Mochan
Mochan
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@Elegant said:
I instantly suicide if I know they aren't going to come get me. Anyone who doesn't is just honestly just an ######### imo. Typically the killer just camps the hook and even if they don't the chances of actually finishing gens and escaping are really low. The chances of finishing two or more gens with just two survivors is low. So, going for the last hooked survivor has really low chances of being beneficial and pretty high chances of being bad for both survivors. I want the option to force the person to let go while awarding them full points as if they struggled the entire time. This would combat ######### teammates and wouldn't allow them to ######### over the remaining survivor. Sure, the last survivor might not have played well or been super useful, but it's still an ######### move to try and allow the killer more time to find them and kill them.
Sorry, but that's terrible! Another player should never have the power to force another player to exit the game forcibly.
That's just such a bad idea.
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Vault spamming though leaves a visual trail. So it's a little different right?
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Well, if you are nice to people when they are "nice" and bad to them when they are "naughty" to you then that's by definition vindictive.
Lawful Good tend to be vindictive because they respect Law and there is an order to things. Good people are to be rewarded, bad people are to be punished. That's how Lawful Good works. Though to be honest you are a little closer to Lawful Neutral. Lawful Good tends to be more merciful.
Me, though, I'm Chaotic Good, I don't believe in that kind of nonsense rules, so I'm good to people regardless of whether they are naughty or nice.
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My Survivor Lobbies have started becoming 1-2 minute ques whereas before they were instant. It's my area of course rather than the servers themselves that are the problem, or not?
Before servers they were instant, so I don't know what exactly happened to cause the queue, except maybe a lot of people stopped playing killer because the servers were screwing their experience.
I would imagine a lot of the killers who used to enjoy the homecourt ping advantage are suddenly not so happy playing killer now that they have to suffer through lag. This is likely what's causing some survivor's queues to go up.
These killers also might have ended up switchign to survivor instead.
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If you turn it into a hex it's not so bad. Then it becomes a more powerful version of Devour Hope.
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I just want to hear about what kind of agony I'll be inflicting ont he next person who dares to get in the way of my totem hunting.
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Game isn't balanced around SWF. It's entirely possible to escape as full solo teams.
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If they give me the signal I suicide. If they don't I struggle.
"The signal" is teabagging by the way it means they've found the hatch.
You so vindictive man chill and learn to have a bigger heart.
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@PhantomMask20763 said:
Something like this? Cause I'd be up for it
https://us.v-cdn.net/6030815/uploads/905/TDO7SPVB6I4S.jpg
He could deck my halls any time 🤤
Thats' exactly what I want.
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@sanki said:
to be honest, I am not very interested in Christmas outfit. I do care about the new patch more...
I don't actually like the aesthetic that much, I only want it so it matches the theme of my Santa Claus build.
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I definitely need Elf Feng.
Would look like Overwatch Tracer.
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Dedicated servers has nothing to do with microtransactions.
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The best map for a survivor is the Rainbow Map with Crystal Bead and Retardant Jelly.
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You're just saying that from a killer point of view.
I've been first to hatch many times, killer walks up and closes it just as I jump in. Don't be so obviously biased, it's unsightly.
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I've always wanted to see a Streetwise 4 Stack but I've never been in such a game.
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Rianbow maps are the bomb. Especially with a crystal or glass bead.
I love dropping pillars of light for no real reason.
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Santa Jeff works too.
But I've been asking for Santa David for two years now. Jeff wasn't around the last time I asked.
Also who'd be better for Mrs. Santa Claus?
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I think the "test phase" was just their passive-aggressive way of telling us the servers are here shut up and enjoy it.
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/787076#Comment_787076
So nothing will change if VC is implimented?
Oh, thigns would change alright. For the worse.
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That version of the perk sounds better. It is strong, but at least it can be disabled.
I would let everyone else be blinded for a duration only, only the actual totem disabler gets blinded until all other totems are broken.
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@Tohmo said:
Doesn't Devour Hope and Rancor allow you to kill a survivor for free? And the existence of the Ebony mori? Even if it encourages genrushing, people who run it would be confident in their own pressure enough for it to not happen.
Myers explained the difference between those perks and yours. As well as Ebony Mori.
And there is no way that a perk like this wouldn't be abused by people to get easy games and steal victory from defeat -- sort of like how NoEd works today.
And actually re-reading what you said I'm not sure if what you're saying is, "People who run Underperform would be good players and can pressure anyway even without the perk, while bad players would never use it" or "People who run Underperform would have so much map pressure without having to do diddly squat that genrushing would never happen because everyone would be too scared to do gens on pain of instant death."
And I can assure you, either of those two is false.
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I actually would prefer they removed flashlights from the game at this point, to be honest.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/788795#Comment_788795
not really you either die by getting hooked or moried lol
Come on, you can do better than that. There is a huge difference between a down and dead. And three downs, 2 hooks and dead.
This is in some ways even stronger than an Ebony Mori.
