MrPenguin
MrPenguin
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Never thought of #3 to give them the med-kit. Dropping items is such a forgot about feature. Will keep it in mind moving forward :)
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Torment doesn't do anything but give him the option to use his cage, I don't see why this needs to be removeable by other means. The 3 killers you mentioned have a bunch of hinderances or potential death from using theirs.
As others have mentioned, you can still play around him and good old juking or dodging can also be used if he tries any risky shots.
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They don't want to give up one of their 16 second chances to counter half the killers build (potentially more) or just bring in a map. If you know where totem spots are well enough you don't even need any of that either.
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Speaking for myself, yeah I play survivor when I want easier more relaxing games.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1777183#Comment_1777183
HAHAHA
You're hilarious
Your original post agreed with OP, then went on to counter some of what they said then finished with an entirely different point.
When I pointed that out to you, you replied with a bunch of posts explaining yourself and then did a weird pivot saying I didn't understand.
But even then you made reference to 'others' like that others were talking about your ideas. Which just gets back to my original post, that you initially contradicted yourself.
But, after a few more posts and scouring the internet you'll probably be able to flex again and say I didn't understand.
In the meantime, thanks for the laugh.
Yes I agreed, offered some additional tweaks I would potentially consider and my thoughts since that's what OP asked for is totally within reason of a response. It wasn't "an entirely different point". It was still on topic.
I just went back and reread all my post just to make sure, I didn't reference "others" in any of them as far as I see, what are you talking about?
You didn't understand, I was pointing that out. That seems to still be the case. I posted additional times to clarify what should be obvious but wasn't to you. Don't know what you mean by "scouring the internet" either, no where was that introduced.
Good job making things up :)
Inb4 "HAHAHA thanks for the laugh" because that's totally a point lol.
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I could potentially see PS being a big problem. PS, DS, Flip, UB. Just go down at a pallet with DS, killer can't pick you up, leave you, or leave you for DS to run out and then pick you up. Next time, do it again and now you have DS UB combo still.
Go down near a pallet with a teammate nearby, killer has to chase them off, then you get off their shoulders.
Its another second chance perk for survivors to stack together, which is not what we need right now.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1776383#Comment_1776383
Well aside from being triggered you managed to clarify yourself. Sort of...
- I agree
- If you
- I would
Read those back for starters.
But congratulations on figuring out how post editing works, you won the internet today.
I'm not triggered, you just can't read well. Its not clear what you're trying to say with those points. I read them back... Ok? What about them. Also don't know why you're bringing in post editing either. Nothing you responded to has been edited after you responded. Even if it was, the original would appear in your quote.
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That was entertaining to read, and some of those hit in the feels lol.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1776358#Comment_1776358
I took your word salad and put it into simplified bullet points.
if you want bullet points here you go:
- Yes remove them I agree
- If you don't wan to remove them completely the green key and yellow mori aren't problems
- I would prefer yellow mori base kit however over keeping it. For more details, I would prefer not to waste an offering slot for just an animation at the end of the match on an already dead survivor.
At least understand what you're reading before you throw out such bold responses. If you thought that was "word salad" you need to work on your reading comprehension.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1776358#Comment_1776358
I took your word salad and put it into simplified bullet points.
No you took what I said and twisted it. Big difference. Also didn't point this out earlier, I never said to "remove one but no the other" I specifically pointed out broken keys and yellow mori's, both of which are versions of the stronger variants without the problem points.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1776319#Comment_1776319
HAHAHAHAHAHA.
- Yes, get rid of them.....
- Well nerf them.....
- Can we get rid of one but not the other?
All within a few sentences too. Thanks for the laugh.
Umm ok, I'd be fine with getting rid of them. Don't know where I said nerf them, and yellow mori is just an animation on a survivor that's already dead so what's the problem?
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Well, in the current form of DBD keys and mori's are kinda tied together too tightly to remove or change one without the other. See a key, bring a mori for that survivor is the current sentiment. See multiple, bring an ebony.
But on its own, yes the ebony mori is definitely overkill imo. I don't even like the green one js, but that's a different story.
I think the second suggestion would be fine potentially as its just taking the place of death hook, so it'd mostly just be a small time saver.
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Oh I thought this was a question.
Any situation where I think camping is the right call I usually opt for baiting the save and going after the unhooker. I do that when the survivors are clearly very altruistic. I'm not going to look for them when I know where most of them are going unless there's a gen I really need to defend.
