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R2k
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2546814#Comment_2546814
You don't get it.
Point B is the problem. You got smashed by the team. You had to see a 4-man escape and your MMR should be drastically lowered. But instead - bang, you have NOED. You get an extra kill. So instead of 100% of value your MMR had to be decreased, you only get a 50% decrease.
6% doesn't apply to your killrate - nothing can increase your killrate. It increases the rate of you getting more MMR until you'll get to the point where you get overwhelmed by survivors that much so NOED doesn't matter anymore.
If not Noed then camp, if not camp then face-camp. While we all trying to play for fun, on paper only kills are important. So those who are interested in MMR should be efficient and it means camping and tunneling.
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@latinfla4 said:
I find I have to run at least corrupt and ruin with bbq (for the grind) leaving 1 perk (depending on which killer I use).
How about the rest of you? Do you feel you need to run gen regression perks?
I run corrupt, pop and thana. All 3 allow me to buy as much time as i can to try 12 hook play each game. Sad it's not enough <3
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@tommy_n8 said:
Since MMR I have found myself playing much more killer when i was always a religious survivor main! Has anyone else found that they have changed what they play since MMR was introduced? I am enjoying killer when I used to hate it!
Survivor queues (EU/UK) also seem a bit quicker at night than in months previously.
First week it was 50-50, but more i played, more i compared roles, and end up with survivor/killer 80/20. Compared to my experience as killer, i can drink coffee, watch YT or stream or listen music and still escape even if i make some mistakes. Playing killer is exact opposite, I rly enjoy Legion, but he is weak and has no anti-loop and it's very frustrating that if i want to enjoy chases i need to bring full slowdown build cause otherwise game ends in like 5 min.
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@Wedeguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2546288#Comment_2546288
The solution to the problem is a tough one, since this game balancing is surely intended for old ranking system purple ranks, maybe even a bit of green ranks(when played in true matching skill and not boosted).
The state of the game right now in high ranks is this - play a strong anti loop killer, be a truly master of his power and maybe then you'll might get a win.(if you wanna play fair and hook 3 people in turns, if not just tunnel straight away).
I would suggest for all players here, instead of the devs(cause they don't care) to take my advice and if they're in a medium/low mmr right now, start practicing on 1 viable killer that is considered strong and is fun for them to play, so when they'll reach high MMR they'll might have a chance to win some games.
Your solution is meh. It's easier to quit playing killer as some people do and enjoy survivor role. Survivor no matter how good or bad u are is a chill role. U can chill whole game and still escape. Killer is punished very hard once he makes mistakes.
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I want to see Jack the Reaper from London.
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@WackyDrGoblin said:
https://forum.deadbydaylight.com/en/discussion/comment/2545836#Comment_2545836
I actually don't have any ideas. I just want to know what about this game brings out the worst in people. I'm not in a headspace to critically think and solve an issue that I don't pretend to know the answer to
It's not this game. It's every PvP game. People just refuse to admit they did something wrong, learn the mistake and become better or are mad enough to bring it on others. Every single game has toxic players and good ones. Difference is in punishment system and gameplay. If u have no time to bully others u won't irritate them. If u get 2 weeks chat restriction for being toxic in chat, well it also helps.
It's all depending on what devs think is toxic and bannable and how they see their game.
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@WackyDrGoblin said:
I have never been told to off myself so many times nor have I felt more unwelcome than within this community. I had horrible thoughts last night as I was constantly berated and belittled by the unfortunate company I find myself in. I actually have to quit this game because of the people playing it, and nothing to do with the base game itself. So why? What about this game brings out the absolute worst in people? Why is this game an abusive relationship that I have where I want to play because I have fun, but it only lasts as long as the community isn't involved. Why does it have to be this way?
The point is that I don't get why this game is a cesspit of toxicity and for my mental health I have to quit the game. It's really crappy that other people ruined this game for me just like people ruin everything.
Give some examples and your suggestions on how to solve them
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@D34D_B34TB0X said:
https://forum.deadbydaylight.com/en/discussion/comment/2545788#Comment_2545788
I'm guessing you haven't watched it?
I will be banned if I describe how [Bad word] it is. So don't even start it.
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From a TV show? They all bad. None of them
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Plague
Iridescent addon - Aging is unavoidable: Corrupted survivor has 45 sec to find Pool of Devotion and cure himself. Otherwise he looses one health bar (full health into njured, from injured into dying state)
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2545721#Comment_2545721
But I'm bringing the offering to annoy them, and they're annoyed. That's toxic, according to the definition you posted.
