MrLimonka
MrLimonka
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- MrLimonka
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1674891#Comment_1674891
Really? If you say so...
https://forum.deadbydaylight.com/en/discussion/comment/1674864#Comment_1674864
Okay, i give you the benefit of the doubt. How is the new Ruin stronger then the old one?
If you know which gens are being worked on, you can apply pressure and nullify all progress on them. The regression speed is huge, and you don't have to waste time to kick them. If you hook/down someone, a survivor doing gens has to make a difficult choice - keep working on the gen and possibly let their teammate down, or help them and leave the gen to regress. Old ruin just made the gens speeds inconsistently longer. People complained because new ruin actually needs some input from the killer side
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674898#Comment_1674898
I can show you the thread I opened in 2019, demanding that DS go back to 3 seconds at the same time as Enduring was nerfed, unless you think I opened the thread for just such an occasion and that everyone who replied in it, as well as everyone who's confirmed what I've said in this thread, are all in on a big conspiracy to trick you.
Sorry to say this, but I think you are the one who thinks that there is a big "dev bias" conspiracy. If you said the devs said what you said, then I want to see the exact source. If you can't provide, too bad. I won't believe you...
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674864#Comment_1674864
You can be sure if you were there. Also, you're trying to retroactively excuse this display of bias by imposing your reasoning onto an action that the devs themselves justified in a different way. That's not gonna work.
Well I can't take your word for granted if you can't provide a source. I might as well say I am secretly the CEO of BHVR. Would you believe me?
And if you think balancing the game is "bias", because, like I explained, DS needs a 5 second stun to work properly, then I'm glad you're not a game developer..
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1674860#Comment_1674860
Oh yeah, Ruin is so strong, that survivors don´t even bother searching for it.
If you have at least two braincells and know how to utilize the perk, then yeah, it is strong - much stronger than old ruin. And if you think survivors do not search for ruin, then please get out of green/brown ranks.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1674534#Comment_1674534
So you asked for examples and then dismiss them...
Okay then.
I didn't dismiss anything, buddy.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1674566#Comment_1674566
Cant find source either, but this was their reasoning.
You can never be sure without a source. And even then, like I said, this was done for balancing and consistency reasons, not because the devs favor one side or another.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1674584#Comment_1674584
Because you do not wish to believe it is your right sure, but if you wish to verify, then you can go look at the dev notes and responses when they changed DS most recently. DS was originally the obession could use it as soon as they got picked up but not after a hook (this is just before the change) and anyone else running DS had to wait 30-40 percent of the wiggle bar (and thus not able to really use it in most cases). complaints kept coming in during this time along with the complaint that the survivors were complaining that the killers knew they had DS as it acted like ALL OTHER survivor perks and basically made you the obsession.
Devs changed it to give less of an extra chance to become the obsession thus masking who the one(s) with DS really was. this change also changed the obession to the one that USED DS last. (please note people were also wondering if you could have multiple rancor kills and it was confirmed that you could). During this time there were some other changes made I don't remember if it was a chapter patch or that patch where DS was being affected by enduring and at 3 seconds, thus giving survivors less than a second to get out of the way. At this point devs originally buffed ds' stun time to 5 seconds and left enduring affecting it, people complained this didn't give anyone any time still to get away so they removed enduring's affect on anything but pallet stuns.
you can do your own research and find it, me? I don't give a damn if you believe multiple people telling you that is how it happened. but it was sometime early-mid 2019 that this change occurred.
I think you do give a damn after all if you decided to write this essay for me. I appreciate it, but I already knew all of this info :/
My question to Orion was if he could provide specific quotes or a video fragment from the devs saying that the changes to enduring were "explicitly caused by DS".
And I don't really think 2 people is "multiple" people. Is it?
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Current ruin is much more powerful and more consistent than the previous one. And even then, it was not a nerf, but a rework
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674566#Comment_1674566
No, I don't know which stream it was.
Your point does not stand. Those were the devs' words, their justifications for the DS buff and Enduring nerf. It was a blatant display of favoritism, nothing more.
It's the little things like this that make people believe the devs favor survivors, not the (completely irrelevant) number of nerfs.
If you don't have the source, then I simply do not believe you. As simple as that...
I guess the stream was over a year ago. If it even happened, that is. And I really doubt you remember the exact words of the developers.
