Moundshroud
Moundshroud
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1808698#Comment_1808698
I see where you're coming from, but keys are in the item slot, not the offering slot. Unlike offerings, items are typically very useful in the match. A change like this would make keys useless compared to the rest of the items in the game, which I don't think is fair.
I wouldn't be opposed to turning keys into an offering, like, "once the exit gates are powered the hatch automatically opens, regardless of how many survivors are left". If they're going to stay in the item slot, though, I think they need to be able to actually be useful.
Yes but in the Item slot they have OTHER uses too based on other Add-on(s). They retain that just fine. It is just the escape part that I'm talking about nerfing the SAME as the Mori.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/1808840#Comment_1808840
Yep, so I'm not sure why you're so sure of your own answer.
Because the evidence is NOT anecdotal to me. It is only anecdotal when I use it to support an argument with you (or someone else). I play in the Red Ranks. *I'm Rank-1 again as of today in fact with my Spooky Myers. I wiped out a SWF on Midwich to get there. Again, I know when I'm fighting Solos and when I'm fighting a Team with Comms. They behave very differently. It isn't a big deal; I'm just honest about it. Most of them are too. It seems like it is very important to you (for some reason) to claim that SWF aren't all that common, and that the GOOD ones are even more rare. That simply isn't the case when you hit the Red Ranks.
I would agree with you in the Green and even when Green and Purple are mixing. The SWF (plenty of them there too) aren't that on the beam yet. But by the time they get to Red they have really worked out the kinks, come into the game min/max what they bring. They have a strategy. My job is to figure it out and screw it up. If I see how they mean work it, it is easier to disrupt it. Why do you think so many Solo Players have been getting increasingly frustrated? They don't like being thrown in with a 3-Person SWF. Said SWF consider them a disposable asset more often than not, and will sacrifice the so-called "Red Shirt" without a second thought.
When I play against a group that I deem are mostly Solo, I take it down a notch. This is because all the Perks and my loadout are set to be oppressive as hell to slow down the SWF, coordinated Gen-Rush. What slows down a SWF slightly, is monstrous to the Solo Que. It is an unfair truth. It is why I wish they had broken the Ques up and found another way (besides Perks) to balance Comms. Still, I have my Dailies and Rifts to clear. I have my Emblems to earn and need Blood Points for various things. My charity can only go so far.
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@Hoodied said:
Actually this is incorrect
A survivor being put onto death hook is a good thing as hatch won't open immediately, however as soon as a Mori ends it will
While the survivor is being sacrificed you have full control of your killer, while when mori'ing you are in an animation lock, meaning as soon as the mori ends and you get control of your killer again the hatch will open. Most killer's mori's are 13 seconds long and the timer before the mori starts (To prevent mori spamming) is about 2 seconds
Hooking is still safer than mori's, its just mori's you get a cool animation
Exactly. On top of that you get fewer points for not putting them on that last hook. There is literally no good reason whatsoever to waste an Offering slot on the Mori unless you plan on double tunneling HARD at the very start of the game to get a 3v1 fast.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/1808195#Comment_1808195
Because you have zero evidence to back up your claim. Only anecdotal crap.
Heh. That would make two of us wouldn't it? :)
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@crowbarman said:
https://forum.deadbydaylight.com/en/discussion/comment/1808067#Comment_1808067
Objects dropped don't eventually disappear? Or is that only when add-ons force you to drop it?
The only objects that vanish are the ones knocked out of your hands by Franklin's Demise.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1807930#Comment_1807930
How would you feel about changing keys such that they just allow one person to escape? In other words, if you use a key, the hatch opens and then shuts right behind you. That way you couldn't really exploit it in a SWF and would pretty much only be useful in an EGC/closed hatch scenario. If one survivor with a key uses it before then, they'd probably doom their remaining team members.
I think this would be decent from a balance perspective, but I'm curious how this would impact the "Where did they go?!" achievement. So long as that's possible to get with four keys I think this is okay. Still easier than "From the void she kills".
I think that Keys should get EXACTLY the same treatment the Mori (unfortunately) got. That is to say making them largely pointless. I think Keys should be changed to only being able to open the hatch after all Generators are powered. You no longer have to open the Gates, you can use the key. That would give them about the same niche effectiveness left to the Mori.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1808497#Comment_1808497
provide one
I haven't seen a single suggestion that is as fair as simply increasing the amount of hooks needed.
is it boring? yes, would i want something else if it was better of course but so far i haven't seen such a idea in all my time in these forums.
