NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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The reason why there is a penalty for dodging in the first place is because it screws over everyone else. However if everyone collectively agrees to do it then no one is being screwed over so it's fine.
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@tylerlogsdon1 said:
https://forum.deadbydaylight.com/en/discussion/comment/863883#Comment_863883
Then stay until the game is over? Why should there be a way to dodge with no downside?
Because you can't do it unless the other 3 Survivors are also willing to do it.
If EVERYONE has given up to the point that they don't even want to try to win then why NOT let them Surrender?
It's not like this is an unheard of mechanic. Identity V already does this with no problem and other games such as League practically need this feature.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/864251#Comment_864251
How can a killer not secure a kill when the survivor is leaving scratch marks everywhere?
If the survivor was previously injured or got injured during a chase, how will the killer not secure a kill against a survivor who's leaving blood Trials and is making a lot of noise?
Let's assume the survivor does indeed lose the killer after some miracle... The Exit Gates are still in LoS from each other, the killer can just go right back to their vantage point and rinse/repeat.
Now, if you're talking about nice killers, sure β I always give the Exit Gates if they aren't fair to the survivor because it's who I am as a person/player. However, I'm talking about killers who have no mercy, and will do everything it takes to make sure that survivor is sacrificed.
By the way, I'm not saying this is the killer's fault because they weren't the ones who spawned the Exit Gates the way they did. To wrap everything up, I'm saying the Exit Gate spawns need some work to be fair to both sides. π€π
You original question was about why the game still goes through with the EGC instead of just immediately Killing you.
The game doesn't know if the Killer is a nice Killer or a moron or whatever. And even if the gate spawns are unfair the Killer could have started far enough away from the gates in the first place that you might open it in spite of the Gate spawns.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/864235#Comment_864235
I can see your agreement there for adrenaline and its a good argument, but as for deja vu how would you actually buff it?
Rework. It's existing effect is outclassed by detectives hunch.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/864165#Comment_864165
How do you have a chance of survival when the killer has both Exit Gates in LoS and is serious about their 4K?
In most situations, best case scenario, you will get 10%-20% of the Exit Gate before you're forced off into a chase. Killers that are serious about their 4K won't lose you, so you're either going to lose the chase or run out of time.
There are a lot of other variables to consider, but if the killer is good, if you're unlucky with Exit Gates (which is usually the case) β that's it.
I'm not even going into certain killer powers that makes Exit Gates a death trap. π
This post contains a lot of conditionals unaccounted for by the spawn mechanics.
Just because the Killer can ensure a win doesn't mean he actually will. That's why your winrate only approaches 0 without quite reaching it.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/864217#Comment_864217
Fair. But you-know-what-im-going-to-say just-now-and-claim-that-it's-an-old-saying
If the axe doesn't take of the head on the first swipe. There's always the second
Adrenaline isn't really that problematic. Yeah it's a lot of time saved potentially, but the Killer should be trying to win before that point anyways, making Adrenaline as balanced as the game as a whole and thus if you balance the game in general properly then Adrenaline will be balanced as well.
No excuse for DS tho.
Also they've been busy buffing weaker perks (which has been great so far btw) so perks like Thanataphobia will likely be buffed at some point. (but more likely perks like deja vu and monstrous shrine first)
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@Milo said:
- Electrician Toolbox seems more like a purple than a pink.
- And how would Handheld Spotlight behave when the killer is breaking the pallet? Would the 180 happen after the break?
- Pinks are pink because they have unique effects. Not because they are especially strong.
- 180 happens after the break, or vault in the case of windows.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/864200#Comment_864200
Well that's great to hear :) but can you see where I was coming from in the post?
kinda, but it's more bad execution than them straight up not trying.
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It IS taken into consideration. Breakout for example doesn't stack specifically because it would be BS if 3 other Survivors swarmed the Killer with it if it did.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/864093#Comment_864093
Here's some simple things the game should know NOT to do because it's obvious that this drops your odds to 0%.
- Spawn both Exit Gates on the same wall.
