Munqaxus
Munqaxus
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@ThiccBudhha said:
Finally I can buy my first cosmetic with shards! Love this idea.
Exactly. I think you should be able to use "Bubba Shards" to buy the faces of survivors you have recently killed. So the player that owns that survivor completely loses their face and only has muscle and tendon left on their head from then on. Leatherface gets mannequin heads in the Killer shack with those faces on the shelves for each survivor he stole the face of.
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@Junylar said:
And to make it genuine, you would have to wait for a week before you would get any after earning them.
I also think that the more "Bubba Shards" you acquire by face-camping, the slower gens should progress and the harder it is to unhook a survivor. Basically it will take longer for survivors to unhook another survivor. Also, if Leatherface facecamps long enough, unhooking a survivor will require skill checks.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/2791477#Comment_2791477
Because that's just as bad as the current system. You can get people who carry you or drag you down. I don't want my MMR being tied to the urban evading and/or hiding in the corner of the map and/or throwing a match to complete their archive survivors.
It's your average games, not a single instance of a game. You don't understand how MMR works.
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@Dwight_Fairfield said:
As long as ruin/undying, tinkerer, scourge pain resonance, dead man's switch etc are around then Prove Thyself is fine.
I'm fine with Prove Thyself being removed if Ruin, Corrupt Intervention, Pop-Goes-the-Weasel and other gen slowdown perks are removed.
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@TheSubstitute said:
I'm referring to the stuck in a 'Stuck in a Killer MMR bullying loop' video. When I play solo queue survivor I also play very selflessly, take lots of protection hits, take aggro to save a teammate on death hook, etc and, because of that, I've been sacrificed a lot. Consequently, I end up in games where I get a string of brand new killers who literally can't catch me. As an example, I've been in games where the killer killed the potatoes at 3 or 4 gens and myself and the other remaining survivor did the rest of the gens and got out.
This would be incredibly frustrating to a new killer as, in an asymmetric game, the power role has to be stronger than any of the individual components of the other side or the power role is set up for a frustrating, terrible experience.
Honestly, I'm not a great survivor but I have enough basic competence to get to Iri 1 as survivor (pipping up at red requires doing 3 gens, 2 safe unhooks and 2 health states healed, evading the killer for roughly 45 seconds and surviving for 9 minutes so at least basic knowledge of gameplay) but I've also gotten hatch on killers I think I could have soloed if I had been willing to spend roughly an hour on one match.
If I've done enough as solo survivor to pip up at red ranks my team is probably going to win but since I play selflessly I quite often sacrifice myself to get the other three out. Yet this means my MMR drops.
I never tbag nor do I ever taunt the killer (I even offer mercy hooks if my team is being horribly nasty arses to the killer) but it's super frustrating for a new killer to go up against a survivor they can't catch and I say that from remembering my first few days. To help out the new player experience the MMR system needs to be tweaked and changed.
TLDR: The MMR system makes it a frustrating experience for new players due to mismatches in skill.
I'm not sure why survivors aren't treated as a whole, instead of individually. If 3 or 4 survivors escape, then all the survivors rank up in MMR. If 0 or 1 survivors escape, all survivors in the team lose MMR. 2 survivors escape would be a tie.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2790122#Comment_2790122
You're uh, forgetting that people don't spawn in hooked and camped. Killer still has to find, chase, down, and hook them. And grouping up shaves time off the later generators.
Theorycrafting about face-camping Leatherface is completely different than actual practice. You can theory-craft all you want about 3 escapes with a face-camping Leatherface but in actuality, face-camping Leatherface is shown, on average to hover around 3 kills, 1 escape.
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@AngyKiller said:
Oh, they're well away the CoH nerf does nothing. The whole point was to make it LOOK big (A whole 25% sounds like allot!) but ensure it did nothing to weaken CoH.
This way, Survivors could claim 'The devs majorly nerfed CoH by 25%! Killers need to stop complaining!' while full knowing it was only 4 seconds of nerf, and in no way affected the perk's usability. This way, they could continue to enjoy a broken perk while telling Killers to stop being upset about it.
Don't worry, the developers will cater to the Killers by making it worthless, like Boil Over, Lucky Break and Decisive Strike, while completely forgetting about Dead Man's Switch and NOED.
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@MikaelaWantsYourBoon said:
Artist has great pressure on generators with DMS, she is almost unstoppable. She has pressure even in chase. She was rare before but not anymore. I don't know i faced with how many Artists with this PR + DMS combo at this week.
