Mister_xD
Mister_xD
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i still think Boons should take longer to set up the more they got snuffed out similar to Freddys wake up mechanic.
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no.
you get a bloody cosmetic (which are just the characters base skin with a blood filter over it) and like a 1% chance to find a more rare item in your Bloodwebs with each level.
it's definitely not worth the amount of time you gotta sink into it - and i say that as someone who has been prestiging and maxing out every Killer i could (i believe by the time i quit (4.7k hours) i had everyone fully maxed out except for Twins and i think Trickster... Nemesis (the newest Killer at that time) was a work in progress too).
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because the most base line requirement you need to fullfill to have a functioning MMR system is a balanced game and we already massively fail at that.
the game being imbalanced is not necessarily a bad thing by the way - there are a couple of very good reasons for that (most importantly that a balanced DbD is a boring DbD) - but there is no point in trying to push a matchmaking system which overall goal is to balance matches by having every player be on the same skill level, when one of the two competing teams gets heavily favoured by the game to the point where the team that isnt being favoured gets obliterated in response.
It always baffled me how the Devs stated that they "balance around fun" on one hand, but then decide a matchmaking system like that was a good idea on the other.
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Pig.
my trap key seems to always be in the 4th box no matter what i do.
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he is pretty fine the way he is tbh.
but if i could change one thing about him, I'd make it impossible to return to Madness Tier 1 once you reached Tier 2, just like it was back in the day.
And this is mostly nostalgia speaking, but I would love nothing more than seeing him swapping between Treatment Mode and Punishment Mode again. Balance wise that wouldnt change anything, but it was a fun mechanic that really helped you getting into character with him.
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possible? absolutely.
realistic? no.
the devs said themselves they dont strive for balance. what they balance this game around is not fairness, its "fun". in other words, they balance this game soley around chases, which will always result in Killers being underpowered.
and we're in so deep in this now that them changing their mind on their balance goals and balancing the game properly is a very unrealistic scenario. Itd be easier for them to just remake the game from the ground up and sell it as Dead by Daylight 2 instead of trying to fix what we have at this point.
now all of that doesnt mean that it was impossible for the game to improve and go in a more positive direction, but i very much doubt we will ever see the day where Killers and Survivors are on equal footing.
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probaply not.
the best chance we have is that the Devs finally introduce a "Casual Mode" and "Competetive Mode", one with and one without MMR.
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okay, lets do this one by one:
Most arguments for why it's supposedly god tier always describe DH being used in its BEST case scenario where you're at the perfect distance to dead hard to a pallet, but the reality is that you're not always going to be in position to be in the best case scenario.
You absolutely dont have to be at the "perfect distance to dead hard to a pallet [or window]" to use the Perk effectively. Dead Hard for distance is a thing you can use at literally any point in your loop, given you have to travel in a straight line. it doesnt matter at all whether you are 5m or 15m away from your desired goal, the free distance the Perk gives you lets you reach it when you otherwise wouldnt.
And there's even a group of people (i think a small group) who claim the perk has no downside as if the requirement of being injured to use it isn't a downside.
it has no downsides. the only actual downside to this Perk is that you cant go and stack it with another Exhaustion Perk after using it once. But thats not necessarily an issue, given that most Exhaustion Perks dont have an actual downside to them (except for Sprint Burst), the issue is that it is the only Exhaustion Perk in the whole game that doesnt have an activation requirement you need to fullfill as a Survivor, meaning you can use it at any time you please. Being injured is neither a downside (in fact staying injured can even be more beneficial to you than healing, as you A: can have Perks that can give you boni for being injured (such as Resilience), B: can have Perks that can negate the risk that being injured comes with (such as Dead Hard) and C: dont have to waste any time healing up, which in return is time you can sink into gens to escape quicker), nor is it an actual requirement, as you are guaranteed to meet this in 99.95% of your matches (the only exceptions being matches where you never get into contact with the Killer, get insta downed and die on your first hook (e.g. facecamp or abandoned by the team) or a Tombstone Myers)
It's useless against instadowns
it's not useless against insta downs. All insta downs achieve against this perk is to get you on a hook once before you can use it once - all you need to do now is to simply not heal and you got access to it for the rest of the trial. In other words, insta downs merely reduce its maximum amount of uses by 1.