- Exit Gates can have LoS on each other.
- Spawn Exit Gates within 48 meters from each other.
Simple things like this should be obvious because if this happens, you minus well give up β you have a 0% chance to escape. Typically, when I see both Exit Gates spawn together like that, I get the killer's attention and point at a hook: Call this one a loss and move on.
I'd like to see an A.I that controls Exit Gate spawns and hatch spawns. Then modifies their locations until they get close to a 25% escape rate for the survivor. That would be nice! ππ€
Not true. Your winrate approaches but never reaches 0% (until there is mathematically not enough time to open a gate of course)
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And that's why I bring a Shroud of Separation
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/863921#Comment_863921
It should be killer favored, don't get me wrong, but I think you're missing the part where I said the survivor should never have a 0% chance to escape.
Like I said, if I'm going to have a 0% chance to escape because of the Exit Gate spawns β why have an EGC? Minus well have the Entity sacrifice me once the killer closes the hatch. π€·ββοΈπ€
In the case of RNG screwing you over the game doesn't actually know what your odds are before hand, so it still needs to go through the formalities so you have a chance to try anyways so that it doesn't auto-kill you when you easily could have escaped.
If you still haven't gotten out in 2 minutes you probably aren't going to at all.
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Don't you mean 3.4? Because Oni doesn't exist on 3.3.1
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I walk in circles
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@Almo said:
What usually happens with SWF is that they get super-altruistic and refuse to leave the match unless they can get everyone out. Only at very high ranks and with SWFs that play together a lot is there much of a benefit in terms of escape rate.
That does not mean we don't want to do some things to make the solo experience better. As someone else pointed out, that's the reason for the Kindred buff.
Perhaps escape rate isn't the right metric, as SWFs can be more annoying to play against even if they don't necessarily escape.
Ok but do you have any plans to change Survivor basekit with this sort of thing in mind?
Things like Dull totem cleanse notifications, action indicators, chase indicators on non-obsessions ect ect ect.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/862672#Comment_862672
Truthfully the reveal mechanic is in the survivor's favor if you're facing a no stalk Ghost Face. When you reveal Ghost Face it triggers killer instinct which shows the location of the survivor that revealed him for a few seconds. For no stalk Ghost Face, being revealed is great.
It also means they aren't watching where they are pathing for extra extra benefit.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/862376#Comment_862376
Yeah you're right. I didn't considered, that it makes no differwnce which one you use. I think they will rework huntress addons anyway, because iri hatchets are overperforming
Moreso because she only have 1 iridecent and thus needs a 2nd, kinda like doc and the chainsaw bros
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/862145#Comment_862145
Yes, he is right. With only one Iri head, you can EASILY dodge.
It's not any easier than a normal hatchet.
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@HamdaN said:
https://forum.deadbydaylight.com/en/discussion/comment/862135#Comment_862135
i assume u think iri head and mori is balanced too since they take a slot lmao
Mori doesn't really take a slot. It's the only offering that provides a direct player advantage.
The shrouds in theory help but in practice are negative utility.
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I've actually been using Freddy.
Basically all Killers need:
- A Gap closer
- Anti-loop
And additionally Killers can have
- Stalling
- Tracking
Freddy is a great example of all these traits
His teleport works as a gap closer
Snares work as anti-loop and as an additional gap closer
Snares also work for tracking
Dream mechanics act as stalling
So any Killer needs to have at least SOME anti-loop and gap closing with more being better with Stalling and Tracking being used to make up for not being specialized if applicable.
You'll notice that low tier Killers often lack one of those required traits:
- Pig - Gap closer
- Legion - Anti Loop
- Doctor - Gap closer
- Wraith - Anti loop
- Ghostface - Gap closer
- Leatherface - Both (lacks all 4 of these traits actually)
Trapper is the only low tier that has ALL of these qualities.
