Moundshroud
Moundshroud
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1583747#Comment_1583747
That's not lag switching, thats just normal servers. She baits you and just taps the button and waits a second before fully committing, on your screen it looks like she only commited, you are forced into the grab animation when it finally updates on your screen it looks like she only just started even though she already got it.
The wierd hit immunity is what concerns me. That might have been lag, but if it registered on your screen that you hit her then it's either a genuine bit of cheating (possibly a lag switch, as you said, although she should have still taken the hit even if her ping was at 999 because of killer-sided hit detection) or a classic bit of DBD failure.
All I know is it was aggravating. The first grab fail (against the Adam) should have pulled him off a Gen. He was oblivious to me and working it. It started my animation like I was grabbing him and suddenly blip same thing sort of a weird pause and he was a two meters from where he was and running away. I suppose I can chalk the grabs up to the Servers but the hitting her was clearly hinky. So when I see that, I don't trust anything else that happened either. While I don't have the gall to call myself good at this game yet, I am very good at grabs, and I've never had that happen before.
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@MadLordJack said:
Grabs are notoriously broken and don't really work, lagswitch not needed, but the fact that you kept hitting her and nothing happened is a bit... Yeah, that seems more like a hack than a lag switch. Are you sure she was the one screaming after each hit?
Yes. When the initial grab failed, she had to start over at the unhook. That is why I think was a lag switch to throw off my grab. Otherwise she would have successfully unhooked him. So the second time I hit her directly. I hadn't hit her before in the game. There is no Perk to prevent her from getting that injured. She completed the unhook and started running away with him. I didn't hit him by accident. I could see from the graphics and scream I hit HER. As we ran I hit her two more times (nobody else was near her) and she still never went to injured state.
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@LastShoe said:
Im not sure if its the cheats... i had the game where similliar things were happening when everyone had from 70 to 125 ping
It might be that servers are breaking again.
That MIGHT (if I'm really naive) explain the grabs cancelling out in the middle. It doesn't explain hitting a Survivor three times in a row and her not even going to injured state. They are cheats and it is clear in the video.
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After my breakfast, I will be taking the time to get the clip uploaded here. I will also be reporting said players through the proper channels. I really hope that they get the appropriate punishment.
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Heh. Well SWF is a thing and it gets worse every day that passes as more people play that way and the teams simply get BETTER at using the advantages built into the 5th Perk (Comms). I feel your pain. I just got the Ormond and for some reason it matched me against an ALL Red Survivor Team. *I was like REALLY... you are an all Red Team and someone put in the Offering for the Ormond? Overkill? :) Naturally I got slaughtered. The Gens were up in nothing flat even with me running Ruin and the Thrill of the Hunt.
I suspect if I would at least Match at my own level I might get a chance to improve, but when things end faster than you can even act, it is hard to learn much. :)
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As someone playing Myers almost exclusively until I feel I'm competent with him, I don't think he needs a direct Buff per say. I just think his Add-ons (the HUGE number of them he simply does not use) could use a rework. I think his niche situation would be solved by having more add-ons which are actually useful. As it stands I use only a tiny number of them.
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The Noed thing is a BS excuse. You know why I say that? I play Michael Myers and most of the time, when the End Game Collapse has begun, I have hit infinite Tier-3 and have hooked someone. The other Survivors still come back and do their best to save the guy/gal on the hook. And frequently they manage it. So using Noed for an excuse simply doesn't wash as an reason for heading for the hills. Killers with chainsaws have insta-down all game, and people still try to save others from hooks.
The reason some Survivors leave others at the end is because they can't be bothered or they are cowards. I'm not trying to pick a fight; I'm just stating a fact. Noed isn't an excuse. You leave because you choose to leave, because you want to leave, and/or you are simply not willing to pull you weight on the team if you don't have to do so.
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Meh. I've see just as much tea-bagging from PC players as Console. In my experience, limited though it may be, there is no difference. There is about the same percentage of human garbage in both group. I know I sound like a broken record, but we should be humble in victory, and gracious in defeat. A victory speaks for itself and doesn't need any idiotic emphasis.
