Mochan
Mochan
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I don't remember what my first match was. All I remember was I died.
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@MisterCremaster said:
https://forum.deadbydaylight.com/en/discussion/comment/786623#Comment_786623
Could you explain why? Presumably capable killers will be going up against capable survivors, so it should balance out.
I really enjoy this game, but it seems to have so many balance issues, that its hard to enjoy for long periods. I either get bored of the current meta killer that can actually compete, or I get frustrated trying the lesser tier killers and getting stomped on.
Because Nurse in the hands of a capable player destroys capable survivors. There will probably be a few god tier SWF commando squads that can also beat a good nurse, but there won't be many.
Nurse in general is very strong. You can watch those streams of that Nurse Main who goes around wrecking SWF in Rank 1 with no Add-Ons and Perks.
Raising all killers to that level is not a good idea.
Especially since all killers in capable hands are capable of competing with capable survivors.
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@bendermac said:
https://forum.deadbydaylight.com/en/discussion/comment/786623#Comment_786623
True and I don't ask for that. I like to see killers get quality of life changes, like Trapper starts with all his traps at hand, faster setting up and doesn't step into his own traps
Those aren't QOL change. That's a straight up buff.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/787264#Comment_787264
Literally no one cares about your rank 20 killer games.
Literally the guy before you cared enough to say "NO WAY!"
Like I said. not important. He's the one who brought it up.
Now, is there a reason for your bad attitude or are you just not a nice person?
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It's just RNG, things like that happen.
Badham isn't a bad map to play for killer, I tend to think that Badham 2-5 is a little killer-sided.
Maybe not for Wraith though since they can see you a mile away on that map as well.
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/782971#Comment_782971
No one has ever did 1st killer game ever play as nurse and get a 4K
Didn't I just say earlier in this thread that I did?
I got 4K as Nurse sometime in December last year. My first killer game. It's not hard when you know how to play Survivor and understand the theory of how to play this game. I'm a survivor main and I'm pretty good at it. Was pretty good at it for a beginner back when I was new to this game. I killed the first two survivors blinking around -- I suck at blinking but I predicted where they'd go because I understand survivor pathing at the low ranks. Then the last two I 3-genned to death and they had no idea how to counter me.
I'm at least good enough to understand how the scrubs at Level 16-20 play -- and those are the kind of survivors I fought in my first game as a Rank 20 nurse.
It's up to you if you don't believe, doesn't really matter to me. The important point isn't my skill at crushing survivor newbs. The important point is Nurse is the strongest killer in this game, and is a lot stronger than the OP is trying to discredit her for.
I'd also like to add that my Killer Main is Myers. And I don't get easy 4K's with Myers all the time. It's a lot easier to get them with Nurse.
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@Nekoo said:
https://forum.deadbydaylight.com/en/discussion/comment/787206#Comment_787206
You want to talk about BP?
Survivor doesn't lose add-ons item if they escaped, while killers lose everything when when they win, 100times out of 100times
Also the BP it takes to invest killers is enormous, while survivors are just skins.
How's that for BP?
What about it? RezBlaze is the one who brought up the BP.
Your grinding problems are irrelevant to this discussion. That's a differfent issue, one we can discuss at your leisure. Here I'm refuting this statement:
Here's the problem: Survivors lose out on teamwork, but can still grind out a lotta BPs. Killer loses out on Hunter BP, Sacrifice BP, a good amount of Brutality and Deviousness too depending on the Killer. That's not mentioning the fact that often times, if one survivor DCs, multiple survivors will start DCing.
Because it is simply not true and Survivors are punished a lot more in every way, including BP-wise, when a survivor DC's.
If you're butthurt over how much BP you need to grind, we can talk about that. But it has nothing to do with this point I'm discussing.
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I don't want to be cynical but unfortunately what you said hits so close to home that I have no retort.
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They should give it Undetectable to standardize. The point of having the Undetectable status after all is to make it all standardized.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/787142#Comment_787142
Never said it was a picnic. Just saying that there's still the potential.
You want to talk potential?
A killer will potentially make at least twice as much BP as any of the three survivors left in the game, 99 times out of 100.
How's that for potential?
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@Carlosylu said:
Good sir... Balance is subjective... What is a win for you? As killer, I win when I got a 4k, I loose if I got less than 3k, so... Balance would be 4k every second game, whyle survivors would say getting a 2k every game would be a balanced game.
