Nos37
Nos37
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"You don't need brains to hit red ranks."
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As evidenced by the purple rank survivors in my matches whom have never seen No Mither before. They try to heal me at the start, and they try to pick me up off the ground (the killer has Sloppy Butcher; I recover faster than you heal... smh)
Edit: Just finished a match where TWO survivors came into the basement and tried to revive me while dodging the killer... FFS
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@Yords said:
Not if the survivors bring keys.
Hatch offerings are brown and keys are purple/iridescent. Eventually the keys will run out before the hatch offerings. Plus, keys will be nerfed in the future anyway
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Everytime I play Elodie with my seer build, I get tunneled out of the game hard
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@Venoxxie said:
It's not even a bad perk. It's just highly dependent on the situation. So against one shot killers, if you have it on don't bother with it unless the killer is that bad and M1s a lot. If there's one gen left with 3-4 people alive, just do the gen. If there's 5 gens left, just do a gen.
It's probably better to only use Self Care when your team is 1) actually good and/or 2) the killer keeps finding you/the team keeps leading the killer around you and you don't wanna be a 1shot when they come around.
Some people are good with the perk, some people are selfish. Let them use whatever perks they want? I like the perk myself but refuse to use it without Botany, plus Botany also gives better healing for teammates too.
"or 2) the killer keeps finding you/the team keeps leading the killer around you and you don't wanna be a 1shot when they come around."
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This is my No Mither curse... 😒
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2172713#Comment_2172713
By that logic if someone gets facecamped they can just not struggle at all since they dont get anything for it, so the killer can go facecamp the next person and get a free 4k
My logic is sound. The only other suvivor struggling in the basement only serves to buy the killer time to find the last survivor.
Being face-camped still requires struggling to buy survivors time.
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I'm glad the points are gone.
Now when I see the last survivor struggle on the hook in the basement, I know they're doing it intentionally to deny me the hatch instead of simply "I want muh struggie pointzz..."
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Doesn't make it right
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They went AFK while on the hook which was next to hatch. They stood there after unhooked and idle crows eventually showed up.
I tried to do the last gen. The killer kept pushing me off, but never found me. Picking them up would have put us right back in the same boat as soon as Freddy slugged them again and would only have wasted more time.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2172456#Comment_2172456
Hrm. I can't say I automatically disagree. I'll cede the point, I'm not a hypocrite, that bubbles would do the same job as the flash of auras. I think you are engaging in a bit of hyperbole with this idea that it is being used to tunnel people out and select injured over uninjured. I play Killer at the highest level and I've never used it that way. :) I'm not saying there might not be people that do, but I am saying that I doubt it is common enough to warrant the intensity of your reaction.
Even so, I think a Feedback thread discussion started to suggest that slight change isn't a bad idea. It in no way would lessen the positive impact of Barbeque & Chili so I wouldn't have a problem with it. If it does prevent the rare abuse, all the better. I do think, however, that hyperbole reactions do more to harm someone's arguments than help them. When you state something is causing the sky to fall, when it is not, they will tune out the rest of what you say even when it might be good. In your case, I think you have a solid suggestion. I just think the delivery needs work.
I didn't say BBQ is making the sky fall. I said it can make the sky fall
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2172325#Comment_2172325
It suffices to say that our experiences with this Perk are very different. Moreover, the overall performance of this Perk has actually decreased camping by a significant degree. Barbeque & Chili only shows the aura of Survivors far off, with more than enough time to be gone from the area by the time the Killer arrives. Moreover, there is plenty of counter play to the Perk if you "choose" to hide from it. I rarely do as I want the Killer moving away from the hook, i.e. me doing my part for the team and helping achieve a safe rescue. The DEV understand the value and the behavior they want to encourage which is exactly why they throw that BP bonus on top. As to WGLF, that is an entirely different topic and if you want to complain about that it probably requires its own thread. Shoehorning it into this discussion in this way is kind of desperate.
I suspect you and I will have to agree to disagree on Barbeque & Chili which is considered by most to be extremely successful Perk and does a lot of good for both Killers and Survivors. :)
The killer will still move away from the hook with location bubbles. They just won't get the luxury of cross-map sniping with Huntress, or cross-map homing with Oni, Billy, and Nurse. They won't get to see who's injured. They won't get to see if the survivors are healing, repairing, cleansing, etc.
BBQ gives too much info
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@ggezbaby said:
why not just let the killer kill you? if he wants me dead that much, I’ll let him kill me. its a no win situation and you’re wasting your own time. also it’s not really an exploit, the survivor is at fault for going AFK.
Hmm, I wonder where they got the idea of going AFK... It couldn't be from the countless times I've seen users post "just go AFK if the killer slugs you" in every thread that complains about slugging... /s
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It is an exploit of game mechanics. The killer should only have one reason for picking up a survivor and that is to hook them. The killer did not hook them. They know how the bleedout and hatch mechanics work and exploited them to gain an unfair advantage.
