NMCKE
NMCKE
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2441199#Comment_2441199
The killer made the correct play assuming they were able to hook that survivor.
That's not the point, my point is that you can't make a killer NOT tunnel. Literally the first paragraph, you know what I meant. You can literally spoon feed the killer a down in someone's place, but if the killer is determined for that survivor, even if you're on death hook, they will ignore you and go for the survivor they wanted.
I just don't like how players are pretending that you can prevent tunneling.
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@CrowVortex said:
Having looked at the new Deadlock perk, An interesting idea that could be applied to totems in the near future as a perk.
Maybe called 'The Entities Shuffle'
Something along the lines of 'Any totem cleansed, causes the entity to block all totems for 15 seconds and 'Shuffles' the remaining totems into new locations, In addition, All dull totems appear disguised as a hex totem to survivors, once a real dull totem is destroyed, a 'Fake' totem appears in it's place (Like illusion pallets) Breaking a 'Fake' totem or another real dull totem enables the shuffle once more. "
- This perk does not work if Noed is active.
- Totems that grant stacks (Devour for example) are temporarily disabled once a shuffle occurs, and can be used 20-30 seconds after the shuffle completes.
- Illusion totems can be aura read by other perks or maps.
- Killer only see's his real Hex totem aura's, but is notified when a shuffle occurs with an audio cue and a timer on the perk icon.
- Can shuffle up to 5 times.
- This perk is disabled once all dull totems are destroyed or any real remaining Hex totem's are destroyed (if you have one real hex perk for example, and it's destroyed, this perk is disabled).
- Is not compatible with Undying
Thoughts?
Is this too oppressive or OP?
What about this?
Bone Rush
Starting the trial, all hex totems are blocked by the Entity for 80-100-120 seconds and an additional 30 seconds for each hex perk in your possession.
When a hex totem is cleansed, any other hex totem that's in the process of being cleaned by a survivor will transfer to a random dull totem, if there's any present.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2441286#Comment_2441286
Again, if you are consistently getting caught first, that is a you problem.
Because, no, you won't 'easily' get caught first if you are playing correctly. You are right to note the killer WILL down if they commit to a chase long enough, which is why you take the effort to not be first chase, but taking that effort works very well. If you don't think it does, that means you aren't good enough at playing subtle (not stealth, you don't gotta hide in the corner immersed claudette style, but subtle) yet.
I didn't say consistently, just saying it can easily happen — Let me help you out, read my comment:
Experienced killers can predict where you spawn at and with the addition of Lethal Pursuer, you have no stealth at the beginning. Honestly, not sure why you're still saying it's the survivor's fault for being tunneled when the killers themselves CHOOSE to do so. Look, stealth nice and all, but someone is going to get caught first — there's no way to stealth and get ALL generators done, especially against the seasoned killer. There's literally nothing you can do besides drag out the process, your stealth idea isn't that all perfect solution as you make it out to be.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2441199#Comment_2441199
If you are commonly getting tunneled it means you are doing something wrong. Again, the number one skill a player can develop while learning is gamesense to not be the first person hooked.
A lot of survivors 'ruin' their learning period by trying to master sick chases like the streamers first thing, when in reality understanding gameflow and how to appropriately do things like rescue, gen pressure, heal, and avoid killer attention are far more fundamental skills.
It is like trying to learn how to do a sick combo in a fighting game rather than learning the basics of positioning, mixups, ect. Not being first chase consistently gives you MUCH more power over how the game goes, gives you more power to punish tunneling, and will result in you climbing out of ranks where people 'policy camp' faster.
I'd doubt that, you can easily get caught first and even if you stealth it out, someone is going to be the first victim. The killer will find someone, stealth doesn't prevent tunneling and with the introduction of Lethal Pursuer, doesn't look good for the survivors.
Once you're in a chase, it doesn't matter how good you are when the killer is supposedly 400% stronger than you. In other words, if the killer wants you dead, you're going to die. The best you can do is drag the chase out for as long as possible, and when you get hooked, hang for the entire duration to buy your team time to get out.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2440624#Comment_2440624
Eh, I usually drop the tunnel if someone comes out of hiding to take a hit. But if I can only find that one person, I am going to chase them and hook them... You can call me as unskilled as you like, but there is literally no reason not to unless I feel like being nice.
There's only so much you can do through, I saw that this one person was about to die if they were hooked again. Me being nearby, took two protection hits, the first one injuring me and the second one putting me into the dying state. The carried survivor wiggled free, but the killer didn't want to pick me up and take the free hook I literally just gave them. Therefore, it's not the survivor's fault for something that the killer choices, can't make a horse drink water.
