MrPenguin
MrPenguin
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- MrPenguin
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I think by "normally" they meant "play normal Myers not a whole different playstyle".
But they would complain no matter what don't let it bother you.
Like I really dislike Myers, including mirror Myers, but I've never wrote anything to anyone about it in post game. They'd probably complain if you killed them with no add-on clown.
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"we will let you double hook and get max bp."
I've had plenty of survivors bring in streamers and genrush out with maybe around 10k points each.
I already don't tunnel so its their loss, I made more points than all of them lol. But its not anyone's obligation to play different because of offerings.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2739300#Comment_2739300
So if you are a good killer and you sweat you'll win most times with no perks? That's still very killer sided.
No you'll win "sometimes" if you're going by Otz tweet, not "most of the time".
If both side bring their nasty builds, survivors generally have the advantage as only some killers can even bring anything that might compete with what survivors can bring in. A lot of that killer power also comes from add-ons which are limited. A lot of survivors strength comes from perks which can be brought in every game and items which can also be maintained or found.
Overall and generally the game leans towards survivors. from what I understand Otz is just saying don't give up on your matches because there's always a chance, if even a small one. I don't think he's trying to disregard survivors strengths. Its just survivors can mess up or just not be running as sweaty a build as you in that particular game.
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people heard "nerf" and ran for the hills, regardless of how impactful it actually was. Its not the first time and it won't be the last.
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2735052#Comment_2735052
The prophesy remains unfulfilled, they actually buffed pig, apparently
Also, didn't clown only get a nerf to Redhead's Pinkey Finger?
yeah my mistakes, I misread that change.
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Nerfs Nemisis and twins
Boons are fine though apparently.
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yeah, and they nerfed Pigs ambush add-on by half. They fulfilled the prophecy. -
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2734370#Comment_2734370
Do bear in mind that the Kill Rates for the last 100 games have been considerably higher.
I would wager that they'd be well over 2.5 because the first 100 games were extremely easy. Good teammates, okay Killers. Now it's good Killers, bad teammates.
Yeah bad teammates is a death sentence. Hope you're games pick back up soon :)
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"Kill Rate for my Solo Q matches is 1.43"
roughly same in my matches. I'm always confused by people complaining solo q is weak when its still stronger than most killers.
Totem number was a little higher than I expected tbh. Thank you for the data, always interesting to get records from other players.
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PC: Nurse
Console: Technically Nurse but controller is really rough on her, so realistically Spirit and potentially Blight. Although blight on controller is also ugh.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2728331#Comment_2728331
A reliable player is a good player. Because even if you know you are not good at one thing you can choose to do something else that you excel at. However, sometimes you might have to do some things that are uncomfortable (taking aggro, finishing a gen at 99% if someone got pushed off etc), because that is how the game works.
Right, but most survivors won't do that because they're not as good as they think they are. I'm not sure if you're agreeing or disagreeing.
They lack the knowledge of what to do or the awareness of when to do it, therefore they're not good at the game. You can circumvent getting them in your games by just choosing your teammates.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2728324#Comment_2728324
They are reliable players, big difference.
yeah like I said they're not bad at the game. Good players are reliable players. SWF lets you pick good players so you'll always have reliable teammates.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2728320#Comment_2728320
I don't tell my friends what to do. They perform things on their own.
then they're not "bad friends" because they're not bad at the game. I'll add that clarification/extra info.
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so basically most survivors are bad at the game and SWF lets you avoid that by choosing who you play with and if you're good at the game, you can tell your bad friends what to do. If they're not bad at the game you don't have to tell them what to do as well.
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Just pick it back up, franklins doesn't eat the item like before.
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Spirit. Her power doesn't get extra janked by controller the way the other top tier killers do.
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The number of times I killed someone by accident because I didn't know they were on death hook while streamers are up...
Feels extra bad when it happens to be the one who brought in the streamers.
There's a lot going on in a match for killer, there's not the downtime like survivors get. Sometimes the hook states get lost in the chaos.
Its not going to promote tunneling or camping at all, it only helps the people who are trying not to do those things not do them. I see only benefits for both sides here.
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Myers. His add-ons put GF's to shame. Amongst other things people already explained.
Outside of T3 Myers essentially always has no TR, GF is periodic.
