Reinami
Reinami
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- Username
- Reinami
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Comments
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@tj0108 said:
Would genuinely like to know, currently shes absolutely disgusting.
Someone should watch tru3talents video on countering her. His strat actually works, try it some time.
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@Gamergirl69OWO said:
Title
Thoughts on not making this thread every other day?
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1771852#Comment_1771852
Remove being in the killer's terror radius as a condition for the perk to stay active. Survivors could abuse this.
without it, killers could abuse it by moonwalking.
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@lagosta said:
Could we please change lithe activation?
Lithe: Press the Active Ability button to perform a rushed vault, break into a sprint at 150 % of your normal running speed for a maximum of 3 seconds.
Right now the major limitation of Lithe is its activation that constraints the usage of dropped pallets or windows for looping. With this implementation, the survivor can continue using the space bar as normal when Lithe is available and activate it by pressing E to perform a rushed vault and gain the haste effect.
That would make it more on par with other exhaustion perks.
No, each of the exhaustion perks has a weakness/condition to activate.
Lithe requires a window
Sprint burst requires you to walk when you want to save it.
Balanced Landing requires you to fall
Dead hard requires you to be injured.
The only one there that needs any actual work is dead hard, because being injured is not a big enough downside, since it just becomes the de facto chasing perk that you are able to use in every single chase. All of the others are meant to be situational.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1774118#Comment_1774118
(I think we're agreeing on the same thing here so I'm not sure I really need to say this but ah well lol, I'm really tired already).
Sure, you can't make those people follow the rules, but then they get what happens when you don't follow rules; punished.
My point was that you don't know what's going on in someone's life. They could have a ######### life and play games to relax, only to get told to kill themselves in that game they want to play to relax. That's not okay, and there's no excuse for doing this. Not a "grow a thicker skin", not a "man up", because mental health is just as important as physical. It's not your fault that other people want to be a ######### to you, so other people treating it as such is unacceptable.
(Also sorry if I'm coming off as aggressive, mental health is a really really important topic to me lmao)
But that is precisely what i am saying. I'm am trying to offer some advice because as you stated you have some concerns about your mental health. I'm not saying "grow a thicker skin" I am saying that, no matter what BHVR does, even if they ban and punish people for things (and they already do) it doesn't actually stop people from causing a problem. So i am saying, for your mental health, and to offer some advice. Stop worrying about those people. They are people you have literally never met, and will likely never interact with ever again, your entire life. Stop letting those kind of people ruin your day and cause you problems. You mute them, block them, report them, and move on.
Take responsibility for yourself, and take care of yourself. But don't try to push others to be something they will never be, it will forever cause you torment. You can't control other people, you can control yourself.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1774112#Comment_1774112
Thing is, those things are actually banned by the EULA, so trust me when I say that I do use the tools available to me and report them to DBD support for breaking their in-game rules.
Sure, and that is fine to do so. I'm just stating the obvious, because my point is, it IS against the rules and you can be banned for it. But it doesn't stop them. My point is, you can't make rules that say you have to be nice to others, because people won't follow them.
Personally, if i was running an online game like DBD or something, i would not ban people for "toxic" chat messages. I would give the community the tools to deal with the problem, through blocking players to not play with them, mute buttons, even making it so you get a warning that someone is a douchebag at the beginning of a game and giving you the option of automatically muting them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1773962#Comment_1773962
Yes because when someone tells me to kill myself and calls me a ######### it's all my fault for being "too sensitive" and not their fault for being an arsehole. My fault for having genuine mental health issues and playing a game to relax and not theirs for just being an insensitive ######### bolstered by the animosity.
Both of the above, btw, are reportable by the game's EULA.
Also, if I hear a word about old COD lobbies I'm about to lose my #########.
Edit: fixed the typos.
No, it is their fault for being the douchebag. You can't control how people will treat you in life, but you can control how you react to it. You have to realize something about humans, which is both terrible yet also comforting. Someone telling you to #########, doesn't care about you. At all. If you could measure how much they care, it would be 0. This is a terrible thing, in that it allows this person to treat you like garbage in their mind and get away with it. But at the same time, it is also comforting, because at the end of the day, they care so little about you, that what they said to you, was probably the worst thing they will ever do to you.
The point is, is that if your mental health is so fragile (not blaming you, just stating facts about what you said) that you can't handle someone you have never met, and will likely never meet again, saying a mean thing to you, then you need to deal with that. You need to use the tools available to you to deal with that and mute them. You can't make people be nice, and in fact, if you were vulnerable with these people and told them how you feel, or about your problems, they would likely use that as an excuse to treat you worse "for the lulz".
The reality is, you have all the tools needed to deal with these kind of people. The mute button. You can't legislate people into being nice to each other. You can control yourself though, and how you treat others, and how you react to others treating you.
I'm not saying it is good, or right, or just. It just is.
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@danielmaster87 said:
Red rank killer (and survivor) here. The competitive scene of this game can be unforgiving. You win some and you lose some, but every now and then, human nature comes into play. I am 1 match into my current play session and I feel like getting off. Why? Because playing killer + toxic SWF = zero fun. I try to ignore it, and tell myself to just play for fun, but it doesn't work. If there is no chance of winning, I'm not having fun. That is especially true when sadistic people, who use this game as an online bullying tool, have to rub salt in the wound. When winning isn't enough for you, you've got a problem.
But my biggest issue is: where's the pushback? As individual players, all we can do is ignore the toxicity. Toxic people will be toxic, but maybe there would be less of them if they were at least told that what they're doing is wrong.