By the way, my definition of tunneling is where the killer gives one survivor attention. They don't attempt to harm other survivors, they are only interested in getting one survivor out of the game ASAP. Some killers have their own way of tunneling while others will be relentless about it. However, it's not against the rules, just don't be upset if you get a negative reaction because from the start, you felt the need to ruin that survivor's experience. I'm not talking about strategic tunneling, I'm talking about whoever you first find — you made sure they didn't play the game. Don't get butt hurt if they are aggravated because I'd be too, especially if this has been a common occurrence for me.
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@coolmacc said:
I seriously have no idea why hexes are allowed to be so powerful with absolutely no immediate downside. Being able to one shot kill a survivor at full health with zero hooks is OP and your allowed to do it because you hooked a few survivors? And then to get rid of it you have to find some obscure totem hidden on a map like Hawkins. Not to mention undying, no one escapes death, etc. These perks are cheap and just kill the flow of the game when there’s a win in sight and one of these pops of just to give the killer an insane advantage to steal your game you worked for, not to mention the killer racking up an a huge amount of Bloodpoints more than survivors get. Everyone wants to play killer but this game would be dead if no survivors queued there should be more incentive to run survivor.
The downside is that they can be disabled at any time, and the more stronger hex perks have conditions, such as Devour Hope. If you're really struggling with hex perks, I'd recommend running either Small Game, Counter Force, Detective's Hunch, or bring a map that can track totems.
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I remember there was no locker nearby, so the next best thing was to repair a generator. Of course, he waited it out because he really wanted to kill me, but I failed every skill check on purpose to keep me on the generator for as long as possible. Eventually, he gave up and I lost my hook state, but it's a great trade considering I wasted all of his time and still didn't get the kill.
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@brokedownpalace said:
Yeah, like at least release the first boon totem or rework/buff 2-3 survivor perks.
We got a new type of perk that changes hooks.
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@GrimoireWeiss said:
The madlads really gave Pig an overheat meter.
I don't see why they would put one on pig, a cool-down for Ambushing?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2433589#Comment_2433589
Nope that pretty much answers the next question I had as well, thanks <3
No problem <3
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I prefer official information from either BVHR or a CM, not leaks because they aren't comfirmed and don't seem healthy for the game.
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@whammigobambam said:
Because slugging didn't win them the game like it does in the 95 other games that slug counters are not brought in.
Yeah, apparently I made an Oni, Huntress, and Spirit angry enough with me tanking an Endurance hit that they feel the need to BM me whenever possible. They weren't camping-tunneling, they would nod at me, hit me on the hook, and say no to me after they down me. Usually, I think they are just playing around, but a small portion of those BMers actually do want me dead, so it makes me believe killers don't like SG.
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I've played The Pig the match before the one you see, but before I played The Pig in general, I played Nemesis.
Any other questions Mandy?
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@Clowning said:
Wraith has it too, so does Huntress.
As far as I know, it's a bug related to the tutorial. All's good.
Okay, thank you for tell me that, I thought they were going to add a power meter to the pig.
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Yeah, this is getting pretty ridiculous, just look at my "Silver" Benevolence emblem.
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@ShinobuSK said:
They dont hate Soulguard, they hate you bodyblocking to take a hit while being obnoxious about it
How can I be obnoxious about it if they are targeting me after being picked up?
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Another killer hit me on the hook for using Soul Guard, this is so childish.
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@Ludicris said:
https://forum.deadbydaylight.com/en/discussion/comment/2432515#Comment_2432515
That has nothing to do with it.
If you remove the hatch, then you'll need to tweak gate spawns because they are killer sided.
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@Ludicris said:
Here's an idea. Remove the hatch.
Then you would need to fix gate spawning.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/273100/why-do-killers-hate-soul-guard
For me it depends what has happened:
If you have been knocked down and I'm slugging, I'm not so mad. I've chosen a risky strategy. It's my fault if that doesn't work.
But if you take a BT bodyblock and then another hit, I try to switch targets to not tunnel you instantly despite that, and then you jump right back in my face I'm going to be slightly pissed. That basically ensures that I'm proxy camping your ass. Idc about winning at that point.
Nope, just me recovering with Soul Guard and tanking a hit for my teammate, or just tanking a hit in general!
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/2431367#Comment_2431367
Just because you weren't running it doesn't mean killers have forgotten how certain perks have been weaponized against them. For example, if I get hit by Head On I will make sure that survivor dies immediately, I will throw the game and camp/tunnel them to death for stunning me with that ######### pos perk.
Am I not allowed to use Soul Guard or something?
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@SimpingForKyoraku said:
https://forum.deadbydaylight.com/en/discussion/273100/why-do-killers-hate-soul-guard
Because it's really annoying to get a 4man with SG and For the people.
I wasn't running that build, and I was on solo queue.
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@JHondo said:
I'm guessing it's because a lot of flashlight bully squads will run it so killers can't slug, those squads are fairly reliant on you running a Hex most of the time though.
