Mister_xD
Mister_xD
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- Mister_xD
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yeah matchmaking really sucks right now, but the Devs are trying to implement an MMR system soon that will match you with players around your own skill level, so thats something to look forward to.
regarding your pic, you might want to censor out their names.
to prevent witch hunts, you are not allowed to share pics of other players without censoring their names (well, unless you wanna praise them and only speak positive of them i guess).
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for me it would probaply be the Gideon Meat Plant.
now, the map itself isnt really killer or survivor sided (layout wise - it has really, REALLY strong pallets, but few stealth options), but i HATE it being a small map with two floors.
as a survivor i can never tell where tf the killer is, so more often than not i end up dashing straight into them...
why does the TR have to be on both floors? Dx
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what you described were methodes to stall the game out - not take it hostage.
no one is allowed to take the game hostage, it doesnt matter who does it, it is reportable and a bannable offense.
there is a clear factor to all the above mentioned actions that seperates them from a game taken hostage situation:
they are on a set timer after which the action ends / there is clear counterplay to it the other side can use to end the action.
the game will progress - thats why they are not "games taken hostage". in such a scenario (e.g. the killer bodyblocking the survivor in a corner until they DC) the game will be stretched out indefinitely without the other side being able to do anything about it. such opportunities have been taken away from both sides btw - survivors got the EGC and killers lost the ability to block survivors on the basement staircase, for example.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1252153#Comment_1252153
Oh god my ears would hurt from all that screaming
xD
and just imagine the fatigue time!
fatigue is not a set value, it depends on how many times Nurse blinked - the more blinks, the longer the fatigue. i wouldnt even want to imagine a 9 blink fatigue xD would she ever look back up? xD
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toxicity is a mindset.
just because i play killer doesnt mean i wouldnt be able to be toxic.
and if you wanna facecamp, do that.
is it toxic? thats debatable. (i think so, as the only goal you can get from it is to ruin someone elses fun)
is it optimal gameplay? its very, VERY far from that.
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its usually just teammates being extremely overaltruistic and all rushing the hook at once, giving the killer multiple free hooks in the process.
so by the time i get hooked once, basically everyone else is eigther on deathhook or already dead - and we have max. 3 gens done.
thats why Kindred is a must have perk for me - i know when its on me to save / when its safe to do so and they know there is someone else going for the rescue / when the killer camps me.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1252561#Comment_1252561
Do you realize that survivors' hitboxes are bigger than their models, right? You said that as if it would be a nerf, but if they did what you suggest, every survivor and their families would rejoice.
you do realize that the survivors hitbox has the same height as their standind playmodel and is shaped like a pill that emerges from the middle of their playmodels straight upwards and therefore is not matching the playmodel at all?
that means, for example an injured survivor running will lean quite far forward, though there is no hitbox within that part of his body.
and yes, i said that matching hitboxes would be a nerf - why?
you know what a great benefit of a pill shaped hitbox is? its easy to squeeze around objects without getting stuck.
so what would it mean if survivors had hitboxes that actually fit the character?
well, first off female characters would have an competetive advantage over male characters, due to their playmodels being smaller. that one itself is a no go imo.
and secondly, survivors would not be able to hug walls and turn corners the way they currently do, aswell as getting stuck a lot more often. if you would happily trade your ability to properly loop, just so one out of currently 19 killers requires a bit more aim to be used efficiently, thats great for you. i doubt others would agree here with you though.
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the hatch opens immediately, once the hooked survivor has died.
that means it wont open as long as the sacrifice isnt completed, as the survivor isnt quite "dead" yet.
also you gotta give killers at least the chance to get to it after a sacrifice.
otherwise you'll just end up promoting slugging the 3rd.
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their hitboxes are working the way they are supposed to work.
have you seen how the game was when hatchet hitboxes actually matched their playmodel? that was horrible - and gone within a week.
if you want hatchet hitboxes to match their playmodel, survivor hitboxes need to match their playmodel first.
