PanicSquid
PanicSquid
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There is no need. Only killers with an insta-down can reliably camp a survivor. (Looking at you Bubba). With good coordination survivors can rescue a camped friend without adding any perks into the mix. If you can use Borrowed Time, it can be done solo. Desperate Measures could also be amazing in breaking a camp.
Tl;dr: Teamwork or perks can reliably solve this problem.
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You need to adjust how you play the game so that you, at least, have fun. Find what is fun to you, play that, and do your best to not add to the toxicity.
Lately I've been playing Freddy, because I feel less stressed while playing him instead of other killers. Which has resulted in a more enjoyable experience for me, and I don't feel the need to be toxic to the survivors. Moreover I have been trying to use less perks that are considered meta.
For survivor, I love Head On. I find that bonking a killer unexpectedly brings me joy.
Tl;dr: Play what makes you happy, try to avoid being toxic. If someone is toxic to you, don't let them know its working.
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I feel like this isn't as solid of a comparison as you're making it out to be. The core mechanic of Among Us is stealth and deception, while DBD has a far more aggressive playstyle with the emphisis on the cat and mouse chase dynamic.
You can determine most of what info your team has by thinking. You don't know where the killer is, probably chasing someone else. Then you can think about the past known locations of your allies, and create reasonable assumptions of their locations, and with good timing you can predict the popping of generators.
SWFs real power is coordination. I can run the killer over there, I used godpallet, I'll get the hooked teammate, I have a door 99'd.
The comparison doesn't track, this is more like playing Overwatch with randos who don't have mics versus playing with your friends.
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I mean, in the real world a lunge can cross several meters depending on the intensity of the forward momentum and the weapon being used.
Now magnify this because all of the killers have been supernaturally enhanced by the entity and the alchemist. The math checks out.
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This would be super punishing if players are face camped out of the game.
Imagine an insidious bubba in the basement watching over his hooked prey. If the survivors try to save, they will fall victim to his chainsaw, if they let the hooked one die, they lose points.
Adding insult to injury is when the bubba goes and does it to a second survivor, who would have acquired more points.
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Can we talk about the change to Cruel Limits. I don't think changing its radius is going to make it better.
I'm interested in the Mindbreaker and Thantophobia change.
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@bjorksnas said:
Kindred basekit but without the killer detection
Totem counter, but in exchange killer should get individual survivor hook counters like the ones they used in hexys dbd tournament
Your tradeoff is bad. As a killer, how often do you care about the number of times a particular survivor has been hooked? I surely don't, unless its endgame and I want others to stay in to rescue a comrade.
Allow me to play the devil's advocate. Why does solo queue need a buff, the effects you are describing are perks or could be determined with perks.
Detective's hunch will show you where the totems are, and you can count the number that exist.
Kindred.
You wanna know where your teammates are? Run bond or empathy.
You want to bluff the killer into thinking there might be a ds? Run an obsession perk or run ds.
Maybe my solo queue experiences are different than yours, but I forego the meta perks for perks of my choosing. I run kindred, detective's hunch, stake out, then a different 4th perk depending on how I feel/what challenge I'm doing.
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So this long winded rant boils down to:
1) You don't like current Matchmaking.
2) Hits caused by bad latency are bad.
3) You also can't take critique on your writing.
I think everyone wants a decent MMR system, functional server side hit validation would be a nice QoL change that most people, with a good connection, won't notice. They're working on implementing both of these systems, so there really isn't anything to discuss.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1632699#Comment_1632699
Well there's a 2 new cheats going around one makes you unhook able and the other lets you trigger soul guard without hex effects active first one seen footage second one I had it in a game earlier as Demogorgon had a garrunteed 3k after driving the flashlight Feng out one dead I slugged 2 hook one and a Cheryl just gets up I think unbreakable so I hit and it was soul guard and then I got D's but when I looked at it's requirements it says you can only use it when a hex id activated but non was
The hook thing is an animation bug.
Was it possible the Cheryl had both Unbreakable and Soul Guard? Because Soul Guard gives endurance whenever you get up from the dying state, the hex is only needed to heal yourself from the dying state.
