Rivyn
Rivyn
About
- Username
- Rivyn
- Joined
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Comments
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'Now i am not knocking anyone who uses this combo but...'
Preceded by '...how much help does someone need??? I couldn't see my self needing THAT much regression help.'
Apparently you are knocking anybody who uses it. If you weren't, you wouldn't even come up with this post. Sounds to me you were rolling survivor, and was clapped by somebody using this setup.
I personally don't use it, as I don't use Hex perks in general. They're too high risk, too little reward. Tinkerer's a gimmick by itself, and PoP is just an all around good perk, that relies on Ruin being out of the picture. Good on high movement killers, weaker on most everybody else.
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Because they're brown ranks who play/think like brown ranks.
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I mean, if you're purposefully going around setting off her traps, than you aren't doing gens. Sounds like she's still winning. Better to go against three players than four.
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High risk, high reward should be a thing, yes. Devour Hope is a good example of a well made Hex.
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I would just like them to leave the match instead of sitting at the gates. . .
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Make her 115% then so she can chase. You can't hamper her ability to control her territory and not give her something in return.
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@GeneralV said:
I like the way it currently is, and besides you can get actual numbers from the wiki.
Using an outside source for something that should be in the game already? That doesn't scream 'lazy' to anybody else?
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I don't use it, as I feel it's a waste of a slot. Only set up killers can make use of it, and even then, it's iffy. Either the survivors wait it out, and you're down a slot, or you find an excellent looper who wastes your time, killing a slot.
Even for Trapper and Hag, I think it's a waste. The furthest three gens are usually the ones you WANT to go, so you don't have to cross half a map at a time anyway. While they're working on those gens, you can be setting up in the center, instead of risking a central gen popping and thus splitting the map.
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With the way they were implemented? No. For the most part, it was just incredibly lazy. When Dead Dog was shown off, I had hope. The breakable wall in the killer shack was nice, because it offered a different approach. Then they just slapped them into every doorway, forcing the killer to break them, otherwise they create infinites.
Devs really let us down with them, I feel.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2202791#Comment_2202791
Yea. Don't get me wrong. He's not like...A-Tier or anything. But there's worse off killers
Whom? Trapper can at least 3 gen. Clown can kill loops. Twins can at least slug and camp well enough. Legion can cross maps quickly enough. All bad, but not as hindered as Trickster is.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2200533#Comment_2200533
The devs stated it would not be as simple as lifting the camera, you stated it was simple. And I'll tend to believe in the devs words for this matter, for obvious reasons. So you are not telling the thruth, thus a lie. If you aware of it or not does not matter to me.
And you missed my point.
The devs can, and do, claim a lot of things, much of which need to be taken with a grain of salt. Remember kill rates? Statistics? Perk usage? God loops? Maps? If you believe everything they say, well, go for it. I just tend to look at their previous decision making and take that into account before casting any judgement. As I said, tweaking animations to fit a camera lift 'should' be simple. They can create new rigging and the animations that go with it, along with the coding for abilities, in three months, give or take. That should say something. It wasn't a priority.
But again, believe what you want. Actions speak louder than words. Just look at how weak Trickster is. Going to be at least a year before he's touched in any major way, if Demo is any example to go by.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2200362#Comment_2200362
That's a blatant lie! The devs themselves said raising the FoV is not that simple, bc. it's not just only lifting the camera, but adjusting the animation as well.
How is that a lie? They can create a host of animations for new characters every three months, but adjusting those on a finished product is not 'simple?' Please.
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Not for awhile. Look how long it took to get Blights FoV changed. And that was simple.
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So long as SWF remains as it is, it shall forever be survivor sided.
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@Smeagolthevile said:
https://forum.deadbydaylight.com/en/discussion/comment/2198251#Comment_2198251
Every game? yes
You can throw up some examples of people calling you a tunneler and a camper when you claim you arent, but that doenst prove anything.
Actually let me be clear, if you constantly change your target mid chase to the one you have already recently hooked, you are infact tunneling. I dont care if you dont think you are doing it, you are.
If you're near the killer who's already chasing somebody else, then the blame is on you. The killers job is to kill you. If he sees an easier target in his path, then the correct choice is to go for the easier target, especially if the one he's chasing is healthy/strong tile/pallet/good looper.
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Every game? No.
I say this from experience. No matter how 'fair' I'll play as killer, I will always be blasted for 'tunneling scum' and 'camping trash.'
Survivor recently unhooked runs in front of me while I'm chasing somebody else? I'm tunneling.