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Maybe have the bleedout gauge drain at half speed while carried?
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The Hag is like a Charolette that can place multiple Victors around a hook, yet The Twins are nerfed and not The Hag. Why are Hags still allowed to trap so close to hooks??
The counter is to spend 10 seconds sneaking to the hook, hoping the hooked survivor immediately crouches, and then spend another 10 seconds sneaking away from the hook. What's that? The Hag's already manually ran to the hook before you could sneak away? Too bad. Should have brought a flashlight or Urban Evasion. -_-
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The totem system would have faired better if it were like the glyph system: invisble from afar until you get close enough to it for it to appear.
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Signs a killer may have NOED:
- They are playing Wraith
- They hard camp the first hooked survivor
- They have Bitter Murmur (you lose a stack of Distortion upon completing a gen)
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@DemonDaddy said:
Agree, killer need the freedom to play as they please and situations dictate. Restrictions would only implement exploitable windows and create a more rigid unappealing play.
For the most part Survivors need to improve on their ability to avoid the killer as none of these strategies can be applied until you are found and downed. Stealth>looping as some killers are stronger in chase but all are susceptible to stealth play.
The game used to be this way (avoid the killer from the get-go), but the devs deemed this too boring and shifted the game away from hiding and toward chases. Now there is no hiding. Distortion has THREE stacks XDDDDDDDDDDD
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@Moundshroud said:
It has always been my opinion, and stated belief that rewards are the way to go here, not punishments. I think Barbeque & Chili is an excellent example of modifying Killer behavior through rewards. But to do it base kit, I think that Killers should earn their own version of Bold. Survivors get Bold for remaining in the Killer's Terror Radius when not in a chase. I think Killers should earn their own version of Bold for staying a certain distance from a hooked Survivor, while not in a chase. Or instead of Bold, reward the Killers with some kind of Generator Regression. The point being, the Killer has to have a sensible reason to leave the bird in hand for the potential two in the bush.
Barbecue & Chili just makes it stupid simple to (indirectly) tunnel two survivors out of the game by reading auras, seeing who's injured, and then focusing them; bouncing back and forth until two survivors are out of the game. The aura reading either needs to be replaced with location bubbles, or show gen progress auras instead. If not, then remove the extra Bloodpoints bonus and put it into a new/different perk. Why should killers be handed such strong intel on a platter (just for playing the game) AND get bonus points on top of it?? Meanwhile, We're Gonna Live Forever requires suicidng into the killer, so you either die with many stacks and little points or with no stacks and many points (i.e. no substantial gain/difference in points, unlike BBQ killers). Pathetic
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You can't buff all killers to A or B tier; they would all be C tier at that point.
Students who get F's make it easier for other students to get A's. If everyone got A's it would be the average (C)...
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Camping, tunneling, and slugging, should cost the killer perk slots. Why do they get to perform such scummy tactics for free?
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/248015/can-noed-please-get-a-nerf
No, it doesn't. Do Bones. :) I know you said not to say it, but clearly nobody brought a map. There are FOUR of you, I'm sure someone could bring a map. Every Survivor I have has at least twenty of them in my loot. There are also Perks that help you find them. It doesn't matter how well it is "hidden" with a map or the right Perk.
NOED is fine as it stands now. The purpose of that Perk is to remind you that there is another objective besides Generators, i.e. Totems. You are supposed to cleanse them. The DEV designed NOED specifically to encourage you to do just that. They believe in Player agency so they allow you to choose not to do it, but make it a gamble.
I want you to think about something. NOED isn't designed wrong. It does exactly what they want it to do. Consider the following:
- NOED is a general Killer Perk, i.e. everyone has access to it.
- NOED is one of the first (if not the first) Perks Killers get offered on the Blood Web.
- NOED functions in identical ways to several Survivor Perks, triggering when the Generators power.
Horror movies have what is called a climax, a high point in tension right before the end. This is the most desperate moment when the Survivors are making their last ditch effort to escape. Things always rev up to an unprecedented level at this point. That is exactly what NOED is designed to do, make sure that the end of the match isn't anti-climactic, punctuated by Generators turned on, doors open, and you walk out. The did this on purpose.
The evidence clearly shows the DEV knows exactly how NOED works, and that it is working as they intended. What do you think the odds are that they are going to change it knowing what you know now? It is more productive to start bringing gear and Perks to help you kill Totems, and practicing the process. I assure you that Survivors manage it every day. In the time I took to write this post I'm sure Survivors have defeated NOED a hundred times.
"3. NOED functions in identical ways to several Survivor Perks, triggering when the Generators power."
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Wrong. It triggers when the exits are powered. 0 gens completed and NOED will still activate if the killer closes hatch.