One thing to note is that Stealth is also inherently a tracking ability and is generally anti-loop as well. Wraith's decloaking process makes his power not qualify as anti-loop but Pig, Ghostface and Myers can all attack out of stealth fast enough for it to qualify.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/862527#Comment_862527
The counter you're proposing is 3 people off generators. That gives the killer plenty of pressure. Nearly nothing is being done in the time you're chasing the unhooker while the guy on the ground is slugged. This is extremely in the favor of the killer, not the survivors.
If the killer does successfully down both, he did still tunnel, because he downed the unhooked person first, which was the the action of tunneling, then chased the unhooker because the unhooked person was on the ground already ready for them to pick up.
Yeah the Killer needed 2 downs in order to set that up. And what exactly was your plan to counter it otherwise? Even if DS didn't count down he's still slugged and needs to be picked up by someone and the unhooked can't do it if he's being chased, my counter is literally just normal gameplay.
And this is why I can't accept applying your definition of tunneling as something we want to prevent, because it means downing players indiscriminately is being labeled as tunneling when the term itself is used to refer to a targeting methodology.
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Because DS triggers through normal play while Head On requires deliberate setup.
Also DS is additionally an instant heal with no exhaustion effect AND has a longer stun.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/862508#Comment_862508
If they made it where if someone else was hooked, it deactivated, that would make it SO easy to avoid. Just slug the person who had DS, chase and hook the person who unhooked, then go back and hook the person who had DS. That seems to be standard killer gameplay and in no way would DS ever activate because people would do this actively to avoid it. It's pretty silly that anyone could think this would be a good idea. The only changes I've seen proposed for DS that I agree with are.
- DS lasts 30 seconds.
- DS timer only runs when the survivor is not in the dying state.
That would make it 100% anti tunnel, and remove the issue of people who are applying too much pressure. People would still complain about it, but it'd be the same people who tunneled in the first place, which is very likely most of the people who complain about DS currently.
Ok but that counter itself has a counter.
The time it takes to down the unhooked is plenty of time for the unhooker to run away (minimum of 3 seconds even if the unhooked has no time to run whatsoever which means he can avoid getting hit for 20 seconds before taking into account loops), so if the Killer chases then that's plenty of time for a 3rd player to come in and pick up the unhooked player (which takes 16 seconds minimum).
And if the Killer DOES successfully down both... then he still hasn't tunneled since he went after everyone which is the opposite of what most people mean when they say tunneling.
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I know I probably sound like I'm just being semantic, but this really is an important thing to nail down.
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The important thing when defining a term is to nail down what idea you are trying to convey.
Are all instances of tunneling such that they prevent taking part in the game and if not when isn't it? Is an unsuccessful attempt still tunneling? Can you tunnel on complete accident? Can you be mechanically forced to tunnel? Can a Survivor tunnel?
A definition is such that anything it describes is the term and anything it doesn't is not without exception. Do remember that.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/862465#Comment_862465
Fine, let me adjust my definition. Preventing a player from being able to actively take part in the game after they are unhooked. Is that better?
https://forum.deadbydaylight.com/en/discussion/comment/862479#Comment_862479
The thing is, if I'm unhooked and you're right there coming after me, of course I'm gonna jump in a locker. I'm not going to allow you to circumvent the consequences of tunneling me by slugging me. Go chase the guy who unhooked me and I won't need to get in a locker.
No that has the same issue as the last one, what if no hook is involved?
Can I not tunnel someone while using a slug build? Particularly as the Pig via a trap.
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Also, I didn't say the entire game (nor did I even mention a duration) just that the target has to be predefined.
So if I go to the hook specifically so I can chase the unhooked Survivor in particular then it's tunneling, but if I'm going to the hook to chase ANY Survivor then it's not tunneling, regardless of who I actually ended up chasing.
I consider this more useful since that's the scummy part of the term and is what we actually want to discourage and not simply chasing someone with no particular goal of chasing a specific player.
