Rulebreaker
Rulebreaker
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284473#Comment_3284473
From the point of entering chase even when in a high wall structure 45-60 seconds most for a down...
The problem with the situation you mention is the variables in it... At which point of the map is the survivor, so what ways can the killer reasonably come from, are there line of sight blockers or can you see the killer coming towards and therefore run away... If you used your blink in this case from barely outside the terroradius starting the blink at 33m away from the survivor,you travel 20 m in 1.5 seconds, go into 2 seconds of fatigue and can then follow normally or blink after an additional second... The survivor notices your heartbeat 0.5 seconds after the blink started and runs away in a straight line.(all that given for the sake of the example) you are around 20 m closer to the survivors original position so 13m away but during your travel time he already moved 4 m so 17 m of distance. The issue at this point is that it makes barely any difference if you just float after then with 4.2 m/s or blink with on average 4.23... M/s. Of course you are not trying to M1 but get in a position from where you can blink into and hit them given you re in the open and so on.
But I ofc agree that it would take longer if you had walk from outside the terror radius and hereby giving the survivor a huge heads tart... But then again most people don't exactly know when their heartbeat will reach the survivor so they are less efficient with this than in my example.
The problem also applies to basic M1 killers with 4.6m/s since they don't have a way to get this close to the survivor with lout them realizing it. And the issue is that when you try that even as 4.6m/s killer and the survivor pre runs immediately once you are 32 m away you need to change the target... Because this chase would loose you the game, unless they are running towards a dead and or the corner of the map. Closing a distance of 30 m with 60cm/s takes 50 seconds, there will be 3 Gens done before you get the down if you take this chase.
The problem for nurse with 4.2 floating and 4.23 blinking is that when you are not at a point when you can reach the survivor with your blink it does not matter if you walk or blink because it will be roughly the same time to close the distance... The risk of miss blinking in an open space without line of sight blockers, even though your blink might kot get through some objects loosing you valuable meter, is lower than when the survivor has reached a line of sight blocker and you would have to guess where he went... You may be able to get closer to him when blinking, but if he only made a slight adjustment to his patching to get barely out of sight then you gained 30 centimeters or so if you succeeded with the blink whereas if you don't blink correctly you might give them more distance. That's why I said just following is the more reliable thing to do since there is basically no chance of giving them more distance if you walk the same path as them. When you reach the distance from which you can blink onto them this changes to some degree... But until then dumb following seems the safer thing to do.
When you are inside a high wall structure and only a few m away from the survivor on the other side of a wall a small glimpse of them is enough to get the hit, and they cannot really effectively break line of sight since you are still faster than them and don't have to rely on blinks to reach a critical distance.
We apologize if we're missing something or are incorrect as we didn't examine the full conversation between you 2. (Hard to do on phone)
Isn't that risk the point of nurse though? You ignore almost everything at the risk of needing to land blinks. Having a garunteed way to chase while also having the mobility to ignore things like walls and floors saving tons of time on certain maps seems like a disaster for survivors.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284001#Comment_3284001
You don't need to catch up to hit them, you just need make them vault a window or pallet or drop a pallet because then you can safely blink hit them... And even you are at a long wall and the survivor goes left and right depending on the position you go you can now safely blink hit them... That's the whole point... You are generally able to just dumb follow until they vault something and then you can go for the blink while they are in animation and get the hit... There is not much predicting in that case
Outa curiosity, how long do you think it would take to "dumb follow" a survivor this way? What with survivors running for the walls as soon as they so much as think they hear a beat?
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@FilthyLegionMain said:
-munches on my big bucket of popcorn as this unfolds-
You gonna share?
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3283417#Comment_3283417
Yeah, I remember that. I'm so glad multi-man hatch escape is no longer a thing.
We miss being able to do that strangely enough, though we definitely won't miss instant unlocks.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3283361#Comment_3283361
I most likely have. But when the killer really wants to see evil in your actions, any minor lapse will be held against you ^^.
In defense of those that deserve it, there was a time where keys were alot stronger with people CONSTANTLY last second swapping to them. Some people have a grudge from those days.
