Rovend
Rovend
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The same happened to me yesterday in crotus prenn yesterday.
I was looping a trickster in a L-T wall and when i went around the loop i got stuck with a big rock
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Too many restrictions and too situational to use effectively
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3275265#Comment_3275265
And i will finish this discussion here, because no matter what i tell or show you, you are going to give me another fancy answer of how i am not good and why i must get better.Likewise, no matter how much I try to emphasize that improvement reduces the frequency of the worst cases you laser focus on, you will always pretend to have zero agency in either their cause or result. Agree to disagree, but keep in mind you're the only one affected by your adaptation to the game around you. Whether you take my advice or not doesnt affect me in any way, and I am quite content with how these situations play out regardless of whether I escape or not. Thats the thing I've been trying to get through more than anything.
Agreed to disagree
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3275229#Comment_3275229
"because in the first one your chances of survival are minuscule, borderline impossible to win against a decent killer."You made the argument yourself. Its self fulfilling prophecy. I have absolutely no idea how you play in any aspect of the game, but your perspective you exhibit is one of inevitible defeat, which alone prevents success from being a possibility. Defeatism is going to convey that you are not confident in your skill to overcome adversity.
`And now you can only said "get better in chase", "if you see a teammate hiding, lead the killer to him" , things that does not solve the problem in the minimum. You truly dont give a f about the survs put in this situation because you will just tell them to git gud.`Those things do fix the problem, they just don't fix your specific complaint with the problem. Thats why I've been trying to show the issue from multiple perspectives, so you can be more open minded about what the problem actually is.
You may have forgotten but we already had this discussion in another thread before, and i already explained to you while giving you several examples that it is not difficult for killers to produce these stalemates where there are too many gens for survivors to complete. But you just disregarded all of them. Told me i was exxagerating and bringing extreme situations....
To not fall in Defeatism is not the same as to evade reality. Honestly, i really hate to hide or see others hide but it is really easy with today's dbd to be stuck in this situation with very few mistakes. And a bad game chains to another bad game.
And these stalemates piles up and produce this:
- people opening threads telling how obnoxious sluggin for the 4k is.
- people asking to bhvr to reveal hiding survivors
- bhvr trying to do umbreakable basekit and affecting the normal slugging
And i will finish this discussion here, because no matter what i tell or show you, you are going to give me another fancy answer of how i am not good and why i must get better.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3275237#Comment_3275237
alright but why wasn't it overused so much before lol?
and why did nobody complain about it until now
its the same as prove thyself before the "killer patch" you barely saw it and now its being spammed and everyone is claiming is for BP...yea where was your use of BP back then huh?
Before it's effect was less impactful. i think it was 6% instead of 10% and the incapacitation was 16 instead of 25.
But for me what really made eruption be noticed and used was the coming of the Brine/Overcharge combo, as killers started to use more gen kicking builds than ever, which eruption synergises too well.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3275197#Comment_3275197
it was underrated but now that everyone is complaining about it, its being used so much, there are many underrated perks for both sides that only come up when a popular perk dies
Look, Eruption is not being talked because some 'scheme' or a popularity issue.
It is mainly because it can give you a total of 34 sec of slowdown with one activation, and this activation can not be countered in soloQ. It is really as simple as that.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3275160#Comment_3275160
Then get better in chase instead of complaining about being slugged. If the chase goes for a long time, lead the killer to where the other survivor is hiding as they have clearly already both sold you out and teammed with the killer to get you killed. You keep begging for pity and claiming everything is impossible when you could be improving your gameplay to make it more worthwhile.
If there are only two left and a killer has to work very hard to down you while knowing the other person is just waiting for hatch, they're just as likely to let you go than the other person because they hate that situation just as much. If you go down in 5 seconds? yeah, they're going to slug you. You're a weak and easy target, and slugging you puts a hard 4 minute cap on finding the other person before the game is forced to proceed one way or the other.
'If killers truly did not care they would just hook the 3rd survivor and go for hatch race and we wouldnt be having this conversation.'many do. If you can't last more than a few seconds in chase before going down, though, you are showing you present zero risk if you're picked back up while they're searching. Like with tunneling, being a threat is the strongest deterrent. And in this case, it also coincidentally appeals to the other player's sense of competition and sportsmanship. Consider that maybe there's a reason you find yourself in this situation so often.
