Rezblaze
Rezblaze
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@lemonsway said:
I've barely gotten any grabs since Dedicated Servers so i don't think grabs are why Face Camping works.
Let's say you get your wish, does that mean mean Buba is no longer face camping? He has insta down he doesn't need to grab.
Billy can insta down aswell, Clown can spam bottles and slow you down enough to the point where no unhook is safe even if he isn't face camping, simple camping works very well for Clown. Especially when the update was a triple buff for killers in terms of chasing potential. Slap STBFL on Clow, slap extra bottles and who's gonna try and save ? you're gonna need a two man rescue and it still plays into clowns favor cause he can still slow you all down so much that he will be getting multiple hits, which only means he's getting more STBFL stacks... Unlimited Tier 3 Myers can camp for free, GF can camp if he gets a good hook placement to where he can easily Mark survivors...
Hook grabbing isn't the reason camping is strong. Camping is strong cause rescuing is very risky. It should be risky but right now it's just too risky. And gens take longer now aswell so it's a bit of double punishment for survivors.
Personal experience; I have won several games I had no right to win due to hook grabs.
It happens. And yes while a Bubba can face camp that's moreso a character design issue than a camping one.
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ResidentSleeper
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3114778#Comment_3114778
You have no idea what abuse means or you dont care. Either way...
I know what abusing is.
Facecamping is an abuse of game mechanics and design. That isn't the intended way to play the game. It isn't a strategy because it only works as a fluke. It isn't fun because it adds nothing interesting or interactive with the gameplay.
It's absolutely an abuse because it's benefiting you for not even engaging with the game or its players, you're just being rewarded for staring in a direction for two minutes. If you think that counts as genuine gameplay, but looping around a hook for a tile or two is an abuse, then idk what to say other than you're deluding yourself into believing that the status quo of the game is how normal games work.
It isn't. In most games, these abuses would have been patched out by now, and abuses of those patches patched out. Things break when you fix things in game design; being too afraid to take that step is how we got the content drought for the last several years in the first place.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3114767#Comment_3114767
Yeah not being able to grab survivors means 100% safe unhooks if 2 survivors attempt it, without even a hook trade. Pretty damn abusable.
Looping around the hooked guy becomes the meta weirdly enough, this is especially strong against killers that get their power deactivated near hook.
Camping is not an abuse, its just boring.
I understand if we dont care about the balance of the game we can just end camping pretty easily but thats just ending camping for the sake of ending camping.
If two survivors occupy themselves for the unhook, why is that abusable? Honestly that seems pretty fair to me; in exchange for more effort, the survivors are being awarded with a better outcome. That isn't abusing, that's... literally gameplay. The thing we want. You about to tell me two survivors being used to rescue one from a hook and taking that risk upon themselves don't deserve a safe unhook?
And when they're looping around the hooked survivor, so what? You hit them, they keep looping, you make deadzones around that hook... You're literally the one winning in that position. And if you make the timer significant, say, 30 seconds around the hook, then it doesn't matter if they loop, it'll be long enough for you to punish them for trying to do that.
Seems perfectly fine to me, some hooks don't have any loops so a survivor won't be able to abuse it for very long at all.
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@Dead_Harder said:
Buddy you just made tunneling and camping better.
How to incentivize people to not tunnel: Base kit DS for 30 seconds.
How to incentivize people not to camp: I have no idea, basically all ideas i can come up with are probably pretty abusable.
Firstly, you can make it so you can't grab people unhooking anymore, which makes facecamping not a viable strategy except for hook trades.
Then, they could actually pause the timer if the Killer is in a radius for too long. Sure its abusable in some weird, roundabout way, but not any moreso than Camping is already an abuse.
Tunneling? Simple; instead of just giving someone a few seconds of invincibility, give them a sprint-burst effect off the hook so they can get to a safe pallet.
There, you've made camping and tunneling an inefficient strategy.
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@DBD78 said:
What if there is a built in Ruin effect for killers with whatever is fair regression numbers, that ends the very moment the first survivor dies. This would make it worth hooking more rather then getting a fast kill.
Or make the regression less for every survivor death, while rework all killer gen regression perks to something else so there is no gen regression perks at all, just the basekit regression.
I've already toyed with this idea.
Improve Regression — Dead By Daylight
In summary:
- Base regression on generators would be 0.25 charges a second... Which is normal regression. Before anyone gets in a tizzy about it, that's 5.3 minutes for a full generator, and 2.6 minutes for a half-done generator for it to regress completely to 0. Nobody is keeping a generator unattended for that long.
