Rivyn
Rivyn
About
- Username
- Rivyn
- Joined
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Comments
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Bubba OP, plz nerf
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Yes? If you have an idea, suggest it. It's been talked to death, but o well.
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Not infinite, but it certainly is a god loop.
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@felipao_brabo said:
https://forum.deadbydaylight.com/en/discussion/comment/1297064#Comment_1297064
whats the fun in gen simulator?
Do bones
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And yet, you provided no solutions as to how you would fix face camping. . .
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Funny you say that, I'm doing the same thing. The sweat of red ranks has gotten to me, and I've found it pretty relaxing, and fun, to run lesser killers perkless.
Try Bubba. I've experienced a few 4ks because they will throw the match trying to get one save. Clown is another, though I find him even worse than Bubba. Legion is interesting. Watching them repair in your face during Frenzy can be a bit annoying, however.
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*giggles in 4k*
Really, though, I think it comes down to survivors not thinking logically at times, or outside the box. Four of my hooks and one death came from them healing UNDER THE HOOK they were just pulled off of. Instead of taking gens from around the map, they will try to power through one gen that has even a little progress, even if I was just there a moment before. Instead of taking a different route, that may be more time consuming but is safer they will run in a straight line. Instead of using any form of stealth, they will immediately gun for the nearest pallet the moment they spot you.
And this was on Sanctum, where a Dwight in his colorful Elf costume can disappear into the reeds.
My problem with survivors and Spirit/Nurse, is that they 'usually' want to do the same pallet looping as they can against most other killers. Instead of thinking outside the box and taking a different mindset, they try the same tricks as most everybody else, and wonder why they fail.
I wouldn't mind a bit of a change that lets survivors know when she's phasing, but then, I do so enjoy just standing at a pallet and having them crawl back to me.
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I've done it. Not easy, though.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1294157#Comment_1294157
It's just a form of politeness in a setting where we can't shake hands or bow or something. It's not really supposed to be taken too literally.
'Form of politeness' in a game with a chat setting. Nah, don't buy it. I've been in enough games where it's meant to be sarcastic. Besides, it's DbD. Just about everybody is toxic, so even your 'form of politeness' is devalued.
Want to be 'polite?' Say nothing and move on to the next match.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1294709#Comment_1294709
Its satisfying to win when survivors do really stupid things? He needs a lot of work. Hes awful against a team thats even mediocre
I mean, I'm running a PERKLESS Bubba, against teams that run the usual meta builds. How is it not satisfying winning with one of the worst killers in game?
His chainsaw needs work. Maybe give it different swing types and timings depending on how long you charge it up?
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I don't think he needs a buff. He needs a rework of sorts.
With that said, I run Bubba perkless, as a way to work off the red rank sweat. The amount of games I've won, simply because these red ranked survivors throw the match in order to get one save. . . man, that's satisfying.
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Hasn't 'gg' been diluted, though? Normally, I only see 'gg' when one side has trounced the other. 4k escape? Survivors 'gg.' 4k kill? Killers 'gg.' If it comes from the losing side, I'll take it as genuine, but when it comes from the winning side, that comes off as sarcastic.
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@NinjaDette1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1292850#Comment_1292850
This made me laugh why should survivors be penalized for that?. I equally play on both sides and this is just pure nonsense.
So is the OPs suggestion.
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Survivors who teabag more than two times in quick succession should be penalized by being unable to run for two minutes.
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Disappointed, maybe? I've never found Candyman to be very interesting.Not disappointed that it would be him, but disappointed that it isn't my Xeno.
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Out of curiosity, why would you block out your name, but nobody elses?
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@Respectfulnancymain said:
No ones calling teabagging and flashlight clicking legit strategies.
People however are calling tunneling and camping legit strategies
Because the first doesn't actually have a gameplay effect, unless you get under the killers skin and make them gain tunnel vision. . . so maybe it does.
The second simply ties into the killers objective, which is to kill. Doesn't mean it's a good strategy, but it's workable.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1291900#Comment_1291900
I agree with everything you said,but if you actually think nurse is at the bottom then I dunno.. She isn't someone that takes 0 mechanical skill like wraith to master,you need 100s of hrs on her to be decent with her and then she becomes the strongest killer in the game.
I didn't mean skill wise. I meant unfun due to her being a stun simulator. Slapping a cool down on top of a cool down, then throwing in a heap of bugs, isn't an enjoyable experience. I don't want Spirit, or any killer, to fall into the same catagory.
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I've been curious about this. He's just Myers with Nurse teleport. Spirit phasing, Trappers body, and built in Enduring/Brutal Strength. . .
Maybe give him a meter like Oni, that fills as he takes actions, and when maxed, can simply walk through pallets and breakable walls? Maybe even vault locations?
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If he can fake the shot and land an M1, aren't you too close as it is?
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She already loses sight of players and blood. You want to remove scratch marks now (which you can hide by, you know, not running), and make her a purely audio killer? AND placing a CD on her?
