MikaKim
MikaKim
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019 Do you mean these or do you mean the one they showed on the stream?
This is from the stream:
Thank you Gay Myers (Luzi). I assumed that they would post the new stats like they did with the older November 2019 stats. Is there a reason that they simply didn't post the stats? Having to screen cap from the stream seems rather rudimentary.
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@TheStabbiNAngeL said:
I'm glad someone is bringing this to light ,I asked a dev why this is still a thing no response as it's unfair to the survivor to use a different killer, it is unfair to the killer for survivor's to be able to switch, because they have a specific build on the characters to run against a killer and most likely the one who do this are hackers because they're not supposed to know who you are until the end of the match but hopefully one day they'll change it seems like an easy fix could be made.
Did you even bother to read the posts before yours???
They made infinitely more sense and had far less conspiracy attached.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1776585#Comment_1776585
Corrected translation: I use the tactics necessary to avoid letting 4 entitled dipshits tbag and dead hard out at the end.
You definitely need to take more translation courses... You'll get there.
You're welcome
awwwww pooor killer.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1776341#Comment_1776341
You missed the charts they showed a month or two ago. Here’s the kill rates for games with a red rank killer. (The kill rates are higher across the board than the All Ranks chart since this Red Rank Killer chart includes games that had lower rank survivors.)
https://us.v-cdn.net/6030815/uploads/0UL157TTWQNC/bildschirmfoto-2020-10-22-um-13-30-19.png
Yea I did miss them, you have the link?
Has anyone done a comparative from November set last year? Those stats look even worse.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1776563#Comment_1776563
I'm not triggered, you just can't read well. Its not clear what you're trying to say with those points. I read them back... Ok? What about them. Also don't know why you're bringing in post editing either. Nothing you responded to has been edited after you responded. Even if it was, the original would appear in your quote.
HAHAHA
You're hilarious
Your original post agreed with OP, then went on to counter some of what they said then finished with an entirely different point.
When I pointed that out to you, you replied with a bunch of posts explaining yourself and then did a weird pivot saying I didn't understand.
But even then you made reference to 'others' like that others were talking about your ideas. Which just gets back to my original post, that you initially contradicted yourself.
But, after a few more posts and scouring the internet you'll probably be able to flex again and say I didn't understand.
In the meantime, thanks for the laugh.
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@ILoveDemo said:
It's too easy they never learn the basic's to face against moderately good Survivor. It's too easy they never learn the most of the basics of the game. It's too easy they don't learn the loops. It's too easy they don't learn map layouts. It's too easy they don't remember Survivor perks. It's too easy they don't remember window spawns. It's too easy they don't know to mindgame.
It's too easy they have a poor opinion on changes needed in the game.
While experienced Killers that took the time to learn the game, ignore things like the forums because they know that if they don't speak up nothing will change to actually balance the game (balancing the game would make it harder for them) - since all the players that don't understand the actual game will keep providing poor information on the forums not understanding that they still need to learn the basics of the game. These Killers Camp and Tunnel in higher ranks, and ruin the game for everyone. Making all the players leave, and the matchmaking is so bad even new Survivors face them - making them leave too. This leaves BHVR with a problem not keeping players that want to play this game.
Good post, needs to be told.
Unfortunately the killer biased forum manages to squeeze out these moments of sanity.
The devs have created an entire class of entitled killers who nerd rage if you so much as question that something of there's needs a nerf.
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@YoshisCookies said:
I tunnel Im rank 4 I just cant play fair enough to go after every other person with the current gen speed and unbalance of survivor strength. I'll kill someone right away to remove them from the game to make it even
lol
Translation: I'm not very good, so I use scummy tactics to compensate.
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@Zaytex said:
I don't know why but I'm seeing them more and more recently, just had a P3 Nurse tunnel me off hook till I was dead and even with DS, there was nothing I could do.
Dead in 2 minutes, what a fun match.
D/C penalty.
There's nothing stopping killers now from doing what you mentioned. Before you could leave trash killers like that in the queue.
Also INB4: Yes you can run perks that counter (insert trash killer play) but why do i have to have an arsenal of things that I'll use a handful of times because 20% of the killer population cares more about its epeen than a good game.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1776369#Comment_1776369
if you want bullet points here you go:
- Yes remove them I agree
- If you don't wan to remove them completely the green key and yellow mori aren't problems
- I would prefer yellow mori base kit however over keeping it. For more details, I would prefer not to waste an offering slot for just an animation at the end of the match on an already dead survivor.
