OopsAllHexes
OopsAllHexes
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@SoapNSpook said:
https://forum.deadbydaylight.com/en/discussion/comment/2265360#Comment_2265360
How an early kill can be a good result? That would basically leave 3 survivors against a killer too soon.
You're assuming that the Survivor has to die early. Looping the Killer for a long time is possible, just punish by rushing gens if the Killer tunnels someone.
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@SoapNSpook said:
https://forum.deadbydaylight.com/en/discussion/comment/2260708#Comment_2260708
You literally ask a person to be willingly tunneled.
Isn't that... like... a good thing, technically? You want to keep the killer on you anyways.
Not to mention that if the obsession is being tunneled, the Killer loses their stacks. If the Killer refuses to chase the obsession, the obsession can punish this by bodyblocking the Killer and rushing gens when they know the Killer won't stop them.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2265203#Comment_2265203
Abusing the report system is already against the rules:
https://us.v-cdn.net/6030815/uploads/CSLPOFJL257P/image.png
https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
Yes but this autoban system is a "auto" ban system. Will anyone be reviewing these reports? It was implied that volume of reports would be enough on that stream. And as far as I know, no staff at BHVR have specifically said it won't work like everyone fears it will. Just that "it's not finished yet" or "it's still being decided", iirc.
Even if it's against the rules, if there is no system or person in place to check if the report system is being abused... will it even matter if it's against the rules?
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2263635#Comment_2263635
What evidence are you talking about? What is this about "everyone being right"? I don't know what you're referring to.
You said that the Youtube streamer got banned because too many people reported him. I didn't follow the story because I could hardly care less about Youtube streamers. What I've been told is that BHVR made the call, not some automated system. I'm not aware of the planned auto-ban system having played a role in this situation, or anyone else being banned because of it yet. My understanding, at least as recently as when I went to bed last night, is that no one is sure of the details yet and that serious claims that required proof before will continue to need proof in the future. This is from one of the mods themselves.
If you have evidence to the contrary, I'll respond to it. Until then my awareness of the changed report / ban system is that it has not yet been implemented, nor detailed, and that any discussion about it is pure speculation with a healthy amount of "worst-case scenario" based on nothing more than the fact that (A) it's at least somewhat automated, and (B) volume will make a difference (which, contrary to popular belief, is a good thing). Should someone be banned because two hundred people reported him, or two?
No, no Youtuber got banned, I was saying that this would most likely happen under the autoban system. "100 false reports" is very possible if the target is a famous person.
And by "everyone was right", I mean that if everyone was right about the autoban system working exactly as everyone fears it will, I hope that you will be protesting it alongside everyone else.
My evidence is also, in hindsight, not decisive, but there are two big things to this:
- According to the stream, the autoban system is supposed to be taking volume of reports into account, and anyhing about reviewing those reports was never mentioned. And the "auto" part of this implies the ban is automatic. You don't generally call a system that involves reviewing reports a "autoban system", specifically...
- The staff isn't denying this, just saying that "it isn't finalized yet" (?). Which is worrisome, because it implies that this is on the table. Justifying the need to post these topics to try and sway BHVR from potentially implementing what everyone fears.
Look, I get your point. "It's not out yet", "we don't have any details", etc... but this evidence leads to very worrying conclusions. This forums has something to go off of, it's not baseless emotional panicking. And like I said before, it's not hard at all to just say it won't work like this. You can just say "no" without giving any deeper details, and that will calm pretty much everyone down.
Rizzo has also said something here... but I noticed a issue with it. I don't think it actually answers these concerns at all.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2263799#Comment_2263799
I wish they would be.
I don't know how to get in contact with any of them, but if I could I'd like to ask some to speak about it.
So if anyone can get me into contact with someone willing to listen, I'd appreciate it!
Ping Scott Jund and Otzdarva? idk
EDIT: Actually, maybe you could try Scott Jund, he should have a account on these forums...
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2263599#Comment_2263599
No offense but it's kind of ironic to say that group mentality is bad because it's the alleged reason why some Youtube goon got banned but it's a good thing when a bunch of people who don't know the details of something decide that it needs to go before it even exists.
