Nicholas
Nicholas
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1621726#Comment_1621726
Corrupt is a zoning tool, thrilling is an information perk. Ruin doesnt stop a rush, and pop requires hooks.
https://forum.deadbydaylight.com/en/discussion/comment/1621743#Comment_1621743
I don't care how that 4th survivor feels, if you want to be 1v1, you need to play killer. Fact remains that survivors are a collective.
With that statement, you've proved my point that survivors have the tools to stop tunneling, but killers dont have the tools to stop the gen rush.
If killer chooses to tunnel, survivors can make him lose. If survivors choose to rush, killers cant make them lose.
That's your opinion but the game disagrees. It didn't prove anything, those perks can extend the tunnel. You said stop which means a cessation, extend is postpone. DS extends the tunnel, but it certainly doesn't stop it. There are no perks to stop tunneling. And your last statement is also wrong but you lost credibility when you said those perks stop tunneling.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1621512#Comment_1621512
If you tunnel through all of those, you lose. Survivors have this idea that they are one, but they are in fact 25% of one. If one dies and three get out, that's a win.
Every one of those perks denies a hook state. If a killer has you, and you dead hard to a pallet, you just regressed his investment in that chase. So no, you cant undo a hook state any more than killer can undo a finished gen.
https://forum.deadbydaylight.com/en/discussion/comment/1621598#Comment_1621598
Kind of pathetic for survivors to have comms, at least my pathetic thing is actually part of the game and not a 3rd party app.
Again, where are these tools to stop tunneling? That is what my reply to you was about.
If The Killer wants to tunnel, he will succeed. Even if everyone stopped to help, which would come at a great cost to the objective. Those perks don't deny, they delay the inevitable. The Killer is not entitled to a Hook until he actually hooks. And that's a win according to you, not everyone agrees especially the fourth Survivor. Some people will play as one.
That's true about The Killer's investment in that chase but it's a chase he chose to engage in. The distinction is that after someone is rescued and you avoid interacting with them for X seconds doesn't regress your previous chase and hook progress with that specific Survivor. On the other hand, if a generator is regressing, a Survivor has to return to protect it from further regression. Tunneling Survivors would obviously be mandatory if after so much time, hook states are restored.
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@Dwinchester said:
The only problem is that survivors have the tools to stop killers from tunneling, but killers cant do anything about the gen rush.
But yeah, I play as dirty as the survivors do. If I have to camp or tunnel to win, I most certainly will.
What are these wonderful tools that stop The Killer from tunneling? There is nothing that stops The Killer from tunneling. You can use Decisive Strike, Borrowed Time, Unbreakable, Soul Guard, Head-on, flashlight save, pallet stun and The Killer will still tunnel you relentlessly.
As far as tunneling generators is concerned, that doesn't make sense. The Killer can regress a survivor's investment in a generator. There is no mechanic or perk that can undo hook States. So it's not like if you ignore a Survivor for so long, that previous Hook is invalidated. On the other hand, a generator at 99% can regress all the way to zero. So it makes sense that a Survivor would want to protect their investment.
With that said, tunnel to your heart's content. It's not against the rules, you're free to tunnel and slug anyone but just remember that sometimes people may be prepared for those moments.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1613428#Comment_1613428
I think it is after the exposed survivor is downed or time runs out, but is also on a timed cooldown before it can work again.
Both put you under a 60 second Exposed timer for performing certain actions under specific conditions but the difference is DG's Exposed persists even after a Rescue whereas MYC clears upon being downed? So maybe it is a bug but it does seem unusual perhaps.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1613249#Comment_1613249
It’s not a bug, as the perk description says the survivor is exposed for 60 seconds. Currently, nothing but time removes it. Hence my post.
Doesn't MYC clear after a Hook? I feel like it does but now can't really remember.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1610074#Comment_1610074
Really? I've had some bad hits through windows but it's never reverted me back to the window. I'm honestly not sure why that would happen.
