Prex91
Prex91
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- Prex91
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Optimal strategies are not often very fun for both sides, especually when make game very fast, removing interactions and make the game boring? It Is fun to You to make M1 simulator at gens or make the statue at hook to face camp? Or it Is only to secure a gen/kill and Win a boring match to go to next/ make big your insecure ego? Skill play must bw rewarded, so chase skill, no monke strategies to rush objectives for both sides, but balance is difficult I understand.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2567515#Comment_2567515
Gen rushing is completely irrelevant, don't change the subject.
No. It Is anche optimal strategy like gen rush. Both make to reduce the time of the game, make more difficult for the opponent at cost of interactions from both sides. Complementry optimal unfun strategies, to make the game easier for You, using game design "issues".
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I think that stacking perks and medikits to heal in few seconds (even in a chase, multiple times) is not that different from insta heals, dead hard and other second chances perks. You sacrifice more slots, but you gain multiple speed boosts when get hit. Also, with the perk that can regive you item charges back, and the New boon totem one (for now literally broken), the situation can became unfair and problematic. Good teams can stay injure and win to be efficient and not lose time Healing. However, heling multiple times il few seconds remove all risks and make it more survivor side that already is.
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Creative wonderful idea.
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@vacaman said:
Someone in the forums explained a good idea to compensate for the nerf would be to give him more mobility by making him able to grapple himself into stuff and pulll himself faster so he has more map pressure.
They will have to compensate the nerf with something because he wasn't an op killer, just unfun to play against according to many people and this nerf by itself seems unfair.
Wonderful idea!
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@DBD78 said:
I made a thread about being able to have a few saved perk builds to scroll through, so you fast could switch build. But got no reply on it. For example survivors slap on a key with 15 seconds left, then I only have to press that button for "change build" where I have a Franklins build ready to go.
Could be good.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2518975#Comment_2518975
And what about all those "nice" archive challenges where you need to heal yourself or sabo hooks or escape with an ultra rare item? Thanks for making these stupid challenges even more annoying than they already are.
Killer challenges are always part of their objective. Survivors' aren't.
I know man, even if some killer challenge are weird, some surv one are worst (I'm tryng to do all). Some time you lose cause of that, but I think is a necessari evil to have games a bit different. Also, you are not obligated to do all (before exp tome change I was tryharding them to level 70 without money, now it is esier to finish tome, so....).
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2518985#Comment_2518985
And I thought playing a game was about having fun......
I also play both roles and therefore I know what ######### moves both sides do.
Yes I know man, I think like You that having fun is the way with gaming. But for me a good game is fair. The problem with the game is that is so punitive, and can be really fast for both side. So, you HAVE to be optimal, and use every mean necessay to take the lead, to not get genrush or snow ballo to end match. So any tactic to make the game a bit easier, like amore early kill/ pair of gens done, can make the rest of your game longer and more chill/ l'essere stress full.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2518965#Comment_2518965
Imagine if this wasn't possible, don't you think it would be kind of unfair for the Survivors if the Killer could view what the Survivors have equipped, and adjust their loadout accordingly? Then Survivors should be able to do that as well based on what Killer it is and what addons they have.
Man I dont know, I dont think so however. Survivor have the opportunity to bring more map offering, and send statistically probably the killer where they want... Aldo items without counter to me became a problem when are 3 or 4 same items.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2518965#Comment_2518965
Well your opinion is wrong. The end. :D
Ahahah ahahah nice answer, ok I guess xD :D
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2518925#Comment_2518925
True. Even if you don't bring an item, don't tbag etc they tunnel you because (insert any reason here).
One time I was tunneled "because you abused DS in a locker" and my teammate was tunneled "because he was camping a pallet".
It is ez to say "u abused DS in a locker" when I was hooked in Haddonfield's basement (without the God window) and you (as nurse) came right back and bodyblocked the exit. What should I think then lol? Of cause I go to the locker on the back of the house after I managed to squeeze through....
Some people need no reason at all. And that's so sad.
The reason is the same of gen rush. It is called win (I play both role, and I do both it Is need, not my fault for bad game design by devs).
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2518474#Comment_2518474
Since they changed it from "your item vanishes after X seconds" to it's current version it has become more annoying than ever. Even more annoying than it was years ago.
I just bring a brown medkit without add-ons. And if the killer has Franklin's I don't even bother picking it up, because I can't heal myself anymore. This is more annoying than the 5/10% of charge that was removed every time you got hit in the ancient version. I would rather have my item vanish after the timer ends than this bs.
Franklin is only a defence against 4 items and chest items. You sacrifice a perk slot to make the match a little more fair.
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@R1ch4rd_N1x0n said:
It's fine. If you're that afraid of it, just bring Franklin's 24/7. Franklin's Demise is more toxic than this if you ask me.
Fine? A perk more toxic than exploiting without counter? It doesnt seems a good logic to me, sorry but I dont agree with this opinion of you.
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@CashelP14 said:
It looks toxic but there's nothing else the team can do in some scenarios.