Myers can stalk in the survivors face, GF gets countered just by looking at him.
Both suck at loops but at least Myers has extended lunge and faster vault in T3.
"(i’m not sure if Ghostface can stalk more than one person at a time)"
I'm pretty sure he can.
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@Sepex said:
And Killers can stare at a wall and not participate if survivors are being douche like.
Right, but the survivor that sacrifices themselves gets to move on to the next game immediately, the killer has to wait until the survivors give them permission to move on.
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"being able to trigger the end game collapse before all gens are done?"
This is the easiest solution imo.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2717960#Comment_2717960
Years ago about 1/5 killers give you the hatch. Now it’s about 1/100 or less
1/100 is still galaxies above how many survivors I've seen give kill in any non-farm/dc match.
Which is 0. In 4 years I have yet to see it once because the killer had a bad game.
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@Ssajbambusa said:
@MrPenguin The whole idea behind Scourge Hook perks is having 4 hooks that are stronger than the others, if you just make them bounce to the other hook once inactive or destroyed you might aswell do this a simple 'on hook' perks - which would made Pain Resonance absolutely broken.
Then just leave them as they are. Its the same problem if they respawn so lets not do that either if that's your opinion.
You can't always get to a scourge, its only 4 hooks on the entire map. Making them bounce or respawn would just stop them breaking just because you won a chase with a survivor that's dead on hook while you're near one.
Respawning does the same thing except now you don't even lose the hook. Its a better effect than moving the perk hook so your suggestion would also "made Pain Resonance absolutely broken" since its a better effect.
"if you just make them bounce to the other hook once inactive or destroyed you might as well do this a simple 'on hook' perks"
Why? No one said make it effect every hook or increase the amount. If you're gonna make the hook respawn once inactive or destroyed you might as well do the same thing then.
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we don't need more bandaid perks, the problem is the scourge hooks break is a fundamental problem with the mechanic. They should either respawn or move to a different hook at base. There's already only 4, they're already random, they shouldn't also go down in number just for using them if you get the opportunity on the wrong survivor.
Again, at base. There's only 4 perk slots, we cant run more baindaids, changes to base mechanics need to be made.
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Its map design and the speeds together. You can make the maps weaker to better fit the current speeds or adjust the speeds to fit the current maps.
They are just not matched to each other and fixing one should fix the other.
Additional objectives effectively slow down gens and makes them take longer, so they're kinda the same solution, just one is a lot more interesting than the other.
Spawns are eh. If they all start grouped they'll just split up immediately, so you'll gain the travel time but that's it.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2706897#Comment_2706897
No. They do not apply. It’s a multiplayer video game for adults, about murder. This is not real life and there are no victims. Also not that it makes a difference, but you misunderstand the definition you quoted:
“Bullying is an ongoing and deliberate misuse of power in relationships through repeated verbal, physical and/or social behaviour that intends to cause physical, social and/or psychological harm. It can involve an individual or a group misusing their power, or perceived power, over one or more persons who feel unable to stop it from happening."
The highlighted words are significant. In fact they’re the most important words in the definition.
Moving on:
Q) Is it also bullying when the killer to kills a survivor? What about hooking them? How about just hitting them?
All of these actions clearly match up to your definition of bullying too. Are you honestly going to tell me, with a straight face, that simply playing the game is bullying?
I have to be blunt here. You’re entitled to your opinion but that doesn’t mean there’s any validity to what you’re saying. Some people will play along with this lunacy, probably out of fear of being labelled “pro bullying” or some other nonsense, but the vast majority know how ridiculous the idea is.
Hitting an imaginary hook in a computer game is not bullying.
Clicking an imaginary flashlight in a computer game is not bullying.
Spamming a crouch animation in a computer game is not bullying.
Camping a player in a computer game is not bullying.
Killing a player in a computer game is not bullying.
Q) Also, how do you account for the fact that you’re not psychic, and have no idea of the intentions of the other player?
There are a plethora of legitimate reasons for all of these so called “bullying”actions that have nothing to do with trying to get a reaction, or being “toxic.”
So how do you define what’s bullying? If it annoys you, is it bullying? If you don’t like it? Would that not be you bullying other people by taking away their options? It sure sounds like it.
Maybe if someone only teabags 3 times, that’s acceptable right? How about 4 though…Yes 4 is the bullying number. Anything 4 or above is problematic.
