NullEXE
NullEXE
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I think they should be like dailies. The ability to complete multiple challenges in a single match, and not having to "activate" them. Just you need to collect them after the match. This would eliminate several issues people have with the Challenges;
- Player's will ruin less matches by focusing on a single challenge to the point where they are sabotaging the game for other players.
- Player's forgeting to set a challenge between matches, making going into new matches more fluent.
- Doing challenges that run over the course of multiple trials will feel much less tedious.
- Encourage players to play the featured Killer/Survivor across more challenges than just the ones they are required for.
The only problem it would cause that I can think of is;
- Completing challenges would be took quick, the players run out of a major reason to actively keep playing the game - ending up a big drop of players earlier in the month.
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Did you know it used to also give you an increased speed to opening the gate? They nerfed that.
I also think it's a useless perk. Just like how I think NOED is a useless perk.
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There's no reason for either Killer's or Survivors to be toxic, it's unsportsmanlike, and it's destroying the games community.
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A subject we can agree on 🤣. Also you mentioning you play on switch, brings a lot of light to many of your comments. It blows my mind that voice chat isn't apart of the game yet when the dev's are so diligent on not balancing the game around SWF. Instead trying to "balance the game to close the gap" as they say. There is literally nothing they can do that makes solo play on level playing field as SWF, because if you add perks to get the effects of SWF. That's still taking up whole perk slots to even have a small portion of what it's like to be in a SWF - while SWF's get to go a full 4 perks with no fallback.
They can't ban the use of 3rd party programs used for communication, because it would be impossible to track, and then they would be banning people on word alone - without any real proof. So trying to avoid the use of comm's is also impossible.
The only remedy to the situation is to just give the players the ability to use voice chat, which there is also the great reccomendation of proximity chat. Which would still be weaker, but at least it's something, and remains in line with the game.
@xCarrie said:
Voice coms would be a huge buff to solo which is needed but that would be another big nerf to killers and something would need to compensate.
Im for voice coms but at the same time i’m meh about it. It would be nice but i’d rather not hear kids screaming, loud ass rap music, “get f**ked baby”, complaining, and people ranging constantly. I get enough of that in MW. When I play solo I like to have a chill time without having to talk or hear yelling, I save that for SWF lol.
@Tactless_Ninja said:
-They add voice comms
- You politely inform them at a hurried pace for them to please remove themselves from the immediate area as it is imperative they not become a burden
- They stand there anyways
guessilldie.jpg
@RobMeister88 said:
I get where you're coming from, but voice comms would kill what little decency there is in the game. I'd rather not listen to some big head deep voice dudes with anime profile pictures rage every 5 seconds cause they get downed by the killer (on xbox almost every person with anime profile pics are toxic, shame since I like anime). Then people would also have to deal with those who decide blasting their music through their mic is perfectly fine. Then on xbox, it'd literally be 2012-2014 COD voice chat all over again:
-Raging squeakers
-Guys with kids/babies crying in the background
-Static
Not to mention it would promote more toxicity and try hard attitudes. You'd get people trying to tell you what to do 24/7 and asking what build you're running and constantly criticizing you for your play style if it differs from theirs or from the meta. The xbox DBD community does not have enough decency for in game comms. Maybe there'd be a few people here and there who would casually talk but it's doubtful, on xbox at least.
@Black_Mage102 said:
Gimme those big hard N words please. That’s most voice chat nowadays lol
Obviously there would an option to mute someone, it would be really stupid for there not to be. Also there would obviously be the option to deactivate it entirely, just don't expect the dev's to nerf anything because players don't want to use the tools already available to them.
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https://forum.deadbydaylight.com/en/discussion/134741/any-plans-to-remove-the-locker-ds-tech/p4
It's being looked into.
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@Peanits said:
There are already some out there (@Spannungsstoß beat me to it, thanks for the link), and we have been adding more from time to time. I would love to get myself a DBD ugly Christmas sweater some day, though.
I want a K-Pop Star (C-Pop Star?) outfit for Feng Min.
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They talked about what's expected to come, and where some of the ideas came from when planning Caleb Quinn and Zarina. Some thought process behind the new map. Descriptions of abilities, and perks.