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@HEX_MalusGrey said:
https://forum.deadbydaylight.com/en/discussion/comment/1629499#Comment_1629499
Here is another thread for you where i did the math. To main an additional killer i would need roughly about 4 million BP. I have 4 main killers. Grinding 4m for another one would use up pretty much all good addons i have on them. 150k is what i do in 2-3 matches and it's gone in seconds.
Then don't use good add-ons. Or use a killer that doesn't need any add-ons. Freddy is strong without addons, so is Oni. Doctor and Huntress could probably be okay.
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Do you not want the game to be fun? I want both sides to have fun, I want the game to feel fair on both ends. I don't want the game to be a slaughter at 5 gens or a mass escape.
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@JohnnyB1491 said:
https://forum.deadbydaylight.com/discussion/comment/1619216#Comment_1619216
It's obvious when whole team dies in first 2 minutes...theree are no perks that reveal auras without doing an action. And most cheats have no perks, addons, or anything in their loadout. Must be a cheat yourself to think there aren't any cheats on PC when they're rampant in every game out there
I know cheats exist, but so do visual bugs that hide your loadout. I prefer to assume incompetence over malice. In my roughly 450 hours on pc, I have witnessed maybe 1 cheater. Bugs are far more common.
But there are perks, hangmans trick reveals near hooks with a carried survivor and undying near totems.
I have watched teams go down in the first 2 minutes because they make bad choices.
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Undying is what makes ruin valuable as a gen regression perk, since it improves the odds that ruin will survive as the trial goes on.
Ruin shouldn't have the regression rate nerfed just because people are bad at finding totems.
In my opinion base gen regression rates should be increased, as a means to slow the game down, but only if the killer is doing a good gen defense.
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1) Smurfs are a thing, as are people coming back after a hiatus. Which would explain ranks.
2) crows flying up reveal the location of surviviors on outdoor maps, you just have to look for them at the start.
3) how do you know they saw auras? Are you running distortion? Were you near a totem and they had undying? Was it All seeing Wraith? Renjiro's bloody glove Oni? The blight with the aura reveal add-on
4) there are perks and addons that reveal auras without the survivor doing anything. Such as undying if they're near a totem.
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Its a known bug. Probably should report it in the bug reporting forum location.
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@SurvivorsDontWin said:
https://forum.deadbydaylight.com/en/discussion/189189/lets-talk-about-genrushing
Gen rushing isn’t a thing 😂 I don’t think killers factor in how hard it is to do 5 gens sometimes. You have to be glued to them. It’s unfair how easy and quickly killers can patrol them. But that moment after 10-15 games of dying the survivor escapes once and it’s the gen speeds fault right? Killers win rate needs to be checked
Kill rates depend on what killer is being played, but they usually average between 2 and 3 kills. But if you have a good team of survivors, you can win far more often than you'd think.
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Its a bug, because that person is still on your shoulder from their perspective. I've been on the other side of that bug one time, probably 6 or 7 months ago. I'm pretty sure the devs know about it and its pretty rare, but if it keeps happening you should report it in the Bug report part of the forum.
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@pandorayr said:
https://forum.deadbydaylight.com/en/discussion/comment/1603836#Comment_1603836
Prove Thyself, No mither, This Is Not Happening and Resilience.
Engineer's Toolbox, Brand New Part and Socket Swivels.
u can check for yourself if don't believe me.
That's a very particular set of circumstances, that's frankly unrealistic. I have never witnessed somebody trying to run this build.
Discordance counters the Prove Thyself and a use of Pop counters the BNP.
In exchange they:
are one-hit downs
make injured groans, albeit quieter than normal
Have no exhaustion perk to make distance or dodge a hit
No DS to stop you from tunneling them
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If the gates are too far apart then its unfair for the killer. Gate RNG is probably the fairest way to handle this. If there is more than one survivor left when the gates are powered, you try to open both doors at the same time, then you run when the killer gets too close. When the killer goes to the other door to stop it, return to your door. Repeat as needed.
Unless its the right killer or they have NOED, you'll be fine.