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@IceCreamPrincess said:
The 3 man sfw is not really much different to the 2 or the 4. I don't reckon people queue in fully planning to ruin 1 other survivors fun, or at least plan to do it often enough its an issue
Myself, i play with 1 or 2 friends so that i know im with competent teammates. I know that if i get into a chase they're gonna be on gens. And theh know I'd do the same. Its hilarious cuz i can see whos my friends the moment im hooked cuz half the time the 4th "random" I's just crouched somewhere
Since I play in 2/3mans i can't really fault others for doing it themselves. And final note, of course people prioritize there friends over randoms. Its every man for themselves, and that random meg can't complain to me about leaving them, but my friends do, so i save them more often
I understand this point of view, but I think it clearly illustrates the problem of the SWF not being in their OWN que. Your natural propensity to care more about your own friends and the odds you will leave that Solo cold, puts every Solo stuck with a SWF at a disadvantage. If that Solo were in with all other Solos they would be in that ship together. It may not seem like much, but the SWF bias is pretty much a death sentence for that Solo; I've seen it SO many times.
Again, I'm not judging you. What you describe and I am recognizing is human nature. It just sucks in the context of this game. That Solo guy/gal didn't sign up to be the Star Trek Red Shirt of your Landing Party. :) Do you see where I'm coming from?
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I'd much rather have the puppets from Puppet Master in the game, or perhaps Rawhead Rex, or even Cenobites. I do think the Other Mother from Coraline would be keen too, but given a real world look for both her and the Survivor.
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@Breque said:
Its kind of ez to resolve these two
For camping is just do an check every 5 seconds if the killer is at 15 meter from you the timer to the entety will not count
The timer will still count if an survival is in chase
Slug is the same as camping but instead of 15 meters put 8 or 10
Ez probleam resolved this will probably decrease the amount of people with DS and unbrakable
Dont say to that WoW CaMp Is An SrAtEgY because when you say that you just motivate that motivates the toxity of survival DS + UB and more DC
Except that there is NOTHING to resolve; there is no problem with either thing.
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I'm looking forward to trying out Hex: Undying, Hex: Ruin, Hex: Thrill of the Hunt, and then some other Perk just for my Killer. Depending my overall build that could vary a lot. This is a LOT of my Perks going into simply slowing down Generators, but that is the META we live in. Besides, with Thrill of the Hunt in play my Totems pull double duty, immediately alerting me to the location of a Survivor when they start to do Bones. Ideal? No. But playing Hex: Ruin and Hex: Thrill of the Hunt has helped me a lot of late in slowing things down (assuming they don't spawn my Totems WITH the darn Survivors at the start). The Gen-Rush was too much for me until I started combining those two, and using them to slow things down and locate people. Undying will simply add another level to that same tactic.
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@RatD2 said:
I'm new into this game. 22 hours and rank 15-16. I'm playing killer main for now and have hours and hours studying tactics, perks, add-ons, etc to be more efficient in the round, cuz I was playing rly bad, ppl making fun of me at the end game chat. It's everything ok with that, it only makes me more interested in be more lethal.
So, yesterday in my last round I finally killed all 4 survivors doing my best. Some of them was rank 5 and 9. I was rly proud achieving that. Then two survivors starts to insult me like I'm doing something rly bad. They shout out loud the words "tunneler" and "douchebag" and now I'm thinking to myself what the f* am I doing wrong. I apologies anyways but THIS made my day better in some way. I finally feels like a killer must feels I guess. Killer kills, survivors survive, right?
This post is so confusing. Maybe I CAN be more nice killer when I have more experience. But for now, I'm sry guys but I will try to kill all of you by any means!
GG!
What you say to bad sports like these is: "YES! Give me more, let me taste the tasty salt of your tears." People should be humble in victory and gracious in defeat. But you only say that if they give you grief. Never apologize to human garbage like this. Don't try to explain yourself; it is a waste of time. Take pride in you forward momentum. It sounds like you did great. The fact is you will have morons like these accuse you of tunneling, camping, and who knows what else even when you DON'T do those things. They are simply sore losers with a limited number of excuses to use so they parrot them.