The usefulness of the perk drops drastically as the match goes on (because there's less pallet AND because once the killer knows you have it, they just play around it or bait it out)
technically speaking correct, but not a realistic assumption to make. DH helps Survivors so massively to extend early chases, which are the most important chases of the match, that you will hardly ever reach the point where the Survivors chase extension ressources are used up. Its not a secret that the amount of time wasters Survivors have for the Killer stand in no correlation to the time it takes them to complete their objective, in other words a trial that ends with a majority of pallets and loops used up is a rather rare occurance.
If you play injured and are against a stealth killer, you may have to use it before you want to just to avoid getting downed
stealth Killers either dont have access to basekit instadowns (negating this point entirely) or their insta downs are heavily restricted and come with an requirement they need to meet first - take GF or Myers stalking for example, which costs them valuable time and, in the case of Myers, ressources. As a result hit and run is usually the better call for them, which brings DH back into the picture. also this: "you may have to use it before you want to just to avoid getting downed" - what is your point here? The perk still saves you from an otherwise certain down.
there is only one time where this Perk is actively worse than the other Exhaustion options:
in the hands of an inexperienced player that doesnt know how to use this Perk effectively yet.
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Kindred for Survivor
Discordance for Killer
EDIT: forgot to say why. in short, information is power. i think both of those perks are absolutely insane in the right hands, as the passive amount of information they give you lets you make some crucial decisions and plays a lot easier.
this is based on what i liked before i quit, so it automatically excludes any Perks that released after MMR dropped (so any teachables from Pinhead onwards like Boons or Scourge Hooks and Perk reworks such as Gearhead), as i had stopped playing the game at that point and had no chance to test them ingame.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2894855#Comment_2894855
Well technically they aren't refusing to play the game, they are refusing you to get the key out of the box 😅😉
They just there to try an make sure you will die in the trial after all, kills only matters 🤷🏼♂️
Don't blame pig, blame BHVR and Patrick for his hockey comparison.
Sure it might be really unfun and boring (i couldn't do it as i don't have the patience for it) you can pretty easily counter it l, even as solo.
Just pay attention to the icons of the survivors, if there's still 1 or more survivors with a trap on while you are close to finish the gen, then just 99 the gens.
Mostly it is just 1 survivor who will remain with a trap on so once 5 gens are at 99 then pop them at once and open the gates and get out asap, this way the trapped survivor can escape through the hatch.
Again it is boring AF, but not bannable and pretty easy to counter
listen i really dont care how a Killer plays the game right now. You wanna soley focus on Kills like the great hockey player the Devs say you are? sure, go for it. i dont blame you, as you said that is exactly how the Devs want you to play.
You can hardcamp, hardtunnel and keep a close eye on your boxes, patroling them like gens - but dont just sit in front of one box and do literally nothing. all of the other scenarios have one thing in common: you are actually participating in the trial, which you can not say for someone that is sitting still in front of a box without moving.
defending a Pig doing that is about as stupid as defending a Survivor sitting in the same corner all game to "tactically wait out until all the others die and then escape through hatch". This isnt a strategy, this is straight up AFKing and ruins the game for anyone else who has to put up with it.
I genuinely have to question why you people even boot up this game when you refuse to actually play it and instead just sit in the same spot without doing anything. At this point you might as well just boot up Minecraft and stand still in front of a tree there - its the same level of excitement AND you dont actively ruin other peoples experience (but that is what its all about, isnt it?).