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1603651#Comment_1603651
It still doesn't change my perspective of moris. Yes, sometimes using a mori can cost you a few extra seconds. What I don't see is why that's necessarily an issue. Why does a mori HAVE to be "competitively viable"? Can't they just look cool? As I said, it seems like (especially recently) they're for aesthetic purposes above anything else. When people suggest overly complicated reworks for moris, I'd almost rather keep them as they are, or better yet just make them applicable on death hook. I agree with the Dying Light thing though.
If pitting two sides against each other is what makes a game competitive, then by that logic, games like Mario Party, and Mario Kart's Battle Mode become competitive, even though everything else about them goes against competitive gameplay (such as, in Mario Party's case, the game being almost completely RNG, and in case of Mario Kart's Battle Mode, spawn location and item RNG). To some extent, these games can be played competitively, but they fall under the "party game" category more than anything else.
Many of these same attributes can be applied to DbD, particularly with map RNG, which can almost entirely determine the outcome of a game from the beginning. You can have a game on Coal Tower with 8 pallets, or 16 pallets. Totems spots are still an issue, some maps putting them in wide open areas, and others putting them in spots only detectives would find. Gen and window placements also have their issues as well.
This game doesn't suffer nearly to the extent that Mario Kart or Mario Party does, but nevertheless, it doesn't seem like this game was build with a 100% competitive design in mind. I dont see why they should force a competitive design onto moris with complicated reworks that don't really make a whole lot of sense.
I think the yellow mori should be base-kit for people who want to do it for the aesthetic. The point of these threads is discussing what could be done to the Moris to make them less impactful in the match, but still have them so they are useful to the killer.
Aesthetically Monstrous Shrine is a glorious perk because I support my arachnid-esque eldritch horror, but mechanically its not useful. Form and Function, Aesthetic and Utility.
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@DeeJHansen said:
"You can have 3 gens pop in 60s, if survivors play it right, regardless of what you do. One minute to have the game 60% over. Pair that with hiding/immersed/stealthy survivors and the game is basically over. For this reason Urban evasion, Spine Chill, Quick and Quiet, and Sprint Burst is my least favorite perk combo. Especially when paired with toolboxes and blendettes. Is playing the game that way even fun? Hiding when you hear the terror radius and playing M1 simulator when you don't?"
The above is my comment on another post. This is my worst case "Gen-rushing" scenario. If 3-4 gens pop in under 2 minutes that is a gen-rush and there are times you can do nothing about it.
If 3 gens pop in 60s they have used up toolboxes and have managed to not be chased off gens. Which usually means they did the generators at the edges of the map. At this point focus your efforts into protecting the generators in the middle of the map and play territorialy. Hook caught survivors in the middle of your gens, take free hits to make them go heal. Keep gens regressing.
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1603516#Comment_1603516
I honestly can't see the argument about the second part. Why does absolutely everything in this game have to fit into some sort of competitive meta? I can see the argument for perks, maps, powers, etc, but can't moris be just for aesthetic purposes? It seems like that's their intent anyway, as with the addition of every new killer comes a flashier mori to go alongside them.
They could also push moris back to death hook, and then make moris give you more points than sacrifices do. That way, the killer can still get rewarded without it being blatantly unfair for survivors. That's just my two cents on the matter; feel free to disagree.
Some Moris take forever, like Hag's. Using the mori would give the rest of the team more time to do things than just hooking the survivor. It would be actually disadvantageous. This is pretty much why Dying Light isn't a meta perk, because its downside is worse than its benefit.
I pose to you that this game is inherently competitive by its nature, since it is pitting one group against an individual. Where the objectives of either side are in direct opposition to each other.
@EnderloganYT said:
I'd prefer it to be once everyones been hooked once you can mori them all, but that's just ebony.
personally I think green is fine but I'm sure if needed we can change it to once two survivors have been hooked
This idea is flawed, since that would mean a survivor could counter a mori by just hiding in bushes and lockers all game. So if that survivor never gets hooked, the mori can never be used. Crows can be avoided if you just move around from hiding spot to hiding spot. I'm not sure we want to encourage that.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1603009#Comment_1603009
Moris should only work after hooking everyone at least once because right now you may aswell let people die on their first hook because 99,9% of players that are using a mori will immediatly tunnel and mori the first person they managed to hook.
