ProfessorDunwich
ProfessorDunwich
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- ProfessorDunwich
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In before "Okay, bye" and "See you next week" comments.
You are certainly not the only one and the frustration of playing killer will get far worse if the sabo buff goes live. The lack of action taken to improve the killer experience is difficult to comprehend.
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Favorite to go against. Myers. Least favorite, Hag.
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@[Deleted User] said:
I've been bullied so many times today as killer, honestly I might uninstall the game tonight. I'm just so frustrated at losing every game with ZERO chance of actually winning.
Like how is that fun, why even play if I am always going to lose to people with 10 times my playtime anyways?
Playing Killer feels like absolute trash. I have zero faith the devs will turn this around. I will take McCote's advice and find something else to play.
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@OffensiveHumor said:
What, so like... Nurse 2.0 but without fatigue? Sounds a bit op to me..
Minus the whole going through walls part.
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What did I just read?
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Sounds terrifying. I like it.
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It's a bone to killers. A very gimmicky, situational bone.
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You are supposed to be a powerful killer. Instead you are trying not to get bullied. The balance of this game is whack.
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Should have applied more pressure.
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@Multitude said:
And if they take the time to do that guess what they aren't doing? Gens.
Yes, SWF will abuse this.
No, this won't be common in rando games as there is no coordination all it will lead to is even higher kill rates in rando games.
I'm convinced that what the killer side of this community wants is for survivors to spawn on hooks.
Takes one survivor to sabo the hook to allow the other to escape. The other 2 are on gens. Gens are being done and killer doesn't have a hook.
I'm convinced that what the survivor side of this community wants is for survivors to spawn crouched at the exit gates.
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@Nickeleye said:
You cant 99 them is my understanding. Hooks return in 30 seconds I think.
Doesn't matter when they return. The survivor has already gotten free. Now the killer has lost their hook while there are 2 survivors on gens. The hooks do not have be 99%, they are pretty much at a perpetual 90-95% of the old time it took to sabotage.
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@Sonzaishinai said:
Way to look at one change and ignore the rest
Hooks respawn faster, only a small amount of hooks can be sabotaged with a toolbox and 2.5 sec of sabotage means that you will most likely be able to get a hit on the sabateur too
Can we wait with the riot untill we actually know the numbers and playtested with it
Hook respawn speed is completely irrelevant when a hook can be taken down in 2.5 seconds. We do not know how many charges a toolbox will use. Even if it eats them up, the Sabo perk no longer has a speed penalty. It has a cooldown, which again is irrelevant.
Here is what it comes down to. A killer picks up a survivor and heads to a hook. Another survivor can see what hook the killer is headed to and the killer has 2.5 seconds to either get to that hook or completely change course. If the killer does not make it to the hook before it is sabotaged, which it probably will be, the survivor will likely wriggle free. If the killer changes course to a new hook, the survivor also has a decent chance of getting free.
To your last point, no. You can look at my post earlier in the thread. People expressed concerns about the Ruin nerf prior to PTB. They proved to be accurate. Devs did not care and went ahead with the changes anyway.
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The devs specifically said they want to reduce perk synergy. Seems to be focused on reducing it with killer perks.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/1102627#Comment_1102627
Presumably to keep survivors from generating pure dead zones for 3 minutes, essentially whenever they want. At least with this, if you realize you're too far from any hook but that one, you can drop the survivor and go after the one saboing, which will then likely tie up three survivors for one save. Or just stay on the dropped surv until the hook is back, and then throw them up.
Fingers crossed that's how it works, at least.
Survivors creating dead zones is rarely a problem. Sabo took a lot of time and was not practical, which it should not have been. Hooking should be a formality and not a challenge. Downing a survivor is challenging enough, especially with how rapid gens go. With these changes, it is as simple as seeing which hook the killer is going to and interacting with it for under 3 seconds.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1102547#Comment_1102547
Not our experience in testing with expert players. Draw conclusions after playing. :) It's possible we missed something; nobody's perfect. But we had very few wiggles succeed while testing this.
What is the point of the change if more survivors are not wiggling free due to hooks being sabotaged?
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More than enough time for the survivor to wiggle out of the killers grasp. Basically you took and streamlined what current sabo is and made it super easy for the survivors to get the desired results.
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Don't forget Iron Grasp and Agitation. 4 perks to counter a single survivor perk or item.
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@[Deleted User] said:
Relax.
We need to see how the changes play out first.
I think these sabo changes are healthy for both Killer and survivor.
