Rovend
Rovend
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/3269938#Comment_3269938
I wouldn't go as far to say they shouldn't have the perk, lol.
But it definitely needs a looking at. IDK how it got the OK from BHVR and went live. Horrible design.
Obviously, i dont want to remove the perk entirely. But they need either to tone down the effect or make it so that soloQ has some way to deal with it.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/3269935#Comment_3269935
Nothing, they are still playing and love the game
They must be truly overjoyed of being left 25sec semi-AFK for a perk made exclusively to screw with them
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@danielmaster87 said:
Because it gives killers worthwhile slowdown from getting downs, which we can't have.
It gives killers an excessive payoff tied to an uncounterable condition, with the minimal requirement of a gen kick, while targetting exclusively the weaker players of the game. Yes, killers shouldn't have it
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3269111#Comment_3269111
What does it do vs 5-minute gen teams?
And what does it do to SoloQ players which are the 60% of the entire survivor playerbase?
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269783#Comment_3269783
and my point still stands. Dont take away stuff some players could make use of.
Well in my first comment i said "rework, fixed or removed"
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3269805#Comment_3269805
Being able to see exactly what your opponent is bringing into the match is a staple of 99% of PvP games. If anything I would double down on this feature by allowing all five players to know exactly what the other players in their lobby are bringing in the loading screen, like what DBD mobile does.
In that i would agree.
If killers can see the info of the entire survivor team, the survivors could at least see the killer they are going up against.
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@ProfessorDunwich said:
This was a nice feature. If I want to take out of Pig for a spin and see a bully squad pop up in the lobby, maybe I want to switch to a better Killer.
I believe the whole "killer can see the four survivors in lobby" should not be a thing anymore, to be honest.
I would understand this 5 years ago where survivors were much, MUCH stronger with infinite loops, insta heals, insta blinds, old DS, old MoM, etc.
But now killers are clearly stronger than survivors on average. The fact that they can see all four survivors, their items, their prestige, their profile if they are not anonymous, and with all this information they can start using counters before the match even starts feels kinda wrong.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269627#Comment_3269627
not true at all. While keys are the worst items there are, they still have SOME value. Aura reading, especcially for newer players who dont got any perks for it. When i started as a yui survivor, my only aura reading perk was when pallets were down. Which i obviously couldnt make use of, now i love that perk because i know it also gives some more info than it seems. And being able to resett the pallet gives the team some help, especcially if it is a main pallet. And also some bloodpoints.
but new players dont have such indepth knowlege and dont know to take dwight for bond or equip kindred in soloQ, they will start with whoever survivor catches their eye first. Depending on it, they really can profit off of keys and maps. I used to have add ons on green keys for reading teammates auras, it helped me with some challenges and all.
taking away all of it just because meanwhile we have perks for that stuff, wouldnt be fair. And just buffing them is dangerous for the balance of the game. Its ok to have things that have more use for new players and less for experienced ones.
The problem is, aside of some niche interactions with blood amber and unique wedding ring, keys are largely useless now.
And the keys and its addons flood the bloodweb with items you will probably never use.
The maps are the same. Unless you really want to do things like cleansing totems or avoiding 3 gens, there is no real use for maps. The only situations i can think a map would be useful is against trappers or hags, but these two are weak and rare killers to encounter.
Although fair to say, apart from the previous two:
Luck offerings are also useless.
Fog reagents are also useless(the purple maybe could pass)
Shroud of union kind of meh
Survivors' shroud of binding and killers' shroud of separation should be swapped
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@Redrum411 said:
https://forum.deadbydaylight.com/en/discussion/comment/3269590#Comment_3269590
not everyone dc because they got bad internet connection...
I sometimes get like 2sec of internet loss and is enough to kick me of the game without being able to return.
I wish the server wasnt that strict.
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Keys and maps in general need to be reworked, fixed, or removed from the bloodweb. They are so useless compared to medkits and toolboxes that you are handicaping yourself by bringing one.
In fact, to bring a key is an invitation to be tunneled early by the killer.
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@flowen said:
I appreciate everyone's replies thus far, it's helped me understand that the debate goes a lot deeper than the perception I once had about the general opinion of the perk.
