Nobsyde
Nobsyde
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@yoi said:
i still have one from the tome 3 to make wich is rescue someone with end game collapse still active wich means ey killer i hope u play so bad so i can maybe resuce someone wich may be easy on coms but for solo survivors is the ultimate infuriating thing to do, i didnt have further problems with the others most of them got them first try but this one man...
The only thing you can do is to open the gate as soon as possible, run empathy and BT and hope one of your team mates screw up.
also, a map that can track killer belongings can be useful to cleanse all the totems beforehand: if NOED is in play you’ll be screwed
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/929484#Comment_929484
So you're telling me that if I'm having internet issues and I disconnect from seven games in the space of an evening (which has happened to me once before, because after the first two or three times it happened I tried several different solutions in between games until I found one that worked)... I could be banned from rejoining the queue for an entire week?
Something is very wrong here.
no, it won't happen because after the fourth infraction you have a 30 minutes ban and you'll desist from playing altogether :P.
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CAN YOU REPEAT PLEASE, I COULDN'T HEAR YOU FROM THE OTHER ROOM!
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/927125#Comment_927125
sound just doesn't work at all, you cant hear people running in chase, sometimes people just don't make sound as if they have iron will when hurt even though they are not. basically survivors are LITERALLY dead silent a lot of the times now
what platform are you on? I play on PS4 and I haven't noticed this.
Yes maybe there are some strange sound collisions, especially with generators, but I think I can hear everyone just fine..
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what's the sound bug
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@LoverOfDemogorgon said:
Do you think every killer is viable in any game if played well enough?
Or do you think ultimately the killer is at the mercy of the survivors unless the killer is at a certain effectivity range?
Explain your reasoning for either side if you like, and if you are the latter, do you think the devs should do something about that?
dead by daylight is balanced against imperfect informations: survivors don't know what their team mates are doing and thinking, totems and tiles rng, perks, even certain killer abilities (stealth, blinks, phasing...).
All this considered, every killer is viable against a very strong solo team. This doesn't mean that a very good player can win (4k, 2 pips.. whatever you want to consider a win) 100% of the time against those teams with any killer, but he will have a very high probability to succeed anyway.
This is not true against very strong and optimised swf teams. You just need an Object of Obsession, a few DS and a couple of Borrowed Time and, if they work as a team and prioritise the objective, that's game.
There are certain killers that can give you more chances than others, basically the ones with higher mobility and with powers that can lead to quick downs, like Hillbilly, Nurse, Spirit, Freddy, but killers that lack one or the other will most likely fail in certain ways.
This being said, very strong and optimised swf teams are not the norm; in fact usually the stronger a swf team, the cockier it plays, and a killer can exploit it to its advantage. You maybe won't win the trial playing as the game is meant to be played, but you'll win nevertheless.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/922712#Comment_922712
I get that, but isn’t it sad that the devs can’t think of challenges tied directly to what the perks can do so that the challenge can (attempt) to show the perks versatility (if any), and teach players to better think about what the load out can do?
well, I get what you're asking for and, in principle, you are right.
You have to consider though that not all perks effects are in your direct control, meaning that a challenge that exploits their ability could become unfair.
Unnerving Presence makes skill checks more difficult, meaning that in order to have a challenge that uses this perk you should have something like make survivor(s) fail X skill checks.
What if survivors don't fail skill checks? How can you change that? You can't - and for high rank killers this could be a real problem. In fact, the only somehow reliable build with this hypothetical challenge is a Doctor game with both Unnerving Presence and Overcharge, maybe even Distressing. Not really a Trapper Tome, as you see.
On the other hand, prevent Exit Gate(s) from being opened using Unnerving Presence translates to Play a very good game as a killer while using Unnerving Presence. Or, in other words, come up with a proper strategy/build that includes Unnerving Presence and enables you to play well throughout the whole trial.
Maybe not a very inspired challenge, but at least a fair one.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/922351#Comment_922351
I think I have a pretty good idea.