'You keep begging for pity and claiming everything is impossible'
'If you go down in 5 seconds? yeah'
'You're a weak and easy target'
'If you can't last more than a few seconds in chase before going down, though, you are showing you present zero risk'
Your whole argument is just you claiming that i am pitiful, weak, etc. You dont even know how i play this game or how i behave in chase.
My argument has always been of how obnoxious these stalemates are, how easy they are to get, and how they were fabricated by the overnerf of what you call a pity mechanic. You defend this hard 4 minute cap thinking it is for your own skill, yet you always fail to mention how this were given to you by the devs nerfs on surv side and buffs to yours.
And now you can only said "get better in chase", "if you see a teammate hiding, lead the killer to him" , things that does not solve the problem in the minimum. You truly dont give a f about the survs put in this situation because you will just tell them to git gud.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3275165#Comment_3275165
my lobbies are always filled with dead hard, prove thyself, circle of healing, windows of opportunity, and adrenaline
all of those perks you mentioned, i never see tbh
and tbh can you blame those killers for bring them?
you don't know what you can expect, and same for survivor, in general both sides are bring the best perks and making the game boring for people who are trying to have fun
but asking to nerf something in one side without touching the other side is not ok.
sure nerf eruption and nurse, but also nerf the most overused perks for survivors, to make it equal
Let me tell you again what it has been told before.
If i start a discussion or make a comment about eruption being overtuned and unfair, that does not mean that other things are not broken.
I usually dont talk of perks like Dead Hard or Circle of Healing because i hardly use them and i dont have much information except for the description of the perks. So i cant give an opinion of them.
But Eruption, my god. I have been playing against eruption users for weeks.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3274700#Comment_3274700
The majority of people who go "Nurse has no counterplay", yourself apparently included, fail to use LoS blockers. She does have some level of counterplay, and the majority of Nurses can be countered.
The nurse counterplays are really basic and unrelieable, and most times they fail. It really narrows down to how much can you predict her blinks but especially, how good she is at blinking.
So it is no wonder why many people are frustrated to play against her.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3274700#Comment_3274700
so basically just play the same build over and over and be bored just to counter the same build...im starting to understand why everyone is play nurse only
Not every survivor goes always full meta gen rush perks. If you would take my word, i hardly see any survivor use Hyperfocus, stake out, Deja Vu, commodius + BNP. But what i always see is eruption, brine, Overcharge in 90% of my games.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3275081#Comment_3275081
"because in the first one your chances of survival are minuscule, borderline impossible to win against a decent killer."...unless you're a decent survivor. Why include the "decent" part for killer while being unable to have more than a "miniscule" chase? People can run killers for multiple minutes and do so regularly. You're cherry picking.
Nobody has the upper hand with the hatch btw, because the outcome of the hatch scenario is entirely dependant on where it spawns. Even if the killer finds it first, keys both exist and can be found mid match. It is a 5 layered cheesy burrito of rng.
'Now it is all "accept the loss", "keep repairing so i can kill you or i will report you", "dont hide even if you have no other choice".'So let me ask you this: If you have a teammate who is refusing to continue the game, slowly hiding from locker to locker waiting for you to die for an excessive amount of time, what choice do you have? You now have a three way stalemate unless you are the better person and attempt to progress the game, regardless of the outcome. You are so focused on pitying yourself in this situation you are completely oblivious to the fact that the other survivor is finding themselves in the exact same shoes. Believe it not people generally like playing the game instead of delaying it, and many would rather lose and continue the match than stall endlessly begging for a pity "win" (its a draw.)
The killers wanting a 4k every game comment is a massive projection every time it gets used, just like its opposite of "survivors want to be able to escape every game." Both perspectives show painfully obvious bias when they get thrown out pointlessly in discussions. Its not even worth addressing the "massive buff" comments.
Because in those scenarios, the last survivor skill is not relevant as you cant repair 2 or 3 90sec gens alone. You will eventually get caught unless the killer is really bad.
It's RNG based yes, but still the killer has an advantage over survivors in speed, especially killers like Legion or Blight.