Just happened last week, I landed safely and my Survivor teleported back near the window and got hit. Also just had The Leatherface swing at the other side of a loop and I went down. He was doing that to everyone and always knew exactly where to find your body.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1609845#Comment_1609845
Grabs have been server side for ages, if you're disliking that then you probably won't enjoy the hit validation much more.
Hits is what I mean. I've seen myself revert back, get hit and then downed if Injured.
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This will likely always be an issue in the game. Hit validation hopefully coming very soon will resolve dome extreme cases but ultimately the game favors what the killer sees. My favorite is when you have fast vaulted and have Lithe, and then your exhausted body teleports back to the window to get grabbed.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1608835#Comment_1608835
Collectivism in this case would be the one survivor taking one for the team and hanging on that hook as long as possible so everyone else can finish the gens and escape.
Yes I know, that's exactly what I said. I was just pointing out that unfortunately the victim could be more individualistic. And I understand why, because it can be frustrating especially at the start of the match where you got nothing accomplished.
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Ran into this a few times tonight, and checked perks and add-ons. At one point it was so bad I thought he had Tinkerer on.
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@YaiPa said:
just do the gens and the killer get only 1 kill.
The issue is is that it ruins the experience for the one person, so they don't really have an incentive to struggle to the last drop. I wish there was more collectivism. I'm that Survivor that will struggle to the very end so everyone else can escape. I've even gotten lucky running Comraderie against a face camper lol
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The most disappointing thing is no map. The Blight can be buffed and adjusted but we're never going to get a map in this Chapter. I guess I shouldn't complain, at least it's not another Paragraph pretending to be a Chapter like The Ghostface. I do agree that Felix's Perks aren't that great. I don't remember who but someone had a great idea for Visionary, change the color of the aura based on the progress of the Gen. I still wouldn't use it but it would bring more utility to an otherwise very lackluster perk.
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I ran into someone running Thrill, Ruin, Devour and Undying. Fortunately I was playing with three friends, so we found all four totems and began to cleanse them at the same time. She went after one person, the other three were successfully cleansed and then she disconnected.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/894738#Comment_894738
You just invalidated any future opinion you may have with that comment.
Who are you and why exactly do you think I care what you think? I stand 100% by that statement from December 2019.
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They need to pay Amazon for increase server load, cut that check Behavior!
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@SnakeSound222 said:
https://store.playstation.com/en-us/product/UP3509-CUSA08444_00-CHAPTERYEMEN0000
I searched "Dead by Daylight: Descend Beyond" and look what popped up. This is the NA store, so it might be different for other regions.
Oh great thanks was able to buy it.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1604436#Comment_1604436
That's observably untrue. Ranged hits, stuns, hatch and grabs, the only other interactions with the killer, are not resolved on the killers machine. Ranged attacks magically phase through survivors all the time; this is especially easy to see with Plague. You get interrupted all the time when trying to grab someone/close the hatch, and you often bait out a head on or pallet stun only to eat it from a metre away. Even blinding the killer isn't resolved on the killers machine: so often have I stared at the sky and still been magically blinded half a second later.
I can easily counter every point because ime it has been the opposite at times but sometimes as you say. I don't think this necessarily means anything. I have been struck by ranged attacks way out of range, I have missed stuns where The Killer was clearly in range, I have been stunned despite being out of range. I was just reporting what the devs said, maybe interaction just meant melee hits. I was under the impression that every interaction with The Killer was favored by what they see but perhaps that is wrong. I just checked everything and they don't really distinguish what is killer resolved :/
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604428#Comment_1604428
Let me take a step back.
My problem with locker flashlights above all else is they mess with the way lockers were made. Just from looking at the way lockers work, you don't need a dev to tell you lockers were clearly designed to be a bad position to be in if the Killer knows you are in there and/or pulls you out of it. Flashlight lockers are stupid because they turn an explicitly and exclusively bad position for the grabbed Survivor into a good one. That shouldn't be a thing. It's why I hate flashlight lockers, it's why I hate Head On, and it's why I hate locker DS. Being grabbed out of a locker should always and exclusively be a bad position for the Survivor to be in, and as far as I'm concerned, anything that can make it a good position is either an exploit, bad game balance, or both. You're not smarter than the Killer for exploiting.
