PrettyFaceKate
PrettyFaceKate
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- Username
- PrettyFaceKate
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Comments
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@TreSen said:
https://forum.deadbydaylight.com/en/discussion/comment/1591582#Comment_1591582
https://forum.deadbydaylight.com/en/discussion/comment/1591514#Comment_1591514
You lunge, they vault. You walk up to the vault and vault over, they vault over the other side and are staggered by the fall or run down the ramp. Either way, you're gaining a lot of distance and you will get a hit unless there is another loop right next to it.
And most of the time, they won't notice, and you'll get the hit anyhow.
The only way for the survivor to guarantee their safety is to be running BL.
This^.
It's not one sided at all. It went from being op for survivors, to being op for killers, to now where it's in a good spot.
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Yeah, but only if he keeps Steve's voice. S-tier anticlimax.
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- Play Dwight
- Hide in a locker
- ???
- Profit
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@TheLastGreatStar said:
So you basically want survivors to have no way of escaping other than having to have capable teammates that can get every gen fixed before dying? Sounds balanced.
The hatch works as intended. It’s a 50/50 for both the survivor and killer. Plus, if the killer knows where it is, they have all the power as the survivor can’t jump into it if they’re also stood waiting for it to open. The killer always gets priority.
Opening an exit gate after the hatch has been closed isn’t easy. Especially if you’re against a killer who can travel the map fast like Spirit or Billy. Plus, some of the gates literally spawn next to each other. So once that hatch is closed, it’s game over.
There are ways around this scenario. You can just keep slugging the third survivor left and look for the last one. That way none of them can get the hatch. For me, if a survivor manages to open an exit gate, I just think to myself “gg” as I just drew the short straw. It is what it is. You can’t expect to 4K every single time.
I mean, regarding your first paragraph, it would be balanced if the goal was to drive all the solos out of this game. So, after facing day in and day out full 4-man SWFs who go ultra hard because there's no way of escaping but powering the exit gates, once again OP can come to the forums asking for the deletion of SWFs as well.
And then he/she'd be left playing the killer tutorial, because there would be no one left playing survivor.
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Left for dead. It's just so outdated and designed for mechanics that have been completely superseded, that you basically need a killer who wants to give you the hatch and can't find it. So, they then let you finish the last gen. Or you need so much good rng that it's not even worth listing. I got it because a Legion wanted to look like they were going to let me go and tried to mori me inside the exit gate, but they messed up.
All the others can be farmed or achieved via deranking. They might require patience more than anything else.
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It's not an anti-tunnel perk. Or, to be precise, not purely anti-tunnel.
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@Kaiju said:
https://forum.deadbydaylight.com/en/discussion/comment/1585795#Comment_1585795
U can predict tantrum, it lasts 5 seconds. Its possible to time it and get away with it.
That's only the default. The tantrum duration depends on the number of charges Bubba uses and add-ons. It can last up to 8 seconds.
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@Kaiju said:
Not really. Windows counters him so hard, Lockers too
Lockers aren't that good anymore. The dash is not a fixed length and neither is the tantrum. Exiting the locker is a complete gamble whether Bubba forces a tantrum or not.
Counting the sweeps is useless because it doesn't tell you how many charges he used unless he's maximizing. As a consequence, it's impossible to predict tantrum duration either.
I'm not saying it's a bad change. I'm just stating how it works now.
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Well, it's inactive at the moment...
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@Buttercake said:
Lol, I just missed a skill check from pig trap and shockingly screamed out even though I have Clam Spirit. Every other scream is silenced, how come this scream wasn't?
File a bug report.
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Good for you that you won, but it's easy to see that's not a seal team. It's not different that nuking a group of solos. It sucks for you that you broke even on blood points for your build.
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Looping WASN'T meant. Past tense, After it was estabilished as a thing, the devs embraced looping and it became a core part of the game which it was built upon. Your whole premise is invalid and there's nothing to solve.
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You make good points in the op and your reply.
The thing is, the way they designed PH encourages to play that way even if it's unoptimal because the killer simply can. I think the word I'm looking for is to enable. PH design enables players to play like that, that's why they do it, and I honestly put the blame on bhvr, not the players.
Since day 1 of ptb everyone and their mother said this would happen and those who defended it are those who wanted it to happen.