My suggestion was as follows:
Red Mori
4 Hook = 1 Mori unlocked. *It can be used on anyone whether they have been hooked or not.
*Each additional Hook unlocks one more Mori. This would encourage Survivors to make the shoulder saves (sabotage, flashlights, pallets, etc.) because preventing hooks also protects them.
Green Mori
4 Hooks unlocks the single Mori. *I can be used on anyone whether they have been hooked or not. Again, this would encourage saves.
Yellow Mori
It stays the same way as it is now.
This method, while certainly not as EASY as swapping a (1) for a (2) would have been dynamic, balanced the Mori, and encouraged more interactive play. It would not have invalidated all the BP spent on the various Mori over time. You will note that my method requires only one less Hook than the current one.
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It does seem to me, at least, if this was going to be the fix... they could have done this a LONG time ago. Many people (including myself) made suggestions of how to correct the Mori in ways which made them balanced and kept some efficacy. Had they done this long ago (since it was literally that easy) they could have saved us a FORTUNE in BP. :)
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1807974#Comment_1807974
This is the most common use of keys I see, at least a couple times a week. And I don't play a while lot these days. Survivors 3-gen themselves, then key out when someone dies.
I'm usually one of the survivors.
Yep. I see this Strategy as a Killer all the time. I see someone come in with a Key, and then when I'm chasing them later they don't have it. I often herd my Survivors and build a 3-Gen, and late game they go back and get the Key from where ever they stashed it. Franklin's Demise does nothing if the Survivor puts the Key down themselves. They just stash it at a place they can easily find later (and I won't notice). Then go do their thing until it is needed.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/1808169#Comment_1808169
I promise you that most people you're playing against are not in a SWF 4 stack. People have spine chill, they have premonition, they have the ability to read whether or not people are in chases by looking at the UI, they can also just use their eyes/ears and prior experience playing against killers. What you think is getting information from other people is pretty frequently just people having played the game enough to know to rotate their camera or to look down at the UI and see that someone is lit up as in a chase.
I never said they couldn't do any of those things. I merely pointed out, being in the Red Ranks, fighting in LOTS of matches every day, that most of the teams I fight are at least (3) Person SWF with a Solo. They make no bones about it, so why are you trying so hard to pretend it isn't so? I can tell when I'm fighting Solos and when I'm fighting a SWF. Most people can; I just have the added benefit of being able to see people reacting to information they can't know when I'm far away.
I'm not sure why you decided to plant your flag on this hill, or why. It is your hobby horse and you can ride it all you want. SWF Survivor Teams are extremely common in the Red Ranks. They are far more common than Solo. It is just a fact. Darwinism plays apart. The 5th Perk (Comms) is a huge advantage over Solos. It is only commonsense that those who have access to it are going to get there in greater numbers. Are you trying to argue otherwise? That would be silly.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/1806638#Comment_1806638
Sounds like you forget that spine chill exists. Spooky Myers is powerless against spine chill players.
You think so huh? I hit Rank-1 playing only Myers (a mix and match of Spooky and Maniac). Right now I'm Rank-2 playing pretty much ONLY Spooky Myers (and sometimes other Killers for Rifts). Spine Chill is a pain, but powerless? Naw.
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@Dark17Style7 said:
Mori no longer works it does not seem like a red object having to hang it 2 times and be able to kill it in the last ?it does not make sense it is better to hang it but there is no nerf on the survivor side like red keys even so adrenaline skill and other strong perks always nerf for Killer totally unsatisfied .
Oh, it will work; you just have to be methodical about how you play. It is going to irritate Survivors, but what else can you do if you want to actually use the MANY Ultra-Rare Offerings we paid top BP for? If you still want to use it (Red or Green) you simply camp. Don't face camp (what I call Squatting). Do short range patrols never fully leaving the area so you can keep up "some" pressure at least. Short range patrols also increase the chance someone will come in for a rescue, making the hook more effective bait. The point is you are now playing "keep away" with the hook. You WILL allow the rescue, but only after the person hits Stage-2. Then you Mori them off the hook.
Sounds mean and obnoxious doesn't it? It is; it works. The truth is people get to Stage-2 all the time even before this change. Sometimes you play "keep away" until it happens. Sometimes the other teammates are just slow to act. Sometimes the person on the hook is TELLING them via SWF's 5th Perk (Comms) to just milk that first hook for as much Generator as possible. Whatever the reason, you can still Mori off the first hook. You just make sure they are there a bit longer.