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I've had more people comment on the Spooky Myers build (Jump Scare Myers) than any other. I get endgame comments like, "I nearly had a heart attack three times, that was terrifying, holy crap that was tense, and so on." The lack of the stain or terror radius really heightens the atmosphere, particularly on maps where you can't see him coming from a mile away. Obviously I'm biased towards Myers, but it has been my experience that nobody says anything about non-stealth Killers at the end in regards to being frightened.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1581537#Comment_1581537
No way man , if you gave the killer the ability to re-hook you they could just three hook you right when they caught you the first time, there are plenty of things that counter body blocking the most effective combo to combat it probably being agitation, iron grasp, and mad grit
Agreed the rehooks could NOT count as normal hooks, just moves. But it was merely an idea. I don't really see a problem with body blocking or the current system. I do think an interesting Perk that lets Killers move Survivors around might be an interesting thing if it could be put in a balanced way.
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@ReSpEcTtHe4PeRcEnT said:
Hey all
I am a 50/50 killer/survivor player and recently made Decisive Strike teachable. When I saw Unbreakable I was like "hey this is a good combo". But when I looked it up online, it seemed many people see it as a "toxic sweaty tryhard" build on survivors.
Is it really considered toxic or sweaty? I can't even loop properly lol.
Just ignore the word "toxic" whenever you come across it. Ignore the person spewing it. The word is meaningless now, and almost as unimportant as the people who toss it around so cavalier. You do you. You take and try out the Perks you want to try. You play hard. I play both Killer and Survivor, but I'm not going to begrudge you the combo as a Killer. If there is a problem with it, the DEV will get around to making modifications. If someone gives you grief, just say "YES... let me taste the salty goodness of your tears."
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@timbologna said:
As a towering monstrous figure able to hoist survivors over your shoulder with ease i find it enraging that a survivor can fearlessly block me to secure a full escape; I don't see how survivors have the gull to complain about NOED when it's literally an endgame perk that prevents this from happening.
I do think a Perk: Hooker that allows the Killer to ignore Body Blockers entirely, pass right through them with package within 3/6/9 Meters from a Hook (depending on Level of Perk) and with a side benefit of being able to Hook faster might be an interesting addition. But bear in mind, I think Body Blocking is a perfectly acceptable and necessary tactic. I just think a Perk to help deal with it might be nice. After all, we have a Perk that totally eliminates Flashlights. :) Or to keep it simple:
Perk: Hooker
The Killer may ignore other Survivors when carrying a victim to the hook when when within 3 Meters of the Hook. In addition, the Killer may take a Survivor off the Hook and attempt to carry them somewhere else (and even rehook). At Level-1 they get 10 seconds for this new trip, At Level-2 they get 15 Seconds, and at Level-3 they get 20 Seconds. *Survivor can start to struggle fresh as normal each time with zero bar.
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I used to hate this map. However, it has grown on me. I play Michael Myers, a standard M1 Killer. At first I couldn't achieve anything with him whatsoever there. The new breakaway walls with shortcuts up and down helped a lot. With a standard Myers, I started being more strategic and picking my 3 Gen early, and aside from catching the strays as they came close, didn't try to defend all the others. With a Tombstone Piece Myers I would simply Mori the first Survivor I could on the run and turn it into a 3v1 and could fight for the entire map. I've found that Spooky Myers is actually very effective there and can fight for the whole map without a Mori or 3 Gen strategy from the start. I know Hag is extremely effective there, and I think Freddy and the Demogorgan also can rock the map.
I'm not sure I'd say the map is broken; it is a different flavor. I cannot be fought the same by the Killers or the Survivors. I don't think that is a bad thing. I think I prefer there being maps that are radically different and force adaptation.
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Here is the link to the clip: https://youtu.be/EZf52gcD6Kc
Please review and tell me if I'm crazy or not.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1581355#Comment_1581355
Yeah it very well could be and likely is from your description, I'm just saying that recently I had a game where it was telling me my ping was decent, yet was acting as if I had near 200 ping.