Check the stats, as it should, survival rates from rank 20-19 are beneath 50% (expected from new players or noobs), whyle from ranks 18 - 4 the survival rates stand at a 40+% having in mind all the killers and the fact that dailies make you play as killers who ain't Nurse, Freddy or Spirit. If you go to ranks 3 - 1 the survival rates go up to 60 - 70% cause the only way of owning high ranks are with 3 specific killers and the game makes you wanna play as others either to do a daily or to have a challenge.
The devs are doing their best to balance the game to a 2k average, maybe the problem here is that you've been getting lots of games against Nurse, Freddy or Spirit?
You are probably new here, it's been long debunked by Peanits that Survivor Rate at Rank 1 is 70%. It's actually 43%. This means that at the highest levels Killers are actually still doing better than Survivors.
The game is actually pretty decently balanced, as good as you can expect from this kind of 4v1 game, with balance slightly-sided towards Killers. Slightly.
A lot of people won't accept that, though, because doing so means that they have to accept that the reason they are losing at Rank 1 isn't because the game is loaded against them, it's because they are lacking skill and are being outplayed by better players.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/785787#Comment_785787
Being a fog whisperer don't mean you know how to balance a game, it's a non-title of no consequence/importance.
I'm curious now. What is a Fog Whisperer? I thought it was just a figure of speech but it seems it's a real thing?
*** EDIT nvermind so a Fog Whisperer is.... a Streamer. Oh wow, my favorite person.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/786888#Comment_786888
Here's the problem:
Survivors lose out on teamwork, but can still grind out a lotta BPs.
Killer loses out on Hunter BP, Sacrifice BP, a good amount of Brutality and Deviousness too depending on the Killer.
That's not mentioning the fact that often times, if one survivor DCs, multiple survivors will start DCing.
Do you even play survivor? 3v1 as survivor is no picnic and you'll be lucky if you can even make 10k BP when someone DCs at the start of the match.
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DC'ing screws over everyone.
Killers don't need to feel like victims.
Survivor DC'ing screws Survivors over harder than it screws killers.
And killers DC'ing also screws survivors.
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@Kerbert said:
My main problem with the Hatch right now is survivors have a hatch finding perk and killers do not.
I would suggest to fix this, make it so Whispers increases the range at which you can hear the hatch.
I don't think this is necessary. Killers have a huge built-in advantage to finding the hatch.
Whispers is a strong perk and you are just going to make it even stronger with a buff like this. There's no need.
Left Behind is a trash perk that killers make fun of me for using. Tell me, how many times have you even seen Left Behind in a game? I'm the only one I know who even uses this perk.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/786700#Comment_786700
they should at least fix the animations then b/c the survivor literally phased through a closed hatch and escaped.
That's less an animation problem and more likley a lag problem. I wouldn't know, though.
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@TeambossFloze said:
When it drops all you butthurt people will vanish and play the game just as much as you are playing it now, that said there's no law to prevent venting so please proceed
And if history is anything to go by, on the day of the patch after a few hours everyone will be back here complaining about a whole legion of bugs and other problems.
I'd be pleasantly surprised if the update hits without any major problems. A few dozen minor bugs are a given and isn't even in doubt, but I bet there will still be quite a few gamebreaking issues even after the patch is released.
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I doubt it's been sent out. They just added that in as an additional reasoning (read: Excuse) for the delay.
They've made clear that they're still unhappy with all the bugs, crashed and problems. They've even said they haven't even managed to test the patch on some platforms. And they're not satisfied with the patch yet. Meaning the build is not done yet. There's no way they've sent it out for certification already.
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@MonsterInMyMind said:
Okay so with all do respect and honesty why didnt you just tell us this from the start this was by far one of the most vague posts i have seen from the devs yet to put it simple its "we ran into problems and we are fixing them." Well honestly i dont think that left anyone shocked you told us that already.
Maybe its just me but the post felt really vague
Customer relations is a very complex field. I'm sure Peanits can tell you more about it, but a company's employees can't just say whatever they want.
There's a very complex structure in most companies so you can't give out press releases without the leadership and marketing departments approving things. that's how it needs to be even in smaller companies like BHVR. People who just say things carelessly can lose their jobs, just as easily as the words leave their mouth.
It's not unreasonable for them to delay their official communication until they've properly thought on it.