Upsides:
- You can Mori and do it EARLY in the game.
- You can use them as bait as long as your camping is subtle and done right.
Downside:
- It about halves your Generator Pressure as you can't go that far from the hook.
- You will get a lot of idiotic salt.
Let's be realistic here. This is going to happen; it is going to happen a lot. Many people have hundreds of Mori built up that they paid an excessive BP price for. If they can't get rid of them in an equitable way, and the darn things keep taking up Ultra Rare slots on the Blood Web, they are going to find an efficient way to use them. Get ready for it.
It is possible to simply tunnel, let someone get unhooked and immediately hook them again, and then tunnel one more time too. This will also get you a lot of Salt but it does work. I've already experienced it. If/when they run the Mori, they simply camp and tunnel MORE.
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@2LuvRias said:
Insidious Bubba time;)
I've already seen a bunch of them. 1st game of the day was a camping Bubba. I saw more of them yesterday than I have in months.
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Keys are problematic because people can bring them in and just put them down somewhere until they need them. Franklin's is entirely countered in this way. You don't need the Key until the hatch is going to appear anyway. The may counter to Keys was the Mori because people didn't bring a lot of them in for fear it would cause the Killer to put one on. Now they have no fear of that.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1804405#Comment_1804405
In answer to your question yes, you can mori if the survivor is on their 2nd hook stage even after one hooking
(And I am sure I've worded that badly, but we've made it clear on the patch notes now)
I am well aware. I appreciate you clarifying that for everyone else. My view (as I suggested a very different way of fixing the Mori) is that if/when people run the Mori that it will lead to camping and tunneling on an unprecedented scale. Why? I just have to have people hit struggle bus and I can Mori them off the hook. Is this a good long term tactic? No. Will it happen? Yes. It will happen a LOT.
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The increase in Key use was predictable. It is one of the reasons they should have sat on the change to the Mori until they had the Keys ready. I play both Survivor and Killer. I'll probably be playing more Survivor for awhile. I have Rifts to finish and I don't care to deal with the endless keys either.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/1805230#Comment_1805230
You have no idea of knowing if that's true or not, you're just assuming it's true because you've played against people who know what to do because they've played the game for so long & so they seem coordinated. I'm in red ranks & I've had a LOT of matches where killers accuse survivors at the end of being in a SWF and they're almost always wrong.
I don't accuse people of anything. It isn't my business. But I do know how to recognize a SWF by how they react to things they cannot know. I play Spooky Myers mostly (Scratched Mirror+Boyfriend's Memo) and my current challenge is to see if I can win games with him consistently on BIG maps rather than the small indoor ones. It means I don't always put in a map offering and just take on what comes. The benefit of playing Spooky Myers is you can see a LOT of the Survivors at all times via the Wall Hack.
This allows you to see when they change direction, drop what they are doing, and are clearly getting info on you from the people at your feet or on the hook. Are there great Solo Players in the Red Ranks? Sure, without a doubt. They are the minority though. I play a lot of Solo myself, but Purple is as far as I've gotten. My point is the majority of the Red Rank teams I play are SWF and they are loaded to bear and extremely coordinated. One of the reasons I play Spooky so much (besides just liking the challenge) is that it kicks the SWF in the groin. The less information they have, the less information they can share. No terror radius means they can't sonar you about the map and relay. No aura to read means no OoO benefit to call out position, and so on. I'm more effective as Spooky against a SWF than I am a bunch of Solos. It is ironic but true. Solos don't rely on that constant stream of info from the SWF's 5th Perk (Comms). They play Old School and it is harder to set them up. :)
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@BubbaMain64 said:
Who cares? Ignore the toxicity.
I do mostly, but I think this stuff is bad for the community. We lose a lot of Players who seek greener pastures, and that is a shame. While some of us are jaded or have thicker skins, many good sports and potentially good players just don't want to deal with this garbage at all. We lose them because of it. I don't like that. I've seen some good posts where people point out that it might be a good idea to get some distance and perspective before speaking. It is that old saying, "it is better to remain silent and be thought a fool, than to open one's mouth and remove all doubt." I just have to wonder, and perhaps this is getting old syndrome, about how ethics and good sportsmanship is taught today, or if it is taught at all. Am I just some antique who wants to say dumb things like:
"Back when I was a boy I had to walk through snow storms, uphill to school and back BOTH ways!"
