RenRen
RenRen
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- RenRen
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Ok so now that I actually played the map more then a few times I can finally agree that this map is indeed terrible. Totems are a pain, finding gens a pain, remembering the layout is a pain, some killers just suck on the map, it's ridiculously large, there's a lot of god pallets, it's impossible to defend both gates, I seriously am confused how this map was released like this.
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It was killswitched pretty much on release so I can't say if it's a problem based on experience but based on paper it is. Free heals for everyone with the downsides being not bad seems a bit unfair. Once again this is just on paper.
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@HEXSLAYER999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2585921#Comment_2585921
completely irrelevant. Last month all matches were almost exclusively on the same skill level
It's not though...?
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@FranzDerPalme said:
https://forum.deadbydaylight.com/en/discussion/comment/2586987#Comment_2586987
How is it fair, that killers can mori the survs and don't have to hook them? That was kind of the same thing
But that got changed. So it isn't anymore.
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I've seen a lot more people DC'ing cause they got downed early or they were the first hook. Not even camped or tunneled.
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@FranzDerPalme said:
https://forum.deadbydaylight.com/en/discussion/comment/2586888#Comment_2586888
Why should it be like that? That isn't fair, especially because you can literally waste the chests or your bloodpoints on pretty much useless keys
How is it fair that the survivor can escape for free cause they have a item?
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I mean keys have other uses outside of opening hatch. Such as seeing the obsession if your holding the key. Not even using it just holding it. Literally better Blood Pact.
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I don't really get salty when it comes with tombstone I more go: Oh.
In terms of salt for me I guess in terms of when I play survivor it's hits that clearly don't look like they should have hit.
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@Bullettimegod said:
It would be too oppressive to survivors. Like imagine a spirit or nurse able to stop you from using an exaustion perk.
I mean I see survivors play and escape without exhaustion perks.
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excuse me but what the #########. This is a bit ridiculous.
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I'd say yes. I'm not sure about it being on the same spot but I definitely think it should have a breakable wall
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holy ######### that's so cool!
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@Junylar said:
The killers demanded the hatch nerf, and the devs were quick to deliver. The key still can be used by the last survivor if the killer closes the hatch, and even then if the killer patrols the hatch - you won't be able to escape since there is now an animation of opening the hatch, with progress bar. So we now have an item that is usable only one trial out of ~30, probably the most useless item in the game so far.
"Quick"
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Grades aren't meant to determine MMR. Grades are like Rank in that it shows how much you play.
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For the first one what are you talking about? Genuine Question.
For the second one I'm pretty sure killer's meant give a survivor a second objective not for the killers. Also boons aren't an objective.
For the third one I'm guessing your being sarcastic.
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@MrSlippery said:
https://forum.deadbydaylight.com/en/discussion/comment/2585295#Comment_2585295
I was consistently a red rank killer, before MMR. MMR is pretty meaningless to me, because it doesn't do anything. But whatever makes you feel better dude. Nurse is the strongest killer, yes, but she's far from the only strong killer in the game. Spirit has an add on combo, that makes her stronger than before. Blight has consistently been strong. Twins are crazy strong. Huntress is strong. Oni is strong. Nemesis is strong. Trickster is strong, and now can abuse an oversight by the devs. Billy is still strong, even if they gave him a unnecessary overheat mechanic. Wraith and Bubba are actually pretty good now. Haven't played Deathslinger since the changes, but he does look a lot weaker than before, bad power design on the devs part imo. Even killers on the weaker end, like Pinhead, Clown, and Legion still gets 4ks. The entitlement is strong in this post, like y'all really expect matches to be handed to you. With whatever killer, you pick to play as, learn how to snowball with that killer. There will always be an opportunity to do so. Even good survivors, are only human, and will make mistakes, capitalize on those mistakes.
You do realized that the being red ranked meant nothing right? A good majority of people including the devs said rank didn't mean much outside of you played a lot.
Spirit: A killer isn't strong if you have to run an addon pairing every game and it's not even a brown or yellow addon pairing it's a purple.
Blight: I don't know about consistent but he definitely is strong no arguing that.
Twins: Twins is only good against solo Q. Against competent Swf's not so much.
Huntress: No argument here.
Oni: If you go against a good team then oni is really bad cause he never gets his power. You only get those games at the very top of MMR though.
Nemesis: Literally everyone says Nemesis isn't strong. Good? yes Strong? no. He isn't bad just not good enough to even compare to Oni or Blight, and even Huntress.
Trickster: I definitely do think that Trickster is underrated but he is not strong enough to be considered strong. Similar to Nemesis: Good yes, strong no.