To my knowledge, the devs haven't said a word about unsportsmanlike behavior, despite the useless in-game report feature. Why not? Do they approve of it or what? Because frankly it's pushing longtime players, as well as new ones, away from the game. These toxic players, confident in knowing that their behavior is a back burner issue to the devs, if even that, is ruining this game and it's image.
So I say: If toxicity is wrong, let's hear it. Give us something.
I never understood this generation's insistence on dealing with people who are jerks online. The mute button exists for a reason. If you don't like what someone is saying, mute them.
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@AggressiveFTW said:
The 19 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light and Mindbreaker.
It's honestly sad and depressing to know that killers have 18 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?
If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.
The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.
What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?
Now what is sadder is when you realize that the following perks are useless:
- Overcharge
- Dragon's Grip
- Gear head
- Trail of Torment
- Surge
- Hex: Huntress Lullaby
- Dead Man's Switch
- Fire Up
- Dying Light
- Mindbreaker
The following perks are situational:
- Surveillance
- Tinkerer
- Thanatophobia
- Thrilling Tremors
The following perks are actually good:
- Hex: Ruin
- Corrupt Intervention
- Discordance
- Pop goes the Weasel
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@toukent said:
I feel like every game I go into, console players or players with the circle symbol next to their name always have pings in the 100s. And there's always a delay when you try to interact with them. This would also put them at a severe disadvantage when the new hitbox system comes out (if it ever comes out) since it judges hits based on ping. Is there a reason for this?
Console players are statistically more likely to have a wireless connection rather than a wired connection. A computer setup usually has a desk and is usually where your modem/router setup is located. A console is usually located in your living room and it is much harder to have a wired connection due to that. Wireless connections are known to be less stable than a wired connection for a variety of reasons.
Thus. Console players have higher ping on average.
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Tinkerer on it's own is fine, no use nerfing it because of a combo. Ruin + Undying is fine against SWF kill squads, but too much for solos.
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@AggressiveFTW said:
I am asking because I think that a balanced DS should be base kit for survivors, what do you think?
No, there are better ways they can fix tunneling and camping.
My general idea is.
Fix camping by giving every other survivor a 100% bonus to repair speed (40 seconds to repair a gen) if you are camping a hook and there is no other survivor nearby. Give killer and survivors a notification that this is happening. Should behave similar to how the emblem currently works for camping detection.
Also, make kindred base kit.
Also, after reaching the second hook stage while the killer is camping and the other survivors have the repair buff (if 1 hooked then camped) you automatically unhook yourself and become "Ethereal" (details below) This means you will die on your next hook. This effect does not happen after all the generators have been repaired.
Fix tunneling by creating a new status/buff effect called "Ethereal" which works as follows:
While you are "Ethereal" you make no noise, no scratch marks, and are completely invisible to the killer. You are also unable to be hit and receive 100% bonus movement speed for 10 seconds. For the next 20 seconds, you are unable to exit the trial through the gates. If you perform any action, or are healed by another survivor during this time, the effect is cancelled.
After you do these 2 things, you rework DS and BT to do this:
DS:
Works exactly the same as it does now, EXCEPT:
- Lasts 30 seconds
- While in the killer's terror radius, or in a chase, the timer freezes.
- If you perform any action (repair gen, heal, do totem etc.) or are healed for one full health state, the perk deactivates.
- You are now able to use this perk more than once.
BT:
Completely reworked.
When unhooking another survivor while in the killer's terror radius, they gain "Borrowed Time". 10 seconds after being unhooked (after the ethereal effect ends passively), the survivor unlocks the "self-heal" option and are able to heal themselves at 150% healing speed.
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@HarlowXRaven said:
This is just so confusing everyone acts like there's always a swf im a solo player and all I see is people always justifying camping and acting like solo player can do anything about it and also that if a survivor team is good they are swf why do people act like swf has a steady input of info. Whenever I played in a swf the most wed communicate is whos getting chased, if someone need helps getting away from a tunneler and rescues sometimes the communication wasn't even that good but I rarely play swf. Do I have to continuously play swf to enjoy the game it's so confusing it's like nobody thinks about the solo players at all. Literally I don't want to have to depend on other teammates skills and communication whenever I want to have a fun or casula match. Also before anyone comments I don't use ds.
The real problem with the game is this.
SWF are overpowered, especially the really good ones.
Solos are underpowered, even the really good ones.
In general at the highest level of play, this game heavily favors survivors. It is pretty clear that is the case.
At the lowest level of play, this game heavily favors killers. It is also pretty clear that is the case.
That is the problem with this game and why you see such a disconnect from both sides complaining about the other. The reality is, the devs need to do something to nerf high level SWF kill squads, while also buffing solo survivors.
There are a few things they can do that i think would help that a long way, like:
- Make every pallet mindgameable
- Remove god loops/god pallets (not safe pallets)
- Increase the amount of pallets on a map
- Make kindred base kit
- Make a totem counter part of the UI
- Allow survivors to just always see the aura of other survivors (yes really, in SWF it doesn't matter)
There are many other things that they could do that could help the situation.
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@Slendy4321 said:
It's funny because you're targeting specific perks when bloodlust is just a mechanic. The only reason bloodlust is given because YOU screwed up I'm a rank 1 killer and I hardly need bloodlust so I don't see why you're targeting specific perks
I mean, dead hard literally rewards survivors who play badly. So does DS, UB etc.
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@Tubby_Squirrel said:
As a killer main its like I have a never-ending rotation of prey to hunt! A constantly rotating buffet of people to hunt! The thrill of the chase excites me! The hook at the end is just validation! The SMACK sometimes I legit find myself licking my lips at the computer in anticipation for it. This game pushes buttons for me.