People keep ignoring the point so I'm just going to keep reiterating it: A broken ban system will not just anger players, it will legitimately cost the company money. They're not going to release something, or at least stand behind it, if it turns out to be a massive detriment to both parties. That would make no business sense. So until we know what the details will actually be, I think it's safe to suggest that people should relax and not go scorched Earth on the subject. So many people jump to the worst-case scenario and assume that just because a handful of people think that they're tunneling, or hiding, or whatever else, they'll just wake up one day and find that they're restricted from playing the game ever again. I don't quite think that what they have in mind is going to be THAT easy to abuse. Maybe we should all just wait and see.
This is apples and oranges because we have evidence that this is how the system will work, and like I said, the fact that they won't just say "it won't work this way" is telling.
But... fine. However, if everyone here was right, then you will hopefully be protesting it.
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@whycantIwin said:
Solidarity will be extremely more useful with this perk added to the game, if the one who saves you is already injured you heal them and in 16 seconds you have 2 health state, even faster if you have healing perks, the double heal meta is on it's way! maybe not meta but it could really be a thing, would be so useful against killers that spreads the damage or when there's a lot of pressure from the killers.
This requires two perk slots to work. Honestly, I can't imagine spending another perk slot on making a perk that only activates 3 times better (mark my words, this will be the common complaint later on when people think of trying to combo this perk with another like Solidarity)
The benefits are outweighed by not running a meta perk instead tbh.
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If we're assuming normal interactions in the Fog with the Killers as they are in DBD...
Pig would be the most likely choice since that would give the highest survival. Some of the others are monsters or completely evil.
But if we get a bit smarter and attentive here, I'd probably pick:
-Deathslinger (I think a innocent person could hold a chat with him and be fine)
-Legion (I'd be willing to bet that this could work too, they'd probably have their sanity intact and you could chat with them and live if you were smart)
-Plague (However, the issue is the language barrier. If one could speak the same language, this would actually be a possible no-brainer. Then again, I haven't seen her new yet lore...)
-Clown (This one is also a stretch but he's after fingers and my fingers aren't soft so...)
But if we could talk with the people before they became Killers? Blight would be interesting for me personally, possibly Wraith or Nurse or Deathslinger as well.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2263561#Comment_2263561
Why would streamers in particular be targeted for mass reporting?
And yes, 100 people can be wrong about something. What I think most people fail to consider is that it's unlikely for 100 total strangers to just suddenly report someone for the same thing, especially if that person didn't actually do anything egregious.
I understand the concern about an automated ban system but I think that people are jumping the gun on this generalized idea that "if enough people report you, you're gone". No developer of an online game is going to be so stupid that they're willing to ostracize their entire playerbase by just flipping on a switch that says "10 reports ever and this person is permabanned". I'm pretty confident that the requirements will be a little more reasonable than that.
They'd be targeted by haters, people trying to streamsnipe, or people salty that they got stomped.
Imagine being one of those who managed to get someone like Otzdarva banned. You'd be noticed... not in a good way, but noticed.
I think so too, but this is BHVR, they worded it in this manner on the stream, and there has been no actual deconfirmation that it WON'T work this way. The devs also said "volume", I think? I know it was brought up in this topic. Which pretty much gives the story, wouldn't you say?
If everyone is wrong, it really shouldn't be hard to just deny it or say it won't work this way. This is honestly such a easy thing to shoot down. It's... worrying that they haven't just denied it. I'm sure others feel the same.
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@Yatol said:
If this is a top 1% player, I honestly fail to this has a problem, that means the system is working. Not to mention the he manages to turn the game around
Only because the Survivors got greedy, supposedly. I haven't watched the video yet though.
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@Tempest753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2263525#Comment_2263525
This is my feeling exactly; generators can be completed way too quickly in relation to the average chase time when the survivors are good and can efficiently use the resources on the map. Without making chases totally unfair for survivors (cough cough Nurse and Spirit) the only way to address this is to slow down gens, and that sucks because absolutely no one likes sitting on a generator holding M1. It's stupid boring.