At least understand what you're reading before you throw out such bold responses. If you thought that was "word salad" you need to work on your reading comprehension.
Well aside from being triggered you managed to clarify yourself. Sort of...
- I agree
- If you
- I would
Read those back for starters.
But congratulations on figuring out how post editing works, you won the internet today.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1776353#Comment_1776353
Umm ok, I'd be fine with getting rid of them. Don't know where I said nerf them, and yellow mori is just an animation on a survivor that's already dead so what's the problem?
I took your word salad and put it into simplified bullet points.
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@ETvibing said:
First of all I don't think having moris over all is a bad thing, but the ebony mori is really too powerful. Having the ability to kill every survivor right off of the first hook is just too powerful. It make matches boring and stale, and I have come with a solution. Instead of being able to kill all four survivors after their first hook; killers should only be able to kill two survivors off of first hook. If not that isn't good enough you could have the ebony mori kill all the survivors when their on dead hook. Keep in mind that the last solution kind of comes into conflict with Pyramid Head's power so it's viability on Pyramid Head wouldn't be the same as other killers, but when you're using a mori I don't think you're thinking of its viability. This is just my thoughts, I'd like to see what you think.
It's not needed, but watch the killer community nerd rage, even if keys were removed at the same time.
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@dezzmont said:
I don't think either needs to be removed but they need to be SERIOUSLY toned down.
Key probably should be a 'One survivor only' mechanic. You can't pop the whole team out.
Ortz's idea for Moris is that they should require everyone to be off their first hook state. This isn't a terrible idea, as it helps remove the 'tunnel down' aspect but still allows killers to get a HUGE swing in pressure if they play very well. Might make survivors think twice about being super casual about trading spots on the hook too.
Very rare for this forum to have good ideas.
Thanks for sharing. Have an updoot!
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@MrPenguin said:
Yes.
Completely agree. Not much else to say. Throw them in the campfire and watch them burn.
I would only consider leaving yellow mori and broken key. I would prefer yellow mori base-kit though.
HAHAHAHAHAHA.
- Yes, get rid of them.....
- Well nerf them.....
- Can we get rid of one but not the other?
All within a few sentences too. Thanks for the laugh.
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@TangledNoodles said:
I mainly play survivor and quite frankly i don't care for keys, I don't care what changes happen to them they could be gone for all I care. On the other hand moris are the killer's equivalent of a key. They're both cheap imo.
Tbh I believe it would be better if they just remove both of them altogether because quite frankly I don't have high hopes for whatever changes they have planned.
Obviously they're not getting removed but I wanna hear other people's opinions.
The reason you don't care for keys is because they impact the game far less than mori's do. I'm happy if they remove keys, but note that the killer community would just find something else to whine about.
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The devs won't even post their kill metrics, because after the last one they owned up to their '2escape, 2 kill' and FINALLY had to give something back to survivors because killers were well above 2 kills at that point. The collective killer community absolutely NERD raged at that time and so the devs folded like wet paper.
The point being, don't expect any legitimate push back on OP killers.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1734040#Comment_1734040
From a single match of a single game? Yes. I use my friend list for actual friends I have made over several years, not because I wanted to say "nice 360 dude" to some guy and then we never speak again.
You should probably reread what I posted because its not what I said or do. Given the thread is short, it shouldn't be that hard.
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@carnage4u said:
https://forum.deadbydaylight.com/en/discussion/comment/1734037#Comment_1734037
I wasn't trying to imply this was something started by survivors, just that it is an endless loop. I wasn't trying to be profound. Some of you were riled up by that comment, which is interesting.
The simply truth is toxic behavior spreads and gets the other side to often respond in similar toxic ways. this is not a revolutionary statement.
Online gaming communities always suffer by this, and this games community really takes it up a notch.
So you stated the obvious not once but twice.
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@Mandy said:
I like BBQ as it is personally! The fact that it gives BP in line with how many stacks you get, I think is just an added incentive to use the perk. I like information perks in general though.
I also think BBQ is a pretty well balanced perk, it gives the killer information yes - but that information can also be played around by the survivor. I'm actually surprised in the game now if I find a high mobility killer who's not running BBQ (although I can understand running Bitter Murmur in it's place), as the perk is so good.
It's also a perk that gives a huge incentive to the killer to leave the hook, gives them the confidence that they know where other survivors are, gives them the chance to get immediately into another chase, which for me, is the most fun thing about playing the game.