I'm going to disagree with a requirement to hook all survivors in a trial. Locating a super immersed survivor can be a hassle. I've had killer games where I never saw the 4th survivor just because they chose to live in a locker or a bush.
Perhaps a hook number requirement would be a better compromise. Such as 4 hook states. But I would count Dc's and hook suicides against that number. Survivor Dcs, that eats up 3 hook states.
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Countering a mori requires strategy. Unhook only when the killer is far away, heal up the moriable player, the rest of the team takes body blocks to protect the moriable if needed. Then split up and do gens.
Keys and moris shouldn't be compared. Moris allow you to remove a player or players from the trial early. While keys let open up another avenue of escape once other conditions are met.
But lets also not forget that you can find a key in a chest, you can bring add-ons to keep your key on death, and if you escape a trial with a key in your hands you keep it.
So the real question is: What should a Mori do?
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I'd give a thought to perk choices. Devour, Enduring and Brutal Strength could be replaced with better perks. Whispers depends on the map, and how good you are with it.
I'd look into Corrupt Intervention or Thanatophobia for a slowdown perk. Ruin or Pop for a regression perk. And BBQ or Bitter Murmur for detection perks.
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I think reworking Moris is a good idea, but I don't believe that adding restrictions, like hooking everyone in a trial or death hook only, is a good change.
Moris are supposed to be powerful, I would propose increasing their rarity or add some condition that gives the killer a mori to be used in a later trial.
You have to properly please the entity to get the mori.
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If I see a key theres a good chance I dodge. I just don't want to have to worry about that on top of everything else.
I also frequently dodge TTV people. Because I have had bad experiences with some streamers in game. Why should I have (potentially) a bad time and help them create content?
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For the people is the easy way to do it. For the people a wounded ally at the exit gate, then leave.
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Consider this: Buff the base gen regression rate. This would make new ruin more powerful and wouldn't add anything mechanically to the game. If gens can regress faster, it would slow the game down some, assuming you regress the gens.
Then find some other way to make survivor less boring.
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Bubba and Billy changes are live, they've been live for probably close to a month and a half. So go forth and get thy chainsaw on.
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Nah, its great for tracking the person who blinded you, when flashlights are used for their intended purpose.
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Find the weak link of the team and target them. Their friends will have to rescue the weak link, might body block for the weak link or try to divert your attention.
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For survivor: Pharmacy and Botany Knowledge. Loot a box, get a green medkit. Thats a free fast heal, plus 1/3 with botany.
Killer: Surge
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The no heal meta is great. Just hit them and they go down. None of this silly chasing. Make them regret not healing. Laughing in Oni.jpeg
Thanatophobia is a pretty mediocre perk, I'll admit.
The disadvantages of being injured are: Being 1 shot downed, groaning in pain and leaving a blood trail.
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When I did this challenge, I did it as a normal Pallet Freddy Game. No mori, no slugging for the 4k. I let them do enough gens for hatch to spawn. I located the hatch before killing survivor 3. Then I patrolled doors, since BBQ was useless (the map was the Game).
Don't overthink it. The sweatier you play, the sweatier they play.
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@C_Frank said:
It should penalize with reduction in repair time and not recovering from exhausted when the survivor is injured or die state
Sounds like you need Thanatophobia. Coming soon to a killer near you. (Its a nurse teachable)
But wait, there's more. Blood echo would help your exhaustion issues by giving survivors more exhauation! (Oni Teachable)
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Unpopular opinion: Make a common item that is a Mori bluff. Just have it give extra bloodpoints or something. Allow killers to bluff survivors into thinking a Mori is in play.
Or use a yellow mori, since those are pretty much as useless as my idea.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1597270#Comment_1597270
why run surge? 8% for a down that may not even proc, or 25% for a hook?