I wouldn't really consider hooking someone in a 3 gen or after the gens are done and sticking around camping. You're still near gens like you should be and in the other there's no where else for you to really be. Even if they are technically camping, not the same spirit in it I guess.
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Yes.
Completely agree. Not much else to say. Throw them in the campfire and watch them burn.
I would only consider leaving yellow mori and broken key. I would prefer yellow mori base-kit though.
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Legion: Easy to use, good for farming BP. Fun to play if you don't care about preforming well, chaining hits is a good feeling when you can do it.
Demo: I'm a huge monster/cryptid fan, wish we had more killers like this in the game. The roar on an attack is satisfying.
Pig: I just like pig, don't know what else to really say. I'm not particularly good with her, my M1 skills carry me a lot on her, I'm just ok with her dashes. I like giving the survivors an extra objective even if she's not that strong. I only play her on occasion though, so I don't expect to be all that great.
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It's luck based and has easy enough counters. I'd say its fine in the current state of the game.
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+1 to self care is fine people just use it when they shouldn't.
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Ok so I'm going to go through a couple of points. Formatting them for ease of reading.
1) Bloodlust 3 should almost never be something you're seeing unless you're playing very bad or got insanely unlucky with map RNG.
2) Not every pallet or window is able to be mind gamed. There can be a map full of mostly safe pallets if the RNG says so.
3) The reason PWYF is not ran is not because the speed is not worth it, the speed is very strong. The reason people don't run it is because it's too situational and takes too long to gain stacks and too easy and quick to lose them.
4) "Breakable walls provide opportunities for killers to make meaningful choices for how they want the loop to go" break this wall or lose any chase that uses it is not a meaningful choice. There's plenty of infinites that are cause by god walls now, its not a meaningful choice to say break this or lose.
5) Updated maps does not mean good maps. A decent amount of the new/updated maps still have issues. They are better, but not where they need to be overall.
6) Kill rate statistics should not be used as a measure of the game at all as stated by the devs themselves and plenty of others. There's very big discrepancies in the kill rates and the actual balance of the game.
7) Killers do not have equivalent perks as far as I can tell, the time saved on DS is much much more than the time saved on a use of pop in most situations for example. Undying is luck based as well. Those survivor perks are still meta because they are still extremely strong and nothing stronger has come out since (not that it should). There's actually a new survivor perk in the next chapter called "Power Struggle" That has the potential to be another survivor meta perks maybe, or at least very problematic. Just because killers got some more good perks does not mean they are now on the same level.
8) Yes at the very least BL 1 should stay and BL 3 should definitely be taken out in in my opinion, but its only because the map and loop design is not quite where it needs to be. Even the new maps can spit out pretty gross layouts if RNG allows that M1 killers can struggle, or potentially even not even be able, to deal with. There were multiple infinites and pseudo infinites found during the no BL test, and one of them was even a shack variation. The game just isn't ready yet.
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@Weeb_H_Toast said:
No, but applying deepwond along with broken, yes.
Oh that sounds like it could maybe work, or maybe some form of tracking to capitalize on the broken effect.
As for the original idea, I think that would be just a bit too strong. That's pretty much just removing protection hits as an option if they have the perk.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1775936#Comment_1775936
If your that afraid don't break the pallet. Force them off the loop or bait the pallet slam. if they mess up the pallets down and you can break it without giving DS its power. If a survivor does get you with a pallet then leave them on the floor for 60 seconds it makes other survivors get off gen's to come and pick them up then the pallet and the perk isn't in use. The perk still needs counter play from both sides if the Killer notices that the pallet pieces are still in the match after the break and the survivor is down right on top of the pallet they know that the perk is up and can be used other than just taking a gamble like it is now.
I would still say give them a searching animation to do it instead of just running over the broken pallet maybe the old chest animation would work.
1) God/safe pallets are a thing
2) Unless we fix pallet hitboxes, that's not a good solution. I've got stunned by pallets I needed to take a step or two towards just to begin breaking them.
3) Killers don't have the time to leave every survivor on the ground for 60 seconds because they dropped a pallet in chase.
4) So if I'm reading the "the survivor is down right on top of the pallet" line correctly, are you saying basically every pallet gets 2 uses if you can get a stun off of it? I don't think that's a good idea if that's what that line is saying.
5) There's also nothing stopping survivors from abusing this version of it the same way they abuse the current version. If anything this version is worse since you can get it before you even get hooked.