Well I'm reviewing the video right now and cutting it down to the section where I saw it happen. And in the process I noticed something else. I had run one of these two off a Generator that was fairly well along but not right about to go, and then somehow in a split second it went. You will see shortly. I might be paranoid about that part so looking for other people with eyes on it. I was wrong about the gates though, they were 99'd... but that doesn't explain the vanishing or the lag switch.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1581346#Comment_1581346
I honestly think there's some bug or something as I had a game where I was playing Huntress, my ping was around 40, but I'd just randomly teleport back a few seconds every so often, it really ######### with my aim.
I don't know... the game seemed fine and there was no lag whatsoever until I had them in my grasp. No other issues appeared after they left. I'll let you guys be the judge when I put the video up shortly. I just wish we could post the names of the hackers and lag switchers we encounter so people could get a list of them and know who to pass on games with (if they don't get banned).
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But then again, I think I've answered my own question. Now I think I know why I was so badly skunked. The Gate was just the only time I saw them and had them in my line of sight while they were cheating. For all I know they were doing it all over the map.
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I'm sick of pretty much any and all threads/posts that have the words Nerf, OP, or Toxic in them. People coming here for the first time must think we are all basement dwelling Incels.
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I play Myers, almost exclusively until I feel competent in him, and I can honestly say I slug people down trying to body block all the time. I also get accused of tunneling all the time which I find extremely funny. This is because I just go after whomever happens to be in front of me at the time. If I'm in Tier-3 I want to slug as many people as I can as fast as I can and as a result I'm just going to hit anything that moves. I don't care if you just came off the hook or not.
I've had people Mori themselves too by body blocking. When I run the Tombstone Piece, hit Tier-3 and someone runs in close to me to block someone else it will trigger the Mori. That is kind of funny too.
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1580141#Comment_1580141
Rude? You said said I'm playing a broken record and came at me I play both sides and love playing both. You are just saying that perks shouldn't be considered a problem until people play with them for a few months, the purpose of the PTB is to fix any issues with those perks or maps or new Survivors/Killers, not fix them months down the road. And I agree the devs are doing this for a reason, I am saying its because people will never be happy with the Killers until they can 4K almost every game. Combining Thrill and Undying? With Killer who can cross the map quickly with make it difficult to do Hexs but will make rushing them a priority. You said people should focus on something other then gens, yet doing the gens are the only way to escape (besides hatch) and you think Survivors doing the objective is a bad thing? If anything you've made your point unclear to me, it sounds like you think Survivors shouldn't do gens right away to escape but instead give the Killer as much time as possible to get them. My point is not all 4 Survivors should escape every game, but not every Killer main needs to 4k, which I feel the Devs are gearing this new chapeter towards Killers getting stronger and people will still complain about Killers, and I mean both sides.
What I am stating, and it is a fact, that cleansing Totems is also an objective. I suggest that the DEV always assumed that they would be a higher priority, but the META proved otherwise. They are simply making sure that won't continue to be the case.
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I suspect it would be a Killer moving at 134%, i.e. using Play With Your Food and getting three stacks, and triggering a Perk like Noed which adds another 4%. There might be a few other Perks to get even faster, but off the top of my head this is what came to me.
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@PigMainClaudette said:
If you saw them there and left them for last, that's exploitation. Not sure about free hooks.
I'd also like to say if Peanits does read this, Siege has had a history of just disabling the character Clash for her game breaking bugs. Maybe you should discuss with te team about disabling maps where this hill glitch occurs until the problem is fixed. That way we all have less problems with this sort of issue.
In regards to the "free" hooks, there is no such thing as a free lunch. The only way they can get free is if the Killer stops what he/she is doing to go over, down them, move them away from the hill and either drop them or hook them. Every second I'm doing this "charity" action is time not spent chasing the other Survivors or keeping up pressure on generators. Most of the time I'm in the middle of doing something when I see them. Several times when I've gone through the trouble of freeing said Survivors they went on to disconnect anyway. Ungrateful to me and rude to their teammates.