Surge works on multiple gens, potentially, and is based on a m1 down. Which means I can down someone, proc surge, then slug to either run people off gens, chase someone else or wait out a DS timer.
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Corrupt is useful because it blocks the far away early gens. This means that at the start of the trial, you can assume that there are probably survivors the spawned near those gens, those survivors now need to make their way to the gens closer to you and that those gens aren't being worked on.
Using this information it means you have 2 minutes where you need to only patrol 4 gens, and you have survivors out of position to get some early chases. I use either Corrupt or Discordance on all my killers.
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Camping is not a glitch nor a trick, nor a bug.
Its an ineffective strategy against decent survivors and death incarnate to overly altruistic survivors. Camping is a mechanic of the game, despite the fact its boring.
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In my ~430 hours playing DBD on PC, I can't say I've ever faced a legitimate hacker. Anything suspicious I have encountered might be more easily explained by a bug or latency issues than actual cheating.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1589479#Comment_1589479
Did you even read the post?
Of course, like you and I said, splitting on gens is the best thing to do in the situation - but only a well coordinated SWF or VERY smart solo queue survivors can pull this off.
Your average survivor team (for example 2 friends and 2 solo survivors) won't be doing the optimal thing - one person will be trying to save and crouch next to the camped person, one is going to wander around the map and one is working on gens. This way, the killer gets an easy kill, and there are 3-4 gens left to be done. Winning from that point is a piece of cake. A camped solo queue player can also just suicide on hook, because he won't be getting any points anyway and might as well move on to the next game.
And I don't think I need to explain why standing still in front of a hook for 2 minutes shouldn't be a valid strategy to beat average teams. Do I?
Yes, I read the post. I explained why standing in front of the hook for 2 minutes isn't a good strategy. What the survivors choose to do with their time, when a team mate is being camped, is on them. Likewise a survivor choosing to be selfish and kill themselves on hook dooms their whole team. There is even a load screen message that tells you that this is how you counter a face camp.
Counterpoint: Why implement a new mechanic to the game to counter an issue that already has a counter that just requires the survivors to just do their objectives.
Bonus Counter:
Run kindred, deliverance, borrowed time, and DS.
Kindred to know the killer is face camping, borrowed time to get a safe unhook, then deliverance to kobe yourself, and DS to escape when they down you after you kobe in their face.
I argue that facecamping:
1) is a bad strategy for a base game-play strategy
2) has means to counter it
2a) The counter does not require significant coordination nor particular perks or items
2b) The counter is explained in one of the loading screens, removing the "smart solo queue" part
2c) The counter can be improved with perks and items
3) Being facecamped is a miserable experience, but killing yourself on hook dooms the team, then the killer wins
4) Adding a mechanic to fight camping is not needed, and actually runs counter to the existence of the perk Insidious.
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Detectives hunch is a great perk, need to find totems, want to loot a chest, you're on Midwich and you have no idea where the gens are. Detective's Hunch is right for you.
To top it off, grab a map with a crystal bead. Now your entire team knows where that stuff is too.
Deja vu helps you stop from 3 genning yourself if you always do a highlighted gen next.
Felix's perk seems questionable, but we'll see
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Under normal circumstances it would take a survivor 120 seconds to die on hook. It takes 80 seconds to repair a generator solo, without anything to modify the speed.
So if all 3 remaining survivors split up and work on gens, that would cause 3 gens to finish with 40 seconds before the hooked survivor dies.
2 survivors working together finish a gen in ~47 seconds, which pops a 4th gen approximately 7 seconds after the hooked survivor dies. and has the 5th gen half done.
This doesn't account for the time it takes to find a new generator, it also assumes that all gens are starting at 0, the first chase took no time, it took the killer no time to hook the survivor, that there are no perks or toolboxes in the game to modify speeds, and that no skill checks that are failed or great. Also being assumed is that there is no key in play.
Dealing with a face camper is very much as simple as splitting up and working on gens. Work on the most dangerous gens or central gens first, then work on the gens on the edges of the map. Then you throw every pallet that you need to until the gates are open, because that killer probably has NOED/Blood Warden.