If a team decides to not do any gens and not try to escape, just for some fun with flashlights then they will need to do this. Otherwise the killer brings Franklin's or Lightborn and the are forced to not try and have fun, but instead work on gens.
Ok but killer has the same right to bring the counter if he see items in lobby, of survivor to bring item. I can understand to not be fun for example lightborn vs 3 flashlight, but the perk exist to prevent the killer to have bad times against some items that can make him struggle. With last second swap you are exploiting, cause killer cant counter, so the perk in fact is like it doesnt exist more. Also use lightborn is fair, because I need to remove a good perk, like a pop for example, to counter that situation. Instead survivor sacrifice nothing on build by exploiting.
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@n000b51 said:
Items aren't toxic. Just dodge if you need it, change your build or adapt your gameplay...
Items Have perk to counter that. If you last second swap you are exploiting, taking a better position in game with no risk of items counter gived you by perks. It Is unfair, undefendable.
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@n000b51 said:
And killer as survivors still can dodge this 'toxic' lobby from the loading screen. If the last second item switch is so toxic for you (too many flashlights that you can't deal with it I guess...), you can easily counter it in this way. It isn't considered as a DC & no penalty are applied to you for that.
So why are you complaining for that ? You know it isn't a valid complain ! And you perfectly know BHVR will never do anything about that anyways...
I complain cause it i see it i need to close by force my game and re open it and to another 5/10 min Serch for a game. And if I am not fast Enough (few seconds) I need to play an unfair match against teabaggin survivor with items I cant counter with my build, cause they are toxic exploiters.
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@Apollos said:
Silly me, I thought stuff like getting beaten by your spouse was toxic, but apparently it was a last minute decision in a video game all along.
Take It how Your want, doesnt change the fact that Is unfair because uncounterable, and give survs another unfun thing to do vs killer.
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@Clevite said:
Does toxic even have any meaning any more in this game
In this specific case unfair, so unfun.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2515576#Comment_2515576
Great. Where's the exhaustion perk nerf?
I dont know man. Things are not correlated I think. I am a killer main, and I think killer and solo q needs buff. And maybe revert iron will stridor now. But I think exaustion are good for how they work now (even if they make me nervous often).
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Will see on ptb.
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Hope devs insta revert iron will- stridor thing if it Is needed.
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Cant judge without see. She needs counterplay, because she lack it (I like play her, but I hate play against her personally). Hope deve fix but not kill her.
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I'm a solo player (killer and survivor). The only buff solo surv need is a ping system. The game is already survivor side, an survivor dont need more buffs. A ping system will give more coordibation to solo, reducing the gap with swf. The real problem in solo are bad or egoist teammates.
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I think she was overperforming unfun...
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50/50 costant guess are not healthy counters. Also she need to be more readable and you need more of a pair of frames window to counter (I have main ed her, but I hate play against her) . Almost unreactable with no fatigues. Hope they fix but not kill her.
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We Will see. I'm a killer main and I main her for a while. But I admit that when I play against her, have not a reliable counterplay piss me off. Also because she has not only chase with only guess, but also map control, and requires little skill compare to other S killer like nurse or blight. Hope they fix but not kill her.
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We'll see what devs do in modo chapter. I'm for the idea of reward all skill based killer, like nurse and blight are now of course (and that includes also aim based killers). Also time limit based killers needs all a very strong power (oni example is perfect, he has to collect orbs to use his powerful ability, with no downside like fatigues, because he needs time to obtain orbs by hit survs). However I feel also easier killers, like stategic preparations killers and peek a boo ones needs to be at least viable in top matches, and rewarded for good use of their power. Also survs need to be a little bit addressed because bad big map design gave them big power role, but buff solos by giving it a ping system.
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Maybe it woyuld be fine if you make also soloq good perks basekit, but I dont thik devs will do It.
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Totally agree, especially now that the game is unplayable we se how in consideration we Are of devs attentions (zero).
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Nurse, spirit, hag.
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Now with console performance issue is even worse. The game lags on skill checks prompt, and sometimes so much that freeze the view, and you literally cant hit any skill check type (even bigger ones).
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2271941#Comment_2271941
However, I would say it should activate twice. One for each unhook since its main purpose is to keep someone from tunneling you. That's about all.
It would be an enormus buff, so you have to balance it, and at least reduce the game speed that punish killers. Both things would make game longer (personally I would love the idea), but we dont know if that would work well.
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@BenihimeWrath said:
Honestly the changes to DS have solidly put it into the "Chase me for 59 seconds and then let me stab you" category of perks, not having anything to do with anti-tunneling. Its honestly getting insanely annoying the amount of survivors using their flashlight macros in my ears trying to get me to chase them after they've been unhooked, probably just so they can feel justified to use DS after all of it.
Slug them. Is a good punish.
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@Morpheus_7_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2274122#Comment_2274122
I am against the gen rush! however, up and down, we say the same thing! the only difference is that, even though camping and tunneling are legal, I find them toxic!
Agree.