I'm not trying to look at things through false, rosy-colored glasses of nostalgia. But I am concerned that ethics and good sportsmanship aren't really leaned into anymore. Manners cost nothing, and yet people don't seem to want to use them.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1806175#Comment_1806175
Good sportsmanship isn't completely unheard of, I just got a gg wp from a nea who was left to go into struggle and then slugged for ages right after being unhooked (someone unhooked her when I was nearby again and I had corrupt purge) so had a bad time overall. Maybe I've just been lucky but most other players I've encountered in post game chat since switching to pc seem reasonable enough (with exceptions)
True enough, and I do run into the good sports now and then. But sadly, most people say NOTHING or make excuses for their loss or try to demean the accomplishments of others. I had a TTV guy on Midwich earlier today. He got out via the Hatch, but all the rest died in a 3K. He laid into me with the normal garbage: Tunneler, Camper... you didn't give them a chance.
I never hooked the same person twice in a row. And if I had been camping they never would have gotten the 3 hooks each. I record my videos and offered for him to watch from my perspective. Of course, he didn't really want that. He didn't care about those other Players either. He was just mad that I made him and his entourage look bad on a live stream. So, of course... must demean my victory.
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The Ebony Memento Mori should be reworked thus:
4 Hooks = Mori
*Each additional hook unlocks another Mori. The Mori can be used on any Survivor whether they have been hooked or not. This would discourage tunneling, and encourage Survivors to protect and make rescues from the shoulder (and pick ups) because every hook they block decrease the chance they could get the Mori.
The Green Mori should just require (4) Hooks.
Yellow Mori stays as is.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806117#Comment_1806117
Just because you 4k doesn't mean you're good. Lots of the survivors are ######### at the game so when you've got at least two of them in a game you're bound to get a 4k or at least a 3
That isn't the point. All games are about who makes the most mistakes. If the Survivors made more and the Killer made less (or took proper advantage) you give credit where credit is due. I'm so sick of some Players being hypocritical louts. I'm going to do a blooper reel of end chat to show this off. Please note that I will use the word "trash" in places of a wide variety of insulting hate-speech names used by Players when they insult someone. I often see the following:
Killer Wins with 3-4K:
- You are trash Killer and only won because of your broken add-on(s).
- You are trash Killer and only won because of the map.
- You are trash Killer and only won because of the stupid mistakes of THAT Survivor(s).
- You are trash Killer and only won because of lag.
- You are trash Killer and only won because of toxic play (tunneler, camper, slugger, etc.).
- You are trash Killer and can't win without a Mori.
- Yadda... Yadda... Yadda.
You want to know what I never hear (even when it is true MOST of the time).
- Good game Killer, you outplayed us at every turn.
Why do you think that is? Why is it there are certain Players who can never OWN their own failures nor give credit where credit is due to the other side? Good sportsmanship is based on being humble in victory and gracious in defeat. A key component in that is not making excuses or trying to demean someone else's accomplishments.
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@Ramxenoc445 said:
Any high rank survivors get a kick out of bad killers that knod when they finally catch you because you have a bad group of randoms that either don't do gens or rush to save and do terribly at it? I get a lot of these killers and its usually funny but sometimes also annoying because they've gotten the satisfaction of a 4k despite being some of the worst or most average skilled killers there are. Yet they win due to bad mistakes on the survivor's part and the ridiculous amounts of dead zones on reworked maps
You don't get to have it both ways. If they Killer got a 4K, they clearly are NOT the worst or even average because the worst don't even do well with mistakes. I despise this kind of hypocritical nonsense. When you get out played by the Killer or Survivors, you were simply out played.
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@GoldenZR_TTV said:
Perks such as dead hard, adrenaline, ds, OoO, Etc. I like to use builds for stuff like hook saves, healing, confusion, and autodidact. But does anyone else not use crutchs? If you dont please say what stuff you like to run i like seeing intresting builds.
Sure lots of people do. I don't ever use Dead Hard, Adrenaline, DS, OoO, or BT. But most SWF do spam those. It is what it is. You get used to it. I just have a little timer on my desk that I start when someone get unhooked so it tells me when said person is safe to pick up.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1805079#Comment_1805079
Swf does not equal swat team. Nor does sw equal good. Killer only gets boring for me becuase I dont see as many sweats as I want.
Perhaps, but I play pretty much ONLY all Red Rank SWF and they do tend to be damn good.