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@Atrushan88 said:
@NuclearBurrito I consider what you mention(focusing on one survivor the entire game and ignoring all other targets) tunnel vision, rather than "tunneling", and while I do think that they share a particular trait, tunneling as I would define it is going after the person who was just unhooked, so that you can hook them again, preventing them from playing the game at all. I consider it an upgraded behavior of camping, because in the early ranks you encounter camping, in the later ranks, to prevent being called campers, you experience tunnelers, because that gets them more points than if they were simply camping. Tunneling also isn't target specific. You can do it to any player in the game, there's no specific target, except for it being the one who was hooked, and therefore injured, being the easier target.
I wouldn't see this as a bad thing, except for the fact that people who are tunneled don't get to play the game, which is bad sportsmanship imo. I don't feel there should be any situation in a game where a player is unable to play the game, except for being hooked normally. I'd also rate this as similar behavior to older shooter games where you spawn in the exact same spot every time and the enemy just waits at that spot and shoots you on sight. There's a reason mechanics like these were updated over time to be unable to exploit. Behavior obviously didn't learn from those games.
Well in that case the term is meaningless in terms of morality or game health especially since your definition excludes situations not involving the hook from being tunneling (such as slugging).
It also means that if you slug someone off the hook then you aren't tunneling, since you aren't going after them so you can hook them again but are instead going after them for some other function, in this case slugging them.
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@Atrushan88 said:
@NuclearBurrito Yeah, I meant the unhooked in that first sentence. Every other one I used it correctly however. And it is still tunneling. That person just got off the hook and you hit them again right after they got off the hook. How is that NOT tunneling? Sure, that may not have been your intention, but you finding the unhooked and downing them instead is still tunneling.
Yeah, the situation is your fault. You created the situation in which you are in. I'm not saying to ignore people being unhooked. There are likely two survivors nearby, but you still created that situation. Saying it's not your fault is pretty silly when you created the situation in the first place.
You can do whatever you want, obviously. I just don't like to use bad sportsmanship when playing, unless the situation is deemed necessary.
Ok right now define tunneling.
Not give an example, define it in terms that can be generalized. Because we won't get anywhere if we don't agree on what the damn term means.
For the record when I say tunneling I mean:
"Targeting a specific predefined player to the exclusion of other possible targets"
In other words tunneling implies that you are ignoring someone else. This also means it's possible to tunnel prior to your first hook (although it would be nearly impossible to tell from the outside).
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@Atrushan88 said:
@NuclearBurrito I'm just saying you hitting the unhooker is still tunneling. Claiming it's "not your fault" is just silly when it literally was. You chose to look where the person was unhooked. It's pretty obvious you're gonna find the unhooked person there. Your intention may have been to find the unhooker, but you can't claim that your own conscious decisions are not your fault.(couldn't quote, forums being bad)
Taking advantage of the situation is my fault. (downing the person I found)
The situation itself is not. (finding the unhooked rather than the unhooker)
Regardless it still isn't tunneling, since there is no target being ignored in favor of the one I actually pursued.
Btw you are getting mixed up between unhooker and unhooked. The unhooker is the one who wasn't initially on the hook that went for the save. The unhooked is the person who I previously found and hooked. You have them backwards right now, be careful about that.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/861330#Comment_861330
Yeah, but in that case you should take the DS instead of slugging them. You still tunneled(I had this situation when I was playing Spirit myself, and I took the DS because I technically did tunnel. I couldn't find the other survivor, that survivor I found and downed deserved the stun). Still 4ked.
In most situations I find taking a DS stun doesn't really do too much. You just down them a few seconds later unless they dropped close by a pallet. But usually when I down someone, the pallets around where they're hooked are gone.
The only time I slug a survivor is if there are other survivors around the person I downed, or I'm playing Legion, and hit the person who got off the hook with FF to find other survivors, then that person who I'm trying to avoid tunneling pallet stuns me. Then I get even by forcing you to bleed out on the ground the rest of the game.
https://forum.deadbydaylight.com/en/discussion/comment/861509#Comment_861509
Killers could play around this too easily. Slug the person who got off the hook, down and hook the unhooker, hook the slugged survivor. Honestly that's pretty standard killer gameplay for avoiding DS.
