RainehDaze
RainehDaze
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- RainehDaze
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There is no excuse for being the first one to engage in pointless BM.
There's no excuse for absurd flashlight macros. FFS you do not need to be able to turn it on and off limited only by framerate.
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@NAERUUU said:
Nah nah stop complain.
Killer have offering for separate survivor at the start of the trial.
So stop crying dudes, I hate the killer main complaining about « survivor op »
that is the exact opposite of the offering killers want
survs want shroud of separation, killers want shroud of binding
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Or maybe matchmaking cocked up, they realised they were in a game that was going to be miserable for them and committed to the approach that meant they could at least get something rather than running around being outplayed for the sake of everyone else.
Why is it that matchmaking is suddenly assumed to be infallible when you get instant camping/tunnelling?
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@KajdanKi said:
Its the same thing with generators. If there are 3 gens nearby at the end its almost impossible to win that game.
How is it called? genlock?
So the same goes with hooks
The problem is that no hooks in deadzones don't make it hard to win, they just make everyone miserable because the slugging begins and we all have to wait five minutes
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2700252#Comment_2700252
Behavior can take something out of the game just as easily as they put it in. That is my point here.
People want to make the case that tunneling & camping are inevitables when they most certainly are not.
As far as anyone knows, BHVR could have already gone down the rabbit hole and explored versions of DBD where tunneling and camping are not viable strategies. Its entirely possible they drew conclusions that they don't know how to make it work while preserving DBD's identity. Or perhaps they've just received pushback from investors or lead designers to take that risk and make such radical changes to a game that is doing well enough.
Regardless, I don't think we (the community) should be complacent about tunneling & camping in its current state.
https://forum.deadbydaylight.com/en/discussion/comment/2700246#Comment_2700246
This couldn't be further from the truth.
They have tried to do anti-camping before, IIRC. I believe it wound up being weaponised against Killers by having them get looped around hooks. And then we have the current farcical state of some powers, which aren't allowed to be used near a hook but you can still shoot them at the unhookee, which is far more useful.
And the problem with the discussion on camping and tunnelling isn't one of complacency or inevitability, it's that far too many people automatically come at it from the position of "I don't like this because it's not fun for me, therefore it's bad, therefore the other person is playing the game wrong and they should be forcefully stopped from doing this!"
Apart from being tiresome, this sort of starting point is: A) excessively confrontational, and B) focuses on punishing people rather than making the other approaches more appealing.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2700148#Comment_2700148
I swear, this hard anti-tunneling crusade is powered by an inability to consider any consequences.
This mentality is exactly why the game is so fundamentally flawed.
You sound bitter that I'm even attempting to propose a better solution--like I personally attacked you for wanting the game to improve, when I didn't even claim to have given much thought to a solution.
This is how design works, bud
https://us.v-cdn.net/6030815/uploads/YKQMY9FJKM4X/image.png
Its not my job to fix the game. I'm not going to waste my time coming up with a better system.
But if I cut through your snide remarks and blatant sarcasm, I can see that you've addressed a flaw with my off-handed proposal. That's a great start, that is how design works. If you were less of a [BAD WORD] about it, maybe I'd take you and your feedback seriously, then come back with a better proposal. As it stands, I can't be bothered to entertain someone who doesn't want a solution. And its no wonder BHVR feels the same.
Because I shouldn't have to point out the problem with proposals like this; it's already part of the game. Every single anti-tunnelling or anti-camping ability gets used to either try to do things in the Killer's face or take hits for the other Survivors. Consequently, all proposals that aim to make it literally impossible shouldn't need snarky commentary to remind them how this won't be used as intended the instant it's put in.
That's not even considering the less dire consequences like how returning to where you know someone was just unhooked and following the signs of a survivor is a 50/50 shot of being a total waste of time and letting the entire team reset if you're not allowed to hit the wrong person.
Personally, I find it aggravating how 90% of attempts to remove tunnelling come at it from the direction of "how do we stop the Killer from getting away with this", whether by trying to amplify the effects of DS and BT and make them universal, or outright making it pointless. Why not come at it from another angle? Make it so that tunnelling isn't a faster way to win if it happens, or provide stronger incentives to hook multiple people (things like Scourge Hook: Gift of Pain sort of do this, but the problem is that the "penalty" it applies is temporary and niche) before trying to prohibit tunnelling. Shared hookstates is one idea--it could be, e.g., combined with an increasing slowdown to actions as those hooks are used up, and now it doesn't matter who gets hooked.