We also discovered Mathieu Cote learned how to do magic to magically make Guillaume appear.
@not_Queen Promised to give us a recording of them speaking french for 3 hours.
Deffiently promised, don't believe a word that they say. -
Imo they should just remove keys from the game.
Or at least make it so you can't get Key's from chests.
Or make it where you can only get Key's from chests, but perks that make rarer items spawn more likely don't work for them.
Or remove the hatch, giving survivors that took the game hostage a free win mechanic was a really bad decision in the first place.
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An awesome community that also speaks out about imbalance in the game, theory testing, and/or you just want a pro to test some of your builds. I recommend Tru3Ta13nt.
An awesome community that just has fun with the game, talks about every day life, and is really chill. Cahlaflour
If you want a small, but awesome community streamer currently growing. All around wholesome guy who will talk to you about your day, and spread the love. I strongly reccomend Biet.
An awesome community, where the streamer teaches you about all parts of the game. Even goes to far lengths to describe every single thing occuring in the game (from his view). Best educational streamer for Dead by Daylight, by far. FunGoose.
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Most survivors play with at least one other person. Notice how when they posted "swf statistics" it was compared to Solo VS 4 Man SWF? They left out 2 and 3 man SWF. By observation alone you can tell across most of your Killer matches you are being put against at least 1 swf of either 2 or more players.
I just wish they would add a voice feature already, and start balancing around SWF and be done with the giant balanced divide - skewing statistic's everywhere.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1139911#Comment_1139911
Oh give it a rest with the woe is me, it's embarrassing. Do you not think it's logical to not put yourself under a timer when you have to save someone? It's pure LOGIC, not to bully you. Additionally, other people could go down and need to be rescued, WHY put a timer on it, who cares if it extends the timer when someone is down when you can JUST NOT PUT A TIMER ON IT. Not every survivor is out to get you, although from all your comments you seem to want to act that way, and I'm not even going to properly address your second paragraph due to it's absurdity and defeatist attitude.
Give it a rest with your mind games. I don't even know when I once said anything that would even try to make me sound like a victim 🤣. I am red ranks survivor just as much as I am a red rank killer. I abuse 99ing the exit gate, and hatch just as much as the next guy. Which is why at the same time I understand that if you are playing a game where your one and only goal is it "Survive at any means neccesary". Ignoring that objective to give another player the chance at securing that same objective should come with some kind of fallback on yourself. It should not be that you can just 99 a door, and then 2 people escape for free.
Then again with this thread and several other threads I see you in. This is all you can do to try and push your personal survivor sided opinions.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1139898#Comment_1139898
Don't give up then. You have the option to force them out or find them. Stop complaining about your choices to not exercise an action that you can do. What do you expect them to do after you give up? You're giving them the opportunity to get extra items or points.
When I say there is 0 threat. I mean there is 0 threat, and I don't think any player should be given free win's without some work.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1139888#Comment_1139888
From your replies... and all the other killers you're definitely trying to make it a tool for killers. Your ideas would make it just that, if you don't put the EGC on, the gate regresses, meaning saving is 100% likely to turn into a trade as you wont be able to save, and open the door (in most scenarios) before the killer gets there. So you then HAVE to put EGC on and then play around the timer. This thread and your comments are LITERALLY trying to make it a tool to pressure survivors into doing/not doing things in an attempt to aid killers further.
Still your trying to twist it. The survivors only objective is to survive, saving others I believe is fine. If you leave a door at 99 and go for a save, to me that's also fine. Though not really needed as HAVING SOMEONE ON HOOK SLOWS THE EGC TIMER. To that extent, the dev's have already taken the precautions to cater to the survivors that want to make saves at the end of the game. What other use does leaving the door at 99 do? To bully the killer, farm points, and find items. Two of those things are things that i'm pretty sure the Dev's don't like?
From what I suggested, the gates regressing. Then the Killer would have a chance to stop both survivors from getting out, and when gen's get done so fast - that's what most killers only have to rely on. It would be immensly difficult for 2 survivors, but easy for 3.