Though I do want to clarify a couple things; When I suggested the AoE blast as a possible fix, that was a spitball based on my initial perception that the community considered Eruption to be a good perk, but poorly implemented because of how one sided it was towards solo players vs swfs. Though as far as I've observed, it seems most agree that eruption needs a change, and can't agree on what that change should be.
I also read a reply which asserted that counterplay relying on others is not good, but isn't that DBD in a nutshell? I can't name a single instance where I've escaped without relying on my teammates unless the hatch was involved; Either through doing gens while they loop, or looping and relying on them to get some good gen progress. Unless I'm missing something, I don't see how that's a bad thing.
@Rulebreaker said:
https://forum.deadbydaylight.com/en/discussion/comment/3269233#Comment_3269233
You'd be correct on all assessments. We'd like to add/elaborate that most people do not like the counterplay for eruption relies on your teammates instead of something you yourself can do.
I'd like to add when taking teammates's skill into consideration for the balance of a perk, it is often done on equal skill level for both the survivor and the killer because it makes no sense to compare the extremes with each other(a baby trapper against a god looper 10k hours survivor).
Said that, many people claim that eruption is 'balanced' believing that every survivor must be able to last an absurd, unrealistic amount of time in chase against every killer, so that this uncounterable strong perk would never activate.
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Eruption
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Ideally, play with a 3man gen rush SWF. Bring Left behind + Low profile and a key, preferably with the addons that prevents losing it on death.
Make your team rush the game and leave. Then you try
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Tome 13, page 3 challenges are bugged and sometimes dont update your progress.
Try selecting another challenge and then reselect it.
That worked for me
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3268714#Comment_3268714
And I disagree with the Iron Will nerf babes so I don't quite know the point you're making
i meant you gave the same explanation i would have given to another perk that was also meant to counter a single aspect in game (sound while injured).
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@GoodBoyKaru said:
If you're dedicating 1/4 of your build to exclusively deal with 1 singular item then it better be damn good at dealing with that item
i thought the same of old Iron Will
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3268538#Comment_3268538
It would be tuned to be the same experience for solo q as it is now. If you don’t like the AoE idea, then just make the incapacitate work on anyone that repaired an affected generator in the past X seconds before a survivor entered the dying state.
And again, the counterplay revolves around the survivors getting chased, and that’s ok. Survivors repairing generators don’t need an additional personal counterplay for the perk.
" Not. Get. Downed." Is not counterplay. Balance of a perk should not be made expecting every survivor to be able to outlast the killer long enough so that eruption does never activate.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3268516#Comment_3268516
The perk would function exactly the same for solo q. This change would only affect SWFs, so that SWFs would be affected like solo q currently is.
The perk has counterplay, based on the survivors being chased. Survivors that are repairing generators don’t need their own personal additional counterplay.
https://forum.deadbydaylight.com/en/discussion/comment/3268514#Comment_3268514
Killers that spend the game camping survivors don’t have the time to repeatedly patrol and kick generators around the map. Camping killers are glued to a hook until a save is made, then they immediately enter a chase, hook a survivor, then they are glued to the hook until the next save.
Please, think this through for a moment.
Think of the insane value you would be getting for a single, non-hex perk.
As a said before
- A 10% repair progress lost
- An AoE blast that incapacitates for 25 sec. You could even get hit even by walking close to a gen, or on a different floor that the eruptioned gen.
- can be applied to multiple gens
- does not have a reliable way to counter that does not require luck, clueless guess or god loopers teammates
- Makes survivors scream.
- Only requires a kick
This is not something one single perk should give you, not even a hex perk should give you this. This is some 2016 dbd perk level of broken.
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@Coffeecrashing said:
Yes. The best solution would be to make it an AoE incapacitate, or have in incapacitate anyone that repaired an affected generator in the past X seconds.
This is the most fair solution, as it bridges the gap between solo q and SWF in a healthy way, which is by nerfing the advantages SWFs gets from voice communications.
I cant believe how a single perk that could cause multiple AoE incapacitating blasts across the map while making survivors scream with 0 counterplay and only requiring a previous kick does not sound extremely broken to you
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@Rulebreaker said:
https://forum.deadbydaylight.com/en/discussion/comment/3268461#Comment_3268461
Aside from sprint burst and maybe dh we don't really see how exhaustion perks help with tunneling outright. Regardless people can and have run killers for long times even without exhaustion perks, though can't argue that without them survivors would be Abit crippled overall
Anything that can put some distance between the killer and the survivor can prevent or at least delay tunneling.