Also, I wished latency favored my Killer games. I'm so sick of swinging at a Survivor as soon as they start a vault animation and somehow missing even though the only thing my weapon could have touched was their buttcheeks. Or grabbing someone mid-locker vault only to swing at the air and let them go free.
I understand your point of view and agree on most points, except HO and DS related points. Not gonna get into that bc that will hijack the topic away from GF. And I agree with you on latency. As Killer, I always think to myself I never feel advantaged especially with gen grabs where I see the animation initiated but then the Survivor scurries away. Yet as Survivor, I'm sometimes struck at great distances or grabbed from really far away. Not always bc I have had games where my interactions shouldn't connect and yet they do.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1604360#Comment_1604360
The only thing that favours the killer are the melee hits, for extremely obvious reasons. Everything else is resolved server-side.
The devs said interactions with The Killer are handled by the killer client during the stream. I didn't see anything about it being limited to melee hits. The focus has been on hits because of the perceived differences from each perspective. Maybe one can clarify that point.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604407#Comment_1604407
With the exception of the guessing game which we've already been over, in all scenarios where a Survivor is grabbed, you were either skilled enough to deduce that they were there, or the Survivor put themselves in a bad position. In either scenario, how much skill the Killer displayed en solo is not what's important. What's important is how much skill and perception the Killer displayed relative to how much skill and perception the Survivor being grabbed displayed. In either scenario, the Killer displayed more than the Survivor.
There are times where it makes sense to go into a Locker, even in front of The Killer to trigger a perk or position yourself for a FL save. This is being smarter than The Killer, and he doesn't necessarily deserve the hook. And because of the way latency favors The Killer, not every grab is deserved. That was my point based on your original broad and over inclusive argument (below) that a locker grab deserves a hook and that it is always stupid and should result in punishment. There are in fact situations where it makes sense to jump in one and merely going in one doesn't mean it was stupid.
"If you get pulled out of a locker, you don't deserve a second chance. Period. No locker DS, no locker flashlight, nothing. If you are that monumentally stupid, the only appropriate consequence that should befall you is punishment."
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604360#Comment_1604360
"The point isn't about outsmarting or guessing, it's whether you "deserve" that grab."
If I outsmarted you or won the gamble, yes, I deserve that grab.
"You're argument is that a Survivor deserves no chance thereafter but in some cases it makes sense to outsmart The Killer and jump into the Locker."
Lockers are deliberately designed as a shell to hide yourself, but if the Killer breaks the shell, you get punished. You get grabbed out of a locker, the Killer broke the shell.
"I think if an ally can free you via a FL save, you and that Survivor deserve the victory by outsmarting The Killer, predicting he would go for the grab and correctly positioning yourself."
This implies pulling off a flashlight save takes skill, positioning, or game sense. It doesn't. You're not outplaying the Killer by holding M2 when they're forced into an animation lock to punish someone else who played like an idiot. Hell, your positioning doesn't even matter since you can blind them from well beyond their FoV, shining the light nowhere near their camera and still getting a blind. You don't even need to "predict". The animation lock is so long that you can just react without thought, even if you were in the middle of deliberately running away.
No skill involved in opening a locker (among other things), even a guess especially with IM equipped. You're going on like every locker grab was a display of masterful skill that should equal a guaranteed grab. Locker grabs are a skill-free action, in a game where what The Killer sees is what prevails thus providing them with the edge in this interaction. A point you conveniently skipped over. I'm still not convinced by your points, I understand them but unmoved.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604328#Comment_1604328
My point is: It makes absolutely no sense that I'm getting blinded by a light that I cannot see.
https://forum.deadbydaylight.com/en/discussion/comment/1604330#Comment_1604330
- If you take the time to check the area, the Survivor leaves the locker and runs off, most likely to a safe pallet or window since 99% of lockers are located right next to those. It's a lose-lose, like the small pp build.
