NullEXE
NullEXE
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Just played a round of clown, got 3k, 21k points, and didn't even pip. The last survivor escaped because the doors spawned on opposite ends in a triangle from the hatch. So even though I closed the hatch I didn't have time to walk to either of the doors.
The survivors only completed 1 gen.
I lost a lot of points in Chaser because they refused to do gen's, and were far too alturistic, so I never had to move far from the hook. I really tried too, but when you pick someone up, and not a single gen is being worked on w/ level 1 Thrilling Tremors for the entirity of the whole match. There's not much else you can do.
@Peanits Wanna explain that outcome to me? Or tell me what I did wrong?
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Funny story, a friend of mine bought the game for Xbox because he saw that Dead by Daylight just got "Cross Platform", but it was when they declared "Dead by Daylight is now Cross Platform!" when they added Windows Shop users to the same servers as Steam players.
Yeah I would really like real cross platform after that stunt.
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@xCarrie said:
- 115% movement speed
- His power can break pallets
- Add-ons that add one or two extra shots
H i p f i r e
I like these idea's, though I would change the second bullet to an Add-on that allows his power to break pallets. It would be too powerful as a base kit ability to just destroy pallets on a whim. Could you imagine if Clown could just destroy pallets with his bottles? Or Huntress could just destroy pallets she throws her hatchet over? I get that the Huntress has flat damage, so in theory pallets don't matter against her, but Deathslinger is supposed to be a unique killer that is harder to play than Huntress.
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Now remove Key's from chests.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1135295#Comment_1135295
Thats the point of DS as an anti tunneling perk. Making sure killer cant win by tunneling.
Obviously that can only ever work after we add deactivation conditions:
- You are the last not dead/hooked/slugged survivior
- You started performing an action (unhooking, gens, gates, healing, cleansing, etc.), (Mending, vaulting, and the others dont count)
- You got caught in a Bear Trap
- Another DS activated
- 2 other people got downed (-30s per down)
In all conditions above, DS gets disabled as if the timer has ran out.
As for the buff, other than "timer stopped while in a chase" mentioned above, I would also remove the skillcheck, its pointless imo.
The killer can't win by tunneling. If you need a crutch perk to loop well, then i'm sorry to say but you need to get better at the game. The point of the perk is to give you a chance at a chase if the Killer "tunnels you off hook", because in most cases you don't have time to go from a hook to a nearby jungle gym, building, TL loop, safe house, or safe loop.
A chase is supposed to only last aproximately 20 seconds VS a good killer, if you are in chase longer than that - you did well. With 2 hooks, and how many heals/hits you get, stacking all those chases together you can max Evader in just three of those 20 second chases. Decisive Strike is 60 seconds that is 3x longer than a normal chase. If you are running out of DS before the chase even ends then you already maxed, or near maxed the evader emblem. Then if you unhooked twice / healed twice that match you are going to single pip to red ranks even if you die (depending how long you were in the match for).
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), or 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.
The fact of the matter, DS in it's current state is too powerful, that's why you see it often in high rank games (statistically proven). Also it's current state is easy to exploit for a 60 second immunity paired with an exhaustion perk.
However adding conditions if the Killer performs an action that proves he's not tunneling is a small change, that imo balances out the perk. Umbra is where I heard the idea that it just deactivates when the Killer hooks another survivor, and it doesn't deactivate if you are in dying state (in case a survivor went for an unsafe save and you get downed off hook immediatly, at least then you have a chanse if the Killer picks you up, or another survivor comes to save you - which they should be. Honestly Borrowed Time is better imo).
But by math and statistic's alone there is no reason - at all. Why you would pause a 60 second immunity timer because you get chased off hook. Tunneling is rarely ever strong, because the only way tunneling gets you anywhere in a match is if the survivors are not doing their objectives.
I agree though the skill check is dumb, and I would like it removed, but I do understand why it's there. A very difficult skill check pushes the less experienced players from being able to utilize the perk as well as experienced players do - like the old Hex: Ruin perk was giving new players a difficult time unless they could more often get great skill checks.