Anyone else? Just the anticipation of hunting my prey sets off dopamine for me. Playing killer is incredibly cathartic for me. And the fact that more people want to play survivor... more people want to be my prey than want to hunt? Well that just means more for me! More to EAT! I grin at my computer every time I yank someone out of a locker. Every time someone is downed to my power at a critical moment. I am baffled as to how killer is the less popular side to play, but I'm not complaining! It means I don't have to share my food!
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1768322#Comment_1768322
insidious is a notorious hook camping perk with no other uses and is hated for it
noed and blood warden are the most hated surprise perks
sloppy isnt meta? do you not play oni or any stealth killers?
franklins- you know what i feel like your missing the point of my post. what i am listing are the most hated killer perks in the game not the meta for the record insidous, blood warden and franklin's arent meta by anyone's standards but fraklins is pretty good on trap killers including pig
some killers do benefit greatly from bbq to the point of prefering it over other info perks mainly doctor and huntress but it is better than thrilling without bp bonuses
I think you are missing the point of OP then. The point isn't annoying perks, those listed are flat out the meta for survivors period. It is not uncommon at red ranks to see a team of 4 survivors that all of DS, BT, UB, DH. Sometimes one of them forgoes DS or UB for another perk but it's pretty rare.
If you want to compare it, you should be asking to remove Undying/Ruin/Pop/Corrupt/BBQ as those are pretty meta. Although i'd argue that BBQ isn't really meta as thrilling is a better version of it, people just run BBQ instead of thrilling because of the extra bloodpoints.
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@zoozoom6 said:
yeah but they want want all the killer equivlents turned off too: Noed, insidous, blood warden, sloppy, franklin's or even bbq
Insidious and blood warden are bad perks.
JUST DO BONES
Sloppy is meta? Hardly
Franklins is only good against keys really.
BBQ is only for bloodpoints, Thrilling is actually better and if it werent for the bloodpoints people wouldn't use BBQ.
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@justalilbit123 said:
killer queues are instant, but there are a ton of survivor challenges. I wait around 10 - 12 minutes to find a match at red ranks. Then half the time someone disconnects or suicides on the first hook, so the game is totally over.
I really don't understand how this thread gets made every single time a new rift happens.
I have:
- A full time job (10 hours a day)
- A Toddler
- A new baby on the way
- Other non-game related hobbies
- Other games i play with friends
I still complete the rift every single time, and usually with a few weeks to spare.
Everyone going around and being like "TO COMPLETE THE RIFT YOU HAVE TO PLAY FOR HUNDREDS OF HOURS" aren't taking certain things into account. Which are:
- You have 70 days and 70 levels to complete the rift.
- You need 10 shards for a level
- You need 700 shards to finish the rift.
- The rift challenges give you 3 or 5 shards
- Completing a level gives you 10 shards.
- Each game you play generally gives you 85% of a a shard, (at least in my experience it does, maybe someone has exact numbers on this can can let me know so we can do the math better).
This means, that if you only take into account the number of GAMES necessary, you need 823 games played to do the challenges, which at about 8 minutes per game is 109 hours. Which requires you to play the game for ~1.5 hours a day. Lets say some days have long queue times, or w/e and make it a nice 2 hours a day.
Now, let's factor in the challenges. Looking at the wiki here: https://deadbydaylight.gamepedia.com/Rift_Fragments and see how many shards each tome gives in challenges:
- Tome I: 340 shards
- Tome II: 393 shards
- Tome III: 405 shards
- Tome IV: 358 shards
I'm not going to factor in the current tome as it hasn't been officially completely released yet but i'm sure the normal leaks are correct. This is an average of 374 shards. Now, lets say you can't complete some of the challenges because they are hard, or you are missing the characters or whatever it might be, and say you can only complete 300 shards worth of challenges. This is the equivalent of you missing out on ~24 3 shard challenges, or ~15 5 shard challenges.
So, if you are able to complete 300 shards worth of challenges. This needs you still need 400 shards, which going by the above numbers, means you need to play 471 games in order to get the 400 shards. This now brings it down to 62.8 hours, which is 54 minutes a day. Now, again, lets say some days you can't play, or some days you have long queues. You are now look at about 1-1.5 hours a day of playtime in order to complete the rift.
This means for 70 days, you need to play on average 1 hour a day to complete the rift (which i will now refer to as a battle pass for comparison).
Compare this to ANY other game that has a battlepass:
- COD
- DotA 2
- CS:GO
- VALORANT
- PUBG
- Fortnite
- The list goes on
There is not a single game i can think of, other than maybe Fall Guys, that has a more fair battle pass for consumers. This doesn't even factor in the fact that if you can complete the rift, you are given the same amount of premium currency you used in order to BUY THE PREMIUM RIFT. This means completing the rift makes it effectively FREE for you. Or, if you CAN'T complete the rift, you are given some premium currency and your next rift will be effectively discounted. I personally have only ever paid for the 1st rift, every other one i have paid for with the free currency i got from the rift before it.
Some of those other games also require about 2-3 hours a day of play. But often times they also have challenges that can make it go faster. But those challenges are often on a daily or weekly timer. Which means you actually HAVE to login every day. With DBD, as long as you can make 1-2 hours a day on average for 70 days, you can complete the rift. This means if you can't play for a week, but have a long weekend or a holiday, you can binge it for the whole day if you want to, and make up a week or 2 in the span of a weekend very easily.
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@[Deleted User] said:
playing nurse or spirit does not fix the balancing problems this dogshit game has
It does for me.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1764501#Comment_1764501
I don't troll, but to each their opinion.
I've already gained lots of answers and took them all in, so i think i can miss yours.
As my comment above this one states: The Perk you should suggest without knowing what i use is the one you think is best suited for him that doesn't require synergy with other Perks.