- The Survivor obviously didn't think before they acted, otherwise they wouldn't have made the dumb decision to jump in that locker. Play stupid games, win stupid prizes.
https://forum.deadbydaylight.com/en/discussion/comment/1604329#Comment_1604329
Difference between the Survivor getting caught and the Killer "just pressing the space bar" is, the Killer had to either see you get in the locker, hear you inside it, predict you went in there, or just guess. The only situation in which the I as the Killer didn't outright outsmart or intuitively discover you is the latter, and in that case, you took a gamble and lost. And that's just it—you LOST. In all of these scenarios, you LOST the battle. You LOST the bet. You LOST the guessing game. And you should be punished for losing.
With regards to latency: As much as these servers suck, that honestly just sounds like you have poor Internet. That's on you.
I disagree, and already outlined why people go into Lockers. DS is another one of course, and I disagree on that point too. The point isn't about outsmarting or guessing, it's whether you "deserve" that grab. Your argument is that a Survivor deserves no chance thereafter but in some cases it makes sense to outsmart The Killer and jump into the Locker. I think if an ally can free you via a FL save, you and that Survivor deserve the victory by outsmarting The Killer, predicting he would go for the grab and correctly positioning yourself. It would be The Killer's fault for not surveying the area, much like a Pallet Stun or a general HO stun.
And you couldn't be more wrong about lag, the Servers favor the killer and what he sees is what prevails. My perspective isn't factored into the calculation and the server doesn't care what I perceive. So in some instances, the gap between what you see can give The Killer a major advantage. Does he deserve it? Not in my opinion but that is the way the experience currently is until SSHV rolls out. And even then, it will continue to favor The Killer when there is no major latency so the servers aren't truly definitively authoritative.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1603165#Comment_1603165
This did not take you 5-7 minutes but I loved it lol. The only thing I'd add is that with typical ping his ranged attack can't be dodged, which I think is trash given that he can zone with it, hit multiple survivors with it, and can hit through walls. Per the wiki:
The Punishment of the Damned Attack Trail will spawn with a delay of 0.267 seconds.
The individual Attack Trail Elements will spawn with a time offset of 0.033 seconds between each element to simulate a propagating attack wave.
The Punishment of the Damned Attack Trail has a default length of 8 metres.
What this means is that with no add-ons you will be hit at up to 8 meters within 300ms. Per Wikipedia, the mean reaction time for college-age people responding to a simple visual stimulus is 190ms. That's just detecting a simple visual stimulus and signaling that you saw it, which would certainly be easier than recognizing PH's attack in a game like DBD where there's a so much else competing for your attention. Still, let's take that number as a floor. Typical ping for me is 70-125ms, but I have buddies that are often closer to 30-50ms. Let's say for the sake of math that you and the killer both have 55ms ping, which would be better than I have ever gotten in DBD.
190ms reaction time + 110ms latency = 300ms. There's not even a fraction of a second to try to dodge. By the time the survivor can react, the attack will have already hit them.
It is extremely unfun to play against a killer that can zone with their power. If PH were less than 100% movement speed while leaving trails this wouldn't be an issue. It also wouldn't be an issue if you could react to his ranged attack and dodge it. In practice, though, it's complete guess work. If the attack missed, it's because the PH missed. If you try to dodge, he should walk up and M1 you. Pallet drops and vaults are free hits.
I don't even care about his cages and his "torment mori". Those are strong in their own right, but you can control whether or not you get tormented. I just want to be able to make a skillful play to extend chases against him. As is you just have to guess and hope he's bad.
Unfortunately you can't control Torment. The Rites of Judgement can sometimes appear invisible so you're struck by it randomly at times. Otherwise I totally agree with your post.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604289#Comment_1604289
If you get pulled out of a locker, you don't deserve a second chance. Period. No locker DS, no locker flashlight, nothing. If you are that monumentally stupid, the only appropriate consequence that should befall you is punishment.