Oh, is that why? I don't play in SWF ever, I just main killer and whenever I wanna torture myself, I play solo queue. I don't bully.
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@glitchboi said:
Wait, people hate Soul Guard? It's quite possibly the only perk (other than totem perks) that actually counter NOED slugging, since it allows you to get up at any time if you have the cursed status effect. I think it's balanced.
Maybe, I countered a lot of slugging killers with NOED.
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@Carth said:
Typical mend( 1C/sec) = 16 seconds
Current S.C(.5C/sec) speed = 32seconds
Proposed S.C(.66C/sec) speed = 24 seconds.
a pretty massive buff. Comobing it with other heal related perks would allow for some extremely annoying strats to heal yourself off hook in a few seconds (on the order of around 10 seconds if combo'd with 2 other perks)
What if SC gave you limited fast heals?
Self Care
Whenever you lose a hook state or a teammate is eliminated from the trial, gain a token in your possession.
If you have at least one token, you gain the ability to heal yourself without using a Med-Kit:
- You heal yourself at 80% the normal speed
- Each token grants 16 charges
Altruistic healing with a Med-Kit will increase its efficiency by 50%/75%/100%.
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@Pulsar said:
It is a part of the "small pp build" which basically just lets you have old MoM or BT whenever you get up.
It'd be fine if it gave Endurance but removed collision for its duration.
Before I'd body block if someone gave me BT and the killer wouldn't care. However, if I bodyblock with Soul Guard, apparently they want me dead.
Edit: I think I just figured it out, maybe they think I'm hacking?
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@humanbeing1704 said:
People hate soul guard? I honestly never see it activate because I don't use hexes lol
Whenever I recover from dying, either by myself or through a teammate, the killer seems to want me dead after I tank a hit. They hit me on the hook, nod their heads at me, and generally BMing, essentiall telling me that they hate my guts!
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2429744#Comment_2429744
Different people say different things.
There's also the fact that somethings can be bad but can NEVER BE BUFFED!
Its flat out what the devs have said is why Monstrous Shrine hasn't been buffed as they tested it being better and found out it would break basement builds if it was any better.
That's pretty easy to buff Self Care, just give it the Botany Knowledge treatment.
Instead of 20% Med-Kit efficiency, Self Care gives both 20% Med-Kit efficiency and increases Med-Kit healing speed by 20%.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2429864#Comment_2429864
Or - and hear me out on this - I know it's a groundbreaking idea.
People could use the search feature before making a new post to see if their idea has already been posted! Thereby not clogging up the recent discussions tab with threads everyone has seen before.
People aren't required to use the search feature. If they want to post their viewpoint on FNAF, which their viewpoint is likely different than the other threads, they can by making a new thread according to forum rules:
The forum rules doesn't specify that you must keep all related topics into one thread, and that's a good thing because it would get messy and comments would easily get lost. If you have a problem with the rules, contact a crew member and file a complaint, but otherwise, and this is me being as polite as possible, you need to suck it up and stop derailing threads.
You can read the forum rules here: https://forum.deadbydaylight.com/en/kb/articles/137-forum-rules
I'm going to end our discussion here because we're really off topic and I believe I made my point clear.
Have a great day, take care!
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2429494#Comment_2429494
Except new ones pop up every single day. It's annoying. I come to the forums to talk about Dead by Daylight. The clue's in the name: "forum.deadbydaylight.com". If I wanted to see FNaF content, I'd go somewhere specifically for that. It's the same as when you keep getting videos popping up in your YouTube recommended that have nothing to do with your interests. You could just ignore them, although it's still annoying.
Also I very much DO have a problem with the constant threads about DS, NOED, Camping etc. I've even commented expressing my frustration with the same tired points being raised AGAIN and AGAIN in them.
Okay? It's not like people are posting FNAF, just to post FNAF, or else this thread would be moved to the off-topic section. People are posting it because they want to make a speculation for the next chapter and how it'd fit into DBD. If you don't want to see them, don't comment on them, otherwise all of these FNAF threads that you're annoyed by will continue to be bumped to the first page. Can't you and others like you see that you're creating a positive feedback loop here?
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2429443#Comment_2429443
Read the room.
Use the search feature. PLEASE.
There's already hundreds of threads JUST like this one. With ALL of the same reasonings; we've heard it ALL before. Hundreds of times.
These threads NEVER end well and just cause fighting. The constant reiterating of old, tired points and rehashing the same arguments is EXACTLY why people don't want FNaF in DbD.
You didn't have to enter this thread if you're so sick of seeing them, just letting you know. Ironically, you commenting actually bumps this thread, so you're keeping it on the front page. There's nothing wrong with FNAF threads, or else one of the crew members would've closed it down, enough with the selfish-petty stuff.