This feels like Pre-Nerf Freddy. Ruin + Pre-Nerf Undying + Tinkerer with slow-down add-ons. And put snares around loops and make survivor out and take hits.
Now Artist has same issue. Strong gen pressure and strong anti-loop. Before DMS's buff, only counter of her was Shift + W. So she was losing generators if she would run with you. But now even in chases she can force to block generators.
I can not see any counter. Please tell me how i will counter her while she is blocking generators with DMS and regression with PR.
I think Dead Man's Switch should get the Boil Over treatment. DMS is abusable on the Artist, Freddy, Blight, Doctor, Nurse. Plus, the only perk that was viable for survivors this patch was Boil Over. It seems fail that if Boil Over is getting nerfed, then Dead Man's Switch should also get nerfed. Fair is fair.
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@brankt said:
De-pipping when you get tunnelled the whole game shouldn't be a thing.
Why not, it at least gives you a better chance against a lower-level tunneler. When you start running the Killer for 5-gens, then you will start gain levels again.
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@mistar_z said:
at this point we honestly just should make dh basekit so that we can actually get some variety into the survivor perkslot. i think the main problem with dh atm is that it has way too much utility for a perk thats supposed to be an temporarity invincibility perk. if it didnt have as much distance it would probably play more reasonably and not as a "press e button to erase mistake" type of perk..
Dead Hard does something no other perk does, it allows survivors to counter one-hit downs. Without Dead-Hard you can't counter 1 hit downs.
In fact, if you look at the top 3 perks, they're all perks that are survivors only way to counter certain strategies. Decisive Strike is the only option survivors have to counter tunneling. Borrowed Time is the only option for survivors to counter Face-Camping. Dead-Hard is the only perk that counters 1 hit downs.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2787590#Comment_2787590
Less abusable for sure. 33% of the current wiggle progress is a very healthy change - it means that in the most instances, the wiggle when the drop occurs will be a smaller amount. But you still have the other benefits of the perk as well...so definitely not a dead perk.
That's not a healthy change. It completely kills the perk.
Everyone told the developers that only way the new Boil Over buff would be used was by abuse. Could the developers have not buffed the perk in a different way so that it has some type of value. Or maybe have buffed a different survivor perk so it was usable.
Killers got a nicely buffed "Dead Man's Switch", survivors got stiffed by the developers once again. The developers buffed 1 single survivor perk to usability this patch and took it right back away.
Is it mandatory that all the DbD staff play so many hours of their game? If not, then that's my suggestion. Because you all don't seem to play your own game at all. You all definitely don't listen to the beta-test forums for patches.
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@fulltonon said:
I can't count how many times I am FORCED to slug the last survivor till death because there wasn't a hook nearby, it's boring for both survivors and killers.
hook count is a problem, and while we are at it scourge hook should be increased for complement it too.
You've got to be kidding! How do you not have enough hooks. I've had people sabo a hook in front of me and been able to make it to the next hook.
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@Crowman said:
Survivors really don't want killers to have anything
Survivors don't want killers to have Dead-Hard, CoH and Boil-Over. Survivors bad!
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2787400#Comment_2787400
We did not notice the same with Trickster.
What sucks, is that with the right perk load-out, you are almost guaranteed to get an average of above 3.0 kills a match with face-camp Leatherface.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2787252#Comment_2787252
I do yeah. I also have the NOED rate for Bubba and in general. I'll compile the Kills and Escapes and respond in a separate comment.
Also here:
https://us.v-cdn.net/6030815/uploads/NUREODSXFDGY/count-of-killer-282-29-7e2.png
That's absolutely insane, facecamp Bubba is used 7 times more than none facecamp Bubba. Do you notice the same thing with Trickster?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2787293#Comment_2787293
The counter is built into the strategy itself though? It means you are ignoring and not pressuring any of the other survivors. That is just flat-out throwing away free generator progress. Doing that recklessly against better survivors is a massive time loss, because you end up with hyper-lopsided situations like none of the other 3 being hooked even a single time. Other than that, there is nothing wrong with doing it strategically to gain or regain pressure in specific situational scenarios where it is the best possible play.
Also, Borrowed Time is on one of the base-game survivors. That combined with taking protection hits works fine enough as well to delay the killer even further.
Skill isn't the determining factor, it's literally owning a perk.
