Rivyn
Rivyn
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- Rivyn
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Comments
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@BigBrainMegMain said:
Killers get desperate, they're bad and they want to to out someone fast.
It's just bad play style, it's unfair and as a solo player it's torture and there's literally almost to nothing you can do.
And to think killers want to nerf DS.
Right, let's generalize the entire killer population.
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@Peanits said:
It's definitely too powerful to not be a hex, especially if you throw Surveillance into the mix. That's 200% regression as soon as you force someone off the generator and you have instant feedback to tell which generators are being worked on. Normally that's balanced by the fact that it can be destroyed, but having constant info on where everyone is and what they're doing with no way to disable it would be pretty crazy.
Shame you devs can't actually rework hex spawn locations. As it stands, too many maps negate Hex perks due to spawning in the open, or having survivors start the match right on them.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1460016#Comment_1460016
I mean, yeah. Think of it as the equivalent to the 2 pallet next to the Bathroom on The Game. It's just a double god pallet.
True, but at least in The Game, there's the basement right there. So, it makes a bit of sense. Here, it's just tucked into a corner. Just seems really odd to have a double pallet on a single tileset that doesn't actually lead to anything
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@SloppyKnockout said:
It's called a "god pallet". Every map has a 1-3 of them. Hell, The Game has 4, lol
No no, I know what a god pallet is. But on this horror of a map, these two are right next to each other. Left, and right.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1459964#Comment_1459964
Then maybe include an option to change the color of the auras? I'm sure it would be a welcome change for those that have color blindness.
That's not a bad idea. Allow players to set their own auras. But then, this is BHVR. They aren't known for doing that kinda stuff. Just look at our lack of actual graphic settings.
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It's for balancing.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1459560#Comment_1459560
Comaraderie wastes a perk slot and accomplishes less than that person just doing a gen. Lol
Hey, OP wanted something similar, when we have a perk for it. That's like people asking for a totem counter, when we have Small Game and Detectives Hunch. Or Killers talking about flashlight blinds, when we have Lightborne. Heck, DS is often a waste when I add it into my build. It's there as a backup, just in case it does happen.
@TheCsoliday said:
https://forum.deadbydaylight.com/en/discussion/comment/1459560#Comment_1459560
Yes, that’s if the survivor is close to the person that’s hooked. Even then, that survivor now must do nothing but remain close to the hooked survivor and do nothing to progress the game. Then that makes 2 survivors who can’t do anything really, all while the killer can do nothing but stand there. It’s a good perk if their was things close to the hooked survivor, but doesn’t help when it comes to facecamping AT ALL.
O well then. Hold out for two minutes on hook so your team can hammer out gens. Or don't, and move on. You idea is pretty abusable. Survivors simply follow a killer to hook, then hover around, punishing the killer. How is that fair? Or when all gens are powered, and those same survivors have 99% the gates. Then it just becomes a hostage situation.
You know Borrowed Time is a decent counter to faceamping. Run DS as well, just in case. Or give up on hook and move on to another game.
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We have a perk for that.
Camaraderie:
Life has taught you the importance of friendship which has given you strength.
While you are on the Hook in the Struggle Phase, Camaraderie activates.
If another Survivor is within 16 metres of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds
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I mean, Killers have the same issue. You can completely dominate a team and not pip. The emblem itself is flawed, and I doubt there will be a change to it in the foreseeable future.
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The devs themselves said he was fine, but nerfed him anyway.
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I was called a wall hacker once because I could see them through walls. As Plague, with Black Incense.
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This is a terrible graph, because it doesn't break it down.
It doesn't break down the ranks, so brown ranks are thrown in with red. New players, inexperienced players, casual players, and competitive players all give different performance, yet this throws it all into one pot.
A good example of this is that kill rate. Trapper beats out Nurse by far, yet Nurse is a viable killer at the highest ranks. Trapper is not. Why does Trapper outperform Nurse in kills? Because this graph shoehorns everything into it.
It doesn't break down HOW the kills were handled. We know hook suicide is a thing. We know that dcing is a thing. We know that facecamping is a thing. Moris are a thing. Again, it's all lumped together.
Then you have SWF that further dilutes the stats. Some dev said that SWF escape rates are only 6% above solo, yet again, that has to be taken at face value, since a lot goes into it. Ranks, numbers, who they faced and how they handled it, etc.
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Devs can't be bothered to balance their own game, but are okay with pushing that crap on solos/killers. Remember, cash cows. People play games they can play with their friends, and that brings in revenue. Balancing that is out of the question, be it because they lack the knowledge, or truly don't care.
As they've said in the past, they don't want an increase in lobby dodging.
