@will_i_am_14_85 said:
@Aceonfire said:
Write a few lines of code that return offerings played when killers DC during load.
I'm pretty sure it's not as simple as that......
Its just as simple as that. Write a code of line that the offerings and items are "used" after a match ends and players did not dc.
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@TeaLeaf said:
@MegsAreEvil said:
Genrush doesnt exist. Its survivors objective to do Gens as fast as possible. NOED just rewards killers for NOT doing their objective properly and punishes survivors for doing their objective efficiently and thats the problem. If DS is considered toxic, what aboutNOED? Its far worse AND far more used. Everybody telling DS is toxic and needed a change has to say the same about NOED, otherwise its just a unprejudiced perspective.When i was speaking of as a perspective of counter play vs punishment this is the exact mentality I mean. Noed isn't a punishment, its a counter play and a line of defense. The argument presented here is a super simplistic one "I am suppose to do gens, any thing that hinders that is bad, noed is punishing me for doing my job" with out considering any thing eles. The fact that killers are suppose to stop the escape even when gens are done. That the game isn't over until you open the gates and leave. That to set up a this defense the killer gives up a perk for all but that end portion of the game with no guarantee it will afford them any use besides a small increase in game time. There are even builds who focus only only the end game which are stratgies some people enjoy. Mr. Panda and his blood warden is quite popular. I digress however, the point I am trying to say the perspective noed is some how a punishment for surviors and a reward for killers is silly. It is a perk largely taken to help counter .. and since the term gen rush is liked ... unbalanced over efficiency of gen completion...
In short gen rush isn't real when the opposing side has strategies and options against it, noed is simply one avenu to that end.
You know the difference in hindrance and punishment? Doesnt seem so. A hindrance occurs while doing something, like Ruin or Pop Goes the Weasel. It hinders me doing Gens efficiently. NOED doesnt occur while doing Gens. It occurs afterwards. So its punishes me for doing my objective.
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Why do the Devs promote slugging with this change? Killers are just free to behave as toxic as possible with this change. Nothing will change at all.
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Genrush doesnt exist. Its survivors objective to do Gens as fast as possible. NOED just rewards killers for NOT doing their objective properly and punishes survivors for doing their objective efficiently and thats the problem. If DS is considered toxic, what aboutNOED? Its far worse AND far more used. Everybody telling DS is toxic and needed a change has to say the same about NOED, otherwise its just a unprejudiced perspective.
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@Orion said:
It literally activates if the killer is doing what is commonly referred to in survivor lingo as "tunneling", granting the survivor a free escape.
Ehm no? It literally gives you another chase while getting tunneled.
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Yeah, tell me.
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@Poweas said:
I love it. counters tunnellers.HOW?
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@Skarkio said:
For those complaining about the incoming slugs...
.... let' s say I, as a killer, down an freshly unhooked survivor, then whatI? I wait doing nothing for an entire minute while following the crawling survivor?
Guess what? free gens for the other 3 survivors!
Or I slug then follow the unhooker?
Guess what? another survivor can heal the downed and then no tunneling happen!
Cool isn't it?
.In the end if you as survivor, unhook in the face of the killers, and slugfest happen, then don't blame them or the dev for changing thoughtless a irritating perk!
That will be you to be blamed!
Be smart and do safe unhooks
Slug the DS one, chase the rescuer, let the ds one be healed, down him again, hook him, nothing changed. Be smart.
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Great. Now killer will be rewarded for slugging. Give them more toxic behaviour. Camping and tunneling isnt enough. Cant understand these particular changes, though it had to be reworked.
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@Master said:
The animation is just a visual thing, they have nothing to do with hit detection.And yes, a killer can reach through the window and hit a survivor on the other side, just like in IRL ya know
Wanna see that Spirit or Billy in RL with their specific movement hitting through a window. Would not be possible, they would hit the windowframe instead. And thats the problem: the animation is not logical to the hit. And thats also a problem of hitboxes. Most objects doesnt seem to have hitdetection while killer weapons are "activated" like the chainsaw running through wall corners. For example: Leatherface mostly hitting nothing at all while survs get repelled by the smallest stone on the ground. I tell you: somethings strange in this neighbourhood.
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Where, besides from DS, is the toxicity? I dont get it.
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cause many legion players abuse the deep wound mechanic. those games are just bullshit for survs, not getting any chance to escape.
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I want a perk that a survivor gets invisible at a distance of lets say 10m around a hooked survivor. Could be great in combination with BT to counter facecamping badass killers. just dreaming
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If theyre teabagging without any reason its toxic. If there are reasons like camping and tunneling, they just deserve this. then its called action and reaction.
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Problem: What is a chase? I often had this problem when using Lithe. The conditions on when there is a chase going on must be reworked too.
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@Doc_W__HOLLIDAY said:
(ignores the guy who was unhooked in my face to chase the rescuer)5 min later I get called a trash camper.
Guess killers should just DC after getting hooks now

Probably your fault for not getting away 50m asap after hooking.
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As long as hitboxes and ping are a threat, shes too powerful in most games. If this will ever be fixed, it can be discussed, how powerful she really is.
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Like they said, theyre testing new matchmaking systems for faster queue times. This actually looks like theyre prio the queue time over the ranks, so ranks are gonna get more neglected as more time passes by for waiting. Probobly the easy way to faster the waiting times, but sad for those with less experience (aka low ranks).
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I main Dwight and Kate. Theyre a cute pair lol
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I dont care that much for piping. Why? Its far to easy to rank up and it shows nothing about your skill. +2 pips is just too dependend on the mood of the killer, and -1 is mostly common when the killer just wants to ######### you up by camping and/or tunneling. I care far more for the escape because its the ultimate goal for the survivor side and it shows that you can overcome any difficulties. but mostly i just want to have a fun game, where both sides have their moments, then i dont even care if i or my team doesnt escape. but that sadly happens just like once in a lifetime, cause most killers are just badasses.
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Its not a problem with SWF its the broken matchmaking.
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i understand those who dc against damn tunneling killers or other toxic behaviour, or especially against Legion (there is no way to counter those bullshit abillities)
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Camping mostly indicates that the Killer has the bad habit to ######### up the gameplay experiences of the camped Surv. So whoever says that its alltime legit, is a bad person in general and it has nothing to do with being a strategy. There are only a few exceptions like when the Surv whos getting camped ######### up the killer with own bad habits (like teabagging, as revenge it is viable once) or when to secure the last possible kill while exits are open (viable strategy). Same applies to tunneling and slugging.