You can take a skilled survivor team that doesn't have BT and DS and tunnel-off-hook-till-dead almost as easily as you could a non-skilled team. If you have the survivor hooked in a dead-zone, that survivor is going down a few steps from the hook and being rehooked is guaranteed.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2787263#Comment_2787263
Because tunneling is a strategy that is intended to exist and the game is balanced around that? If you want to have a tool to deincentivize it, the point is you have to put on the perk for it. It is not something you are supposed to have by default. That's like asking why Unbreakable isn't basekit. You aren't supposed to have an anti-slug mechanic basekit. Same thing.
Pretend you are a developer, not a killer-player or a survivor-player, but a developer. In a PvP game, you would not want one side to access to a strategy that allows that side to win, without allowing the other side to have a way to counter that strategy.
There are survivor players that don't have Decisive Strike. They don't have Laurie Strode, they don't have enough shards to afford DS from the shrine, DS hasn't shown up in the shrine, or they haven't moved far enough into the bloodweb to even get DS.
From a developer's viewpoint, how is that even fair for those players. They are forever going to play at a lower level of play just because they don't own a perk. A perk that is the only counter for a strategy available to every single killer from the get-go.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2787252#Comment_2787252
Decisive Strike is not basekit because you are not SUPPOSED to have a direct perk against a strategy basekit.
Why would that make any sense. Every killer has the ability to tunnel-off-hook-till-dead. Why should a survivor have some type of counter? Survivors have counters to everything else, why not this?
This isn't something that only occurs with certain killers or certain perks, it is available to every single killer.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2786651#Comment_2786651
I've taken stats for almost 300 games. Perhaps you'd be interested in knowing how many Bubba's facecamped versus how many didn't.
Also, no, Bubba is the best at facecamping. What other Killer has such an easy and unpunishing instant down?
I am actually really interested. Also, do you have the kills vs escapes for these games? Edit: Just saw you posted the pie-chart. Was there no none-facecamp-bubbas?
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On a side note... Because survivors have no counter to tunneling-off-hook-till-dead, unless they have Decisive Strike unlocked and equiped and because tunneling-off-hook-till-dead is available to all killers, I do think a watered down version of Decisive Strike should be basekit for surivors.
Basically basekit "Decisive Strike" is something, that can only be used during the 2nd hook and only if the killer has hooked you and no one else in between and is de-actived during EGC.
This means regular Decisive Strike still has purpose but doesn't feel absolutely needed because there is a watered-down version basekit.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2787165#Comment_2787165
Killer and Solo Q yeah.
I'll only play if my friends ask me to, which they do.
What does that have to do with anything? Does I not get an opinion anymore?
No, I was just curious. Was surprised to see you on. Figured you had completely dropped DbD, the way your last message sounded.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2787203#Comment_2787203
No.
I just want to stop getting teammates who have 15 hours. Me and my friends all have over 4K hours. There is zero reason default Meg should be here.
But that's exactly what you would get with the emblem system. The new MMR system is much less likely to get that. Most survivors in my games are pretty close to my skill level. Every once in a while there's one that is better or worse, but for the most part, they're pretty close.
Also, when I play killer, I can tell the survivors I'm going against are pretty close in level too. They all loop about the same.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2786982#Comment_2786982
What would be achieved by that? More Rainbow matches like before the SBMMR?
Killers want easy 4ks. Going back to the emblem system will give them the 100 4k streaks they've been addicted to for years. Getting a guaranteed level 20 in every match with the old emblem system guaranteed 1k in the first 30 seconds.
I really think Killers would be happier with 4 AI survivor bots that somewhat played the game than having a challenge. Because lets face it, every argument about the MMR system is that it's "too hard" for killers and that killers should be the "power role". Basically meaning killers should have easy 4ks.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2786946#Comment_2786946
Could I even change your mind?
Probably not. Your original post screams bias.
I thought you had quit DBD?
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@Fergusater said:
while in chase, survivors won't lose lasuration and the trickster will be able to store his main event and activate it like the oni can activate his power idk if this would work but y e s
Tickster is better than Huntress right now.
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@alpaca_boyyy said:
Just me or facing even an okay Trickster is just no fun in chases? You cannot loop AT ALL indoor or open maps. Especially when he is right behind you, no counter at all unless you use deadhard to dodge a knife or two... His power is just unfun to go against. id rather have an insidious bubba and that's saying something... anyone agree?