Of course, the later they give an official response the worst it looks for them, but it's not like they were on radio silence the entire time. BHVR did their due diligence to communicate to us that there was a problem. Don't beat them over the head for it.
That said, I don't give BHVR any points for missing Halloween for their Halloween Event. This is something we've come to expect from BHVR. Sorry, but this Dev Team borders on incompetent to be honest. They already know what a huge problem their last Engine Update caused and like gluttons for punishment they went ahead and did it again, right on the eve of a very important and huge update!
They only have themselves to blame for this debacle, and they deserve ridicule for it. Not for the lack of communication, but for their sheer mismanagement of the game.
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I'll believe it when I see it.
I get that I'm being extremely negative, but I can't help it when they utterly trashed the game the last time they did their engine update.
I'm sure you remember that fateful day I think it was in November or December last year. That update utterly destroyed this game.
And we all told them to revert but they wouldn't listen. Many of the issues from that time took half a year to resolve. Some of the problems that update caused are still in the game today.
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Why am I not surprised.
Now the normal game is going to look so bright it's like you're always in Freddy Dreamworld, with similar stuttering performance, and we won't have sound at all Survivors will hear Killer footsteps and breathing no matter where they are on map, and Killer will be deaf and can't hear squat.
I bet that's exactly how their current build of the game is right now, which is why they can't release it.
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@Satsui said:
https://forum.deadbydaylight.com/en/discussion/comment/786849#Comment_786849
Actually, yesterday I had a game against 4-man Dstrike team.
Guess what, I only found out about it at the end of the match, since I didn't tunnel nor camp anyone with a noed nurse, so I didn't have to use a "stopwatch" or whatever to avoid a potential Dstrike. And I killed all 4, btw. Food for thought.
Yeah, DS is really not as powerful as it should be. It's sort of like Thanatophobia. On paper Thanatophobia is a weak perk, it's only strong because there's a genrush epidemic.
The main reason it's perceived as so powerful, is because so many killers just keep tunneling. Well of course you're going to eat DStrikes if that's the case.
If you don't tunnel, you won't even know there a Dstrike. And the main reason DStrike is so common and meta, is because so many killers are just tunneling away (whether on purpose hard tunneling or soft tunneling).
Good killers play "normally" as intended -- they hook and kill survivors as they go arund the map. They don't camp, they don't tunnel. And as they do that they learn optimal techniques to find and chase survivors. So they get good at the game and can 4K without resorting to cheap tricks.
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Well to be fair he called it a "QOL Buff" but you are right this is not a QOL change, it's a straight out buff.
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I love keys. I love them even more ever since the wedding ring was introduced.
I get that some people feel bad about the hatch mechanic and keys in particular, but both are necessary to give hope. Mechanically and in terms of lore, Hope is an essential component of this game.
People who cry to remove Keys and the Hatch don't understand this truth about the game. Hope needs to be in the game, and this is by design.
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To be honest, most of the time killers don't actually tunnel per se.
They just go for what looks like the logical, easier option.
If you just got unhooked and the killer runs into you, he's going to go for you because it makes sense to. Normal killers will not let their prey go.
Usually it's just bad luck that the killer runs into you right after an unhook. There are some real hard tunnelers out there but it's pretty obvious when they do it. It's nothing like the "coincidental tunneling" that usually happens in the game.
To avoid this you just need to get better at the game. Figure out how to avoid killer movements. That's a big part of learning how to avoid getting tunneled.
Now, as to actual tunnelers. Many killer tunnelers on the other will actively tunnel a weak link because you're easy prey. In other words you need to learn to make it not worth their while to tunnel you. If a killer tries to tunnel you but you run them around for even just half a minute, many are going to lose interest because they will feel the pressure to get a down. They will instead look for easier prey.
So if you learn how to loop or run a kill around, it will automatically lower your chances of being tunneled.
So my advice:
- Learn how to predict killer pathing.
- Learn how to loop.
I'm not a great looper by any means but I learned enough so I'm not utterly defenseless when I get found. Not everyone can be a good looper, but anyone can learn how to do the basics and run a similarly-skilled killer around for a bit.
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By the way Shrek, just so you know I just finished testing Breakdown and Deliverance. Deliverance causes Breakdown to Proc, 100%. I can gaurantee it.
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This is why Keys should never be nerfed.
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Oh god no not another engine update. The last time they did that they messed up everything.
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It's probably just a combination of two things.
- You're unlucky. I know. Been there.