I purposefully do not tell my Perk build to get this information from everyone.
Again, if you can't give an answer without knowing my Perk build, then this question isn't for you.
Then i guess i was wrong.
It's the 3rd one.
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While i agree with you, all of the loops you showed are actually fine, except for that killer shack that has holes you can see through. For the car loop in the beginning, its not mindgameable so don't try it, just force the pallet drop, which you can do in 1-2 loops around then it is gone. The problem is that you are taking the turns of the loop WAY to wide, so the loops end up being way longer for you than they actually are.
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To be fair, the killer should be breaking those pallets as soon as you drop them not try to loop around them.
Now, if you want to make your point, which i agree with, show the god bus, or one of the killer shacks on a few maps that has holes the survivor can see through and the red stain goes through. Or the main building of the asylum map, or the cow tree, or the entire map of haddonfield. Or the god house in haddonfield and preschool. Or the long hallways of midwich.
There are plenty of examples of loops that are actually broken without showing these kinds of things.
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@MrGolden32467 said:
This message is for everyone :
The other day I raised awareness about scammers in DbD. The issue was taken care of and I thank the DbD Discord moderation team for reacting rapidly and efficiently.
Today, I have encountered something I have never thought I would find in DbD. The following racist comments are highly sensitive and I would advise anyone reading to leave this discussion right now if this is something you don't want to see.
This content also probably violates the rules and community guidelines of this forum so reader discretion is advised. All necessary actions have been taken via in-game report system against this horrible person.
https://us.v-cdn.net/6030815/uploads/6WN59SXKA3ZD/1rcs.png
https://us.v-cdn.net/6030815/uploads/MAAL2FMCN9CC/2rcs.png
If you encounter this in-game, report the person in question. This behaviour should not be tolerated.
You guys be careful out there ;----;
Stay Strong,
Stay Safe,
Stay Awesome.
Cheers,
MrGolden32467
Report them, mute them, and block them. Those features exist for a reason. Naming and shaming on the forums won't get you anywhere.
The fact that you are the kind of person to put a trigger warning in the thread title.... no comment.
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@Seanzu said:
We all saw the posts, the "I'm not playing Dead By Daylight This Weekend As A Killer Main", "Bloodlust is needed" etc etc. So I would like to pose some questions to those who have been experimenting with it...
- Was it really as bad as you thought?
- Is it a mechanic that you think could be changed now due to the state of the game?
- How would you change it?
- And finally, how was your week? :)
For killers that are slower than 115% movement speed and aren't nurse or spirit? Yes
For killers who are effectively m1 killers like wraith and trapper? Yes
For everyone else at a general level? No
For certain loops that still clearly have problems like god bus and killer shacks that the survivors are able to see through? Yes
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I'm assuming you are a mod since you edited my post somehow.
Why was this thread moved to Feedback for 4.4? This is not addressing feedback specifically about 4.4 or the killer. My question and post is about BHVR as a company and how these sorts of things made it through. I am discussing their playtesting philosophy, not the specific patch itself. I'm not sure if there is a way to contact mods directly but if so i'd be happy to discuss privately if needed.
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@ComaDarkvale said:
There's always bugs. I have no concerns. I'm excited for the new killer
I understand that there are always bugs, and i addressed that in the OP. In fact, i expect bugs. It isn't that there are bugs, in fact, the concerns i have aren't actually bugs, they are fundamental DESIGN flaws in the killer. The locker situation is not a bug, it is a design flaw. The issue with the exit gates is not a bug, it is a design flaw.
They didn't think to make the debuff for exit gates last a few seconds.
They didn't think that lockers were a problem.
They didn't think that stealing the baby forever was a problem.
These aren't bugs, these are design flaws. And the problem is that they are design flaws that anyone with any experience in this game would figure out in a couple of hours of playing. The PTB showed this, as these were already figured out by the community and streamers within 2-3 games of playing.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1759564#Comment_1759564
Not upset, i'm just not answering what's not related to the question.
If someone can't tell me their favorite Perk on Wraith without knowing what Perks I use, then that's fine, but that also means this question just ain't for them.
I know it's subjective, and that's exactly why i want these suggestions: To help me potentially find a different Perk to really like on him.
And if you can't answer a basic question as "What perks are you running already" you don't deserve an answer. Either
- You think you have come up with some super secret combination that nobody can possibly think of and don't want it getting out. Which i sincerely doubt since either side has maybe 10-15 perks that are actually viable.
- You are too stubborn to give us a little more information that might help us answer your question better.
- You are an idiot.
- You are a troll.
My guess is the last one.
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@tj0108 said:
and before you just comment “do bones” listen here.
bones are situational, if you see a totem then cleanse it but in a fast past game (especially in red ranks) you simply don’t have time to run around like a headless chicken confirming that all 5 totems have been cleansed.
Its not a perk that assists bad killers, it’s a perk that completely carries them and rewards them for being bad *cough cough just like bloodlust cough cough*
Recently, i had a game where i ran a legion for 5 gens and got downed to noed and facecamped. my teammates were running around looking for it and only found it AFTER i had died on first hook.
Its not like it assists killers who made a few mistakes, no. You could be the worse killer in existence, mess up at every opportunity, not look after gens not know how to loop and still get a 4k because of a stupidly designed perk.
The perk is old, badly designed, way to powerful, rewards killers for being bad, punishes survivors for being good and is overall a bad perk. Noed needs to be looked into, i’m sick of being punished for playing good. It’s actually sad that people in red ranks still run it.
You see, in the first post of you complaining about this, you already showed that you need to literally "just do bones"
You said:
- you simply don't have time to run around like a headless chicken confirming that all 5 totems have been cleansed.