Maybe they went in for IS or HO, you never know. Not to mention that argument can be flipped, does a Killer "deserve" a free hook or kill just because they randomly pressed a button on a Locker? Or the game latency resulted in a different position depicted on the Survivor's screen and thus they were unable to use Head-on? I've experienced that, and even The Killer appearing too far to even open and yet they do. They teleport into the front and open it.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/1604191#Comment_1604191
Couldn't have said it better myself.
I don't want to run those perks. I'd rather run gimmick builds having to do with things like vaulting, sabo, no mither, or breakout. But I can't because nearly every game, I'm downed less than 10 seconds off the hook and put right back on without a chance to do anything. The second I dare to try something fun, and the killer sees there's no obsession in the game; that's their cue to camp/tunnel everyone they get their hands on because there's no penalty for it.
As killer, I hardly run into this problem because I don't give them the chance to use those perks. I essentially play with mostly perkless survivors.
That build shouldn't HAVE TO exist. Unfortunately, it does. And, unfortunately, I'm forced to run it if I actually want to play the game.
I spent 400k and wanted to get back to 1MM for tomorrow. So I ran BT, WGLF, Empathy and Autodidact to be the medic. Total disaster, just hard tunnel and insta-hook bc no Obsession in that match. The other two DC because they were slugged without one-time use UB while he was looking for the last guy, but luckily he found the Hatch. Unfun but people like that Killer are why people run meta.
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1604191#Comment_1604191
If no one slugged high skill matches would never be won by the killer.
Not true, I see The Killer 3-4k often without ever tunneling or slugging. Ime tunneling is more of a problem, at least on PS4 I think many are too worried about UB. With that said, feel free to do as you please but remember the bill always come due. There are consequences for your decisions and that needs to be weighed more heavily. I do just fine without the aforementioned behavior, do I 4k every trial? No but that is never my goal (unless a Challenge requires it). I've had wins with a 2k, still get 20k+ points and I'm fine with that. I don't need to kill three or four to feel satisfied with my investment. Then again teabaggers, clickers, and the lot never bother me.
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These perks are actually based on The Killer's decisions. If you don't slug, no one has the opportunity to use Unbreakable. If they can't use Unbreakable, SG is rendered useless. Everyone has been crying about DS knows exactly how it works, if you grab a Survivor within 60 seconds of them being rescued you will be stunned. Eat the stun or avoid that player. Red rank PS4 killer and I never run into these perks. In fact I love when people run these perks because they get zero you use out of them. 75% of their perks are worthless. Unbreakable works one time, yet people can be slugged unlimited number of times. Deal with it, don't slug. If it makes sense to slug, there's a risk that someone will have Unbreakable. When you make the decision to slug you have to factor in that risk. People run these perks because they feel they get use out of them based on how many killers play. The problem isn't survivors that run these perks, it's the way some maybe most Killers play that compel people to equip these perks. If no one slug, you would never see unbreakable because it would be pointless and a waste of time.
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Yes tomorrow.
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Hopefully they don't take months to roll it out.
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I'm seeing everyone DC on every platform in every role in myriad situations. People DC at the drop of a hat and some have more meritorious reasons for doing so. I sometimes understand the pain and don't take it personally and move on. I have experienced The Killer DC right after two gens pop and Survivors right after a down. I actually don't miss the penalty, I understand why people want to leave at times.
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Until hit validation returns, the experience is Favor The Killer! Hits are validated on The Killer's side so the 60 updates per second do little against laggers, manipulators and VPNers. I have noticed a few times where the hit was missed at a window which is nice before previously it felt like a 99% chance of getting struck. I hope HV is returned soon and improves the experience.
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Try posting another description of it. I'm a little confused by the idea but it sounds interesting.
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@thelittlemonsters said:
https://forum.deadbydaylight.com/en/discussion/comment/1601376#Comment_1601376
Sorry for responding. Didn’t see that was a rule.
It's an internet "rule," mainly because over many months people's opinions may have evolved or the points are moot. I did reply, was just giving you a heads up about quoting from months before.
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@thelittlemonsters said:
https://forum.deadbydaylight.com/en/discussion/comment/1200760#Comment_1200760
They tried to punish killers for camping before. Using a radius to judge when the killer was too close to the hook.