If MMR is going to be implemented similar to how it was in this test then this needs to be addressed, because 4 minute games where generators get pushed out lightning quick and the killer has to average like 20 seconds per chase to have a shot sounds like awful gameplay.
This mandates meta Killers and explains why anti-chase potential is best in the game, with map mobility coming in 2nd. Look at Nurse, Spirit, Deathslinger, and Blight. Look very carefully at these characters. Look at their powers, their natural movement speeds. You'll notice what I'm talking about as a result.)
However, I actually think we should intentionally shoot ourselves in the foot and force MMR through. This is so everyone sees the glaring issues in the game's balance, and the casual setting is forced to care about the issues that competitive tournaments reveal. We'd see much more central opinions on DBD's balance if we did.
This is especially needed if the devs want this game to attract and maintain newcomers, and they want to keep this game alive for years to come. (They also need to switch up the core gameplay too! It's boring and stale.)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2263237#Comment_2263237
https://us.v-cdn.net/6030815/uploads/0OVUCJR29A80/image.png
2011 game for PS3 hardware.
Ran smooth 30fps with literally 0 drops.
The remastered version looks better than DBD, too.
You can definitely improve on a 2016 game, especially when using 2021 technology and an engine that's used to power Crash Bandicoot 4, FNAF Help Wanted, Fortnite, F13th The Game, Kingdom Hearts 3, both Little Nightmares games, Sea Of Thieves, and more.
I'm still confident they hired almost no coders in their "300 people team" that they boasted about on stream.
Even worse, I heard on this board BHVR actually has 600 employees... and yet they haven't worked on optimization.
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@miketheratguy said:
While I understand everyone's concerns, I'm not especially worried about it. The devs aren't so dumb (yeah yeah, I expect jokes) that they'll have something in place like "ten complaints in a day and you're banned". They said that it would be about volume, the sheer amount of complaints. I would assume that this means, say, something reasonably verifiable like "50 unique user complaints over the span of 48 hours" or 100 over the span of a week, that kind of thing.
If the person being mass-reported is actually innocent and just playing normally we can assume that his matches last an average of maybe 10 minutes each. Between loading and lobbies let's make it 15 minutes each. That's four matches per hour. If this person played for eight straight hours that's a total of 32 matches in one day. If (and this is all hypothetical of course) they did, in fact, program the system to require 50 unique reports over a 48 hour period this would mean that at least 1 person would have to report the guy in almost every single match he plays over the course of two straight days. Either that or EVERY other player, including the killer, would have to report a dozen of his matches. That's either 1 person reporting the guy in EVERY game for a day and a half, or EVERY other player in the match being so upset with him that they come together more than a dozen times to report him en masse. The odds of that many total strangers unfairly reporting someone that many times over that short a period are so slim that I think that even this random, hypothetical "50 reports in 48 hours" scenario leading to the unwarranted ban of legitimate players is almost inconceivable.
I'm not BHVR, I don't know what they're doing. But they're programmers, they're aware of how many complaints they get, they know that tons of the complaints are just petty time-wasting nonsense. I have little doubt that if there's going to an auto-ban system it will be set up in such a way that it will take either a sizeable number of corroborating reports about multiple bannable infractions from many unique users over a relatively short period of time OR a massive horde of people who don't know each other suddenly deciding to work in collusion to assassinate the same random person all at once.
So then, streamers will get banned swiftly because of targeted mass reporting?
"Appeal to majority" is not effective reasoning, 100 people can all be wrong on something at the same time. It should always be looked into. If the devs go forward with volume being THE factor OR a major factor, then they're opening the doors to abuse.
They'd be wasting their money on making the game more "modern" to invite newbies when the toxic community that would arise would just drive them away. lmao
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@Bwsted said:
This would be old Legion all over. Attach Victor and chase with Charlotte. The survivor either crushes Victor and gets locked in the animation, getting downed by the sister. Or, they loop and go down anyway after 30 seconds.