The idea that this game would be better off without exhaustion perks is of a killers paradise where survivors are tunneled effortlessly.
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@Kaitsja said:
Unfortunately, there's no getting around the fact that you did tunnel. Yes, the Kate should've gotten well away before starting to heal, but you also had options and considering none of those "options" were on gens.
You tunneled because Kate was simply the easier target. You were up against three different exhaustion perks all positioned for an easy getaway, and you made the correct decision.
The fault lies with the game rather than the players, honestly. Exhaustion perks provide far too much value, and the game would probably be better off without them.
If exhaustion perks didnt exist, then survivors would be totally defenseless against tunneling.
You might as well give "Free 4k" cards to every killer.
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I mostly see:
Alc. Ring/Crow
Crow/Rat
Compound 33/Crow
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267090#Comment_3267090
You - "Killers did not have to wait 6 years to get sweeping buffs. Most buffs that were widespread were much earlier in the games life, and then in the downtime where there wasn't much happening a bunch of strong tools for Survivors were pretty heavily nerfed"
Also You - "the only time this was true, was with 6.1.0 and thats because it was the biggest wave of buffs any side has received in the history of DbD which also came with heavy Survivor nerfs"
It took BHVR 6 years to have "the biggest wave of buffs any side has received in the history of DBD" and while part of that is definitely because there's simply more content, it still aids my point. People in fact had to wait 6 years for BHVR to fully commit to enhancing the Killer experience with a monumental patch mostly dedicated to them, you cannot seriously mean to compare sprinkled QoL improvements in 2016-2018 to the entirety of patch 6.1. It is (in your own words) the ONLY time in DBD that they've done something of that magnitude and guess what you also admitted? That they had to immediately release damage control because people couldn't possibly fathom Killers getting an entire patch dedicated to them in modern DBD
If these sweeping Killer buffs were as common as you claim throughout the years there wouldn't have been THAT large of an outrage over it and I'm sure even you would be willing to concede that point just like I'm willing to concede that its probably a stretch to say they ALWAYS give Survivors an equal attention hotfix
"You say they made a "kneejerk reaction" from the outcry of 6.1.0, and the proof is the MoM rework? MoM wasn't even that strong on the PTB since it still had the same issue as it did before and still has after they reverted the nerf"
I didn't mention MoM because I view it as some scary/gamebreaking OP perk, I mentioned it to point out how BHVR was so shook of the hatemongering from Survivors towards 6.1 + the DH echo chamber where people falsely claimed the perk was dead that they had to quickly and randomly save face with instant Killer nerfs AND useless changes to dead perks that nobody asked for at that particular moment. The point I tried to make with MoM is that nobody was petitioning for that above other issues but they still did it right after 6.1 because it was a cheap bone they could toss to jaded Survivors that were trying to throw a massive protest over the game
I'm more than confident if I was allowed the chance to review every year's patches that we could talk more about the specific eras individually, but you 100% have to concede that in the modern era nothing has been done for Killers to that extent until 6.1
You can't compare basic things like removing infinite loops or gen regression % in 2016/17 to changing gen speeds in 2022 because the game was in infancy back then. Without those changes the game would have literally died before it even reached its prime. While they obviously benefitted Killers the energy behind those patches is nowhere near the same of the recent patches we've had and that includes Survivors. Changes back then were to draw new players to the game whereas the main focus now is to save the players that are already here and bring back the ones they lost
For the most part, BHVR is at least trying to steer the ship around and learn from previous mistakes hence why they're focusing on trying to draw back all the players that left due to 2020-2022 Killer/SBMM. I'm sure they lost a lot of SoloQ exclusive players and that will be their next focus
"Now this is what I don't understand, what do you mean by "numerous game-breaking Killer bugs"? I can't really recall there being any."
Lets see, off the top of my head Nemesis' tentacle bug where it wasn't appearing to be out even if it was, Wesker dropping Survivors and not injuring them, colliding with pallets or windows instead of vaulting them with virulent bound, Pig's Dash sound not playing properly, Twins not being able to swap between Charlotte and Vic, and I'm gonna be honest many more including some that may not exactly be game-breaking but still relevant. There's literally so many bugs on Killers that we would legit have to do a psycho-analysis of every single one in existence which I think is extra. You get the point and there's proof available, I have no incentive to lie
One last thing:
You - "The Finishing Mori is not a buff nor a nerf to any side."