- You don't know how to stealth.
Unfortunately in this game being stealthy isn't highly-rewarded, but if you want to avoid getting caught first you have to know some of the basics.
I do not generally endorse hiding at the start of a match, it makes everything harder for everyone. You should always keep busy. Not necessarily doing gens, but you need to be productive and not just hiding in a locker.
Darktrix suggested doing a gen for a few seconds, then moving on to the next. This is perfectly fine. You are not being useless and are still contributing to production, and you are setting up distractions for the killer. If you are playing an inexperienced killer they may even start breaking each gen you work on (then if you have Alert viola game set match).
If you can't even get started because you keep getting found first, here are some things to know:
- Understand how scratchmarks work. Don't run around unless you know it's safe. Just walk if the killer is nearby. Scratchmarks are a trail of breadcrumbs that lead him right to you. Bring Fixated if you can to learn how it works.
- Don't start working on the gen you're right beside. That's more a tech for advanced survivors. Instead, cut a path to the other side of the map (that's where the killer probably started) and start a gen there. Or look for totems --> Safer alternative. When moving hide behind cover or hug the edges of the map (not preferred takes longer)
- User perks for evasion. Learn how to use Spine Chill. It is the best perk for your problem. The next best is Urban Evasion. But that's an advanced perk that needs a lot of good technique to use properly. Most people misuse it. But better than nothing.
Now some people mentioned never to run to a generator. This is just playing overly cautious. It's bad for your team and your development as a survivor. You should run around all the time as long as you know it's safe. At first it's hard to know when it's safe, but as you get more experienced you'll learn when the killer is nearby (not necessarily terror radius) and you figure out more and more when the actual safe times are and when they aren't.
I don't want to teach people to become immersed people too scared to do anything and always hiding at the edges of the map. Stealth isn't about that.
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@thrawn3054 said:
I always thought they should make break down work for when you unhook somebody. It would have alot more utility that way. It would also help combat camping.
That would be nice. Breakdown as it is sounds more like "Overweight" and the hook just broke because you were too heavy!
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Deliverance isn't even a strong perk.
In at least half (probably more) of my games using Deliverance I don't even get to use it. I get hooked first, or someone else beats me to the unhook because I wait for a safe unhook, it's not even guaranteed you can get a single iota of benefit from it.
It's a nice, fun combo to run but it only woks once, isn't even guaranteed to work, and you can still chase the survivor down anyway after you get DS'd. If they were caught in a dead zone all it does is take 5 seconds of your day to get them back down.
No need to cry over this.
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I've actually never played in a 4-man DStrike game.
Of course I'm being disingenuous, because I almost never run Dstrike so it's nigh impossible for me to get a game like that as Survivor.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/786835#Comment_786835
Who hasn't been banned?
Well I haven't... yet. :D
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@PGJSF said:
https://forum.deadbydaylight.com/en/discussion/comment/786687#Comment_786687
Yeah. He’s like the nicest guy ever I can’t imagine what could have happened.
@Boosted_Dwight said:
https://forum.deadbydaylight.com/en/discussion/comment/786687#Comment_786687
Legion boi down :(
What a loss to the community, and he was our only big prominent Legion Main around here.
He was a nice guy for sure, but you know like me he's a little heavily-opinionated and doesn't mince words. He will be missed, though. It's a shame.
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@Dr_Loomis said:
I don't see how giving away a quantity of Blood Points would hurt. Would be a cool gesture.
It feeds the growing feelings of ridiculous entitlement the community has. That's not good.
As they say, "You give a hand they take the whole arm."
In the same way a parent doesn't spoil a child because they grow up rotten, a company shouldn't spoil its consumers in this way. It creates a rotten community.
The fact that a lot of people here are thinking they're entitled to something, already shows how rotten the community is. That's what happens when you spoil people.
The only apology we need is for the event to come to us eventually in good shape, without a hitch, and give us all a fun experience. That's the only compensation I need for this. Now if the actual event is a bust... well now that something to remember. And people will eventually leave the game and turn their backs on BHVR if they keep screwing up. But that is another matter.
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@Fibijean said:
The other day, I ordered McDonalds through UberEats. There was a significant delay, and the food was cold by the time I got it. I talked to UberEats and explained the situation, and within a few hours they had given me a full refund. I wasn't expecting a refund and I certainly don't believe I was entitled to one, but it did make me feel a lot better about my cold chips, and a lot more confident ordering food the next time.