Survivors would bait the killer into the radius so much it was removed. Seeing as that is the only way to judge camping there is no punishment beyond what we already have in place.
How would the game judge tunneling? I hooked someone, chased someone else, and got run into the hooked person self caring in a corner nearby. I saw them with Nurse’s. The person I just started chasing had Sprint Burst so got such a head start I switched targets and went for the optimal target: the self caring person. They used Dead Hard and extended the chase for about ten seconds before going down
I decided to eat the DS to get it out of the way because no gens were done so it was a good trade. They missed their DS and rage quit by killing themselves on hook.
In their mind I’m sure I was tunneling, so how would you punish that situation?
From a logical perspective I did nothing wrong. I went after another survivor who ran me by an injured survivor that backed themselves into a corner while using Sprint Burst to get a huge head start.
However, the person in the corner came off the hook about twenty seconds before this.
To many players I’d be tunneling.
Thanks for the necro-quote from five months ago. Typically you don't do that even if an old topic resurfaces unless the person is currently and actively participating in the thread.
I never defined what any tunnel determent would look like and pointed out I didn't know of an equivalent option when referencing that other game. Whether the tunnel is incidental or deliberate is unimportant. I only stated that it should always be a free choice to tunnel. My point was about discouragement not hard punishment so there's no right or wrong action. Discouraging is about telling the player, this behavior isn't ideal for the health of the game and you shouldn't engage in it. It still gives the freedom and discretion to do it but comes at a cost that the player has to weigh against other factors.
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It would be interesting if the free mechanics the game provides to Killers became perks. Would anyone actually use Bloodlust as a perk?
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You can get to 16 but to get to 17 you need to wait for rank reset. And thereafter the next rank reset will get you to 20. But once you hit 16, there's no path back to 17 outside of rank reset.
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PS4 red, I don't run into campers that much especially face campers. However tunnelers, especially tenacious tunnelers are more of a recurrence. The one thing I have noticed with other platform Killers is the habit of always going back to the hook even without MYC. Ime if the Killer is dumb enough to waste time chasing you for an extended period and when they finally get you, then they do seem to get campy and extremely tunnely.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1595372#Comment_1595372
I think it could work as a difference in effects
Killers apply the Fatigue effect through perks and addons and the survivors get applied with the Exhausted effect through their perks
That's what I said. The only difference between the two is that you can recover from Fatigued while running whereas while Exhausted you cannot recover while running. A lot of the complaints are that the add-ons exhaust you for too long so perhaps a new similar status effect could feel less oppressive to people. And it can open up a lot new opportunities for perks and add-ons.
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@RaSavage42 said:
Can I add in The Pig into this... cause I main pig and her Exhaustion addon is (Bad Word) useless
Why would I ever use that addon... I don't chase those whom have a trap on (unless I see an opportunity)
@Nicholas I am interested in the Fatigued status effect... Could you explain how you'd implement it?
It would be a new status effect that only The Killer can afflict a Survivor with. I can't think off the top of my head if there any perks that make survivors exhausted? I know there are add-ons. And all survivor perks that are impacted by exhausted would also be affected by fatigued. The main distinction between the two is that exhausted doesn't recover while running but fatigued does. It's basically just a name so that it's clear which version of the status effect you suffer from. Otherwise they would have to create an additional icon to visually distinguish between a version of exhausted that you can recover while running and the existing version where you don't recover.
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I was talking about this with a friend the other day who was really frustrated by the 90 seconds. Maybe they should introduce a new status effect for survivors, let's call it Fatigued. Fatigue would be nearly identical to Exhausted with the one exception that you can recover while running.
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@BigTimeGamer said:
Huntress I'm okay with since you still have to actually be able to hit them, Clown's is dumb though and is mindless, much like himself
LOL very easy with dedicated servers. Tons of fake hits.
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@Peanits said:
I see rha already found my previous answer, but yes, there are different rules for different platforms. As long as an trophy is still possible, it's very difficult to change it. It makes sense it would be a little unfair to the people who earned it before it was decreased, but there's only so much we can do.