Then you said:
- Recently, I had a game where I ran a legion for 5 gens and got downed to NOED and facecamped.
If you ran a legion for 5 gens, your team certainly had plenty of time to do the 5 totems on the map. Especially if during that time you got downed without getting hit, otherwise NOED wouldn't have made much of a difference.
The point of NOED is like the killer version of DS. DS is so strong, because as soon as you see an obsession you basically have to assume everyone on the team has it. NOED is good, because the survivors don't know the killer has it, so they always should keep in mind that it can happen and that they need to do bones.
On top of that, this meta for survivors is all about gen rushing. So much so that they often don't heal or go for hook saves in order to finish gens as fast as possible. NOED literally is the counter to that meta. If you don't like NOED, then stop gen rushing, and start doing totems, you'll see killers stop using NOED as much, because survivors are cleansing their totems. It'll also make the game more enjoyable, because it might last longer than 4 minutes.
What is funny is that, in our current world, Undying/Ruin is the meta perk combo, so it should be pretty standard for survivors to bring a totem cleansing perk like small game or detectives hunch, or a map. Also, if a killer is running Undying/Ruin, you can bet they probably aren't running NOED, because it would be pointless. The point of NOED is relying on totems NOT being cleansed, so you likely aren't going to run other hex perks with it, otherwise your dull totems will likely get cleansed while survivors are searching for your Hex(s).
In short.
JUST.
DO.
BONES.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1761211#Comment_1761211
Changing numbers wouldn't be tough correct and that's the stuff I would be happy with them messing with.
Just bigger changes I get worried about. Would hate to see them decrease DS for a few days because it would just become a weekend of tunnellers.
Not unlike a weekend of holding w and chaining cow loop into shack into jungle gym.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1761035#Comment_1761035
I would like to see them do this more often but it's actually quite tough for them to do. Just removing a mechanic isn't as tough as actually modifying something in the game.
Also I disagree that the devs are survivor favoured.
As someone who is a software engineer, i agree, some of these would be hard without some work. But i know there are some that wouldn't be too diffcult:
I.E:
- Kindred base kit - Create a 5th invisible perk slot that just has kindred in it. Probably not hard because the UI only supports 4 perks so it's already invisible.
- Gen times should just be a single number that can be changed easily
- Loop sizes would be hard
- Adjusting strong tile spawn rates shouldn't be too hard but could cause unintended side effects, but still easy to test.
- Adding a penalty to gen times while injured shouldn't be hard, there's already debuffs that reduce gen speeds, they can just reuse one of those and tweak numbers.
- Making a change to DS can be small, like reducing the timer, or making it cancel when a hook or something happens. Depends on what they do.
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@White_Owl said:
Tests shouldn't be done just for the sake of it. If they need to test Bloodlust it means they need some data that they couldn't get otherwise, testing random stuff like gen times would just flood them with useless information, it would just be a waste of time and resources (because I doubt they have a switch they can press to change stuff).
Read my post.
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@GeordieKiller said:
depending on how this bloodlust test goes then i will be down to see these kinda of test like temp increase gen times or even having a automatic corrupt at the start of every game for 2 minutes.
This way we can get alot more data to devs to see if these changes help or hurt the game. Can i also point out to the people who are saying no to a temp increase gen times why doing a temp removal of BL is okay but not a temp increase of gen times?
Also side note regarding this im just curious why they are doing it now as the maps are being updated wouldnt it make sense to wait till vast majority of maps are updated so far we have yamoka badham and macmillian that are updated with ormond and autohaven coming up wouldnt it be better results to wait till we get mpre updated maps where they have been balanced aswell and see if bloodlust is needed in them. As what the point of doing the test on the farm map when we know it going to be updated?
Maybe they are going to disable maps that also haven't been reworked? Or make them much less likely to occur. I know in the past they have tweaked the RNG map selection to lean in favor of recently reworked maps for example to make them happen more often.
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@voorheesgt said:
Before you scream, please listen.
As we know the mori/key systems are going to be reworked so here is an idea that I believe would work for a Mori rework.
So similar to pyramid heads Final Judgement, except there would be specific areas on each map that you'd have to perform them at. There would be multiple highlighted patches of ground that you would have to carry survivors to in order to mori them, instead of putting them on death hook...
Benefits:
1. Let's face it, hooking is boring. Even when I'm playing survivor I'd rather be mori'd then placed on death hook.
2. Risk vs reward. There would be fewer places to mori than hooks available. So I think the Mori should award a point bonus. This would also benefit survivors because if the killer gets greedy, it gives the survivor a better chance to wiggle free.
I think this could really make the game less stale. The offerings could still exist which would make mori possible after 1 hook but the mechanics would be the same. The killer would still have to carry the survivors to a sacrificial spot. This would fix the "tunnel off hook mori" as DS would still be a viable defense.
What do you think?
Yellow mori basekit is what i would want as part of the mori rework.
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@MrLimonka said:
Why would you 99% the gates if you are the last survivor in the match?
It was 99'd before.
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@sudintlink said:
break the pallet
Doing so means you can leave. The point i'm making is that the killer has no incentive to break the pallet and you have no incentive to leave the pallet.
This creates a possible infinite scenario.
I also think something should be done about the last 2 survivors camping and not doing gens in hoping the other one dies so they can grab the hatch. This is also a scenario that should get fixed. I'm simply stating that removing bloodlust actually creates another scenario like this rather than fixing ones that already exist.
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@Justalittlepeeck said:
That isn't a very common scenario, but I'm totally seeing this happening.
Happens to me in probably 10% of my games on both sides.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1760994#Comment_1760994
That won't kill low rank/low tier killers. It will make things tougher yes but it will hopefully teach them not to rely on it.