I also have a belief that when the last gen pops the game should just end. I wouldn't mind that either. Remove the hatch while they are at it. However if the gates exist, EGC exists. Then I am going to want to balance it for both sides, not just one. Regardless what you try to twist what I say, or assume what I believe i'm going to be against bullying any player, and suggest things to move away from having players have the ability of doing that.
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Wanna know what the hatch needs;
- To be removed from the game. It's a terrible decision to respond to a player taking the game hostage by giving that same player a free win mechanic.
- Key's shouldn't spawn in chests. Broken key's without add-ons (even if your using the perk Ace in the Hole) can stay.
- Key's should only allow the person who used the key to escape - no one else. (Everyone needs to have their own Key).
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1139891#Comment_1139891
What are you on about? You're literally sitting here complaining about the fact that survivors choose to maximize their games when they have the opportunity to do so.
If only the killer didn't have to wait 2 minutes after they give up either 🤣
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1139883#Comment_1139883
Okay? But you were complaining about survivors staying longer than YOU wanted them to. Stop complaining about the other side doing whatever they can to benefit themselves. You're looking out for yourself, so stop whining when survivors do the same.
They are not looking out for themself. They are directly ignoring their objective becasue they don't have a threat anymore to complete their objective.
The Killer's objective is to kill.
But sure, keep trying to twist what i'm talking about - it's doing you wonders.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1139859#Comment_1139859
Well, the dev team have obviously come a long way, and hindsight is a wonderful thing, so while now the hatch may seem awful, back then it solved a problem, now the end game with one survivor left is very killer sided, it was once very survivor sided. I don't see the issue, the EGC was made to make sure a match ends, and killers KEEP trying to make it seem like it is a tool for them, when it isn't.
I don't see it as a tool for killers, as I see it as the last thing in the way of a survivors completing their objective. Which is surviving. Though you are free to assume whatever you want, but i'm sure you know how the saying about being assumptious goes.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1139852#Comment_1139852
How dare those darn survivors stay longer than you want them to to get extra points, items or even give the killer extra points!
Right because the killer doesn't lose emblem points to
- survivors healing,
- escaping grasp via ds, flashlight stun, pallet stun, bodyblocking, sabotaging hooks, etc.
- staying in close proximity to hooked survivors
What points are you talking about? The BP values that I have already maxed in all catagories, because you get +100 in every bp catagory for doing literally anything from using your power, hitting survivors, or just looking at a survivor?
Yeah no. At the end of a match. I want you to gtfo, or die trying.
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@Peanits Honestly I wouldn't even care about if a survivor does "work on a nearby generator, they hop in a locker whenever you get close". If taking the DS stun didn't strike my Malicious emblem.
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@Peanits said:
We are looking into the potentially more abusive aspects and seeing what we can do, but nothing is confirmed yet.
I was watching an Umbra stream, and she mentioned that she spoked with some other people, and the idea they came up with for DS is simple;
DS activates when you come off hook. If another survivor is hooked. It deactivates. Unless you are in dying state when the other survivor is hooked - to avoid the case where you get unhooked unsafely, and are immediatly downed by the killer, then left there to slug.
Doesn't really resolve the issue with abusing lockers/generators/windows/pallets/hook saves to force the DS skilcheck, but it does make it more involved with actual tunneling. Though having it deactivate while performing an action would help that a lot.
Heck they could just pull a Hex: Ruin nerf on the perk, and that would make everyone use Borrowed Time more, and at the same time give Borrowed Time a buff that it works when the killer is within x meters of the hook - instead of terror radius.
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I've made a lot of really awesome friends, and joined really fun communites like Cahlaflour, Tru3Ta1ent, Biet, and FunGoose.
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I think this thread, and Dev's response is a good sum up of why when there was a problem with Survivors taking the game hostage by hiding. They decided to give those same Survivors the hatch as a free win mechanic.
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@Peanits said:
To play devil's advocate here, what are you aiming to fix with this? The EGC isn't made to give you more kills or force people to leave while there's still things to be done (saves, etc.), and if they do refuse to leave, you can always open the gate to force them out yourself.
To play dveil's advocate advocate. The survivors mission should be to survive by any means neccesary not stay to do totems, open chests, bully the killer, or find ways to farm more points. The only resaon I could see you not opening the gate is to go for a save. Nothing else.