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I played two matches today, and I already don't want to play for the rest of the day. They should just change the games name to Looping Simulator 2020, and be done with it 🙄
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1134457#Comment_1134457
If the killer is REALLY tunneling you, then you should be able to DS him after a chase no matter how long it was.
Otherwise people would let themselves get caught few seconds before the timer runs out, and that would be dumb.
That's the dumbest thing I ever heard.
If you can loop the Killer for more than double the time you need to, you don't need an extension perk. Tunneling will only get the killer to lose, and if the survivor is good then they will pip/black pip off Lightbringer, Unbroken, and Evader alone.
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Could you imagine getting upset over a game developer trying to give you a better product?
Yeah what a cringe fest.
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Streamers keep me around. To be honest if I didn't watch Cahla, Tru3Ta13nt, Biet, and FunGoose. I would have stopped playing a while ago, and it shows.
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Well with the Saboteur buff coming you won't even be able to do that anymore 🤣
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1133925#Comment_1133925
Survivors lobbies have been broken for months and months and months, way before the ruin nerf was even announced, I don't get why the people here keep acting as if it's somehow the cause of it all.
Not even what we're talking about lol
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Anyone randomly hear the Huntresses lullaby when playing Survivor OR KILLER?
Because I do. That tune haunts me.
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@Doomspooge said:
https://forum.deadbydaylight.com/en/discussion/comment/1134542#Comment_1134542
Love this vid. Take my upvote.
There's a Part II
https://youtu.be/76Cp7uPQM4Y -
It's this Meg Main
https://www.youtube.com/watch?v=GDUQd9uGivQ -
@Awkward_Fiend said:
https://forum.deadbydaylight.com/en/discussion/comment/1132364#Comment_1132364
NoED and Bloodwarden both rely on the endgame and are extremely powerful. Remember Me is also strong, but it isn't good enough unless you only have one or two survivors to take care of.
All end game perks are bad, because relying on winning when the survivors have already won is claiming forfeit when matched against good survivors. It's why these perks are not normally seen in high rank games, which was my point.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133926#Comment_1133926
I think the timer should be paused while in a chase, thats the buff I would accept.
But obviously only if disabling conditions get added
But look at it this way, if you are looping the killer longer than 60 seconds, that's 40 more seconds than you needed to already. Pausing the timer would only break the perk further.
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Could you imagine being so entitled that you get upset when game developers want to give you a better product? Yesh, some of these responses are serious cringe.
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Add a voice chat function for all survivors, so everyone has the same tool's as a SWF. Then if a solo survivor decides not to use the tool's given to them, tough luck.
If your response is "I don't want strangers or "12 year olds" talking to me, or yelling at me over mic" then don't use the feature, play with friends, or go without - tough luck. It's your own choice.
Then balance the game around the ability to use comms during play.
There also were great suggestions of of a proximity chat feature.
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I play the same killer till I face godlike survivors. Then I take a break from the game for like 1-2 hours. Come back and play a different Killer till I face godlike survivors. Rinse and repeat. Then again these Killers are litterally just 4; Legion, Freddy, Ghostface, and Clown.
Though one thing I can sympathize with OP. It feels like when I quoue for survivor I get back to back matches against the same killer, it gets repitive, and boring. So I take a break from the game for that too.
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Personally I think it's fantastic they are taking extra time before the release. It's awesome, and a move I didn't expect them to make.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1134082#Comment_1134082
"Put a lot of money into it for all of the DLC's and many cosmetics. I put money into both the battle passes." - you already cast your vote with your wallet.
"i'm not wasting any more money on it" - I hear you, but it seems like it's a bit too late. You already gave them signal that what they are doing is right by buying all DLCs and many cosmetics.
I'm truly sorry, but the reality is that there is very little impact you can do at this point. I hope this is a lesson to others, who are yet to cast their vote.
Lol ain't that the truth
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1133757#Comment_1133757
That sounds right and it hurts... So, all hope is lost? Time to move on?
I followed the game since 2017, and finally got a new gaming pc to play it during the stranger things release. Put a lot of money into it for all of the DLC's and many cosmetics. I put money into both the battle passes. I also put money into streamers - which I know isn't directly related, but I strongly support the community as well as I have been the game.