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@InsatiableMop said:
Why do killers seem to act like every game they are in is against the sweatiest, tournament level swf on earth? What if there was an indication when people were indeed playing together, then you can unclench your butt cheeks in the other games and everybody can be less salty all the time.
Heh. Perhaps not for you, but all of mine are... I don't remember the last time I didn't face at least a 3+ SWF.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1804634#Comment_1804634
I kind of see it like the opposite, people will bring them in and forget about it if they aren't tunneling. By the time you've gotten to that legit 3rd hook kill that game has progressed quite a lot and you'll probably be focusing on something else to remember you brought a mori.
I hope you are right, but from my own viewpoint, I never put something in I don't intend to use. The Offering box is too important. If I put a Mori in it is for a key purpose. The most common purpose will be completing a Daily or Rift. That means I will be trying to kill everyone by my own hand. The only way to accomplish that in the Ranks I am in is to tunnel and play as ruthless and mean as possible.
I give people the benefit of the doubt that they will use whatever they put in effectively. I think this will lead to MORE tunneling, not less. Think about it this way:
- It is better to get rid of DS early in the game in any match.
- For the Mori to work you have to hook them twice.
- Commonsense says tunnel the Survivor off the first hook to get rid of DS and/or get 2nd Hook.
Then you can move on to the next person, and tunnel them. It will most likely be whomever did the save of your previous guy. In short, the most efficient way to use the new Ebony is to tunnel and hook each person twice, chaining off the last person you hooked the 2nd time. Then you can Mori a repeat person whenever. Otherwise you are relying entirely on luck.
One of the main reasons people didn't take a BUNCH of keys was because 2+ Keys all but ensured a Mori. Now everyone will be taking lots of Keys. They can also get Keys really easy in the match. So, attempting to play it out slow and hope for getting the Mori later is a losing proposition. The game gets worse for you the longer it goes on. I'm not trying to be a spoilsport. I'm not upset that Mori were changed. I'm just not sure THIS change was a good idea. I honestly think it is going to ensure in the Potato Ranks (100%) that tunneling is the standard. As you get to more accomplished Survivors... well... we will have to wait and see.
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@gatsby said:
Moris are basically just for the extra flair and maybe tunneling someone out of the game early that's using Decisive. Personally, I think that's all they should be. Before this update, I was afraid to use moris even for challenges because Survivors would DC. Now I have no issue using them
I don't disagree one way or the other. But they are now flair that had the cost of an Ultra Rare. My suggestion is that we correct that. If we are going to change them this drastically, I expect few of us would have bought them in the Blood Web.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1804557#Comment_1804557
People who brought moris already did that.
Some people did that. Now everyone who brings one will as they have no other function.
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@xenotimebong said:
You can tunnel off second hook instead of first with no fear of DS, so while it’s weaker, it’s not like it’s totally useless. Being able to get a tunnel kill at a crucial time can be the difference between killing 2 or 3 survivors and killing none.
It’s also now a soft counter to exit gate DS.
People who bring them will tunnel off the 1st hook now, as early in the game as possible to drop it to a 3v1. This change is going to have the opposite effect than intended.
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I do think it is logical to assume this change in Mori will result in:
- More tunneling (and early) as tunneling will be the only effective use of them.
- More Survivors bringing in lots of Keys and leaving via the hatch.
- Survivor Ques are going to get a lot longer.
I just don't think this was a great tweak of the Mori, but we shall see. At the very least I think they should have held off on it until the Keys were adjusted at the same time. I expect a severe drop in people playing Killer for awhile because of the Key explosion.
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@Sluzzy said:
Wow, they were smart to keep this change a secret. Were they nerfed too much is now a big question???
Keys are fine because they require a lot of work to use them. Hope they don't surprise and change them.
Yes, they were nerfed TOO much. :) They should have simply made it:
4 Hooks to unlock 1st Mori
*Then one Mori unlocked for each hook after that. Said Mori can be used on anyone whether they have been hooked or not. This would have encouraged Survivors to defend one another to keep the Hook count lower, and prevented tunneling.
This fix will do the opposite. The only way to use a Mori effectively is to Tunnel, and tunnel EARLY. Thus every time someone gets a Rift or Daily that says all Survivors must die by your hand... nothing but tunnels.