Same goes for flashlight spamming. 3 clicks maximum if you’re just doing it for fun. 4 clicks or more is bullying territory and should be a bannable offence.
Don’t even get me started on hook hitting. If you hit the hook even one time, you’re a big fat bully. Why else would you do it? You’re clearly engaging in an ongoing and deliberate misuse of power in relationships through repeated verbal, physical and/or social behaviour that intends to cause physical, social and/or psychological harm.
Come on now, enough with this lunacy 😂
I didn't misunderstand anything. It is ongoing and deliberate, in that match. Just because its a shorter time span of bullying doesn't make it not bullying. Now we put that on repeat for multiple games and the killer is getting bullied for most of their playtime.
"simply playing the game is bullying?"
No. Going out of your way to do something with little to no gameplay benefit just to frustrate another person is. Tbagging for example has no gameplay benefit and actively detriments you as you're in one place the whole time when you could be moving forward. Clicking slows you down considerably. Not to mention when they do it at the gates just to rub things in and waste the killers time for no reason but to be toxic.
"3 clicks maximum if you’re just doing it for fun"
Your fun at the expense of others is kinda the problem.
"Maybe if someone only teabags 3 times, that’s acceptable right?"
Nope, any kind of t-bagging sole or majority purpose of being a jerk is toxic. It can be more or less toxic depending on the number of times sure, but it still is.
Hook hitting once to stop the scream isn't toxic. Anything past that is. The scream can be loud and you literally right next to them when it happens.
"how do you account for the fact that you’re not psychic"
I don't need to be psychic to know what clicking at the pallet or the exit gates right before you leave means. Its a widely accepted and known gesture. Do you need to be psychic to understand a middle finger? No, you don't. Its a universal taunt or a sign of disrespect.
" legitimate reasons for all of these so called “bullying”actions"
Not really, I already went over this point in my other posts on this thread. I suggest you read those if you haven't. They're more detrimental and ineffective than not.
In the vast majority of cases, its just to be toxic.
Ah yes, I'm clicking and t-bagging to get the killers attention after I just stunned them and I'm safe on this side of the pallet. Or how about when I'm at the exit gate and just waiting out the EGC to see them one more time. C'mon guys I just want the killers attention so they can chase me.
Come on now, enough with this lunacy 😂
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708535#Comment_2708535
It's useful because it lets you know a survivor wasn't on a gen for 14s, therefore it means you've got gen pressure by doing absolutely nothing. Boon notifications are like hex explosion notifications, you use them for information on survivors whereabouts.
"Boon notifications are like hex explosion notifications, you use them for information on survivors whereabouts."
Sure make the boon notification show where it is and it'll be closer. Right now it doesn't tell you jack. Yes somewhere, on the 5 totems on the map, 1 of the 4 survivors are and they put up a boon.
Cool now go waste your time hunting around the map while the gens get done as there are 4 survivors and 1 killer. Oh you found the boon? Ok well the survivor left that area, you're gonna snuff it? Ok cool now when you leave and find someone, the other survivor will put it back up.
Oh there's 3 boons? Well, idk just let them heal I guess.
Killers should break the totem at the least.
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On any indoor map or any map with a strong main structure that has a totem spot it can be a problem. Most main structures are strong and have a totem spot.
So it has the potential to be really strong in a lot of scenarios, it just depends on the survivors using it well. A totem on a random corner isn't gonna help much with SS.
Also kinda depends on the killer build, if it has a lot of aura reading it can mess it up.
On a map like shelter woods its trash though, but that's also the minority of maps.
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"SHOULDN'T SNUFFING A BOON BREAK THE TOTEM?"
Yes
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@psionic said:
- Unbalancing between perks (on both sides, but the survivor's meta perks is deeply oppressive against almost all killers)
- Unbalancing between killers (strong killers, weak killers)
- Map design/resources (matches finishing without survivors using 1/3 of the pallets, that's really an issue for me)
These. I'm just gonna tack on gen speeds to #3 because the two are linked. Gens are too fast for the way maps are designed and vice versa.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2706314#Comment_2706314
It’s not bullying though, that’s the point. DBD a computer game. Clicking an imaginary flashlight or spamming a crouch button is not bullying.