@Tohmo said:
As for In The Dark, sure if its combo'd with Ruin is can be deadly, so maybe if you run it you can't have any other hexes. Or maybe not make it transferable. I'm just playing around with ideas here.
It's not Ruin that makes it deadly. It doesn't have any synergy with Ruin other than hiding which one is the obvious totem.
Removing Aura Reading is ridiculously powerful. Not sure you understand how necessary aura reading is in this game and how it feels like you lost an arm and a leg if you don't have it. Especially as a solo survivor.
Imagine playing as killer and you couldn't see hooks and gen auras. Let that sink in for a moment.
Imagine a Survivor perk that let them trap a window so when you vault it you lose all your aura reading powers for the entire game.
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@Tohmo said:
https://forum.deadbydaylight.com/en/discussion/comment/788795#Comment_788795
You can get 2 generators done in the almost 2 minutes it takes to start. Not counting chase time, time looking for survivors when it starts, stuff like that.
It doesn't matter how fast generators can be done.
There are things you shouldn't be able to do in this game and one of them is killing survivors for free willynilly.
And as Filbjean has rightly pointed out something as badly-designed as this would only just encourage even more genrushing.
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It is way too OP, surely you can see that? It's like having a free Ebony Mori every match.
The blindness perk is also ridiculous to be honest.
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What you are saying isn't wrong, but I'm tired of genrushing. Doing hook saves is a lot more fun and fulfilling.
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You know what I hate the most?
Having Bond, Open Handed and Plunderer, then seeing other survivors opening my chests! GRRR!
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The perk takes 150 seconds to charge up. When fully charged, the Killer will be able to instantly put the survivor into the Dying State and be able to kill the survivors. The perk's charges are reset when a generator is complete.What the *****.
Never get into a career for game design. Please.
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Probably about 4%.
And that is surprisingly about 2% killer 2% survivor DC at the moment. There've been a lot of killers DC'ing for whatever reason lately.
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Toolboxes aren't useless.
And for the record, I have saved many teammates with sabo.
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Why does it suck? It just makes things fair.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/787559#Comment_787559
I’d like something less convoluted, whilst still keeping some complexity, and sophistication. Perhaps some amalgamation of his add ons and status effects.
Also, get rid of the switching modes. It’s unintuitive.
IMO I don’t think doc is particularly terrible. I think players using him are at fault with not strategising around the long game, far too unimaginative with his perk loadouts, don’t put enough emphasis on getting everyone to T2 madness quick enough, forget that T3 is more like RBT: a time waster and Doc should seek out other survivors to irritate. Oh and WAY too much emphasis on trying to interrupt vaults and actions with his shock. Sure it’s an absolutely nice useful bonus, but it’s not the primary purpose of his power.
Doc should focus on wearing them down, create pallet dead zones, make gen repair a difficult process.
Yeah, I think too many Doctors play him way too sadistically and that's why they lose. Can't count how many doctors just like to mess around tunneling one survivor and making his life hell with Madness 3.
If you juggle everyone into M2 as soon as possible winning becomes much more probable.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/787575#Comment_787575
The problem with that is that currently, survivors that hit madness 3 cant do anything until snapping out of it. Having this mapwide would just cause people to constantly have to pause to snap out of it. Beyond that...its rare, but you can STILL stealth around doc as long as you keep an eye on your madness guage and stay in T1 (which works until your first chase anyway...). Passive mapwide madness would kill that.
I seriously don't want any more passive mapwide status debilitation like that. They already did that with Freddy. Doing it again with Doctor would just be a lazy, uncreative rework.
The game is already starting to have killers look like each other (Ghost Face/Pig/Myers) we don't need any more homogenization.
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Well, he is still a stealth killer... but only in EW1. As always we build Myers up to if we want to do more stealth or not. Maybe they'll reduce his TR at EW2? I don't know. Having no EW2 TR with M&A would be a lot of fun, and since you need to use a perk to do it it's not so bad.
Do we know what his TR will be when the new patch hits?
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/786946#Comment_786946
This! I always love to start a survivor match by scouting around, hopefully knocking down a totem or two, and scouting buildings and the killer shack so that I know where the basement has spawned.
I (rightly) assume the killer is going to immediately start patrolling gens, so I'm almost never gonna jump on one as soon as I spawn. Broadly speaking, you're in the safest position at the start if you can manage to get within proximity of a big landmark building, since that sets you up for maximum evasion potential while you decide what gen to work on.
If I'm running Alert (which is an extraordinarily useful and undervalued perk), I tap gens to create a breadcrumb trail, so I can constantly keep tabs on the killer's route.
P.S. @Mochan You are consistently one of the most helpful voices of reason on these forums.
Thanks, but I also like to get into Killer vs. Survivor mode, a little trashtalk is fun you know.
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Spine chill is used a lot. Nerfing Myers won't change that or suddenly make people use it more. People aren't "out to get" Myers.
Myers doesn't need a buff to EW2, though I admit that would be nice. But Dead Rabbit wouldn't be useful anymore and would become redundant. But I think Undetectable Myers in EW2 is a little OP to be honest.
