Mister_xD
Mister_xD
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- Mister_xD
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one of the many reasons why i stopped using this perk.
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the problem billy has, is his oneshot.
usually, you get one succesfull chase for each hit you perform during a chase, so M1 killers get a total of 2 chases before they down a survivor. billy, thanks to his oneshot, only gets one succesfull chase, therefore only half the points other killers would get.
just as @Poweas said, multiple killers suffer from this. any killer using a oneshot ability / add on, but mostly Trapper.
Trapper gains no chaser emblem points at all for trapping a survivor, which leads to good Trappers getting a 3 or 4 kill and having a bronze chaser emblem, denying them their 2 pip / pip.
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@Peanits said:
We brushed upon this in the recent May developer update. Right now our system for punishing disconnects is not ideal, but we are already in the planning phase for a new system that is expected to launch at the same time as dedicated servers this summer. Unfortunately this system will depend on dedicated servers to work, so until then, we are stuck with the current system. There is some good news on that front, though, another wave of DC bans has just started going out.
We know it's frustrating and all I can say is that we are working on it. It is our top priority at the moment.
thank god!
the current DC penalities are nothing more than a joke tbh...
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thats nothing.
ive seen people doing the same with MoM, tanking 3 hits before going down with a 4th. (1st hit injures, 2nd hit triggers MoM, instaheal, 3rd hit injures and 4th hit downs)
the worst part is, that if something doesnt go their way, they usually DC, screwing the team completely over. and if they dont, they piss of the killer to an extend where its not too uncommon for the killer to just start camping to secure some kills.
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while i started as a heavily killer sided member, i do believe i have changed quite a bit in favor of overall balance.
still, i can see myself supporting many killer buff ideas. i also regulary visit the killer subforum, yet the survivor subforum is something im not visiting a lot.
i try to be as unbiased as possible though
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i do think so
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not exactly a perk, but i had a little misunderstanding with the Trappers Diamondstone Add On...
i literally thought Traps would instakill a survivor with it xD
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@Peanits said:
We are changing the way we handle maps going forward. I can't give any details just yet, but this will be one of the things we talk about during the anniversary stream this Friday.
oh boi, you get me all excited :D
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@Peanits said:
Well you see... The Rope sure is rope. And that GreyTape definitely is grey tape.
But I'll let you guys speculate away.
nah, that would be too easy ;)
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its almost like the devs couldnt decide weather they get a new survivor and map and instead had to stick with what the license holders wanted to happen...
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yeah...
devs succesfully ignore threats like this one though.
ive made many of those myself and i saw tons of others saying the same, yet i havent seen a dev replying to one.
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balance is a funny thing in this game.
low rank survivors will get completely owned by killers and it will seem to them as if the game had a huge imbalance in favour of the killer side, while high rank survivors will completely own the killer and to the killer t seems like there is a huge imbalance for the survivor side.
killers are in a decent spot right now.
its not balanced, especially with coordinated SWF groups and meta perks / instaheals, but its much better than before.
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2 hooked 1 slugged
chase and down the 4th, then hook the one with DS.
shouldnt be a problem imo...
but yeah, it does feel cheap. especially if they unhook them right in your face with BT then and you just literally lost all possible momentum.
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i think 2 times is a little harsh...
if we were to say you can DC 3 times a day before getting softbanned for 24 hours i think it might be better.
you gotta see, there are also things that can happen irl (e.g. internet crash, important package delivered, etc.) that force you to DC. and i think getting banned after the 2nd time sthg like this happens might be too harsh. just imagine facing 2 killers a day that force you to DC by taking the game hostage. should you get banned for that? i dont think so.
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because i actually enjoy it?
yes, the escape rate is lower than with a coordinated SWF, but i like the challenge.
and if im the last one to die (on my 1st hook), that is enough proof to me, that i did good.
the only thing that i have to admit that really sucks the fun out of it, are your teammates. complete potatoes that rage quit as soon as they go down, leaving you in a 3v1 with 5 gens to do (which is basically impossible).
#WeNeedHigherDCPenalities!
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i think the 15 second gate times were not a bad idea for the hatch closed situation.
it might be better if the gate times get reduced to 15 seconds, after the killer closes the hatch. they would stay normal at 20 seconds repaired gens though.