People should try and learn to deal with it in a different way because at the end of the day, they are the only ones who give it power. That’s the healthy approach, and it will spill over into other areas of their lives too.
Verbal abuse is a different story entirely. That’s actual bullying. Not hitting an imaginary hook in a computer game about murder.
Bullying definition from the national centre against bullying:
"Bullying is an ongoing and deliberate misuse of power in relationships through repeated verbal, physical and/or social behaviour that intends to cause physical, social and/or psychological harm. It can involve an individual or a group misusing their power, or perceived power, over one or more persons who feel unable to stop it from happening."
All these apply to the situation, especially the social and psychological aspect. How does it being online change things at all? There's plenty of cases of bullying online.
This sounds exactly like what everyone is describing minus the physical aspect. So yes, it is bullying.
"It’s not bullying though, that’s the point." Your point is wrong and detrimental to addressing the issue.
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@Tiufal said:
If they get a 16s animation that resets if you stop, no problem.
there's 1 killer and 4 survivors, any killer action should take up 1/4th the time maximum, make it no more than 4 seconds.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704708#Comment_2704708
I don't really agree, but I'm honestly just tired of commenting on this thread. Not really... I don't try to annoy the killer with my flashlight when I'm trying to get his attention. I just want him to notice me. Sometimes this works, sometimes it doesn't. I'm not constantly running after him, lol.
Edit: Would be nice if the devs did something for those people.
Then go body block if you want their attention on you and off someone else, or try to chase trade, trying to annoy them is not the only way and its also the least effective as it relies on the killer being annoyed.
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Yes
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2702836#Comment_2702836
Whoever said that killers only do it at the end?
I guess when you can find the perfect scenario which fits your belief, it makes sense.
"shaking your head and sitting at a hook with a 1k at the end"
"Whoever said that killers only do it at the end?"
Literally you brought up the '"at the end" argument.
Flashlight clicking isn't a strat, body blocking and chase trading are. I already went over this, its not a double standard, click and t-bag have no gameplay benefit, camping and tunneling do. Clicking and t-bag actively detriment your gameplay just to try and be annoying. If you want to help another survivor in chase, clicking is not the way to go, go body block.
I'm using the same standard for both as I already outlined.
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@crowbarman said:
@Laluzi I agree that most t-bagging is probably toxic, but you correctly call out the strategic use cases where it can be a tactic to try to pull off a tunneling killer from a survivor (same for clicking). Sometimes it does need to happen. For example, I looped a killer for a long time and they chose to stay with me - didn't t-bag at all. But after 2 hooks he kept coming for me. The team really went all out to try to distract him, and in that situation I think it's fair game.
But intense t-bagging and flashlight clicking, let's say after getting a stun at the start of a game, is simply meant to annoy, and fits the definition of toxicity.
This is why I've generally said that it's not possible for the killer to be toxic, except for possibly some excess hook swings (which in reality doesn't imply much meaning, but whatever).
" Sometimes it does need to happen."
No it doesn't, they can body block and scratch mark trade out of LOS. Things that would actually directly help instead of trying to be annoying.
"Anyone saying they click to "gain the killers attention" is most likely being disingenuous as the grand majority of the time its done its at the same points they would T-bag and they already have the killers attention. There's also easy alternatives such as body blocking that actually put the survivor in a position to gain a significant advantage, not just be annoying."
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2702083#Comment_2702083
Then why do killers keep complaining about survivors using the same perks over and over?
Because those same ~6 perks are the strongest of the bunch so they get ran every game, that doesn't mean the others aren't good/viable.
CoH being game breaking doesn't mean other healing perks are trash, CoH is just that busted/strong.
Survivors have a ton of strong viable perks, but everyone just uses the OP ones or the closest they can get, that doesn't mean the others become not good/viable.
For a comparison, Nurse being uncounterable doesn't mean Blight isn't good. Gideon being stupid doesn't mean Haddonfield is bad for survivors.
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Remove the global sounds just for doing basic actions like hitting a survivor and the unnecessarily loud foot steps. Kit wise portals need to be closable and generally faster to use.
Change add-ons to be more around his shred than his portals. Make his undetectable add-ons actually worth running with a decent duration or rework them.
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@Mandy said:
I honestly feel that the word "toxicity" has lost it's meaning completely. Pretty much the only toxic thing is insults/slurs in the after game chat.