So i'm not really giving up on it yet, but my hope in them trying to make Killer in any way a positive role to play has become mute. I'm just going to rank killer to red each month, and not touch it unless it's to get BP, Challenges, or Dailies. Which I think is how it's intended anyways. I also have started to play other games when on my downtime with friends. There is a big competitor coming at aysymetrical games, and I pre-ordered that as well - to see how it goes. I thought the competition was going to kick them into providing for Killers, but in relation to the updates and what it seems like the direciton they are trying to go, i'm not too sure where they want DBD to go - so only time can tell, but i'm not wasting any more money on it.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133806#Comment_1133806
I think DS actually needs a buff, it doesnt prevent tunneling at all.
That said, you shouldnt EVER be able to use DS if you are NOT being tunneled.
I hate it when I loop the killer so well when he tunnels me, my DS runs out lol
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@Maníaco_da_garrafa said:
https://forum.deadbydaylight.com/en/discussion/comment/1133819#Comment_1133819
I don't watch Ohtofu, in fact, i hate him bc the way he talks, it annoys me.
However, he's the only one using actual thought process and info to discover what's causing the mm issues.
"these balance changes are making the game annoying, therefore, less killers and matchmaking issues, i just know it, believe me", this doesn't make a single bit of sense for me.
The killer always was the "bad" role, since killer is supposed to play sweaty against four other players (assymetric games are impossible to balance), and if we compare the game now to 1 and a half/two years before, it actually was WAY WORSE to play killer, so blaming balance as the biggest cause of matchmaking issues is simply a big and fat lie.
No what he does in that video is try to express it's any reason but because Killers don't want to play anymore. I'm not saying he's wrong. I just don't see it past him to not agree to the dev's every word and change because he knows it gets him views.
I know in the past there was problems, and I know that can be said by both sides, but that's not a good defense of why things are so terrible now.
All of these buffs to survivors back to back, and consistent nerfs to killers back to back pushed people away. That and the terrible matchmaking/ranking system created long que times for survivors, and it's only going to get worse from here if you have tested the in's and outs of the updates in the Chains of Hate update
@Maníaco_da_garrafa said:
https://forum.deadbydaylight.com/en/discussion/comment/1133885#Comment_1133885
It was biased, but not enough to cause a killer strike.
It was and it did.
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@Maníaco_da_garrafa said:
https://forum.deadbydaylight.com/en/discussion/comment/1133798#Comment_1133798
Did Tru3talent or Fungoose gave any opinion about what's causing the matchmaking issues or you're just using Tofu's opinions about balance to deem anything he says as wrong or biased?
They express that matchmaking is broken plenty. They express that there are less killers playing because it's a bad role - plenty.
I really do hope that OhTofu is not the only streamer you watch for dead by daylight. There are so many more other streamers you could be watching for professional play, and at the same time getting real observations on the game.
Like I know for a fact that a reason for the long survivor times is because Killers are leaving, and/or not playing the role. Even me who was a Killer main with over 1500 hours, switched to survivor because I can't take playing Killer anymore. Like open your eyes. This isn't the first thing the dev's tried to just brush under the carpet like they are about to do with piss poor ranking system.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133774#Comment_1133774
What? Both this stats and 80% ruin usage is from red rank games only. I dont understand your point.
Ruin was used in around 80% red rank games
DS is used in about 90% red rank games
So then by the same logic. DS should be nerfed to the point of no return. Glad we agree.
Though all jokes aside, they don't have to nerf DS into the ground. Something as simple as DS deactivates if another survivor is hooked or goes into a locker is good enough, unless you're in dying state (in case the killer downs you off hook, then goes - downs and hooks someone else, then coming back to you). Litterally that one change would make the perk worlds more balanced, and I bet people will still run it nearly just as much.
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@Maníaco_da_garrafa said:
Ruin has nothing to do with this, stop pretending it does.