Game balancing is not favoritism.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674552#Comment_1674552
The proof is the devs' literal justification for buffing DS. I'm taking them at their word.
Can you provide a source?
And my point still stands. 5 seconds is fully appropriate for DS.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674540#Comment_1674540
Wrong. Here's the timeline, starting with when DS was released:
- DS released.
- DS buffed and nerfed a few times, ending with the current version, but with a 3-second stun.
- DS buffed to 5 seconds explicitly because it was too weak with Enduring affecting it.
- Enduring nerfed to no longer affect stun perks.
- DS remains at 5 seconds.
This, to me, was the most blatant display of favoritism in recent DbD years (not that there are many of them).
Where is your proof for point 3?
Besides, with or without old enduring, 3 seconds was way too little. 5 seconds is the fully appopriate duration of the stun, considering you waste around 1 second of the stun as a survivor when the drop animation is happening. This lets the perk work as it was intended and lets you get some distance instead of getting downed 5 seconds after using it.
Simple balancing. No favoritism.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674534#Comment_1674534
DS and Enduring. The number of buffs and nerfs is irrelevant if there's a big gap between them.
At the time when enduring came out, the only way to stun the killer was to throw a pallet at him. The devs only had pallet stuns in mind when they were creating the perk. DS came later, and no wonder they removed the enduring effect on it after some time - for consistency reasons. This is just simple balancing, not favoring in any way.
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Can you provide ANY examples where BHVR favored survivors? Any at all?
The devs have been constantly balancing the game, and now killers have a have a much higher chance of winning compared to previous years, where you could have 2 pallets at the same loop, infinites, exhaustion recovering mid-chase.. but you still complain about BHVR favoring survivors? In my eyes, there have been more killer buffs than survivor buffs.
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It's the only reliable anti-tunneling measure. If the devs were to nerf it, they should just make it base-kit, with a small buff to killers to compensate. Survivors will keep using DS as long as proxy camping and/or tunneling are common tactics.
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You can check out this build:
Self Care, Botany Knowledge, Desperate Measures and a 4th perk of your choice.
It's basically a free permament med kit if you are healing yourself, not to mention you will also heal others much quicker.
If you don't want to spend 3 perk slots, though, then I would use Inner Strength, or you could simply use up your medkits in your inventory
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This is a very good idea - the chasing condition is important here.
Sadly, the entitled killer mains will tell you that this is "abusable" without any explanations, while it is obviously not - pretty sad..
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It's the 2020's - maybe a Roaring 20's theme?
I would really like to see some classy 20's outfits - both for killers and survivors
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I mean, it definietly would make the game scarier and more interesting, but at this point it would not be possible. The game would have to be rebalanced from the core to implement something like this.
Alternatively, this could be a special gamemode..
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See you next week.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1667287#Comment_1667287
Funny, you just described literally every hex perk for killers, along with NOED, Blood Warden, Remember Me, Corrupt Intervention, Rancor, and Enduring/Spirit Fury after the first use against competent survivors
Yeah..? What about it?
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Deathslinger is fully ok. He doesn't need any changes..
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1667268#Comment_1667268
Yes, and you have a chance of the first totem you cleanse being Undying as well
2 stacks of distortion takes out either Undying or you'll already have the totem cleansed by the time the next hex is cleansed
I'm not sure. Undying shows auras near all totems, even the dull ones. And the probability that the first totem you see is undying is 20%.
Not really worth it in my opinion. You are practically playing with 3 perks for the rest of the match after cleansing any totem. Maybe if distortion had ways of regaining stacks, then it would be an alright idea..
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Yeah.. except you will lose 2 of your 3 stacks of distortion while cleansing one totem. Really useful indeed.
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1667021#Comment_1667021
Not really since it’s a full minute. You can easily chase another survivor - get them hooked go kick a gen and pick up a survivor and that survivor can still have DS
Then I'm all for making DS a true anti-tunneling perk. Remove the timer and add different conditions, like deactivation on interactions and hooking another survivors while not slugged.
@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1667021#Comment_1667021
"the killer can play in a way so that ds is never used in the match" Like you mean letting them get ballsy saves and slugging so that they can use it in the endgame? Like if a survivor saves another survivor and they both have ds what do you do? let them go? Seems pretty dumb ngl. Thats the issue most killers have, not the fact they can't tunnel, but the fact is punishes killers for not tunneling because if they use it endgame thats a free escape. Also 6-8 pops can't actually compare to even 2 ds, let alone 4. And the fact that there's an obession or not makes you change your playstyle should tell you about the perk.