If you are being facecamped, it is your job to take as much time as you can to die. Do not try to Kobe from the hook, do not stop struggling. Make the killer waste the whole 120 seconds.
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Freddy's lunge is a bit of a recurring joke, his short stature, small weapon and latency with the server make his lunge seem impossibly large. He has the same lunge as every other killer, its just visually deceptive.
Freddy is my least favorite killer to play against, I think he has too many aspects of his power. He has the slowdown of the dream world, he has the ability to teleport to gens, then there are bloodpools that can be used as information by making survivors scream and they can shorten chases and deny loops because of hindered effects.
Whenever I play Freddy, (almost never, despite him being one of my favorite characters in horror) I use the fake pallets because if how I feel about the bloodpools.
As far as I know, the secret to dealing with Freddy is to wake up frequently, since this denies the slowdown from the dream world, slows the recovery of the teleport and denies both the bloodpools and fake pallets until you fall asleep again.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1586516#Comment_1586516
So, based on this, do you think it's worth reporting? cause it might have been a bug (the one you mentioned I had never seen before nor have I seen people without perks post game) but it could be hacks right?
No. It looks like the end screen perk bug and Dance with Me. Icing on top is that its a Kate, and Dance With Me is one of her teachables.
The end screen perk bug tends to happen when someone changes their character in a game lobby, after matchmaking has happened. It shows up as of they have no perks, but they do. Its a pretty widely known bug, I'm more shocked that you haven't seen it before.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/1571290#Comment_1571290
How the F is it disingenuous when its a fact?
Shady things? Because we all know PC players don't have access to anything that could help them do that.
Looking into frame rate....K bud.
You can't tell a difference with the exception of killer choice. So which is it? You either can tell or you can't tell. On top of that you're outright lying if you say you can't tell a difference between a console or PC killer outside of you being rank 10-15 or something. PC killer movement is so much more smooth and vastly more efficient at maneuvering loops and mind gaming.
Yes the consoles are a level playing field with very slight performance improvement on the pro and X. Not enough to make any real impact to someone who is experienced on the lesser consoles. Switch shouldn't have to play with anyone they don't want. Obviously. If you were going to try and say they aren't on a level playing field you would only be further making my point for me. So its really fair that those even lesser consoles have to play PC if they want crossplay too?
What exactly are you going to prove wrong? You gonna win a match or two? Anybody following DBD is aware PC players are better. I honestly can't believe there are people who want to try and debate that. Yet besides that...whoa. You mean there are tons of casual players who might not care about crossplay or are playing with their friends on other consoles? That doesn't prove they feel less inconvenienced at all. You gonna tell me that if every console player was asked if they would prefer the option to filter out PC if they wanted to. That likely 75% or higher wouldn't want the option? They could STILL play with PC if they wanted to.
Well gee no I never considered PC players want faster matchmaking and play with friends. Good thing my suggestion wouldn't hurt either of those groups....
Its disingenuous when you compare an actual disability to just playing on a different system. One of those is a choice you made when you decided on how you want to game, one of those has an option that lets you disable it at the price of slower matchmaking. I'm not sure but I think colorblind people would prefer having a choice in the matter.
Console players don't play nurse or huntress very much, that's a pretty easy hint to pick up on.
"Shady things? Because we all know PC players don't have access to anything that could help them do that." The amount of effort to do that versus the actual benefit. Not like you can't find ways to edit files on a console.
You can find a Dev comment in the BHVR, can we acknowledge fps on console is awful post that is almost always on page one of the discussions.
You acknowledge yourself that the level playing field you want isn't truly level. Perhaps the major issue is frame rates which is a known issue that bhvr has to fix. Since the fps drop on console is related to a recent update, I would guess that they might have a patch to fix some of that by the next update rolls around. (which is probably a week or two out). So aside from the frame rate issues, your point is moot, because you very well could hook up a mouse and keyboard to your console, just as I can play with a controller.
If you think 75% or more of the console players want to change how crossplay works, I invite you to prove it. Create a poll in the polls thread, get people to vote then show that to the devs. I presented my limited anecdotal evidence, you just speculated based on your own opinions. My argument is based on the fact there is an opt out option, and that the majority of my players are crossplay to me on steam.