Camping/tunnelling/tbagging/flashlight clicking is not toxic...these are things in the game.
And whilst you don't believe people are banned, if you saw how many messages that moderators get, and how many posts we have to delete due to people trying to appeal or complain about their game ban publicly, you wouldn't say that. Hate speech is bannable - they are temporary bans that do not show on their profiles (referring to Steam profiles here), consoles have their own methods for dealing with hate speech, as there's no in-game chat for these platforms. We do allow a certain amount of "smack talk" which is inevitable in only games, things like "gg ez" "baby killer" "noob" "learn to play" as well as swear words are not bannable, these are part of online multiplayer games (and yes people do report these type of comments).
" Pretty much the only toxic thing is insults/slurs in the after game chat."
Coming from someone with pretty thick skin who rarely ever gets bothered by these actions, I disagree with that statement. Something toxic is something done for the sole or majority purpose of insulting or degrading another player with little to no gameplay benefit.
"Camping/tunnelling/tbagging/flashlight clicking is not toxic...these are things in the game."
Camping and tunneling yeah those aren't toxic, tbagging and flashlight clicking are. Camping and tunneling are actual strategies employed to try and gain an advantage and while can be done out of malicious intent, aren't necessarily nor majorly done for that purpose. T-bagging actually is a disadvantage as you waste time in one spot, and flashlight clicking slows you down, both are just done to annoy the other side or rub something in their face ala "hahaha look I'm at the other side of this pallet and you can't hit me" or "hahaha look we all escaped". As you have already seen in another thread, flashlight clicking can also have negative effects on certain peoples health.
Anyone saying they click to "gain the killers attention" is most likely being disingenuous as the grand majority of the time its done its at the same points they would T-bag and they already have the killers attention. There's also easy alternatives such as body blocking that actually put the survivor in a position to gain a significant advantage, not just be annoying..
"We do allow a certain amount of "smack talk" which is inevitable in only games"
Honestly this one I kind of understand, however:
Maybe you should allow a little less? You have a chat filter that filters out much more mundane things, I don't see why you can't add in "ez" and "baby killer" which are insults which you listed as toxic in your first line. As people in charge of the game and its chat, you are in charge of how the players interact with each other as well to a certain degree, if you allow these things then by your own admission you are allowing toxicity.
I'm not saying ban them off the bat or outright, but if you have a consistent repeat offender, you should at the least give them a warning and if they don't improve chat ban/restrict them as they are overly contributing to the hostility in the game. Its not so much "they said this thing" its "they said this thing over and over again to multiple people and are being more a negative influence on the games community and their interactions rather than positive."
Other online games do this, so that's not really an excuse.
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Pretty much same as yours OP.
East U.S. crossplay on
My killer ques are always quick, my survivor ques at the best times equal my longer killer ques.
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"is it really just their starting perks?"
yup.
The only other things are how loud they are when injured and how noticeable they are. Both are not really intended, just a byproduct of voice acting and character design. All survivors can also just use Iron Will to make the sound 0.
So like, Jeff is super loud while injured but Ace is really quiet, meanwhile Claudette and Adam blend into the generally abundant darkness much more due to their design as long as you obviously don't choose bright cosmetics.
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If I had to pick 1 it'd be map balance/gen speeds. They are not matched up for each other. Maps are too safe and have too many pallets for how fast gens get done and vice versa. It just 2 safe pallets into safe loop, into god breakable wall, into 3 more pallets, into shack, into a jungle gym, ect. ect. meanwhile gens are flying. The overwhelming majority of the maps are survivor sided and the new maps aren't getting any better nor are the map reworks actually helping in most cases, but instead both new and reworks are making the problem worse.
Pile on top boons, toxic survivors, lackluster/weak killers besides like 3 of them, overabundance of strong second chance perks, grind, unneeded nerfs, needing add-ons to be viable while survivors just have perks they're guaranteed every game for free, and killers that need buffs still getting neglected.
Its just exhausting. The killer experience is so frustrating and even if you do put up with it the survivors are still much stronger. What's the point?
Meanwhile as survivor I can just hold M1, hold W, safe drop pallets, and will most likely escape.
The only reason I go to killer every once in a while is because boy does survivor get boring doing just that. Then the killer problems send me right back or into the arms of another game.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2698864#Comment_2698864
Okay then.