I dont understand why you assume that i like hiding for hatch, i dont. What usually happens is that i am the guy being slugged watching the killer going back and forth the area. In this wonderful moment of dbd gameplay, i keep thinking it would be nice there were some way to escape this situation but it is not. Believe or not, even in soloQ survivors can care for the players that are in their team. I cant demand my teammate to keep repairing so he can die and i cant sell him either. So i am stuck spending 4 minutes bleeding out thanks to these stalemates.
Now tell me, killers do not want a 4k every game? at least whenever they slug for the 4k, they are actively halting the game for 4 minutes to guarantee it. If killers truly did not care they would just hook the 3rd survivor and go for hatch race and we wouldnt be having this conversation.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3274990#Comment_3274990
so its unrealistic to expect the survivors to keep trying even though the odds are out of their favor, but its not unrealistic to expect the killer to give up their kill to give another chance for the survivor to not only escape, but do so without even having completed their primary objective?
The hatch is a pity mechanic. There's a reason it doesn't even count as a win, but rather a draw. Anyone willing to drag the game out over it on either side is equally guilty, but considering its nature I don't really blame killers for wanting to prevent it as much as survivors selling out their teammates (and yes, waiting for your ally to get found and killed while doing nothing to attempt the objective is teaming with the killer, even if not overtly) to try to sneak out. This game is structured entirely around a shifting advantage dynamic, with everything starting very survivor sided and devolving to being killer sided by the end of a given match (unless the killer loses before then.) Thats an important consideration to ponder while sitting in lockers wasting 4+ minutes delaying the game.
because in the first one your chances of survival are minuscule, borderline impossible to win against a decent killer. But in the hatch race, killer still have the upper hand as they are faster and dont need to hide.
Say what you want about the hatch, but it was a mechanic that kept the games going. It avoided these horrendous stalemates from happening and gave a reason to the last survivors to keep repairing and try to help the downed survivors.
Now it is all "accept the loss", "keep repairing so i can kill you or i will report you", "dont hide even if you have no other choice".
Now most killers think they are deserving a 4k every game ignoring the massive buff they received when bhvr almost kill switched the hatch giving them a whopping 4 minutes of stalemate advantage every single game.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3274939#Comment_3274939
They are not forced to hide. By hiding for 4 minutes you are taking the game hostage. Take a loss. This is how pvp games work. In any other game if your team lose you are not gonna see "victory" just for you on your screen. This is just entitlement.
If you want the last survivor to stop hiding, then hook the one on the floor and go for the hatch race. PvP are meant to be played to the end, not for one side to surrender because the other side cannot bear to give the slight chance of escape.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3274958#Comment_3274958
In my experience, it's basically 50/50. Besides, survivors have the option to wait close to the gates and start opening or 15% opening as soon as the hatch is closed.
It's RNG based, though it depends on various factor like if you are against fast killers like a legion or blight, it's gg.
and the gates are also rng based, i cant describe how many times i have played with ranged killers like huntress or slinger just for the gates to spawn right next to each other.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3274939#Comment_3274939
To use your logic the killer is FORCED to let the survivor on the ground because what are the chances to find that fourth, stealthy, survivor before he gets to the hatch?
Although the hatch spawn is mostly RNG(except for blueprint), killers have more chance of finding the hatch than survivors as they are faster and dont need to hide.
Killers are not forced to slug for the 4k, but you cant expect the last survivor to surrender to them.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3274773#Comment_3274773
How is killer dragging out the game if his primary objective is to kill survivors, and survivor's is to repair the generators and open the exit gate? Killer is doing his objective by looking for the last survivor, so that they don't escape. Survivor is just hididng and not doing anything
But that's because to repair in that situation means to die. Or do you expect a single survivor can repair 2/3 gens without the killer noticing?
90sec gens + slowdown meta means that you will not be able to repair your way out of this. You cant also repair for hatch either so you have no other choice but to hide in that situation.
You ARE forced to hide if you intend to get a chance of survival. But the killer CAN hook the 3rd survivor and CAN find the hatch and later the 4th survivor but CHOOSES not to stall the game as long as possible to ensure that 4k.
That's the difference. One side is FORCED is to hide for their own survival and the other CHOOSES to halt(or not) the game for 4 min to secure their victory.
Yes, the ones who choose to drag are the killers unfortunately.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/3274812#Comment_3274812
Mushroom!
https://forum.deadbydaylight.com/en/discussion/comment/3274758#Comment_3274758
Do you know how it's a noteworthy event when someone in Dbd is nice? In DRG it's a noteworthy event when someone is not.