- When you kick a generator, you take 5% off the generator (already kinda implemented with 2.5% immediately taken off), and it now regresses at 0.5 charges a second. This is the normal Ruin speed, before the nerf. This cuts the time of regression in half.
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o k
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3105775#Comment_3105775
Campong is a strategy, not a mechanic.
There is no rule or mechanic to enforce that rule against camping. Thats why the devs tried to test it on those ptb years ago.
Survivors used those mechanics in unintended ways and thus survivors are the reason survivors cant have nice things.
Please don't BS and gaslight people into thinking Camping is a "strategy" because its not. The Devs have already gaslit themselves into doing this for years.
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@Raptorrotas said:
Sep and Nov 2016 they tested similiar mechanic, static circle instead dynamically expanding, survivors abused it so hard devs decided this mechanic will never work.
As opposed to a mechanic that is currently abused by killers?
Because camping is absolutely an abuse by the Killer. You aren't supposed to be camping the hook.
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@ByeByeQ said:
If the Killer is within the Ritual Circle, the Struggle Timer pauses. It remains paused until the Killer exits the radius.
This would make unhooks completely free, especially if a survivor could be in that circle and still have the timer pause. I'm imagining scenarios where the survivors abuse the heck out out of this just looping near or literally around the hook.
How?
The struggle timer has nothing to do with survivors dashing for the hook. If you aren't camping, the zone would be tiny if you seek to punish it.
Face it, this is only an issue if your goal is to try and get a survivor to stage 2 on the hook on your first hook; as a Killer this shouldn't be happening, unless of course you're camping. Or the Survivors are brain-dead incompetent.
You can punish them by downing the unhooker if you're looking for a hook trade but otherwise, oh well, don't camp.
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@[Deleted User] said:
Honestly, the majority of the killer buff was fine and healthy! The fact that it's being exploited for hard core tunneling and face camping is what's taken this patch into the dumpster.
Had the devs actually resolved to tackle those two issues genuinely? This patch could have revitalized the gameplay.
Allowing these two scummy tactics increase to this level without acting on it is absolutely decimating the survivor player experience.
I agree these are good changes, but they didn't do enough to address camping and everyone is overreacting.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3021596#Comment_3021596
Correction, Easiest for you.
Skill issue.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021668#Comment_3021668
For the challenge
Uh, challenge?
Just go perkless for and add one perk every 10 matches. That's basically the same thing.
There are ways to challenge yourself in this game, many community members already have a few. You don't need a challenge manufactured for you.
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Someone needs to re-read the Dev Notes.
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The intent is to rescue you from the killer's grasp after a tunnel.
The five second stun only really punished low mobility killers. High mobility killers didn't feel it that much.
Turning up the DS timer only hurts killers like Trapper, Pig, Ghostie, Myers, and other M1s that really don't need that sort of punishment to begin with. And the killers who may need to be punished more, like Nurse, aren't going to feel it whether its 5 seconds or 3 seconds really.
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yeyes i AGREE 100%!!!!
i never run calm spirit but I KNOW ITS USELESS!!!1!
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@Zwergz112 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021805#Comment_3021805
Same, also don't understand the reason people feel the need to announce to the world that they're leaving. "I'm going to stop playing DBD but first i must type a thesis in the forums to inform everyone of my departure and why" Like dude, if you wanna leave then fine, go forth and have fun with something else
i posted bcuz i don't have friends and i'm tryning to get people to go to another game with me bfore it dies wen ththe next dbd patch
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021805#Comment_3021805
Just ...just this
The wolf at the end is the only reason I'm more convinced it's satire than not BUT the kind of person who would make a post like this unironically would also use that wolf like that unironically...
i'm 100% srs don't mess with me i'm lrsbinh nad not coming back /srs
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@WARW0LF said:
As an exclusively solo survivor since 2017, the coming changes look disgusting for survivors, great for killers, they neeeded it but us solo players get screwed, yet again, this is the final nail in the coffin, this game was barely fun to begin with and now, it will truly be a miserable experience for solo
so they increase gen speeds, okay, so whats stopping killers from still bringing stacked regression perks, the devs took a problem and made it worse, right idea, stupid execution
every survivor meta perk decimated, why?, you kill perks because they are popular, thats backwards, are you going to nerf whatever paltry meta comes out of this because that too is popular, pathetic.
buffed bloodlust, thats also backwards
i was all for killer buffs, that seems great but to nerf survivors into the ground, i'm glad i didn't buy the last few DLCs 😅
expect a mass exodus of solo players when it goes live, killer queues will return to 30m and considerably less content being created by survivors, pretty good job so far
Leave faster pls.