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@Morpheus_7_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2242193#Comment_2242193
Killer fortissimi ce ne sono tanti. Se camperi o tunneli sei un nabbo o ti diverti a trollare. Punto. Il resto sono scuse da scarsi giocatori. Poi sinceramente basta parlare di DS! Nerfato vale veramente poco.
No non sono assolutamente d'accordo. Il DS rimane fortissimo. Inoltre, tolto il troll, camperare e tunnelare, per quanto strategie "scorrette" e semplici da attuare da chiunque, sono parte di sto game design del gioco (anche per me servono più perk per contrastarli, ed io li gioco sempre se posso). Ma sono strategie che aiutano a vinvere. Idem per i surv che mica ti stanno a regalare la partita, e ti rushano a stecca se possono, facendo durare la partita un paio di minuti (anche questo unfun a morte). Killer forti che sluggano ok ce ne sono, ma vincono di slowball/ne uccido uno subito.
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@Nos37 said:
Tunneling plagues newer survivors at lesser ranks more than other survivors. They need Decisive Strike the most, and are more likely than other survivors to fail skill checks. The skill check ought to be removed or made massive.
Agree. I can say also in solo survivor high rank camp+insta tunnel under hook if no BT can be opprrssive.
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@Hex_Ignored said:
You are absolutely totally definitely right! I think ds needs massive buffs to stop op killers. Right now the perk punishes survivors for playing the game which is unfair. I say we go back to the original version of ds (you know when it first came out), remove the skill check and juggling exploit, make it usable more than once and increase stun duration to at least 80 seconds. Then it would be balanced in my opinion
Nice sarcasm.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2271941#Comment_2271941
It already has a lot of limitations, and it's not even that effective at dealing with tunneling. The difficult skill check just seems unnecessary and more so to favor the killer in doing something that is already powerful, easy and effective: tunneling right off of the hook.
Totally agree, you said well.
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@Nyx32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2271982#Comment_2271982
because having multiple anti-tunnel perks would punish the killer for a way they are playing the game - we already have one strong one, that should be enough, as tunneling normally makes a killer lose the game anyways
Agree, but not totally. I respect your opinion.
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@Jaffycake said:
you just said it is balanced. Why dont you stop moaning and fix your poor gameplay?
My compliments for your tone, your rude attitude to someone you dont know, and your great deduction on my gameplay skills (because sometimes I miss a skillcheck cause pressure/lag). You really add a valid opinion to this conversation. Great job, nice education champion.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2271991#Comment_2271991
Fair enough. I know I run it every game. But, I don't know if the skill check should be bigger.
Same. At lest is only a skill check. Consistency. Not a real buff to the perk to break the balance, just to make it easier to use, fair. Balance issues are other thing, the perk is nerfed so devs are agree with the state of the perk in the game now.
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@Mastermind said:
Regardless if you hit it or not, you'll get tunneled.
A successful DS usually gives a grand total of about 10 seconds to the survivor that uses it and afterwards I can pick them up no problem and don't have to assume DS.
That's true. But if i get camped and tunned, and get downed under the hook, I can use ds and go to a safe loop/use a fast medikit/get a bodyblock and other options.
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@QwQw said:
Or you could just, you know, learn how to hit the skill check. It's really not that hard.
What an intresting opinion to add to a conversation.
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@Clevite said:
High risk high reward perk. Like hexes
We Will see with boon totems. Hexes are really powerful. DS it Is also, but is a needed antitunnel perk, to make the game playable, and not a Slaughter fest.
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@Mandy said:
I understand that input lag can sometimes be a factor but I really don't think the DS skill check needs to be increased in size, again it's not supposed to be a guaranteed thing, it's a strong perk.
Thanks for the answer. I respect your view. I'll continue to think that can be an healthy change for the game. I see devs continue to make new perk to address some playstyles (slug, camp, tunnel) that makes the game go faster/rush objectives both sides. However anti tunnel perks are not that good, only decisive is a lifesaver in the contest of a player that you Want out of the game in a early scenario (and that is reasonable, 1vs3 is way easier than 1vs4) . Is a thing to make game feels more fair an fun to both sides, just it.
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@Nyx32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2271056#Comment_2271056
because it's meant to be a skill check, I can hit it at 30 fps as a killer main
After the nerf is to hard to justify it.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2271056#Comment_2271056
sure a second chance on a second chance perk, survivors already have enough of them.
I mean it is true, l'm a killer main, i understand what you say. But when I play survivor I think that slot is not whorted if I miss it. I play 3 perk, cause ds is USELESS if you miss, you will Be tunnel ed to death, even if you use a perk to prevented to be tunnel ed cause you didnt like It. As killer when I decide to tunnel I take My risk of eat DS and lose time. But tunnel is not healthy for the game however, and a Skill check quality of life buff on DS nerfed is not the end of the world, but a thing to make the perk easy to use and more reliable. Change my Mind.
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@DetailedDetriment said:
Just remove the requirement to hit the skill-check altogether
Skill check is needed if you Want to use ds last hook and not first Time.
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@Product said:
Just practice the ds skill check and you will get really good at it. It's hard the first couple of times but you will get the hang of it eventually
I'm almost devotion 10, almost all achivments did xD