I do think Trickster has to few counters, it's literally only tall wall tiles, everything else is like a deadzone. Also, as with Leatherface, Trickster is way to good at camping.
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@KajdanKi said:
https://forum.deadbydaylight.com/en/discussion/308110/how-could-you-make-killer-more-fun
well it depends. I like killers with some extra powers that make the game interestibg like Pig, Piramid Head or Doctor. You need to respect their powers to some degree.
The most boring are m1 killers like trapper, legion or killers who are very hard to loop like clown or trickster because their power is crap.
Cenobite is interesting aswel but lacks of something that players dont pick him too often.
I absolutely disagree. Trapper is, by far, one of the most fun killers for me. If I would pick one of the most boring killers to play, I would have to list Leatherface (because he feels like he needs to be played as a camper), Twins (because they are so awkward to play and have weird delays when switching) and Wraith (He just very simple, which isn't a bad thing but for me, it's not my playstyle).
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2782950#Comment_2782950
well I play both sides and I have to sweat to just get 1k or 2k that what is not fun and survivor is way easier even in solo
I know as survivor you wont escape everytime but I escape way more then I get 4k
normal game for killer is I either get 1k if I'm luck or 0k that with everyone on they death hook but by then all gens are done gates are 99%
I also play both sides and it's quiet the opposite for me. I average about 3ks as killer and I rarely if ever escape. Usually my teammates are getting 1 escape on average. This is actually data I kept over 40 to 60 games. I would seriously be curious what your stats would be if you did the same. Kept track of 20 solo games survivor side and 20 killer games on your main.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2782935#Comment_2782935
I was thinking the same thing but make killers bots because killer are just play thing for the survivors.
Killers only see the game as being fun if they are getting 4ks. I've seen several threads on these forums asking for just that. What I haven't seen is survivor threads asking for 4 escapes. How many times have you seen a thread "Killer should be the power role". I see that thread about once every 2 days.
Instead of a "fair" 2ks/2es, which is what the game currently is. Killers are wanting 3ks or 4ks on average.
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@tippy2k2 said:
That's killer for ya shrug
(and honestly, that's survivor for ya too)
Sometimes you just get sweat squads who will do anything they can to win and sometimes you get chill people who are just looking to have fun and play a fun round of DBD
Survivors are using BT and DS because they are the only counters to tunneling and face-camping. Survivors are completely helpless if they don't run those perks.
That's not being sweaty, running BT and DS, that's wanting to have a chance to play the game instead of staring at a Killers face for 2 minutes.
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@furret534 said:
A lot of people are saying killer isn’t fun to play right now. Everyone has their own reasons, and I’d love to hear what your guys reasons are and what you’d do to make killer more fun. Try your best to think of a method where both sides win in the long run!
I'd say just remove player controlled survivors and change survivors into bots. Then make sure the bot AI is designed so that the bots run up to the killer so killers can get the 4k every game. Right now, it's too much of a challenge for killers.
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@SuzuKR said:
The only problematic things with Blight are Alchemist Ring and lag flicks. Other than that he's the second best-designed and best-balanced killer in the game, first being Nurse.
LOL, "Nurse is best-designed and best-balanced killer"! These forums are so ridiculously killer-sided, that they're a parody of themselves.
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@Mr_Critical said:
Just wondering peoples opinion if the killer hits a survivor with a basic attack they were given the Incapacitated Status for 3 seconds (The Killers Attack Cooldown), but i wouldn't have it block healing since i think that's fine.
Just wondering peoples opinion on the topic
Wouldn't that make camping even stronger since a survivor would not be able to make a rescue from a hook.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/307659/complete-5-5-0-patch-feedback
I agree with all of this wholeheartedly :) the hit validation has definitely seemed alot more stable, from both the killer and survivor side of it from what I've seen, which is great :)
The devs definitely need to make note of every spot that's been abused with the Boil Over perk change and add hooks to those areas. The library has been an issue from the moment RPD was put in the game, and a prime bullying spot. It needs two permanent spawn hooks, one at the top and one at the bottom. Or atleast one on the stairway landing.
I love the new wiggle function, it's going to definitely prolong the life of my controller.