A more reasonable change would be showing who was in a SWF after the match, in the post game lobby screen. Can't dodge that.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1455929#Comment_1455929
Im on a FORCED break myself. My PC started smoking this morning... So until I can get it fixed, no DBD for me.
Have you tried turning it off and on again?
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How would the map be reworked, though? It has to fall under certain criteria based on the license. Which happens to be a school. What if this is the most 'balanced' format the map could take?
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This is pretty normal to see as killer. No matter how well you play, or follow their rule book, survivors will always blame you for their loss. Just GG EZ and move on.
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Yes and no. New MMR system in the works for the last eight months. No idea when it'll actually roll out, if ever. Even when it does, though, I fail to see how it'll fix anything in the long run. SWF is still going to push survivor ranks all over the place. When it does drop, I'll see us back where we are in half a year, with long survivor queue times.
The one thing it will accomplish is hiding ranks, because 'ranks won't matter.' Just their hidden skill system. One thing off their 'don't talk about it' plate.
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@LordGlint O, I know they aren't exactly placed at crazy loops. And I do agree that you can usually run them twice before dropping one. That's still a lot of pallets to power through before rendering the area a dead zone, and by then, you could have two gens popping.
I personally don't mind Purgation all that much, except when I'm silly and wiff a swing to fall down into the basement. But the general idea is that all the map changes really did was shove tilesets closer together, and allow more pallets to be chained. Preschool variations do this as well.
I think my real issue with Purgation, is that at least half the pallets can't be mindgamed. All those low wall make it nearly impossible, unless you get lucky and have a tree spawn in. So, again, you're stuck powering your way through and looking for that pallet drop. It's not particularly fun.
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Then you have maps like the Temple of Purgation where a pallet spawns at every possible tileset.
I approve of smaller maps, but sometimes the size reduction isn't even noticed when you have crazy tile set placements that make for incredibly long loops.
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@Predated Few points I feel you made don't mesh up.
1) SWF doesn't need to work 'perfectly' together to dominate. That friend that told you where the totem was, even if it wasn't in the spot he thought, still gave you the general location. Unhook, spend thirty seconds looking, find it, pop it. Most totems spawn in the open, so it's not like it'll take long. So, if your bud hadn't told you, would you have found it in a similar time frame? You may, you may not. However, it would have been more on luck if you did. That's the issue with SWF. You don't need to have perfect teamwork. A simple 'hex that way' or 'trap by window' or 'killer moving off' can be enough to throw a match. Sure, I'll agree that altruism is often the downfall of less experienced SWF, but it's not them that leave the lasting impression.
2) 'Unbreakable and DS are only slightly powerful when applied together.' Do we play the same game? Both together can be game changers. DS allows survivors to do objectives without fear of hooking. Unbreakable allows them to counter slugging. How can that be 'slightly powerful?'
3) The problem I have with the killrate statistics, is it doesn't differentiate between ranks, instead taking the whole. A map with 55% kill rate, for instance. Are we talking new players, mid ranks, or high ranks? How many hook suicides? Who was farmed? Was somebody tunneled out early? A lot goes into the equation, yet the kill rate data just lumps it all in together. If it was broken down, I'd hazard to guess that data would change.
4) Your final paragraph is iffy. Survivors can indeed make many mistakes in a match. That's why they load out on second chance perks, so they can make said mistakes, and still keep going. Recently got unhooked, but want that gen? DS protects you. Still want that gen? No worries, you have Unbreakable. Pumped out the gens like crazy? Adrenaline gives you both a free health state and sprint burst! See your buddy being carried to a hook? Let's just give them BT knowing they'll body block for you so as not to receive punishment; and hey, BT is unlimited usage, so lets keep doing that!
My point is, perks have a lot to do with it. At higher ranks, a killer is playing on the survivors time card. A killer makes one bad loop, two gens pop. Survivors, again, can rely on perks to get them out of tough spots.
'If you are facing a team and you cant even get 2 kills, that's 100% on you not being skilled enough to defeat the team you were facing against. Doesnt have anything to do with perks...' This is just incredibly wrong, here. Or lack the experience, I don't know. Sure, you'll have bad matches out there, but to say that perks don't account for that is silly. DH can extend a chase to twice as long when used correctly, for instance. All the second chance perks forgive mistakes, and can even be weaponized. This goes back to my original point, it's killers that play by the survivors given time, and that time can be shortened when you take into account meta builds.