99% of the community disagrees with you. Legion is fundamentally flawed and is extremely weak. I could go into detail, but I think you already know why he is weak.
Yes I know what are their weakness, but I also know where are their strength - and that's where part of the community is lacking.
Also the 99% of the community disagrees with me... I seriously doubt that. I could be in the minority, but I'm confident there's a lot of players that like (this) Legion, even with their flaws.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/922009#Comment_922009
As do I. With enough practice, you could 4K every game with Bubba. That does not make him good. That makes you good.
Ok..?
I never said Legion is the best killer, nor S tier, but I really think they are far better than people realise.
Probably a lot of players don’t understand yet how to play them?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/921991#Comment_921991
I disagree. The Devs have pretty much butchered him where there is no correct way.
Mh well, I myself have a very consistent record with them. I think I will eventually record some games to help someone out, if that is so much needed.
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@Pulsar said:
Not a good idea. Sounds like a nerf to Legion. He isn't supposed to be a lethal Killer, he is supposed to be a slowdown Killer.
I don't agree with your definition of Legion. Maybe in the past yes, it was a proficient slow down killer (sloppy + higher mending time).
Now, with no sloppy and so quick mending time it's not the case anymore. It's a juggling killer - keep every survivor guessing and always on edge, be everywhere at once.. I think this is the correct way to play them now.
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@DWolfAlpha said:
Been seeing a lot of people making the comment that the Legion's power gives the survivor a borrowed time effect. Personally, I think this claim is false. Borrowed time gives you Endurance, giving you a sort of half health state between injured and dying, where FF just puts you straight there regardless of what your current health state is.
But then I got to thinking: What if it did? What if FF just gave people, like 10-15 seconds of Endurance? Now, hear me out. So, you go into FF in a chase, and you hit someone. Endurance only effects injured survivors, so they're now injured with Endurance. Killer Instinct kicks in as usual, all that is as it is now, but doesn't track anyone with Endurance. You hit that same survivor again while in FF, he gets his wounds you get kicked. However, just have it that if you hit an injured survivor that doesn't have Endurance while in FF, you down them, and get kicked. If you hit someone with Endurance, you get kicked. Pretty much, you hit an injured survivor, you get kicked. If you're worried about add-ons that increase FF duration being OP with this setup, just have them also increase the duration of the Endurance Effect. Sure, this makes it so that hitting someone again after leaving FF puts them into the DW state, but under this functionality, you might as well just hit them again in FF if you plan to keep chasing them.
Then, missing with an attack kicking you feels like a high risk high reward system. Getting pallet stunned draining your power would feel balanced. Hitting someone outside of your power draining your gauge would also feel balanced. Hell, it would even give survivors a reason to heal, and make it so that Deep Wound isn't integral to FF; just a byproduct.
TL;DR:
Make hits in FF injure healthy survivors and give them Endurance. Hits against injured survivors kicks you out of FF, but downs injured survivors that don't have Endurance.
it would be absolutely OP, can't work: once you find an injured survivor it's a down 100% of the time, assuming you are half competent in not being juked (and even if you are juked... just wait for the power to come back).
It would be too much frustrating for any survivor.
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@SadCyclops said:
You know, time has changed and so has Legion, the most hated Killer on both sides.
But what have the Devs done to him now? Giving him a power which does hurt survivors but cannot down them and which does also not work with perks?
I mean literally. Legions power can not down any survivors. As long as you chase a survivor, the survivor either
1) runs away from you (and due to the new patch the mend timer will stop) or
2) he will mend as soon as he doesnt run ( and then the timer will also stop)
I mean, nice to have a high mobility tracking power, but what for if you cannot use it to hook even one single survivor because in normal mode you are slow and a simple M1 Killer with nothing left in your repertoir.
I love the Legions appearance and so on but it is literally unplayable as a Killer imo and i dont know why survivors hate to play against him (im a surivor main btw) because he cannot do anything for real. And after this patch I can see the pick rate drop to 0%.
Poor gang. RIP Legion.