I don't see anyone complaining about the hundreds to thousands of DS, NOED, Camping, Tunneling, and Gen-rushing threads. FNAF is always a special case apparently. If you don't like it, which is fine — I completely respect your opinion, but again, don't comment on it if you don't want to see it? Just let it get bumped down.
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Yes
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2429263#Comment_2429263
Yeah but name one fix that would be healthy for the game? Factoring in the current state of DBD on lower-end machines that should run the game fine but crash and DC frequently due to horrible optimisation, of course/
I know there are higher priorities, which I agree should be looked at first before this, but DCing shouldn't be rewarded in any way. We don't see survivors getting automatically sacrificed when the killer DCs, so why isn't the opposite true? Why reward survivor DCing with the an eacape? As long as we can agree that this shouldn't be a thing, that's completely fine. I don't want an immediate fix, but eventually down the line, I'd like to see this be addressed.
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@GannTM said:
Probably have BT or they’re just sandbagging.
Sometimes you kinda have to if the killer is camping or hook proxy in hopes of doing a one for one, I'd rather give my teammate a chance rather than not giving them one to begin with, even if they get farmed. In the endgame, you kinda have to rush hooks as well since the killer has nothing better to do other than camp.
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@humanbeing1704 said:
I wanna finally get to know them on certain maps without relying on small game
You can use Counterforce to get a better understanding of totems.
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@Grandpa_Crack_Pipe said:
If everyone alive is at the exit gate, the timer should count down 5 times faster.
One problem, if the timer is less than 25%, then the timer will automatically kill the last survivor who arrives to the gates. The survivor won't have enough time to travel between the entrance and exit within the exit area. 5 times as fast makes 120 seconds 24 seconds, making 30 seconds 6 seconds. If the survivor is trying to dodge the killer while everyone is waiting at the exit region, they won't have enough time.
Just add that all survivors must be within the exit region for at least 5 seconds for this effect to activate.
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@Triadequinaxor said:
Your main priority is completeing generators and sitting on a loading bar, which isnt fun most of the time. the most thrill people get playing survivor and it is why people play survivor is to do chases, but that involves putting yourself in harms way on purpose. I wish generators would be much more fun or we could have an entirely new objective/gamemode which makes survivor way much more exciting.
Pretty simple change, I'd slightly decrease generator times by 25%, making generators take 60 charges to complete.
As compensation, we make the endgame more interesting by placing the gate switches somewhere in the map. Survivors can tell which switch is linked to what gate by the wires that connect the two. Survivors, upon completing a generator, will see the locations of the gates, but not their switches — while the killer sees both. Each totem remaining on the map will add an additional 2 seconds to the opening time.
Remember me — Increases the opening time by 10 seconds, and an additional 1/2/3 seconds for each totem standing.
The Obsession sees the auras of all totems upon the exit gates activating.
No One Escapes Death — Survivors who attempt to open the exit gate will become exposed and for an additional 45 seconds after they stop the attempting.HexOnce the exit gates are opened, the exits are automatically blocked by The Entity for 40/50/60 seconds.
Rancor — Become Obsessed with a survivor. When a generator is completed, all survivors see your aura for 10 seconds.
Once the exit gates are activated, the Obsession becomes exposed and can be killed by the killer. After killing the Obsession, the exit, if the gates are already opened, are blocked by the Entity for 40/50/60 seconds.
Blood Warden — Upon hooking a survivor after the gates are activated:
- If the gates aren't opened, the EGC will activate at 50% the speed until they are opened.
- If the gates are opened, the Entity will block the exit for 40/50/60 seconds.
Each effect can only be activated once.
General — EGC is slowed to 50% the normal speed while exit area of the exit gates are blocked. This is to encourage the killer to use blocking perks to hunt survivors rather than letting the EGC do the job for them.
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...
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Perk Load-out — Kindred
I'm hooked, waiting for someone to save me just to see three survivors rush to my rescue.
Solo queue fun.
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It's usually 5 minutes starting off, I don't know what's after 5 minutes, but you shouldn't DC, you're screwing over your teammates. Just do your best, it might have been a temporary lag spike.
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@Edi3000 said:
So,in this week Shrine of Secrets,its this perk called Blood Pact,i personally like it,i know the perk is not kinda good,but personally I like it,so i have this question:Any good builds with Blood Pact? But please try and not include Hope
Breakout and Blood Pact allows you to move at 114%, allowing you to reach any hook before the killer can, so this can pair well with a Sabotage build! You'll just need to stick as a duo near the obsession so that you can save them, just stay within 16 meters.
If you have Hope, it's even better at 121% during the late game, assuming you're meeting all the conditions.
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@AnnaEliza365 said:
FNAF is the most boring horror franchise. The animatronics aren't scary, they're just annoying. The story isn't interesting it's just well hidden which made people want to uncover it.