Yeah, actually it will. The point i'm making is that this test, which i totally agree with doing, needs to be done more. And if they aren't willing to test changes that fix the real problems with this game like the CLEAR imbalance when playing against a kill squad of survivors with 10k hours combined then it is just another proof positive of the devs bias towards survivors.
@MigrantTheGreat said:
No! If you increase gen times, you screw over solo survivors.
True, but if you actually read the rest of my post you'll see that the gen times thing isn't my main point.
@CashelP14 said:
No it wouldn't be a great idea to do that. It would kill lower ranks.
Removing bloodlust has an opposite effect though. It doesn't do anything for low rank killers who go against low rank survivors, it nerfs high rank killers who use it to deal with survivors who hold w. It's actually the opposite of how you want to balance the game.
@BattleCast said:
Increasing gen times wouldn’t be a good solution even if it worked.
True, read the rest of my post. They need to do something that buffs low rank and solo survivors while nerfing high rank and SWF teams. There are many things that they can do to deal with this problem, my point is they have shown now a willingness to test things such as.
- What if we increase gen times to 100 seconds, but then tweak all the gen regression/pressure perks to be the same effectiveness as now. Would be nice to see what the game looks like when you don't HAVE to run Undying/Ruin or Pop/Corrupt
- What if we nerf the size of loops in the game but increase the number of them? SWF kill squads are the ones looping killers for days, while terrible survivors (like myself) generally can't last that long, so increasing the number of resources but weakening them actually helps low level survivors while hurting high level survivors.
- What if we made it so strong tiles stop spawning for a while, and survivors only get the main building and some weaker tiles?
- What if we added some kind of penalty to gen times while a survivor is injured?
- What if we made Kindred base kit?
- What if we changed decisive strike?
So many things that are obvious problems in this game that would be great to test to see what happens. My point is, they should do this more and i hope to see more of it and want to see if they are more willing to do this kind of thing.
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@GrimReaperJr1232 said:
I decided to try playing Nurse and it's been... an experience. I'm well aware of her learning curve and this isn't about that.
It's just that it seems so... easy to screw her over. Not the survivors, mind you. Rather, she has so many maps that pretty much render her null and void.
You have maps like Cold Wind that you can not see through unless you're a god, Pale Rose is the same but with a massive ship, places like Haddonfield/Badham have buildings that screw with your blinks, and Entity have mercy if you get Lery's.
And that's not even accounting the bugs. My LORD, she is buggy as hell. Even for this game, the bugs get absurd. Like that spot in Badham where you can blink out of the map.... if your blink even lets you enter the building instead of hitting the wall. Don't even get me started on how bad Midwich was at release...
I'm not saying she's bad. In fact, in terms of sheer power, she is the strongest but I keep finding myself wondering if she really is the best killer in the game. Her 1v1 is great but her mobility is lacking (unless you use add-ons), her power is unreliable, and so many maps just nullify her—all this on top of being the hardest killer in the game to use.
Is there something I'm missing? Are these maps just something you get used to with time (and bugs you just learn to deal with)?
Nurse main here. Everything you mentioned is a skill based thing. If you play nurse for a lot of hours (like hundreds of hours) you get a lot of experience and can deal with any of that. A good nurse, will always get a hit from a blink. If you are good a chase can end in 10 seconds and survivors can't keep up.
Nurse is simultaneously the best killer in the game by far and needs to be reworked, but also the only viable one at high level play.
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@quoclong said:
Again killer mindset needs to change. Thinking 4k is only win is very naive and generally sums up the try hard killer mentality. Even professional DBD players know and have admitted that in some cases a 2k can be considered a win.
As for holding game hostage both sides can do same thing. I have seen killers protect 3 gen situations (like in azeroth) and simply camp and wait for survivors to come to them. Then the try hard killer complains u r suppose to finish gens. My response is killers suppose to hunt down their prey as well so like I said it goes both ways. Killer mains need to start playing other side, survivors too, and stop bitching.
I hear too many sides on both saying DS, UB too op but they say ruin/undying is perfectly normal. I hear survivors cry about tunnel and camping, so just run DS UB BT but then I get back to the killer crying. My response is just learn to deal with it and stop being the 90% potatoes in this game.
It wasn't me trying to get the 4k. The last TWO survivors hid because they wanted the other one to get hooked so they could go for the hatch. My only option other than finding one and hooking them was to literally DC. Read my post before responding next time and stop biasing yourself to one side.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1744672#Comment_1744672
I'm confused is 2 hits not a down?
If that is rlly hurting you then i would reccomend runnign monitor, a huge game changer if w gamer survivors r an issue, same with brutal.
There are plenty of perks out there which can help and you don't need ruin undying.
I don't think you are understanding, on average, i down people much faster, but the math i am talking about is if survivors just hold w, and we remove everything possible from the equation (perks, killer powers, pallets, windows etc.).
Imagine this scenario, which is pretty typical.
- Game Starts
- All the survivors hop on different gens within say, 20 seconds (maybe 1 or 2 are able to get on 1 right away but the other 2 take 20 seconds to run to one)
- Killer runs the the opposite end of the map, where survivors typically spawn. This takes about 10 seconds, depending on the map.
- Killer finds a survivor on a gen.
- As soon as the survivor hears the terror radius of the killer, they immediately hold w and run in the opposite direction of them.
- If they don't try to pallet loop, or use windows, or do anything other than hold w, killer gets a hit, survivor continues to hold w until the killer gets a down, killer grabs the survivor and hooks them. Here is the math on how long that takes:
Facts:
- Average killer movespeed is 4.6 m/s
- Survivor movespeed is 4 m/s
- Average terror radius is 32 meters
- Average human response time is .25 seconds, to account for latency, and the fact that a survivor is distracted and they need to find the direction the killer is coming from, lets multiply that by 8x and say they can react and know where the killer is in 2 seconds.