Thing is, Victor can be removed while running around a loop and dropping pallets... vaulting also isn't prevented by Victor being on you either. It's not the same thing as Deep Wound where you need to be standing still to mend.
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@gammatsunami said:
Honestly they need to swallow their pride and outsource matchmaking. They focus on so much cool content to bring people in, but matchmaking is why people leave. It should be their main priority.
Its so tough in a 4v1 game, I dont know who could even do it. Things like 16 vs 4 perks is ridiculous.
They'd have to rebalance how Survivors do their objectives. They keep disabling MMR which prevents us from forcing the devs to acknowledge the issue.
The main issue is how 3 Survivors on 3 gens is the most optimal way to genrush. Something needs to change, either with more steps, more objectives, something. Because you will DEFINITELY need to be playing Nurse or Spirit at high MMR, and be ready to deal with tournament teams.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2260353#Comment_2260353
As far as I know Save the Best For Last has never lost tokens for hitting the obsession with special attacks, and has always gained stacks from hitting non obsessions with M1.
And it shouldn't. Special attacks like Shred are harder to hit anyways. If this didn't exist, obsessions intentionally taking hits to remove stacks would be even more of a thing.
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@Mr_K said:
in hands of killers who know how to walk to kill survivors
That's a pretty damning accusation. I hope you brought evidence.
This might actually be proof that anything Killers do to kill Survivor is bad. "Knowing how to walk to kill Survivors" sounds like you're 100% mad that the Killer can kill you at all.
It's honestly laughable.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2260281#Comment_2260281
IW is shut down by Stridor, which makes IW survivors easier to catch.
I don't want her to have other ways to track. I like the way that Spirit is unique from tracking solely by audio, and the counterplay should also be audio based. So, how about survivors breathe louder when healthy?
I'm not being biased, I just don't play enough Spirit to make perfectly accurate suggestions on what she needs.
I did not actually expect you to literally contradict yourself, but sure.
"IW is shut down by Stri-" Let me go ahead and quote this:
"People always use IW as a "counter" when arguing about this. Perks are not counterplay." -CoalTower
So, with THAT being brought up for you, and equally applied to what you just said... okay, cool, and? If the Spirit doesn't have IW, the Survivor makes no vocal sounds. This is one of the few things I will agree with Scott Jund on is that IW makes a injured Survivor completely silent instead of simply silencing their grunts of pain, and that is annoying. Her power gets destroyed by this perk.
She also doesn't track solely by audio, that's what people complain about. It's just the best way of doing it.
I suppose breathing louder might be helpful, but that would require a code rework, potentially.
Then I have something to ask: Play Spirit for around... 10-15-20 games. Don't run Stridor... and tell me how annoying it can be to injure a experienced, healthy Survivor, especially when they don't give you things to go off of. You typically have to end your power instead of getting a cool phase hit instead.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2260266#Comment_2260266
I mean at the very least it would be a traversal tool, with a supercharged lunge capability gated behind a cloaking animation... Like Wraith
DBD's meta is anti-chase, map mobility is 2nd. Killers like Slinger prove this order of importance in Killer abilities is correct.
And Wraith is still a M1 Killer that can be pallet stunned, it's not a true anti-loop ability. He has speed but that's it. He also gets countered by healing.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2260227#Comment_2260227
Then how about they don't hear the noise while healthy?
I'm not biased at all. I just want her to have counterplay, and I have literally shut down EVERY over the top nerf suggestions for her.
How about giving a better way for Spirit to track Survivors if Survivor can see or hear her instead? You are proposing that Survivors get more tracking tools on Spirit, when the only effective tool she has is grunts of pain which is shut down by IW, enforcing the Stridor meta.
You ARE biased because you propose "small" changes that make a Killer go down multiple tiers. And even then, that doesn't make you immune to proposing bad nerfs yourself.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2260199#Comment_2260199
Omni-directional audio like the Huntress Lullaby enabled on the Spirits Voice is basically just a tell.