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Charlie Brown's teacher - Sound Effect - YouTube
This is pretty much all I hear in this thread.
You're complaining about Corrupt Intervention not being basekit even though that'd be like, an objectively terrible idea and doesn't actually address anything.
You're complaining about Calm Spirit buff which nobody even used anyway so why are you complaining about changes to it?
You're complaining about a Self-Care nerf despite the perk just being awful anyway so if its so awful why are you so upset by it?
The devs hit every other mark here. They have a few blunders in this update but this is overall the best patch the game has had, and still people find ways to hyperfocus on changes that haven't even been launched or tested yet.
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@Phasmamain said:
I can understand that you want to change the meta but nerfing DS from 5 to 3 seconds is going to make it basically pointless
Let’s say you are facing a nurse with 1 or 2 range add ons or a spirit with MD ring. What the hell is a 3 second stun going to do against that? Or even a blight or billy?
I think most can agree that current DS is in a good spot except for during EGC which you agreed was a problem and rightfully nerfed but the stun duration was literally never and issue. I hope this change doesn’t go through since it will only encourage tunnelling even more in a update that wants to tone it down
When you take the most egregious examples to argue against the 3 second stun, then you're purposefully biasing your argument in favor of this.
You're plucking a select few killers that overpreform and make the argument that because the stun would be useless on them, the stun should therefore be longer. Failing to take into account that the stun being longer will hurt weaker, less mobile killers FAR MORE than it would hurt a Nurse, Billy, or Blight who can catch up with a survivor in several moments.
To a Nurse, a 5 second stun doesn't do a whole lot against them. To a Billy it doesn't either. Neither to a Blight. But to a Trapper? That extra two seconds hurts far more. So arguing that the 3 second stun should be increased so that it can slightly affect the killers with the HIGHEST POSSIBLE MOBILITY just a tiny bit more at the cost of making it devastating for killers with no or little mobility, is a dishonest and fallacious argument.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2955803#Comment_2955803
We wanted to keep the choice for folks who like the time wasting aspect of boons. If you'd rather snuff them and force Survivors to waste their time reblessing them, you can. Otherwise, you can toss this on and destroy the totem outright.
Why not tie it to an input rather than having a niche perk tied to it? Press Space to snuff, or Hold Space to break? That kinda thing.
If they don't bring Boon Totems, this perk does nothing.
As an input it would feel a lot better, because I dont have to worry about making the "wrong decision" before the match even started.
Plus, if the Meta shifts away from the Boon Totems, this perk just dies off as it wouldn't be worth the risk of taking, as stated above, because if the survivors don't bring boons, then you have no perk. It already feels like it has a short shelf life.
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I love the game so far. Though some of the decisions kinda bug me.
Like, why can't I spectate while I'm dead? Being stuck in a corpse while my teammate runs around half the map prolonging the match isn't fun, but I'd like to at least watch what is happening while I AFK.
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@Chewy102 said:
Back then there was things far, far, far worse than Dead Hard.
Infinite loops, windows that never got blocked, 20 second recharge Sprint Burst mid chase, perma sabotage, and more. I was a launch player and remember so much bullshit. Don't think DbD was better in the old days, it wasn't and the only reason people assume it was is because almost no one knew how to properly play yet as no one needed to from how easy it was to abuse those things.
God I still remember perma sabo and being forced to slug on Billy. I even started to run Iron Grasp unironically to get to hooks.
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ok
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Just delete the ######### perk.
It was one of the more poorly design perks of the game and it shows because they've done nothing about it for years since its release and its still a topic of really unfun game design.
Then again, unfun game design is really par for the course here. Since Tunneling, Camping, and Survivor Spawns are still considered acceptable things.
In no way, shape, or form, should Dead Hard exist. All it does, is punish the killer for making a play that would end a Survivor, and reward the Survivor for pressing E.
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@deKlaw_04 said:
What would an early game collapse be? Two minutes of gens and totems being blocked?
There were many different ideas thrown around.
My own would be, all gens and totems are blocked until one of two conditions are met:
- A survivor finds and interacts with an Entity Glyph. After interacting, all gens are unblocked. Perks like Corrupt Intervention will apply after the gens are unblocked. One will always spawn in the Main Building (If the map has one) or the Basement. One will spawn inside a random tile around the map.