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*grabs a bag of popcorn*
this is gonna be a fun one
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2894866#Comment_2894866
Just curious, do you have evidence of this actually ever happening?
you mean besides the definition of what is considered "AFKing" in DbD, which this very clearly falls under, and the fact that there is a report option for AFKing (which both can be found ingame)?
i do remember a post on here that was about someone being banned for AFKing for playing "get off my lawn Hillbilly" - in short, pick billy, send yourself to Haddonfield, camp a House and chase anyone off your lawn that dares to touch your property (sounds familiar, no?). But given the forum rules, we are not allowed to discuss bans in that matter and posts like those tend to get taken down relatively quickly - plus the search bar functions absymally bad and i really dont wanna have to click through like 50 pages of discussions from 4 years ago that have nothing to do with what i searched for but happen to have a similar word on one of the 50 reply pages just to bring a point home that you shouldnt sit idly in front of a box all game.
but if youre daring enough you can always test it out yourself.
do keep in mind though that it is going to take a while for you to get banned for it, considering that A: you need to do it excessively, as the Devs dont just ban someone for AFKing once or twice and B: the report system being extremely bad, meaning its rather rare to find someone not only willing to report you for this but also willing to go through the trouble of recording the match, collecting your user data and filling out the necessary support ticket.
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/2894855#Comment_2894855
But they do play the game.
The definition of AFK is "away from keyboard".
Your Captain.
the definition of AFK in DbD is "refuses to participate in a normal game of DbD" - which they do by sitting still in front of a box.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2894855#Comment_2894855
Same as chest protect Bubba, Insidious is in the game and literally demands you stay still to use it.
Not AFK at all. Should be called Box Protector Pig, not AFK.
Is Bubba now AFk Basement BUbba? No.
As wraith I will stand still on the hatch, its tactic.
i hate to break it to you, but treasure chest bubba is indeed bannable for the very reason of AFKing.
you just need to get reported enough for doing it too often.
are you instantly getting banned for doing it once? absolutely not. you dont get banned for AFKing once just like you dont get insta banned for DCing once.
but you are going to get banned for it if you do it excessively.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2894784#Comment_2894784
there's a distinct difference between corner hugging Wraith and afk Pig, and it's that Pig is "actively" trying to achieve her primary objective of killing survivors.
What's considered a normal game of dbd is kinda irrelevant when it comes to killer play styles. If a certain play style is unfun, unfair, unbalanced etc. then it's on BHVR to do something to change that. Pigs boxes and addons are working as designed, even if perhaps unintentionally, so they are fair game to use. If it were a glitch or an exploit like Breakdown, then that's definitely reportable.
We're just going to have to deal with it like we have to deal with full bleedout No Hook Nurse/Twins.
okay what part of AFKing in front of a box is "active" gameplay to you?
they literally refuse to play the game, that is the definition of AFKing.
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this is another reason why MMR was such a horrid idea:
the MMR system and the grade system are completely incompatible.
grades require you to keep getting better scores in your games, requireing a better outcome every game - however, MMR wants to keep your games at a consistent level (the 50% escape rate). grades on the other hand dont reward you for this outcome - in fact, depending on how close it was, they might actually punish you for it by making you lose grade progress.
in addition, grades reset every month, while MMR stays the same. meaning it will get harder and harder for you to reach even just mediocre grade scores by the time the month ends the longer you play.
these are two entirely seperate systems that score your matches entirely differently. They need to be fused together if they want them to work in the future - for example by making the MMR system care about your Emblem score when it tries to determine whether that was a balanced matchup for you or not rather than soley focussing on kills / escapes.
the only saving grace that has masked this problem so far is the fact that MMR is so utterly dysfunctional right now.
this is only going to get worse the better the MMR system functions.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2894741#Comment_2894741
How would you purpose to fix that?
guarantee the key to drop on the second to last box you need to search (and only that box).
that way we kill two birds with one stone:
- Pigs can no longer AFK in front of a box to cheese kills
- we get rid entirely of the inconsistency in her power, allowing both sides to play around it more efficiently. The Survivors would have a much easier time managing their limited time now that they know how long getting rid of the trap is gonna take, while the Pig is guaranteed to waste a good amount of their time per trap, rather than being entirely at the mercy of RNG whether her power actually does something this game or not.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2894769#Comment_2894769
Probably not bannable if they’re like moving around while blocking it.