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usually only when i know where the last one is - or when i really want them dead for some reason (OoO for example).
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i would be interested to learn where he got these numbers from...
9 blink nurse? lmao
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my main problem with keys is, that they actively punish a killer for doing well and playing nice.
you didnt camp, you didnt tunnel and you killed someone? chances are the gen requirement for keys is eigther already met at that point or they are currently working on the last gen required to spawn hatch.
now at least two get out.
what did the killer learn from that experience? keys punish me for not getting rid of them asap.
then what will the killer do next time he sees one? eigther lobbydodge (but hey, thats why the last second switch exists, right?) or just hard tunnel the key user and anyone else who picked up the key.
thats no fun for eighter of the two sides - and its all just due to one single item.
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@LALYTHIA said:
Keys are rare in matches. Get over it.
funny, same can be said about moris.
guess both are fine and balanced then?
or could it be that your answer has nothing to contribute to this discussion whatsoever and is nothing but a strawman argument?
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1251186#Comment_1251186
This makes absolutely no sense.
A mori cuts 2/3rds of a survivors gameplay. A key has its use when at least gens are done.
And even if the last survivor uses a key to escape when you've 3'ked, why are killers so high and mighty and feel entitled to get their 4k?
Take the 3k and stop complaining. And no, the 3 escape through hatch doesn't happen every match, it's quite rare.
not quite, a mori cuts away one third of the survivor gameplay.
in a normal game the survivor has to go down 3 times to die. in a mori game he has to go down twice.
dunno how you got the two third idea, honestly.
and yeah, considering the key is ONLY used by the last survivor to escape you are right. ill gladly just take the 3k and move on.
usually keys arent used like that tho.
keys usually just end up punishing the killer for playing nice and / or efficient.
a single key forces me to eigther play suboptimal and only tunnel down the key user, or it forces me to lose when i play normal and dont kill the key user before the hatch requirement is met (=> playing nice (no tunnel / camp) and playing efficiently (killing players)).
a mori might shorten the game by a certain amount, however keys actively punishes killers for doing well.
both shouldnt work like they currently do, both are WAY too powerful.
i dont think there is anything to discuss with that statement tbh.
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why do survivors like to last second switch on a key?
cause they are toxic. thats it. toxicity is the answer.
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i usually ignore it tbh
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you are excused.
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@Cocktail said:
https://forum.deadbydaylight.com/en/discussion/comment/1248901#Comment_1248901
What are your thoughts about Head On? I want to hear it from some people before I try it.
its a meme perk.
however, on a coordinated SWF it can also be extremely strong and super annoying for the killer - just because survivors know where their Head On friends are in lockers, while the killer doesnt. so they can easily lure him over there and then a healthy survivor can just head on stun the killer mid chase and take the aggro off the injured one.
also i tend to get hit by it while im already in the locker opening animation a lot. guess latency really hates me sometimes :/
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i wouldnt say that.
yes, their powers are quite similar at certain points, but there is definitely a couple of differences:
1) Oni has a restricted ability that needs to be charged and is time limited - Billy always has full access to his chainsaw
2) Oni has a 180° attack window while in Demon Dash, so a possible flick of 90° to each side - Billy has to hit a Survivor directly with the chainsaw to down them
now, what does that mean?
Hillbilly has full access to his power whenever he wants it, while Oni has to time it. this allowes Billy to use his power all the time, while Oni has a rather slow start and then has to hold on to his power until he finds someone, so he doesnt waste it. This is also why Billy is imo the stronger killer.
This is where the two powers go apart aswell - Hillbilly has an amazing map pressure tool with his chainsaw, however it isnt very easy to use during chases (=> Billy is a loopable killer). Oni however has a power focussed on the Chase. Thanks to his flick he is a lot more deadly during chases than Billy could be, therefore he cant just rush around the map 24/7 like billy can.
so what am i trying to say here?
in short, both powers seem very similar, but are actually used very differently:
Billy primarily has a map pressure ability
Oni primarily has a chase ability
and imo Oni is more fun than Billy.