Make a mistake as a Survivor in Dbd? People will tell you to uninstall in the best case and spam your Steam profile (if you haven't made it private yet).
Make a mistake in DRG? Three other players whose levels (which are almost entirely purely-cosmetic) are probably hundreds of times higher than yours will destroy every enemy around you, revive you and then spam a laser pointer at a mushroom to make their character say "Mushroom!".
Dbd is the anti-DRG. Everything that sucks in Dbd is great in DRG.
🦆🦂
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3274758#Comment_3274758
If you like co-op shooters it’s a must have. Great gameplay and amazing community
It is done
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3274358#Comment_3274358
"So what?" Why are you unnecessary dragging out the game if you can't win? Your logic reeks of hypocrisy. Let me guess, last survivor is entitled yo the hatch
But that logic is wrong. In the stalemate where the killer slug for the 4k, the survivor's realisticaly only option is to hide or die. You cant really propose the normal gameplay in this scenario be the survivor surrendering to be killed.
The one that is dragging out the game in this situation is really the killer, as he is the one who has the choice between hooking the 3rd surv and look for the hatch or halt the game for 4min.
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@Phasmamain said:
My vote went to deep rock galactic. That game really deserves it tbh
Dbd has done great recently but this chapter kinda sours the rest of a great year
Is it good deep rock galactic?
I have seen it on discount in steam like a hundred times.
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The complaints about nurse and eruption comes from two things: A very strong power with the lack of counterplay. These two combined makes it very frustrating to play against them.
You must have heard this a hundred times but Nurse's power literaly breaks the game. It denies Pallets, windows and floor difference so you cannot loop her, but if you try to run from her, her range/ recharge addons makes it so you will get down anyway, so you are stuck with guessing.
Eruption has no counter in soloQ.
Now with survivors perk
Adrenaline in an endgame perk, so it is obvious that the best way to deal with this is try to kill all survivors before it. I dont know why people really overstimate this perk, most of the games i lose are done before EGC so i can hardly get any use of it.
Prove Thyself is countered by all the gen regressing perks in this meta, that does the reverse of its effect. Gift of pain applies to one surv the reggresion PT effect of 3 survs working on a gen. Then you have Pentimento, Brine, Overcharge who can all destroy the progress of a gen. Use discordance.
Woo is an info perk, really. To see the pallet or window does not make you faster or better looper so you dont really need a counter to this.
Reassurance needs to be activated in a 6m range, so killers with an instadown (which are the ones who usually camp) can down them before they reach the hook.
For the people injures and inflicts broken on the one that applies it so go for him.
By boons i suppose you mean COH, run sloppy. Maybe it will not stop them from healing but they will lose a lot of time. If not, shattered hope.
Streetwise counter's is obviously Franklins. always.
Boil Over is situational, and tied to the map is played in. It's more of a map issue than the perk itself, so i would bring a sacrificial ward if i was too afraid of it.
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@FreddyVoorhees said:
If regression is capped , the killers will tunnel and facecamp even more then before.
Killers will always tunnel and facecamp until the devs really focus in punishing these tactics, or make them less rewarding at least.
Remember when most killers said before 6.1.0 that they were tunneling/camping only because they were forced with the 80sec gens?.
And then bhvr upped gen times and buffed gen regressing perks and killers tunneled more than ever because they got more time to do it.
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I dont know, even if the ability to store progress is 'nice' i guess, It really is very situational to use.
And the fact that it has 4 downsides including the chance to lose it all just by getting hit makes it VERY HIGH risk from what it does.
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@HellDescent said:
Have you considered that your teammate hiding is the problem, not the killer?
The whole stalemate of the "two survivors, too many gens" is the problem.
It is not the killer fault as the game allows you to leave someone 4minutes on the floor totally unpunished.
And it is not the last survivor fault either, as current dbd gen times and gen slowdown meta makes it impossible to repair your way out.
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The devs reverted pain res change because of a bug produced when pain res was activated while Merciless storm 's skill checks were popping.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273998#Comment_3273998
Then lead the killer to the other guy.
That is "working for the killer" and is bannable
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@Jago said:
4 bnp + hyperfocus
To be fair, there is faaar less chance of you encountering 4players with 4 Brand new parts and 4 Hyperfocus+stake out than to find one killer with Eruption/Brine/Overcharge.