Unless you're saying you want the volume to change based on distance with no L/R distinction? Which is still basically: I want to know where Spirit is, because you can deduce where she is based on the position of her Husk, and the volume increase/decrease of her Audio in relation to what available pathing she has.
Technically the Spirit can counterplay against this by attempting to mimic pathing Audio through distance while going another direction, but all of this is such a high level of counterplay and so completely reliant on Audio that it's not a good design.
Don't forget that the volume increase/decrease also works for tracking Killers with the heartbeat, you can consistently know where the Killer is if you can hear the heartbeat at places like shack. "Small" changes like this are actually massive and can be used to consistently prevent Spirit from getting ANYTHING with her power.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/255590/perk-rework-camaraderie
I think the perk should just be activated by pressing active ability button while in the struggle phase instead.
Include the first phase as well, the change to skill checks makes it very easy to tie Camaraderie to Activate Ability and be easily useable by any Survivor.
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They're focused more on "making the game on par with other games"... art-wise, without realizing that this game has major issues that need to be addressed first.
They're taking the "graphics over gameplay/stability" approach. Which went soooo well with infamous games in the past.
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@crustyselenium said:
https://forum.deadbydaylight.com/en/discussion/comment/2260221#Comment_2260221
Not sure why it isn't popular knowledge, but you can avoid triggering the Killer Instinct from being near Victor by crouching as well.
Really? I never knew that until now. Is it because it's never stated anywhere?
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2260207#Comment_2260207
She does always have an idea where the survivor is. And that idea is directional, unlike this.
And you're right, but I'm not survivor biased. I'm just not blinded towards unbalanced killers like other killer mains.
Um... no she doesn't? The Survivor doesn't make noise when stationary if they aren't injured. They make noise when running, but they become near silent if they just walk.
No, you are biased, you proposed a major nerf that solely favors Survivors without giving Spirit anything in return for giving her a consistent way to shut down her power repeatedly and make her a 110% M1 Killer.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2259839#Comment_2259839
It already as impossible as it could get , everybody complaining about how twins "camp" when they have to be an huge distance away but nobody complains about hag able to do it right in front of the hook
... Quite possibly because it's nowhere near the same. Hag traps are avoidable, just crouch.
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@Rivyn said:
Revert Victor's last nerf. Give Charlotte something when Victor is in play. As said, additional movement speed would be nice. With zombie ai coming to the game, I'd actually give pathing to Charlotte, so she would follow a set distance behind Victor. That way, she's always nearby when something happens, instead of half a map away.
This. Take a page out of Identity V's Dream Witch and create pathing AI for Victor and Charlotte. Allow for a secondary action when playing as Victor or Charlotte to have the other walk towards a waypoint on the map. They're supposed to "hunt together" but it doesn't feel like that at all atm.
This Killer has so much potential but they lack other abilities to make them more interesting, and their basekit enforces camping and slugging.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2260193#Comment_2260193
Excuse me? Honey, I'm a killer main. Anyways, as I said, the sound won't be directional. They won't know exactly what she's doing, they'll just have an idea
That's about what I expected. "I'm a Killer main therefore my opinion is more valid!" like this doesn't make you immune to being Survivor biased or making bad suggestions like a bunch of Killer players.
An idea is more than enough to always be positioned correctly. If you do this, then you need to buff her so she always has a idea on where the Survivor is. Fair's fair.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2259209#Comment_2259209
Holy [BAD WORD] no wonder the game's performance sucks.
That's so far from optimized it makes me want to cry. Holy [BAD WORD]. I'm not surprised by much when it comes to BHVR's spaghetti code, but this is actually surprisingly bad.
They really need to use that "over 300 team" to slowly rewrite the gameplay code as they develop further. This is just going to take longer the more it's put off.
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@CoalTower said:
The general consensus about Spirit is that she has no counterplay. However, some people disagree with that, and this post is about proving them wrong, while also making a simple suggestion that won't change the level of power that she has, while simultaneously providing counterplay.