Should BHVR give us anything? Depends how you define "should". They certainly are under no obligation to do so, and we shouldn't expect anything. Would I, in their place? Yes. It would help to ease some of the disappointment and inconvenience caused, and encourage people to be more forgiving next time. Whether or not the delay was their fault is irrelevant - compensation for inconvenience or dissatisfaction caused is just good PR.
There's a difference though in your example.
UberEats is a service you paid for to get the food. And food should be served hot and warm (unless it's ice cream or something). You are not only entitled to a refund or some other token, you deserve it, because you paid for something and didn't get what you paid for.
In the case of the event, it isn't something you we paid for. We paid for the game to play it. And other DLC we bought. We are 100% entitled to get those in their full capacity as promised. The Ash refund people are talking about, I actually agree with that, because a lot of people only bought Ash for MOM, and they nerfed it to the ground. That is unfair. The MoM fiasco was handled really poorly by BHVR, I bet a lot of players who got burned their didn't feel like dishing out for Ghost Face or Stranger Things.
But the Halloween Event is a nice bonus, something the devs are doing to support the game they put their hearts behind. Nobody paid for it, and the Devs never had to give it, they just did because they thought doing so would increase the value of their game.
Nobody is entitled to anything for the Halloween Event. So if it is delayed -- and not even ruined or destroyed. Just delayed -- I don't think it's reasonable to expect BHVR to give handouts to assuage people's butthurt feelings.
That's just feeding bad entitlement.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/786692#Comment_786692
Do you think a 4 man Breakdown squad would be powerful or would it not make a difference?
4 Man Breakdown is really strong but has to be a coordinated effort to really work. "Strong" maybe isn't the right term though, more like "annoying."
Game would last for ages, sort of like a Doc 3-gen build.
It still fails if someone goes down near the basement. Especially if killer has Agit/Iron Grasp.
The breakdown squad would be busy prepping hooks instead of doing gens, which of course is a problem. It would need SWF to really work so you can coordinate the hook breaking and gen progress, which isn't easy. And the killer will eventually make progress, the toolkits don't last forever and getting slugged is always a risky thing to do even with No Mither. You will eventually bleed out or not be able to keep up with breaking hooks.
The build would probably be something like: No Mither, Unbreakable, Sabo, Resilience, then Commoditus Toolbox with instructions and parts.
I've never done this myself since I've never played in a 4-man SWF, but I have heard from killers who did face them. They actually tend to say it's a really fun experience when they look back on it.
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Neither side has priority.
The one that wins is the one with the better ping.
That means without Dedicated Servers killer always has priority, because he's the server. With DS the playing field is a little more equal.
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Hmm pretty sure it's longer than 20 seconds, I run Sabo Breakdown builds all the time and have never noticed the hook respawn in 20 seconds. Or I could just be oblivious.
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Holy crap Ulven got banned.
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@PGJSF said:
Imo CI encourage survivors to look for Ruin so I’d recommend not to use them together!
Discordance has always been a top tier perk imo, but good survivors won’t fall for it. They’ll call it out. Also, Discordance is better on mobile killers.
Surveillance is probably better for what you’re doing with Plague.
Take also Surge into consideration, and that Ghostface perk that blocks gens when you pick up someone - can’t remember its name for my life.
Thrilling Tremors, someone mentioned it.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/785743#Comment_785743
They don't stack. You can't kick a "surged" gen.
But they can indeed work together. People do gen tap after all... XD
Who said anything about kicking a surged gen? You kick another gen. You have 60 seconds to use it on something else. Or like you said, gen tapping is a thing, so you can bust the good gen after they tap it - and survivors tend to tap gens that have good progress on them.
So I greatly disagree that Surge and Pop are a bad combo as someone else insinuated.
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Nobody's claiming Plunderer is meta, because it really isn't that powerful. It's just a lot of fun.
The only thing that is powerful with Plunderer is the opportunity to fish a key out, which can really improve your chances of escaping. And that's not a guaranteed event -- both fishing the key and escaping even if a key comes out.
In many ways I'm glad it's not meta, can you imagine if some streamer popularized key fishing and acted like a douche trying to escape (made even easier thanks to Left Behind)? The game would collapse and they'd have to nerf the chest keyrate which got a nice buff last year. I don't want that to happen because this is one of my go-to builds and one of the few genuinely fun things to do in DBD for me.