Your definition simply excludes things that are within the boundaries of the rules. That was my point, that there is no "one definition to rule them all", there are many definitions of what "toxic" means.
They are annoyed because u play the game? If i bring RPD offering I'm toxic? Mb i enjoy it/ mb i want to test some things out? If i bring killer/survivor i enjoy playing I'm toxic? ######### logic is this?
Those who restrict others from playing game the way it is intended are actually toxic. Sandbagging is toxic, intentionally failing every skill check while other guy is trying to fix gen is toxic. But not the map offerings.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2544929#Comment_2544929
What if I bring an offering to purposefully annoy the other players? Is that toxic?
This is why the definition is vague, because you can definitely be toxic and still play within the rules of the game. Note that "outside the rules of the game" isn't even part of the definition you posted, it's something you added to it because it's your definition.
If u purposely annoy someone in game by doing something annoying like sandbagging, it's toxic. If u bring offering or perk or whatever and someone is getting mad because suddenly u play the game it's stupid.
U can't call people being toxic if they bring perks or offering u don't like.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/285708/sbmm-is-the-nail-in-the-coffin
SBMM works really well for some killers, I find (Wraith, Hag, PH and Pig all feel absolutely fine on my side, usually get a pretty even, good game), but it feels like something is broken on others (Doctor is my best example).
He's certainly not my best killer and yet I constantly find myself up against really sweaty, full 4man SWF groups far beyond my skill level. I wonder if it's something to do with his naturally excellent BP gain, and some or other skill of his rapidly inflating his MMR.
And yes, I absolutely know what you mean about gens. I have so many games like this, and it's frustrating to have two gens remaining before you even get a real chase in.
While i agree SBMM works fine with most killers, sometimes it feels like I play 1v1 vs time and perks, but not against survivors. Game needs some tuning to push everyone from bringing same perks over and over.
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@GoodBoyKaru said:
Yeah doesn't seem so, you'd only have a case for the Steve
https://us.v-cdn.net/6030815/uploads/E9DKLCHUIXM1/screenshot-20211006-074558.jpg
Correct me if I'm wrong but is targeting aside from tunneling?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2544910#Comment_2544910
That is vague though... because with that definition you could say using a Haddonfield/RPD offering is toxic
Bringing offering isn't toxic. U play the game according to it's rules and don't do any harmful things. While, for example, sandbagging your teammate to help killer catch him or just block him in corners is toxic.
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@Vulgun said:
Here's what I think needs to be done about Generators to prevent gen rushing. This'll be something that I think many in the community will agree with.
Generators
- Generators now take 90 charges to fully repair by default.
- Each side of the Generator now has a maximum repair threshold of 30 charges.
- In order to repair a Generator, at least two sides need to be fully repaired.
- Afterward, you can then repair half of the remaining two sides, or repair a third full side.
- The repair efficiency bonus granted to multiple Survivors repairing a Generator is now removed due to this new system.
- When a Killer kicks a Generator, the side that is kicked will start to regress, rather than the entire Generator.
- This means that the Killer needs to kick multiple sides of the generator to damage it.
- To compensate, damaging a Generator is now 30% faster.
- Certain perks that affect the repair speed of Generators, as well as the regression of Generators, are now changed.
- For example, Prove Thyself now only grants a bonus 10% repair speed to each side of the generator being repaired per Survivor.
- Pop Goes the Weasel also regresses only one side of the Generator by 50%, rather than the entire Generator at 25%.
- Ruin now only regresses Generators one side at a time, and takes 10 seconds to affect the next side that has the most progress.
- Certain perks will not be affected.
- Resilience and Spine Chill still increase repair speed.
- Eruption and Surge still affect the entire Generator.
This ultimately makes Generators more dynamic and slows the game down, while also making perks a little more balanced out as a whole.
Currently u can do two gens in 16 sec 4 man swf full of toolboxes. Can u tell me how your changes counter it? I very sleepy to do math.
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@ChampagnePapi said:
Just a question that I had in mind.
There is no my definition. There is definition everyone should know and stop imagining something else.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2544789#Comment_2544789
Kill rates are at 65% last time I checked 2 weeks ago. So you are right, the game isn't balance for 2 kills / 2 Escapes.
U know u can face camp 2 guys with 2 hook plays (one at the beginning and second after 5gen pop) or your statistics just count kill rate and not hooks? Lost of survivors complain they are either tunneled or face camped during game. And killers complain they need to play dirty. How u can be sure game is balanced?