As for PC players being better than console players, my point was that I'm not sure that is inherently true versus being an isolated community that evolved strategies to play the game thrust into a community where the game play strategies differ than the strategies they practiced. I think the console players just need to adapt to a more effective strategy.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/1571104#Comment_1571104
Yeah I get it. You're a color blind person on PC who still wants easy mode when it said and done. Otherwise you would have no issue with this reference because its a blatant example of a hypocritical practice. People who make video games don't know that having 5-6 times better framerate and controls are an advantage? WHAT?
This is the thing thats funny to me. Absolutely no one on PC who is reasonable would oppose giving platforms the option of filtering out who they don't want to play with. Ask yourself why would anybody on PC NOT want to give the consoles the option to play among themselves? Yeah EXACTLY.
I haven't watched a SINGLE streamer play DBD and not talk about console players as if there not second class citizens. Always knocking the skill level. Not a SINGLE person on PC thinks console players are on their level and instinctively they know exactly why that is. Oh but try to make the argument that they should be able to play without PC....same people clowning console players...wait thats illegal.
I think people who are colorblind just want to be able to see things. You are comparing disability accessibility options to the choice of platform that one plays the game on. Isn't that a bit disingenuous?
Time for point number two about frame rates. DBD is locked at a max frame rate of 60fps unless you go and do some shady things to some game file. (I don't know the details exactly) I venture to say most pc players probably haven't messed with their game files. As far as I know only streamers do it for a better viewing experience for the viewers. On top of that, the devs have said they're looking into the poor frame rates on console
As for console players, from my observations, they are accustomed to different strategies to evade the killer than pc players. PC players tend to try to loop killers, while the console survivors either try to hide from a killer or try to spin when the killer swings. Most of the console killers I've faced have been fine, and I can't tell a difference between them and a PC killer, with the exception of killer choice.
Follow up thought, are all consoles really a level playing field with each other? Does a first gen xbox one have the same performance as the most recent gen of ps4? What about the switch? Then we can factor latency into the equation, the refresh speed of the TV being played on, and how you receive your sound. I propose that consoles aren't a level playing field among themselves.
I would download DBD onto my xbox to prove you wrong, but I don't think its worth the money to purchase DLCs again and to spend all the time unlocking perks and ranking up to prove a point to a stranger on the internet. The fact that there are still console players that have the crossplay enabled, means that they feel less inconvenienced by crossplay than they did before it was implemented.
Have you also considered the reason that some PC players want crossplay is the promise of faster matchmaking and the ability to play with friends that own consoles?
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I run small game as a survivor, if I see a totem and I'm not immediately occupied with some other dumpster fire, I'll break the totem. I usually get 2 or 3 of them in a trial, if one other person broke a totem or two, Noed won't be an issue.
If the killer seems to be good, I stop breaking extra totems because either:
A) We won't make it to the end game, because a good killer will kill us potatoes
or
B)The killer probably isn't running Noed, because Noed is a flawed perk, its useless most of the game.
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@Vanan said:
https://forum.deadbydaylight.com/en/discussion/comment/1567653#Comment_1567653
2 is completely wrong having it as a hex perk was a major risk sense it could be broken easily in seconds at the star yall just catering to the noobs
That's the risk of all hex totems, but lets compare it to other hex totems:
Third Seal requires hits to do something
Devour Hope requires unhooks a distance from the killer and requires you to hit survivors to work
Huntress' Lullaby requires hooks to build tokens
Noed requires the end game and hits on survivors to be useful
Haunted Ground requires you to chase down survivors and hit them
Retribution requires the loss of a hex (and thus a perk) to have an effect to ease locating survivors
Thrill Of the Hunt is only useful to defend another totem or to use as a diversion
New Ruin means you have to push survivors off Gens for it to do something.
While old ruin would provide its benefit without any actions or sacrifices from the killer. You could stand AFK and the totem could still have a significant impact on the game, since it continued to do its job without the killer needing to do anything.