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rework Small Game to no longer affect traps and instead give you the soundclue only when there is a totem. this would allow it to turn into an anti totem perk completely and allows us to add some nice boni like a totem counter and faster cleansing speed to it.
that would eliminate both of your points in a balanced way without reworking NOED.
cause NOED is the only thing that punishes Survivors for not doing bones. its the only thing that really gives Dull Totems a meaning, if we're being honest. they are supposed to be a secondary objective after all!
if you want to rework NOED, thats also fine - as long as the Dull Totem requirement is a thing and NOED is enough of a threat to push survivors into cleansing them.
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@Cheers said:
I really don't like the term gen rushing, because that is literally the survivors objective.
As for flashlighting, that actually gains you time if you use earphones/headphones and can hear which whey they went.
Some survivors just teabag for no reason. In all honesty they shouldn't.
well, there certainly are different ways to do that objective though.
if there is a team of people who do nothing else but that objective (no healing, no totem cleansing, no chests and maybe even toolboxes to speed up the gens), that team is genrushing. They dont do anything other than trying to get the main objective done asap, which the term "genrush" refers to and which is how it should be used.
however, people tend to use the term to describe gens popping fast in general awell, which imo is wrong. what is a healthy survivor supposed to do? just walk around until the killer finds them? if there is no map pressure applied, gens will pop fast aswell. thats not a genrush though, they arent ruhing things at all - the killer hasnt played properly.
thats my opinion on the term "genrush".
besides that i fully agree with your comment ^^
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1243145#Comment_1243145
https://forum.deadbydaylight.com/en/discussion/comment/1243146#Comment_1243146
I've sent you both private messages for more details. We'll try to get this fixed as soon as possible.
i have the same problem.
did the kate "Dance of Death" challenge and didnt receive any lore uppon restarting.
EDIT: okay restarting the game a few more times fixed it apparently...
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Insidious.
not only is it extremely bad, its only use is for camping. the perk itself is unhealthy for the game and should definitely get changed.
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absolutely hate getting skillful plays ruined by someone pressing E.
its a cool concept though and has a neat animation, i dont dislike it
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i heard that you can still pull it off as killer by lunging over there.
they changed it that way, so survivors wouldnt be able to use the alternative path.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/1240485#Comment_1240485
Are the bans like the cooldown timer or actual bans?
the cooldown timer is exclusive to DCs i believe.
if a player has been banned, they wont even be able to log into the game for a set time periode.
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Trapper main here.
the game isnt really favouring one side over the other at the moment, though i can understand when one gets frustrated over getting bad map layouts or RNG being against them (chest keys, 4% hook escapes, insta Beartrap escapes, etc.).
if you dont feel like you can have any more fun with this game, maybe the best thing is to stop playing for a bit?
play some other games, get in a good mood and then return to DbD. you'll see that its a lot better when you go at it with a chill mindset - and i usually have the most fun with games i never expected to win in the first place.
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i guess someone accidentally dropped it and broke something?
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haha
NO.
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you can report them ingame by clicking on the little thumbs up button next to the players name in the end screen.
when you report them this way, the endgame chat will automatically be saved, so you dont have to screenshot them.
if you want to, you can additionally file a report here: https://support.deadbydaylight.com/hc/en-us
though this should only really be used when there is more evidence needed, e.g. a video of someone using cheats ingame.
you will not receive any updates on the reported person from the devs, however just because they didnt tell you so doesnt mean the player wasnt banned.