Will people still be focused down? Sure, they would, sometimes. Maybe they particularly annoyed the Killer. Maybe the rest of their team is being jerks and sacrificing them. Maybe they're just the weak link and the others aren't doing enough to save them and draw aggro.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2700074#Comment_2700074
Fair point. I suppose I just disagree with the approach.
Deathslinger was given a half-baked nerfed because he was "unfun to play against," and the backlash was fully deserved.
They experimented with anti-camping mechanics years ago, but never compensated the killer's by providing them with any other means to apply pressure.
At this point, I don't trust BHVR to fix the problem correctly if all they are hearing is "its not fun."
They need to fundamentally change the win-condition for killer, so that camping wont kill a survivor and tunneling won't immediately advance their objective (i.e. 9+ hooks permanently blocks the gates & traps survivors in the trial. A survivor being hooked twice in a row does not progress the hook meter).
ah yes, one survivor becoming untouchable because no matter what the killer does to them it's merely a waste of their time too. Want to do the gens in the Killer's face? Want to be the one who does stuff like Pinhead's box? Mr. Reckless Flashlight? Bodyblock Bob? Sure, go ahead, the worst you can suffer is ~wasting the Killer's time~.
I swear, this hard anti-tunnelling crusade is powered by an inability to consider any consequences.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2699409#Comment_2699409
Well, I never escape against fair killers to compensate. I think I”m better for this game than those selfish killers
You are neither omniscient nor a mind reader; it is not your place to administer karma by, again, doing the thing you're not meant to do.
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@dictep said:
No. I don’t promote trash people. If the killer tunnels me I dc at last hook
So... "I don't like this person's tactic, I'm going to ragequit"? Heaven forbid that someone play the game they bought in a manner you don't personally like.
Denying people perk effects because of your warped misconception on how the game should be played is pathetic and churlish. The DC penalty is supposed to be an indicator that this isn't acceptable behaviour.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2699277#Comment_2699277
mm it's moreso how the implement it.
giving players visual and audible feedback while not actually landing hits is AWFUL.
when people say they don't want more validation, it's because their current validation is extremely deceptive and frustrating for lots of players.
And the client doesn't retain enough memory to roll back power uses and give the correct outcome. Hence, powers getting swallowed, Victor getting dropkicked, etc.
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It doesn't really add anything in the majority of cases except... annoyingly drawing things out? Bonus points when the region is a deadzone because it has strong tiles, so everything ends up there regardless. Choice: let someone wiggle free and chase them again, hopefully without their being the last person with an open hatch; or everyone just stands around waiting out the bleed timer.
And for scourge hooks, it's just a massive pain. Oh, look, your RNG perk location is gone for good if you death hook someone on it, but since one of them is a regression/info perk, you probably don't want to pass that up unless it's already a really good position. Oh and it's a deadzone now. Ho hum, back to the bleeding out game.
Mind, this would mean basement hooks need something, but they kind of need something anyway that isn't "that place wot bubba camps coz stairs".
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@OniWantsUrLocation said:
I collect the data of my games and I haven't seen Pinhead for 47 consecutive games now. Why would anyone want to play Pinhead anyway? Super high skill ceiling for a pretty weak power. His addons used to make him strong, but that's history now.
Because the chains are fun to aim, and his purple addons have nifty effects, even if they're not necessarily the strongest.
Green and below are a total waste of time, though, being everything from irrelevant to harmful to you to basically impossible to use (extra casting distance means extra casting time means a harder shot means you don't catch up anyway; it's only vaguely useful for engineer's fang sniping and/or lucky box picks). Changing turnrate is just a great way to mess up muscle memory. Shorter CD is at least harmless.
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Antagonistic title aside, since not everyone is like that: yes, they were probably frustrated.
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@CashelP14 said:
No idea. Though I think it would be cool if once we load into the trial we immediately watch the video before we see the map.
Obviously this gives away who the killer is immediately but I think it still would be pretty cool.
It's not like there aren't killers who can give it away on spawn anyway due to map props.
And Pinhead, obviously.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2698164#Comment_2698164
Instead of built in solo-stomping I'd rather we have someone who is hyper hyper mobile for an absolutely fantastic 1v4 and then a piss poor 1v1
Because the super mobile killers that already exist have bad 1v1...?
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All of them.
I've got to play someone, right?
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I'd assume some sort of teleport. Would be neat if it was another map-pressure killer like that.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2697401#Comment_2697401
Low MMR there’s loads of complaints about tunnelling and camping. How would it not help survivors.