At this point we all know about the Hungry Hill glitch and we even know exactly where you hit it. I play Survivor too and if/when I go up a hill I make sure I'm not hugging it as I come around to the slope up. I haven't gotten stuck since the first time it happened to me. So I don't have a lot of sympathy for those that get stuck now that it is well-known. I would have zero sympathy for someone who got stuck there more than once in the same game. I would question what they are up to in fact.
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Well technically you aren't obligated to do anything for them. If I notice them there (and I don't always if I'm busy) I down and hook them. Their friends can come save them. If I found them stuck again, I would be kind of annoyed at them for wasting their team's time and not carrying their weight. I suppose I would either Mori them right there or hook them again.
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1579488#Comment_1579488
1.) In case you haven't noticed he is supposed to come out next month, I made this as a way to discuss what people think since I don't talk to many people who have opsoing views and like hearing all opinions
2.) I don't know what you think developers do, not all the time do they add something is it because of an issues, sometimes its because of new, exciting content, or to try and make the player base happy. In this case I feel its because of the fan base thinking Killers will never be able to compete with survivors.
3.) They are in use right now, thats what the PTB is for, on paper they seem strong, thats what I said and will say. I get they aren't designed to 1 shot like most Killers want them too, but don't act like these are weak please.
Please do not put words in my mouth. It is rude and a cheap rhetorical trick. I, at no time, said the new Perks were weak. I said, it is too early for anyone to be saying they are OP. Until they are fully in play, in their final form, and we see a few months of their use, nobody really has any idea. What I suggested is that the DEV would not be creating Perks which heavily increase the need to do Bones, and directly impede the Gen-Rush unless they felt it was necessary. My own view is that the new Perks are quite effective at doing just that. Undying is one more way to ensure that high risk (and high yield) Hexes last a bit longer. Dragon Touch directly impedes the Gen-Rush. Combining Undying with things like Ruin and Thrill of the Hunt makes it almost imperative that people consider Bones as important as Generators. To say these new Perks will change the entire Meta is not an understatement. It will take the dedicated Players perhaps two weeks at most to unlock them for their other Killers. People need to start working doing Bones with more dedication "right now" and working out some alternative tactics to merely doing the Gen-Rush at maniac speed.
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Hrm. Well, SWF is a thing. Like most people, I take Hex: Ruin. I also take Hex: Thrill of the Hunt. That will slow things down a little bit. Bring a Mori. If you think you are fighting SWF (and it happens more and more frequently), don't hesitate to Mori as soon as possible and reduce them to 3v1. What Killer are you using?
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@VCDiamondFinder said:
Wit the new perks coming out I feel the killers are at a strong advantage compared to survivors, I just got back into the game and check The Blight out and his perks seemed way too strong at the moment, especially since the new survivors perks seem reused, What do you guys think?
Give me a break. Blight isn't even OUT yet and you are playing this broken record? The reason Blight (and his Perks) are coming is because things have shifted in a measurable way toward Survivors. A good deal of this is the ever increasing use of the SWF and Gen-Rush. You have to remember that the DEV are privy to statistics that we are not. If they are designing these Perks, it is to address an issue. But at the very least, let's get those things out and in use before we call them OP.
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I'm never offended by someone doing a strut after the game, although I could do without the insulting "EZ" garbage. If I was easy they wouldn't have needed to use the key. I'm of the opinion that we should be humble in victory and gracious in defeat. I don't begrudge Survivors their keys though. I don't feel the need for them to be taken from the game anymore than I think the Mori should go away. I think they add a nice little extra. Of course, if I see someone has a key, they are more likely to get the Mori before they can use it. :)
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Well, I don't give the DEV a hard time; I think that is counter productive. However, I agree with the rest of your sentiment. They are a pretty darn generous company. They give out free cosmetics as you earn them (which is a primary money source), and they don't have to do that. They give out Blood Points all the time. They work constantly to try to balance a constantly evolving system. The Law of Unintended Consquences is a harsh mistress, and all things considered they do a very good job. DEV, you have my thanks.
And to all those people who do want to constantly give the DEV grief, you KNOW where the door is and can leave at any time. Every time I see one of you whining/whinging people post again and again, I'm like... if you think the game is so bad... WHY are you still here. Hypocrites. Worse, liars and hypocrites. If you truly believe half the garbage you type, you can vote with your wallet and head for the horizon. Since you don't, we know you are full of it.