Bhvr stayed par the course anyway. Same with other choices. Franklin's for example. Now they made it a griefing perk after banning people for griefing with it. They could've just made it disable the item after it stayed on the ground, which would even be a buff because survivors would keep going back for it even after it's unusable. Bhvr once again preferred the route of encouraging toxicity and conflictuality.
It's just their track record.
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If you want to see your teammates' perks then you can play dbd mobile. PCs and consoles are not worthy of QoL. /kappa
Regarding self-care, you just made an overgeneralization. It's a decent perk that can simply be used wrong.
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Ok bear with me for a second because I'm not sure I understood correctly.
You say to remove the countdown and he should be able to put survivors to sleep by either channeling the dream demon the old way or by hitting a survivor, correct?
Because even if I see the problem with the countdown as it is right now, I feel what you're suggesting is a straight-up buff overall.
Currently, if you woke up, Freddy needs to either wait the countdown or hit you to put you to sleep. His problem is that meanwhile you're immune to his power, so he can't use it for anti-loop. With your suggestion, he can just start the falling asleep at will and after 7 seconds you're in the dream world. 7 seconds that he can use to spam his snares at the loop and basically get a guaranteed hit by holding you there.
Am I missing something?
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As long as you weren't afk'ing, holding the game hostage, teaming with some survivors against other who didn't want to farm (I suppose you farmed a bit, right?), then you did nothing against the rules.
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@ZackaryFreeman said:
Why are keys even a thing?
Why whatboutism is even a thing?
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@bala1236 said:
I'm getting 70 - 80 ms ping more frequently now. No idea whats going on. I have no info. to work with.
You were most likely being connected to a far server instead of the nearest one. There was a similar issue a few months ago.
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Sometimes it's the correct play. There are many variables, it's not black and white.
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Because she's a pubstomper and this is a casual party game. Hence, she's strong.
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It's not directional. Sometimes it can be really bugged though. Same with lullabies.
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1575576#Comment_1575576
You can still get out using dh/sb or your teammate use bt :)
And then the next thread will be "deactivate dh/sb/bt in endgame".
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I don't think we need to encourage toxicity.
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Reddit is that way ------------->
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1575473#Comment_1575473
I don't even know if it depips you anymore bc people were doing it to derank. That's why they reduced it before from losing 2 pips to 1 anyway afaik.
But yeah any survivor will end up rank 1 if they play enough, regardless of quality.
It still depips you. It's just that nobody does that anymore to derank because of the timeouts.
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They have no protection. There's already a penalty system for dc's. A report won't do anything.
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With that win condition (which is the real win condition, but let's leave that to another discussion), solid builds and obviously some skills to back it up, that's not an abnormal accomplishment. Most killers are viable against solo q and if you play a little ruthlessly, it's not difficult to take advantage of that. Even against SWFs you can often exploit overaltruism. And Legion is really only bad against teams who spread out, that's because that's the direct counter to what their power is designed to do.
If you main killer for probably 1k hours, depending on the individual, you should see similar results.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1574988#Comment_1574988
Torment trials is pretty much a trap. Everyone knows how to avoid beartraps or phantom traps. But sometimes you get trapped anyway.
I'd say they're more like a dream snare. PH can put them down at loops without stopping. If you want to avoid it, you need to go around it and get hit.
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Rank loosely represent skill, although leaving a lot to be desired because it's also influence by how often one plays. It also depends on what kind of killer is used. There's no definitive answer. A rank 5 playing a meta killer? There's not necessarily much difference between them and a higher ranked player.
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Looks like the NO NODC army struck again.
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Comms are openly allowed. Get over it. And post with your real account next time.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1572258#Comment_1572258
you would have heard the SQUORSHLP sound if the hatchet had actually missed and hit the ground, so it must have hit something before then, and the only thing between the ground and the huntress was the survivor. By process of emilination (and slowing down the clip), the hatchet breaks on the survivor and deals no damage.
I see the hatchet behind the survivor by slowing down. The sound is not reliable, especially because we don't know how that's handled when a hit is declined server-side.
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You can report them, but you need video proof for this particular kind of infractions.
Reporting in-game is mandatory. So, pretty good job so far.