If I have missed some deep tactics with the new changes so far, let me know, because im very interested why these changes got approved and how the Legion should be played for the next few months until ...
you know ... the next change ...
Deep Wound purpose initially was to stall the game, but now the time needed to mend is so little that this is not true anymore.
But I tell you this: that's better.
Last month I basically played only Legion, just to see if I could reach rank 1 and to compare this new version and the previous one. After I think hundreds of games I can safely say that this Legion feels good.
Deep Wound timer lasts just a few seconds? Good! Now what you can do is hit a survivor, look around and if you manage to chain hit more than a couple you can now go back to the original survivor, which has already mended, have him out of position and go for the kill - you don't need to go near him, just know his general location and keep your TR somehow away. He won't think you're coming, and that's when you get him.
Meanwhile the other survivors are injured and/or mending, a win win situation.
Save The Best For Last is now better than ever, since you don't lose stacks during feral frenzy: if you find your obsession healthy, go into FF, hit her and play from there. If she's already injured, well, you will lose just 2 stacks.
They just need to slightly reduce Legion's stun and maybe reduce the penalty for missed hits (like: lose 50% of power instead of 100%), but after that I really think Legion is in a really good spot. Fun to play as, not obnoxious to play against.
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console improved a lot over the past year and a half, let's give credit where credit is due.
I remember when skill checks were basically a guessing game, due to very low fps. Yes, killer still struggles and the bloodlust tier up is really messy, but it surely is more playable than before.
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@lunaticlifter said:
it's frustrating that everytime i bloodlust someone, i literally stop for a second, rather than help me this mechanic make me miss some hits
absolutely *
Every time I'm near a BL tier up I wait because I know I'll miss the hit if BL comes just when I'm going to strike
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@SquidFacedMan said:
The person getting unhooked definitely needs some invulnerability to stop getting farmed or downed instantly. 2 or 3 seconds invuln would be ideal.
it's already like that: survivors just unhooked are invulnerable until they regain control of their character.
2-3 seconds would make a difference only if the player has sprint burst, otherwise the killer can simply follow you (if he wanted to farm you anyway).
In any case, this would also be an indirect nerf to borrowed time.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/919537#Comment_919537
Calling SWF the "SWF problem" is kinda dumb. Like I said above - not every SWF is even good at the game. And Killers dont only lose to SWFs.
I agree, but it’s you that thinks killers won’t play with swf, not me :)
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@JohnyBlood said:
https://forum.deadbydaylight.com/en/discussion/comment/919509#Comment_919509
What do you mean? How would it force killers to face swfs? I think there would be a lot of people in causal mode who would play just for fun, to test things etc. And we could also allow 2 men/women swfs to play in Ranked mode. So that way Causal mode would be strictly for 3/4 men/women swfs and for everyone else who doesnt want to play Ranked.
You misunderstood, I’m not against your idea, in fact I myself would like to see separate queues, or at least the possibility to opt out from swf for both survivors and killers.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/919526#Comment_919526
I said they are mostly crying about SWF. Not that they dont want to play vs SWF ever. But yeah, that can be assumed.
And like I said, and this was an answer to your question - they have to, because it is part of the game. Or they can dodge like little chickens. Which a lot of them do.
saying that "they have to because it's part of the game" doesn't solve the problem: if the swf problem is so paramount, killers will stop playing as killer, and there won't be any more game for neither swf or solo survivors.
Splitting the queues, if you are right in your assumption, would be the best thing: killers will stick to the game, swf players would still be able to play the game, just not with their friends if they have long queue times.
But I want to play with my friends!
Ok, but at what cost? Survivor queues times are already at an all time high, I guess some changes are long overdue.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/919509#Comment_919509
SWF is part of the game and will never go away. People have to accept this, or, as you mentioned, stop playing.
Especially because SWF does not mean highly-optimal Squad. And Killers are way too often assuming they are facing an SWF. I mean, it is easy to say "I lost because you were SWF" and hard to say "I lost because I am not as good as I think I am". Like, when I was still watching tru3, he and his chat assumed SWF (or even toxic SWF, when they were doing Gens, lol) nearly every game. And quite often I knew that those players were Solo, because I played a lot of games with them (which happens when you are playing a lot of DBD - you meet the same people) and they were always Solo.