AFKing defines as refusing to participate in a normal game of DbD.
you dont need to literally be AFK to get banned for AFKing - for example, people that play wraith, cloak and walk around the edges of the map can also get banned for it.
i distinctly remember a post in here from a while back where someone complained about being banned for AFKing for playing "get off my lawn" Hillbilly (picking billy, sending yourself to Haddonfield and camping a house, chasing anyone off your lawn that tries to enter). and if that was enough to get them banned, sitting in front of a box all game should be more than enough to result in a ban as well.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2894447#Comment_2894447
Ringu is not a "significant licensed chapter".
But this discussion is pointless. Players WANT to see this game dying. They always ignore the fact that the RE-Chapter caused an anomaly with way more players playing than usually. The numbers are basically corrected to the normal number of players in this game.
Other games are also not dying when their big hype is over. They just adjust to a normal value.
sorry to cut in here, but is this gonna be the new strawman: "you want to see this game die therefore your opinion is invalid"?
im not even saying you're making bad points in your actual arguments, but this whole part where you just assume that anyone speaking against you instantly just wants to see this game fail, etc. is just super unnecessary. it drags down your entire post.
and just because i have to now:
no, i do NOT want to see this game die - if that were the case i would not be here on this very forum.
what i want is that people stop excusing away the alarming drop in player numbers and the devs actually go and do something about it.
i want this game to CHANGE, not die. to go in a positive direction that will stop the bleeding in playernumbers and makes people like me, who quit for a variety of reasons, want to actually return and play this game again.
i want more changes like the most recent ones. those were overall good changes that i am very happy with - something i, sadly, can not say for any patches ever since MMR dropped (including said MMR).
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i mean, you can always try reporting them for AFKing.
i've seen people get banned for less, its definitely worth a shot.
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Twins.
a great concept with an execution so poor that it drags everything down with it.
in short, there is a good reason why they have a 1.5% pick rate.
they are incredibly boring to go up against, they feel extremely punishing to play as, they heavily promote some very unhealthy playstyles and they are overall just a huge amount of wasted potential.
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i'll be going with Blight.
Though it was a bit of a tough decision between him, Oni and Myers.
Deathslinger, Twins and Freddy are out of the question though. all 3 of them are very boring to play as and i would not recommend them - their Perks are also pretty mediocre (perk wise Deathslinger is the best of those 3 though).
ultimately i decided for Blight, because Myers, while he has great Perks and a fun playstyle, is extremely weak and Oni, who is very strong but has rather mediocre Perks, gets pretty much hardcountered by todays healing meta.
Blight has a powerful ability that has a lot of room for you to learn and improve on, is fun to play and has pretty great Perks available.
HOWEVER, one thing to keep in mind here is, that Blight, Deathslinger, Oni and Twins can all be bought with Iridescent Shards from the ingame store due to them being original characters.
So if you are looking at saving some money, i would only recommend you to go for either Myers or Freddy due to them being licensed (i'd pick Myers over Freddy).
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2894010#Comment_2894010
You make valid points, but in THIS game with THIS community....whining gets you whatever you want... :[
that is sadly the lesson i learned from this whole thing.
and also serves as one of the big reasons why this game stays uninstalled for me right now.