Also You - "The only thing I found stupid of that PTB was Unbreakable, no reason why it allows you to get up that fast every single time."
Please explain to me how dropping a PTB out of thin air for a concept that currently doesn't even exist in the game where UNBREAKABLE IS ALSO BASEKIT UNLIMITED does not count as a buff or nerf to anybody?????? The proposed update was not only irrelevant to everything that was happening at that specific moment in time, but it also makes high-pressure high-mobility Killers even deadlier while incentivizing them to slug to trigger the Mori cinematic AND the Mori bloodpoint bonus while also allowing one of the best Survivor perks to ever exist to be used UNLMITED. Several Killers have their entire kit designed around slugging, several Killers don't have the mobility or the M2 capablities to efficiently split pressure beyond a certain Survivor skill threshold but lets mitigate ways for them to pressure while simultaneously making the insanely mobile S/A tiers more threatening by being able to guarantee the game ends if they snowball (Which they do incredibly often. That's the entire reason they're considered S/A tier)
Quick note about MoM
I believe the problem with MoM back then was a trend by BHVR where they would claim to 'buff' survivor perks and then would add a restriction that would leave them worse than pre-buff.
So survivors were kind of pissed off with buffs like calm spirit, where you could cleanse totems quietly, but then they added a 30% reduction speed.
Or pharmacy, where the buff consisted in the perk only activating while injured.
And then they did it with MoM. The good part of this really difficult to use perk was that if you were able to activate it, its effect couldnt be canceled and granted you an extra health state. But then, in the same patch where they removed endurance stacking they turned Mom in an endurance perk, making even less viable than before.
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@Katzengott said:
https://forum.deadbydaylight.com/en/discussion/comment/3268261#Comment_3268261
You mean like basekit BT, the solo buff which buffed SWFs aswell?
Now really, basekit BT was never meant to be a buff, it was given to fix a faulty mechanic in gameplay that was the killer being able to down someone the moment their feet touched the ground. And it wasnt even a normal attack as a huntress could just throw you a hatchet while you were in unhook animation and you would be downed anyway.
That was something that should have been in the game years ago, but it took such a long time for the devs to realise that survivors were forced at gunpoint to play every game with 3 perks because you couldnt unhook without BT.
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I havent played with anyone i could recognise here😓, but that is mainly because i am not from an english-speaking region
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267762#Comment_3267762
Try going around kicking multiple gens at high level and see if you still win. You won't even get the down to use the perk til there's 2 gens left.
Because at "high level" most survs play in SWF and it means nothing to them as it is made to only screw soloQ players?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267597#Comment_3267597
Is it fair to say that there should be SOME things killer can do that survivors don't have a straight counter to?
Yes, i agree. But not an effect of 10% + 25sec incapacitation that can be applied to multiple gens.
It is too much for a perk that has no ingame counter.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3267597#Comment_3267597
Well no, it's an information perk. It's not perfect but it gives you valuable information. If you're aware then you know where the chase is happening and what resources are available to the survivor there. You can see the survivor drop a pallet and see whether or not they're looping it and make an educated guess where they're going to go down. It's just game awareness. It's not perfect, but nothing in DBD is. If you had absolute information at all times it'd be a rather sterile experience.
This sort of thinking is an endemic flaw in survivor players. They don't want to adjust their gameplay. They don't want to split up vs. Legion, they don't want to break line of sight vs nurse, they don't want to backtrack vs. Spirit. They just want to loop the same tiles the same way between holding m1 every game. Sometimes you have to think about stuff. Sometimes you have to do things differently. This is not a flaw in the game, it is a feature that keeps it fresh.
You are using a perk slot so that your guesses are a little less random that you would normally get. And even then you could have a possibility of a skill check triggering the moment you are 'predicting' and blow the gen up yourself. That's still no consistent to be called counterplay.
The only counter to this perk is either to be on comms or to fabricate a situation where you can see both surv and killer auras at the same time which is very difficult to do.
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That old challenge is really difficult to do with today's hatch.