Why should I care if they deserve the stun or not? It's bad for me to give it to them so I never should.
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@Wuhelm said:
https://forum.deadbydaylight.com/en/discussion/comment/861397#Comment_861397
I purposely tunnel, it gets rid of them faster and their salty tears fuel me to the next tunnel. Guess what? After i tunnel them I slug them because of DS (now they complain because I am not hooking them, obviously thier fault). After the slug I camp them hard and do the same to their teammates. Survivors are potatoes and deserve to be on the ground.
And if you can get a significant advantage out of that then you should do it. Tunneling doesn't make you a bad person.
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@Sign_Spinner said:
So are you cool with the fact that i gotta assume every single killer is running bbq?
Yeah idk what the OP's problem is.
I get the "it triggers well after I've already ignored the unhooked" thing, but this is just laziness. If you've downed someone immediately after they are unhooked you know to watch out for DS. Even if I had my changes go through you still need to bother to execute the counterplay.
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@altruistic said:
Run Unbreakable and DS.
I see Killers using whatever they can to make the game better for them, even when I use fun perks that donβt help me survive.
I suggest everyone to use this combination.
I'd just run unbreakable and then ACT like you have DS
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/861397#Comment_861397
I understand your point of view but disagree.
I guess I would make a distinction between hard tunneling VS a softer tunneling, kind of like hard camping and soft camping or proximity camping. IMO it's all just different ways to tunnel and camp at varying degrees with different intentions. None of them inherently bad or good. Often they are necessary or the best strategic play. But just because you make the best choice at the time doesn't mean you should be immune to DS. DS is a flat 60 second unhook insurance perk.
Also I know you haven't said that about DS, I'm more bringing it back to the topic at hand.
Regarding DS specifically I do think it could be more specialized around anti-tunneling, but it's subjective nature makes it impossible for it to ever perfectly mirror it, thus we can only (and should) approximate it.
Currently the simplest solution I've come up with is to replace the timer with "hook someone else = DS deactivates", which removes several scenarios where someone is tunneling but not DSed and isn't tunneling but IS DSed.
It's not perfect of course, it would still trigger in the scenario we were just discussing for example, but it would at least mean that if you do go after someone else then you won't get hit by DS no matter how effective you otherwise are. But also that if you go after the unhooked then no matter how good they are at looping DS will still trigger.
And then just make the stun length the scaling stat.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/861330#Comment_861330
So you think because you hadn't "intended" to tunnel because you were hoping for the unhooker, that means you shouldn't be hit or affected by DS? Or am I missing something?
You have a set of choices there and you took the two choices that add up to tunneling.
Choice 1: A survivor was unhooked, do I go back?
If yes you are not yet tunneling, but headed in that direction.
Choice 2: The first survivor I saw upon returning to the hook area was the unhooked survivor. Do I go after him?
If yes, you are now tunneling. No matter your original intent in choice 1. You made that choice fully aware you could and often do find the unhooked survivor first and you have no problem chasing and downing him. That's tunneling.
I'm not say don't tunnel but if you're going to make decisions that are the definition of tunneling then don't cry when you have now downed a survivor who could potentially hit you with DS.
The thing you are missing is that I did (and would be wrong if I did) extrapolate to making a statement about DS in general. Since intent based actions like Tunneling are obscenely difficult to quantify and we can only at best approximate. (Other intent based actions are things like sandbagging or BMing, where it's not the literal series of events that make it what it is)
Just that finding the unhooked Survivor and downing them is not just the result of tunneling, and thus you can't conclude from just "I went back to the hook and downed the unhooked" that it was tunneling.
If you also knew that the Unhooker was in his LoS as well THEN you could conclude tunneling.
But tunneling is chosing a specific target repeatedly over other targets.
If I don't know where you are then you can't be a target. So if I only know where the unhooked Survivor is then they are my only potential target. There is no other target I could go after instead because I don't have enough information to go after them, so doing so is not tunneling.
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@brokedownpalace said:
"I wasn't tunneling, but when I got the notification that somebody was unhooked I immediately ran back to that hook and downed the unhooked survivor."