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2893982#Comment_2893982
I can agree and he still wasn't busted. People complaining about the quick aim ruined a good thing for so many people...
oh the quickscope removel hurt. it hurt a lot.
but to me, that is actually not the nerf that hit the hardest (not in terms of which nerf made him weaker, but as in which hurt me the most to see - i think we can all agree that all nerfs were highly unnecessary). no, the nerf that hurt me the most was the TR increase, because of one reason:
this nerf was entirely unnecessary and extremely unfair towards Caleb players.
the entirety of the point people made to call his 24m TR "OP" (him shooting them without a heartbeat) could be hardcountered simply by them paying some attention ingame.
there is a bunch to it (i wont name all of it, i did so many times i feel like a broken record at this point), but the counterplay to this started with something as simple as "look out for the big cowboy dude in the distance aiming his gun at you" and ended with something as complex as "pay attention to your positioning when trying to heal, dont do it in an area where you can be ambushed from many possible angles and keep an eye out on possible ambush routes".
if a Survivor got shot from that distance, it was entirely (and i mean 100%) their own fault.
the only thing this nerf accomplishes is, that it actively rewards those who just want to turn their brains off when playing instead of paying attention to the game.
all the tension, all the thought and depth that was in this one simple mechanic got completely thrown out the window and replaced with "hold W when hear TR". and this genuinely, very, very much annoys me. and it honestly shows what kind of players the Devs have chosen to balance this game around. and this genuinely, very, very much scares me.
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old Deathslinger any day of the week.
- he felt powerful to play as
- he was by no means overpowered
- he had very clear counterplay to him
- he had a high skill ceiling
- he had fun and unique power
- he was one of the only (if not the only) Killer that struck the devs goal of having a perfect 50% kill rate across the board
- his power was surprisingly deep and required a lot of input from both sides to be used / avoided succesfully
- he basically embodied the "perfecr" base concept of what a Killer in DbD is supposed to be: a very strong 1v1 character that ultimately gets overpowered by the Survivors numbers and teamwork
and it feels like a very big slap in the face that this man got gutted the way he did.
and i dont just say that because he was my favourite character, i am saying this from the perspective of someone who had hope that maybe there will be some actually well balanced Killers in this game again at some point, with him being a perfect example for it - and then the Devs looked at it, deemed it "problematic" and removed it.
they removed my one hope for having an actually balanced Killer experience.
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her fatigue is the one mechanic in place to somewhat keep her in check.
it is meant as a way of breaking LoS to the Survivors, allowing them to make an escape while she cant see and track them properly.
you mentioned her slow movementspeed and blink recharge, but those arent actually something that allows Survivors to get away from her - they are just in place to slow her down and make her at least take some time before she obliterates the Survivors, which sets them apart from the fatigue.
those are not balancing factors to allow Survivors to make a play (in the 1v1 aspect) like the fatigue, instead they are time wasters that make her less oppressive overall (in the 4v1 aspect).
and given her already ridiculous levels of strength, i really dont think she needs that buff.
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we reviving old posts? :o
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i've been thinking about a battle royale kind of mode.
a mode where a lot of players join into one big map, all as Survivors.
Then a single objective appears somewhere and whoever collects it gets to play Killer (every player has a Killer preselected) and kill everyone else. However, at the same time a new objective spawns in for the Survivors to complete. When they completed that objective, the player playing Killer would be forced out of their role as Killer and back into Survivor and whoever kicked them out of it becomes the next Killer.
Death would be permanent here and the Killers would be able to mori whoever they down straight away (and to make it so they actually do that instead of leaving their victims on the ground, given that no one would heal them up, every Survivor would have built in Unbreakable with infinite usage). The winner of this mode would be whoever manages to rack up the most kills by the end.
as for the final showdown when the game turns into a 1v1, i got two possible ideas:
- hatch spawns and if the Survivor manages to escape, they will be counted as a winner as well.
- both players gain the role of Killer and go into a death battle against one another with whoever wins this battle being declared a winner as well.
of course this needs some finetuning here and there, but i think this idea would play out pretty neatly.