How do you get ds'd two times during the endgame collapse? Before the unhooked survivor has time to run away from the hook and heal so that he can even attempt saving another hooked survivor, the DS timer will go down in no time. IF the survivor has DS in the first place.
And the fact that an obsession is in the game or not should not change your "playstyle" in any way. You're just admitting that if there is no obsession killers will mostly tunnel without any worries. Truly makes you wonder why survivors equip the perk so much.
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That's the point of plague though?
You either infect everyone and everyone is easy to track and down in one hit, or everyone cleanses and in turn you have a very powerful tool to down survivors. No changes needed.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1650558#Comment_1650558
DS can be used 4 times per game. and since they keep nerfing killers and their perks it makes a us vs them.
Mori's are going to be reworked only after being nerf'd alrdy and the devs cant even fix the balance.
Mori's should only be looked @ when they balance survivors, its a 4 v 1 soooo logically killers should be stronger then a single survivor but they arent in this game.
No, DS can be used one time per player. And you only get to use DS if you're getting tunneled or if you're playing ballsy. So the truth is, even if all 4 survivors bring DS, the killer can play in a way so that DS is never used in the match.
And we were not talking about moris at all. Why bring them up? If you think they are fair because "mUH bALancE" then you are just an entitled killer main who wants to win every single match. It's not what multiplayer games are about. Cheers.
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Do you know what a "power role" is?
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Yeah, I'm not so sure about these builds..
Huntress lullaby is a worthless hex, not to mention it will lose all stacks if it respawns with undying
Most people on red ranks will hit the skillchecks anyway, even if you get huntress lullaby to 5 stacks (which is rare)
Overwhelming presence also won't work half of the time, because asleep survivors are not in your "terror radius"
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You have to buy a better gaming chair
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How can you get offended by a username? Geezus
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Some people would just DC to purposely de-pip, go to higher ranks and then they would smurf, that's the real issue
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1659748#Comment_1659748
Not really. If the unhooked person bodyblocks, they'll usually be led to a strong pallet or loop. So, if you down them, they'll probably have DS, thus you need to ignore them. Which gives them time to crawl to a pallet. Rinse and repeat for four survivors it's really tricky to actually manage. Especially on a non movement based killer.
How do you bodyblock AND go towards a strong loop at the same time? Does not happen very often.
And if you get hit by DS, it's entirely on you. You, as a killer, decide if the survivor gets to use DS or not..
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Just don't go after the unhooked person?
If the unhooked person tries to bodyblock and they purposely run to you, just wait the BT timer out?
It's so simple.
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@Jyn_Mojito said:
https://forum.deadbydaylight.com/en/discussion/comment/1658544#Comment_1658544
Lol, this advice sounds harsh but there's wisdom in it! I play mainly survival/psychological horror games, and I will tell you I can't handle it 24/7. There's only so many jump scares, so much drab color pallets and melancholy soundtracks I can expose myself to before I get depressed.
When that happens, I go play something upbeat and colorful. Not everyone needs a break, but I know I do, and no judgment if you do or not. We all love games and should support each other. If any of you ever need to talk or are in a bad place, this is an invitation to have a conversation with me.
Gaming and psychology are very well linked, developer's have got our number and our wallets. One book that you might find helpful is by game game designer Jane McGonigal, called SuperBetter. Great theories, but nothing you can really practice with DbD.
Hm, survival/horror games are meant to make you scared/emotional, though. They usually have complex lore and very immersive atmosphere. They are also mostly singleplayer games.
But DBD? Let's be honest - it's not scary at all. An entirely different genre. It's a simple multiplayer competitive game. And I think it's stupid to make a fuss or feel bad after losing a match. If you feel bad with losing, then competitive games are not for you.
The book sounds interesting, though, might check it out
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@cacao1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1658591#Comment_1658591
Not sure about that one. If the survivor does anything productive it would be deactivated but if you slug the survivor first and THEN hook another that means that first of all you did "tunnel" the first guy.
Hm, then maybe if the survivor is slugged, DS will never go away, but if another survivor is hooked while the person with DS is up, then it will deactivate
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1658607#Comment_1658607
Why not this is a complete new Perk Idea
There shouldn't be perks that directly take away points, that's so stupid..