If it's a FNAF Chapter, looks like you will have to suck it up or play a different game. DBD is a mash up of all honor into one game, so it's bound to come eventually.
With all these hate threads about FNAF, I actually want a FNAF Chapter. Can already picture the salty threads.
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@0wl said:
no kiddy ######### please we dont need an abundance of 12 yr olds in a 40 year old body on dbd playing a ridiculous springtrap, non scary killer
See you later, people like you give the DBD community a toxic reputation.
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@1miko said:
https://forum.deadbydaylight.com/en/discussion/comment/2416136#Comment_2416136
Yeah also the majority of the community apparently hates SBMM too but this is a common belief by people who think SBMM can't be right, just as RPD can't be right. Most of the community won't ever voice their opinion because they don't care enough for this game to go into social media and state how they feel about it, yet they still will have an opinion on it as they're part of the playerbase. The fact that a lot of people rant about RPD, having that opinion as the most voiced one in forums and everywhere doesn't mean anything, because normally anyone that is fine with the map won't voice their own opinion because it's not required for nothing, since it's already alright.
Also the phrase "You say problem, I say change." refers to the game, not to you in any personal level. You have your own take on the map which I respect. Something I don't is believing that your opinion is right and overwrites others opinions because you believe an opinion can be objective.
I never said my opinion overwrites others, I'm not sure where you're seeing this because that's the second time you implied and-or outright said. I'm just saying there's more to my opinion than what meets the eye, I wouldn't even call it my opinion, it's our opinion and it's backed up with factual evidence [not going to tell you because me and others have explained many times, just scroll up to previous comments]. Not once have you or anyone else attempted to rebuttal our opinion with your own factual evidence behind your own opinion. Until you or someone else quotes me and explains to me, I don't know what else to tell you if all you're say is "Memorize RCPD Layout" and not tell the majority of the community how exactly. I agree it's a pretty map, I'm with you on that, but it's not designed to be a good map gameplay wise.
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@1miko said:
https://forum.deadbydaylight.com/en/discussion/comment/2414688#Comment_2414688
You say problem I say change. A lot of people concluded that new Gideons is a terribly confusing map with tons of unpredictable dead ends, they don't whine about it in a new post every day. A lot of people hate midwich as the hold W through corridors map and don't bring it into the devs. A lot of people are sickened by perks which have a point on powering you up on endgame, on giving you a free second chance or on ending a game if secondary objectives are ignored for too long and these are complained about everyday for working as intended, I don't see what would make this rant compared to other rants something objective having each and every other rant completely subjective, probably born out of a ######### game where they suffered the worst handling of whatever issue they're talking about.
This is a generalized rant for people that don't want to adjust to something new, something that might prove difficult, but it's still subjective, it's not an actual problem. It's a bunch of people handlng their opinions with points shared coincidentaly exactly to the words of this X streamer mad about this map because it doesn't adapt to the map design they've been dealing for the last 6 thousand hours and it's uncomfortable to play on and instead of admitting that, they will create points to try and comparatively cancel this map through other maps designs and how it doesn't fit this game.
It's all a shared opinion by a portion of the community, not a factual objective problem that the devs should work on to fix, like pallet stun bugs, game crashes or exploits to avoid being picked up.
The thing is with this rant / complaint, it's something that the majority of the community agrees on — Unlike others where it's usually a minority or even mix of both sides. You comparing a typical NOED discussion, where the majority of the community thinks it's fine has nothing to do with this thread where the majority of the community thinks something ISN'T fine. On one hand, there's not a problem and on the other, there's a problem.
And you say change? Please tell me how can I change? What am I missing that can make RCPD more bearable? All you say is memorize the map, but how do we even start that process? I believe you don't know and are just saying that just to say it at this point because you never attempted to rebuttal my points nor gave me helpful advice to memorizing the map.
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@1miko said:
https://forum.deadbydaylight.com/en/discussion/comment/2413863#Comment_2413863
I guess my response is as childish as calling anyone straight up disagreeing with you in the start of the thread a paid actor :) . Calm down.
You really don't need to get so heated over a map being difficult to learn. Just go in and play it and eventually you'll figure it out. I'm not even a RE2 andy and I still could figure out pallet spawns after a few games. Still I just refuse to go developing a discussion over a issue that has been annoyingly spammed in this forum for the last month and a half+, this making it bold of you to think I'm gonna read the entire thread giving me all your "plenty of reasons as to why RCPD isn't fit for DBD".
I feel it's fine and I have fun on it, figured the map out without playing the og game right after a few losses after they reenabled the map offerings. I get it's confusing for you guys but giving up so fast on learning the map and running into the forum whining over it and over with 50 different threads for the same thing, bumping again and again over every other possibly interesting post done in this forum is getting annoying already.