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I suppose my biggest annoyance (bear in mind I rarely use my Mori) is that I have like hundred of them I spent the cost of Ultra Rare blood points on. These are as worthless to me as Judith's Tombstone in that they will never get used at all now. :) It would have been better if they eliminated them all and just made it base kit to be able to Mori the Survivor if they would die on Hook. Then reimburse us all for the Mori we bought.
Like I said, my main problem with this is how much I SPENT on them. They are less useful than a Offering now. I just like equitable costs for what something does. Charging me for 100+ Ultra Rare offerings that are not longer Ultra Rare isn't cool and I think it could be addressed by letting us sell them back.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1803972#Comment_1803972
It's not the most imaginative change, no. I don't get why the most basic changes need to be a process spanning multiple years either.
There are a lot of unintended consequences. The Achievements, Rifts, and Dailies that "might" say kill all Survivors by your own hand just got ridiculously hard. :) There really is no point in bringing them whatsoever. It is a classic over-correction. They will simply be the things I let the Entity eat on blood webs, a total waste of a Red slot.
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I don't think it was the best fix. They should have tied it to total Hooks, i.e. the first Mori doesn't unlock until Hook-4, but can be used against anyone who has been hooked or not. Then add one Mori for each additional Hook. Working it this way only encourages tunneling. But we shall see; I hope I'm wrong.
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The only thing that needs to change about the basement is the Perks "related" to the basement. See below:
Monstrous Shrine:
Level-1: The basement shrine requires the "Unhooker" to make one successful Skill check to free the Survivor.
Level-2: The basement shrine requires the "Unhooker" to make two successful Skill checks to free the Survivor.
Level-3: The basement shrine requires the "Unhooker" to make three successful Skill checks to free the Survivor.
Territorial Imperative:
Level-1: Survivors' Auras are revealed to you for 3 seconds when they enter the Basement .
Level-2: Survivors' Auras are revealed to you for 6 seconds when they enter the Basement .
Level-3: Survivors' Auras are revealed to you for 9 seconds when they enter the Basement .
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1802752#Comment_1802752
Yet the very same people who do the whole ''play how you want'' or ''It's not your responsibility to care for the other side'' are the exact same people who go on to complain about one role acting like a dick.
I don't follow this at all. If I understand what you are saying (and I'm not sure I do), this has not been my experience. People (like me) don't complain about either role. You can go back through my entire post history and you won't find me talking about annoying Survivor or Killer builds, complaining about certain tactics, or saying I think the other side needs to cater to me. The only thing you will ever hear me talk about is how I don't approve of bad sportsmanship, i.e.
- Cheating (with hacks or lag spikes)
- Disconnecting during the game.
- Being a poor winner or sore loser.
Those things are role specific. These are the only behaviors I don't like and comment on. Legal, valid tactics in the game don't get me complaining. In fact, I don't know one person who follows the same kind of philosophy as me that reacts the way you describe. Largely, we feel that how people do their builds and/or how hard they choose to play is none of our business. In fact, you and I are having that talk right now. The only one of us concerned with how other people play is YOU.
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Dead Hard is broken? :) It sure as hell seems to work against me when I'm chasing people.
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I played in Hawkins earlier today, as Spooky Myers, and for some reason one Survivor chose to heal a David upstairs in that tiny room where the one upstairs Generator is housed. I creeped up and stepped in the doorway and downed the David being healed. The other couldn't exit the room as I was blocking the door. Once I'd recovered from the attack I hit her too. Once hit she could move through me. :)
This is an example of tactical blocking. Now if they had been the last two Survivors left and I just stood their locking her in the room until she disconnected.... THAT would be worth reporting and a ban.
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1800701#Comment_1800701
The vast majority of the player base would agree that camping, tunnelling, gen rushing and all the other components of the game that I listed in another post are frustrating and are anti-fun. In fact, we know that the majority of the community are frustrated with these aspects of the game because we see frequent and daily posts complaining about those very aspects.
There's nothing about this game that is competitive. There's no competitive queue, there are no rewards for achieving a higher rank, there are no statistics or rankings in the game to ideally distinguish someone as a better player than another, the game is pretty casual at its core and people play casual video games to have a fun and fair experience. When you tell people that they can play in anyway they want as long as it isn't a form of cheating, you're breeding a toxic form of gameplay that just breeds more misery and hatred for the other side and drives people away from the game.