DS is already too strong with 1 use per match, we should not make it multiple. This particular change to DS is not bringing it in the direction it needs to go in the current form it is written in. I would really go back and improve the idea if you really are strongly dedicated to it. But I wouldn't recommend sticking with this form of a change to DS. It sounds like it'd be very hard to get in a balanced state if you even could.
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1775259#Comment_1775259
I have had matches where I don't even want to associate with my teammates. We can't choose who we play with all the time, and I have lost pips to people griefing and just being a general jerk. If I find the hatch and my team is dead, my fat cake is going down the hatch and thats final
Yeah I get that, but you're also potentially robbing the killer of a kill they deserve for a match they won just because of luck. I'd rather have the players on the team that lost be penalized a bit rather than another player on the other team.
That's also a reason why I say we should get the game to a point where hatch isn't needed, like fixing matchmaking first for example so you don't get those bad teammates nearly as often. They'll be exceptions yeah like boosted players and bad games, but if we can overall have equal teams I think hatch could be safely removed.
Alternatively we could equal the playing field and give the killer something similar to hatch to possibly kill 1 survivor if they have no kills by the end of the game with some objective or something. Maybe something with a blood warden effect. They also can't pick who they play with and might get people way above their level. That would be fair, but not healthy. I think hatch is also unhealthy so unfortunately anything fair would also be so I believe.
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@Generic said:
Well a dozen of my responses just vanished like farts in the wind so I will just respond to several of you in this single post.
https://forum.deadbydaylight.com/en/discussion/comment/1775192#Comment_1775192
Drawing killer aggro works if the killer himself wants to play nicely. The problem lies in the fact that the unhooked guy is the weakest link in the chain because they were the one that got caught early. The fact that the survivors teammates have to work hard to draw aggro from the killer and the killer can just actively try to ignore them doing so adds to the problem of the survivor being tunnelled feeling powerless. Maybe something akin to not bleeding and not giving out grunts of pain for some short duration of 10 seconds or something would help alleviate the issue? And the idea is of course to make tunneling not the optimal play hence why I was hoping that some debuffs for hooking different survivors would work wonders.
https://forum.deadbydaylight.com/en/discussion/comment/1775169#Comment_1775169
Those are all things completely out of the tunnelled guys control. Depending on map RNG you cant loop anything nor can you hide because you are the loudest man on earth. Secondly taking hits and body blocking works but there is a point where a killer just hits you for Save the Best for Last and just keeps tunneling but now with extra stacks. Its a problem that there is no way to distinguish strategy and malice in tunneling since currently there is no distinction between the two. Also "unsafe hooks" can be countered by people deciding to just kill themselves on hook and that sure as ######### ain't funny for anyone.
Also I agree with the idea that game pace is kinda all over the place currently. Since maps are either Wide (Survivor sided bar a few exceptions) or High (Killer Sided bar a few exceptions) the problem really is pressure versus travel distance honestly. Big wheat maps are hated by everyone, survivors hate it because there is jack-######### to work with and killers because if they ain't playing someone who can cross the whole map in a few seconds with their ability then they take forever to patrol gens. There really are only two ways to fundamentally fix game pace in this game: Slow down gen progression or finally find that happy medium in map size that the devs seem to think exists somewhere (this would mean axing or reducing the size of some maps and increasing the size of others). But I feel like I'm starting to fall off-topic so lets keep Game pace as its own discussion as much as possible.
Yeah we got the no grunts/scratch marks/blood in the form of a perk. Its really not needed however if survivors just did safer saves and didn't bolt away leaving scratch marks leading right to them. In my example, the killer would have nothing else to go on but my scratch marks which would draw them away. I would be fine with the 10 second rule you proposed for the blood definitely, since that's another form of tracking as well that you can't do much about.
I don't think we can really debuff the survivors enough to incentivize not tunneling unless we either use huge numbers or something crazy. The issue is at the core of the game and we would have to change that. Something like making the survivor team as a whole have a limited number of hooks and once that amount is reached they all get sacrificed. That way rather than having to 3 hook 1 person, you have to get 8 in the match. Wasting your time waiting around the hook when you could be in another chase would probably be pretty bad. Unsafe unhooks would still be punished, but tunneling 1 person out the game is no longer a thing. Survivors would feel less brazen to unhook right there because they'll all be affected as well. Just spit balling here.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1775262#Comment_1775262
I know. BL is my favourite, but i stopped using after being sent sh_ter woods too many times. My problem with Lithe is that sometimes you are at a really good TL wall loop and could perfectly make plays without using the exhaustion. The perk feels kinda wasted.