One of the things that people tend to use as a "counter" for her in arguments and discussions are sound mindgames with slow vaults. This actually could be valid counterplay if they changed the thing that I'm about to talk about. There is one reason why this is not counterplay. You make noise while slow vaulting. A Spirit with a good headset will hear you and catch you regardless of if you do this or not.
Another thing is crouching. If you didn't know, crouching lowers your characters moans by a little bit, making you a bit harder to track. However, if you just crouch, your sound radius is smaller, giving her enough time to find you withing her basekit 5 seconds of phasing. Most people know this though, and therefore they crouch inconsistently to make the sound more confusing to track. This works better, but a good Spirit will just stop phasing the second you get quieter, and if she can hear you while crouching, she'll likely be close enough to hit you with her post phase lunge.
People always use IW as a "counter" when arguing about this. Perks are not counterplay.
Some people think that walking to not leave scratch marks will throw her off. It won't. She doesn't track by those, and a good way to prove this is to look at her strongest addon, Mother Daughter Ring.
A lot of people think that this is a counter, which is astonishing imo. Drop every pallet to avoid getting injured, forcing her to guess. The people who suggest this seem to not realize that the number of pallets on a map a finite. You can't afford to waste one every 11 seconds, nor should you be able to. This only works in a competitive setting where the game will be over in 5 minutes at most. This simply isn't possible in normal DBD. You can't do this in solo queue at all, and you have to have one of the most competent and efficient SWFs in the game to do this. And this isn't a viable way to counter her either, because it's a 50/50. If she guesses correctly even once on the first chase, your entire team dies because all of the pallets are gone. It is honestly better to just hold W than to do this.
I'm not going into the standing still mindgame, because it's not that hard to counter. Just wait for maybe 5 seconds, then vault towards her. This will work 9 times out of 10.
Now that I've covered why she has no counterplay, let's talk about how to add counterplay without getting her.
My suggestion for a change is to simply bring back the sound bug where you could hear her breathing in phasewalk. No, this won't be directional. This allows players who pay attention to somewhat know what she's doing, and that allows them to take the appropriate counter, creating counterplay.
I think that this is the perfect way to add counterplay without reducing her power, but I also want to see other suggestions, so if you don't mind, please comment your ideas.
Let's just skip to the biggest bit:
"My suggestion for a change is to simply bring back the sound bug where you could hear her breathing in phasewalk. No, this won't be directional. This allows players who pay attention to somewhat know what she's doing, and that allows them to take the appropriate counter, creating counterplay.
I think that this is the perfect way to add counterplay without reducing her power, but I also want to see other suggestions, so if you don't mind, please comment your ideas."
And then because of this, Spirit can never get injures because Survivors always know exactly what she's doing, therefore she can't get downs quickly enough, making her drop multiple tiers because she can't get the necessary under 20 second downs that is required against competent teams. This definitely 100% reduces her power because the fact that Survivors can't track her easily is how she counters loops. It's not the speed, it's specifically the invisibility that causes this.
This is something that people who suggest Spirit nerfs almost always never understand. "COUNTERPLAY" goes both ways, just admit that you only care if there's no counterplay for one side.
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@CashelP14 said:
It was a well made video. I never really thought about add-ons until I saw this video. Most killers have a tell to let you know what add-ons they're using.
I'm on the side that Spirit is literally a guessing game, outside of the competitive counterplay "rush gens while I waste everything immediately".
Bring back the phasing bug that a lot of people loved. Fixes so many problems with her.
- Tell when she's phasing
- Giving survivors a rough idea where she is during phasing
Says a lot when a killer gets her add-ons nerfed, and they still are broken lol
Alright, then make Iron Will unable to suppress her power.
Not like that would even be good enough anyways, "general info" is enough to know when to vault back, drop the pallet or move at all.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2252386#Comment_2252386
Maybe I should constantly play Spirit with meta perks and powerful add ons so I can increase her escape rate. Then when the devs see that, they’ll finally do something with her.
https://forum.deadbydaylight.com/en/discussion/comment/2252387#Comment_2252387
Exactly. That’s the exact reason why the strength of Spirit isn’t the issue. It’s her not giving any tells on what she’s doing that makes it an issue and completely gets rid of all skill the survivors have.