If the killer sees someone then guess what, they can go for the unhooker. It doesn’t seem like you know this but when someone gets unhooked by another, there’s actually two people that you can go for.
And again you keep missing the point and I’m not sure how you don’t understand. You don’t need to play against 3survivors or snowball hard when the survivors objectives are increased.
Low MMR also contains numerous people that can't tell what tunnelling and camping are. And if they're struggling to complete objectives even when nobody is tunnelling or camping, more objectives are just going to make it impossible. Remember the whole Pinhead issue, where low MMR gets destroyed by the addition of one thing to do?
Shockingly, going for the unhooker is what BT is regularly used to deny. DS gets used, not to avoid tunnelling, but as either glorified invulnerability or to force the tunnelling and stun to waste time, because body blocking and just making it impractical to focus on anyone else. Making them basekit won't change that, it will exacerbate it, and we're probably going to see way more perks that make it harder to hook someone in the first place (or just more gen speed or stealth--can't not tunnel if you can't find anyone else, right?) The intent of anti-tunnelling effects is not the same as the effect.
I didn't say it was needed, I said it wasn't going to be a change that makes everyone happy. Linear difficulty through a match no matter how much of your objective is completed isn't going to please all players.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2697374#Comment_2697374
You’re not making sense, you’re saying low MMR the survivors don’t do anything but also killers can’t spread hooks? Which one is it, do survivors need help or do the killers? Either way my suggestion keeps the balance the same, it just makes matches longer.
BT can easily be changed to prevent body locking but also the killer shouldn’t be at the hook anyway.
Also I’m not sure if you read the whole thing but I said to add more objectives to survivor, so again your quote is pointless.
At low MMR spreading hooks already happens. Because it's already the easiest place to win whilst spreading hooks, adding more objectives to balance out a bodge to "fix" things will actually make low MMR harder for Survivors.
If the Killer sees someone going in for a save, either because they were in the area or they chased the person there, or the Survivors left it to the wire to go for the save, they shouldn't be near the hook? That's not even camping. There's a ton of ways you can wind up back at the hook without sitting on it.
Adding more objectives doesn't change that. "Everyone is happy" implies that nobody will be annoyed by the changes. Pretty sure removing snowball potential like that isn't going to be automatically welcomed because ~long games~
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2697336#Comment_2697336
Isn’t low MMR full of camping and tunnelling? That’s what I seen to hear so it would help and make better games rather than a new player being camped/tunnelled and then quitting the game thing ######### is this #########.
DS can’t be used in any way as an obstruction anymore unless they literally do nothing which still helps the killer. Also your last quote is completely irrelevant
Low MMR is also the land of not doing bones, hiding in lockers rather than doing gens, failing skillchecks, and going down immediately into every chase. Doesn't sound like the sort of place where trying to enforce "no you have to go share your murder around" is going to help the winrate much when that's already the most effective place to go for a 12-hook approach.
DS can't be used as an obstruction now, but having DS for both hooks and BT both basekit and some vague anti-camping effect and now having more perk slots for extra stuff is just asking for those to be used not to counter tunnelling and camping, but your general body blocking/stun/etc. That already happens with these perks and it would only be exacerbated by buffing them, making them basekit, and adding more penalties for being near hooks.
The quote is perfectly relevant. Killing one survivor first makes the rest of the game easier, unless it's already finished. That being made impossible isn't a change that's going to make everyone happy.
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@Impartiality said:
Ideally what they should do is make DS effective every unhook and make it base kit. Same with BT and also add another anti camping mechanic. They can also add some extra objectives for survivors to do before or after generators.
No more tunneling, no more camping, no more gen rushing. Everyone’s happy
Except everyone at very low MMR (where they're too potato to manage the extra objectives), very high MMR (where anything that would punish or restrict the killer is used as an obstruction not its intended purpose), and in general the "there is no way to reduce the number of things Survivors can attend to at once" part.
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@LittleSagey said:
i never understood why killers care about kills in the first place, who cares if all 4 escape, i like the chases and mindgames and scares, who cares about kills
gee, why would I play the KILLER role and want to KILL. hmmmmm
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2696989#Comment_2696989
How so? Survivors have to be hit while in the snowman to get rewards. They just can't jump out again to get it. Sure they can leave with the snowman on but a killer can easily stop that.
Because survivors who have all their cosmetics can ignore the snowmen and then the killers have no options. You can't MAKE people get in the snowmen.