I follow a survivor back to a hook rescue? I'm camping.
Survivor heals UNDER the hook? I'm tunneling.
Survivor plays ring around the rosy in shack while survivor is in basement? I'm camping.
Survivor abuses BT? Tunneling.
Urban Evasion near hooks? Camping.
Savior ditches rescue for strong position, leaving me with rescue? Tunneling.
Hook bombing? Camping.
The list goes on. My point is, many times when a survivor bms about tunneling/camping, the blame falls on either their teams bad choices, or their own. I'm not saying hard core tunneling/camping doesn't exist. It does, and it is a frustrating experience, especially in lower ranks where the experience pool is minimal. However, it's much less an issue than let on. It's the same as the constant 'evil SWF' posts. SWFs an issue, sure, but you aren't running into 4 man tac squads every match as the forums would lead you to believe.
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I'd be for it, but we all know that would just increase dodging. Devs don't want that, so it won't happen. Then again, they tend to try and bury any complaints about SWF, as it's what makes them money.
A better option would be to show SWF in the post game lobby. At least then, you know who was who. Yet again, though, devs don't care.
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It's a gimmick that works only on small maps, and only if tile rng is in her favor. She's still a M1 killer most of the time, with no travel power, so 60 seconds is limited on large maps. It's nice when it works, though.
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DH by a long shot. It's a third free health state.
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Just don't attend the Prometheus School of Running Away From Things, and you'll be golden.
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Never, as I won't subjugate any friends of mine to this torture other than myself.
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God no. Those things are cursed. Every time I use them, i go against a sweaty try hard group that wants the game to last three minutes. I have a few dozen spread out on my killers that I'll never touch.
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Jokes on you, I just dodge.
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How does M&A affect Dark Devotion? I usually run M&A on her, but Dark Devotion looks fun.
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@KiPi said:
https://forum.deadbydaylight.com/en/discussion/comment/2175281#Comment_2175281
I think that happens a lot. Haven't played Surv in month (if playing DbD I tend to play Killer) and am currently sloooowly going back up in ranks and I got a few very nice teamworkmatches along the way by now. Most were in green tbh. Killer went in at least half those matches "I wish I could turn swf off" or smth similiar towards the subject swf. I was every time solo and most of the time the others wrote "#########, I am solo" as well. Given they said the truth it actually happens a lot.
Slightest sight of any teamwork and it's supposed to be swf.
It's the playstyle. Usually, solos ACT like solos. Won't go for saves, will run into teammates doing gens/totems, will heal under hooks, etc. As a killer, if you see that, you can be fairly confident you're up against solos. So, good survivor gameplay is thought as being SWF exclusive. There are a number of times I've felt like I'm going against a SWF, just by how coordinated they are, yet they say they're solo.
Then again, they could very well be SWF and just claim they're solo, who knows.
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@KlapzCheeks said:
https://forum.deadbydaylight.com/en/discussion/comment/2174615#Comment_2174615
Not the issue? So that 5th perk of knowing where the killer is and doing at pretty much all times isnt an issue? Thats laughable, I didnt realize we had comedians in here.
https://forum.deadbydaylight.com/en/discussion/comment/2174731#Comment_2174731
Only reason why "SWFs" are fine is because they play overly altruistic. If they didnt SWFs would pub stomp through the game. It clouds the stats against SWFs. At high level play survivors are coordinated enough if they have common frickin sense. Solo isnt as underpowered as people like to claim.
https://forum.deadbydaylight.com/en/discussion/comment/2174573#Comment_2174573
This is straight facts. All they have to do to "buff" solo is add in a VOIP. Imagine that nightmare....I feel Friday the 13th had it right with the finding a walkie talkie to communicate. Somehow disable party chat and make a perk that needs to be equipped to have comms.
Nice to see you only read the first part of the sentence. I said how it has been Implemented is the issue. I have no issue if you want to play with your friends. That's not a problem. But having no balance or way to counteract that in a game like this is what causes the problem. Better?
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SWF itself isn't the issue, how it's implemented is.
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Do bones.
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Clown with Insidious and NOED. Park yourself in front of your basement box. Soon as the gens are done, go ham. If they escape, they escape. If they fall to NOED, tell them to do bones. You both depip, and give them a helpful service announcement.
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@Johnny_XMan said:
Pretty much a made up term to blame something else other than your skill.
Much like tunneling, yes.
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@Kebek said:
They're extremely strong killer, even when the 5s stun does feel awful, it hardly makes them bad.