Oh look OhTofu, the guy who throws around misinformation in the dev's favor because they can't properlly balance their own game, by doing so they keep advertising his channel. (you know the same ones forced to reach a point of hiding ranking because not only do they fail at making a balanced ranking system, but it misplaces you too).
When was the last time they've mentioned Fungoose, or Tru3tal3nt? It's been a while, but if I remember correctly the same day a dev advertised OhTofu, when he streamed later that day and kept getting asked about the ruin changes - he directly mocked the whole portion of the dbd community against the changes, and then proceeded to stomp a team of potato's with hillbilly, ending saying "see balanced" (something accustomed to that).
Though even though he does things like that, dev streams keep hosting and raiding him.
Now even if you don't take all of that into consideration when discussing how things in the game works, how about just common sense. Look at the forums, reddit, youtube, and THE MAJORITY OF OTHER STREAMERS. All saying that Killer sucks, and is a headache to play. How many STREAMERS QUIT playing dead by daylight, because THE GAME ISN'T FUN ANYMORE. Then figure "hmm, maybe A LOT OF KILLERS STOPPED PLAYING THE GAME".
Disclaimer: I don't give a damn about Hex: Ruin, nor do I think it shouldn't of been nerfed. It needed to be nerfed, but they could have done it a lot better than they did. I'm also talking about since the nerf there has been no attempt to make the game more fun for killers, but you see back to back updates making the game easier for survivors - specfically new survivors. While their game is in a state many say is dying, and becoming money corrupt. Something similar to this situation is what happend to Deathgarden.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133353#Comment_1133353
I dont think you realized the comedy of this situation.
Ruin was used by 80% of the killers, which means it was used in 80% games.
DS is used by roughly 45% surviviors, which means it is used in about 90% games
But yeah 46% is LoNg WaYs OfF 80%
You're really good at that whole "take only snipit's of information to use to my advantage" thing.
80% of red ranks, 40% of ALL games.
Like if your not going to take the discussion seriously and look at the whole picture, why are you bothering to join the discussion anyways? Are you just trying to throw people off with misinformation? I never understand why I keep seeing people come into the forum and just defend survivor sides with lies. The reason i'm going into that part with you is because this isn't the first time i've seen you do this, and I see it a lot from several others.
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It's not even a joke. New players is what gives the company money. Survivor is the easiest role in the game to play. Therefore to get all of the money out of the new players (make them buy cosmetics, DLC, battle pass, etc) - balance the game around new survivors having fun. Make the skill cap for the role - really low. It's also why you can play so selfishly in Yellow and Green ranks, and still rank up, but can't get through purple ranks without being altruistic. Killer's however doesn't matter as much. So long as you can keep people playing killer by having Killer challenges, dailies, and testing new killers and changes made to killers. Making it easier to gain and preserve in game currency like Bloodpoints by playing that role. In addition to the portion of a playerbase that plays that role for cosmetics alone, like featuring fan made content. Balancing the role to make it fun is no longer required, because you have so much other stuff making people play that role. However in high ranks survivors and killers want to be balanced against each other so Killer's are balanced around the idea you have played Killer a while, and know all the tricks in/outs of playing that role. In which it's expected they already own all of the DLC content for the game.
But yeah. Nice joke. Sorry that I understand how basic buisness strategys work.
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What blows my mind is that they havn't added this feature yet. You don't even have to make it known. Just have it as a hidden value until the end of the match, at the end of all the other BP Values just finish it with +x bp for Survive With Friends.
What I suggest for the BP values is simple +2000 Bloodpoints for each survivor in a SWF, -2000 for if they in different groups, and +2000 if all 4 are in the same group. (10000 Bloodpoints max).