The only Solution would be to tell the Killer afterwards who was SWF. Then they know that they did not lose vs an 4 man SWF. Or, that they just won against a 4 man SWF...
But like OP suggested, there is no reason for a Killer to play casual. Because even 4 Potatoes on Comms do better than 4 Potatoes playing Solo. They are still not good and most likely a Pushover for a Killer, but yeah...
that’s not an answer to my question though.
I repeat it: if, as by your statement, killers don’t want, ever, to play against swf, why is it a good idea to force them to do it?
don’t you think they will stop playing, if what you state is true?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/919488#Comment_919488
Killers are mostly crying about SWF. So they would never face SWF in Ranked Mode.
Let’s assume that’s true: no killers want to play against swf.
then, how in the world it’s a good idea to force them to do just that? Wouldn’t they stop playing, eventually?
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@darktrix said:
Killers are already racking up great numbers of free kills from EGC overall - I don't see the problem with survivors being smart about when to trigger it. 99% has always been a precaution for Blood Warden since the perk came out.
If 99% gates are a problem to you, then you got bigger problems than just that.
there's no need to be rude and try to make a straw man and personalise the matter, be respectful, thank you.
99% is not a problem, like everything else is not a problem, but I think that 90% would make things more interesting, and I explained why.
Now, if you want to add something to the conversation, I'll be glad to hear you out.
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@DwightOP said:
You want to change the exit gate and my first thought: why do you want to change it? It's fine how it is now imo.
I think I explained it. I even elaborated a bit more in this reply: https://forum.deadbydaylight.com/en/discussion/comment/913346/#Comment_913346
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/914222#Comment_914222
If YOU want the doors open as soon as the last gen pops then go open it yourself. They made it where you can do it ya know.You CAN , I’ve done it. If you don’t understand any of my points,then that sounds like a personal problem to me. What I wrote is legible.
if the last survivor is up the killer will usually go back and forth by the doors until the last survivor dies to egc, which is fair I guess. I don’t like the idea of being put on a timer to get a door open when the killer can essentially do the same thing, or noed is active. Sure it’s easier with more survivors, but I mean how many ways do you want a killer to capitalize off sitting in a single spot almost?
the survivors have won at that point, why make it even harder than it is now to get out , when the kill rate is already so high?
I don’t understand your points because they are not detailed enough to be understandable. The cat on the moon asked the hitchhiker if during the summer it was ready is “legible” as well, you know :)
For example now you are talking about 1v1 situations after the hatch has been closed - that’s a fair point, but you weren’t talking about it before. If you thought you were, you need to realise that people can’t read your mind.
I hope this will help you in the future, take care and merry Christmas.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/112231/on-99-exit-gates-one-possible-change
No. EGC is already a huge change that favors killers. Open the gate yourself if you want to apply pressure.
That's not what I want. I want survivors to have to make a choice, instead of having an optimal strategy that works 100% of the time.
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/914156#Comment_914156
You can lose out on potential kills by cutting the match shorter
killer can guard the doors until egc counts out
noed
I think in the end it will be about the same results for both sides as it is now, so why change the coding for it? Just seems like unnecessary work, where their efforts could be put to better use.
I don’t understand any of the points you made, I’ll be honest - are you sure you’ve read correctly what I propose to change?
it seems to me you are afraid of an early EGC, which is not the case. For example, what does “the killer could guard the doors until egc counts out” mean in this context?
As for the “devs have better things to do” part - I couldn’t disagree more. Devs have exactly this to do: balance the game and add nuances to gameplay. Programming wise I seriously doubt this would be “a lot of work”, it’s not like I’m asking for a 8 vs 2 mode :)
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@RakimSockem said:
No one 99's to avoid EGC. It's literally for avoiding Bloodwarden. The second the person gets put on hook, the gates typically open immediately afterward if someone is on it
I don’t know what rank are you on, but I assure you that at high ranks this is far from true.