Oh, yeah I know that situation as well. I usually try to run to a nearby tile, get some use out of it if I can, then run back to TL wall. It doesn't always work out but its something to consider.
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I love how it looks esthetically but there's a lot of god pallets and god walls as well as the hallways just being way to long where survivors can just hold W for so long and it'll take too long to catch up.
On survivor side finding gens is a nightmare and the exit gates are really unsafe.
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Lithe is my main exhaustion perk and I think its fine where its at. I do understand pallets aren't the most reliable for it at all, but you can make a pallet play sometimes if you know what you're doing well enough. Sometimes killers can be baited into swinging and missing if they think they can just barely land a hit and you just zoom away.
Its the price you pay for having a more controlled exhaustion than SB and DH, you can't use it whenever you want, but it also doesn't put the no running or be injured restriction on you.
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I think the hatch is not a good mechanic in the game personally and would rather see changes aimed at getting the game to a point where it can be removed. If your team lost your team lost.
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I don't think we should be giving survivors more ways to effectively DC. Maybe a concede vote like other games have that all/most survivors have to agree to. Also like others have stated, this will screw over slugging for the 4k, which is a result of bad endgame design and the hatch in general.
I personally believe hatch could probably be removed if we make other small changes. Like if no gens are worked on significantly for 2 minuets or something all survivors get level 3 crows or something (just spit balling). That's just there to stop the game being held hostage. I was thinking let the killer open the gate whenever would be enough, but then the survivors would just hide till the killer gives up and they get out for free even though they effectively held the game hostage.
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@Moundshroud said:
There are plenty of counters, not the least of which is safe rescues in the first place. The second is your fellow Survivors can body block and take some hits. Then there is always simply looping well and getting away.
This. Survivors are so coddled by DS and BT they just lost the sense of a safe unhook. I unhook safely and if I hear the killer coming back I'll run away from the other survivor to leave scratch marks and draw the aggro. It kinda goes out the window as well, though, when my injured teammate also runs instead of walking away like a fool -_-
Also I don't get this post saying basically tunneling is optimal for the killer to do, but also shaming them for doing it. Make tunneling not optimal should be the change, not throwing something else in to punish killers for doing the smart play. Unless we're also going to punish survivors for sitting on gens. I don't want either of those. Furthermore the incentive would have to be strong if we even want to consider it because why would I go for a 15% debuff on one survivor when I can make that 100% by killing them.
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@finitethrills said:
Glad you kept track of some data, although it seems that your killer picks are generally less suited to bloodlust being a factor than some other would be.
I mention that mostly from the guy who seemed amazed you might still support bloodlust when you averaged 3.25 kills, as though there's not 50 other factors involved in how many kills you get.
Yeah it seems like the only one really affected by the loss was legion. I would've dome more killers if I had the time. I also tried to pick from my more regularly played killers so that my lack of practice doesn't effect the results too much. I wanted a few benchmarks as well like:
Demo: Not really effected, but still has loops where he has to just chase through.
Ghostface: I honestly expected him to affected more since he does just chase a lot, but not as much as normal non-stealth M1 killers since he can get advantage before the chase really starts. So I wanted like a middle ground between M1 and power based. Can still get some nasty setups on maps but its not as bad.
Legion: Has to just chase a lot. If the map says no then no. Having one of the weaker powers and not having much of anything for chases is rough. I imagine similar map and BL reliance if not more on other killers like Wraith or Trapper for example.
Even if my kill rate is on the higher end, I do realize that there are still maps and loops that certain killers are going to be kinda screwed on, especially if RNG spits out something nasty. You are correct that a lot of factors go into how many kills you get. Like I got the infinite shack and it just wasn't used, game would have most likely went very differently if it did.
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@RaSavage42 said:
Thanks for sharing.... It's all interesting
I enjoy actually seeing someone put in the effort to have an opinion and data to back it up
:)
Thanks for taking an interest, I'm happy this is coming across well to so many and letting people relate and talk. I do try to be as informed and open about my opinions as possible as well as self reflective. I do think we could use a bit more of that in the community but I don't know if that's really for me to judge.