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I think it might be running, yes. I say this because my matches the last two days have been extremely on the nose. Every game today had opponents that were Green or Purple just like me for the bulk, and at most a single Red sneaked in. As opposed to a week ago where I fought Reds (the entire Team) as a damn Purple Killer. I think it is quite possible they turned it back on and simply didn't tell us because so many people just want something to scream about. If they think they have it working, why not just put it into play. If there isn't a problem, we aren't going to notice.
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@Kyxlect said:
Killers hate SWF's and Survivor's hate Mori's right? How about a change that affects both at the same time?
Firstly, remove Mori's entirely but implement a built-in system that allows the Killer to kill Survivors that are in an SWF group naturally.
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2-Man SWF Group: Ability to Kill one of the Survivors in the group at any time after they've been hooked once. After the 4th Generator has been activated, the other Survivor in the group can be Killed after they've been hooked once.
3-Man SWF Group: Ability to Kill one of the Survivors in the group at any time after they've been hooked once. After the 3rd Generator has been activated, another member of the group can be Killed at any time after they've been hooked once. After the 4th Generator has been activated, the final member of the group can be Killed at any time after they've been hooked once.
4-Man SWF Group: Ability to Kill one of the Survivors in the group at any time after they've been hooked. After the 2nd Generator has been activated, another member of the group can be Killed at any time after they've been hooked once. After the 3rd Generator has been activated, another member of the group can be Killed at any time after they've been hooked once. After the 4th Generator has been activated, the final member of the group can be Killed at any time after they've been hooked once.
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The purpose of this change is intended to create balance. Personally, I've never cared much for Mori's and never really used any until here recently when BHVR decided to disable the ability to select a different Killer for their new matchmaking system but when they disabled that they decided to keep Killer switching disabled.
Yes, it punishes people that just want to play with their friends but Killer's should not have to weather the frustration of dealing with the unfair advantage that playing with your friends causes. There's no way to deal with third party applications where you can communicate vital information to each other. I think this system is fair but feel free to give any feedback.
^- Additionally, I have it set to the 4th generator because setting it to the 5th and final generator seems pointless since again, even if you kill a member of an SWF group that doesn't mean they'll immediately leave. They can still spectate and communicate with their teammate(s). This was something I came up with based off my experience as Killer. The most effective way of slowing down the game when you play against SWF's is to cut off their communications entirely meaning that all members of the group are dead and no longer have any advantage to speak of.
This does of course bring into question the use of alternative killing methods such as Hex: Devour Hope, Rancor and Myers' Tombstone add-ons. To me, Devour Hope seems fine since it's still a Hex. Rancor and the Tombstone add-ons are questionable. My thoughts about changing Rancor is that it randomly selects any non-SWF Survivor as the obsession. That perk combined with Nemesis seem like a problem but I feel like that's a discussion for a later time since it's already existed for a good while and Myers' Tombstone add-ons already have their negative drawbacks for their use.
Thoughts?
Since I mainly take the Mori to equalize against the power of the 5th Perk (Comms) provided by SWF, I've no problem with this. I don't see them implementing it, but it would certainly address my concern. I don't want to lose the only effective tool I have against Comms.
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@Kyxlect said:
Just a small suggestion requesting that BHVR add titles to SWF Survivor's like "Group 1, Group 2". Why?
Well, when I play Killer I tend to look at Survivor profiles to determine who's an SWF and who isn't so I know who to go after first but after crossplay was enabled this became complicated because you could add friends from consoles and there's no way for me to determine that since they're not gonna be listed in your steam profile.
This could also assist in determining whether or not you'd even want to play against that group of Survivors.
There are ways to tell. If I go into a lobby and the ENTIRE team appears at the same time, I've found this directly correlates to them being a SWF group. You can often tell by the load out they bring too. Sometimes they are open about it and all look the same and/or have matching outfits. I don't really have the patience to check their names and all that jazz. If it looks like a SWF to me, I assume it is one. Whether or not I stay or leave prior to the game starting is a toss up, depending on how I feel.