@HeroLives said:
thats a no from me , for several reasons.
Can you tell us a couple of those ^^?
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@Johnny_XMan said:
What’s wrong with the way it is now?
I use BW sometimes and I have no issues opening the gate myself. You just gotta position yourself properly.
If anything maybe the last gen about to pop can light up red, kind of like a Tinkerer sea so you know which gate would be best to open.
Again, my suggestion is not aimed at Bloodwarden - yes it could help (but imho most likely won't), but that would be a side effect.
In a normal scenario what would happen is that a survivor is hooked not that close to a gate, now here's what happens:
one or two exit gates are 99%, one survivor is hooked and the others are healing up, readying up for the save. Now the killer can choose if to camp (most likely scenario) or try to down another survivor.
Camping killer
Survivors, once ready, go all near the hook, try to bodyblock the killer until the survivor is eventually unhooked with borrowed time (or even without it - usually killers won't hit the hooked survivor just because of the thought of BT). Now survivors run towards the 99% exit gate, and the first to reach it just needs a tap and everyone is saved.
With my change, the Exit Gate needs 2 seconds to open, meaning that the first survivor to reach the gate needs to have at least a 2 seconds of killer walking speed advantage on the killer, otherwise he won't be able to open the exit gates in time.
Survivors can easily counter this problem by opening the Exit Gate before going for the save. However now if they fail for some reason the unhooking, and someone else is downed, they have the problem of the EGC - raising the stress for the team and, of course, risking a bloodwarden.
Try to down another survivor
There can be situations where camping wouldn't be needed, maybe because you already know where an injured survivor is, maybe because you are very confident on your skill.. Either way, with a 99% door any injured survivor can easily escape once they see the killer coming, there's absolutely no risk involved. In other words, the killer will most likely lose both the chased survivor and the hooked one.
With a 90% exit gate the killer has a bit more plays at his disposal though.
To summarise, 99% vs 90% can change things and increase the risk/reward ratio (which right now is totally unbalanced toward the reward side). As it is now there's basically nothing to debate: the correct play is to 99% an exit gate, not to open it if not absolutely necessary.
With my change survivors need to make a choice - which should be a good thing gameplay wise:
- open it, and increase the chances for your escape, but decrease the chances for everyone's (especially the hooked ones)
- leave it at 90%, and slightly decrease your chances to escape, but give more time for the team to save everyone
EDIT: also note that I think, but I may be wrong, that Devs don't really acknowledge the 99% tactic right now, proof being their Master Challenges where it is asked to unhook survivors during the EGC. But Gates are 99% all the time, so yeah, some considerations on this should be made.
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hi @NegaPerere , I'll be honest, this seems a really, really convoluted power.
..I also happen to not like it very much, but that's beyond the point.
Nice graphic work though ^^
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edit
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/913088#Comment_913088
I don't believe removing a valid survivor tactic is warranted here. I wish survivors would just leave and stop adding to the kill rate over risky saves.
Remember that my suggestion is to regress to 90%, not less. A gate is opened in 20 seconds, meaning that the last 10% needs just 2 seconds.
Survivors can still counter EGC / bloodwarden, but they would need to be slightly more careful, and that would be enough to have a more interesting end game sometimes.
For example, I can imagine that stealth killers would become much more frightening if you don't open the doors.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/913088#Comment_913088
I think you're a little mixed up.
no u
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@ Every answer the like just open the Exit Gate as killer if you want to trigger EGC:
that's not the point. As a killer you (usually) don't want EGC to trigger (I'll come back to this), because the timer works not just against survivors, but against you as well (and also because an open exit gate is dangerous for a killer - exactly like a 99% gate). The point of my suggestion is that right now survivors 99% exit gates in order to guarantee an escape without risking bloodwarden (1) and have time to unhook everyone (2). Once the unhooked survivors is near an exit gate, just tap it and you're done - borrowed time and DS do the rest.