You find nothing wrong with that? Nurse is already at the bottom of the rung due to how unfun she is, and now you want to limit Spirit to those with good headsets.
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@BigBrainMegMain said:
My friend had to change her Username as well because no one would play with her.
She's REALLY good, but she sandbags like a mofo, she's like Devotion 14 but killers and solo survivors would dodge.
I don't understand either, but I guess every multiplayer does this. Dead by Daylight should add a "Change Name" functionality that works like Steam's name change because of this.
Call of Duty has a "hide name" function as well and it names you "Anon111222454" and so on, but it's always "Anon444578418."
This would be a smart step to more anonymity.
So you're friend grew a reputation as a non team player, people caught on, and that's an issue?
I'll admit, it's petty to keep track of player names. I know a few stand out to me personally, but it's one of those 'o hey, that names familiar, I think I played them before.'
I do usually associate a match type, just by the names. Hex: (Insert cringe here) players usually are sweatlords or memers. TTV can be a SWF tac squad or a group of sandbaggers pointing at each other. I've come across some amusing names, even given hatch to those that make me chuckle.
But there are, what, 50k players? What are the chances of running into the same players consecutively?
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@toxicnancymain I've used it off and on, but it's been awhile, and even then, it was against killers who I could see coming. It's different when playing the other side, especially with a stealth killer.
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@Dr_Loomis said:
But why would Ripley be mysterious?
It could be Amanda
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They're fine, as they are. However, they shouldn't pair with extra hatchet addons.
It's an insta down, sure, but she's limited to one shot. She'll then have to break chase to reload. Every shot she misses is more time wasted reloading, so it has pros and cons.
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I mean, a lot of complaints come out of nowhere. Remember Spirit? Maybe one complaint post every now and then, then came the announcement of the Nurse nerf, and suddenly, two thousand posts on every page about 'omg nerf Spirit so op broken I dc every time.' Following her, came the Plague hate wave, followed by Freddy, and as of last month, DS, BBQ, and Billy.
The only thing I want changed with hatch is the hatch tech. Dcing for hatch shouldn't be a thing.
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I really do hate when a gen is next to a window with a balcony. So much time wasted with that. Then you have the fences that stretch on forever. It's a tiny map, but with all those fences, feels like it's massive. It doesn't need a nerf, so much as a complete rework.
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Why do we need more? The devs deleted her.
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Survivors teabag, killers nod.
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@Hippie said:
I know the feeling, I've played Huntress on that map many times and wonder "how is she supposed to do well against good players on her own map?!". And poor Deathslingers on that map too.... gens popping like fireworks on the 4th of July. I like what they did with Temple of Purgation (although it has some issues, but it's a nice size now), and hopefully they touch on Mother's Dwelling sometime soon 🙂
This. Purgation is a good size, but it seems overzealous with pallets. Every possible loop seems to have one.
Whereas Dwelling seems to be the opposite. Huge map, not as many pallets.
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1) I think part of this mindset stems from players own miserable solo experience. I know personally, I rarely get a decent survivor group. Maybe every other game I'll have one or two players that know what they're doing. To have four? That's amazing. So when i play killer, and I'm getting stomped, it's hard to equate my luck with theirs. |
2) I strongly disagree with you on this. You don't NEED to go tactical to do well. Simply telling your buddy 'there's a trap in the patch to the left' or 'I'm behind shack, need a heal' can be game changing. The game is not made for comms. It's based on building your information pool through out a match, and working it to the best of your ability. Comms simply bypasses the premise of the game, and gives a supreme advantage when there shouldn't be one.
An example. I went against a streamer group a few months back, as Trapper. It wasn't a fun match, as they kept outplaying me. Out of curiosity, I watched the stream a few hours later, when I had cooled down. It was enlightening. Four man, of course. They were laughing, joking, having a good time. One guy was talking about a stain on the passenger side leather seat in his car, and they were talking about ways of cleaning it off. The streamer was talking about a douche she saw at the clothing department in Kohls. Normal friend stuff. At the same time, though, they would throw in comments like 'he trapped the window,' 'going for the pallet stun, crawl under it,' and 'hit the T wall, I'll body block.'
Do I have anything against friends playing with friends? No, of course not. Do I have something against free information being handed out at my expense, something I can't counter? Yes, I certainly have a problem with that. Simple comments of map awareness and progression are all that's needed to shaft a killer. No Desert Storm level SWF mentality needed for that.
3) I agree with this. Mindset is important. Yet you can't help but feel the frustration at being outplayed by a SWF, knowing that if they were without their comms, it may have turned out differently.
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False. Even if you get a 4k with NOED at the end, they won't reach red ranks, since they were unable to do anything else during the match. Even consecutive 'wins' with NOED won't matter. You need solid chases, a lot of gen/pallet busting, and multiple hooks.
That isn't to say killers don't get lax in red ranks and devolve into NOED users. With the rank reset as it is now, they could have struggled hard to get to red ranks, then just gave up. Which is why I don't like the current rank reset system.