I will never "disconnect," and play every game to the bitter end if I start it. However, I reserve the right to change my mind and leave the Lobby if I don't like the look or smell of what I see. I've also seen Survivors in there that I've run into before that were profane or salty to me. Why would I toss them another game?
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@Mekochi said:
This isn't all, just the ones I've seen. If someone isn't being toxic but being a good sport, why do you feel the need to tunnel them off hook with a Mori? Like what did they do wrong?
Edit: Wording
It depends. You have to understand that the Mori is a "tool" that Killers bring to deal with certain issues. It isn't our preference. We don't earn as much points when we Mori someone. The maximum hooks is three per Survivor. A Survivor taken out early loses us the chase time, the downs, and the hooks. That being said, there are times when it is necessary. In this era of the SWF, I bring a Mori quite frequently. I don't always use it. I can't tell you how many times I've had someone ask me why I didn't Mori when they see my build. I'm like, "I didn't need to do it this game."
But when I'm facing a SWF with perfect coordination, doing a serious Gen-Rush, I'm going to reduce them to 3v1 as quickly as possible just to balance things out. A Green Mori works just as well as a Red for this purpose. Sometimes I see one "superstar" carrying the whole group (and often I find it is some Red super Survivor at the end) and I Mori that person with extreme prejudice because cutting the head off a snake is a thing. I Mori for tactical reasons.
The long and the short of it is that most Killers who are no longer potatoes (I don't have the balls to call myself good yet, mediocre maybe), understand that Camping, Tunneling, and the Mori are specialized tools which get used for specific reasons. No two games are alike, and you have to be ready. A carpenter doesn't go to a job carrying one type of screwdriver, hammer, and saw. The Mori is just another type of screwdriver for a very special situation.
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@honestscript said:
That way when I get tunneled and killed within the first 5 minutes, I'll at least get double BP's for the little amount of work that I was able to do.
Instead of "wow, there's no point in playing this round".
I'll be like "Challenge accepted"
I'd much rather see this than make the Mori worthless. I have no problem giving the Survivor who went out screaming a consolation prize. Leave the Mori as it is and give them something of a golden parachute, i.e. thank you for playing.
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@Azarath said:
It's been a week or so since the glitch was found, how has it not been patched? Are the devs really going to wait until the next big update to push it live?
I don't think it is a matter of the DEV choosing to wait. Sometimes what seem like "little" problems require big fixes. I assure you they do not enjoy listening to us complain about the Hungry Hill day in and day out. If it could have been fixed with a simple tweak, it would be done already.
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@Volfawott said:
I've always held the opinion that if your team gets completely wiped by a killer using no one escapes death when that killer couldn't even get a single down before your team is probably not as good as you think it is.
Even with that boost there is no way a killer that bad should get an entire team wipe
If the Killer wipes an entire team during the End Game Collapse... those Survivors stink.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1578687#Comment_1578687
First point is a lie. Or at least, it only applies to full SWF parties. Even running Detectives Hunch or Small game you will waste too much time an probably not finish the gens, and that's assuming the killer actually HAS noed. If they don't... You are throwing the game for nothing. There is nothing "easy" about denying NOED, which is why the only real counter is to just leave the poor teammate to die. Short form: cleansing totems will kill your team more than save that 1 person.
Second point... Still isn't fair. You shouldn't ever be able to equip a perk that forces your opponents to complete a second objective, much less one that is as brokenly stupid as totems AND that doesn't even give a notification as to whether or not you have the perk.
Third: Genrushing isn't a thing, or at least it's not a thing the absolute significant majority of the time. How many teams have you gone against in the last week with multiple Prove Thyself, Resiliance, BNP and who left their teammates to die in order to finish gens?
Well to quote Ash, "Buckle up." Because after the new Killer is released and those Perks start to circulate, doing Bones is pretty much going to be mandatory. The game designers always assumed people WOULD be doing Bones. The unintended consequence of the Gen-Rush, i.e. the Totems were not consequential enough, probably caught them by surprise. So they are making sure you understand it is important now.