Well if you define 'balance' as it is, then here's hoping your not part of the balance team because:
This page shows you what the best Killer perks are in the game Dead By Daylight. The data is community based and open for voting.According to this guy, its the only perk with an S rank making it the best perk for killers. Which would make all other killer perks less balanced and therefore creating the discussion of perks needing to be inline with BBQ. Meaning that in your world of balance, killer perks need to be adjusted so they're more in line with your standards of 'balance'.
Additionally as a mod, I'd like to think you try be someway impartial. Instead you bring your 'because I say so' as some kind of authority on the situation. While offering about as much counter point as other people in this thread.
See anecdotal subjective talking points.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1729407#Comment_1729407
That has not been my experience at all. Perhaps it's telling that that's all you see? A lot of my in-game chat is talking about the match or how good someone is. I don't add random people I had a good match with to my friend's list, that would be a quick way to a bloated, pointless friends list. I can't even imagine how annoying that is.
lol
It's pointless and bloated to have quality people on your FL?
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If you decide to continue studying I recommend doing a paper on 'group think' mentalities.
Do it on this echo room of a forum.
Expand your world view.
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@carnage4u said:
https://forum.deadbydaylight.com/en/discussion/comment/1729395#Comment_1729395
When you get toxic survivors you create toxic killers. With toxic killers you then create toxic survivors. It is a really fun never ending loop.
HAHAHAHAHAHA
As in the survivors started it, like somehow its automatically that way and not just the nature of the game.
You even got a couple upvotes for that low hanging fruit.
The echo room of this forum never manages to surprise me.
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Steam/Australia/5 minutes ago
Half way through my game i randomly get an error message after I'm forced disconnect. After the D/C occurred I received my daily (escape with Jeff) but also received a 5min d/c penalty????
Can you cancel the D/C penalties already, so sick of your broken game punishing me.
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@DanielJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1729668#Comment_1729668
And trying to take it way seems like you just hate other peoples fun, BP gain does nothing to you, so why are you arguing to to gut it so fervently.
Why are you arguing so fervently for it?
It sounds like you want them to revert the Balanced Landing changes.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1729629#Comment_1729629
But that wouldn't encourage killers to bother hooking. Slugging is easier, and then I wouldn't have to worry about the losing-points-for-rehooking-the-same-survivor thing because no hooks were involved. I can slug and move on to the next target without wasting my time carrying someone to a hook just so they can get pulled off and run away a second later.
Playing killer without a point multiplier feels stupid. With the grind of the Bloodweb, the game doesn't 'reward enough BP per match for the amount of effort put in.
So you slug with deerstalker? Killers already do this, your not really arguing against my point.
If by some miracle ALL games ended up that way because we theoretically removed BBQ, it doesn't mean anything.
At release killers run iron grasp because of sabo jake. The devs responded by making hooks respawn and nerfing survivors.
What people really seem to be upset about here is its a nerf to killers, which the forum collectively absolutely nerd rages over regularly.
Removing BP from BBQ wouldn't change anything that's been mentioned, people aren't suddenly going to slug, especially as it already gives you lower BP generation.
I don't get your slugging comment.
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@DanielJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1729629#Comment_1729629
It Doesn't matter if its expressly "needed" whats the point of taking it away, honestly BBQ/WGLF's bloodpoint gains should be base kit for survivors and killers but oh well at least wglf has a secondary effect as well now. So again what would survivors or killers gain by removing the bp function to the perk, well for one thing i can guarantee that you'd see an uptick in dirtier playstyles, probably by a decent margin, also killer is used by survivor mains to gain bloodpoints as well so it would effectively neuter the bloodpoint gain of a large portion of players. The grind in dbd is already pretty damn taxing what would be the point making that even more grueling. You'd only make the new player experience even more off putting then it already is.
Not really, they've actually NERFED the bloodweb since release making it easier to get perks, along with including shrine.
Using BBQ as a counter to grind excuse just looks like desperation.
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@BlindMole said:
https://forum.deadbydaylight.com/en/discussion/comment/1729629#Comment_1729629
That's a good thing you're not serious with that idea, because it makes no sense. How would the game define tunnel? How would that pan out in end game?
Who are you to decide if BP bonus is needed or not? And why is it a bad thing?
LOL
Glad you went for the low hanging fruit. I notice you skipped over the point I was replying to. Good for you.