I'm not even saying you cannot EVER not camp, tunnel, slug or bring the components of the game that I listed, I'm just asking the community to have some empathy for the other side and understand that if you do those very aspects of the game, the other side is going to get pissed and probably curse at you, because guess what, those very elements of the game are frustrating. Sitting in a queue as a survivor for 10 minutes, to instantly see a Spirit with a mori tunnel you off hook and eliminate you from the game in 1.30 minutes and earn 5K bloodpoints is miserable.
Sure, it's entitlement, but it's entirely fair to have the expectation of being able to PLAY the game and have a decent experience with it. That's the entire point and existence of video games, to have fun with them. Now, if you're telling people to play like a dick to the other side, you're just breeding toxicity, end of discussion.
It's even more weird how we're respectful to others in the real world, yet when it comes to the virtual world, we just don't care anymore and live to make the other side as miserable as possible.
The problem here, between you and I, is that I don't feel it is disrespectful or lacking empathy to play hard and give 100%. I am making the assumption they are doing the same. I don't give them grief or try to shame them about their builds at the end of the game. I also think you are making a very big assumption (and a wrong one) when you say that that the vast majority of the player base agree on anything.
- This Forum is not the player base. All the posters here, and who have ever posted here, are still a tiny minority compared to the countless players we will never see post, or show up on social media. Most players just play the game; bless them!
- Even the people who do post on this Forum don't even make up the majority of people who read it. Angry people tend to post, which skews the perspective like a funhouse mirror. If you were to judge the game by the people posting, you wouldn't believe the game is profitable. You would think the Devil himself is the CEO and their only purpose is to ruin the lives and fun of everyone they suck in.
- People tend to be hypocritical. They think those things are anti-fun when directed at them, but it doesn't stop them from diving in with gusto when the shoe is on the other foot. I can't name and shame, but I've a running list of people I've played against that post here who play the opposite of how they "claim" to play. I find it very amusing.
I make no bones about it. I will Tunnel, Slug, Camp, and Mori if a particular match calls for it. Those things are valid tactics and specialized tools. Sometimes they are the right tool to use, and sometimes they are not. Killers also make use of Herding to keep up Generator Pressure (pivotal in importance), and to create the subtle but effective 3-Gen lock for late game. Likewise, Killers must know when to break off a chase, and when not to start it in the first place. They must mind game properly, and they must know when to play dumb. That is to say, you can miss on purpose, do things in dumb patterns early in a game which sets up the GOOD Loopers for failure later at a key time. In other words, if you identify someone who is going to be hard to catch, you make sure he/she loses all fear of you. It makes bank.
Killers and Survivors both have their specific role and mutually exclusive goals. This is a PvP game and once people accept that and stop trying to apply their own (usually hypocritical) standards beyond the rules, they will be happier and have more fun. Let me put it another way, I also used to grind my teeth about being tunneled, slugged, camped, or catching a Mori. To me, it seemed like it was happening all the time. So I started tracking it. Guess what? It wasn't. Those things, particularly as I left the potato ranks behind, are a distinct minority. Once I stopped worrying about it, they seemed to happen even less. My fun went up by leaps in bounds when I stopped worrying about what other people are doing in the match and just worried about what I'm doing.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1802108#Comment_1802108
And they're STILL losing?
Jeez, that's some smooth brain gaming right there.
I don't have much choice but adapt or die. The one good thing about the Ormond's new dead zones that if I mark a location and then turn around backwards I can move toward it (while they are behind a wall working a Generator) and not trigger the Spine Chill until much closer. Don't get me wrong; Spine Chill is the bane of my existence. When they do a pass through of Myer's Add-On(s) I'm hoping on of the Rare or Ultra-Rare turns off the Red Stain and/or protects from Spine Chill. Wishful thinking I know. But in the meantime, the Moundshroud (like the Dude) abides.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1802102#Comment_1802102
Good luck. Spine Chill is a thing that exists.
Yep. I see it on 2-3 of my Survivors every match. :)
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1802007#Comment_1802007
I'm sorry, but Spooky Michael is a 105 Killer on a wide open snowy white map like Ormond is 100% a Survivor-determined win. If you're doing well as Spooky Michael on Ormond, the Survivors are making tons of mistakes, even if you aren't seeing it happen. Either not having eyes to see Myers, not doing gens, wasting pallets like mad, et cetera.
And for the record, ranks literally don't matter. This has been a widely-known fact for a long time. Most red ranks are still bad.
