Ohnoes
Ohnoes
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Almost all the killers have no learning curve to speak of past knowing the shared one of how survivors react. Doctor just had his removed since you don't got to really figure out timing as much with no reduction in speed and no need to switch modes.
@NullEXE said:
Am I doing something wrong here? I have no Idea how to play Spirit, and have a very hard time learning her.
She is by far not an "easy" killer to play.
RIP having any inkling of doing Spirit daily since the nerfs.
Step 1) Headphones. You are putting a gun in your mouth with speakers.
Step 2) Find survivor. Use special ability to close distance only enough to catch up and not lose sight.
Step 3) Hit survivor.
Step 4) Get stuck at a pallet? Oh boy you got multiple options. Phase to them, pretend you're phasing by just standing still or just do the usual way. Phasing has risks if you mess up. It has less risks if you got spirit fury. Pretend phasing works better if the pallet is down or on a strong loop.
Step 5) After getting the survivor you use your fast phasing speed to do whatever you want.
You don't need add ons as spirit. Base kit you're strong. Once the survivor is injured they're #########. The only people that are harder to play against is iron will people and you can just avoid that by not doing long phases. Suck at keeping survivors in line of sight? Run one of the multiple perks that do it for you.
In short: Spirit's only learning curve is figuring out when and how to phase. A very small one that only takes a few games. Her "nerf" makes no difference it just takes the training wheels off. I would argue she's the one time the killer's nerfs actually balanced her just fine. tl;dr: Yeah you're doing it wrong and her nerf doesn't impact people that knew what to do to begin with. Before her nerf she was broken and as a result: overused. People like to forget how people take advantage of broken killers or add ons though! They only remember the negatives.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1058526#Comment_1058526
Hopping in lockers isn't the only way to avoid the blast, you can also try getting out of Doc's TR.
Depending on the map, not always an option. Doctor becomes broken on smaller maps with big TR. Not that I'm complaining. As long as the moronic hype train of 'make all the maps small' dies off it's a bearable problem.
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@Cronk said:
https://forum.deadbydaylight.com/en/discussion/comment/1056058#Comment_1056058
I do believe matchmaking is broken because these players drove their killer counterparts away with their disgusting attitudes
Sure. Or it could be because the matchmaking doesn't function like it did before dedicated servers. You have a limited player pool for each region. This issue predates the ruin apocalypse people complain about every day.
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Definitely bugged.
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It's a nice idea.
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@Hoodied said:
You didn't read at all but just that then
Skill Ratings will matter to match making, not ranks
So that means you will get REAL lobbies with people of similar skill
People did read it. They simply put do not have FAITH in a company that has made terrible decisions previously on this issue and already cover it up in the lobby.
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I like playing doctor. I don't like playing him 7+ times in a row.
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@ppo8820 said:
Can I hear from some survivors and not the bored killer mains with no life who stalk this forum? Thanks in advance.
Okay, I play them both. It is a terrible idea. With the speed as it is right now you can loop the killer multiple times if you know what you're doing. If you get hit and again know what you're doing that should carry you close enough to another loop. On top of that you got exhaustion perks, pallets and vaults. These all extend the chase unless you screw it up, get outplayed or server latency screws you. Survivor tends to get screwed far more by latency than killer.
Killer speeds are fine as is. The only way they can get faster is by getting bloodlust stacks which are broken anyways by interactions. There are numerous things that should be addressed with killers that they benefit from. This is not one of them. Just learn from your mistakes and get better at chases.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1037758#Comment_1037758
The survivors that are not bodyblocked have the option to literally finish the game. EGC can be activated this the game can not be held hostage for that 1 survivor. His ability to escape is prevented but the overall game is not being held hostage. All of you are crybaby entitled Survivors that think every game deserves to be 4 escapes.
Once more, get over yourselves. Activate the gates, get out and move on.
This thread is literally OP crying because his friend couldn’t escape with him as if this is a real life or death situation. It’s a ######### video game that is already a disaster.