Now, if you have footage, you need to open a ticket and provide the evidence:
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1572657#Comment_1572657
That Everyone always says "oh the spirit made mistakes" "the spirit is bad" everyones human no spirit is gonna play perfectly every game. Everyones "forum spirit" is like a forum hanzo on overwatch where they never miss their shots.
Ok. And how does that provide an example of counterplay?
Spirit is a single player game in a chase. Sure you can beat her 4v1 by stealthing and holding m1 at every opportunity.
But in a chase, unless you happen to get a super safe window or pallet, then she gets a hit in seconds as long as she has hears and eyes. If she doesn't, it's on her, not the survivor.
It's just the way she's designed. I play as her here and then and I don't see the need to seek validation in stubbornly looking for counterplays when they don't exist. I just accept the way she worka and play what I like.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1572622#Comment_1572622
I mean under that logic i guess every killer/survivor is overpowered because big surprise if you make mistakes against any killer or as any killer it gives the other side a advantage. And semi competently? His other chases besides Kate's lasted like seconds so id say he played really well. That or the other survivors didn't have the skill of kate.
Don't take it personally, but I don't any idea how what you said has anything to do with what I said.
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You're just picking an aspect of his power and decided that that aspect in isolation should have upsides and downsides. That's illogical. The power as a whole has upsides and downsides. The overheat was added precisely in order to be a downside to a power that previously had very little of that. Not to mention that overheat is hardly noticeable as of now.
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I think the counterplay, or lack thereof, is used as an argument in reference to someone who's playing at least semi-competently.
What I see here is several bad Spirit plays and a survivor getting away with murder because of that.
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@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/1572179#Comment_1572179
But this the thing killer are 50 % of the game. Surviore bring more money but killer are the one that keep this game alive. You see if 400 survivors stop playing the game 100 killers will have longer Q times but if 400 killers stop the 1600 survivors will have longer Q times. And they see that thats why the meke the crossplay.
That's not how math works. The balanced proportion of the player pool is always the same, 20% killers and 80% survivors. You're simply considering the case were survivors are in excess/killers are under the threshold.
The same scenario and argumentation can be flipped when survivors are fewer/killers are too many. Now killers have to wait. Q times are anecdotal and region and time based. Before crossplay, you could actually read many threads lamenting that killer queues were way longer than survivor's on PC.
Both roles keep the game alive. The mindset that one is more necessary than the other is just wrong mathematically. 1 killer might be productive in the sense that it allows 4 other players to play. But again, you could flip the argument and say that killers are resource hungry because they do need 4 other players to play.
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@WeenieDog said:
Here's a few clips of what I mean from CoconutRTS's stream.
https://clips.twitch.tv/CoyDistinctPistachioKappaPride
https://clips.twitch.tv/VibrantMistyCougarTheTarFu
The one above and below you'll want to slow down to .5 speed
https://clips.twitch.tv/TransparentEmpathicSalamanderTwitchRaid
Ok for the first two but the last one is fair miss, imho.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1571158#Comment_1571158
and why only killers? why not survivors too?? see this is the problem i'm talking about this is a very survivor sided push right now, I'm only talking about making it an even push change.
@Freki said:
first of all what i see in the announcement of the detection, it looks like it shifts the hit detection from the killer preference and then changes it to survivor preference. it talks of killers with bad connections, killers with solid connections etc. How about talk about survivors with bad connections as well as solid connections just as much? I usually have a 30-40 ms ping to the server, i've seen survivors get away from hits that shouldn't happen, i've seen hits happen that shouldn't have happened. meh it's hit or miss but making it look only at the killer side may be a bit hard and biased the other direction. I hope it evens out properly.
Re-read the announcement. That's not what they said. If you have bad ping you were already screwed as survivor. That hasn't changed. They literally wrote that if you have poor connection you are at a disadvantage regardless of side.
And, technically, hit detection hasn't changed either, because it still happens on killer side. The addition is that now the server now has to validate hits if the killer has bad connection and the hit can be declined if it landed only because of high latency.
It's not a survivor or killer sided change. It's a fairness sided change (if it works, that is).
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@Zozzy said:
I heard they are thinking about nerfing pop, is this true?
I don't think so. The only thing they said is that they want slowdown perks to be stronger individually rather than have too much synergy.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/1567875#Comment_1567875
Probably if that survivor didn't have Dead Hard they would have played differently.