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/2891998#Comment_2891998
I want to know what the survivors want from me when they climb where they can't get to the hook?
well, they obviously want to wiggle free.
and its just as obvious that you dont want them to do that.
and as the Killer, you have the tools needed to deny them this exact thing: you can simply not pick them up and have them bleed out.
that is a tactical decision you are making in this scenario and there is absolutely nothing which you could be reported or blamed for here.
however, the same applies to them - they were attempting a strategy to win. since this is not them exploiting any bugs or using any cheats, you cant report them simply for bringing this loadout and going to high places when in chase.
HOWEVER what you definitely can report them for is, when they refuse to participate in the trial normally and never leave this spot (when they could i.e. when you are not currently chasing them). this would classify as AFKing, which is against the rules.
do keep in mind though, that in order for a report like this to go through you need to report them ingame and then fill out a support ticket with a recording of the match attached to it (here: https://support.deadbydaylight.com/hc/en-us ) in order for the Devs to take action.
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so if i understand you correctly:
- you are the Killer in this scenario
- the Survivor(s) tried to make it impossible for you to hook them
- you bled them out and got threatened with a report from their side for it
- you want to know how you can report them for their ingame behavior
did i sum that up correctly or am i missing / misunderstanding something?
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when it comes to secondary gamemodes i always invisioned something like a battle royale kind of deal where multiple players join a big lobby and its everyone against everyone.
something similar to Hide or Die, where all players start out as Survivors and by completeing a certain objective one player can become the Killer and start eliminating their opposition, while the other Survivors have to evade this player and complete another objective that takes the Killer role away from the first player and gives it to them instead -> fast forward until its a 1v1 and we could either turn it into a Killer VS Killer battle or make Hatch appear to let the last Survivor out.
the Winner would be whoever managed to get the most kills / escaped in the end.
this is ofc just a very rough sketch of what this mode could be but i think it sounds pretty fun.
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Hag: some people love her, most people hate her. i guess if you really like how Trapper plays she might be something for you (even though i, as a former Trapper main, never wanted to touch her either).
Spirit: very strong Killer and also quite unique in her playstyle. definitely not a bad choice!
Legion: you should wait for their buffs they will be getting soon and see how they play out. in their current state you will most likely be bullied a LOT with them.
Oni: a very fun Killer, however heavily affected by the current CoH meta. you should probaply wait and see how the upcomming CoH nerfs are going to affect this Perks usage first.
Deathslinger: no. not after what they did to him. unlike you really like Killers that slowly zone out survivors and then M1 them i guess...
Blight: similar to Spirit in terms of strength. he is very fun, but is also extremely hard to master. additionally, you are going to rage at this games collision with him.
Trickster: no. this guy is still just old Deathslinger with training wheels (and significantly less lethal). i wouldnt recommend him.
Twins: they have a 1.5% pickrate for a good reason. you should honestly just stay away from them.
Artist: the only one here i actually cant comment on. she is strong, but i never tried her so i cant really comment on how fun she is.
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@JamnJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/2883274#Comment_2883274
I think in most minds, you're camping if you're remotely within eyesight of the hooked. As much as it's a joke usually, the whole idea of "defending the hook" doesn't exist with a lot of people.
Hell I know half the time I'm still struggling to get to it with some still running BO and body blocking. So you're damn right I wanna protect who I just hooked.
So you're damn right I wanna protect who I just hooked.
and there is absolutely nothing wrong with that.
In fact, it is an intended mechanic that the Killer defends their prey against the others, so defending the hook is, at least in my opinion, not at all a bad thing.
i believe that the term "camping" only applies when the Killer has no knowledge of other Survivors closeby to the hook. For as long as i know there is someone around me waiting to get an unhook, why would anyone expect me to just leave and give it to them for free?
and this is exactly where so many peoples opinion on what a camp is go apart (amongst other things).