No, OP is mad because it's a blatant exploit. If the goal was to do anything but grief he would:
1) Hook the guy.
2) Slug him and let him bleed to death if he don't want to risk a BT/DS combo.
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Why did killers used to complain about ridiculous queue times? Probably the same reason. It sounds more like you had some bad games, are being a hypocrite right now and simply made the post to vent about toolboxes.
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idk how you all are having a problem with seeing them. They're easy to see already with the exception of a few characters. In which case simply change how they hold the key.
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It usually lasts a few minutes after the game ends. How it should work is it stays active until only one person is left in the chat lobby. Most conversations I've had post game resolved themselves or reached an impasse before that happens. If that's not the case... You can always try messaging that person on steam unless they got box names.
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I already see people with Feng's full outfit from the rift too.
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That sounds like it will just make her a demogorgon with traps.
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Speak for yourself. So far all my games have been pretty enjoyable. In fact I had LESS people doing moronic tunneling and camps because of the fact it isn't viable. Many people felt like they could get away with it because of how ruin worked esp. if they hooked someone next to their totem. My only complaint is the existing bugs, some issues with random disconnect while looking for match and doctor's abysmal "chase" music.
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Just put it on wish list whenever its on sale. It's not an expensive game so if you don't enjoy it... Not a big loss. I wouldn't buy it for full price simply because by default to get new killers/survivors you gotta get dlc.
Anyways my take: Yeah it has bugs. They don't happen every match but when they do happen it's very annoying esp. because the particularly game breaking ones happen as survivor. For example you may not be able to heal a downed person or even a living one sometimes for ??? reason that hasn't been addressed at all in updates... I don't understand how that is slipping through the cracks in a momentum based game.
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We don't have a "good" survivor to killer ratio because you're being paired with the people closest to you more so than you are being paired by your rank. Considering the issues with how dedicated servers act I would be very grateful for that.The russian roulette with hit boxes, vaults, etc. only gets worse with higher pings.
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The only issues with the hatch is DCing to get the hatch, body blocking and the fact that keys work instantly rather than having a short animation.That's it. Every other point tends to just be pissing and moaning by babies. That is further emphasized by the people crying about the ruin change in the thread.
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If you couldn't have multiple parts being installed on the same gen that would take away one legitimate form of gen rush.
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Bill is the only survivor that don't get attention. Nothing but a Christmas sweater for memes. All the others got multiple good outfits. Jeff don't really got much variety either. Adam has several outfits that look different and are pretty good albeit expensive. Kate has several nice ones too. Bill: Christmas sweater.
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Honestly I think he would be better if there was simply a multiplier effect in place if hit consecutively.
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idk why people keep acting like noed is some edgy fk you to survivors. I laugh my ass off everytime it goes down and they remain a 3 perk killer. Aside from the rift challenge the only way I run noed is if I literally have nothing else worth putting cause of teachable roulette and a slew of useless perks that should be combined together. Rather than moaning about ruin and saying "oh I'll just go run [xxx] and play dirty." you could actually try to get the numerous perks that do need buffs so killer builds can be more varied/useful. The same can be said about many survivor perks too. Many aren't worth picking up even if they're top tier.
As for wasted time I wouldn't say so. It don't take long to do the totems and people that aren't new already suspect noed if there isn't ruin or devour hope. By all means make it easier though.
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@TunnelVision said:
The difference being that Hex ruin made people move around the map to find it. Corrupt, people just hide for 2 minutes without having to worry about moving.
I think the answer is obvious. We need to buff survivors so they can never be injured or downed.
Sooo survivors must go find hex totems but you can't find survivors?
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@Walker_of_the_fog_96 said:
In my opinion, this new David outfit does not seem to fit with his lore, but who knows, maybe bhvr will get out of his sleeve like linking that new outfit with his story.
I mean did Jake the coal miner fit his either?
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I would still rather it be the killer that has to break down the wall when its on its last leg. That buys time still, looks better and further benefits the perk enduring.