Well... I tend to give the people I play against the benefit of the doubt. I also like to take some credit for good plays. Even so, perhaps you and I will face off at the Ormond sometime soon. Basically I've just been playing Spooky over and over without a map offering and taking whatever I draw. I want to see if I can get to the point where I can play him competitively not matter what map I'm on.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1801937#Comment_1801937
That's most likely less to do with Ormond being fine and more your Survivors making egregious mistakes. A 105 Killer on a wide open bright map? Yeah, 100% up to the Survivors whether or not you win.
Hrm. I disagree. The games I've had have been against Red Rank squads and they didn't do a lot of mistakes (some sure, but not many). In most cases I've fought them to a Draw (had a few losses) and a few wins. I just make good use of cutting the center and my wall hack to not waste a lot of time. Agreed, the only maps harder on Spooky are: Old West (whatever it is called), Rotten Fields, and McMillian Forest one where everything is spread out open, and they can loop me for days.
The truth is I don't mind a big map as long as there is plenty of terrain to hide my approach. Big maps where they can see me coming a mile away... well... yeah... I'm swimming against the current 100%.
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@herrik666 said:
After playing quite a few games on the new Ormond... I have to say I still have trouble in it.
Thankfully loopswise it's much more fair, the filler pallets are now unsafe. But the map is still incredibly big, the generator spread is ridicolous, scratch marks are still hard to follow and survivors still tend to spawn very far away on top of a gen.
In short, the chases are better, but defending gens is very complicated.
I've played on it with Spooky Myers (Scratched Mirror+Boyfriend's Memo) and I have had pretty good luck so far. Yes, it is a big map, but if Spooky can keep up pressure on it... ANYONE can.
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@Botiz said:
It really feels like BHVR are just laughing at us at this point.
The Christmas Sweaters from the advent calendar are cool, the charms too I guess* but seriously, 10,000 Bloodpoints? Five or six days of the calendar and you can potentially get yourself through one Bloodweb in this huge grind of the game!
You might as well have just enabled like a 1.5x Bloodpoint or 2x Bloodpoint Event, just playing a few games with BBQ and/or Survivor Puddings/Escape Cakes and/or BPS would probably get you more Bloodpoints than what this entire advent calendar is going to give you.
Of course I could be wrong and it could increase in the weeks to come (I doubt by much at all if so) but man, this just feels like another horrible attempt at a "celebration" as they're calling any "events" that aren't Anniversary or Halloween themed.
Ungrateful. 30x10,000=300,000 which is sizeable enough. It is free stuff. It is an advent calendar. That is how they work. You get lots of little treats until Xmas day and then a bigger treat.
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I've never run into one. I've used a Spooky Myers myself to hang (4) people out to dry in the basement by appearing to leave, using my wall hack to track/time the rescuer and then go down behind them and interrupt the rescue. I never stay in the basement though, as that would defeat the point of the bait.
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@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1801068#Comment_1801068
lmao you dont even need to buy the game again just link both accounts and you get to play the game with all your dlc
Well that is unfortunate for all the newbies. It would have been better had this topic never been discussed or posted here. Now we will have more people doing it. :(
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Whatever you say buddy. :) It suffices to say, and as a psychologist you should know, that our emotional state and how we interact with the world is based largely on how we choose interpret things. If we have decided something is humiliating, it is humiliating. This is a game that people CHOOSE to play. They know the rules. They know the outcomes. If they still let it damage their Pride, they should be seeing you for other, much larger issues.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1801022#Comment_1801022
That's cuz u got a thick skin. Most ppl get offended, annoyed, angry, and it just bothers them. They rather cry out to a higher entity to ban ppl.
My skin isn't that thick. I hate bad sportsmanship because I think it damages the community and my ability to play a game I like. I always report people who go over the line whether I'm personally offended by it or not. I'm just saying I don't care if people "know" I let them win or not. I'd always know. :)
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You can create as many Steam Accounts as you want and buy the game over and over again if that is your desire. "Smurfing" is generally defined as being a potent Ranked Survivor(s) purposely teaming up with much weaker Survivors so that you can pull a weaker Killer and take full advantage of the fact they don't know anything yet.
What you are doing is something different, albeit no less questionable ethically. It is a rather expensive way of sandbagging yourself, i.e. throwing matches so you can lose Pips back down into weaker Ranks. You are paying to shortcut, so you can play against people you already outclass by the benefit of your knowledge and experience.
Is it against the rules? No. Should it be? Probably. Could it be enforced it was against the rules? Probably not. In the end, you will have to ask yourself if your successes will mean anything at all when you are effectively playing Dodgeball against 3rd Graders.