Also, even if a killer has bloodwarden and wants to trigger EGC, most of the times it is not possible for him to open the gate before hooking a survivor - the only viable scenario where this is possible is when the downed survivor is right next to the gate. This change could induce survivors to open the exit gates instead of 90% them, indirectly buffing bloodwarden, but what I think will most likely happen is that survivors will simply have to be more careful in their last minute escape.
In other words, no more hook bombing by the 3 survivors remaining (if that is the case), and no more injured survivors escaping from the killer just because they tap for 0.1 seconds the door.
@Mr_K said:
99% is fine.
Removing that would just encourge survivors to dip and not try for end game saves.
That's actually not true: before EGC was a thing, survivors would open the exit gates all the time, and almost no one went for it if a survivor was still on hook - NOED not withstanding of course.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/911138#Comment_911138
Or you know, watch both
That's also an option : P
There’s only so many hours in a single day :)
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He wasn’t nerfed :)
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@Kenshin said:
its not about freddy only here. its about all the killer nerfs in general.
nah, in general killers are not being nerfed, only stupidly strong killers are, or broken add-ons.
So yeah, bye bye Forever Freddy, we won't miss you!
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I don't believe there's such thing as "creating" free thinkers. I certainly don't believe Tru3 is the one who can prove me wrong. I also think I wasted too much time typing this, but eh, I was eating some nachos anyway.
yeah :P
Tru3 is a very competent player, he knows virtually everything of a game that is a party game at heart, but he treats it like if it isn't, and that's why he becomes so frustrated when he loses. He becomes delusional on snipers / this is not my build / I shouldn't have listened to chat that said hatch was there, it's your fault! and what not.
Yes he can be interesting to watch for a newcomer, but eventually one realises that his delusions don't help the community in any way, not as a whole, not as a single.
I suggest everyone to switch to Otzdarva, much more insightful and respectful, modest and probably even more skilled as a killer.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/908048#Comment_908048
Game main appeal is playing with friends. If you can't do it then game is dead.
That would never happen and devs already said that multiple times.
if no players play killer because of swf the game would die either way, though.
In any case it's a slippery slope, you don't know how many killers would opt-out, I don't know the current killer retention rate.
What I can observe is that my games are instantaneous as killer, while as survivor I have to wait 5-10 minutes. Rank 1 on both. This tells me something on the current state of the game.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/907909#Comment_907909
If everyone would do it there would be no point.
Yes, there would be the point to not play against swf.
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Opting out won't ever happen as most killers will just get fed up with premades and instead have casual games.
..so?
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I'd rather see some mechanic that slows down either side when they try to rush the game for example massive slow down of gen speed when 2-3 gens are being worked on at once or slower killer movement speed or auto-kindred when 2 survivors are on the hook or downed.
Those are actually some very interesting points!
One problem that I see with DbD design is that it is neither casual nor competitive, it's a mix of both.
From a casual standpoint we have
- heavy RNG with totems, pallets, windows, chest items and more
- lack of ranked vs casual gamemodes
- add-ons and items that break the game (scratched mirror + map offering, iri head huntress, keys, commodius + BNP...)
However, competitive speaking
- Almost absent comeback mechanic (I'll... come back to this)
- swf
- swf
- swf
So what happens is that in casual play killers and survivors can somehow balance each other - sometimes rng or add-ons make a side much stronger than the other, sometimes everything works fine. When sweaty swf come into play, though, the competitive side of DbD materialises itself, and there's basically nothing a killer can do.
Why there's nothing a killer can do? Because a killer cannot be balanced around a competitive scenario (or: sweaty swf), or every other survivor would have a miserable experience.
The introduction of more valuable comeback mechanics could turn this around, but what is a comeback mechanic? Well.. NOED is one, for example: you are losing, and you get a boost to help you.
@theArashi examples are working around the same concept: survivors are gen rushing? The gens become slower. The killer has multiple hooked survivors? They get a boost in their surroundings awareness. There are a lot of things that can be done, but one thing that is important to understand is that when the outcome is balanced artificially, the skill level becomes less and less important, meaning that two killers may reach the same outcome while only one deserved that, skill wise.