I mean, you would think if there's a problem with the map, like an actual problem, that people wouldn't bring it up to the developer's attention? That doesn't sound right at all.
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@1miko said:
https://forum.deadbydaylight.com/en/discussion/comment/2413369#Comment_2413369
Cope.
The point is that your opinion is yours and my opinion is mine.
The map is pretty good, just learn it. If you don't like it it's your problem, a big part of the community hates the map, another big part doesn't give a sh*t, another big part actually likes it. Your point is that you just don't like it and want it to go away because you probably can't handle things you don't like, which is fair but don't give you any right to neglect others harmless opinions since you're freely stating yours in this forum, in the 500th post in this forum already leaking the floor because a really loud, not neccesarily big, portion of this community can't handle another closed map. This already happened with Midwich which is a lovely well done map.
Look, he didn't say you or others can't voice opinions, I think you're just saying this because you just disagree with him.
I agree with @Coder, a map should be friendly, at least having some sort of pattern to it. Hawkin's Lab is the perfect example: Hallways with rooms adjacent to them, this is pretty simple to understand and loops are predictable. If you walk into a room, you're pretty much guaranteed to find a pallet and rooms with generators are indicated with doors struggling to open. These map mechanics are easy to understand and doesn't require extensive knowledge.
You reach RCPD: There's no pattern, just a maze with pallets scrambled wherever see fit. Players have no sense of direction, leading to some awful experiences for both roles. This map is incredibly huge, amplifying everything that makes this map terrible. Even if you managed to painfully memorize all pallet locations and generators, given the claustrophobic nature of this map, you still won't know for sure until you waste time check each and every location. Don't even bring up how unhealthy loops are designed — There's no sweet spot with their design, and the mind games are borderline nonexistent. No creativity at all.
However, after we give you plenty of reasons as to why RCPD isn't fit for DBD. Not have you once wanted to have an actual discussion, and just resorted to the classic, probably the most childish response:
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@Coder said:
Come on, you know it was a mistake, we get it, learn from it and move on.
Renew the licence contract, remove this map and we'll all be happy. Or make up some excuse, like performance issues. It's just that easy, come on.
Thank you devs!
I think a better map would've been the outside area of the baker farm, it's open and has some buildings. Perfect balance of an indoor and outdoor map, would be really nice to see! 😄
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@Timeman63 said:
https://forum.deadbydaylight.com/en/discussion/comment/2411743#Comment_2411743
I'll do it because I appreciate your kind words. Basically, don't go out of your way to make Mettle of Man happen, use it when you have the opportunity to make a potential save. Saboteur and Breakout along with Mettle of Man make an absolute unit when played right. Bring a toolbox when possible, or use perks like Dead Hard or Flashbang to get the most mileage out of hook sabos. If you're paranoid about the aura reveal after healing, Sole Survivor mitigates it by a decent amount.
Thank you, this is much appreciated, I agree Mettle of Man works best with other perks to compliment it. However, by itself, it's dead weight and I believe that should be looked into. While I'm all for perk synergies, a perk shouldn't be so heavily dependent on another perk.
Mettle of Man is an unstable perk, changing it can make it either OP or remain UP. However, the best change is to remove the aura reading after healing to the healthy state, since it's unnecessary and it's already hard enough to activate.
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@Timeman63 said:
Hello class, welcome to Bad Perk University! I'll be your professor for today, and we'll be going over the worst perks The Entity has to offer and see how to make the most out of them. Today, we’re going to cover a perk that’s shrouded in infamy, but is also a case of, “Wait, someone actually brought that perk? What?” I am of course talking about Mettle of Man. When this perk first came out, it was grossly overpowered, and every survivor and their ancestors used this perk along with Decisive Strike, Dead Hard, and all the other meta perks of the apocalypse to have health states and second chances forever. It was a dark time in Dead by Daylight, one that nearly made me quit playing the game for good. It wasn’t the first dark age, and I know it won’t be the last. It has since been reworked though, and is now a shell of its former overpowered self, to the point where nobody uses it in a serious capacity. I have never seen a perk fall from its high horse that hard before. Even with how overpowered Decisive Strike used to be and how many nerfs it has had, even that perk is still meta. Mettle of Man sounds like a really interesting idea for a perk. After taking three protection hits, Mettle of Man grants you the Endurance status effect. This effect is special compared to other perks that grant the Endurance status, like Borrowed Time and Soul Guard, since you don’t have to mend afterwards when it activates, and it specifically works when an attack that takes you from the Injured State to the Dying State hits you. Some people might be confused about this part, but basically, if you’re healthy and you get instadowned by something like a chainsaw or the Exposed status effect, Mettle of Man won’t protect you from it. If you’re injured when that happens though, Mettle of Man will protect you. After tanking a hit with Mettle of Man, the next time you heal up, the Killer can see your aura as long as you are farther than 16m away from them. Then, once the Killer inevitably downs you again, Mettle of Man turns off and the process starts all over again. By the way, Mettle of Man is an Obsession perk, meaning if you run this perk and no other survivors are using Obsession perks, you will be the Obsession at the start of the match.