You will need to be ready to throw several games and lose a couple of keys in the process.
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@YOURFRIEND said:
Ruin was the most tedious perk ever. Don't get to play the game until you find two totems. If it were still a thing it'd be paired with penti for full nightmare mode.
Don't like eruption? Run empathy. You can guess when your teammate is about to go down with a decent degree of accuracy.
Empathy does not tell you when the killer is going to hit that surv, or if the injured surv you are watching is being chased at all. And if the killer has an insta-down mechanic is worthless.
You are still making clueless guesses.
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@BrokeJotaro12 said:
So the survivor side has BT and Unbreakable built-in which is fair because of some killer mains but what about base kit perks for killer I find it kind of unbalanced of course their are some perks for killer I think should be base kit like blood Warden or no way out because survivors like to be toxic and brag about their escape because a killer had a bad game or because I'm sure hyperfocus will never get changed even though it completely reverses the 90 second gen nerf maybe deadlock?
Survivors dont have unbreakable base kit, it is not even confirmed to be released at all.
Said that, it was stated by the devs that the game is tilting more and more to the killer side and we can also see less and less survivors playing with the almost permanent 100%bp boost on surv so i dont think they are planning to give more buffs to killers any time soon.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3266407#Comment_3266407
To recap:
1. What info perk is going to tell me when a survivor is going to be put into the dying state? I'm not asking about an info perk to tell me when they're injured. I'm asking about an info perk combination that reliably tells a survivor when their teammate is going to be put into the dying state.
2. Block the gen for 30 seconds in the 3 gen I'm trying to break to avoid being Incapacitated for 25 seconds.
3. Don't work on any gen inside the 3 gen because they've all been kicked. Also break the 3 gen to avoid 3 gen situations with Eruption.
4. Pay attention to the chase going on across the map. Stop working on the gen at a random time.
5. Take chase? Not sure what this means without context
You're either suggesting terrible survivor play or things that aren't really possible in all of these.
In response to 1, and this is really testing the limits of info perks, you might be able to achieve a situation where you can see both the killer and the chased survivor auras and predict the eruption.
Situation 1: teammate hooked and killer is chasing another survivor. If you have a Kindred/Open handed combo, you could see both auras and predict the fall.
Situation 2: killer is chasing the obsession next to a wiretap gen, and you have a key with "unique wedding ring" addon, you can potentially see all the chase at a long distance.
Situation 3: killer is chasing an injured surv, you have empathy and the new perk Fogwhisperer, if you constantly hit great skill checks, you could actually see both of them in a less than 128m radius.
Of course, these situations are really difficult to pull off and not consistent enough to call them counterplay.
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@Carth said:
I do think eruption is over tuned and a dumb perk and should be changed in several ways but disagree with your analysis
Problem 1. You are defining an eruption as 2+ gens per proc most of the time, this is based on what? If a killer is going around kicking every gen prior to getting a down or even kicking every gen they see then that is time spent not chasing or doing anything else. So either way the killer is either not getting multiple gen procs every eruption or they are spending time not chasing/doing anything offensive except going to kick gens prior to trying to get a down.
Problem 2. "There's the undodgeable Incapacitation". It is dodgeable. Very dodgeable. By a SWF. "Guys im about to go down, let go of gens" completely dodges it. Yes I am aware in solo queue you do not have that option and I agree it is bad, but let's not pretend is a flawless uncounterable incap.
It's the same problem as knockout, blindness in general, and most of the other meme countered by swf perks with the difference being that this one is very tangible and noticeable whereas hiding auras aint that great unless you are going out of your way to slug. The design is still awful though. "destroys solo queue and is destroyed by a good swf" does not equal balanced to me
Please, let's agree than being in a SWF is not a reliable way of counterplay. You cant have perks that get full value out of people not playing with friends.
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This may sound odd, but i am relieved that trapper is not a strong killer that many players can use.
Usually, my trapper games are stressful as f, especially because they all play the "basement trapper" build that means one step into a trap leads to first hook death.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3265282#Comment_3265282
Nope.
Like I said, I can play with my SWF for 6 hours straight and get not a lick of Killer salt.... then they go to bed, I play three games of Killer and out come the salt mines from whiny Survivors.
Every. Time.