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@Dino7281 said:
When was last time they released OP killer? I must have missed that... Let's see newest killers:
Blight got good after a lot of QoL changes, but he wasn't that good on release.
Twins close enough, but tons of bugs made them worse than they should be and they need to played in really specific way to be good.
Trickster, yeah so OP, right?
Nemesis, Low B maybe, easy counter-play, brainless Zombies that gets stuck everywhere.
Pinhead, again little better Trickster case. High C at best. Low B if you get perks to abuse the Box.
You really don't want anything like that. We just don't have nearly enough good killers for this. Blight / Spirit / Nurse would have super long queues and this change is just 100% one sided for survivors.
Ok. But in return killer can ban 1 perk for each survivor.
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@ShakeyGames said:
Before I began levelling up Laurie, every time I got tunnelled I was like "Damn, this is why DS is meta!"
Now that I have unlocked DS, I don't think I actually have even been able to use it, ever. It's either because the killer decided to tunnel me 61 seconds after I got unhooked because they didn't find me, or I touched a gen and forgot that it deactivates the perk.
Even if I was able to use it, I would use it a very little amount of times. It's such a situational perk that uses up a precious perk slot. Why is it meta?
Because it prolongs chases. it doesn't matter if someone tunnels u or not, u can catch killer off guard because every killer assumes u have it.
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544474#Comment_2544474
Correction: 1 guy with the healing boon essentially gives self care to themself and **the entire team as well.
Emm... yeah, i should write that he can drop those med kits all over.
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@SirGando said:
Cause then he would be a wee bit OP.
Can u explain how it makes him OP? Cause even if they take it away he still will be around C or D tier.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544459#Comment_2544459
They have the potential to be very strong, especially in a SWF. All you need is one guy running Circle of Healing away from a 3 gen and you can win that battle of attrition with the killer more handily.
Sure, but it won't shake meta for survivors. I mean they won't stop using meta perks. It just buffs it. If good survivors were pain to handle before, now they are even better. And a single guy with 1 boon totem is now a guy with infinitive med kits.
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@Rey_512 said:
Remember the nerf to Hex Undying? This was the statement released by the developers:
”Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much.”
In the September developer update, the devs describe Boon Totems as “much like Killers Hex Totems” in that they “are tied to Survivor Perks”. I know some people love to be technical and claim that by saying “much like” it shouldn’t be taken as a direct comparison. Well that’s wrong. Keep reading.
So obviously they are trying to create the survivor equivalent of Hex Perks here. We have a couple of perks to start, but more will come with the potential of game breaking effects (unlimited Unbreakable for the whole team within the aura?). However, we all know that even if a killer snuffs out a Boon Perk it can be relit indefinitely by the survivors. So where’s the consistency?
If you (BHVR) thought it was “a bit much” that FOUR survivors, who already have access to totem-finding perks and Maps, have to cleanse 4 totems then why is it not “a bit much” for ONE killer player to have to scour a map to snuff out a totem that can just be relit?
If BHVR wants to introduce new mechanics (Boon Totems) with strong effects that shake up the meta that’s great! But it would be nice if the survivor bias and hypocrisy wasn’t so apparent.
I don't think they care about meta. If they actually did, there should be massive meta perks nerf on both sides. Boons are strong but not enough to stop using DS DH BT or any other strong perk. Mb as 4th perk slot they are great, but it's not game best perk.
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Let's be honest Bubba is stealth king.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543516#Comment_2543516
I mean a casual mode is to chill and just have fun right? No pips or depip to worry about.
But what are u going to do if [Bad Word] players will come and ruin your chill games cause they think it's fun?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2544332#Comment_2544332
Big ones already expressed their thoughts on SBMM, not naming anyone. But people mostly know their side on SBMM, for most.
Unfortunately it's common knowledge about the biggest part of the streaming community (YT/Twitch) about disliking the SBMM for different reasons... all around what other people say "No fun playing against sweaty SWFs all the time" where the counter argument comes in "Ah so you want to dominate weaker players"; that's how it goes. While is true that some actually have other stuff to say, but that's the general voice on this topic.
As the general negative feedback also revived a new statement "MMR doesn't exist, it's the same ######### system", so yea. People will say whatever.
Do u think it's all about habit? Because it sounds like they had easy games before and now they don't have it. Also i think devs still mess it up by not clarifying game goals (Is it casual game or are they going for competitive).