- The Killer begins a chase. Once a killer begins a chase, the same effect will occur.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2943405#Comment_2943405
5% regression is more than a survivor can repair in the 2 seconds it takes the killer to kick the gen. (In fact it takes 4 seconds to repair 5%, so that's 800% regression for that 2 second commitment to kick)
That alone makes kicking a gen a credit towards the killer (as opposed to how it currently is where a quick tap can make the kick negative pressure for the killer)
That alone makes kicking worthwhile, and would therefore make every gen kicking perk more worthwhile. Overcharge, Trail of Torment, Erruption, Dragons Grip, Call of the Brine, etc. All suddenly much more worthwhile to use.
So yes, the instant regression alone would be a significant boon for killers.
There's a reason why Ruin is a Hex perk. Automatic regression with no qualifying conditions would be incredibly oppressive. An active Ruin at endgame, especially in a three-gen situation, is already virtually impossible to overcome. The only reason Ruin isn't totally oppressive is because it usually doesn't last until endgame.
Ruin without being a Hex would be too strong (hence why my suggested Ruin alternative requires killer objectives to activate and is limited to a total of 4 minutes uptime)
Ruin without even costing a perk slot would be ridiculous.
The only way I would be ok with basekit automatic regression, would be if it scaled with gens completed, and starting less than base regression speed.
5 gens remaining = 0.2c/s
4 = 0.15c/s
3 = 0.10c/s
2 = 0.05c/s
1 = no regression.
This is because early game is where you want the regression. Late game regression can snowball into an unbeatable game.
The only reason a game with that regression would be uncontrollable, would be because the survivors put themsleves into a bad 3 gen situation.
4 seconds of repair time is good. But its only four seconds. And regression at 0.25 charges wouldn't properly reward the killer if he decides to hover around the generator and control it.
The killer wins games by controlling gens but has no means without perks to control them. This just gives killers a default address to generators which would make regression perks less of a necessity. Thus improving perk variety and thus improving matches.
You won't see Ruin every match because the killer will no longer have to feel like they need to rely on it to defend gens.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2942702#Comment_2942702
Yes I know... what about my post suggested that I didn't know the figures around Ruin?
Call of the Brine isn't like either the instant regression or the perk I suggested.
The instant regression would be basekit, not a perk. (And would therefore already boost the effectiveness of every gen-kicking perk like Call of the Brine)
The perk I suggested doesn't require you to kick gens, it's automatic regression you activate by progressing your main objective. It would be as meta as Ruin is.
Oh, I didn't understand entirely what you meant.
Well, the idea isn't the immediate reward. Not entirely. If you add 5% regression on a base kick, then it wouldn't do enough IMO to reward the killer. The base regression on a kick needs to be boosted as well to round it off. Because 5% only amounts to a few seconds of gen progress. Which can be given back fairly easily.
The goal for all three of these changes is to give the Killer significant rewards for running survivors off gens, kicking gens, and protecting them as they regress. Performing just one of these I feel is a change too small for the current state of regression, which necessitates perks.
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@Seraphor said:
Basekit Ruin is a bit OP, even at half strength (or tier 1).
5% regresion on kicks is enough if you ask me. It gives immediate pay off for your direct intervention, and bonus if a survivor taps it immediately as you can turn it into 10%. Nerf Pop slightly to 20% so it's still 25% total.
Now I'm all for other perks similar to Ruin that aren't a huge gamble like hexes. For example:
After hooking a survivor for the first time, all gens begin regressing at 200% for the next 60s. All gen regression pauses while you are within 18m of a hooked survivor.
This would be a non-hex Ruin that discourages camping.
Combine it with something like Thrilling or the Scourge perk that makes you scream when you're on a gen, or just BBQ, and you can pressure the right gens to get your regression.
As I said above; Ruin at Tier 1 is literally just normal regression. 0.25 charges a second.
At Tier 3 its 0.5.
Plus, we already have a perk that does this: Call of Brine. It isn't exactly meta.
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@sizzlingmario4 said:
Base regression needs a buff but basekit tier 1 ruin is too much.
I do like the idea of a kick having a small amount of instant regression as this helps combat gen tapping.
I disagree.
Ruin is strong not because it regresses at 0.5 charges a second. Its strong because it is constantly applied and evenly distributes to every gen. Meaning, whenever you push a survivor off a gen, you're gaining value.