Happy you enjoyed it, it was a lot of work haha 🙂
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@Zaytex said:
Players probably do not play Demogorgon because he suffers from the same issue that the Plague has, although not too much.
Survivors control if you can use your power or not. Just as whether you cleanse and give the Plague her corrupt purge, you can decide to cleanse the Demogorgon's portals and essentially make him a M1 killer with a spicy dash attack that negates specific loops.
That's the problem, in my opinion, it isn't fun to play a Killer whose power is dictated by the survivors.
I never thought about it that way for Demo, I can definitely see what you mean now that you pointed it out. Thanks for the input :)
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@toukent said:
damn dude how tf can you play this game 16 games in a row?! Especially as killer? I can only ever handle about 2-3 then I'm kinda over the bullshit bugs and what not.
Yeah I understand that. It helped that I really didn't care what the result was, since I was focused on if there was any differences and why if there was. Playing to win as killer can be very frustrating. I do not usually play the game that much in one sitting anymore. Maybe at my DBD peak but I'm a little burnt right now.
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@TsukiYurei said:
https://forum.deadbydaylight.com/en/discussion/comment/1735426#Comment_1735426
Agreed, like there no body blocking hooks option.
When swf use flashlight and bodyblock the hook at the same time, that’s cool and fair yeah?
I mean yeah there's ways around it. Not even factoring in perks like lightborn mad grit and ect. You can drop the survivor and start another chase or even potentially get a down with them on your shoulders if the others misplay or overcommit. you can pick up facing a wall as well as moon walk or crab walk to the hook. You can also switch which hook you're goin going to if you realize soon enough and there's one near you. If all 3 survivors body block that's the whole team injured as well and you are stalling multiple survivors. It can really screw you over in EGC sometimes however if thing line up well for the survivors and you're near the exit gate.
Yeah it sucks when map rng put all the hooks so far you can't get to them in time, much less if you get body blocked. If that's the issue I would say that's more a rng map issue.
So in the overall game I don't think I would consider that particular situation necessarily problematic in itself. I do think SWF in general kinda screws balance in a lot of ways however. I would much like if they gave solos more communication tools and buff up the killer roster to make up for it.
is it "cool", no not really. I don't really find any of these options "cool" either, which is why I don't do them myself. Is it "fair" as in I think it doesn't need changes? As far as I can tell yeah for the most part it seems fine. Feel free to tell me if you think body blocking is really a huge issue and why, I'm open to hearing it.
When I think "problematic" I think of like, DS, Spirit, Freddy, Keys, Mori's, other second chance perks. Like, balance issues. I would not put any of these under that category right now.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1773196#Comment_1773196
Beyond just the ranks they play at, history has shown that in many ways they don't understand their own game. That DS, Mettle of Man, and Dying Light made it to the live game, and the fact that DS and Dying Light stayed as they were for so ridiculously long, are proof.
Yes and then we have things like the gearhead nerf, the previously stated OoO stance, and even the new killer chapter that the players found a massive issue with 1 hour into playing (lockers).
@JoeyBob Tagging you here as well since both of these posts apply to our conversation. Do I believe I could do a better job balancing? Honestly probably. Now not to say I think it would be amazing, its more because of just how poor it has been that even someone like me can see clear flaws. I would not like to do it alone either since I'm just one view point. Ideally I would put together a group of people in the community who seem to be very knowledgeable, content creator or otherwise, and make that part of the balance "team" as well. I don't understand why BHVR has not done the same or something similar.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773180#Comment_1773180
The devs would know more about balancing a game than either of us. Id say they have greater authority on the matter than you do.
iirc most of the devs play at very low ranks if they play at all. There's no reason for me to believe they are a better balance source when they have shown quite the opposite, especially recently. This BL test was probably one of the best steps they've taken in a while because they gave the testing to the community instead of relying on themselves and making probably another bad call. Now what they'll do with the info is another story that we'll have to wait and see.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773173#Comment_1773173
The devs would disagree. The fact that they're removing BL illustrates how killers are too strong atm.
I would hard disagree, the devs don't know the game very well if at all. They believe OoO is fine when its very clear its not and why to anyone who knows the game well.
The devs are probably the last place I'd look for how balanced the game is, and that's honestly kinda sad.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773167#Comment_1773167
Yes, I know the video. He got more points than they did.
Ok? Overall survivors had the advantage in the entire tournament from what I heard and understand.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773159#Comment_1773159
The game ought to be balanced at the highest levels of play, not the lower levels of play. MMR will sort everything else out.