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The problem is that knowing which gen is trapped does not help you countering it. Many players can see the killers kicking the gen but they get hit anyway because they will lose more time finding another gen.
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@Moxie said:
It is almost as if they need to make the 4 survivor players have more fun as opposed to the single Killer player.
We can argue/discuss the degree but obviously survivors need to be slightly over-tuned as they constitute 70% of the player-base.
That's not true at all, survivors playing soloQ get the same level of stress than killers if not more.
You are constantly in need to be as efficient as possible because you are permanently one mistake away of the killer snowballing for a 4k.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272664#Comment_3272664
I've seen you pushing the issue lately, for sure. But before that, there was like nobody. And even still these people are like, "Watchu mean those are OP? They've already been nerfed!" If I see something OP on the survivor side, I'm gonna keep giving my thoughts on it without shame. Call me killer biased. And if I see something OP on the killer side... well, I'll let you know if that EVER happens.
No offense intended, but you are very killer biased indeed.
I mean, you clearly are saying that you always find things on the survivors side OP but NEVER on the killer side. That's as biased as you can get.
I am a survivor main, i can be biased too but even i knew day one that perks like Dead Hard and pre nerf COH were broken and needed to change.
Yet in the likes of things like
Eruption
PR + DMS
Blight's Alc.Ring/Crow/C.33
Spirit mother daughter ring
Nurse Double Recharge/ Recharge + Range
The Gen regressing no cap stacking Meta.
Can you really non-biased say that you cant find anything OP on the killer side?
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Potential energy has a lot of downsides for the chance to store progress. Maybe SWF can coordinate to break 3-gen, but i dont think many people will use it after some time.
Gambit can be very risky to use it in soloQ, maybe paired with Bond. Again, only SWF will probably use it to its full potential.
Fogwise is a very good info perk but not of much use for SWF, a better Alert if you are good at hitting great skill checks. Unfortunately, it has the same downsides than alert, Fearmonger and Third Seal will make it useless, and stealth killers wont show their auras.
Of the 3 perks, 2 are good for SWF and 1 good for Solo.
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@Krazzik said:
Solo queue has problems that need to be addressed but it's hardly this unwinnable hellscape many people pretend it is.
Maybe is not an unwinnable hellscape, but everyday i am seeing more and more how shockingly easy it is to lose a game while playing soloQ.
In every match, and i mean every match i feel this constant state where if one single survivors makes 1 or 2 early mistakes is more than enough for the killer to just snowball his way to a 4k effortlesly with no way to stop it.
And this is getting really stressful over time.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272370#Comment_3272370
I don't know when it started being a given that the killer simply gets a hit on someone just from seeing them, no shift W, god pallets, or anything, but it's not that simple. Either way, they could use it on a gen, before they get in chase, as soon as they see/hear the killer so there's no chance of it getting wasted. It's still gonna be a used perk.
i dont think so. With all the restrictions it has, i believe it has too much risk for the effect it has.
Maybe if the repair/store ratio was equal, but as it is today, i dont believe it will get a lot of use
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@Sonzaishinai said:
I think the gen store perk is better then it looks on paper
If you work on a gen in the corner of the map where the killer won't come anyone you are bassically working on the next gen slower but 100% safe
Could be wrong but i think it's going to be a sleeper perk
I believe that the devs added too much restrictions on this one. i hadnt tried it though, but with the requirement of 8 sec on gen, the 1.5%>1% ration, the one hit lose all token and missed skill checks also lose some tokens.
Way too many downsides for what it does
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@Pulsar said:
Imagine if they made the DC penalty apply to bot matches 💀
Imagine the bots DCing if you downed them fast😅
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They did buff a lot of numbers for the knight in the 6.4.0 patch
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Killers can do whatever they want, that is something that will never change.
Said that, you cant possibly expect the player that was hard tunneled/ face camped to be happy and joyful, so there will always be comments of survs telling to let then play the game a little.
What i would like is that tunneling and camping were not to be the most effective way of winning in dbd, as both are unhealthy as f.
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The only killer i truly dislike is nurse. Plague can be a little obnoxious sometimes, but nothing compared to nurse.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3270475#Comment_3270475
It would be an improvement because people would stop using solo q as an excuse to nerf the perk.