'...doesnt have anything to do with SWF. Even the sweatiest SWF can be beaten by any killer in the game.' Facepalmed at this. SWF gives a huge advantage, even if it's not always capitalized on. And the 'sweatiest SWF' will come out on top against the majority of the killer roster. There is a reason why Nurse, Spirit, Old Billy, and to a lesser extent, Freddy, are considered top of the class. Because they can manage the map, and keep even the best survivor players on their toes. Throw a Trapper against the best SWF, they'll be out the door in four minutes. Bubba? Plague? Deathslinger? Similar stories. Ignoring the impact SWF has is wrong.
Now, I do agree with you that survivors by themselves aren't overpowered. But there are certain variables that do tilt matches in their favor, whether capitalized upon or not.
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I do have those matches where I'll have chases that I have to drop because there are pallets at every tile set. Sometimes, that bugs me. However, that's the nature of the game. Forcing pallet drops to open deadzones for later becomes a requires skill to learn. If the game was slower, the issue wouldn't be seen as much.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1452133#Comment_1452133
Yeah ok he brought 3 petrified oaks but what if it's because hooks are extremely close together already why assume the worse? Also sabo isnt even good anymore it's really bad having to prep hooks was way better and if you watched "the legend of sawdette" by painreliever you could see why.
Sabo is 'good' when you have a SWF that can coordinate. Petrefied Oak makes it much easier to coordinate that, since more time is given to actually do the action. Sure, by itself, sabo isn't very good on solo. Again, voice comms makes all the difference.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1450856#Comment_1450856
Or maybe he didnt get to play with his friends once again put your killer agenda aside and actually stop being biased no one takes you seriously.
Seeing as your feathers are ruffled, it seems you took the post seriously.
Since when has calling out bully tactics been an agenda in one camp or another? If a killer bragged about 4k slugging, I'd call them out on it as well. It's simply easier to do with SWF, because it's more blatant. I have no issue with people playing with their friends. I take issue when it's weaponized to make another player feel like crap, all in the name of 'playing with their friends.'
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I like the idea, however, not for Lullaby. It's fine as it is. Just needs new totem spawns, but that goes for all Hex perks.
I've had a similar idea, however, with the increased humming range. Instead of a perk, I'd make it her second Iri addon. Landing a hatchet increases her humming to map wide.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1450856#Comment_1450856
What does this have to do with "bullying" a killer. Get over yourself. Not everything survivors have a issue about doesn't relate to bullying a killer.
Because multiple 'Petrified Oak' offerings are the cornerstone of Sabo squads. Does everything mean a bully squad? No. But there are clear signs that do point in that direction. Which, in this case, did point there. I don't need to 'get over myself' when the evidence is right there. Might be wrong, but experience shows otherwise.
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Aww, you didn't get to bully the killer.
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So do I. Just about anything is better than the boring display we have currently.
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Brightly lit totem, usually out in the open and near spawned in survivors/gens = OMG LAZY!!!
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Shoving pesky body blockers out of my way.
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When the BT survivor can body block and/or block the route to the rescuer, there is a problem. When the BT survivor will purposefully run at and hover around the killer in the hopes for a swing, there is a problem. When survivors can hook rush due to BT, knowing they have DS and Unbreakable to back them up and keep them safe, there is a problem.
BT is not OP, but it is abusable.
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@SweetTerror Usually, I go with Thrilling, PGTW, and Dying Light. Forth depends on what feels right. Thana works well with her. I've been playing around with Blood Echo and I'm All Ears. Monitor is another good pick, however, it comes down to the map. Maps like Shelter Woods isn't a good pick for Monitor, easy to spot her. Corn maps are better.
You could get benefit out of Nemesis/PWYF. Zooming Plague can be fun, though I don't use it myself.
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I've been getting a lot of Hawkins and Haddonfield. It's driving me nuts. Some Shelter Woods sprinkled in, with the bad RNG. You know, where gens are at every corner of the map, having one pop every time I try and cross.
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Her vomit is tricky while learning. Don't try and be pinpoint with it. Wiggle your mouse left and right to spread the 'cone.' Early on, your objective is to get as many as you can infected.
When looping, spray on pallets and vaults if they're not infected.
You can spray on gens as well, to work as a type of radar. If they're getting infected without you being there, you know which gens they're on.
Don't gun for corruption early on. Not only do you want them to waste time later by having to cross the map to cleanse, you want enough ammo if they manage to pop all gens, because they WILL aim to cleanse as soon as possible. It's her biggest weakness, in my opinion.
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The one change I'd make to his base kit would be to destroy his own portals. Not like Hag, where she can recycle. He'd still need to stand on them to destroy them, but still.
And an addon pass, of course.
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@Speshul_Kitten said:
The devs need to look at DS and the way it’s being used. Most of the time DS activates in my experience is from survivors going for saves, locker techs, or staying in gens.