Well at the highest level of play, tournaments, survivors have the advantage more often than not (to my understanding), like previously stated. Otz even partook in one if you care.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773133#Comment_1773133
It's way harder to escape 50 times in a row. Many survivor main channels have only done it once, if at all.
Maybe its harder for you but again, in the overall game survivors have the upper hand more often than not. Also doing a quick YT search many more channels have high escape streaks and such and I only see Otz for killer and 1 Scott Jund where he plays Oni. Even saw 70+ escapes.
Otz is the exception not the rule, streamers are not a good indication for overall balance a lot of the time.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773095#Comment_1773095
Look at otzdarvas 50 4k killstreak with non meta killers at red ranks. Killer is obviously too easy right now.
If the above evidence doesn't show that to you, nothing will convince you.
Additionally looking at any tournament level play, survivors have the upper hand more often than not.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773095#Comment_1773095
Look at otzdarvas 50 4k killstreak with non meta killers at red ranks. Killer is obviously too easy right now.
If the above evidence doesn't show that to you, nothing will convince you.
There's some killers he couldn't get that with and I actively watch those videos already. No I don't think 1 streamer who basically lives on the game with the messed up matchmaking we have right now is any good indication of the overall balance of the game when both sides are on a even playing field. There's plenty of survivor players who also did 50 escapes in a row and even more and plenty of streamers who also escape regularly.
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Yeah, disgustingly weak.
On a more serious note, Legion is actually one of the much weaker killers.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773111#Comment_1773111
Good for him. Not my problem.
Ok ignoring the point. Nice. I assume we're done here now that you don't really have an argument.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773105#Comment_1773105
And the killer refused to chase us. Can't do gens if he's camping them.
Yes you can he can't chase all of you at once.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773088#Comment_1773088
Killer refused to chase us, therefore he was holding us hostage.
It would be different if we were hiding, but we weren't.
That doesn't really matter, your team refused to work on gens to progress the game, the killer was still doing part of their objective by patrolling and making the correct play not to chase too far from the setup. The game won't come to an end without the gens moving forward so its on the fault of the survivors for both 3 gening themselves and then also being too scared to work on gens after they themselves put them in that situation.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1773032#Comment_1773032
I'm not survivor biased. I Play Killer too. And no not even a swf can't beat Freddy.
Just because you play killer doesn't mean you can't be biased. I play both sides as well and have been for almost 3 years now, the game is not easier for killers, if anything its tilted in the survivors favor imo.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773082#Comment_1773082
You have it backwards but ok.
Have what backwards? Be more specific please.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1771323#Comment_1771323
It's bad for both sides. Just finished a 1 hour+ SWF game where the killer refused to leave the 3 gen. We ended up waiting him out on the opposite side of the map for like 40 min and he eventually afked.
If you're in a SWF and you still 3 gen yourself that is absolutely your teams fault. Also you held the game hostage not the killer.
Leaving the 3 gen is not the play at all for the killer, its what the survivors want.
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@JinSime said:
You have... I don't know... other 3 survivors to chase? There are times in the match when slugging and letting people pick the teammate up is a wise move.
Yes but DS+UB:
A) Put that time in control of the survivor as to when it happens. So you could be slugging at a horrible time that loses you pressure rather than gain it. A slug can easily be an easy heal with no tracking of where they are as well as you not even getting the hook state from it if done at the wrong time, DS does not give you a choice. Let alone adding UB into the mix which...
B) Put the killer in a lose-lose where if they slug they get up on their own, if they pick them up they get off as well. It's a free health state either way and a lack of pressure as well since their teammates are free to do whatever now.
DS just last too long and has no deactivate condition like it needs, and survivor can easily abuse it to just do things for free right in front of the killers face. Prime example is just running up for the unhook with DS up, now both survivors have DS and potentially UB, and one potentially has BT. Guess I just leave? Another example is just getting on a gen, oh killer comes by? Jump in a locker. Guess I just let them get a free gen.
There's also plenty of people who don't tunnel and get hit by DS. It punishes killers who just do well, which it really shouldn't., It needs a change of some kind.
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Respectfully disagree. A team of 4 good survivors are much stronger than a good killer unless they're playing Spirit/Nurse, potentially Freddy.
Also yeah looking through the post history of this guy is a trip down survivor bias lane.