So why is this perk bad? The effect itself is potentially very powerful. Anything that grants you an extra health state is incredibly powerful, since it lets you waste more of the Killer’s precious time. The problem with Mettle of Man is how you earn it. Now, this perk used to be activated by simply getting hit by the Killer’s basic attack, so it was incredibly easy to get, and the majority of Killers had no way of getting around that, which is what made the perk overpowered. But now that you have to get protection hits, it’s much trickier to earn now. To clarify, protection hits occur when you take a hit for another nearby survivor who is injured. This can happen by running in front of the Killer and taking a hit for a survivor who is about to go down, or taking a hit while the Killer is carrying a survivor. The latter is definitely the easiest way to get protection hits, the game will always acknowledge you taking a hit there. In the former case however, the game can be rather particular when it comes to being “near” an injured teammate. Yeah, most of the time I take a protection hit and the game recognizes it, but if I stray just slightly too far from that threshold, it doesn’t work. Supposedly, you have to be within 10m of the injured survivor for it to count. In the heat of a match, I’m definitely not keeping track of that sort of thing. There’s also a short cooldown to how often you can earn protection hits (3 seconds), but this only really matters if you take hits against a Killer that’s using Save the Best for Last. Just keep it in mind. But the real reason the perk is pretty bad, along with its strict activation requirement is the penalty you get after activating it. Having your aura revealed to the killer in any capacity is dangerous, because it gives perfect information about your whereabouts. Once you tank a hit with Mettle of Man and heal up, you are in near constant peril until the Killer downs you, meaning you have to be on the alert all the time and be careful not to accidentally lead the Killer to your teammates. With the way Mettle of Man used to work, and how blatantly overpowered it was, this penalty made sense, since it gave the Killer a way to track you down and potentially get revenge for you running a brainless, uncounterable perk. Now though, it just seems unnecessarily cruel for a perk that’s rather difficult to activate.
So how do we make the most out of this perk? I may have mentioned this in previous posts about certain perks and the mentality you should have when running said perks. Actually, this applies to most perks when I think about it. But anyway, the best way to use Mettle of Man is in an altruism build. The current version of Mettle of Man pretty much encourages it, so if you’re trying to use Mettle of Man like you used to, this perk isn’t for you. But above all, the best way to use Mettle of Man is...don’t use Mettle of Man! Now wait, hear me out! I’m being serious. You see, an incorrect mentality that many players have is that when they bring a perk in a loadout, they absolutely have to get value out of it or else it isn’t worth their time to equip it in the first place. I can understand what they’re trying to say there, but you know what? Most of the time when I bring Decisive Strike to a match, I end up never using it. Does that mean that perk isn’t worth running? Every other survivor seems to still be using it, so that’s clearly not the case. Since I’m on about Decisive Strike, here is my perspective of it. I see it as a “just in case” perk. Just in case the Killer decides to be scummy and try to hook me twice without giving me breathing room, this perk is there to give me another chance. It’s not there for me to be immune to hooking for an entire minute so I can do whatever I want. *cough* *cough*. Similarly, Mettle of Man should be seen the same way. Don’t run the perk expecting to get use out of it. Most matches you won’t end up needing it anyway, or even need to take a single protection hit in some extreme cases. Mettle of Man should be seen as another “just in case” perk. Just in case you need to take protection hits, you can use those to benefit yourself, to save you from going down when you’re injured. Simply put, DO NOT go out of your way to proc Mettle of Man. You will throw the game if you try this. So now let me tell you how you should use Mettle of Man without being a detriment to your team.