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@kingoftheirish1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1578396#Comment_1578396
The speed boost doesn't hurt.
That's true. Scratch Mirror Myers needs all the speed help he can get.
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@HittingOnHook said:
https://forum.deadbydaylight.com/en/discussion/comment/1578397#Comment_1578397
what? nope you cannot have ~100 perk slots in custom games
Ah, I thought you were suggesting unlimited selection, not everyone having all Perks. That would just be silly.
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I often take a Mori into a game and never use it. To me they are just a tool, i.e. for when I run into SWF that are doing crushing Gen-Rush with perfect coordination. I will absolutely kill immediately to slow things down and even the odds. Sometimes I use the Tombstone Piece as Myers for the same thing. I'm happy to say I don't have to do it all the time, because it costs me points and makes it harder to earn a Pip. But sometimes you just have to adapt to the META (which is SWF) and do what you gotta do.
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@HittingOnHook said:
(excluding HEXs that cause conflicts with number of totems, and optionally disable NM)
I believe it woul be super fun ^.^ and easy to implement!
That already exists. It is called "custom game" and you can play it anytime with your friends.
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Someday I want to play Spooky Myers with Haunted Ground AND NOED just the laughs to get a middle game auto-down and end game auto down. :)
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@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1572944#Comment_1572944
This is not a counter to swf and you don't know yet if the new perks gonna work. Puting the new perks on, killers sacrifacing more powerful perks than totem perks. It's a risk.
Plus the survivors have perks and items to counter totems easily.
It isn't the method I would prefer no, but I'm not an expert. They do this for a living, so I'm going to give them the benefit of the doubt and see how it goes. In the long run, I'm pretty confident that group play versus solo play will have to be separated.
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I think this idea has potential. I think the Killer, lets call him Gordygone Spleenripper, is some kind of faerie tale monster that looks like a small goblin (Redcap) normally but explodes into a hideous, large monster at the right time. I think he should be able to teleport through existing Lockers, going in one and be able to come out another. We have other Killers that teleport around, so I don't think the code could be that hard. The power should also give it a sort of Head On attack where it explodes from a Locker and can either grab (short range) or slash with its claws (lunge). Other than that, make it a standard M1 Killer at 115% that shrinks down into goblin form when it goes into lockers (cute animations) and grows into large grotesque version of itself when it comes out. That is enough of the base power, let's call it Closet Monster.
Perk-1: Forbidden Knowledge
The goblin knows what's in your heart and in your pockets. It automatically knows all secret Offerings. At Level-1 It knows the Add Ons of two random Survivors, At Level-2 it knows three, and at Level-4 it knows what all four Survivors added on.
Perk-2: Unseelie
The goblin can invoke Unseelie magic, and like Hag, places its cryptic marks on the ground. Those that touch them lose any items carried and its add ons. The lost items are teleported inside the Chest in the Basement which is normally empty. If there is no room for more items, the mark won't work again until there is room, i.e. someone clears a chest. At Tier-1 of this Perk it uses the one chest in the basement. At Tier-2 a second chest appears in the basement to steal more items. At Tier-3 a third chest appears. The marks, like Hags, can be destroyed with flashlights.
Perk-3: Widdershins
It can cause proxy versions of itself to be walking around (complete with fake auras and terror radius) on the map. These monster Bots will emerge from Lockers nearest Generators being repaired and run toward them as if to attack and will follow/chase the closest Survivor. They last for 20 seconds. At Tier-1 there is one monster, another at Tier-2, and three at Tier-4. So it is possible to have four Gordygones running on the map creating confusion.
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@TreSen said:
https://forum.deadbydaylight.com/en/discussion/comment/1575463#Comment_1575463
If I see a hidden offering from the killer, you bet your ass I'm force-quitting on the loading screen.
Why? The Mori? Please. Killers don't disconnect just because we see keys or four tool kits. Grow a backbone.
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You never got taught the maxim, "you catch more flies with honey than with vinegar?" If you wanted the DEV to pay attention to our comments, you shouldn't not have written your essay or title in that way. I would 't listen to you either if you insulted me.