Billy: I haven't seen a billy get more then 2 kills in a really long time outside of some streamers.
Wraith: No argument. He's ok.
Bubba: He is actually someone I think is good not ok.
Deathslinger: No argument. He sucks.
Clown: Only works at lower MMR.
Legion: Only works at lower MMR.
Pinhead: Interesting that you didn't mention they're franklin's, hoarder combo. Without the engineer fang and their franklin combo they're are indeed on the weaker side.
Survivors are humans yes, but they have a bunch of second chances. Unsafe unhook? BT. Getting Tunneled? DS. Getting Slugged? UB. Messed up in chase? DH.
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For some reason some maps show up more then others. I'm pretty sure they don't all have the same chances and some are significantly higher then others.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2585858#Comment_2585858
Bricking is essentially have the motherboard or another form of important electronic destroyed
That sounds Illegal.
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Yeah no. I remember playing in a 3v1 situation when one of the survivors DC'd caused they got downed early and at least 2 of us still managed to escape.
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Don't know what bricked means but considering that your mentioning cheaters and NFT, I'm guessing it's a bad thing. I mean I play on the Switch so I don't really know if I can be effected. Also IIRC turning off crossplay doesn't help against cheaters. I don't remember who said it but someone on the forum said that you can still get cheaters with crossplay off. I think Pulsar said it but if he didn't I'm terribly sorry for the misinformation.
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I think there is desync cause when you down a survivor as killer they teleport a meter or 2.
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Yes he moves at the same speed as survivors in tier 3 but there's one thing: The killer hitbox is significantly bigger so the survivor still gains distance. Not a lot of distance but still gets distance.
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@Kurri said:
Revert the recent changes
That's not fixing the problem.
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@[Deleted User] said:
Headshots should put survivors into the dead state
OK maybe that can be an iri addon at most.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2584234#Comment_2584234
Why disable the whole maps? Is it such a serious issue? I don't think so, but it could be exploited directly by using the offerings, so they disabled that. I prefer this solution, bc I can still get the maps. And most notably, it prevents me wasting offerings for a disabled map. I had that a couple of times the last time the Game and Dead Dawg were disabled, burned the respective offerings, and then face palming myself bc it did not think of that the offerings won't work.
Why did they disable Dead dawg when there was an uncleansable totem? It's the same.
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I don't think killer hexes should be relightable but rather they still have an effect even when destroyed just a weaker one.
Coup de grace used to be pretty good. Don't know why they changed it. It might have been too good.
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@Chocolate_Cosmos said:
It's simple - revert his changes back.
People said it was a problem then what makes you think that people won't say it's a problem now.
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@Chilli_man2400 said:
I would also do addons to now idk what to change cause after the update his addons are pretty ok now since some were buffed but I would still change some
Yeah. I seriously don't understand why they gave him an addon that makes him move 1% faster while aiming.
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@Chilli_man2400 said:
If I were to change Slinger here’s what I would do. First Revert the changes and start from scratch
- Make it so when Slinger ADS and let’s go he can’t attack or aim his gun for 1.5 seconds.
- increase the chain from 18 to 24 meters
- increase his terror radius to 32 meters so if someone uses M&A they can’t abuse the 24 meter chain outside of terror radius.
- Keep his current stun when the chain breaks the same cause they actually buffed slinger by reducing his stun
- Remove the whole walking back mechanic so survivors can actually move the chain to break it. This is what I would do to fix deathslinger
- I'm not sure how to feel about 1.5. I think this should be tested. There is a PTB so it is possible to test.
- This is nice and all but what's the point of increased range if the chain can still break at the same speed. Shouldn't the chain get a buff in terms of how long it lasts till it breaks?
- Definitely agree.
- Tbh I forgot this was a thing and I do agree this should stay.
- I agree.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2584278#Comment_2584278
That would be better but the problem was he had a sound cue but you could never hear it cause Slinger would constantly quick scope.
What if they added .5 sec of not being able to do anything when putting down? Maybe even a full second tbh.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2584266#Comment_2584266
even though I agree with the top moving backwards wasn’t the reason he was annoying he was annoying cause his whole chase was RNG on weather he would aim or not. At least Huntress, Trickster and Demo gave indications that they were aiming. Slinger had none it was a instant ADS. I know that was his strength but against a god slinger that never misses you couldn’t counter him cause by the time you get in between a object he could have shot you already. This was his problem
What if it was .25 sec and gave a sound que?
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@DelsKibara said:
Revert the ADS and Terror Radius changes.
Remove Deathslinger being able to walk backwards to deny Survivors the ability to unchain themselves with the environment.