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@tippy2k2 said:
Many killers have taken a break and/or quit with how bad the game has gotten for killers.
Add in an event that is geared towards giving survivors extra stuff to do (and yet another advantage depending on what killer is in play as the snowmen can downright hard counter The Twins and Ghostface) and a major problem the game has retaining killers gets that much worse.
Your location and time of day can also be a major factor. For example here in America, survivor queue is usually instant during the day but spikes up at night. Killer is usually a little bit slower in the day but instant at night.
The other problem, as the event goes on, is that aside from not being sure "Have I got all the things?", they managed to implement it in a way that both sides need the other to do something to get the cosmetic (most of the time, people leaving as snowmen is the exception), and playing one side you can't even initiate it.
That bugs me even more than the health states.
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Needs to be active.
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I like using it mostly because I've got the other scourge hook anyway, and with the right Pinhead addons it's just nasty to add even more things for people to deal with.
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@Hex_Dyslexia said:
https://forum.deadbydaylight.com/en/discussion/comment/2694788#Comment_2694788
My own strat so far as to get the most points was to get we're gonna live forever from David and then play Bill so I'll at least have borrowed time. From what I've seen I can possibly get decisive strike from the store for shards. Not sure if that's random or if it circulates. The issue I have is that I need some of those perks now if I'm going to capitalize on points and especially if most killers just want to circle hooked survivors instead of checking on gen progress. One killer claimed he only had 50 hours of playtime yet had 4 different killer perks all tier 3 on the oni. I've played about 20ish hours so far and I've just unlocked we're gonna live forever from David. I might give up on random queues for a while and try to exclusively play survivor with friends. Thanks for the info.
I've got like... 68 hours total? And I would be able to put a bunch of T3 perks from other killers on Pinhead; think I've got about a third of them unlocked. It's partly a matter of when you started playing (Halloween gave out a ton of free BP) as well as how and what you're playing (Killer tends to consistently get more BP), as well as rift progress etc.
Get Dead Hard off David, too, that's a really important tool.
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@Myla said:
Honestly I'm wondering if it's worth it. You're basically just getting back your time walking to a scourge hook but getting into the generator to actually interrupt it is a different story at high MMR I feel like that's just enough. You also lose the passive regression if they immediately get back on it so Scourge hook benefits the most out of playing unfair when they're forced to do something for the team.
I dunno, I feel like the real benefit of it is that it also tells you (especially if people don't get off the gen) where to go if you aren't sure. Especially if you get nice hook RNG and don't need to walk far at all, or no further than any other hook.
Pop might be stronger base regression but I like the info/no-extra-investment part of Pain Resonance.
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@Hex_Dyslexia said:
So I got DBD on Epic Games last week when it was free and there's definitely fun to be had, but after my first couple of games I have been getting in lobbies with other survivors of mixed ranks and have seen 5 rank 1 killers. I'm not sure how to see how many hours each player has but one killer had all tier 3 perks from other killers while I have just some tier 2 perks on my second survivor I've been working on leveling up. I come across camping and tunneling and am then told by killers to just magically and instantaneously have perks that aren't in the base game. Is this a constant issue in the game and in the lobbies? It's kind of wild to have beginner thrust into games with players with far many more hours as well as just toxic behavior. I've played a few killer games and they by far are easier. Seems that everything is based on the killer's connection. As survivor I'm having things hit me that look like they shouldn't and I've gotten some pretty wild hits as killer. My connection is stable and my ping is low so I don't think it's just me. Any other newbies surprised at the ranking or events in-game?
It's not based on the killer's connection (though it used to be P2P that way).
You don't need that much time to get a full set of t3 perks from other killers, or hit red ranks. Red ranks are honestly probably doable in a week with a new account, if you're good enough/get good streaks and play enough.
The only perk you're told to have that's not base game is Decisive Strike. Pretty sure Borrowed Time and Dead Hard are on unlocked characters from the getgo.
Anyhow, grades are mostly an indication of time played that month? And reset is later today, so everyone's going to drop back to Ash at first.
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Honestly, the problem with that clip is he just gave the "maybe it's on you" advice. The problem is, there are obviously a lot of people--just look at this forum--who aren't frustrated to the point of needing a break, but would still agree with the sentiment (that Killer is stressful) and would like to know if anything is going to be done about it. Implicit in the questioning is "will anything QoL or otherwise be done for Killers?"
And which part of the question you're looking at is going to change your view on it entirely.