Survivor A-1
Survivor B-1
Survivor C-2
Survivor D-3
So this match you would get "+4000 Bloodpoints Survive With Friends" in the bloodpoint values screen
Survivor A-1
Survivor B-1
Survivor C-1
Survivor D-2
This match you would get "+6000 Bloodpoints Survive With Friends" in the bloodpoint values screen
Survivor A-1
Survivor B-1
Survivor C-2
Survivor D-2
This match you would get "+8000 Bloodpoints Survive With Friends" in the bloodpoint values screen
Survivor A-1
Survivor B-1
Survivor C-1
Survivor D-1
This match you would get "+10000 Bloodpoints Survivor With Friends" in the bloodpoint values screen
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@TheDiz said:
I think the people calling it a buff haven't actually tried it in PTB because I tried the toolboxes and feel like they are completely useless now.... They literally feel like they do nothing and they are used up
I can tell you're new to the forum, but I can guarentee you at least 12 discord groups each ranging with above 400 members had tested the changes extensively (I can not give you the amount of members were the same across multiple of those groups). So far have proven that the toolbox "nerf" is a buff. This is like when the dev's buffed healing, and said "it's a nerf because you heal yourself slower". We're not that stupid, and you don't have to be either.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133535#Comment_1133535
I mean that ruin nerf only effected 80% of the killers at red ranks. For example, I am a red rank killer main who plays a wide range of killers including Huntress, Spirit, Piggy, Ghost Face and Oni. I've never even made ruin a teachable to use on any killer and I still managed to get to red ranks.
Was it harder? Probably. But being a part of the 1/5 part of killers who didn't use ruin at red ranks, I actually wanted ruin changed. I won't admit that every one of my games have been perfect, I've easily had games where the right group of SWF work got gens done super quick and I just lost, but those were always such outliers it never really mattered to me. For example, out of all my killer games this past weekend, I got on average 3 kills, with more 4k's than 0-1k games.
I honestly believe the reason there are so many killers on here complaining about how complicated it is to "win" the game is simply because they care more about their own enjoyment to get the statsification out of tie. The game is a competitive 1v4 game in which the dev's have said they want an average of 2 kills and 2 escapes per match. Which to me says, people need to worry less about getting a 4k and just try to have more fun in the game.
The ruin nerf was needed. It was greatly skewing statistics. What I mean is they made a big change, without knowing why people were running it in the first place, and without any remedies when they did it. However when they make ANY changes to survivors they tip toe around it, and often end up doing the complete opposite - buffing them instead. Which you see with the Chains of Hate update. Small changes without complicated thinking/concepts is how you should be making changes in games. Look at some of the top mmo games out there like World of Warcraft, Final Fantasy XIV, League of Legends, Smite, Dota, Overwatch, etc. They all went through these mistakes already, and we've all seen it when we've played these games too.
Anyway's by making this mistake consistently update, after update. They have reached a point where playing Killer - at any rank. Is horrendous. Playing survivor solo is nearly just as bad. They won't balance the game - at all around SWF. So it's not only the most powerful entity in the game, but the most broken, and only way players are finding to have fun. (Before you hit me with that SWF statistic, that was solo VS 4man swf, not 2man swf, or 3man swf. By observation alone, and most streamers you see on twitch you can tell most survivors play with at least one other person when not just ranking up).
The issue with the Dev's version of win - is that it's not the same as the games version of "win". Many times, and I mean MANY times. Most times. When a killer only get's 2 kills a round the end game screen is screaming "Entity Displeased" and you either black pip or de-pip. That doesn't feel like a win at all, at the same time playing when 2 players escape and the other two have already died, and left chat. You can be sure those two players are not making you feel like a winner in end game chat, and the end of the game. It doesn't feel like a win at all - even the game tells you it's not a win. The survivors you faced don't treat it like you did well. Then the dev's follow up trying to say "You did win". I'm sorry but if my nexus blows up in League of Legends and the game crosses my screen with a big ol' "Defeated" it doesn't feel like a win, does it?
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133353#Comment_1133353
I mean from what players who manually track data, the values they say they see seem accurate. For example, I started recording, what survivors, perks, items and addons I saw as killer. I've only got about 30 games worth of data so far. Which is not enough for an accurate calculation of usage in games. Yes, Perks like DS and Borrowed time are in the most used perks, neither of those break 50% usage. EDIT: Unbreakable isn't even the top 10 most common perks
However people seem to forget that if every perk was perfectly balanced, you only have up to 4 killer perks per game, but you can have up to 16 survivor perks perk game. So yes to the people that say, I see DS every game, ya, you probably do, I am currently tracking about 40% usage, which means I should expect 1-2 survivors per game to run it.