Passive Regression is meant to mimic that value, where the Killer is rewarded, albeit very small, with pushing survivors off gens by default. I think 0.5 charges a second for spending time out of position to kick a gen for 2 seconds showcases its urgency to survivors.
The ability to control gens is supposedly what makes or breaks many killer games, and by default we just don't have the tools to address it. These 3 things together I feel would give a killer enough to address gens by default without stealing the spotlight from gen regression perks like Ruin or Pop.
Also; Tier 1 Ruin is 0.25 charges a second. Tier 3 is 0.5 a second.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2940656#Comment_2940656
Because every Killer has the ability to chase a Survivor and injure them while using M1. And this is taken into account with Map Design.
You will make a lot of Loops really bad against Killers with 120% Movement Speed.
Buffing their ability is the way to go. You should not mess around too much with Movement Speed.
This is not taken into account with Map Design. Map Design is some of the worst aspects of DbD. I made a whole thread how the main house in Haddonfield is pretty much busted for any killer that doesn't have a mobility power, and that's a part of the Map Design. Its almost an infinite for Demo, and is an infinite for someone like Trapper or Doctor. The loop is so long that unless you have some good anti-loop or speed you can't catch up.
So I don't know why you're talking about Map Design like it isn't a source of the problem.
Also which loops would be really bad? Which loops specifically? Because besides already unsafe loops, the worst that the common tiles would have is maybe you get one less loop from a pallet. Which, considering their power isn't compensated anywhere else, is fine.
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@Mat_Sella said:
Making more interesting powers is far more fun than just "i walk fast."
Power budget has to be spent somewhere, you dont want it to go into having a fun, interesting, engaging power?
Here's the thing:
How do you make Trapper more interesting? Give him all his traps? I'd be all for it, but that isn't more interesting. That's just buffing his kit and letting him access it easier.
Also, a 5% power change can take literally 30 minutes. Its not difficult. We've seen what BHVR can do; buffing handfuls of perks at a time, buffing multiple killers at a time... We've seen them do these things. Chosing between buffing a power and buffing movement speed is a false dilemma.
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@MrHashtagYT said:
https://forum.deadbydaylight.com/en/discussion/322415/should-certain-m1-killers-get-a-boost
we shouldnt just make their speed faster and actually rework their abilities more
Certain killers are slightly slower to compensate for their ability. Huntress, Deathslinger, Trickster, etc.
Why is it we can't make certain killers slightly faster to compensate for their lack of ability?
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2940516#Comment_2940516
That pretty specific for a circumstance. Did a killer camp you with stbfl at 6 stack?
Read my previous comments I don't owe you an explanation when you won't even bother reading the conversation you jumped into.
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@jesterkind said:
In fairness to survivors, they can't exactly do anything about a killer hard-tunnelling them unless they bring one specific perk, or hope that their teammate brought the other specific perk that helps against tunnelling.
Tunnelling is a legitimate strategy for killers to employ, but because it's a legitimate strategy, there should be a basekit answer to it. That's my view, anyway.
@Devilishly_Rowdy said:
Asking a killer to not tunnel is like telling a survivor "hey don't do that gen, travel to the other end of the map and do that one. Why do you wanna complete all gens so fast? Let the killer have some fun too"
Isn't it pretty much the same thing?
Just because they are 'legitimate strategies' doesn't mean its good design.
Yes, you're ALLOWED to tunnel, but that doesn't make it healthy to the game.
Yes, you CAN facecamp, but that doesn't make it fun or engaging to play the game.
Yes, you CAN slug people for literally no reason, but that doesn't make it fun or engaging.
These things are 'legitimate' strategies. But they are unfun strategies. And I say this as someone who mains killer. The problem is that, tunneling and camping are often necessities with playing in High MMR; because SBMM attributes 'escapes' and 'kills' to skill, you're often facing off against the same sweaty builds with heavy tunneling with the same killers.
The current state of MMR necessitates tunneling. But they can't remove tunneling or camping, because doing so would dip MMR of a lot of people and make the killer experience more miserable. But they can't slow gen speeds and still allow camping or tunneling because that would be equally unfun for the Survivors.
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@Pulsar said:
Just seems like a natural continuation of the perk to me.
It'd be a neat quality of life change. But that isn't really the time-consuming part of the perk.
The part that's time-consuming is the fact that you have to tredge around to look for it, find it, snuff it, then go back to whatever you were doing. Its the detour in the first place that makes it undesirable.