(This, of course, is why you should always try to formulate answers for common questions in advance of any interview)
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2694532#Comment_2694532
Fair enough.
Pain+Fang is just...so dirty. I try not to run it much because it's one of the 'at least two people will DC before midgame' combos I find.
Penti is a bit of a stanky perk as savvy teams will just start booning everything, but that does waste a lot of their time at least.
Surge is just my 'comfort' perk. I run it on basically every killer that works with it (and occasionally killers that it doesn't work well on too). It's just so incredibly satisfying to use.
Hmm, only DC I've got with it recently was someone who left their last teammate to die on hook and went for the door. They seemed quite mad that I saw it and downed them.
With BPS in effect, because ragequitting at the end makes sense.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/299925/its-not-much-but-im-proud-of-achieving-it
That is...awesome! Especially for just starting on Halloween. That is around the time I started and I still haven't managed to make it to red yet (I suck).
I guess my proudest would be scoring all iridescent emblems, finishing the rift so fast and already being at devotion 2 not even 2 months in the game! (Actually I'm not sure if that last one makes me proud or sad.)
You'll get there eventually, I'm sure. I'm just a monomaniac who's been focusing everything on Pinhead combos. 🤣
Getting over 200 levels in two months is something, yeah. If you're having fun doing it, who's to complain?
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If your supposed anti-tunnelling perk gets used to take hits and body block... well, I have to agree it's only going to cause more tunnelling. If the perk to prevent you from doing something is used to prevent you from not doing that thing (i.e. hitting or pursuing someone else), then you're just going to draw attention back to the easier target: the already-injured, possibly nearer-death unhookee.
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@Pulsar said:
Congratulations!
I remember when I first got to Iri 1 (or Rank 1 lmao). That was almost 3 years ago, I think.
As of things I am proud of, uh, I dunno.
I hit Iri I with both Killer and Survivor this month. I played against two streamers that I really respect within an hour of playing on the Series X. I finished the last of my GM adepts.
Is that Series X blessed or cursed? 🤣
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2694520#Comment_2694520
That's not far off my own Pinhead build.
I'm having a lot of fun with:
Iri Box+Original Pain
Plaything+Penti+STBFL+Surge
Pinhead works so damn well with hexes, especially with the iri box. It's one of the few things it feels like he has going for him.
I prefer to save my Original Pains for Engineer's Fang synergy. "If you're going to run loops and pallets for days, I'll just Deep Wound you and go off after someone else for the meantime". Might unlock Pentimento for that one, or some other "go do this" deal if I can.
I definitely prefer Pain Resonance over Surge/Jolt, even if it's sometimes less likely to trigger. I find myself downing in deadzones way too much because of players who don't want to try to loop, and the info is handy.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/299925/its-not-much-but-im-proud-of-achieving-it
Grats! Was that the Adept? So glad I knocked that out pre nerfs.
As for me:
- Got Iri 1 on killer and finally got past Silver on survivor (I...really don't enjoy the role).
- Finally got decently good with Demogorgon.
- Accidently got my Doctor Adept (don't ask).
- Unlocked all the perks I want on all but 3 of the killers I want them on.
- Finally closing in on the first complete draft of my novel, over a year after I started it.
https://forum.deadbydaylight.com/en/discussion/comment/2694508#Comment_2694508
There is definitely a theme of masochism going on here :D. I really enjoy him, but wow can he be frustrating to play.
I'm still salty about the ridiculous addon nerfs.
Ah, no, this was Iri 1 (if you look again, you can see the pip gain). I got the Adept on maybe my second day? Deliberately, but I still got it super early. Same for the "mori everyone" achievement; that was a pretty fun one to get. Hell for everyone! :D
I'm super impressed you're writing a novel in the game somehow. 😋
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Pinhead, Iridescent Lament Configuration/Chatterer's Tooth. Hex: Plaything, STBFL, both Scourge Hook perks (though tbh if I had Agitation unlocked it might be better to swap out one of the things here for that to get more regression). Stealth Pinhead and way easier box protection. Sure, you don't get chain hunts if you pick it up for any reason... but with 25s of undetectable and great info, who cares? Also makes chaining people round loops better, since they can't tell which way you're going.
Also has a high propensity for grabbing people.
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@BabuDweet said:
First of all, congrats on the achievement. Especially with mmr, that's a cool ass achievement.
I'm just overall proud of my attitude adaption. I used to rage so bad and sweat all my games on both sides taking the game so serious. I'll admit back then I was an ass, but I've learned to just chill and enjoy the game more so.