When I say anti loop no mobility, I mean a killer who has the majority of their power be anti loop without mobility. I included Demo in the list due to the fact that about 2 people use his portals. If you wanted a different option, Pyramid Head clones.
Does this help? When I say anti loop no mobility, please keep all four of those words together. Don't split them into two seperate categories, because that is how you manage to completely misunderstand everything I'm saying.
I don't give a ######### if the killer has anti loop provided it isn't all their kit has. As I've said many times so far already. I've used Blight as an example of a killer I enioy facing the majority of the time. Spirit I honestly don't mind anymore. Nurse is amazing when I see her. I don't care if they have anti loop, so long as they have mobility too.
Though if it's exclusively hypermobile I wouldn't complain, but they wouldn't be top tier like that because BHVR have decided to bring back incredibly strong tiles and masusveky encourage hold w pre drop don't stop and suffer.
Ok gotcha. You were being more specific than in a usual conversation.
What I got was: "please don't be another anti-loop killer" "I don't want another Anti-loop no mobility killer", ok so you don't want anti-loop and don't want no mobility, so all that's left is mobility, a time sink like Pig boxes or Pinhead box, illusions like Freddy and Doc, or something brand new. Having anti-loop specifically listed twice also made it seem like you were really against it.
Whereas what you meant was "I don't want another killer who is specifically both anti-loop but is also not mobile and that's it. But anti-loop is fine as long as they are mobile/interesting." Just a little bit of extra info would have gone a long way.
Now that that's cleared up, yes I agree with your sentiment, I also don't want another Slinger or Trickster. Something more spicy would be appreciated (and hopefully viable).
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2698838#Comment_2698838
I know that a good blight also shuts down loops um??
I don't consider blight anti-loop no mobility. Because, you know, he has mobility.
And no, not necessarily just ranged. Slinger is semi-ranged and I don't want another of him either. Nor do I want another Demo clone. I'd take another Blight because his anti-loop isn't his entire kit.
I'm not sure what you're asking for.
Your title and OP make it seem like you just don't want anti-loop, which is a detriment to the killer. Yet your response makes it sound like you're fine with anti-loop as long as they're mobile or have something else. Yet you don't want another Demo, who has his portals in addition to his subpar anti-loop.
Some clarification would be nice as you're not being exactly clear on what you're asking for. You just want a mobile killer?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2698819#Comment_2698819
I literally said in my post to make them closer to blight instead of Slinger/Trickster um 😭😭
There's a reason I included the no mobility part in the title
A good blight shuts down a lot of loops, do you not consider him anti-loop? I also included him in my post as well. Do you just not want another ranged killer specifically?
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needs another effect as well or a rework.
Blindness just isn't worth it on its own with comms and notification bubbles still going through. Thematically, maybe it could hide the red stain as well or something. Maybe oblivious but then I feel like we're stepping on Playthings toes.
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I mean, they could literally call her "The Ring", which would be kinda funny.
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With the current loop strength/numbers killers need a way to deal with them to be even in consideration to be viable, then they also need mobility. These two things usually go hand in hand as going fast usually means you can deal with loops well ala Blight/Spirit.
I'm not saying its not boring, because it is, but they need to fix the loop problems so killers without anti-loop can actually be viable. You're essentially asking for the new killer to be weaker than the recent ones, who already aren't exactly amazing.
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@pushkina said:
In EU my queues are instant during the day and 2-4 minutes at night surviver.
from what I've been seeing for a while, EU seems like the only place survivor ques are decent for whatever reason. Everyone I've seen saying their times are fine during the day are from EU.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2697180#Comment_2697180
Or maybe you just see a lot of people who aren't as skillful as they claim in these forums, and just want free 4ks.
Umm, even streamers who play this game for a living generally agree thats the case, not just the forums. Afaik any social platform that exist for DBD generally agree that survivors hold the power.
Although this convo has made me consider the possibility that maybe the survivor complaints about killers being too strong and survivors needing buffs and boons being fine as they are now are coming majorly from the EU. Just conjecture though.
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@Marigoria The only thing I can say is that at good levels of play everyone agrees that survivor hold the power, so if EU killers aren't facing that it makes more sense that the survivors just aren't up to the level as else where.