BHVR specifically talks about usage stats overall, meaning how many survivors run the perk in all of the games over all, not how often a perk shows up per game. Which does not really favor killers, they have fewer perks than all survivors combined per game.
All I have to say about BHVR taking statistics. Hopefully they learned from the Ruin nerf, that you shouldn't make such big game changing updates on just a flat statstic alone. Figure out "Why is this perk being used most often in high ranks" rather than "80% in high ranks is using this perk, therefore it's broken, and needs to be nerfed. Why? Because the bad survivors said so".
Then again they do only show to have that "Will the survivor have fun" only mindset when making changes anyways, so I probably shouldn't put hope there.
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Only an idiot would say this game isn't expensive to get into. The reason why it's a good game is not because it's "cheap to start" it's because you can take your time getting all the parts of it, and you can put your money only towards the parts you want. However even then if you consider time is money - it takes a long time to get the bp to even unlock all the perks on each killer/survivor. While the game at the same time encourages you to play all of the different killers, and all of the different survivors at the same level.
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Killer is balanced for red ranks.
Survivor is balanced for no ranks.
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@DeathsCrimsonMaiden said:
I hadn't played survivor in a long time, so my rank went from green to 19, which wasn't really fun-
I just wanted to get out of grey ranks, so I just started playing more survivor.
All of the killers were new to the game, while I have been playing for almost a year.
Am I a bully? I mean, there wasn't much I could do in the situation, and I would either repair gens the whole time or loop them for 2-3 gens
I wouldn't say you're a bully, but if you wanted to be friendly you could give the killer kills since you're going to rank up anyways. That's what I do when I play survivor at low ranks. Play the game normally till there is about 1 gen left, get the Killer into a chase, and let him catch/hook/sacrifice me. You still walk away with 2 pip's all the way out of green ranks - if you are a good survivor overall. Then the end game chat is a lot less
"deranking bully"
and more
"gg, nice chases, you got me at the end"
and everyone can walk away happy.
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@Oberon said:
https://forum.deadbydaylight.com/en/discussion/comment/1133379#Comment_1133379
Imagine thinking that Thanatophobia and Dying Light are toxic as the only two true gen slowdown perks.
Oh no, don't get me wrong. Thana and Dying light are deffiently weaker than Pop Goes The Weasel (all 3 of them are stronger than the current Hex: Ruin), but on a Plague they are much stronger than they are on other Killers - Legion included. Thana more so than Dying Light, because it's very difficult to safely heal against a Plague without it greatly costing yours or the other survivors chances of survival. Dying Light is just a mostquito annoyance, because you get the slowdown of dying light, but don't get the bonuses to healing.
This is why you don't see big streamers running thana on plague (I see dying light sometimes), because it's just so annoying and boring to play against.
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@Oberon said:
https://forum.deadbydaylight.com/en/discussion/comment/1133362#Comment_1133362
This. The devs would just as quickly make killers into bots than improve the killer experience.
Seeing the coming updates, they might as well at this point and I would be happier if they did.
My hopes were with Chains of Hate bringing some buffs to killers to make them stronger and more fun, and either nothing to survivors, or nerfs to survivors. But no instead they buffed Survivor and tried to add some Killer band-aid perks. Unbreakable walls looks like it's going to be good, but it's going to take too long to implement in other maps, also considering it takes as long as breaking a pallet to perform so you're already wasting too much time utilizing it.
I followed dev's twitch streams, and seeing many of them just playing survivor at low ranks, and of the ones that play Killer - they only play killers that can just ignore loops like Huntress and Nurse, so it's pretty obvious they are oblivious to the reality of their own game. Then the last stream I saw a mod was directly harassing and cursing at the dev's subscribers and followers.
Also they have big competition just over the horizon, and they don't seem like they are preparing for it at all.
So yeah. I've completely lost all of my hope in this game getting better. I'll keep following, supporting the postive communites on twitch, getting red rank each reset, but i've already started to gravitate to other games.