What skill? Running around a loop, running around a wall?
These are Survivor basics, absolutely nothing special is being done.
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@whycantIwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2257896#Comment_2257896
dude I got my 12 hooks with them doing 4.7 gens, stop the trolling
They're not even trolling, 2ks is what the devs were striving for. You getting a 4k, with Trickster of all killers, is actually bad MMR.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2257944#Comment_2257944
Oh yeah I've seen videos of that moonwalking ######### how was that even in the game at one point lol
Poor beta testing by the devs. They said that Legion was, of all things, BALANCED, when doing internal testing.
They failed to notice any of the underhanded tactics, or how Legion was extremely weak without exploiting game mechanics.
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@KingFrost said:
How to Counter Spirit:
Step 1: Play Trapper, Wraith, Hillbilly, Nurse, Hag, Doctor, Huntress, Myers, Bubba, Freddy, Pig, Clown, Spirit herself, Legion, Plague, Ghostface, Best Dog Demo, Oni, Deathslinger, Pyramid Head, Blight, Twins, Trickster or Nemesis.
Step 2: You are now safe from Spirit killing you. Get countered!
gg ez baby spirit -Spirit
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@Gaffy said:
I haven't gone against it myself but I imagine spirit but you can see the teenager coming to stab you with zero effort on their part and getting downs with nearly no thought required.
It was terrible for everyone. If they did repeated Frenzy tunneling, they'd waste so much time that multiple gens pop. And it pretty much mandated playing dirty, since they were a slow 110% Killer with a power that doesn't help at all for downing.
Of course, there was the moonwalking trash, but that just goes into how Legion was garbage tier.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2257539#Comment_2257539
Possibly because it could create hostage situations like on Badham. I don't really think it was a good change, but I can see why they made it. What I don't understand is why they didn't tell anyone.
Is the collision removed altogether or does Charlotte have collision for 30 seconds? If she has collision at stuff like vaults and doors, maybe you can still use her to bodyblock those.
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@MegMain98 said:
It shouldn’t be excused. An experienced Nurse player will win 95% of their games because she doesn’t play DBD. She plays her own game. Despite how hard she is to play, she is still completely broken because her power is outdated and made when there was true infinities in the game. She has little to no counterplay except break LOS and hope she screws up.
But it’s just Nurse and we’ve all learned to deal with it. Even when I die to a good Nurse I’m always like “Well...that’s just Nurse for ya.”
Her power is fundamentally flawed and doesn’t follow the DBD gameplay, she’s always gonna be broken and it is what it is. At least she’s a broken killer who not everyone can pick up and play :/
Yeah, because she doesn't have to respect the Survivor fundamentals and you can't just run her around obstacles, right?
And no, you force her to have to guess where you're going, and then position yourself behind the object.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2257311#Comment_2257311
idk that person, idk who made that picture (they made a really good job though) and idk if anyone is referrenced in it.
all i know is that i want that skin!
Might make the game too memey and "hip", I think of that "puking rainbows" meme when I see Blight in this image.
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IIRC, this is what DBD was originally supposed to have but this was changed in favor of infinite sprinting.
This could be interesting, but everything else would have to be changed. Either scratch marks or bloodpools or cries of pain would have to go, which would then mandate plenty of perk adjustments to accommodate this...
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@Mister_xD said:
and i found this:
https://us.v-cdn.net/6030815/uploads/SS7FBKQGF6S1/image.png
(yes, im not a very active Twitter user)
so, do we all agree that we need a Blight skin that has him puke rainbows now?
one of the few skins I'd pay money for, not gonna lie.
please?
Did that person who spreads the "Blight says LGBT rights!!!!" actually get a image made referencing them? Or did they commission this?
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@APoipleTurtle said:
You ever get the feeling that maybe they've been so focused on pushing DbD into the future that they forgot to make sure it was doing okay in the present?