It was SUPER tedious going round to as many hooks as possible to 99% them, only to find the killer travels to a hook that hadn’t been 99% yet.
And as killer it’s great that hooks will respawn quicker.
"Wait and see" was the sentiment of some when the Ruin nerf was announced. It panned out just like the naysayers predicted.
- Ruin is rarely used and often useless when it is
- Gens fly and games go by very quickly
- Killers are forced to camp, tunnel, and slug to stand a chance
- Survivor queues have skyrocketed
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@Mat_Sella said:
*completely omits the hooks being sabotaged for a significantly reduced time *
The hook will be down long enough for the survivor to struggle free. That is all that matters.
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@Yamaoka said:
Where does the dev update say you'll be able to sabo hooks in 2.5 seconds?
@Peanits said:
8 seconds is a pretty hefty assumption. For the record, it's nowhere near that (actually closer to 2.5).
I get being upset if you try something and it's not as good as it first seemed, but jumping to conclusions before you even know the details of it doesn't help anyone. At that point, you're making up something to be upset about.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1099365#Comment_1099365
Yes because the mod is responsible for balancing the game for killers therefore they must play more killer because they have no idea what it is like to play killer
I have a hard time believing mods do not give information to those responsible for balancing, about how people are reacting on the forums.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1099360#Comment_1099360
Maybe they pefer survivor more. Just because they are a mod doesnt mean they have complete knowledge over every little thing for both sides.
Seems a lot of people responsible for this this game prefer survivor more. Makes a lot of sense when you see how bad playing killer feels.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1099352#Comment_1099352
What are u even talking about... they were answering a question
Don't normally see the mods respond with such knowledge about playing killer.
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@Inji said:
Break Out is basically an anti-basement if you have a bodyblock. Unless the killer picked a person up right at the stairs than there is not much you can do.
Counters Agitation too because of the movement speed bonus. Had quite a few killers try to hit me thinking they were faster than I was. As long as you dont make sharp corners while he is trying to hit you you should be fine.
Mettle of Man, Break Out, Empathy/Bond, Tenacity/Unbreakable is usually what I go for. Tenacity/Unbreakable for that extra hit/bodyblock that might help them wiggle out. However most the time killers will pick you up instead, so Decisive Strike might also be a good choice if you prefer that type of playstyle.
Great when the mods seem to know so much about playing survivor...
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@Heartbound said:
Yes, the developers absolutely hate killers.
I personally saw McCote storm out of his office one day and deliver a brutal left hook to the Trapper's ribs. He didn't even show mercy as the Trapper fell to the ground and started crying either. McCote just kept kicking him in the face.
I thought he was gonna kill Evan but no, after like two minutes McCote just fixed up his clothing and walked away. Killers, gotta be careful I tell ya. Devs aren't messing around.
Cool, man. Keep dismissing how crappy it feels to play killer. I just stopped playing killer for the night after playing against bullying SWF. It will be great when the killers are gone. Hope those AI bots are up to par.
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Do the devs hate killers? Probably not. Are they completely indifferent to the killer experience? Sure seems like it.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1095653#Comment_1095653
Ever read the Terms of Use for any game?
I do not understand the high amount of upvotes for this comment. I am not arguing with DC penalties. But in general, TOU's are anti-consumer and you as a player should not rush to defend them.
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@xRem said:
Title
Majority of people aren't happy, games are flying by and taking ages to find and killer feels like nightmare difficulty while survivor feels like easy.
Killers have asked for awhile to make someone so they even have a chance, not Increase gen time but many good ideas have been thrown around and yet you seek to ignore it and make the most illogicall decisions that make the game worse.
The devs are either silenct about this or suggest everything is fine. Playing killer does not feel good right now. It feels like you are trying not to get bullied. Not many will sign up for that and without killers there is no game. I get survivors make up most of the players, but they have shifted the balance too far in their direction.
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@honk said:
https://forum.deadbydaylight.com/en/discussion/comment/1095324#Comment_1095324
Does it work well with Wraith? I have Shadowborn and I wonder if M&A is better.
I would say M&A works well on most killers. I like it most on Myers. But any killer that cannot get rid of their terror radius (Wraith and Ghostface) can benefit from it. Exceptions are Huntress, whose lullaby makes it useless, and Doctor who wants a bigger terror radius for his blast.
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@ClickyClicky said:
They're working on a new matchmaking system which should give you a different rank per killer.