And I don't care how often you're seeing the perk. I'm still constantly dealing with Dead Hard, which still has lose/lose situations for killers, and I keep getting told it's fine. So I'm telling you that eruption is fine. This game is allowed to have strong perks, just deal with it. If the perk really was a problem, BHVR would see it in their stats.
So your solution is to screw with the 100% of the survivor playerbase, not just the 60% of soloQ.
Dead Hard was nerfed 3 times in the same patch, Dash removed, activation of 1sec>0,5sec, and then the removal of multiples endurance stacking. Survivors can miss DH, DH activation can be screwed by latency/lag and DH is useless against killers that can apply deep wound like legion and slinger.
Now compare this with eruption and the "dont get down", "last 5min in chase", "try to guess what you cant see" counterplays.
Edit: and even if Dead Hard was broken or strong, one broken perk does not justify another broken perk existence. They should both be nerfed
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3270451#Comment_3270451
It's not unrealistic chase times though. Eruption has been meta since the meta shakeup, and many killers can still lose games even when they equip the perk. If the perk really was a problem, then BHVR would have seen it in their stats by now, because I'm sure they can pull stats to compare how killers perform with and without eruption.
And again, if you don't like the AoE idea, then the Last X seconds idea works too, and has zero chance of catching survivors that are just randomly near the generators. And according to you the perk is currently uncounterable by solo q, so Last X seconds should function exactly the same against solo q, so you shouldn't even notice a difference when you're in a solo q lobby.
Now Eruption is part of 3 gen kicking perks that every killer spams in 90% of games, and out of the 3, is the most oppressive.
And with the AoE or the Last X seconds it does not solve the core issue of being strong and uncounterable. What's the improvement in changing a completely busted perk against soloQ to a completely busted perk against everyone?
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3270437#Comment_3270437
The rules are being followed. It has counterplay based on the survivors being chased. You don't want counterplay. You just want a personal way to bypass the main strength of the perk.
And again you bring up that SWFs can bypass the perk, so it would be a good idea to make it an AoE incapacitate, or have it incapacitate anyone that repaired an affected generator in the last X seconds, so SWFs can’t bypass it so easily. That way at least one of your complaints could be fulfilled. It's better to fulfill 1 of your complaints instead of 0.
Because Eruption's effect is extremely strong to leave it to luck or unrealistic chase times. how many times have i already told you this? or tone down its effect or give it some way that soloQ survivors can deal with it.
If you want to make an AoE effect with the current effect, then this perk effect will desperately be in need of a nerf. If not, this perk will be in every killer player build that can afford to buy nemesis.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3270422#Comment_3270422
It's ok for perks to be different from each other. They don't need to follow rules so it's convenient for you.
It's also ok for survivors to be affected by their teammates performances.
It's also ok for the survivors to lose if they are repeatedly getting knocked to the ground quickly.
It's also ok for this game to have strong perks. Survivors still have a bunch of things that killers can't reliably bypass, and killers are told "just get good". So maybe you should "just get good" about eruption, because the perk is fine.
1)I agree it should be different, but if this game wants to have any sort of balance some rules must be followed. A rule like "A very strong, crippling effect of a perk should not be tied to an uncounterable condition with no cooldown".
2)I agree, but only if the balance of a perk and the relation with their teammates performances is measured in a realistic way, not expect survivors to loop a killer for 10 min because eruption.
3)I agree
4) I'll just copy what i put up there
- Strong does not translate to "extremely powerful, 0 counterplay, applied to multiple gens with barely cooldown"
and one of the two main problems with eruption is that you cant simply "get good". Or you play with friends and use third party software to circunvent its effect or you are defenceless.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3270333#Comment_3270333
That is exactly what the person wants. The perk already has counterplay, which is based on the survivors being chased, but they want a personal way to bypass the incapacitate and make the perk useless.
The main value of the perk is the incapacitate, and BHVR already balances the generator perks based on their synergies to each other (remember they nerfed overcharge because of this).
Every single gen regressing perk in this game has a 'personal' way to bypass or at least lessen the effect of it.
The reason is because you cant expect every survivor to tank through the full force of all the effects of the perks killer have. Yet eruption has none.
On top of that it barely has cooldown.
On top of that it only requires a gen kick, which is not very punishing for like 10 killers at least.