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Not having to switch modes is a buff. The rest to me comes across as a nerf to make him less "annoying" to play against. The blast isn't good because someone can say "Oh okay he just used his blast now I can go hide, lose my madness and be good for a minute." My only issue with doctor at all is that ring add on sucks and should be changed to something else and of course switching modes makes it hard sometimes to close after a shock in time. I put that down to not knowing the timing good enough though rather than a downside. I actually liked how static field worked so the blast is a huge downside to me. They really could've just experimented with that by removing ring and putting the blast as an add on.
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It's a good way to get tunneled out of the game.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/951976#Comment_951976
Then it becomes a case of: "Oh, so THAT killer can have a power cosmetic but THIS one can't? Wow, sure BHVR"
The easy solution there is to reply:
"Stop being an entitled baby."
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The only thing that many needs removing is body blocking the hatch. It's stupid from both sides. If the hatch has so much force it can stay open with something having its weight on it then by default that something should be getting pushed off whether it's a survivor or killer.
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Do you have some rose tinted glasses for me too?
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@Nameless said:
There just shouldn’t be an item or an offering that’s able to turn around the game as fast as mories and keys could. Remove them, nerf them, Idc as long as they get looked into at some point.
https://forum.deadbydaylight.com/en/discussion/comment/947469#Comment_947469
How is this going to change anything? The fact you can get rid of 3 players insanely quick instead of 4 still makes it extremely unhealthy for the game.
it is an alternative that weakens it slightly by lowering it to 2 or 3 kills. It changes something by making it so it doesn't have a 100% success rate. I highly doubt mori is going anywhere so there's the lesser evil.
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@Nameless said:
There just shouldn’t be an item or an offering that’s able to turn around the game as fast as mories and keys could. Remove them, nerf them, Idc as long as they get looked into at some point.
https://forum.deadbydaylight.com/en/discussion/comment/947469#Comment_947469
How is this going to change anything? The fact you can get rid of 3 players insanely quick instead of 4 still makes it extremely unhealthy for the game.
It is an alternative to the high likelihood of nothing happening about them.
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The nerf wouldn't be so bad if her add ons were more meaningful. Only one or two is really significant. With that being said there's still plenty of good nurse players.
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I do think ebony mori should be changed to 3 instead of 4. If you want to do four moris you should need to run a perk that gives one like rancor, devour hope, etc.
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@eleetmatt said:
There could be 2 separate gameplay modes. One ranked and one unranked. It's an unfair advantage to solos and killers to be able to be in a ranked "league" with the ability to fully communicate and play tactical and with an organized team. It destroys the purpose of certain perks, allows them to not have a need for some of the good communication perks and frees up all slots to only use the ones that the killer is supposed to have a slight advantage over them in.
Ah so you mean the queue times and matchmaking should be even worse? lol.
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I think it should be possible. It would actually make running luck/escape the hook perks more viable. DS being an issue isn't a valid excuse when it can be waited out if you really want to kill everyone that badly. There's no possible way the downed survivor is going to get to the hatch before you after you've knocked them unless you're both blind & deaf. It's not like they got borrowed time which would actually stop the killer from catching up in time. To those that moan about this being a possibility you can already see this play out as is if two of the last survivors get hooked at the same time basically with one dying in struggle phase. You're only getting "robbed" if you get greedy and wander off to break pallets/close hatch etc.
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I would rather 3+ SWF give the killer a 5% bp boost and 4 man a slightly higher percentage. Hopefully that also deters killer DC which for whatever reason no one really talks about.
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Maybe reduce the sound to a gasp or something that doesn't make a visual effect but could be heard for a short distance.
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Iron grasp does its job just fine already. It is good for countering breakout and doing basement plays.There's actual useless perks that need revised for both survivors and killers.
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I would rather see either the amount of blood required increased or the duration lowered. Just an idea but maybe Oni could feed off a downed survivor once. This would extend his duration while also buying survivors a bit of time. That is basically four chances to extend the duration per trial.