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@Hermit said:
NOED gives the killer one kill.
If they got more, survivors either got extremely unlucky by grouping up for the last gen (which is always a bad idea vs. Bubba) or reckless altruism because “we need to get everyone out because the killer doesn’t deserve one kill.”
They should be thinking “we need to get out now because the killer doesn’t deserve anymore points.”
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Bones before gens.
The hatch spawns regardless of how many gens were finished; they are optional objectives.
All 5 totems, however, must be cleansed or else the killer gets NOED even if a single gen wasn't done (anti-gen-rush perk, my behind), because NOED procs from closing the hatch for some Entity-forsaken oversight.
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@Starshadw said:
All of the re-worked maps are too bright - and this one is certainly the worst so far, but given the trend, worries me that every single map rework is going to be this bright.
Game needs to change its name from Dead by Daylight to Dead IN Daylight, at the rate it's going.
Blind By Sunlight
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The totems hidden in the corn are nigh impossible to find without Small Game (even with the perk it takes some time).
That said, is the Thompson House disabled?
I've been to Coldwind Farm 12 times since the mid-chapter patch and not once was it Thompson House. Before the patch, this was the most frequent Coldwind Farm map I ended up going to.
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You can still use Object of Obsession to see the killer for almost the entire match
- Object of Obsession
- Alert
- Kindred
- Dark Sense (since the killer's aura can be read with OoO if they see you with Bitter Murmur, this perk can be replaced with Open Handed to buff Kindred)
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To me, the 5 looks like part of the commonly used biohazard symbol
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I'm terrible in chases. My strength is not getting caught. If the killer has 3 extra sets of eyes (and some of them may even have Bond) then I'm as good as dead.
It has happened on several occassions. They all get upset that I don't play their little game and they all gang up to track me down, bodyblock me, down me, teabag me, farm/grief me while I'm slugged, farm/grief me while I'm hooked, and then the killer lets them all go free.
I'm not ruining their fun by hiding, looking for totems, looting chests, hiding from the killer, and working on the ocassional gen. Yet, they go out of their way to make my life aboslutely miserable.
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Before they nerf keys, they should fix (prevent) exit gates from spawning 3 tiles apart on the same wall.
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If the killer tries to play nice and farm or goof off with other survivors, that's fine by me. But if I choose not to participate, and I continue to play the game normally, I will report survivors/killers for working together if they go out of their way to rat out my location and/or sandbag me.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1472006#Comment_1472006
You need to stop looking at the ranks, they mean literally nothing when it comes to match making. Their goal is 2 kills 2 escapes. Doesnt always work out that way but thats what theyre shooting for. The last few days for me have been for sure better than the last few months
2 kills and 2 sacrifices is a ridiculous goal given the gameplay mechanics. It's like trying to touch two sharpened pencil tips together; they just slip past each other.
- The survivors complain about holding M1 on a gen to be too boring.
- This means the devs cannot change the amount of time to repair gens.
- This means the devs are stuck trying to make a killer powerful enough to get 2 kills before 5 gens are done, but not too powerful.
- This is because the killer gets stronger as more survivors are killed or sacrificed.
- This means the match can quickly snowball in the killer's favor as soon as the killer has reached the 2 kill mark.
If the game had mechanics that made it harder for killer once they reached 2 kills instead of easier then they could give the power back to the killer. It would be like trying to touch two opposing magnetic poles together instead of pencils.
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@Aven_Fallen said:
But then you would need a new excuse why you are losing games.
If I lose game after game after game, I should eventually be facing easier survivors at my skill, not red ranks, last-second-switch-to-flashlights-and-keys, 1st hook at 3 gens done, 2nd hook at all gens done, borrowed decisive bodyblock, game taken hostage so that they can milk THEIR "fair share" of points out of me, penalized if I so much as try to concede, BULLSHIT match after match after match!!!
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/2093576#Comment_2093576
Or they could actually make DS a true anti tunnel perk now that it's literally useless. If it's gonna disappear the moment you cough, it needs to be a lot stronger.
Agreed. 5s to get away isn't enough with the grunts of pain from injury and scratch marks. DS should also blind and deafen the killer (think firecracker), and it should last 3 seconds so that its effects have worn off by the time that the killer can move again.
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You honestly cannot expect every killer to hook each survivor three times a piece; there's not enough time (no thanks to survivors claiming that gens are too boring for their repair time to be increased).
The killer needs to reduce the number of hands on gens, and the sooner the better.
Solo survivors like yourself are not stuck in one match for its entire duration like the killer is. Being tunneled out of the match mostly affects SWF survivors who are stuck spectating and waiting around. It's part of the price they should have to pay for the SWF benefits.
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It's honsetly too late; the damage has been done.