The devs could honestly get rid of the bonus wiggle from great skill checks if that makes the killer mains happy, as long as they leave the great skill check BP bonuses, atleast in my personal opinion. 🤷
What I find funny is the developers buffed Boil Over and will obviously have to put hooks in certain places so it isn't abused, making Boil Over completely useless again. The only time you can successfully use Boil Over is if you abuse it. It will end up just being a big waste of developers time, which could have been spent buffing a different perk to usability instead of abusability.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2775383#Comment_2775383
suicide on hook just like DC you just by passing the whole point of it so why have it?
DC has a penalty. Suicide on hook does not.
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@MikeyBoi said:
The Twins are very very very unfun to go against. There’s zero counter play to victor, if nobody has exponential, unbreakable or soul guard the game is over.. it’s a boring miserable slugfest and not fun for the survivors whatsoever.. If I was the devs I would remove the twins and Trickster from the game.. There’s a reason why that killer has been nerfed and there’s a reason why any killer who is experienced doesn’t play twins very much cause their win condition is to literally slug out survivors the ENTIRE game which takes 20+min.
Ok, I have to ask you. Why would you not remove Bubba also, his kit is made for face-camping. (I assume you picked Trickster because of facecamping).
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2775199#Comment_2775199
Most changes to prevent tunneling and facecamping can and will be abused by survivors. That's why changes don't happen.
The only change that would actually work is to get rid of the entire hook system and go to standard off map time outs.
It also does nothing to fix the problem of brand new killers being paired with teams of survivors with 500+ hours each.
Losing to a bunch of people with meta perks when you have your only tier 1 perk over and over is going to breed some resentment. You can sit and be upset about how unfun your 5 minute game was. It's better than being stuck in a 15+ minute game with four ######### who won't finish the last gen because they wanna fast vault on the edges of the map then sneak away over and over, and you barely know what yoyr doing. You just know leaving gets punished.
BT and DS have a proven track record at this point. Plus survivors feel as if they have to have them in their perk loadout because, otherwise, there's no counter. I think baked in BT and DS-lite (Only can be used on 2nd hook and not during EGC), would help. That would allow for BT and DS to still be viable perks and then all survivors have something to counter 2 uncounterable-except-for-DS-and-BT tactics.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2775173#Comment_2775173
from this
https://forum.deadbydaylight.com/en/discussion/comment/2775049#Comment_2775049
https://forum.deadbydaylight.com/en/discussion/comment/2775089#Comment_2775089
there a lot of cases where the killers not having fun but they can't get a way out.
only time Ive DC is as killer normally near the end of the game which I know at this point it pointless but I want out, like when there like 1 or 2 gens left or with the gates are powered and the suvivors wont go till you either hit the out (which no suvivor really lets you do they either go before you get close or the dead hard out)
why I asked why is your fun more important then the killers beecause you play survivor?
I play both equally. If you are not having fun, then don't play. Since suiciding is in the game, just like facecamping is in the game, then it is in the toolkit of the survivor to suicide just like facecamping is in the killers arsenal. Are you saying that survivors shouldn't use something in their toolkit? Is this in the Killer's handbook? Survivors aren't allowed to suicide if they aren't enjoying the game.
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@Kazim said:
It's too unbalanced, playing with SWF is a nightmare, I will not play any more DbD until devs correct this perk,
why devs always give so much advantage to the survivors? killers are not necessary? we only have to repair as soon as possible and if the killer can't do anything, who cares?
I'm sure RDP will get a hook in the library. I think that's the only place it's abusable. Everything else is skill based at that point. Not sure why they didn't already put a hook in RDP's library to be honest.
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@apathyinc said:
It's important to know what makes a game enjoyable for all players. If you had a tabletop game and just played like a complete hardass every time you got your friends together, eventually they wouldn't want to play with you. The same thing goes here, if players make the game unenjoyable all the time, other players will leave. You won't notice it right away, but through attrition you eventually won't have anyone to play with.
I think this is the biggest lesson the developers need to learn quickly. There are some tactics aka facecamping and tunneling-off-hook in certain situations aka not having DS and BT, that make the game completely unplayable and unenjoyable for that survivor.
I can't even imagine the number of DBD players that were lost because the first time they played they got facecamped or tunneled-off-hook while only having 1 perk.
It's one thing to go against a tactic that is hard to counter and there's a totally different thing to go against an uncounterable tactic in the game.
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My gripe is we have the fake "Freddy Krueger" instead of the real "Freddy Krueger" with voice lines.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2775089#Comment_2775089
no they mad because if they get a bad game(not having fun) they can't kill them self on hook like survivors can.
why is your fun more important then the killers?