Also that's a terrible idea "Just open the gate and force them out". So not only is Killer expected to lose 2 gens in the first couple minutes of the match, but is not expected to be able to win at the end of the match either? The only reason a Killer should ever open the gate is to utilize Blood Warden. Otherwise that's precious time the killer needs to complete their goal. Telling them to "just open the gate and push them out yourself", your basically just telling Killers that survivors are broken, suck it up, and move on.
I'm really surprised a Dev's response to anyone finding EGC to be a problem is "Survivors should ignore their goal, and Killers should give free escapes".
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I think they should just regress when a survivor let's go of the gate.
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@Peanits said:
For the record, we aren't aiming to make every game end in 2-2. This is just an average. You might do better in some games and worse in others.
You can safety pip with only two kills if you played well enough. If you struggled and just barely got them (by camping, for instance), you'd probably depip.
https://forum.deadbydaylight.com/en/discussion/comment/1139704#Comment_1139704
We actually made a change to Gatekeeper at the same time to compensate, conveniently enough.
Or
- Forced to eat DS.
- Forced to drop survivors due to bodyblocking, pallet stuns, flashlight saves, or simply 99% sabo hooks (which will be able to be done by a solo survivor when the sabo changes comes. Yay having the god like power of controlling the killer's entire objective!)
- When survivors heal at the opposite end of the map, while you have to patrol the few gen's that if you go to the other end of the massive map, you will immeidatly lose the gen and any chances you had at getting any sacrifices.
- Survivors keep chases around a hooked survivor or bum rushes you the moment you hook survivors.
- Patrolling the last few gen's, and you are constantly passing a hooked survivor because it's best to hook a survivor near the last of the generators.
But yeah, sum up all of the problems with the broken emblem system into the worst kind of assumption as "Eh, they were probably camping". In my opinion, the survivors shouldn't have this much control over the Killer's emblem system, and at the same time the Killer shouldn't be getting penalized in three emblems because of factors well out of their control. Like I expect to be rewarded for doing well, not punished.
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Killers won't stop comlaining till people start to see buffs coming their way. Survivors are too powerful right now, and that's fact.
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Is this a bait thread, or are you serious? 🤣
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@Drywatr said:
https://forum.deadbydaylight.com/en/discussion/comment/1136872#Comment_1136872
I play solo a majority of the time. I usually cleanse 3 to 5 totems a match without a problem. Adding a totem counter to small game could be great?
To add a counter would be bad, because then the mystery of "if a totem still exists" would be a known value. Sure SWF's get away with just trading the information of who did how many totems, but the whole concept of the totems is that they are a hidden value that you need to find and destroy. I tend to make a quick run around small maps when we reach 2 gens remaining to get any left standing totems, and goto the known totem spawns of big maps - counting all the already broken totems I see as well to see if I can ensure all 5 have been cleansed. Most times I confirm all the totems have been destroyed in under a minute.
At the same time I remember most of the totem spawns of each map, so the same can't be said for a lot of other players.
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Sounds like a good idea to me, and with the fact that survivors have to cleanse all totems to avoid NOED (as good survivours would). It would slow the game down which would aid in the speed of games issue as well.
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Survivor: Borrowed Time, Head On, Diversion, Ace In The Hole
Killer: Haunted Grounds, Hex: Devour Hope, Pop Goes The Weasel, Barbeque & Chili
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Wait the EGC timer ended and it didn't take him?
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You did bodyblock.
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You're doing gods work, well done punishing the toxic entitled survivors.
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@FilledPizza said:
https://forum.deadbydaylight.com/en/discussion/comment/1136693#Comment_1136693
Too poor to afford a good PC, an Xbox, or a PS4.
please tell me, how hard is it to play with those tiny controllers?
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1116864#Comment_1116864
The DLC team is not the team that deals with game changes, so that's not what's happening.
We make opportune changes to reduce the gap when they arise, such as the Kindred buff. But the main thing we do is ask ourselves when putting in new stuff, "Does this widen the gap?" If it does, it won't go in unless there's some great benefit that outweighs that cost. So a lot of our work on this subject goes unnoticed because it's happening behind the scenes.