- A running survivor movespeed is 4.6 m/s
- A survivor that gets hit runs at 6.0 m/s for 2 seconds.
- A killer attack cooldown after a hit is 3 seconds during which they are slowed by 90%.
- A killer lunge range at max range is 6 meters, due to latency, reaction time and other factors, let say the killer lunges at 5 meters.
Killer is 32 meters away from the survivor. 2 second later the survivor is able to react and start running the opposite direction. The killer is now 22.8 meters away.
The killer catches up by .6 meters every second the survivor is running, which means that (22.8 - 5)/.6 is the number of seconds it will take to catch up fully to the survivor when factoring in lunge range and not baiting out a dead hard because the survivor is uninjured. This means the first hit takes about 29.6666 seconds, lets round that DOWN nicely to 29 seconds.
1st hit takes 29 seconds. Now, lets math out the second hit:
Killer is animation locked for 3 seconds due to the hit animation, and they basically can barely move, they get a 90% speed reduction. So during those 3 seconds they can travel 1.39 meters, so lets just round up and say 2 meters. During those 3 seconds, the survivor is moving at 6 m/s for 2 seconds, and 4 m/s for 1 second. Which is a total of 18 meters. The killer moved 2 meters, so now the survivor is 16 meters away. The killer now needs to cover 11 meters of distance to reach lunge range. During that time they gain .6 meters per second. This means 11/.6. During this time, the killer takes 18.3333 seconds to catch up and down the survivor. Let's round that down and say 18 seconds for the second hit.
Now the survivor is downed, the killer then picks up the survivor, which takes 2 seconds, they then need to travel to a hook, which typically will take around 5-10 seconds (let's say 5 to be generous) and then its a 1.5 second animation to actually hook them.
Now let's add all that up.
10 seconds to locate the first survivor
29 seconds for the first hit
18 seconds for the second hit
2 seconds to pick the survivor up
5 seconds to walk to a hook
1.5 seconds to hook.
Adds up to
10 + 29 + 18 + 2 + 5 + 1.5 = 65.5 seconds.
Now, during this entire interaction, what was going on? The other 3 survivors were on gens. A generator takes 80 seconds to complete. This means that even if you were to know exactly where to go, say with BBQ, 3 generators would likely complete before you could locate the next survivor.
Now, you might say, "But some killers have chasing powers, like huntress". This is true, but survivors also have pallets, and windows, and looping etc. So we aren't factoring in any of that now, trying to keep it basic.
Now you might say. "But you wouldn't focus 1 survivor like that, you'd get the rest of them off gens first." To which i say, of course you would in a typical game, but now if you look above, it actually takes longer to get that first hit, then it does the second hit. This means that it is actually more efficient to just keep going until you get the second hit.
This is why this game has so many problems.
Now, i'm not saying this is a typical game, nor that everyone always perfectly spreads around to the gens or everyone always plays optimally. But i'm saying that, if everyone DOES play optimally and plays at the highest level of play, this game still heavily favors survivors. The math just doesn't add up.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1744325#Comment_1744325
45 seconds? Oh boy if ur taking 45 seconds to down everyone no wonder ur games are going fast.
If survivors run to good positions or you know its gonna be a long chase, rotate. Find someone who's out of position or weaker. Get pressure going from hooks and injures and ur killer power so you are able to take that longer chase.
And no any mid-high tier killer you don't need these perk combos. I run bbq only on blight and huntress.
please don't strawman and read what i wrote. I didn't say it takes me 45 seconds to get a down. I said that, if a survivor does nothing but hold w in the opposite direction of the killer when they hear the terror radius, it takes 45 seconds to get 2 hits, from doing literally nothing, but holding w.
Seriously, do the math.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1744642#Comment_1744642
i shouldnt have to explain how insta downs are bad.
giving the killer tokens for them for failing to defend gens, the simple overpowered strength of the idea, how every other insta down power/perk has a trick to it
no thanks
Giving a survivor a free escape after they fail to get downed, the simple overpowered strength of the idea, how every other second change perk has a trick to it
no thanks
What is decisive strike?
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1743920#Comment_1743920
I don't understand this argument at all. What did u do before undying came? Are you saying it was impossible to win a match? Cause that's just nonsense.
I used old ruin to make it so the game lasted more than 5 minutes. Then they took that away.
Then i used corrupt and pop, which made the game last more than 5 minutes.
then undying came out, and ruin + undying became viable, so now i have 2 options.
The problem is, if you aren't taking one of these combos, against competent survivors, the game will be over less than 5 minutes. Survivors that play efficiently are able to waste too much time.
Even if a survivor only holds W and doesn't even use pallets, it'll take you ~45 seconds to down them. Now factor in looping, pallets, mindgames, and even 1 wrong guess in the first chase will lose you 3 gens against a high level team.
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@Letche said:
https://forum.deadbydaylight.com/en/discussion/comment/1740593#Comment_1740593
I mean it would be against the rules if it was actually holding the game hostage. It isn't. Holding the game hostage implies that they're intentionally doing it and you have no way to prove someone's intention. I already explained that in my original statement you obviously didn't bother to read.
There's a difference between someone intentionally holding a game hostage and a game taking longer than it should because of a killers inability to locate a survivor, which there are perks for.
Hiding from the killer all game and waiting for your teammates to die for hatch are as valid of playstyles as face camping, hard tunneling and slugging. Fun is subjective. What's not fun to you and I is to others. Some people don't like to work on gens, but love the thrill of being able to effectively evade the killer.