My favorite method of using Mettle of Man is in altruistic anti hooking strats. I’ll go more into some of the perks I’ll mention here in future posts, to explain in more detail how to utilize them and make them better, but this is mostly focused on making Mettle of Man the most it can muster. Saboteur and Breakout are Mettle of Man’s best friends. When a teammate goes down nearby, that is when you spring into action. The moment the Killer picks up your teammate, Saboteur will show you the closest hooks to where they are, allowing you to make an informed decision which hook to run towards. Breakout helps your teammate struggle out slightly faster, but its real power comes from the speed boost, since it allows you to keep up with the Killer and get to the hook before they do. From there, it’s a matter of standing in front of the hook spot so that the Killer has no choice but to hit you to make you lose collision. After that, start sabotaging the hook so that the Killer has to hit you again to make you stop. If you’re fast enough, the hook will break before the Killer can stop you, and Breakout will hopefully have bought enough time for your teammate to break free. Now keep in mind, in most cases trying this, you will go down. And worst yet, if the hooks are close enough, the Killer might just find another one to hook your teammate on. It’s unfortunate, but that’s just how it is. What’s important however, is that you got two very easy protection hits, for doing what you could to prevent a teammate from receiving a hook state. If you want to improve your chances of making a strat like this happen, there are two things you can do. Bring a Petrified Oak offering that increases the distance between hooks, and bring a toolbox with increased sabotaging speed and/or the Grip Wrench addon that increases the time a hook stays broken. Your fourth perk can be your choice, but I have a few suggestions. My absolute favorite perk to run in this build is Flashbang. Flashbang is already a really fun perk to use, but when it’s used in a build like this successfully, there’s no other feeling like it. I run to the hook, take the first protection hit, and immediately drop the flashbang and start sabotaging. The Killer now has a difficult decision to make, continue to look in my direction to down me and get blinded, or look away for a brief moment long enough for me to break the hook and run away, forcing them to drop the survivor or find a different hook nearby. This does have its drawbacks though. If the Killer notices you have a flashbang in your hand, they’ll see it coming and not do anything rash, but Flashbang has the benefit of being a little difficult to see and making a rather quiet sound when dropped. I’m a pretty experienced Killer player, and I still get blinded by random Flashbangs just because I didn’t hear the survivor drop them. So that’s really fun, but there’s more. If you want to ensure your safety after sabotaging a hook, Dead Hard still exists. This one requires you bring the sabo toolbox so you can break the hook in time and still Dead Hard away. Okay, but what about after you get Mettle of Man to proc and you heal up? Aren’t you still having to deal with that aura reveal? Well, there is one perk that can help with that, but you’re not going to like hearing it. Sole Survivor...yeah…
Look, Sole Survivor kind of sucks, to put it mildly. I’ll get around to this perk someday, I’m sure. However, when you pair this perk with Mettle of Man, it has a pretty interesting synergy. Sole Survivor will hide your aura from the Killer at a range of 24m for every other survivor that’s dead. When just one of your teammates dies, Sole Survivor mitigates the downside of Mettle of Man by making it so your aura goes away when the Killer is within 24m of you, which doesn't sound like much, but it can often be enough to slink away if you play your cards right. Just hope you can still salvage the match with one teammate out of the game. Of course, with each teammate that dies, the effect increases by 24m each time, but by that point, you'd better have a backup plan of getting out of the trial somehow, because the sun is setting on you fast, and hiding your aura will only help you so much. By the way, since I’m not going to mention this perk again for a while, I’ll say this. Sole Survivor is yet another “just in case” perk, so keep that in mind for the future.
Closing thoughts, how do we make this perk better? We really have to be careful with changing this perk. We’ve already seen the monster it can be, and I don’t ever want to go back to the way it once was. First off, if we change nothing else about the perk currently, I’d remove the aura reveal portion of the perk. It’s just adding salt to the wound to a perk that already has rather demanding requirements. But then what would be the perk tiers? Personally I’m against perks having three tiers at this point in the game’s lifespan due to how monstrous the grind is, but if we must have them, I’d make it so you have to mend after proccing Mettle of Man. I know that the main appeal of the perk is that you don’t have to do that, but at the very least it would make it consistent with all the other perks that grant the Endurance status effect. So basically the perk would look like this:
After triggering your third Protection Hit, Mettle of Man activates and you are protected by the Endurance Status Effect:
Any damage taken that would put you into the Dying State from the Injured State will trigger the Deep Wound status effect, after which you have 10/15/20 seconds to Mend yourself.
Taking any damage while under the effect of Deep Wound or if its timer runs out will put you into the Dying State.
Mettle of Man deactivates the next time you are put into the Dying State.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
The only other direction I can think of to take the perk in is to keep the aura reveal, but lower the protection hit requirement to two. I can see this being potentially quite dangerous though, so I’m not too sure about it. Still, that’s the only other change that might be made without reverting the perk to its old version, and that will never happen. Look, I hate the old Mettle of Man, it was representative of everything wrong with Dead by Daylight at the time, but now I just feel sorry for it. I wouldn’t mind it being just a little better. That fact that it can enable altruistic plays like this in a way that feels fair is really cool, and it’s actually kind of a pleasant surprise to see someone activate it in a match. It’s like, “Wow, you actually managed to make THAT perk happen? You champion!” What will the future look like for this fallen devil? Only time will tell. Thank you for coming to my lesson, see you next class!
(I’m going to be working on an addendum for this post that covers more things I wanted to talk about with this perk, to keep this post relatively brief. I’ll see you then.)
I appreciate the effort you put into this, you really poured your heart into this, but this is insanely long. Could you, if at all possible, do a TL;DR? 😅