So I'm very, very happy that Plunderer's is in no way, shape or form meta.
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@csandman1977 said:
I don't agree with any of the arguments against voice chat. As long as there is a mute button or a way to opt out then there is no ligitament reason not too. Not while the game has been altered to encourage and make easier swf teams.
Played overwatch, never had a problem. Played call of duty, never had a problem muting annoying people.
Get yelled at by a stranger for not playing the way that person wants? Not going to lose any sleep over it.
https://forum.deadbydaylight.com/en/discussion/comment/786551#Comment_786551
I agree with all of this for the most part. More information players have the better the experience. I would also add, no mither not showing the broken status and the survivors not seeing who the obsession is.
But back to comms, killers are more easily outplayed by comms. As it stands now, since comms are 3rd party there is absolutely no way the devs can balance for it without destroying solos. But giving every single player access to that information, whether they take it or not, means that we can potentially start bringing crap killers out of the gutter with much needed changes. Changes that could be made with part of the actual game design in mind.
Probably the real reason why it's not done, is because it's too much work to incorporate it, and that would take away from other things that are already long overdue for attention, like fixing basic bugs that have been around for months.
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Splinters should definitely have the killer's three base perks equipped. I don't understand at all why you go perkless.
Also in my opinion for fun the killer should have the skin of the killer he originally equipped, but play like the killer of the splinter, for laughs and giggles so survivors are scratching their head at what's happening.
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Really sweet to when you get a key and the milky or ring add on, so you get to keep the key after if you escape or die. I have stockpiled something like 60 keys in this manner.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/786502#Comment_786502
Did they recently change it? I tried Deliverance and Breakdown, never worked.
It has always been that way ever since it hit Live. I don't know why it's not working for you. If you want. i shall test it right now and see if I get the same problem. I never run Deliverance because I don't like the perk.
The respawn isn't 20 seconds by the way, that would be useless. It's 3 minutes.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/785664#Comment_785664
Had a game yesterday where our teammate bleed out on the ground. The game bugged and refused to let me or another guy help them up. I felt so bad for that person.
Yeah that's happened to me too, on both sides as healer and as to-be-healed, but I don't feel so bad in such a case because at least my team cared enough to pick me up.
Only once ever have I played a game where my entire team AND the killer completely ignored me the moment I was downed. I had enough time to heal myself to full then crawl into a safe corner. And they were still ignoring me. I had 3 crows flying around my head before I bled out and I posted quite a few things here on the board -- I like Alt-Tabbing and posting here while on hook.
I never regretted not bringing No Mither more than I did that day.
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@Okapi said:
If they won't add in-game voice chat because that would "break the game" and "ruin the atmosphere" they could at least acknowledge the massive sized elephant in the room: SWF.
Everyone knows a match involving 3 and 4 person groups is an entirely different game from 4 solos. So why after 3 years does the solo-SWF gap exist!?
Here are some easy to implement suggestions that would not kill the atmosphere by adding too many auras in game:
- Add chase indicators for all 4 survivors and not just the obsession. Make the obsession chase indicators red.
- Add a totem counter to the hud that both survivor and killer can see.
- Add a hook indicator to the hud for each survivor so all players in a match knows if someone is on death hook.
- Allow survivors to see each other's load outs in the pregame lobby. Killer would not see this for obvious reasons.
- Allow survivors to see if anyone else in the lobby is in a SWF group. Again killer would not see this, but they would see any SWF groups in the postgame results.
- Allow survivors to invite people in the pregame and postgame screens into their SWF group.
- If a killer has been near a hooked survivor while not in a chase for a period of more than 15 seconds the hook icon of the hooked survivor will begin to flash red.
Good suggestions (some of those I recall myself suggesting at some point in the past), even that last one might sound alarming to killers, but it's what they deal with with SWF anyway.
Once done killers can then be buffed or survivors adjusted to hit the balance targets if necessary, though I doubt it'll cause a big dent in the stats. It would regardless be a huge step in mitigating the SWF issue.
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@[Deleted User] said:
Play Left 4 Dead 2 versus for a week.
You will very quickly learn why voice chat is a terrible idea.
Make sure you bring an entire hospital to nurse your emotional wounds, too. Because some people there say some very horrible and nasty things.
And DBD would be a million times worse. DBD is a lot, lot more stressful and rage-inducing than LFD.