This. This is the issue. When a survivor fresh off a hook can jump right back on a gen in my face, and either rely on Unbreakable, or hop in a locker, and escape/stall, it becomes an issue.
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@IamB4tm4n88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1446457#Comment_1446457
Thanks for you info VET.
You're welcome.
Now, I don't mean to discount your idea. However, when there's a better perk than the idea you propose, it won't fly.
I've had my own ideas for NOED before. Such as turning it into a token based Hex. For every hook you manage during the match, you gain a token. When the Hex is activated at end game, you can one shot potential for every token, or every other token, you have stacked, up to four. Similar to BBQ. In this manner, you can't simply sit around waiting for NOED to activate and expect to carry. On the other, it rewards actually putting effort into the match.
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Dying Light, Thana, Surge PGTW. Cause I require pain and suffering when I'm suffering myself playing Legion.
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@IamB4tm4n88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1446426#Comment_1446426
Do bones is such a bad excuse. You must roll with SWF all the time then. If you think its that easy for a solo Q player to cleanse totems.
For your information, I'm a Solo Survivor. What I do have is experience. I've learned spawn locations on most of the older maps by now, so I can hit up at least three per match. If I'm still downed by NOED, o well, I know I did my part.
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@IamB4tm4n88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1446391#Comment_1446391
Oh yeah clear way how many solo Qs have you played where you have to cleanse every totem yourself because Ive made small game a perk in my build now. Instead of knocking all 4 with one hit now he can only knock 1 at a time. Rancor can mori this cant. IMO NOED is a crutch perk with the killer knowing if he hovers around 1 Totem all game he can get a 4K
So you can one hit your obsession. Big whoop. Unless they're on death hook, you run the risk of DS/BT. Which is why Rancor will always be picked instead of this perk.
Do bones.
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They removed the ability to hit hooked survivors.
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You consider NOED OP, even though there's a clear way to disable it.
Okay. . .
Why make NOED like Rancor. . . when we have Rancor. Hell, why make it a worse Rancor?
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I don't. Feels like a waste of time, since most of the time, the devs don't do anything major in the way of changes. So, no point in testing it out.
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@Siberia said:
They’re trying to find a middle ground. Maybe try being civil instead of acting like a bratty child who didn’t get the toy he wanted for Christmas.
Middle ground would revert the changes to base kit. I can work with the stupid addons.
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Umbra, at the moment. Recently started watching her vids, pretty refreshing.
Least favorite. . . Noob3. He's fun to watch, but I see survivors trying to imitate him, much like they did with Ochido back in the day.
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1439407#Comment_1439407
First of all, Trial of Torment is NOT good so that's one bad perk you used. Thrilling Tremors is ok for Pop but you're playing PH. A killer that doesnt really have gen pressure. He excels on countering healing. He's got to big a terror radius that monitor wouldnt really help get close enough to flick. His trail is garbage as all they have to do is crouch it. So it's only good in chase but if they see that's what you're doing, they'll go and leave to another loop. Everything before survivor perks were against you here.
Actually, I was using Plague. Second, I was working on a build around Trail of Torment, not a sweat build. I like the perk, so I've been looking for ways to use it, even with the blaring yellow gen. It was just an experiment to see what worked.
That doesn't negate the fact that a lot of survivors will run these builds, because they work. When you can chase a killer to hook, knowing that you'll get the save with BT, and be protected by the same. When countering DS via slugging means nothing thanks to Unbreakable, and three out of four are using it. When their comms allow coordination with a chase so they can land Head On, or somebody is always around the corner for a flashlight save. Then, I have a problem,
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Find it funny when used on my Plague. I'm taller than most loops, and survivors still seem to keep their cameras focused on the gens.
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I'm already cringing, thinking about this paired with BT. . .
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I find Hex perks a waste, outside NOED. Most maps have terrible spawns, so it's a waste. I don't like going in with only three perks against sweat squads.
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@branchini1979 said:
Sometimes killers will leave a survivor on the floor fearing DS, but with all that time wasting id rather eat the DS straight away. You will soon catch up with the survivor.
Mind you DS is so strong as killers fear it even if you have not got it lol
Considering that all it takes it one obsession to make the killer assume there's at least one DS in play, killers are right to be cautious.
I do agree that there are times when you need to eat the DS, but it comes down to judgement. If four survivors are still up, four gens down, and nearby pallets, getting hit with that DS will cost you. Better to slug and apply pressure elsewhere. Four gens up and the survivor was caught again? Eat that DS.
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Trail of Torment, if used right.