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2883274#Comment_2883274
I'm pretty sure when people complain they don't gcomplain about endgame hook defending or even area camping, there are SO MANY face campers these days, literally players who find someone right at the start and face camp. They weren't gen rushed or game is about to end or got a toxic survivor, they just want to face camp. Either cause they just want easy kills or they had a bad game previously and want revenge lol
i have literally been called a "long distance facecamper" before.
i also got "called out" for camping because i dared to chase someone who went towards a hook.
i also distinctively remember a game where i got insulted for "camping and tunneling", because the Survivors decided to hookbomb me and unhook faster than i could leave the area, just to have the freshly unhooked player bodyblock me with BT - reasoning: "i camped and tunneled because i always triggered the BT", when they were literally sitting inside a doorway not letting me past to chase the unhooker.
yes there are a couple of obvious examples, but there are a huge amount of grey areas as well.
thats the point im making here: there is no clear definition to the term "camping", its a subjective thing.
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i would like to have an actual clarification on what "camping" even is before we talk about removing it.
yes, we all know what the general idea of "camping" is, but as soon as we get into the details that breaks apart.
for example, when is the Killer camping and when are they defending their hook? or does "defending the hook" even exist? is there a set distance to when we can consider it a camp? what if the Killer is doing some actions around the hooked person? and what if the Killer knows someone is around?
i could go on, but you get the idea.
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@N8dog said:
super cheat AI survivor bots with 20 stacks of tenacity, no mither and unbreakable coming in 2 weeks or less. I'd bet on it.
i actually doubt that.
those bots would be rather inefficient, mainly for the reason that they would be revealed to everyone in the lobby before the game even starts, allowing actual players to lobby dodge them easily, which is not the case with Killers.
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all of a sudden i'm getting some serious TF2 vibes...
huh.. lets hope BHVR, unlike Valve, does something against it! and they better do it soon.
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damit bin ich nicht einverstanden.
or, as the chat filter would put it:
damit ### ### nicht einverstanden.
(yes, it censors that too. in case you dont understand german "bin ich" essentially means "i am" :) )
why was the filter mandatory again?
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... you do know that NOED received some pretty major changes to it as well, right?
it went from an always activating 2 minute long oneshot for the Killer to an entirely preventable Hex Perk that could be cleansed at any point in time (even prior to its activation in end game) with a less significant speed boost for the Killer than the previous versions had.
so even in that sense your, by the way very flawed, logic of "if one side gets a nerf the other side needs to get one too!" doesnt work, because NOED, just like all the Perks you listed, received a pretty major rebalancing in the past.
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@Mandy said:
Hawkins has been permanently removed from rotation...at the same time as Stranger Things was removed from sale in the store. I do not know where the idea that this map was returning came from, but it's definitely not the case. Maybe you mean Haddonfield?
or maybe they mean it like a reskin of Hawkins as an original map for a different character (like Blights secret laboratory or Tricksters recording studio)?
but anyway, that is a very long shot and i have no clue how they got that idea.
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nurse is BS, not even she should be on her current level.
but what i do think is that every Killer should be on old Deathslingers level (if chase related) or on current Blights level (if not chase related - also this excludes exploits).
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2874130#Comment_2874130
Elodie's glitched scream
please dont remember me about that...
my ears still hurt from that one time i acidentally Static Blasted an Elodie sitting right next to me!
back to the topic at hand though, yeah the sound and art design team of BHVR are doing a consistently amazing job!
huge props to these guys and gals, their work keeps impressing me! the art and sounddesign are definitely one of this games strongsuits.
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the game has an amazing concept behind it.
if only the execution of this concept could have been better...
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@Altarf said:
Well, the changes made to Deathslinger were directly caused by the general hatred towards him. It wasn't for balancing reasons, because he was below average in pick and kill rate, but because of how many people hated to play against him. That's why they kneecapped him with barely a shred of compensation despite not being a super strong killer - much like how they changed Legion, which really says a lot about how many people hated Deathslinger. I imagine they were really hesitant to improve many add-ons in case people got mad at those too. Hell, I'm almost certain the reason they changed Hellshire Iron into its nearly-useless current state wasn't to buff it, but instead because the 32m TR might've made the old version actually good. The fact they haven't buffed him since despite his pick and kill rates being in the bottom five if I recall, and the (seemingly) general opinion that he has been kneecapped and is not fun anymore, says it all, really. (I am not salty because my favourite killer got removed and replaced with a clunky mess that has no unique strengths over any other killer, not at all.)