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No.
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It should also deactivate after you hook another survivor, then it will be perfect
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I did meet one like a month ago. He was lag-switching and whenever he was downed, he just vanished and teleported to the other side of the map, then he picked himself up. Nasty stuff.
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If your mental health is at risk because of a video game, then I think competitive games are not for you. Try playing Animal Crossing instead..
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I mean technically, moris were even worse back then - you could mori survivors right after you downed them.
I fully agree though. I don't understand why after 4 years of game development moris still exist in the current form.
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30 seconds is way too little.
With the 90% slowdown, I would go as far as to let the survivor decide when to deactivate the status effect, because you're practically useless in the game while it is active. Maybe it could also automatically deactivate when another survivor is hooked, though. But overall, a pretty good idea
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And vice versa.
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1651691#Comment_1651691
Actually they’re quite similar - DS being the stronger of the two by far the momentum change it can cause and 4 survivors use it -
Just because two perks are strong does not mean they are similar. Not at all.
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/1650558#Comment_1650558
Everyone is "losing their minds" over Almo's statement regarding the CHANGES TO POP GOES THE WEASEL, and how the statement "The [Player] has too much time to do other things while it's active" applies just as easily to Decisive Strike.
This conversation devolved into us-versus-them like it always does, because this community has repeatedly shown itself to be filled with the most toxic asshats I have ever seen in any community before. Frankly, I'm sorry for the poor developers who have to deal with some of the bullcrap on these forums, and I feel bad for all the baby killers getting their collective skulls smashed in by the obvious power role in the game, despite everything in the lore stating otherwise.
Am I salty that I've been getting creamed by toxic SWF console players all night? Yes.
Is my statement true? Yes.
Like I said - DS is a one time use, PGTW can be used up to 11 times in a match. So it is quite obvious to me - the timer for DS should be longer than PGTW. People who complain are exaggerating.
Besides, you can't really compare these two perks, because they are very different, it's like comparing apples to oranges
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Tbh, I don't see people DC'ing that often anymore.
If anything, I'd add that people DC usually because there is a mori in the game, or when the killer brings overpowered addons.
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It's a nice idea, I don't see any ways this could be exploited.
Would window/pallet grabs still work if BT is active, though?
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You can use PGTW multiple times, while DS can be used only once.
45 seconds is more than enough to kick any gen, so I don't really understand why everyone is losing their minds.
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If you use the perk saboteur, you will see auras of hooks when a survivor is being carried - it really helps you to choose which hook to sabo. If there are many hooks in one area, then I wouldn't bother saboing.
The best way to sabo without being hit is to hide around the nearest hook and sabo as soon as you see the killer go towards it. You should be able to destroy it before he gets to you.
And a good sabo build is: Breakout, Mettle of Man, Saboteur and Empathy. Works pretty well, if you want to take hits
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@catnip18 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650432#Comment_1650432
Still unable to read, not worth my time so im done replying to you, should have picked up on the fact that literally noone else was replying to you.
https://forum.deadbydaylight.com/en/discussion/comment/1650442#Comment_1650442
I like this advice, breaking chases vs survivors that felt unwinnable really helped me a ton originally. They tend to send their best looper to get your attention, if you ignore their bright nea and go for their objective doers it makes it a bit less frustrating
Well, you were the one replying to me. You are not very bright, are you?
Try to put your gray cells to work sometime, will you? Logic is important, trust me.
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@catnip18 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650415#Comment_1650415
=( you still missed the point, where I said clearly even winning vs them isn't fun, but thanks for congratulating me on my reading comprehension skills, one day maybe even you will have them too!
And you miss the point that if you get better, you will beat SWFs more easily and then you can "have fun". Reading comprehension gives nothing if you can't apply logic :(
And watch out - big shocker incoming - having fun is SUBJECTIVE. Some people lose and still have fun. Some people win and don't have fun. Alright, buddy?
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@834r_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1650403#Comment_1650403
Yea, no. Trust me I've tried to play around it. But against a solid swf team there is literally nothing you can do unless you run the full meta build. Then you might have a chance, but it's just too much stress to work with...
I understand. But the "sweaty" SWFs are a very big minority. If you're on PC, you can usually check the number of hours the survivors have. If they have 1,5k hours on average (or much more hours than you have anyway), then I fully understand if you wanted to dodge that. If not, then I would take my chances and try to beat them