Sounds like you want the devs to revert the balanced landing changes?
But now I'm just reiterating points made from other posts. You should have a read.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1729585#Comment_1729585
Yeah, that's not an incentive so much as it is a strategy. Those people don't DC when found first because they want to be found first and chased as part of their strategy. The people who DC don't want to be found first because reasons. The situations are not comparable in the slightest.
For solo queue you could try running information perks to get a better idea of where your teammates are (and vice-versa), or stealth perks to avoid being found first, or just learn to play better. Regardless, solo queue requires learning to play the game without having a ton of information.
https://forum.deadbydaylight.com/en/discussion/comment/1729587#Comment_1729587
The sports analogy fits just fine, but I'll be more direct: you want to incentivize giving your opponent the upper hand. That's not how games work.
The fact you won't even differentiate between soloq and swf tells more than enough about your hotake on this matter.
You could always add infinites back to the game that were at release (not the pseudo infinites soft killers hold onto now). Remove half of the one shot mechanics that the devs have now added to the game for the killers.
Being first found is less of a worry then.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1729599#Comment_1729599
How a killer uses it varies by player. Different killers will utilize the perk in different ways. Some killers will see no auras and think survivors might be nearby; others will see no auras and think the survivors used one of the perk's many counters and will go back to patrolling gens.
No perk is going to be perfectly designed. Unless the devs make a perk that literally transports the killer across the map, there will always be killers who camp. I'm not saying I expect players to use the perk in a specific manner, but BBQ is designed the way it is for a reason and it incentivizes (not guarantees) a certain playstyle that benefits survivors.
I'm sorry but that's just being FAR to generous with BBQ.
You could remove BBQ entirely from the game, change the scoring system so that rehooking survivors (camp/tunnel) is a net loss, therefore incentivising the killer to move.
And I'm not even serious with that idea, I just spitballed it as an alternative.
BBQ doesn't need the BP generation.
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@TragicSolitude said:
BBQ is an important perk. One of its reasons for existing is to encourage killers to spread the love rather than camp the hook. The range is 40+ meters, meaning the killer has to go far away from the hook to get to the survivor whose aura he saw. That benefits the person on the hook and whatever survivor goes over to make the save. The point multiplier for hooking each survivor encourages killers to go after each survivor and not only focus on one.
Does it always get a killer to not camp and tunnel? Of course not, but if a killer camps the hook, then what they've done is given themselves one BBQ stack and ignored the auras, making the aura part a non-issue because the killer didn't use it. Camping and tunneling lowers their chances of maximizing their point gain by getting a 4-stack.
The perk is designed to get killers away from the hook by giving them both incentive (points) and information (auras). Remove either of those and the perk not only becomes less useful for killers but also less helpful for survivors; survivors will see an uptick in the amount of unfun gameplay (tunneling, camping, slugging without hooking) from killers if BBQ is messed with.
I see a lot of players on these forums talk about how they play for BBQ stacks. When I was playing killers as I leveled them and I didn't have BBQ... I was a miserable killer to face, I'm sure. I lost the desire to hook anyone at all; I would just slug or play super lazy, providing some of the least interactive gameplay the world has even seen. It just seemed pointless to put in as much effort as killer requires without the point multiplier.
Changing BBQ would be bad for everyone.
You can literally sacrifice the reveal aspect of the perk and proximity camp because you know people will come in for the unhook and therefore your potential 4k. Assuming people use the perk for the reveal in the way you mentioned is just naive.
In any event, based off what you said, if NO survivors are revealed the killer MAY camp, expecting people to unhook, correct?
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Kewl story bro
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1729511#Comment_1729511
There can be no incentive for survivors to be found first without breaking the game's balance. That's like asking for an incentive to let your opponent's team score in football, it's not how competition works.
The incentive for sticking around after you've been found is that you can play the game. It's built-in.
@DaKnight rebuffed part of your question.
The rest is just low hanging fruit.
I've seen the sports analogy before and it's tired because the comparison is a team you train with during the week and are invested to win with when you play a game. You might have that with swf, but that analogy with the current state of soloq is bad, you need to do better. My point still stands.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1729451#Comment_1729451
What’s wrong with people having extra bloodpoints LOL it doesnt effect you at all
Whats wrong with bringing perks in line with other perks...
LOL?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1729547#Comment_1729547
No I asked if you thought those perks were op. I, personally, have no issues with any of them, and in fact rather like them; perks don't need a downside to using them- that's the dictionary definition of a "perk" after all.