As for now, just try not to care about winning. Just keep chasing survivors even if they're good because it will help you learn how to use the killer effectively. No pain no gain as they say.
Just try not to care about winning? I highly doubt you would accept someone telling survivors to not care about escaping.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1085808#Comment_1085808
Play killer. Even without BBQ, bloodpoints are no longer a big deal, lol
If you don't mind being bullied. Then it is no longer a big deal, lol.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1085777#Comment_1085777
They don't get bloodpoints. Big deal. It's not good enough when the people who stay are penalized even worse.
Bloodpoints are a big deal, unless you have been playing this game for thousands of hours.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1085712#Comment_1085712
It's just down to the nature of how disconnects are handled. It's done so nonchalantly without penalties, and punishes literally everyone else left in the game 10x more than the person who actually DC'd.
The person who DC's doesn't get any bloodpoints. So again, I respectfully disagree.
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@McLightning said:
Now, I'm conflicted. I know you're right. You are absolutely correct. Their game is too broken to justify DC penalties...BUT, I also think DC penalties are a necessary evil right now.
Down the road, absolutely. Now? I respectfully disagree.
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Killer in DBD is literally the last gaming experience I would use to de-stress.
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@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078982#Comment_1078982
Survivor main? Sure thing. I used to play killer exclusively and now it's about 50/50.
Not saying you specifically. Interesting you have gone to 50/50 from all Killer though. Seems to be a common issue. People are playing less Killer in general.
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@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078030#Comment_1078030
This. I used to run Ruin on every build until it was nerfed. During the "outrage" on the forum following the Ruin nerf, someone made the argument about what the difference is between not running Ruin and having it cleansed right at the beginning of the game. This was such an obvious revelation for me. I haven't used Ruin since that point and my games have actually been better. I have an extra perk slot to use now and it forces me to apply more pressure to the gens.
Ah the mythical, "apply more pressure."
This line has become the survivor main motto to discount any issues killer players have.
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@ClickyClicky said:
I like how the same people that complain about gen speeds and survivors escaping are the same ones saying we should just accept death as survivor and how it’s ok.
Blatant hypocrisy. Maybe killers should be happy with hooks and sacrifices aren’t that important?
My most fun games as survivor, I did not escape. I got some unhooks, did some gens, healed some people, and had some good chases, dying on my 3rd hook. It's a horror game and in a good slasher most don't make it out.
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Pretty rarely since the devs have made it quite clear they don't care about the killer experience.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1077063#Comment_1077063
Don't new survivors have instant queues?
I play on PC and sometimes PS4. Killer queues are instant on both. Survivor queues are awful on PC and even worse on PS4.
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No one will run from this game faster than a new player who wants to play as a killer.
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The sad thing is the devs see zero problem with this.
sHoULD'Ve APpliED mORe PreSSurE
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This is not a good time to be learning killer. The recent Ruin nerf has made things rough for killers, even experienced ones. Meanwhile, the devs act like everything is fine.
Playing as killer does not feel strong. You feel more like a loner trying to not to get bullied on the school yard. Definitely not what was advertised.
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@drimmalor said:
If someone drops a large, heavy object on you, you'll get moved around. Pallets push you to the side that you're closer to - usually away from the survivor, since they'll drop it before you can get through it.
Instead of appreciating the struggle of paying customers who play as killer, you decide to respond with sass. The future of this game is not promising.
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This game is all about "survivor fun."
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@Almo said:
Ruin did not "exist for a competitive means". It was just a perk like any other, and we didn't like the way it warped the game experience. So we changed it.
I can assure you it had nothing to do with how we felt about the game's level of competitiveness.
No one liked Ruin. Survivors did not like dealing with it. Killers did not like running it. It was a band-aid over a gaping wound. You took off the band-aid without fixing the wound. Now the game is worse than it's been in a long time. I hope the thought process was more complex than you suggest.
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@McLightning said:
There's a perk for that.
This is true. The problem is it that you lose a perk slot to deal with it.
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Mission accomplished. Great work, Devs.
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@AceOfSpades1773 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071847#Comment_1071847
So some Survivors (technically) have built in abilities? I had no idea about Ace, but I have heard the term Blendette thrown around before.
No. They are only different when it comes to visuals and sound, which can translate to in-game advantages. Blendettes are difficult to see simply because of their cosmetics.
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People like certain cosmetics. Also certain survivors have in-game advantages. Ace is extremely quiet, almost built-in Iron Will. Claudette can be very difficult to see aka Blendette. Feng is very small, which allows easier hiding.