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2544276#Comment_2544276
They've given Legion one single buff since their changes, as far as I remember.
All they did was let them see scratch marks during their incredibly long fatigue.
Darkness Among Us was a failure and I think BHVR knows that.
Then mb it's time to change it? Legion has a potential of 4 different playstyles killer.
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@Junylar said:
He is not the weakest, but he is one of the most annoying ones. A killer with a built in wallhack doesn't need a buff.
How can he be annoying? Just go for press W to win mechanic and predrop pallets if u know he is without iri addon.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544134#Comment_2544134
https://forum.deadbydaylight.com/en/discussion/comment/2544142#Comment_2544142
Oh I get it. I never go into a trial expecting to win (on either side). What I do expect is a CHANCE to win. The odds of getting 4 solo's that can deal with the Pinhead combo is lottery chances. Not really sure how I can better explain this. Maybe the killer glasses need taken off the forums so everyone can understand both sides a little better. Sorry the excuse of Hoarder is only good on him don't work.....Stridor was only good on one killer and it got nerfed. Defend it all you want it will get nerfed at some point in some way.
If u want a chance to win, i can give u. Box always spawns in places there are no survivors or killer nearby. I'm not sure about numbers but assume it's around:
Not closer than 20m from any survivor, and not in killer TR or roughly 30m.
So u always can figure out it's approximate location. It's exactly how killers find it.
Outside of chain hunt there's nothing special about Pinhead.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544123#Comment_2544123
I play solo's. They can't handle this and chain hunts should not be activated that easily. It's unnecessary and yes it sucks it's the only place hoarder is useful but the combo is wayyy to strong. Also let's not pretend any of you get a team good enough to get past it often. Most teams are garbage even with their comms.
It's 50/50 every time u launch a game. If u want to always win and only win is acceptable, gather your own team.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2544070#Comment_2544070
https://forum.deadbydaylight.com/en/discussion/comment/2544073#Comment_2544073
But the killer has like 2downs and we have already have 2 gens done and more being worked on.
Like game wise we was doing well and far ahead of the killers objective it's so stupid, we also got the ruin etc. Early as hell
When someone gets mad he doesn't think. I don't think someone who gets this easily tilted bothers thinking.
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@EntitySpawn said:
Is there something I'm missing as to why so many people are giving up on the first down/hook?
None of these games are even going bad, people just give up for no reason so its impossible to win
DC punishment did his job, so when tilted players go mad they suicide on hook.
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@milwaukee354 said:
How did devour hope make it to this game, you have killers who literally have one shot abilities, that tack on devour hope in a game, seriously take off the training wheels lol, I think that's a tactic for scrub players, who puts on devour hope on a ghostface lol unbelievable
It can be easily destroyed in first 20sec just based on rng or destroyed in first 1-2 minutes if survivor try to find totems. Nothing broken around it, unless u completely ignore totems and then wonder how it happened.
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Probably Legion and Trickster.
One is free BP/pip booster so doesn't matter even if he 4K everyone, survivors benefit just by playing against him, cause he gives free chasing/healing points and has nothing outside of it.
Trickster is a minigun boy who just worse version of Huntress but easier to manage.
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@Yokofox said:
Do you guys think that we should be able to click on or off the teachable perks in the character info section once we have unlocked them? I think that would save sooo much frustration getting the stupid useless ones out of the way because they legit waste the space in the blood web that could be taken up for a better perk.
Let me explain why I am asking this... I have had to recently spend over 900k bp at lvl 50 already to get one of my other killers the hex ruin perk. It's crazy frustrating because all of the other perks just kept appearing over and over again and I frankly don't want every single perk, just the good ones so i don't have to spend 5mil bp on just one character and then have to do the same process with 20+ other characters Its very time consuming to the point its absolutely frustrating.
Let me know if you think this would be a good addition, and who knows... maybe they just might add it one day.
I think they need to get rid out of tier1 and tier2 perk. What actually makes people mad is u need to open each perk 3 times to get it full value.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2543959#Comment_2543959
This is not gonna happen.
Current DS is strong where supposed to be, at the end game. When the killer wants the kill, camping and tunneling.
U know current DS as anti-tunneling tool makes me think i want to just tunnel one survivor and destroy his game cause i don't want to eat DS late game. It's kinda funny when anti-tunneling tool pushes me to tunnel people.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543956#Comment_2543956
Or you can slug them? DS is completely fine. You just need to git gud if you're having problems with DS. That's all I can say at this point.