Lol. 'Extremely strong' in brown ranks against survivors who have three hours of play time. They are the second worst killer in game, right behind Trickster.
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My guess? They don't know how.
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He has map transversal and a lunge. It makes him a solid killer. He could be better, yes, but he certainly isn't among the worst. His key issue is that he telegraphs everything he's doing across the map, something the devs simply don't/can't understand. His other would be add ons, but I haven't played him enough to get a feel for the rework.
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Can you imagine how abusable it would be if camping was bannable? How would you define it? What range would it need to be set? How long? What's to stop survivors from simply running around a hooked survivor, and then labeling it as camping? If camping is bannable, could you also say sitting on a gen is bannable? Or body blocking?
Bring BT, hope your team has BT, or move to a different match.
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Bunny ears go flippity flop.
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So long as SWF is implemented as it is now, survivor sided.
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Then remove her cooldown when blinking until you get a hit/down. Her skill cap is already high enough, if you want it higher, even it out.
But the Twins were unjustly nerfed. My guess, a dev got pub stomped and this was the reaction.
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/244668/noed-you-only-hurt-yourself
NOED's problem is that it lets bad killers get free killers Which is unfair I would rework NOED NOT nerf it Wanna hear what i thought about?
You could use the same argument against survivors second chance perks. You get away with actions you normally wouldn't/shouldn't.
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That is holding the game hostage, but the devs have yet to do anything about it.
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@Yords said:
Then show us your games since you are apparently really good with her.
God, I want to upvote this post, but it's at 69. . . I'm torn here. So, I'll just say I upvoted it.
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Dunno why people place Trapper below Trickster. Trapper at the very least is 115%. Secondly, he can lock an area down effectively, though it does matter on map and gen spawn.
Weakest in my book would be Trickster, obviously. He's a 110% killer that's punished for using his power. Twins would be second.
Nurse is obviously the strongest, but the skill needed to get there is long. So, I'd say Spirit, as it's easier to dominate.
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Probably because you can pop all five gens and still have 14 pallets left to chew through. The first floor is pretty much an open area, and the usual gen placement allows you to see the killer coming half the map away. The shoddy breakable walls, the three, sometimes four god pallets, on top of poor totem spawns? It's just a badly designed map.
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He doesn't need a movement speed increase, being ranged. Just lower the amount of knives needed to injure/down, have it so they need to heal to remove the laceration meter, make the ricochet base kit, to further differentiate him from Huntress/Deathslinger, and allow him to activate his power on command, not automatically.
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Second worst killer in the game, behind Trickster. The amount of counters they have is amazing. Seeing as the only viable playstyle they have is camping/slugging, well, they're boring. Interesting concept, but terrible execution. And the fact that they nerfed Victor just makes it even worse. Good indication that the balance devs are brown ranks.
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How, exactly, is is killer sided? We just had two back to back killers that have every counter in the book thrown at them.
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So long as SWF remains as it is, yes. Everything else is just bells and whistles that can be worked with.
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It's the same as tunneling, in my book. You're knocking out your objective as quickly as possible, be it kills or gens. Claiming gen rushing doesn't exist is like saying tunneling doesn't either.
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It's Trickster, the weakest killer in game. Even weaker than old Clown. How else are you supposed to play with him? He's literally punished for using his power.
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@MadLordJack said:
The last thing any game needs is racism, sexism, lgbtphobia, or to be perfectly honest harassment in general.
This is a game. It is meant to be enjoyed. Few things are worse than trying to have a pleasant conversation with one person while another is going into detail about exactly why everyone there should kill themselves.
I won't deny that, but at the same time, you can't deny that what was given was a half assed feature meant to placate the community after the color blind debacle. If you want to censor homophobic slurs and racist, derogatory messages, go for it. I can support that 100%. But if I want to call the Feng that farmed me off hook and sandbagged me an ass in order to vent after match, or ask Myers why he didn't mori me after a farming session, and half the message is ####, then it seems to be a conflict of interest.
It's an M rated game. Going from ripping somebodies tongue out to censoring killer in a basic 'gg killer,' is condescending. At the very least, you could get the option to turn it off. I'd like to think, as adults (at least, a good amount of us players are, I hope), we'd be mature enough to handle a few 'naughty' words.
Is the word naughty censored too? I hadn't thought to try it. Probably should make a list of all the censored words.
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Survivors get to suicide on hooks if they don't like the map/killer. Killers don't have that option. This is the answer.