I'm of the idea that people like to throw the term "second chance" around. The perks mentioned are fine imo, they should only be changed to not be abusable.
Because it's a term that's thrown around to be disparaging, not because it means anything by itself. Perks are enhancement, it's that simple. One can decide anything is a second chance perk. It means whatever the speaker wants it to mean. So much, that the OP had to define it. Why self-care isn't labeled as a second chance perk in this kind of arguments? Or for the people? Or any means necessary? Left behind? Slippery meat? Simply, because they're not strong enough.
The same argument could be made with killer perks as well. Pop, spirit fury, noed, to name a few.
It's just a silly conversation, imho. Perks are meant to give a help. Labels can be concocted to fit whatever narrative one wants to push.
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@White_Owl said:
You don't have to moonwalk, you can just look slighltly left/right while keeping your objective at the border of your screen. You won't be able to stalk them without them noticing, but you can easily get a surprise hit (or grab if dedicated servers are magnanimous) since their Spine Chill being off makes them relaxed.
This. It's very simple really. I've done the same for Myers, Pig and Wraith. Stalking for me works leaps and bounds better from a distance anyway. When up close, if the survivors are decent they can often hear GF anyway, same with Michael who's also 15 ft tall on top of that and about as inconspicuous as a nuclear warhead.
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A totem counter would actually encourage cleansing as a secondary objective and would slow down gens. Currently, solos just cleanse what they run into if they even get a chance during gameplay, because they have no time to go around the whole map without knowing if anyone is actually doing anything productive. A counter would give them a notion of where they stand and a sense of urgency to force them off gens if they're falling behind on totems.
Those saying "bad idea", or that it should be a perk, are probably too worried they'd get their noed pre-cleansed. They'd rather have solos duplicate efforts inefficiently or just being unable to do all the dulls, all the while keeping their totems up.
Just do bones is a nice line until the survivors actually do them, amirite? A bunch of nice words that you throw around without meaning them, because the reality that transpires from these replies is that you want slow gens but you want to keep your totems as well. You can't have cake and eat it too. I guess you guys prefer 4-man death squads who don't need any totem counter at all. Remember when you get on the forums complaining about seal teams, that's you reaping what you sowed, because swf is where solos head off to when they're fed up.
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It's very distracting. It's perfectly fine when learning nurse, although opinions vary. But when you have some practice, the marker will simply derail your attention and it also is a little laggy.
Brown rarity seems about fine to me. It's training wheels and it's in a good place right now.
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Too many conditions. Activation AND reset. I understand it's got big upsides, but I think they're more than offset by the restrictions put onto them.
Bond is much more consistent. Same for kindred.
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Just more bloodweb pollutants.
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Probably a troll job by the devs. Same with new Franklin's. They banned people for dropping items with old Franklin's and then dc'ing so the item was gone. Then, they changed it into an actual mechanic.
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@JHondo said:
Kinda just a visual cue to make using crows for detection more viable. They are/were a fairly pointless mechanic with how dark many of the maps are. Essentially most Survivors didn't really care if they disturb them because the Killers wouldn't pay much attention to them or just flat out couldn't see them so now they can actually be used more reliably for tracking.
I'd never had an issue seeing crows before the change. Their model looked bigger even from afar, which made them quite noticeable by simply not having tunnel vision for anything below wall height. They were already very visible as it was.
I don't see a point in this buff other than seeking a solution for a problem that wasn't there. Tracking is a skill and often it requires simply paying a bit of attention. There's no reason to make crows glow like Christmas trees. What's the next step? Basekit bloodhound?
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@ad19970 said:
Even though I am all for making killer gameplay less stressful, I fear if they add it next mid chapter, it will come without the multiple other balance changes to lessen the frustrations that survivors have, which would lead to long killer queue times. So I really hope they only add that when they also have found ways to close the gap between solo and swf survivors, and maybe make camping and tunneling less effective.
Not to mention the top tier killers that will end up overpowered with the new early game phase.
Yeah, I'm honestly skeptical for now. It really boils down to what they're going to implement and how. As of now, I think a general early game slowdown would be really problematic to balance considering all the variables (slowdown perks, powers). It'll probably hurt more solos than swf.