The issue with Deathslinger and why he was "uncounterable" was because of moving backwards. Survivors were never given a chance to be able to fight against the chain hence why it felt "unfair". Even though that chain was supposed to be his complete counterplay.
I'm not sure about FULLY reverting his ADS but I do see your point about the walking backwards.
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I'm guessing this is bait.
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@Nathan13 said:
I've been using enduring and brutal, I don't think it helps me win chases faster but it is a good combo.
I'm not sure about enduring but brutal isn't that bad cause some survivors pre throw to not deal with his shock.
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@Phasmamain said:
Worst part is he’s still not fun to fight against so they didn’t even fix that
Literally the same thing they did for PH. Granted PH's wasn't as bad.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2584047#Comment_2584047
But Boon totems are not the root cause here. Unsnuffable totems are. Which are part of a map, so the maps have ot be adjusted. And instead of disabling the whole maps (yet again), they choose to just disable the offerings, so one cannot exploit the unsnuffable totems with an offering. I find that a rather elegant solution.
The heal boon itself causes crashes, so they disabled it (the root issue). But there's just no reason to disable the other boon as well, it is working as intended (as far as we now).
So BHVR IS fixing the root here. Disabling the boons would be an overboard solution here. Just think of a similar situation with a hex. Would it be fair to disable all hexes just because there can be some maps with uncleansable hexes?
Why not just disable the maps though. Why just the offerings? You can still go to the map.
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@AhoyWolf said:
What do you mean? You want to say to me that you don't enjoy being stunned for 8 seconds as the Twins? Or that you don't enjoy playing weaker Huntress?
I'm just waiting for a day when you say to me that you don't enjoy loosing your power for every basic attack you do as the Legion smh.
Yeah I'm still baffled on how Legion still loses his power from m1.
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@Ghoste said:
Imo the ADS nerf was justified, but they failed to buff him to compensate. Give him some mobility or improve his game delay and he would be fine.
I mostly agree. I do agree that the ADS should have been nerfed, but it feels like it was a bit much. Like a very little bit much.
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Twins, Pyramid Head, Deathslinger, and some people say Hillbilly. I really hope they fix these killers within the next few months cause it feels like if they keep doing this people are just gonna stop playing killer not because killer is weak but cause it feels so bad.
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I'm not sure if they should remove this or no tbh. On one hand it's definitely better then pre nerf spirit on the other hand, it's a purple and it has a pretty sizable drawback.
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@HOW2WAX said:
Huntress has a addon for exhaustion, or just play around the perks? Lol
Ah yes the classic. Play someone stronger or just git gud.
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@Rancid_Discharge said:
Wdym mindbreaker is greeeeaaat.
Your right especially with that new blindness buff! It's totally not gonna not be used still.
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@oxygen said:
Because it's only on those maps there's (known) unbreakable spots for boon totems. They work as intended everywhere else.
But I think the maps can still be rolled randomly if no offerings are used? If that's the case the maps should be completely disabled, not just the offerings.
You can still get the maps randomly. But that still doesn't explain why they disable the map offerings and not the perks. If it's on those maps wouldn't it make sense to disable the boons or maps and not the map offerings?
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Don't play him. That's literally all I can say.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2583578#Comment_2583578
For me, this is worse than the RE chapter. Sure, frames dropped whenever you used an ability or dead hard, but now? I literally can't down people who are lagging because from my perspective they are teleporting.
Oh I thought the people teleporting was just me. Man this update is pretty bad. I know they say they do things to make console better in the background but so far I haven't seen a single thing that shows that.
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@Midori_21 said:
You can indeed still find the hatch early in the match if you walk over it like before.
Ah ok thanks. Do you know if this is intentional? cause this a bit unfair.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2583614#Comment_2583614
'it's fairly unlikely anything has changed in regards to the hatch pre-spawning and the change was likely to when it becomes visible and active not to when it physically enters the match'
Yes I'm aware of that but I'm talking about how there was a literal invisible bump on the ground that you can find and that bump is the hatch. I'm aware that hatch is prespawned and I know about the recent visible and active change. I'm asking if the hatch still has a hitbox despite not being active/visible.
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@Nayru said:
have not been made aware of it literally not spawning until one's alive and as far as i know it still spawns in immediately and can be tracked (else that hatch addon for map would be quite pointless)
I'm not sure if it's the way your wording it or if I'm just stupid but that doesn't answer the question.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2583565#Comment_2583565
Oh yeah I definitely have been playing since console came out, but it feels like the performance is worse now than ever (for me at least)
Their optimization fixes soon after the RE chapter was decent, but now it feels like the chapter's performance is back :p
The most recent patch is pretty bad. Not only is the fps terrible and there being lag spikes but people are also crashing.