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@Slaughterhouse3 said:
I'm having fun on both sides!
how dare you!
this games sole purpose of existance is so we can complain about everything happening with it and you DARE having fun?!
this is unacceptable! °^°
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1240315#Comment_1240315
It seems like it would have been a strictly better thrilling tremors because it lasts 200% longer. I don't know why the devs think Thrilling Tremors is in a good spot though, it doesn't even secure the 4 or 8 seconds of gen regression you might get in some scenarios, which is super sad.
and now its a worse Surveillance...
amazing... xD
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exactly the reason why no one really uses them.
the best thing is, Gearhead got nerfed uppon release aswell.
the previous version was the following:
after hitting a survivor 2 times, the perk is active for 45 seconds. any Survivor performing a skillcheck during that time would have their gen marked for the killer.
so not only did they reduce the time it is active, they also made it only work on good skillchecks...
i dont think anyone knows why that nerf ever was made.
it ruined a perk that might actually have seen some play before...
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i do hope thats a bug?
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i noticed this aswell.
seems like they added / changed some breakable walls?
the one behind the bar downstairs was also not present and instead at the entrance with the basement next to it last time i played...
the whole reason to why there is a breakable wall there, is because it is an infinite without it.
thats the whole point of the breakable wall system.
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well, the way i play against them depends a lot on their skill and whether they are part of an SWF or not, but lets just say i make sure they wont leave.
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ok
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1238096#Comment_1238096
Please explain what this comment has to do with the post, since it is only valid if the killer is tunelling and camping which is impossible to do without initiating a chase or hitting a survivor
quite literally nothing.
he's just begging for attention, just dont mind him.
there are still a ton of people here who actually want to have a serious discussion, focus on them instead.
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i think the Huntress Lullaby includes her laughing after singing it for a while.
thats so super creepy when you hear it for the first time... >.<
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yeah, certainly.
if i am in the right mood i might even let all 4 go xD
sometimes you just feel bad for them...
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@Hoodied said:
Lad how does he SEE
i guess the same way our Demodoggo does?
with the power of love and friendship?
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regarding the beginning of your post: thats latency. there is quite literally nothing the Devs can do about that one, as the game itself is working as intended.
regarding the second half: yeah who would have guessed that in order to properly balance a game the weak role needs more buffs than the already strong one.
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yeah, we do...
we really, REALLY need this...
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all killers have the exact same lunge range.
i think the off putting thing with Doc is, that he has quite a long weapon. sometimes you think you would be in range, due to the length of his weapons playmodel, however you actually arent so you whiff your attack.
ive had this problem a few times aswell tbh xD
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@Cheers said:
Everything in this post sounds great to me. Nothing wrong with more bloodpoints.
exactly!
ive seen a lot of posts on this forum complaining about the grind and asking for more BPs, so i thought this would be a nice addition to help fight the grind DbD currently has.
a possible double BP event every day is a very nice thing after all - though i wouldnt have wanted that to be for free eigther, as it is still a lot of points we're talking about.
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every killer who releases now or gets a major rework (excluding licensed killers) will have their own TR and Chase music.
the question is just: how long will it take for the original cast to get their own music like doc did?
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1235642#Comment_1235642
Meat Plant also has the highest killer victory rate.
i'd say thats due to the combination of multiple factors:
1) the very small map size and very strong map pressure the killer can have
2) the lack of stealth options
3) the lack of ability to track the killer, especially bad due to the TR being the same on both levels
4) the randomness of the map (where is the staircase, is there a pallet behind it or above it, which doors are open, ...) without having any overwiev (sucks for both sides tbh)
though, those are very much exclusive to that single map.
the other maps will not be affected by at least 3 of these points - and the map size is not always an indicator of how killer sided a map is (best example here would be Haddonfield), still most of the changed maps are going to be larger than the Gideon Meat Plant.
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@bangbison said:
Doing 4 totems yourself and getting hit with noed.
i know that scenario too well xD
for me thats just the clue to open the gate and leave, i did my job, now its on the rest of the team to deal with the perk.
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when the survivor tries to windowtech you but screws up and you just turn towards them slowly xD
same when you know they are in a locker and just stare at it / place a trap in front of it xD