Now, if it were BROKEN after snuffing it, then the time consumed would be more worth it, as it prevents a survivor from using that totem again for the same purpose.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2939890#Comment_2939890
It isn't a guaranteed loss unless the survivors are just plain bad. Are you a sport enthusiast or something?
Ah yes, outskilling them by having STBFL at 6+ stacks and sitting at the hook.
Such skillful play. The only reason you lose to that is because you're bad.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2939187#Comment_2939187
They should have been doing gens and leaving you with a 1k.
Congratulations. You've performed Olympic level Gymastics in dodging the issue.
Yeah, survivors can hold on gens (even though literally every instance of my face camping occurred when gates were powered or when there was one gen left) but if its in the early game that's a guaranteed lost really if you loose someone that early. In the late game, it doesn't hurt much for the other three to just leave, but yeah, totally fun to be face camped as a survivor and have all your agency and all the interesting gameplay soaked right out from the hook stage of the game, a point of the game which is already dull and boring I might add.
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@LapisInfernalis said:
I would make it a breakable wall with a ledge.
The less breakable walls there are, the better.
Breakable walls was the worst and most useless iteration in the game.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2939187#Comment_2939187
If its not intended, then explain Insidious. A perk that has absolute no usuage as to camp something without getting detected.
A bad perk for a bad mechanic.
You seem to be under the assumption that just because its 'intended' means its good or okay.
Its not. If its intended, its horrible game design that is actively unfun and rewards the killer for doing absolutely nothing while forcing survivors to go into dangerous situations.
If it isn't intended, then its a terrible exploit that has been neglected for years.
Both of these options are garbage.
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@Tsulan said:
Camping has been a intended game mechanic from the very beginning. Nothing changed in that regard.
The only thing that changed, was how efficient survivors became with doing gens. Losing 2 or 3 gens during the first chase isn't uncommon. So the killer feels like he has to camp in order to secure 1 kill.
Just equip BT and go for the rescue or finish the last gens and get out.
Bull.
I just facecamped after I got smoked in a match and ended up with a 3k. One dead, then I facecamped another to oblivion and got a grab on the obsession. Only one escaped.
If this is intended as a game mechanic, this is by far the worst mechanic to be in a multiplayer game.
What camping (and tunneling for that matter) is, is a side effect of two things:
A) Nothing preventing me from doing that and playing as scummy and gross as possible.
B) Matches and map design necessitating or forcing the killer in a position where camping is the only option if you want a kill.
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Here it is.
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If going to Haddonfield makes me not actively wanna vomit then I see it as an absolute win.
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Idk the argument that the game "Shouldn't be balanced around good players because what does that leave new players"?
Bro, have you PLAYED solo queue? It literally wouldn't be a downgrade from how new players play now.
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I really think they should just add more gen speed on the beginning of the match. 100 seconds a gen, lets say.
First gen done, reduces to 80 per. Then reduces to 60 at 1 gen left.
Same amount of time, but the early game is far less punishing.
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@phant0mthi3f said:
I hate the idea of core mechanics being perks. And fing graphics settings. Half the roster has a feint anyways. When they're staring at you for dead hard use your power button to start an animation.
Half the roster?
Wraith, in a way. Then the ranged killers. Thats really it.
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Its how MMR works.
The game has always went by too fast and unless you're a killer with heavy map presence, you needed either aggressive gen control perks, or you need to tunnel. MMR balances around getting one or two kills, but most games those kills come from tunneling or 'playing dirty' which the MMR doesn't account for, thus putting you in more matches where you're forced to play dirty to keep getting those one to two kills. Leaves Killer in this weird limbo state.
I've been saying this for years; early game generator progress is just too ######### fast.
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@_ZZlaya_ said:
Behavior could let everybody think as they want, if David or other survivors are straight, gay, whatever. Don't mention any sexuality for existing characters, players like them as they are. Just made a new one.
So simple.
Whats to dislike about a character being gay?
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2925215#Comment_2925215
Thats my point here, it doesnt do ANYTHING. There is literally no point in officially posting and announcing that except trying to catch the attention about that which just seems weird to me?
For instance Tracer from overwatch is lesbian, did Blizzard now start a huge celebration party? No it was just writtten in her lore page and thats it, dont see any issue with that honestly.
Tracer was an original character who wasn't established then.
When you take a character who's already established and verify their sexuality, people tend to freak out over it. As you can see. So an announcement or at least confirmation would be wanted anyway, which would result in an official post clarifying.