What I mean by that is, as others have stated here on the forums, Decsive Strike's ability to deter the killer was mostly psychological. Now that killers see the 5s stun as a minor nuissance, they will continue to tunnel this hard, even if the devs went as far as to make DS the way it was before All-Kill.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2093225#Comment_2093225
I think that most new survivors dont have a perk from a licensed character.
Licensed characters are usually the first ones bought, seeing as the originals can eventually be unlocked with play-time.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2093225#Comment_2093225
The problem with this line of thought is that sure new players need it the most, but making experienced players that use the perk have an even easier time using it is bad too.
Experienced survivors miss it once every 3,000 times.
Only distracted streamers miss it more often than that.
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Survivors who are new to the game need Decisive Strike the most, and are the most likely to fail skill checks.
The skillcheck ought to be removed from DS
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What if a killer moonwalks behind a survivor to catch up with the 120% movespeed without triggering chase (and therefore dropping back to 115%)?
Make it based on survivor proximity instead of in/out of chase?
What if a survivor is stealthing successfully near the killer, and the killer now realizes a survivor is close because their movespeed dropped?
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"Discarded report reasons - The following are ot considered bannable offenses - Please do not report: Camping, Slugging, Tunneling, Streamsniping, Teabagging, Bodyblocking, Looping."
Killers don't need a license to facecamp
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/2092556#Comment_2092556
The primary purpose of EGC is to simply make sure the game ends, nothing more and nothing less.
Doesn't work. Just changes how/when the survivors stop the game from ending. Now, they just don't finish last gen.
EGC a joke? Parts of it, to some degree. Exit Gate Switch regression? No, it screws the last remaning survivor who already has to stop the exit gate just before the red light to maximize opening time between patrols, or has to get 1 light on Exit A and sneak over to Exit B to open it while the killer thouroughly searches Exit A.
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And imagine facing 4 weak solo survivors with your 1 hex perk being Third Seal and being very well hidden on an indoor map, completely negating their 2 extra aura reading perks entirely.
See? Imagination goes both ways.
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@KateMain86 said:
The DC penalty shouldn't exist at all unless it happens excessively (5 or more times in a row maybe). Apart from connection issues, we shouldn't be punished for not wanting to play a match we don't want to. I've had matches where killers left me or others on the ground for an entire bleed out just to be toxic. I shouldn't receive a penalty for leaving a match like that.
I asked for a change to the bleedout mechanic that would allow surivors to "sprint" while dying/crawling to move faster and bleed out faster (Tenacity would stay the same speed without faster bleedout; the survivor would have to remain still to bleed out faster with Tenacity.)
Everyone who replied said slugging's fine as is and wasn't bannable, so I made a slugging build for killer and went on a slugging spree. I couldn't understand why I kept getting post-match salt for it if slugging's "not an issue..." 🤔
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BBQ should reveal survivors' locations with bubbles instead of auras. This stops the killer from seeing injured survivors and tunneling them (you know, that thing that everyone says this perk does/encourages...)
If BBQ is "fine as is," then Rancor needs to be changed and only show the location of the Obsession.
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If they were to add more perk slots, give them to those that need it.
- SWF - Strongest. Gets no extra perks.
- Killer - Stuck in the middle. 1 extra perk. (Hex perks only)
- Solo - Weakest. Gets 2 extra perks. (Aura reading perks only)
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I wanted a Terminator killer like this. It basically starts the match with 5 stacks of Fired Up. Its power would be passive: scan the survivor as you chase them, slowly revealing their equipped perks and items 1 by 1. Or maybe you have to stalk them to scan, sacrificing your move speed.
- If you find a survivor with Deliverance, make sure to hook them first.
- You'll know who not to slug.
- You'll know to bait the Dead Hard.
- You'll know about DS or Head On beforehand
...assuming you've spent enough time chasing them to see their perks. This would actually make some survivors afraid to be chased and actually feel Exposed.
Maybe the number of scannable things is limited by the game's progress:
- No gens done: Only items/addons are revealed
- 1 gen done: 1 (random) perk slot + items/addons
- 2 gens done: 2 (random) perk slots + items/addons
- 3 gens: 3 perks + items/addons
- 4 gens: 4 perks + items/addons
- 5 gens: Part of a SWF group or not + 4 perks + items/addons
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At least they're not leaving it in the game forever, trying to pass it off as a feature, and giving us band-aid perks to deal with. Hopefully
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Yes
The sound could be distant rumbling thunder roll (since a hex cleanse is a close-up lightning strike)
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The Deathslinger should be able to break pallets with M1 if they have a survivor speared.
Blight got a similar upgrade
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The scariest thing in DbD
If all 3 survivors are constantly swarming you to bodyblock and flashlight blind while you're chasing a survivor...
How are gens still getting done?? Who repaired all 5 gens!? 😱