Like at this point I'm questioning whether I should even continue trying to upgrade to an Xbox Series X or if I should just splurge and pick up a NASA supercomputer instead. That might buy me a whole year of having a stable 30 fps (maybe).
I really really hope they weren't pulling our collective leg when they mentioned optimization as part of their "4 Pillars".
You aren't alone, the stream a while back gave off that feeling, they mentioned multiple times about stuff like "bringing DBD up to modern games" and stuff graphic wise. They're completely focused on how things look instead of how the game plays. Basically graphics over gameplay... and if people here have been gaming a while, they should remember how those games typically don't succeed.
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@Sypherpathic said:
The real problem is for the unhooked. You can crouch up and unhook someone and it's IMPOSSIBLE for them to be crouching when they land, thus setting off a trap if it's close.
Hag and Trapper are nowhere near the same. The Trapper's traps are much fewer - sometimes I see Hags spamming 5 or six traps around a hook. THey also have a huge radius compared to the Trapper's. All in all, it really does feel miserable going against a hag playing this way and I usually can't wait to get to the next match.
Hold down the crouch button while being saved and you won't trigger any traps.
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@Mineguy said:
This is the dumbest mechanic in the whole game. You can make a hook into a minefield with almost no real counter. Yeah sure your can crouch but the extra time that takes the hag can easily come back. This should not be a thing.
It should be like pyramid head that around a certain radius you can't place traps or they get instantly destroyed.
Or make it that when the survivor is saved all traps get destroyed after that in the radius, I don't care just nerf it. I'm ######### done with make your choice hags and stupid survivors who instantly run after they get saved
No. Just no.
If the Hag is setting up a minefield, she's wasting a bunch of time doing so.
Also, sounds like it's the fault of your teammates for running when there is obviously traps nearby (that they should know exists because they most likely watched her place them down) instead of the Hag's fault.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2256587#Comment_2256587
What you're saying is that solo que is fine because once in a hundred games you get a good team that doesn't need babysitting.
Edit: and that solo doesn't need to waste slots on info perks, which is objectively wrong.
Don't double post at me, please. You already edited your reply, refresh the page or check a different topic and then do it again if you need to.
The only info perk you ideally "need" is Kindred. Solves two major issues (three with revealing the Killer's aura) in solo queue just by bringing it with plenty of room for BT, DS and DH. Still don't really need it anyways.
You're also asking me to disprove something that would require I have access to BHVR's stats. Also, don't flip the burden of proof, you're the one making these massive claims, if you want to start demanding evidence now, you need to present your proof first.
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@MadLordJack said:
I've said it before and I'll say it again, if I want an easy win I'll take a 5000 hour group of solo's over a 200 hour swf any day.
Solo's have weaker perks by necessity, they can't trust their teammates, they don't know how each other plays, they have near-zero realistic co-ordination, they have to make wild guesses and assumptions that can and will lose entire trials, they regularly trip over each others feet, they take inherently longer doing gens and totems because they have to search what's already been searched...
4 amazing solo players randomly loading into a trial are relying on pure luck to win. 4 amazing survivors, that have played together and know each other, even without comms, can at least trust each other.
No, maybe, not necessary, sweeping generalization, also wrong game sense exists, wrong, not if you focus on gens.
Yeah, and that trust results in the Killer losing because they'll all be slamming 3 gens at a time because they know their friend is looping the Killer.
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@HawkAyeTheNoo said:
Quick question, does DBD have a big enough community to have different game modes?
Que times would be more crazy than normal.
There's like... 50k players, last I heard. I doubt there would be a issue.
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@[Deleted User] said:
As much as I would love a 2v8 gamemode in Dead by Daylight, I think I would have infinitely more fun playing a Prop Hunt gamemode.
Wouldn't that be very... immersion breaking, though?
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Why wouldn't it be a good idea? Just ban Killers as necessary like Identity V already does with it's hunters and maybe disable perks at first.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2254661#Comment_2254661
Or just use Inner Strength. It's a safer heal because the locker dampens your noise and prevents Nurse's Calling
The catch to this is that a totem is required to use this. Self-Care just requires that you be injured.