Correct, killers being able to suicide is not in the game. I have no idea what that has to do with anything that I'm saying and why it makes my fun more important than a killers fun.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2775139#Comment_2775139
Exactly, BT gives players bad habits. IMO. They get so used to farming, that without BT, it exposes a flaw in their game.
Then, blame it on killers.
A badly executed BT is great for the killer. However, when you have a killer camping-8-meters of a hooked survivor, the only counter a survivor has is BT. If you didn't happen to bring that perk, then you can't do anything. It's just poor game design.
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@Clevite said:
Nah, DS is the superior perk. BT only protects your teammates when you make a ######### save. DS protects you when someone else makes a ######### save on you.
Don't make unsafe unhooks and you won't need BT. If the killer is chasing you near a hook, continue to take agro away from the hook, not run in for the save anyway relying on BT
I would say DS is for tunneling and BT is for "camping within 8 meters". BT is known to be poorly used and executed. For example, someone leading the killer right back to the hooked person.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2774923#Comment_2774923
However the devs have been tripping over themselves to keep killers happy since release
Rofl. How can someone say this and BELIEVE it? Killers get nerfed if they perform well. Survivors get buffs of they whine.
- Circle Of OP was fake-nerfed to shut Killers up while letting Survivors keep their OP toy.
- The QoL change to wriggling included a Survivor buff to wriggle time of 6.25% for no reason.
- Boil OP triggers on a fraction of an inch fall. No more shortcuts into the basement! RPD is basically 'Survivors Can't Be Hooked: The Map'.
- Killers are leaving by the day because they get nothing but nerfs while Survivors get their bottle whenever they cry.
And you seriously believe the devs are catering to Killers? Either you're out of touch, or trolling.
Killers get buffs and nerfs just like survivors. Whining, hopefully, doesn't affect developers decisions. Instead, I'd like to believe they are basing their decisions off of numbers using the MMR system.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2775111#Comment_2775111
Because using 'Desperate for Kills' is implying the Killer is 'sweating' or being a 'tryhard'. Thus, you are shaming them for it. Which implies, through your words, that you think they are doing bad things for trying to win.
Anyone with a brain knows it's an implied insult. You don't compliment someone by saying 'Good job! You sure were desperate for those kills!'
I can be "desperate for donuts", which I currently am. Am I insulting myself saying that?
Heck, I play killer and get "desperate for kills". I just don't see that as insulting.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2775099#Comment_2775099
Where did I say "Killers bad for winning". You must have trouble with reading comprehension.
'Honestly, the best thing to do is run up to the killer and just give him the kill. If the killer is so desperate for kills that they facecamp or camp within about 8 meters, just give the kill to them.'
Right there, you shame Killers for winning in a non-Survivor-approved way. Looks like you need some reading comprehension of your own.
That is not saying "Killers bad for winning". How in the world are you getting "Killers bad for winning" from that? lol.
"Desperate for kills" does not equal "Killers bad for winning"
I will admit that my sentence and your sentence have "kill" in it.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2775089#Comment_2775089
Where did I say anything about Survivors staying or leaving? Or are you moving the goalposts because I tore apart your petty 'Killers bad for winning!' tripe?
Where did I say "Killers bad for winning". You must have trouble with reading comprehension.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2775049#Comment_2775049
A desperate survivor "facecamping" a gen doesn't stop the killer from playing the game
Why do people keep thinking being hooked is not playing the game? It's in the game. It's meant to happen. Thus; you are playing the game. This argument is bullshit that translates to 'A Survivor being faceamped is not winning. We're angry we lost. Now, we will screech and shame and insult Killers for winning.'
Why should a survivor stay if they aren't having fun. Are killers mad that survivors can suicide.
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@KajdanKi said:
To be honest there is not a lot of them.
I play survivor 50% of the time and there is definitely a lot of killers that stay within 8 meters of the hook and never leave that area. There's no way to rescue someone without getting hit, grabbed or them downing the unhooked survivor.
I think BT and DS should both be base kit at this point.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2775035#Comment_2775035
I love how the killer can be 'desperate for a kill', as if trying to win is bad.
But Survivors are never 'desperate for a gen'. It's only Killers who can be too good.
A desperate survivor "facecamping" a gen doesn't stop the killer from playing the game. Why are you bothered by a survivor trying to have fun by getting to the next game. Suiciding on hook and running up to the killer is as much in the game as facecamping.