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@Poweas aww :(
thats okay though. just remember there will always be a place for you in The Hookers :)
and for that fun to play part, most definitely. trapping someone is one of the most satisfying moments in the game! and then they get out asap before you can reach them and its like a huge slap in your face...
but still, its fun ^^
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/493915#Comment_493915
@Mister_xD honestly, I don't doubt it. Good Trappers can dominate a team easily. I've done it a few times. Ever since you pointed out to me he can be good, I started learning him. I haven't played him in months but I definitely recognise his strength.
thats nice to hear :D
now you only need to join The Hookers and you are one step closer to being a true Trapper main! :D
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the grind is supposed to be big, so you tend to buy them with money instead of farming for them.
the devs need to live from something aswell, so the DLCs are obtainable with real money. its actually very nice from them to allow us to get the DLCs for free.
other games do not have that option.
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Trapper should be higher.
you said "if you play them very well", so we are talking about a really good Trapper here. These guys can end the game extremely fast...
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you gotta understand bubbas thought process.
its very complex and hard to understand, but once you do, you feel sorry for him :(
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i wouldnt mind.
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taking the game hostage = stopping the game from progressing for a long amount of time, not giving it a chance to end. therefore, the only solution to such situations is to DC, which makes the whole thing an bannable offense.
the Endgame Collapse is a gamemechanic specifically designed to fight this scenario with a timer of 2 to 3 minutes, that will forcefully end the game when it ticked down.
with other words: as long as the Endgame Collapse is active, there is no way for anyone to take the game hostage.
and even before it activates, players can force the round to an end by opening a gate (both killer and survivor) or closing the hatch (killer). doing so will activate the Endgame Collapse.
on top of that, the only other possible scenario (for a killer), the killer bodyblocking all 4 survivors in the basement, has been removed by increasing the basemsnt stairs to an extend where the killer can no longer keep the survivors inside with his hitbox.
your example is not a game held hostage, but instead the Endgame Collapse ending the round.
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honestly, the only thing that kills solo queueing is the DC epidemic.
ive not had a single survivor game today where no one ragequit.
and honestly, dying to a 3v1 with 5 gens is no act of shame.
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considering that we are talking about NEW players here, this is not a good piece of advice.
yes, high level players win like that. i know that. new players on the other hand are neigther good at looping, nor at hiding well, so telling them to be oneshot AND be louder for the rest of the match is the wrong advice. chases would just end asap and they would get comepletely dominated.
and yes, if there is a mate around they should not selfcare but instead heal with their friend, definitely. but if no one is around, there is nothing wrong with selfcareing.
also, if they have adrenaline and there is only 1 gen left, they shouldnt selfcare and instead fix the gen, agreed.
your strategy only works on survivors who are at least decent at looping. new players however dont even know that looping is a thing (at first) and are really bad at it, once they do find out about it. being injured is just a hinderance for the min these situations.
TL;DR: good strategy for decent - good survivors. some points i agree on (healing with a mate instead of both selfcareing next to each other, fix the gen if you have adrenaline), but overall this will be a hinderence for newer players.
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the funny part is, that the devs actually expect you to be able to do something for your gatekeeper emblem xD
in reality, there is not much you can do. if you wipe them out early, that means a good gatekeeper emblem, but also bad chaser / malicious emblem. if you have the round go for a longer periode of time, that will damage your gatekeeper emblem, therefore giving you better chaser and malicious emblems.
the only way to get a good gatekeeper AND chaser / malicious emblem would be to completely dominate in chases and also play with them, so you dont kill them too fast (e.g. slugging, therefore wasting another survivors time as they need to go and pick up their friend. combined with KO, this might work. during that time, there would only be 1 guy on a gen (1 downed, 1 rescuing, 1 in a chase, 1 on a gen. kill one early on and you can achieve this snowball effect.)
its really hard. billy CAN do this, but dont expect a lot...
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id say Spirit.
she is extremely fun to play, while also not being a weak killer.
or go for Hag, if you havent unlocked Hex: Ruin yet. she is also very strong, but not as fun to play as spirit imo.
in the end, its all up to you. choose which ever killer you think sounds the coolest and try them out.