Awesome, so I'll just repost my initial post for you and you can start again.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1729505#Comment_1729505
Oh my lord they're saying Dark Sense is op someone help I need a lie down
You're the one who mentioned it, you just look like your disagreeing with yourself. That's on you.
Also you completely deflected, so there's that too.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1729513#Comment_1729513
You haven't made a proper argument for why it should happen nor have you made one for why its not spiteful.
Killer's BP does not effect you as a survivor in any way shape or form and thus hurting their ability to gain BP from the perk is purely spiteful.
You haven't read beyond your own comment clearly. Try reading the other posts.
Also you inferred spiteful, all I did was hold up a mirror.
Your point is low hanging fruit, if you took away the BP generation it makes the perk less useful and therefore others more useful.
Now you're just looking spiteful.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1729474#Comment_1729474
To be fair, you can run the most broken stuff and still get a big profit. Had a Wraith in one game, using All Seeing and Silent Bell + an Ebony. He camped everyone and got a 4K due to NOED in the end (2 Survivors camped, the other 2 killed with NOED), so he got 4 Hooks in total. Had 20k BPs investment, got 19k BPs, but BBQ gave him more BPs than any Survivor had afterwards. And I think if you run those builds with that playstyle, you can also lose BPs overall, that is fine.
So something like that the Killer can only gain stacks while all Survivors are alive would be nice to have, but you would need to think about something to avoid not getting stacks because of DCs or Survivors killimg themselves on first Hook just to deny future stacks, so it is not really worth the effort to change something.
But Double-BPs can affect gameplay, but in a more minor way.
These points here, do far better to address the issues around BBQ than anything else that's been offered this thread.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1729474#Comment_1729474
it doesn't at all is the answer.
If you see people complaining about the BP part of BBQ they are being spiteful and should be called out on it.
@MikaKim Why are you so spiteful towards killers that you'd want to gut their BP gain?
A loaded question but you already shown your spite.
LOL
It's fine, you're just showing yours.
UPS, you can see me replies.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1729441#Comment_1729441
So how to you prevent every survivor from being found first?
A better question would be how to you incentivise being found first, or the incentive of sticking around after you've been found.
But that means giving survivors something, which this forum regularly loses its collective nerd rage over.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1729451#Comment_1729451
But there shouldn't be a downside to running perks like that? There's no downside to WGLF, Alert, or Mindbraker, are those perks suddenly too strong because the killer/survivor can't do anything to counter them? Is Dark Sense too strong because there's no downside to using the perk?
You're answering your own question.
You can address them too, otherwise you should probably be asking the devs to revert balanced landing.
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@Elementres said:
So I am just wondering if the Devs or team have mentioned this perk being looked at in the future. I know it is a top tier perk and it is super powerful on movement killers. I have used it too when I first played killer to learn. I know it has counters like hiding lockers or being up close to hook. I'm just wondering cause this perk does a lot with reveling all survivors outside of range even downed survivors, plus it increase blood points. Later in game I saw myself using it to find on survivor and downing them than going straight to the next one because there is so much information. Again just asking if there was any discussion about this perk?
It's a stupidly overpowered perk.
It should do what it does without the BP increase. Because even if you're against survivors that know how to counter it, you still get the insane BP generation. There's no downside to running it.
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D/C rates are down, we've been told as such.
The stupidity of the entire situation is that it fails to:
1) Deal with the issue as to why the d/c happens, which leads to 2)
2) People suicide on hook now.
If you're first found you're usually first to leave. Dealing with that concept is too hard though apparently.
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@TheClownIsKing said:
If the killer has downed somebody, doesn’t immediately pick them up because they’re in a chase with another survivor straight away, and so the downed survivor attempts to crawl away to hide first, THEN WAIT UNTIL THEY’VE STOPPED CRAWLING AND HAD A CHANCE TO START RECOVERING UNTIL COMING IN TO ASSIST!!!
This especially TRUE when the killer isn’t even out if the vicinity because whomever they’re chasing REFUSES to lead the chase AWAY from whomever was downed.
I’m getting right royally pissed off at the amount of times i’ve crawled partway to a safe enough spot where I feel confident the killer will not find where I am (without Deerstalker), only to instead have some dumb hero try and revive me out in the open while the chase is still nearby, spotted by the killer, they get injured (or downed), and I get picked up and hooked anyway because of the attention YOU drew to me.