He has 40+ (discount time chase) sec to crawl away after i slug him. U clearly need to follow your advice if u never saw how survivor can crawl away into gate and he is basically invincible for u.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2543946#Comment_2543946
Are you really still complaining about the current DS..? So what do you want more than this?
You're not real.
I want DS don't work once u open gate. It's end game state where survivor is guaranteed to escape cause he can stun me for 5 sec and move away if i slug him.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543952#Comment_2543952
Go after the unhooker? How hard is it?
So instead of suggesting hot to outplay perk, just ignore it and let him away. I'm impressed. So there is no counterplay. TY. It was so hard to figure out.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543946#Comment_2543946
It's very unlikely you're gonna have 4 survivors with active DS at end game, lol. Just avoid the recently unhooked survivor and go for the unhooker.
U said it has counter play. I still don't hear how to counter it once gates are open. Still waiting.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543886#Comment_2543886
The survivor deserves DS if they kept it until the end.
EDIT- You can go after the unhooker.
So if they bring full DS team I deserve to lose even if i don't tunnel?
I can go, but if DS guy bodyblock him, it's win win for survivor unless we are miles away from gates. And i still don't hear how to counter it.
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@Harold_Shipman said:
I suck on Haddonfield as survivor. I hold my own on most other maps but Haddonfield offers me no benefits; if anything I go down quicker. I can't be the only one, surely?
It's kinda boring very survivor friendly map. Even u don't know anything about game, it's very easy to hide.
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Your list is kinda short. I expected 100-150 instead of 18.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543699#Comment_2543699
They dont need nerfs, though. People are crying for no reason. These perks have counterplay. No need to add stupid downsides when it isn't needed.
Tell me how to counter Ds when gates are open?
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Players already adjust brightness. I don't think u will play the game where you are the only blind one.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538730#Comment_2538730
No rational person will say you should never do it. All most reasonable players want is it to not be the default.
https://forum.deadbydaylight.com/en/discussion/comment/2538734#Comment_2538734
DH, fair enough. DS and BT do nothing if you don't tunnel.
Ds shouldn't work once gate is open. It's my only issue. Bt is fine but was good for joke.
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I like the map when i play survivor because most of killers are like u. U don't try to win and give up early. Only sad thing is when survivors do the same.
As for killers it's 50/50 cause it's difficult to track survivors.
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@darkcloudlink said:
The Devs gave this game an identity crisis. It seems as though they want it to be a horror game, a competitive game, a "party game", and every other kind of game that they can label it as. I've constantly advocated for a casual mode for a while now, and they said they havent done it because it would make the queue times longer. I think the reason they haven't done so is because it would show how many people don't care about the ranked/competitive aspect of the game, and it would show how pointless it was to try and push the game in that direction.
And how do u expect this casual mode work? Same as before, 1h new player vs 10k hours killer because it was all random?
Casuals should understand that if u want to have fun, git gut. If u refuse to improve it's ok, but don't expect everyone else do same. U can't just come to PvP game and expect other side intentionally throw a game for u every time u want.
I don't feel any bad about players who drop their MMR cause they are going to 4K babies.
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@TicTac said:
Hook suicide could be a problem, but you could easily count suicides as 3 hooks. And if all gens are done, it also shouldnt count.
It affects two scenarios. A killer, who first hook facecamps, and someone, who massively slugs. But a slugger could just "farm" the survivor after he has full control. So it only affects facecamper.
So the question is whether its effective against facecamper. There are two scenarios:
1. the team does gens and only one or two die.
2. the team messes up and loses bc they are to slow on gens.
In scenario 1 the killer doesnt win, but in scenario 2 he does. So my question is what does the system change compared to now? Right now a first hook facecamper gets only two kills (draw), not many bloodpoints and bad emblems against a team, who does gens. But there are still facecampers.
So why should there be less facecamper after this change? What is the motivation to facecamp and does your change affect it?
Let's say u face camp first player. U get 2 hooks, 0 kills. To get yourself win u need to kill 2 other survivors, but this probably won't happen if u wasted whole time to face camp. If survivors mess it up and end up dying, they can't blame killer anymore. It's not his fault they did worse possible choice cause once they find out he is camping, do gens and leave.
In slugging scenario even if we take Twins, it's very hard to do 4 man slug unless survivors help you by running into u.
So even if it happens there could be added slug check. Like if everyone is in dying state, no punishment for 4 man hook and full reward.