...probably the best way to go should still be to be able to opt-out from swf games, or let only batches of 2 players at most queue up.
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@Peanits said:
Now I'm not totally against it, but there's a bunch of things that need to be considered, such as:
- Where do these toolboxes spawn? Set locations? Chests? Literally anywhere? Do I need to search every inch of grass in case they're in there? Do you see them?
- What if I want to use a different item, like a medkit or a flashlight? Would I have to drop that and grab a toolbox instead?
More importantly, in order for it to be worthwhile for survivors, you would need to find a toolbox and get back to a generator in under 20 seconds, otherwise you'd be better of powering through it. But that also raises a different question, would those extra 20 seconds really be a game changer against a really good team?
Those are the sorts of things I'm curious about.
I'm not OP, but here's how I see it:
toolbox spawn
I guess spawns could be similar to the totem ones, and those toolboxes would have different 3D models as well to let them be more visible once you are near them (maybe just bigger models?). So yes: you don't know in advance where they are, but spawns are not totally random on the whole map. I'll come back on this later.
multiple items
If you want to use a med-kit / flashlight then yes, your repair speed will be slower. That's a downside that is fair to have in my opinion. You can drop your item and take a toolbox, if you want, that's up to you at that point. Also, considering that there would be 7 toolboxes around according to OP, the choice do I keep my item vs do I take a toolbox would be interesting - I like to search every chest I find, and what I enjoy the most is when I have a couple of very good items in two different chests, but I can take only one. Different play styles, different picks!
efficiency (search for toolbox vs rush gen anyway)
having toolboxes hidden on the map doesn't necessarily mean that survivors are disincentivized to look for them; in early game a lot of players prefer to hide and assess the environment (who is the killer? where is he patrolling? Are there survivors near me? Totems?...). In this early phase of the game, some will find a toolbox just by chance, without wasting time simply because they wouldn't work on a generator anyway. Later on survivors will have to move around, because of a chase, because of ruin, because of a unhook... In any case, once you start moving, you just need to keep your eyes open.
That's my take at least.
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an Italian forum had a thread talking about this game in alpha stage, to concept seemed very interesting but since I didn’t have a pc able to make any game work I just forgot about it.
then it was gifted to PS+ subscribers and from there on I fell in love with it.
eventually I burnt out due to the Chinese New Year event and stopped playing until plague and Ghostface were released - the game seemed in a much better state and here I am :)
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@Fibijean said:
Yes, they're using powerful items to complete their challenge - just like you're using a powerful perk to complete yours. I understand it's frustrating, but it's not the end of the world either. And no, I'm not suggesting that keys and NOED are equivalent, just that you're both just trying to complete your challenges so you can't really blame them for it any more than they can you.
Having said that, the idea that keys are a free escape is a myth. In order to use one, the survivors have to first complete a certain amount of generators, then they have to actually find the hatch before you find them - which is probably a lot harder if they're all still alive and you've got NOED.
A lot of the time, a survivor who brings a key ends up dying or losing it to Franklin's Demise before they even get a chance to use it. Even if the person with a key is the last one, they can use it to get out through the hatch after you've closed it, but again, they still have to find it and they only have two minutes to do so. I have died to EGC about 50% of the games when I've been put in this situation and attempted a hatch escape.
Saying that keys are a free escape is like saying that moris are a free kill, even though the killer has to win two chases before they can even use an ebony or ivory mori.
I don't want to debate whether or not keys should be removed from the game or rebalanced or whatever, because that's an argument I'm tired of listening to if I'm being honest. I just wanted to debunk the idea that a key equals a free escape, because it's not actually true, and if you're going to have discussions about balance it's important to have an accurate understanding of the mechanic you're proposing changes to.
keys are most of the time a free escape, that’s not a myth at all. It doesn’t matter if you still have to do some generators - proof is that endgame builds are totally nullified by keys: bloodwarden, rancor, remember me, NOED... all useless perks because of a broken item.