Your issue isn't with someone holding the game hostage, your issue is with the game being designed in a way that makes this stalemate a possibility. It has nothing to do with people intentionally holding the game hostage.
It's hard to come to a solution without outright punishing survivors for being able to evade a killer such as the suggestion of showing or telling you where a survivor is after x amount of time. The problem with this is if that x amount of time isn't significant, survivors who are just actively evading you could be given away in which case it would be pointless to ever evade in the first place and evasion perks would become null and void if the killer were just given your location for doing nothing.
Devs have already stated in the past that doing that is against the rules. You don't need to factor in their "intent" if they are actively not doing the objective and hiding, it is holding the game hostage.
And you are correct, i am arguing that the way hatch is designed right now, it encourages all the players in the game to effectively stop playing the game as intended and play another game which is far more boring for all the players still involved in order to "win"
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So i'm the only one?
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@Slickstyles said:
Let's start off with Ormond. It really had to be nerfed but implementing unsafe pallets everywhere? This isn't Hawkins with an infinite amount of pallets and walls to break los so it doesn't work.
These pallets need to be replaced with mindgameable loops like the cars on Badham. The tractor should be similar to the cranes on Autohaven because it's pretty boring and uninteractive to just loop around it.
For Autohaven maps, they removed crane from Azarov's (the strongest killer map) and Gas Heaven (a heavy resource management map). The crane tile is very mindgameable and an integral part of all Autohaven maps. Removing it just makes the map more dull.
Reducing the size of Blood lodge is warranted and it's probably the best redesigned map currently. It reminds me of a slightly stronger Coal Tower.
Wreckers yard is on the other side of the spectrum. Reducing the size of an already small map just makes it heavily killer sided. I can literally see both sides of the map when standing in the middle. Nurse, Spirit, and Oni were already easy on that map. Now it's going to be even worse.
- Cars are not mindgameable. A mindgameable loop, is an LT wall on a map where you can't see through the wall. LT walls are how every loop should be IMO. With the cars you can see over them easily.
- The cranes can actually be quite rough, especially since the hitbox on the claw part is super wonky.
- I'll give you that azarov's is killer sided, but only if the killer camps, which is pretty bad. Realistically what they need to do is widen the central area a bit so that you can't just camp 1 side.
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@Wesker09 said:
I'm getting so tired of this what is with killers lately trying to be boring and make survivors miserable as possible bro? LIKEEEEE?
At high levels, slugging is required.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1742202#Comment_1742202
I disagree with that. Assuming you are significantly better than everyone else in the lobby, you can single handedly win CS:GO by just killing everyone 1v1. I have won games of Apex legends solo after my team DCd or died early. Go watch Shroud or other really good FPS players dominate entire lobbies almost by themselves. I feel like that should just go without saying. Especially a game like call of duty where if you are melting faces you get killstreaks to slay even harder.
League of legends? People smurf with 95% win rates from bronze to challenger. If that's not carrying, nothing is.
DBD? If you are significantly better than the killer and are survivor, there is literally nothing stopping them from just going and killing your team. If your team is bad? They waste resources fast, and those are shared by you as well. All you can do is generators, and if they are dying too fast it doesn't matter how many generators you do because you will never complete them in time.
I will say that regardless of your beliefs though, hatch is poorly designed. It encourages the last 2 survivors to hide, instead of do their objective so that the other one can get caught and they can get the hatch.
It also encourages the killer to slug 1 player and leave them on the ground, giving you 4 minutes to hunt the second survivor. This leads to extremely boring gameplay for everyone involved. The fun of DBD is interaction between the killer and survivor. Not everyone hiding for several minutes. Sure, hiding can be an aspect of the game, but generally only is in short bursts., but this isn't a "hide and seek" game at it's core.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1742202#Comment_1742202
I disagree with that. Assuming you are significantly better than everyone else in the lobby, you can single handedly win CS:GO by just killing everyone 1v1. I have won games of Apex legends solo after my team DCd or died early. Go watch Shroud or other really good FPS players dominate entire lobbies almost by themselves. I feel like that should just go without saying. Especially a game like call of duty where if you are melting faces you get killstreaks to slay even harder.
League of legends? People smurf with 95% win rates from bronze to challenger. If that's not carrying, nothing is.
DBD? If you are significantly better than the killer and are survivor, there is literally nothing stopping them from just going and killing your team. If your team is bad? They waste resources fast, and those are shared by you as well. All you can do is generators, and if they are dying too fast it doesn't matter how many generators you do because you will never complete them in time.
You obviously don't play league then. A single player cannot get strong enough to win an entire game. Sure, maybe when someone who literally is paid to play the game plays against the worst 20% of players. But in even gold ranks in that game? yeah, no it isn't happening. With CS:GO you are limited by what you can do significantly. If you have 1 player with the bomb, and the run in and get caught out, the bomb is now in a terrible place, and you might as well call that a round over.
I'm not saying it is impossible to 1v5, or to do well in league by yourself. But, it is significantly more difficult to win by yourself, then it is for someone to single handedly lose you the game. Because snowballing in those games is far more important than most. It's like chess, if you blunder a knight or bishop, you may as well resign when playing at anything other than casual level.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1742107#Comment_1742107
So you should automatically die if you load into a game with bad teammates? It's not like DBD is a game like League or CS:GO where you can put a heavy team on your back. You can try, but the killer always has the option to just....ignore you.
As someone who players those games. No, you can't. A single player can lose you the entire game in league of CS:GO, but a single player can't win one for you. And in those games, matches can last upwards of an hour long. In DBD, if you get a crappy team, it means you are stuck in a game with them for 5-10 minutes. Much more reasonable if you ask me.