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I don't know how drastic it will be. But I predict a rework akin to Freddy.
Old Freddy and Doctor are pretty similar. They were pretty weak at high ranks, but murder on the low ranks. The reason I believe Doctor has been singled out for a rework is precisely because they intend to remove the things about him that absolutely terrorizes low rank survivors, but give him something good so he is competitive at high ranks.
I just hope it doesn't come off as a lazy rework. The image teleportation is an interesting idea, but to be honest I could see that becoming way too powerful. I don't know how they will do it. And frankly I am sick of teleporting killers, it's like every killer can teleport these days.
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It's just latency.
Withtout DedServers Killer is the host, so you have a huge advantage.
With servers you aren't the host just like the survivor, so you're both on equal footing. It then comes down to whose ping is better.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/787297#Comment_787297
I just don’t like people who speak without any valid evidence.
Wow, so if I told you that I hate pancakes and a sausage for breakfast, you would hate me, because I can't prove to you that I ate pancakes this morning?
I mean what are you, 8 years old?
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/787264#Comment_787264
You didn’t do that. Simple as that. Yes killer is best killer easily after nerf on pc. 100%. But you didn’t get a 4K first game as killer as nurse.
Ayt sir, I'm sorry, you are correct. I didn't do what I did. I mean, obviously I have no idea what I'm doing in my life. You, a complete stranger on the internet, know my life better than I do. That is the sole, inviolable, perfect truth. I'm sorry I lied, please send me to a shooting squad for my crime, I don't deserve to live.
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I've always preferred to verse Nurse over Spirit. Have said this many times. I only have real problems with the really good nurses. The ones that don't miss a blink. Normal nurses or even good nurses I can usually run around for a bit, the normal ones I can even win chases against especially in favorable terrain like Autohaven.
Spirit is a lot harder to give the run around, especially if you don't have Iron Will. It really is a guessing game most of the time. With Iron Will she's a lot more manageable, but I don't always bring Iron Will since I mostly stopped running primarily stealth builds a long time ago. I still play ninja builds every now and then but not often enough to deal with the rash of Spirits.
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@concious_consumer said:
https://forum.deadbydaylight.com/en/discussion/comment/787411#Comment_787411
That is the only game that has such terrible hitreg. The smallest game of them all. What about bugs when I can't get healed? Dead head not working? Iron Will getting glitched? I can mention more. It's a shitshow lmao. I really don't mind getting banned because I'm used to skill not luck based games.
The lag is normal. All online games have it to an extend. Though admittedly DBD has it worse off than most.
Nobody is condoning any of the other bugs though.
Like I said... if you don't like it, stop playing. We're all waiting for BHVR to get their act together and fix it. But we've weighed our options. We like the game enough to keep playing.
If you don't like the game because you want a "skill" game then stop playing.
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@altruistic said:
No..
Even with the amount of perks in the game now compared to then, it is still worlds easier to get from 1-50 now.
Not only are the Blood-webs Much smaller, BBQ and Chili, WGLF, buffs to point offerings, BPS, and all the other opportunities to multiply points.
I don’t know why you all thirst for legacy so hard. It just makes players on the opposite side be even sweatier, bring their best add ons and offerings, or dodge.
People want it because it's a status symbol.
Ironically if they return it, it stops being a status symbol because everyone will have it.
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Yeah it's hilarious to think about.
"Just stay there under the dirt poor little Survivor until I'm ready to put you in the next Trial." -- Nea
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Doctor Rework is confirmed and I'm pretty sure it's going to be a buff. You can expect a Freddy-level rework.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/787401#Comment_787401
Not saying they were all accidental, but I am saying it's a possibility for at least one. I've had my game crash immediately after being picked up, or being hooked, or while being carried. That's what I meant when I said my game had crashed at inopportune moments that made me look really salty. It can happen. Not saying it's likely, or that it is what happened in this case, just that it's a possibility to consider, in the interests of giving people the benefit of the doubt.
This happened to me as well just last night. Was hit by a trapper (first hit) after a long chase and I immediately DC'd because the game crashed. I'm sure it looked suspcious and I was salty as the Dead Sea.
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Some people allow their rage to override their greed. That is all.
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@concious_consumer said:
And why do I get punished when I d/c after hits that didn't connect? I shouldn't depip when game doesn't work as intended.
You learn to deal with. Online games are like that. Sometimes the ping doesn't work in your favor. If you can't accept that don't play online.
You seriously don't have a leg to stand on here if you blatantly admit to DC'ing.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/787259#Comment_787259
What?
Distribution of bloodpoints and the relative amount you receive isn't relevant to the point?
I'm just quitting this discussion at this point.
The point is you're not screwed over. "Relative?" Killers will still about twice the BP of the remaining survivors in a DC match.
You're just doing the typical victim killer melodrama.
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I blame all the people who said they loved the new bright look.
I was condemning and against it all the way but not too many people agreed. Well, now we're stuck with this garishly bad lighting and it doesn't look like BHVR is interested in bringing back the old lighting.