STOP IT!!!
JUST STOP!!!
If a slug is stationary, they’re recovering (or should be) and ready for assistance. If they’re crawling away THERE IS USUALLY A DAMN GOOD REASON, SO LEAVE THEM ALONE TILL THEY STOP!!!
Queue the survivor that refused to heal at all.
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@priere said:
There's many comboes with DC. Unbreakable, inner strength, head on...
These comboes at least give killer a score. unbreakable deactivates, inner strength deactivates, head on exhausts. They costs. They keep the chase going.
But locker?
If survivor just enter the locker and do nothing, killer can't do anything until DC ends. Injured survivor infront of killer, but can't do anything. literally invincible.
Entering locker, with no tax, removes killer's slug + gen pressure chance. This is ridiculous.
Tunneling ruins the game.
Killer proceeds to tunnel.
Whines they can't tunnel.
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End game chat is pointless.
Back before they implemented end game chat a bunch of us were saying there's no point to it. On steam, if you had survivors/killers you gelled with, you added them as friends.
90% of end game chat is trolling and 'gg'.
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It's really just par the course at this stage.
Due to a lack of push back we now have an entire entitled class of killers whose toxicity is encouraged at this point.
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@MeatBycicle said:
Its's because the Devs favor survivors since they bring in more money. Instead of making red rank survivors find an actual balanced match for them which would take a bit longer, they just throw them against any killers up to I believe 9 ranks below them.
This extends even further when SWF queue up with a low rank friend on purpose to go against baby killers.
HAHAHAHAHAHA
All their campaigning and marketing are based on killer. Survivors are just reskins at this point.
You haven't played since release have you? If you did you wouldn't post that with a straight face knowing the history and trajectory of the game.
Here's hoping you forgot a /s
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@anprimgang1978 said:
I’m a rank 9 killer on Xbox (pls don’t bully I’m trying to get a pc) with about 200 hours on the game and recently the matchmaking has gotten really bad with actually putting me against opponents of the same skill level as me. I played about six games today, and every single one was against a 4 stack of red rank survs, with a few purple ranks in there. It’s annoying to go into a game expecting a casual match only to be sent to Haddonfield and have a gen done in the first 20 seconds. Again, I’m only a rank 9 killer, so why doesn’t the game put me against green ranked survivors? I’m not a red ranked killer, so why do I have to deal with red ranked survivors who are leagues ahead of me in terms of skill?
This sounds more like you started off against newbs and soloq players. When you get into red ranks your talking veterans and coordinated swf.
EDIT: Also its worth mentioning that the BP generation for killer is ridiculously easy (provided you can at least chase) so by extension hitting your tiers to rank up is pretty easy.
Meaning it might be a l2p issue, just saying.
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@TheClownIsKing said:
Surely I’m not the only one.
When you accrue a certain amount of play time, and gain a certain level of experience, there are certain forum topics myself/you just scroll right past because they’re just non issues anymore to you/me. Yeah? Surely?
- DS OP, please nerf.
- NOED OP, please nerf.
- (Insert killer) OP, please nerf.
- (insert killer) is too weak and needs a buff.
- Slugging is toxic.
- Camping is toxic.
- Survivors are toxic.
- Killers are toxic.
- Gen rush.
- SWF is cheating.
- Can’t win without the meta.
- Can’t win playing solo survivor.
- OoO.
- Memento Mori.
- Tunnelling.
- Blendette’s.
- Keys/Hatch.
- and now... Ruin + Undying.
That’s not to say bad luck doesn’t happen, and the above stop ever occasionally being frustrating. Just that you reach a point eventually where very little in this game is that unfair, or doesn’t have reasonable ways of dealing with them.
Defeat occurs in the mind first.
Agree with everything you said except soloq related points.
This forum continually manages to fail in distinguishing swf vs soloq play.
But that's getting back to the essence of your post. Tribalistic talking points, killer mains seem unable to distinguish soloq vs swf survivors.
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Dwight: Bond.
That perk gives far more situational awareness ingame and isn't a 'one trick wonder' like you people mentioning sprint burst.
EDIT:
Honestly some of the best perks in the game are with the base game.
Spine chill and kindred.
Kindred in particular gives you a ridiculous amount of information.
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@Ihatelife said:
Meg. All of her perks can come in handy and are pretty good by itself. Not only mention that sprint burst is the most versalite perk in the game. You can use it how you want.
Do you mean versatile? How is sprint burst versatile?