On top of that the eruption cant be removed from a gen even if you know it has it.
Yet you expect this to be balanced on unrealistic chase times.
Imagine if hex devour could not be cleansed and be balanced about "survivor should not get hooked".
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3270325#Comment_3270325
So you think you should always know exactly when eruption will trigger so you can completely negate it's main effect?
If you want the effect to remain as strong as it is now, there needs to be some way to deal with it that doesnt require third party software
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3270200#Comment_3270200
Why should you know "exactly" when a perk is going to activate?
Two reasons:
-Eruption 25sec of incapacitation is too strong to tank it. Its low cooldown also makes so that killers can charge another eruption 5 sec after you are finally free of its effect.
-Every other gen regressing perk has some way to deal with them. Only eruption remains uncounterable to SoloQ.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3270206#Comment_3270206
It's exactly as strong against solo q as it's supposed to be. Generator kicking perks should be strong, or killers won't use them, and will go back to camping friendly generator perks. We saw this before the meta shakeup, where most killer were barely kicking generators, and were barely using generator perks... and it can happen again if the generator perks get nerfed.
You will never be happy with what BHVR chooses to do. Either BHVR keeps eruption the same and you're unhappy, or they nerf eruption and killers go back to camping more because they no longer see a point in kicking generators, and you complain about the increased camping. So why should BHVR listen to you, when it wouldn't matter either way?
Strong does not translate to "extremely powerful, 0 counterplay, applied to multiple gens with barely cooldown".
And eruption by itself does not hold the killer for camping. Even if BHVR completely destroys this perk, like giving like 3 minutes cd, i dont see killers stop using Brine/Overcharge combo.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3270189#Comment_3270189
You said your complaint was that it affects solo q and SWF differently, and I made a suggestion that fixes that. If you only want suggestions that involve the perk getting nerfed, it means you are just using solo q as an excuse, and you really don’t care if it affects SWFs equally.
I said it is overpowered/busted against soloQ while having little to no value against swf.
The first half of the sentence says it is far stronger against soloQ than it should be, but you are only focusing on the second half of what i said.
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@Exxodus21 said:
Too many people think everything needs a guaranteed counter. Eruption requires a lot to get it to work. First, it has to be off cooldown, next the killer has to take the time to kick the gen, and finally the killer has to get a down before the gen is finished and only applies the incapacitated effect if there happens to be a survivor on the gen exactly when it happens.
Eruption is yet another example of something survivors could easily counter by running an information perk like bond or an off-meta perk like repressed alliance but they refuse to do so in favor of stacking the same boring meta 2nd chance perks then come to the forums crying to the devs to change the game for them.
First of all, as i said before a 30 sec cooldown to a 25sec incapacitation is laughable.
Next, many fast killers make the 'time' to kick really short. Blights, wraiths, weskers, can all apply multiple eruptions no problem. Even sadakos and freddys can just teleport directly to gens and apply eruption.
And the getting a down before a gen is repaired is not a difficult as you may think. Remember we are in a gen regressing/slowdown meta so most killers are equipped with a full build focusing on this.
And for the love of god i have said this like 10 times already: Bond does not tell you when a surv is going down. Empathy does not tell you either. No information perk can tell you exactly when eruption will activate. The only reliable way to prevent this that does not require luck or be clairvoyant is to be on comms or fabricate a situation where you see both the killer and the surv aura at the same time.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3270180#Comment_3270180
You’re right that there isn’t a need for it to affect SWFs and solo q differently. That is why it would be a good idea to make it an AoE incapacitate, or have it incapacitate anyone that repaired an affected generator in the last X seconds, so SWFs can’t bypass it so easily.
This fixes your problem, and keeps the perk the same for solo q. We solved both problems at the same time!
If you want to be completely unavoidable, or tone down the incapacitation effect, change it entirely or increase the cooldown.
It is laughable that eruption has a 30sec cooldown while applying a 25sec incapacitation.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3269935#Comment_3269935
That's all y'all have. Y'all are just gonna hide behind, "Solo is weak" forever.
I dont understand why are you so adamant in defending eruption. There is no need for it to be really busted against soloQ players because they cant comunicate with each other while having very little to no value against SWF.
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In my case it is kinda weird, it is either 100% always on surv or a constant change between 25%killer/25%survivor