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Plague. I hate vomit horror, and that's all she is. In addition she's boring to play against, incredibly easy to counter, and then if it's a toxic killer they are running Thanatophobia or Dying Light, and that just drags the boring game even longer.
So if you play plague and see me in lobby, take NOED because i'm not going to touch a single chest or totem, just to get those gens done and gtfo faster. I'm not going to suicide, but I am going to try and get out as fast as humanly possible.
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It is unsportsman behavior, but not bannable.
Your fun in the game doesn't matter so long as the survivors have fun.
Find ways to rub it into survivors when you beat them. Like starting freddy's snare animation repeatedly, or doctor's shock animation. Also smacking survivors on the hook a few times, reving your chainsaw, etc. Honestly by the end of the day, the dev's don't care if you have fun so make your own fun while you can before they remove your ability to.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1124499#Comment_1124499
46% is quite a long ways off of 80%.
@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124499#Comment_1124499
Um, it was 80% at red ranks... 40% at all ranks...
I wonder if we gonna get hit with the "The statistic's we're greatly skewed" next.
This is why they want to alway's hide statistic's they take, and the ranks. Then the community can't call them on responses like this, while they directly defend only caring about the Survivors fun in the game.
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They said they had plans to rework it, I won't be able to find the exact quote. So i'm sure it will be looked at within the next... Year.
Because that's usually how long they take to deal with issues that affect Killers.
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@NMCKE said:
There's this something called THE REPORT SYSTEM that's very useful for getting players who don't participate in normal gameplay (Griefing) to receive their punishment.
However, this doesn't apply to late-game suicides according to Peanits:
Multiple gen's go up, but you don't get any hooks all game because you were placed aginst killer that far surpass your skill level so you give up and go afk till you can open the door and be done with it.
BHVR: Report him for afk
Killer players really well, juggling the survivors perfectly to the point they can't finish their second gen
BHVR: It's okay you can suicide, or go afk. That makes sense if your not having fun.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1132350#Comment_1132350
Me, hehe.
And I make sure to give the survivors hell while they’re attempting to open the gates.
Well that was easy.
Obviously the perk needs a buff, but I doubt any perk that relies on the end game will ever be useful.
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Increase the movement speed of all killers.
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Some streamers figured out how to do a sort of hot fix yourself. Go into your own audio settings via your audio card, or computer settings. Turn off Surround Sound, and Bass.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1132293#Comment_1132293
Remember Me is still a good perk. 4 tokens, Obsession dead, and you’ve managed to close the hatch on the last survivor, and they don’t have a key?
That survivor is 100% screwed! Even on a map like Hawkins, The Game, or Lery’s.
Exactly how many killers do you see running Remember Me?
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Can someone draw me a picture of trapper trying to fit all the perks killers need to use to balance the game already, and then a BHVR employee coming in, and just dumping Franklins, Brutal Strength, Hangman's Trick, Infectious Fright, and Knock Out on him.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1130579#Comment_1130579
Well while yes, but i could argue that key is way better item in comparison to medkit... BK gives you 33% efficiency which bumps 36 charges into 3 heals, 48 into 4 and 60 over 5.
It's just a waste of a perk slot for something that isn't as useful as other Perks. Med-kit's are more than fast enough at healing yourself, and healing others base speed is more than enough time already. When you could be using that slot for perks that extend your survival and other's instead.
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BK requires too much from you. Med-kit's are better used on yourself than others, because it's faster than self care, and inner strength (if you include the time it takes to complete a totem). Also more readily available than inner strength. As a perk BK gives you very little. It incrases speeds to healing - that's it. When perks that are designed to extend chases save you and others so much more. WMI is alright as a perk to save people, but it's still time your taking sitting infront of the hook healing someone, or running after them to heal them. When in most cases when you unhook someone the killer is on it's way immediatly, and many times he's not too far away if he's good and predicted when a survivor would be making the save. Borrwed Time is better in that situation. Taking Decisive Strike for yourself is better in that situation as well.
So in ending. Borrowed Time is better than We'll Make It, and Botany Knowledge in regards to saving people off hook. Med-Kit's are better for healing yourself than healing others.