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hatch closed = your done for.
devs were kind though and allowed you to get to the doors, so you got another chance there. just be happy its not instantly game over once the hatch is shut.
if we were to rework something, rework the gate times. Id say bring back the 15 second gates, ONLY if the hatch has been shut. if 5 gens were repaired, its still at 20 seconds.
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..
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*furiously hammers space bar while running*
what do you mean?
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the bait is strong in this one
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i replaced ruin with discordance on most of my killers, with Bloodwarden on the others.
the only times i actually run the perk is when i have a killer that is not leveled enough.
so yeah... ruin is not a must have, but it makes the early state of the round easier.
later on, you'll be forced to play with 3 perks though, which i really dislike.
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looks like Ghostface to me...
there will be new skins though, of that we can be assured xD
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i just rewatched it and i think the first person he hit was actually not asleep.
its hard to tell though, as the blood makes it hard to spot the dreamworld circle...
maybe his power is now a secondary power used to slow the game down? and maybe you can activate the aura reading on a timer (power bar) now and it needs to recharge? therefore you can attack while outside the dreamworld?
speculations over speculations...
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its the fact that they are licensed which makes them cost real money.
the devs themselves also had to spend money to get the rights to even use these iconic horror film characters, so its obvious they would also be real money only.
i think it would be better if every killer was unlocked in KYF mode, so players could test them out, get better with their mechanics and then decide weather they want to buy them or not.
for the shrine, i think the ability to reroll perks once or twice a week would work out, as you'd have the chance to gain new perks more consistantly. it should still be random though, so that players cant just get all the crutches and leave again... might just be my opinion though
(i dont use the shrine anymore since i can get cosmetics aswell now for the same currency. also, i already own all chapters so i unlock the perks as soon as i can)
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we needs that crown back!
#BringBackTheCrown
#ACrownForOrion
(also i agree on the main topic of this post)
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im all in for DC penalities.
the current DC rates are really too high, i hope the devs lower the numbers on the auto ban algorythm...
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/487186#Comment_487186
@Mister_xD I am actually surprised. I am sure they broke something else pretty badly to compensate.
@se05239 i bet so xD
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guess what they fixed in todays hotfix? (:
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..
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lets make it a Hex.
that sounds balanced.
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@KillermainBTWm8 said:
I just noticed this thread only has 2 up votes.
didnt it have lots of Awesomes though?
a shame these got removed...
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another one of these...
cant ppl come up with something different? Dx
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first off, yes: spirit has a slightly better chase potential (mindgames)
however, billy is superior to her in many other ways:
- he has the best map pressure in the entire game.
- he can instadown a survivor with a chainsaw attack which he can easily use on point blank range.
- he is not reliant on his power. he has 115% mms, which allows him to go M1 killer during a chase (loop locations)
- he can shred through pallets extremely fast, especially if he succesfully baited them out.
these points are, why billy is higher ranked than spirit.
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i think it is trying to end the trial, as it mainly feeds on the survivors hope. however, when there is no way the killer could devour said hope anymore, as they basically won, it forces the trial to an end, as the survivors would enter a new one with a new killer, new hopes and a whole new chance to destroy these hopes and feed on their despair.
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Doctor x Your Mind
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OoO = have fun on the hook with me staring into your soul / me focusing you over the other survivors.
Killers usually focus the OoO users, as chances are they play SWF and constantly tell their team your position. OoO is known to be one of the most toxic perks, as its usually used by overconfident survivors who think they were hot #########, teabagging and in general thinking they were untouchable.
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maybe if your lucky the devs will add his mask to the official store?
other than that i cant help you.
im just as unexperienced in that topic as you are, but i wish you good luck!
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well, Spirit requires you to predict the survivors, listen out for their breath and watch out for your surroundings, which takes quite a lot of skill.
nurse however is all about muscle memory, you gotta learn how far a blink is going to port you, as well as catching up to them within 2 blinks. on top of that, you can not catch up to them without any blinks, so you have to port when you want to catch them. a single messed up blink however can completely ruin the chase and let the survivor get away, as you get stunned afterwards wit ha decreased FoV.
i think Spirit requires more skill, but Nurse requires more muscle memory, therefore more playtime with that character only, which is why it takes longer to learn Nurse than Spirit.