And yes, mori is a “free kill” as well, if used after the second down.
if you want to be very strict in your terminology then let’s not say free but on sale - still, it should change.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/900577#Comment_900577
+1 to this.
1 mori every 50 games seems pretty close to what I see which is hardly even an issue to notice. I've also won plenty of games that a mori was thrown.
+2
instead, as a killer, I don't see a key in the team in 1 game out of 50.
Let killer mori just through perks (Rancor, Devour Hope, new ones eventually), let survivors use keys only when all gens are done or it's the last survivor alive... profit.
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@Hag.is.Dtier said:
As you already know alot of console players have been complaining that Oni's flick on console is impossible. This is completely false and it's fairly simple to do with practise.
When flicking during Demon dash, move the analog sticks in the opposite directions during the hit to flick towards the survivor. So for example (if the survivor is on the right, move the right stick to the right and the left stick to the left)
That's all you have to do, so get practising and have fun smashing those pests. :)
that's very interesting if accurate!
I wonder: if you want to flick more or less, what should you do? Move halfway the left stick? The right? Both? It's time based?
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uh, let's not forget a golden tool box!
Of course this should be an exclusive charm given for free to everyone who made this exact reply.
I will then proceed to sell it on eBay for just 1999$. I'll give 19$ to @Peanits if he accepts.
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@EleaticStranger said:
Too bad this thread got hijacked. It started with a clear description of changes to a killer, which I really appreciated as someone who just started playing (and loving!) the game a few weeks ago, not only because it tells a lot about Legion, but because any pros/cons analysis like this helps newcomers like me to extrapolate and generalize to other aspects of gameplay.
I get now why fans of DbD are so addicted to this game. It's smart, it rewards being smart, and it punishes (or at least tries to punish) being stupid. "Stupid" here refers to my own stupid gameplay. I get slaughtered routinely, but never discouraged, because I know there's always a reason. What did I do wrong? Aside from poor execution of a loop or coming out of a locker too soon, what didn't I understand about the killer that got me killed? I eagerly await the end-game screen that reveals what perks the killer was using. Almost invariably it gives me an AHA! moment.
Like with Legion, for example: When I started playing, I was so proud of myself for using Dwight with Prove Thyself because, despite sucking at the game, I felt like it gave me a way to help the other survivors by working with them together on the same gens. For some reason I didn't yet understand, Legion kept showing up to spoil the party. I learned after that match what the Discordance perk does. It was actually a joyful revelation.
I know that's a facile example. My point is simply that DbD rests upon a unique density of argumentation that is really mind-blowing to newcomers but that experienced players might take for granted. That's why this thread is so fascinating to me. It focuses on an apparently radical change and attempts to sort out the consequences. Differences of opinion are to be expected, but I never would have comprehended the basis of disagreement without a clear description of what was the case, what changed, and how your behavior needs to change to be successful with this killer. So I hope that experienced players will continue to write posts like this, and I really, really hope that differences of opinion can be expressed respectfully so the discussion doesn't degenerate into aggressive rhetorical nonsense.
Edys, thanks for the post. I really appreciated it. Do more!
Thanks for the kind words!
I play 50/50 survivor and killer, with my go to killers being Hag, Legion and Doctor.
I enjoy make these kind of posts, which can help new or otherwise inexperienced players and at the same time be somehow useful for the more experienced ones, so if there’s some topic you would like me to address I’ll be glad to do that ^^.
P.S. the topic wasn’t really hijacked, yeah there was a bit of commotion but it was mainly in topic, don’t worry too much about that :)
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/898105#Comment_898105
Ah, didn't realise we were talking in terms of graphics rather than geometry 🧐
nah man, you got me, I was just mirror climbing :P
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/897954#Comment_897954
But... circles aren't polygons D:
I'm sorry, the idea was cool, that bit was just bothering me 😅
Apparently the Entity is a 3D designer so yeah, it's a polygon.