Just circumvent Sony's super strict criteria for changing trophies by creating an event that counts one as five or whatever amount or even adding to the trophy like 100 Hatchet or 10 Iridescent Hatchet. In fact you could reduce every Killer trophy by adding the option to do the task faster via using a rare add-on. Other devs have been restricted by Sony and found creative ways to stealth bypass the trophy mandates in these and other ways.
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The issue was that the population it's probably split, those who opted in and those who opted out. At least on PS4, I think it's making things worse because the community is fragmented on crossplay. I know I personally opted out but I also know people who have opted-in. I really hope they add console only crossplay, I think that's going to be the best option.
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@Write_By_Daylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1590562#Comment_1590562
This is obviously for future rift's.
This in no way sets a bad preceedent, that makes legit no sense.
It would only benefit every player, reduce the time-grind wall and with the changes I suggested, impeedes no one and reduces no profits.
Actually it makes perfect sense if you understand the basic meaning of the term. The expiration date is already set, changing it sets a precedent. That precedent is basically that the amount of time can be extended after it's already been established. Imo that would be a bad precedent. Extending the next Tome is totally fine but changing it in the middle of the current Tome sets a precedent that I don't think is a good thing. You can disagree that the precedent wouldn't be a bad thing but you can't disagree with the fact that it does set a precedent.
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I'm on 57, I just unlocked Meg's dress. I haven't purchased any levels, I completed all the challenges and I don't think I played that much. So the system seems fine to me personally. Unfortunately I'm not a big fan of the idea of extending it, I think it sets a bad precedent. There are people that may have already purchased levels because they didn't think they could finish it in time and then you have to deal with that problem too. Just accept that you may not make it to level 70, there's always next time good luck.
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The site you quoted is an Xbox site, usually the sites that only focus on news for One console won't even mention the other. I've seen some even remove mention of the other in quotes. However officially on the press release it does confirm that both Next Generation consoles will have 4K and 60 frames per second.
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Sorry if this has been said but I'm not reading all 10,000 replies to this topic. I just wanted to add that this is a prime example of people circumventing a mechanism and problem that the developers sought to remedy. That's a problem in general with the game, everyone looks for a way to bypass or circumvent to accomplish their goals. Imo the game should recognize that the person was being camped and teleport him.
I do agree that no one is entitled to escape or get a kill, that's yet another problem with the community. People think because the exit gates are opened that you're entitled to escape likewise other people think that because they downed you during the collapse that they're entitled to kill you. Or because they killed the other three people, the fourth should be a guarantee basically.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/187276/survivors-taking-game-hostage-to-exploit-hatch
How is that taking the game hostage? It's clearly a strategy for Survivors, just like camping, tunneling and slugging are strategies for Killers.
Taking you two hours to finish a game just means you're bad at Killer, no offense.
Not to mention the fact that many Killers will repeatedly slug until they find the other person and/or the Hatch. People obsess so much over "winning," even if you get a 4k - it wouldn't be worth two hours. As The Killer, I will let them escape because it isn't worth my time. I don't need a 3 or 4 kill match to validate me. I'd rather move on. Same as Survivor, I'm the one that will openly make noise just to get killed so I can move on bc I value my time and not necessarily so the other Survivor can get the Hatch. If they escape, great for them. I've done this many times and usually I get slugged for the aforementioned reasons. Hook me and let me the match progress but again people obsess so much with their perception of winning at any cost.
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@Eleghost said:
https://forum.deadbydaylight.com/en/discussion/comment/1579990#Comment_1579990
when you dc and get no penalty.
I was asking for the source because in the previous instances they actually tweeted about it. There have been other times where people declare no DC penalty and it was just because of other circumstances that they didn't get hit with the penalty.
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Where does it say it's off?
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I agree, the same reasons the username of The Killer is shielded from view are the same reasons why the usernames of Survivors also need to be shielded. The toxicity and problems happen both ways and there's no need for The Killer player to see your username.