...but for whatever reason, they buffed Iridescent Coin to be his Pinky Finger equivalent. That thing genuinely makes him 5 times more lethal - landing a 12m shot is not particularly difficult, and I think it's stupid, quite frankly. I don't think it's healthy to make weak killers who have one or two ridiculously strong add-ons, and then refuse to buff those killers because of those add-ons. Tombstone Piece, old Pinky Finger, Engineer's Fang... I thought they were getting rid of these, but I guess not. If they ever give Deathslinger some love, Iridescent Coin should probably be reverted or reworked in some way. Try it yourself if you don't believe me.
If I had to rework him, I would reduce the ADS to 0.3 seconds, so it's not quite as easy to see and sidestep but not as fast as the previous 0.15 seconds. I'd also reduce his TR back to 24m, but combine this with a change to Monitor and Abuse to work based off percentages rather than flat metres so you can't shoot survivors from outside the TR anymore. Then, an add-on pass, and I think he'd be mostly good to go. And much more fun to play.
It wasn't for balancing reasons, because he was below average in pick and kill rate, but because of how many people hated to play against him.
and, funnily enough, they still utterly failed to address this.
from a Survivors perspective, this Killer is just as, if not even more, boring to play against.
Thanks to the gutting his entire power was changed to be nothing but one big zoning ability - and we all know how fun and exciting it is for Survivors to slowly get zoned away from anything they could use in a chase and then get M1ed because they are out in the open :)
at least his prior version could deliver a quick death, this one just drags everything out for so freaking long.
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Deathslinger needs a lot more than just an Add On pass.
what he needs is for the Devs to revert the incredibly unfair (and unnecessary) gutting he received when they "rebalanced" him in its entirety.
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2872350#Comment_2872350
I still find the game to much fun to quit but if things keep getting worse and I'm not having fun anymore I will do the same thing.
and i cant blame you for that.
after all, MMR is definitely not the only reason i quit this game - i have been burned out from it for months before that as well. one of my most common complaints about DbD prior to MMR was how boring, stale and repetetive the game becomes after a while. I put almost 5.000 hours into the game at this point and it just got very, very boring (and, due to the imbalances, annoying) after a while.
MMR just adds one more issue on top and for me, that was one too many. now add to the mix that just a few updates later they decide to completely and utterly gut my favourite character (and leave them in the dirt to this very day i might want to add) for literally no good reason at all (RIP Deathsliger), the introduction of CoH which is utterly overpowered and further increases the imbalances i have been complaining about, as well as the cheater epidemic and, at least at this point in time, i see no reason for me to return to DbD.
but if you still find enjoyment in this game, thats great!
i certainly dont want to talk you out of it.
but in its current state, DbD is, sadly, not for me anymore. and MMR is playing a big role in that.
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2872335#Comment_2872335
I think the majority of the people who left DBD did it because of SBMM, that's why I would appreciate it if they let us vote.
i agree, but they wont let us do that.
in short, they paid a lot of money, ressources and time to get this system and now they go with it because of that.
its like the Hillbilly overheat - they already made it, so they can not affort not to use it even though people hate it, otherwise they would have thrown all those ressources out of the window for literally nothing.
the only way to voice our dislike and maybe get it changed is by speaking with our wallets - which i, and others that quit, am doing.
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i voted.
i uninstalled the game and SBMM is one of the main reasons why it stays uninstalled.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2871451#Comment_2871451
It causes it to regress at 7% per second when not healing
that is genuinely such a good change to it.
lets hope they buff / change some other useless status effects in a similar fashion!