If you are not clearly killer biased, then you must be an extremely lucky, one in a million person to have never received any salt from any killer and at the same time and extremely unlucky to always be receiving tons of salt for the surv side.
Yup, totally possible.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3265214#Comment_3265214
95% of my gameplay is Survivor. I have no idea what weird projection this comment is trying to make.
If you play survivor you should know that killers are equally as toxic as survs, winning or losing, so it makes no sense to say that survs are more salty and killers just put continue.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3264688#Comment_3264688
Salt is NOT equally distributed. Holy crap is this false.
Survivors give salt even if they win. The overwhelming majority of killers just hit continue and move on, at any number of kills.
"Ñi ñi, i play killer so all survivors bad but all killers good."
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3264658#Comment_3264658
The argument that nurse is the strongest killer in game there for needs nerf is very flawed. If you nerd nurse and she is no longer the strongest then blight is now the top killer and you can make the same argument blight is the strongest killer there for needs to be nerded,artist then spirit....ect all the way to Trapper. There is always going to be a strongest killer the idea is to make sure the strongest isn't 20 levels above the second strongest.
The argument of nurse is not about her being the "strongest", it's about her power, her blink.
How it has very little counterplay and how her addons make that broken power even more abusable.
In addition that she gets a bonus with her blink attack proc'ing starstruck, sloppy, etc.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3265002#Comment_3265002
They were just 99'ing the blessing in case of NOED, it's a comp strategy clearly.
Their logic is probably 300 steps ahead of us
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Are you trying to lecture some strawman survivors that will probably never read you to make you fell high and superior while clearly having a one-sided view as you cannot see that both roles share the same saltiness as they are both controlled by human beings?
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Are you telling me you are not supposed to leave your 2m away hooked teammate be while you bless that totem?
Unconceivable
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3264547#Comment_3264547
Did you watch streamers play the PTB? That’s exactly what they kept doing. They wanted to get as many new moris as possible, and sometimes that required 10+ minutes of slugging.
But in the PTB they are always testing the mechanics limits. People always take what comes from these videos and overexagerate. Remember when Reassurance was going to break the game? Or Better than new? I think even Wiretap was said to "doom certain killers".
Said that, I seriously doubt that the basekit unbreakable will get to the live servers as it was in the ptb. It will probably be nerfed a lot but i would prefer to have the killer chase me for 10 sec than just be waiting to bleed out because the killer is soft patroling the area.
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@StibbityStabbity said:
Until they add comms, I am going to learn Morse Code and crouch out extensive messages to people around me.
In real life.
In the game, I'm just going to play as normal.
Me sending a morse code to my teammates to unhook me because the killer is away.
The dwight wondering why i want to fight a dinosaur on mars
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3264505#Comment_3264505
The PTB basekit unbreakable didn’t even fix that scenario. It just made the stalemate go on even longer, because the survivors would pick themselves up instead of bleeding out, so the killer would spend even more time slugging for the 4k.
At least it would put some pressure in the killer to hook the 3rd surv unless he wants to play whack-a-mole every 40 sec.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3264460#Comment_3264460
There are many examples of where the killer is forced to slug a survivor, and the new mori system punished killers when they were forced to slug.
It was extra awful because survivors were going into the PTB with breakdown/flip flop/boil over/unbreakble, and tried as hard as they could to force the killer into situations where the killer had to slug the survivors.
I think a more restricted way of the ptb bk umbreakable should be done anyway.
It is not healthy for the game to allow killers to produce 4 minutes stalemates everytime they want to 4k.
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Yes, we could also match the number of blinks nurse has:
3-4 man swf: 2 blinks
2 man swf : 1 blink
Solos: 0 blink
That would be fair
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How annoying he can be depends on the map.
A coulro Anti-healing doctor in Dead Dawg can be very strong and obnoxious. But in no way do i hate playing against him.
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Although i dont know how much toxic can you get as the filter really censors like half the vocabulary.
I cant write words like "think" or "business" without being censored.
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@LiveBritishReaction said:
You WANT more people to play the killer whose power is designed for tunneling and is also one of the zoniest zoners to ever zone?
With that level of masochism, I have a great build idea for you. It’s called “playing Twins,” you should check it out.
The zoniest zoners to ever zone.
I'll save that phrase for future threads😎