But I was proud when I got better with huntress cause on last gen console she can be difficult asf.
And I'm a pretty decent huntress now
Ahah, yeah, that's a large part of why I might only do a handful of games most days; I don't want to get too frustrated at a loss streak and get annoyed at my own performance.
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By the time the pallets run out, the gens are done, unless someone just runs from pallet to pallet with zero looping.
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Yeah, rank 1 doesn't necessarily mean thousands of hours... I mean, if I played enough today, I'd probably get it, and I only bought the game during Halloween. 3 or 4 games a day over a month is enough to get to rank 1 so far as I can tell.
But MMR is also borked and will grab anyone once people have been waiting for too long. This causes problems.
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Really, I just wish the CD was lower and it was "nearest gen that has progress". It ends up in deadzones or not-yet-touched areas way too often.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2692888#Comment_2692888
True, but it's still flimsy.
Sacrificing precious, precious Killer time to.. make the hooked guy stop their two second scream. By the time you're done with your weapon swipe, they'd have stopped screaming already and you'd be ready for whatever you apparently needed to be ready for.
Well, yeah, but if we're arguing which behaviour is the most childish, it's the one that has no definite mechanical effect and isn't considerably worse by dint of being potentially physically harmful. Doesn't mean the gaps are big. 🤣
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1) that wouldn't work because he'd STILL HIT THEM
2) "This tactic is bad, try to nerf character into oblivion!" is not a good balance approach, no matter how many times it's been done by BHVR
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2692881#Comment_2692881
The first two apparently have the valid purpose of getting the killer's aggression onto you, so i'd take the validity thing with a grain of salt.
I'd say a mechanically valid difference is a better argument than appeals to poor tactical attempts. Especially with the whole teabagging at the exit gate part.
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Apparently, #3 has a valid purpose in shutting the scream up sooner so you can hear other things, though I've not seen much point in that.
Flashlight clicking is beyond juvenile into dangerous because of photosensitivity.
Which leaves teabagging as the most childish, though it's bad manners regardless.
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Lack of positive feedback to good behaviour and no repercussions for negative behaviour. The people who're nice just because tend to get crowded out.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2692353#Comment_2692353
This may be the most corkscrew logic defending being a toxic little gremlin I've seen in ages.
Where do I even start here?
- You'd expect adults to act with a bit more sportsmanship and empathy.
- If I saw my son being a jerk to people in any videogame, he would likely be spending the rest of the week doing yardwork rather than playing.
- By this logic Halo is a horror game. Horror is about tension and fear. Not disgust, not anger, not frustration. Plus, this is a game. A game is supposed to be fun for everyone involved.
I honestly hope this is thinly disguised bait, because if it isn't...you are the problem here.
That last one also bothers me--because occasionally (I seem to wind up against console a lot), I do have fun just from the endgame chat (and honestly I wish we could get pregame chat so I could say hi and be friendly to maybe defuse some jerk behaviour). But the whole pointless kudos system... not only do we not have a way to discourage bad behaviour, we can't encourage the nice stuff.
Stuff like this (guy got the hatch whilst holding the box) is just great.
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@MrSlippery said:
https://forum.deadbydaylight.com/en/discussion/comment/2692716#Comment_2692716
I've had to change killers, that I loved to play, because of meta changes, making the killers not so great anymore. It's just ######### that happens with this game. Complaining about a temporary event is pretty pointless, when there's ways to play still. Even changing up your perks, on the killers, that are bad against snowmen, can benefit those killers. Any perk that requires a basic and/or special attack, activates when hitting a snowman.
personally, if I was completely screwed over, I'd pretty much have to sit the event out. "In the middle of the event, start grinding perks up on someone else to the point of viability"... nah.
Being left out by a fun seasonal event you couldn't see coming due to bad mechanics testing isn't the same as extreme power nerfs/meta shifts--at least the PTB means we get some warning that's coming.
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@Laluzi said:
That might be friendliness and acknowledgement without attacking. I would personally assume most players have their cosmetics at this point and don't need to be hit out of the snowmen - hitting them out stops whatever fun they were having in there. Now that the initial part of the event is over... as killer, it's difficult to tell if the survivor wants the bonus bloodpoints or if they want to goof off in a snowman costume.
I dunno, if they only do a few games a day, there's a ton of cosmetics to get through.
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Possibly frustration after a point with survivors getting a toy to play with that their "valid" interaction is only "hit".