SWF get's comms for free, fast information without restraints of requiring to be hooked, injured, or otherwise afflicted.
Solo's require to take a perk, or multiple perks to even get an inkling of information that comms gives.
Gotta be blunt here, but at what point will dev's start to look into adding an in game voice communication for solo play. There has been many great ideas of adding a proximity chat instead, which would still be weaker than SWF, but could add to the atmosphere. Obviously both mechanics would have the option to mute other and/or all other players.
Then with the voice chat, you no longer have to balance around solo. Just balance around SWF, and if people don't use the mechanics availble to them that's tough luck for them.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1136220#Comment_1136220
You also want to talk about Entitlement, someone else pointed this out about how good killers have it. I am sure you won't read it but I will post it anyway.
"I posted this elsewhere, but you should read it.
Since PC release, killer has been buffed, survivor nerfed. This is important to understand and through examples you’ll see why that has happened. It shows you why the game has had the trajectory it has and why we are now in our current quagmire.
It all started with the introduction of swf and the 2 escapes, 2 kills devs unit of metric. You don’t have to like the metric but it’s whats given the survivors all their nerfs and all the killers current buffs.
The devs failed to understand that people would want to play with friends in an online game at release (serious), what we got was ‘lobby wars’. Where survivors would join different lobbies looking for their friends and leave if they couldn’t find them. It was horrible trying to find games. Hence why we got swf, that completely unbalanced the game by creating coordinated survivors that could communicate. The devs have been nerfing survivor ever since and completely crippled solo survivor play.
Killers now are up around 70% kills due to the trajectory of the game and the devs metric system, unless you feel their metric system is bad, in which case they can undo all the changes I've just mentioned....
It also important to mention marketing and advertising. There’s nothing special about survivors, they are just reskins with some new perks that all play the same. THATS IT. EACH killer has its own unique play style and as you see from their advertising, its always new killers they promote. Survivors get a mention, but its never really the selling point.
DBD reddit, back in the day was all about poking fun at survivors and giving you the impression that every second game is SWF and heavily biased against killers. Which was a lie. OP SWF games are maybe one in 30 games with most swf games being friends who are just wanting to have fun and usually end up wiping. But there was no push back, the killer echo room there would down vote anything survivor sided.
That coupled with the points I mentioned previously meant that a lot of survivor mains left the game. Which is kind of obvious, I mean you understand the devs unit of metric sure, but you just watch nerf, after nerf, after nerf as it all gets taken away. Why would you stay for that? Its kind of miserable.
What has this created? In short. Entitlement. Killer mains know if they whine, they get what they want.
THIS is the environment the devs have created and what you see on the forums.
You have no perspective, and are part of the group think mentality. I understand why it is that you think your right, but as I explained, you're not."
Once again this was posted by someone else but it is a valid point to who has more entitlement. Once again as well I play both sides unlike I guess you so I am not entitled or biased but just point out smart points like this one this person posted.
Wow, quite a mouthful, and I want my wasted time reading it back. How about providing proof of what you claim, because I am going to gesture you towards the patch notes threads: https://forum.deadbydaylight.com/en/categories/pc . That disproves all the bs - whoever you took that from - spewed.
The dev's never, and I repeat "NEVER" balanced this game for SWF. They refuse to, and they will not, because they expect the game to be played as a 1v1 scenario with survivors prioritizing survival over actually being a team. However to survive they need to help the other survivors out to have a chance against this bigger entity. Which they repeat over and over again. The only reason they don't ban comms is because it's pratically untraceable, and the majority of claims would be purely by word of mouth.
Honestly it's agravating when I see people copy/paste what other people spew on the forums, without keeping up to date with updates, or looking into the actual past updates. Also not to mention the past doesn't even matter. What matters is the now. Game balance isn't based around give and take, it's based around give or take to make both sides of a spectrum on an equal playing field.
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If you were good at survivor these two things wouldn't affect you.
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Honestly the only reason I still play is because of the streamers I commonly watch. Cahlaflour, FunGoose, Tru3Ta13nt, and Biet are my top 4, and these guy's positive communities keep me coming back to the game to find the very few games that actually makes playing worthwhile.