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@DwightOP Wrong? How can 'doing it wrong' be getting blinded when they are literally out of your FoV? That's a server side issue, much like hit registration. Simply because you yourself may not experience it, does not mean it doesn't exist.
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@DwightOP said:
Flashlights are fine. Git gud. Learn to face a wall. Learn to scout. Learn to bait.
Except flashlights can still blind you, even if you can't see them on either side of you. That's the issue I have with them. Fix that, and I'm okay with them in general.
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'The performance of SWF groups isn't that much higher than solo survivors when looking at stats...'
I don't get this statement. How can you judge SWF performance accurately, when the last six months, match making has been all over the place, with rainbow colors the norm? How much does 'isn't that much higher' mean? 2%? 15%? 45%? Are we talking 2, 3, or 4 man? What ranks, and were those ranks consistent? What killers were faced?
This is what sets it in my mind that the devs don't care. Years of balance talks between solos, killers, and SWF, boils down to 'isn't that much higher.' Maybe if they laid it out on the line and showed the stats, the real stats, we could have some progress. But as it stands, all this swf talk is just a brick wall, apparently.
My guess? They try and save face. They know the frustration comms brings, but won't do anything about it because they don't want to risk losing their cash cow. Instead of coming out and saying it, they use vague phrases like 'isn't that much higher,' trying to remain in the grey.
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When I can be blinded by somebody not in my field of view, yeah, something needs to be done.
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I am curious where the 'isn't that much more' than solos comment was coming from. If we're talking optimal solo compared to optimal swf, then yeah, the difference wouldn't be that high. But if we're comparing the normal solo vs the normal SWF, I'd think SWF would be higher.
Then again, why are they going off current stats? Matchmaking is all over the place right now. How can you get honest data when the stats will be on the extreme ends?
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Won't happen. SWF would rarely find a match if that was allowed, causing them to find another game they can play, and there goes a chunk of DbDs revenue.
As for adding an icon in the lobby, it's been asked, myself included. The answer was no, because the devs don't want more lobby dodging. Which is asinine. Fail to balance anything SWF related, but don't mind the frustration it brings.
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What do survivors say when all four escape?
'GGEZ baby killer.'
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Survivor is easy compared to the sweat fest that is red rank killer.
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I don't see these mysterious dead zones, though. On the junkyard maps, there are more open spots near the edges of the map, but that's about it, and normally, they don't affect chases.
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@AvengerBear said:
what even is a 2nd chance perk? Help you get kills after all gens done? Or help you hit a survivor immediately after you miss the hit?
Being able to make a comeback when you wouldn't normally do so, with little effort. DS, for instance. You were downed, hooked, escaped, downed again. Normally, you'd go back on the hook, but DS saves you.
NOED is the same. Five gens pop, survivors have a higher chance to escape. Killer then bypasses two chases, shrinks it to one, and gets a hook.
Basically, what gets you out of a situation you wouldn't normally be able to do so. In this case, NOED is the only real example killers have of that.
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SWF is the ultimate, and only true, expression of devs survivor sided bias.
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@Kaiju said:
At least for me the combo of Spirit Fury + Enduring very cheap way to earn a hit without effort at all
You need to break two pallets. That's not 'without effort.'
NOED is the only second chance perk.
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When I grab somebody. I know I grabbed them, I see the animation of me grabbing them, then the game says 'No.' Watch as they run off. That really grinds my gears.
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@brokedownpalace said:
I personally agree. I don't think Deathslinger's TR should be able to go so small. Especially since he has add ons that shrink it even more.
At least Huntress has a permanent 40m lullaby.
Why? He gets one shot before a reload, and he's 110% movement speed. He needs the drop. Huntress gets five shots, normally, and has much better range. She doesn't need the advantage.
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@Kirby said:
https://forum.deadbydaylight.com/en/discussion/comment/1274100#Comment_1274100
So you're willing to sacrifice and leave a teammate behind. And i don't see how it's "overpowered" the barrier would only show up once you unhook the survivor and it'd only last maybe 5 to 6 seconds, definitely not enough time to heal.
Yes. Weigh the cons here. Do you risk yourselves trying to save one person, so the killer gets more than one kill, or do you all do your objective, and get three escape and one kill?
Your idea is highly abusable. A killer hooks somebody, and goes to leave. Now, a team can just swoop and for the save, and be protected by said barrier. They can then heal up in the six seconds with decent medkits, and especially with perks.
Then what about perks that help in this regard, like Borrowed Time and DS?
Third, do you know how much ground a survivor can make in six seconds? Survivors will simply throw themselves at the save, with the right perks, and get away 100% of the time.
Camping sucks, sure, but there are counters. Get out of brown ranks, and it gets better. Camping is penalized already with point reduction, especially face camping. Killers just get away with it because survivors will throw the match in an attempt for the single save.
Do gens, and bring Borrowed Time.
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It's called Whispers.
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Normally, no. Yet when a survivor goes out of their way to be a douche? Sure.