Translation: "I wasn't tunneling, I was tunneling."
If someone is unhooked there is by definition at least 2 Survivors there. That makes somewhere that a Survivor was just unhooked at by far the best place to look for a Survivor.
And once I'm there it's not my fault if it's the unhooked Survivor that sucks at hiding while the unhooker vanishes without a trace
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@Dustin said:
Does this mean we can get the T-800 Terminator in Dead by Daylight now?
Sucks for those who bought the game but ngl I want a T-800 Killer.
The part that sucks is the game going out.
Why would I care if you got a free cosmetic?
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Anyone else have feedback?
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Maybe sometimes in SWF, not really otherwise
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but yes if you do something lame and then win.... you still won.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/858920#Comment_858920
I disagree. Following that logic I could play survivor, get into a locker, never touch a gen, and wait for the hatch every single game and that's "winning" even though the game deranks me for it?
That strategy sound extremely unreliable. You might win some games but you'd have way more games where the Killer finds the hatch first and you die to the EGC.
You want to complete gens and save people because it's the most consistent way to escape. Not because it's an arbitrary task on the emblem system checklist.
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You don't need permission to camp or tunnel or whatever.
I'm playing to win as fast and consistently as possible.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/858884#Comment_858884
Pipping is the win condition. The system exists as it does because killing survivors off by camping or tunneling is REALLY easy and more needed to be done to encourage killers to not camp so hard.
The past system was the binary "did they die" method of ranking up and those were dark, campy days indeed. Alleviated only by the fact that survivors were much more overpowered than they are now.
No. Pipping is the ranking system, not the win condition. There is a difference.
The wincondition is to either Kill everyone or escape depending on your role. The game specifies this in the tutorial.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/858852#Comment_858852
Killing survivors is only 1/4th of the emblem system. With the past system? I agree it was only about killing the survivors. But the new system focuses on a lot more.
In a really solid game, where I get 10 hooks and it's down to 2 survivors with 1 hook left each..... even at red ranks it's rarely going to be the difference between pipping or not if I get both of those hooks or just one.
The 12th hook gets you maybe 250-500 points? 500 points and an extra emblem that probably won't impact if I pip or not isn't worth sticking around another 5+ minutes into the match for me.
I'm talking about the wincons, not the emblem system. Survivor escapes are also only 1/4th of the emblem system but it's still their wincon too.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/858835#Comment_858835
Because it wastes 4 minutes of your life, 4 minutes that could be spent getting far more BP for the time in another match with fresh survivors?
The entire point of getting that BP is to unlock more stuff that can be used to further optimize your kill rate.
The end goal is getting the Kill, so I will always prioritize it over BP. Just like I prioritize escaping as a Survivor since that's your wincon.
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@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/857764#Comment_857764
IRON MAIDEN. OMEGALUL
I'm not wrong.
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The only difference between slugging for the 4k and not slugging but still going for the 4k is that if I don't slug then you might escape with the hatch or the exit gates if I close the hatch.
It's not any harder or easier to actually find you, but I can make sure you don't escape in the meantime if I do.
So why would I ever NOT slug?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/858616#Comment_858616
So, you're gonna punish ME for being randomly assigned potatoes? Wow.
I work for my place in this game. I do generators, I go for unhooks. I do everything I can for the team. If the other 3 idiots don't know how to work a generator for once, that's not MY fault and I shouldn't be punished for it because "buh, muh fer keh"
That's not the Killer's problem and he has no obligation to make it up to you.
Take it up with BHVR's matchmaking system
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/857814#Comment_857814
OMG wait. Are you suggesting actual counter play and strategy based on situational awareness and experience? You're a mad lad!
Are you seriously trying to sit there and say survivors shouldn't be able to just mindlessly run perks and do gens without a care in the world, and have to use their brains and actually get better at the game based on realizing their own mistakes and making adjustments? You can just stop that right now, criminal scum.
You'll never take me alive!
*loops police for 5 gens*