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Yeah that's a hacker, make a ticket in https://support.deadbydaylight.com/hc/en-us
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What we are aware of;
- Matchmaking is bad
- Emblems and ranking is bad
- Survivors are too strong
- Peanits is hot af
- SWF is far too strong
- It's difficult to keep killers
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@AwareSan said:
Oof just what I needed. The DLC being released on the day of my wisdom teeth removal.....
After your teeth removal, you can come back and play the game higher than Huntress can throw her hatchets - yeehaw!
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I trust the dev's are smart enough at balancing to know not to touch Hillbilly.
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The game would be even more broken than it already is.
Also wouldn't make sense with the lore. Survivors don't have magic, or special powers. They are normal people and the entity feeds of their hope, or at least that's what we are led to believe.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1134240#Comment_1134240
It’s dead by daylight.... when aren’t there bugs? There will be many bugs when the chapter comes out. So what difference would it make if it came out today then March 10th?
@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1134369#Comment_1134369
There are still going to be many bugs when the chapter comes out. It would have made no difference if it came out today. It’s dead by daylight.... this game is nothing but bugs and issues.
@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1134250#Comment_1134250
Exactly. I agree. Wouldn’t have made a difference if it came out today rather than March 10th with the constant bugs and issues this game ALWAYS has.
@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1134306#Comment_1134306
When has the any chapter, or the game in general ever been polished? Lol.
There will be less bugs. Also the work they are doing are not only limited to bugs. It can be a number of other things, like balancing, art, and retweeking.
@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1134765#Comment_1134765
I definitley agree with you. Finding out about a delay last minute sucks.
They never announced, or even hinted that the DLC would come out today. So you didn't find out last minute. At least your name is accurate.
Could you imagine spamming the same thread with 5 comments, that all could have been made in one comment?
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1135384#Comment_1135384
I think real tunneling should be always punished, bit thats just my opinion.
"Pausing the timer just makes chasing any survivor off hook to be
impossible, so then Survivors can't be punished for making mistakes like
unsafe saves, immeditatly jumping on objectives right off coming off
hook (instead of ensuring your safe first)"
This is not true at all, in my proposed change I clearly stated that performing any action (except things like mending) would cause DS to deactivate, to prevent precisely this.
"running at dangerous areas (areas without pallets, or directly into the
killer). Which isn't fair at all, you shouldn't be compesated for your
mistakes. It would be far too easy to exploit."
I dont think so. If survivior is wasting time Tbagging, making noise or starting chase, then let him do it. As long he is not doing his job, I dont care. Killers should also think a bit, not just charge like a madman because someone provokes them with stupid plays or flashlight clicking.
IMO DS is so strong only because it can be used even if killer is not tunneling. You can do gens, unhook, heal, everything, and DS still works. If it disabled under conditions I explained above, then it would be ok
I dont think if it matters that its strong, what matters is that it is unfun for survivior and innefficient for the killer. In short, intentional tunneling is toxic. I say "intentional" because some people say that if you grab someone of a gen or a Trap then its tunneling lol.
If they added disable conditions I mentioned, then I couldnt care less if DS had skillcheck or not, just doesnt matter to me.
No. You're whole idea just makes DS stronger for exactly what it's being abused for. I am not going to go into pharagraphs to explain that to you again. The best method is to just nerf it to deactivate when the Killer directly plays away from tunneling, and for the most part it would be balanced. It doesn't need to be buffed.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1135799#Comment_1135799
Assuming you play killer at all, why do you think your survivor queue times are so high? Or better yet,why do you think you constantly get mathced up against green or yellow rank killers??
... You must not come around the forums very often if you think i'm survivor sided at all LUL
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Once you get to red ranks with Killer there really is not point in keep playing that role. If you already have maxed your BP for the next DLC, then you just play survivor and have fun, good matches.
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I read that, and all I got from it is that I should start using a steering wheel to play Hillbilly.
https://www.twitch.tv/ohtofu/clip/AmazonianFastClipsdadPogChamp?filter=clips&range=7d&sort=time -
I don't think anyone can get banned?
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The Challenges We Need
Sportsmanlike: Say "gg wp!" in the end game chat 2/4/6/8 times.
Spreading The Love: Commend another player 4/6/8/12 times.