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No skill, yes. Not fun, also yes. Most efficient against most the roster? Unfortunately yes, and here's where the problem lies. We can't really begrudge people wanting to survive even if they must be uncreative chickens to do so.
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Potential energy, overzealous, prove/resilience depending on swf or solo, 4th free (currently inner strength).
Find a totem, grab our charges quick with back ups Incase of fubar emergency.
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Artist: map long hits are so satisfying no matter what.
Legion: Best music in the game and no one can convince us otherwise.
Blight: ping pinging and going "WAAAAAAGH" brings a chuckle.
Jump scare Meyers. It's always nice even if everyone just holds w forever. (Occasionally literally)
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For us no. We will stick with our theme builds and still punch swfs teeth in (most are casuals, ttv squads, or failures of bullies...mostly the latter 2). While survivors could see if they're playing with other solos or swfs with alot less issue, killers should not know except for maybe after the trial as there would be massive lobby dodging (there would be survivors dodging with the info but we hope there would be less than if killer could see).
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@Emeal said:
People say this all the time. "Enjoyable to go against"
I don't get it, they are trying to kill you, how is this enjoyable? Is it supposed to be enjoyable? I dont think so.
We enjoy smiling death in the face~
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Out of curiosity, you factored in the infection from when you get bound correct?
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@CBT137 said:
Could possibly be the addon that makes knives shatter when hitting surfaces, dealing half laceration and the one that makes them pass through survivors, some tricksters throw the blades through the survivors into the floor, basically hitting them and then shattering on the floor, dealing 150% laceration
The combo of bouncing blades and cut through survivors can also add more laceration by hitting a survivor multiple times
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The thing we're worried about is that peoples "definitions" are very often biased (ourself included) and would end up causing all the wrong things to be looked at. We for example think nurse is fine as is even with the boring starstruck build, yet many cry broken (would love to see how they'd react to older nurse with this build).
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3277365#Comment_3277365
At least that would force the devs to address some killers' powers and addons.
If they see a certain killer get a 70%-80% ban rate, that should be a clear indication that something is not right.
The same should be done with some survivors perk and items.
And when those get "addressed" the survivor bans would move on to the next inconvenience and so on. Though it would be funny to have banned perks for both sides, even if the same ones got banned each time. Would finally see some variety on killers again after so long.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3277315#Comment_3277315
Don't be shy now. Tell us how you really feel.
We hate the perk as much as GANNTM loves spirit. We see red when we see an object. It is one of the few things that will get us genuinely angry and think back on the past before it was reworked into what it is now. WE LOATH IT.
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3277326#Comment_3277326
I respectfully disagree. DCs of any kind should be handled as rage quits because they are (unless its a crash, which the game can in fact detect) and therefore punished as such. However I can see how someone might be more than a little fed up with playing against 5 Nurses in a row. For that reason, wouldn't it be better if Survivors could queue up picking a single killer they absolutely do not want to play against?
The problem would then lie in those 4 killers effectively never getting a match (or atleast a fair one)
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3276812#Comment_3276812
OP's stat is very suspect, given its ranking on various metric sites.
It's super popular and meta, but it is 100% not THAT popular.
In op's defence, it really is. While we dont got specific statistics on our recent matches, atleast 75% was some combination of eruption + 2 slowdowns + random perk with an odd man out killer running something different.
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Hinestly we dont think its that bad. Random pallets scattered but not as much as say the game or as obnoxious. The main building is really only bad if the survivors use balanced as we have caught up to them with the knight and nemi after 1 jump (we assume any killer can catch up in a similar manner). Our main problem is seeing scratch marks when ppl bring fog offerings, which is a first so we may just be enjoying a novel experience.
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It needs to burn in hell
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We're pretty sure "camping" means "being on the map"
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When 2/4 survivors keep bringing toolboxes we sorta expect it
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Gambit will be a pain in the neck with swat swfs but other than that they're fine if abit lackluster. We're at least happy there is now something for pushing a 3 gen as solo can be harsh with teammates.
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Jump in the deep end, waters warm~
In seriousness, I havent seen anything like that since the halleween event.
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@flowen said:
https://forum.deadbydaylight.com/en/discussion/comment/3269488#Comment_3269488
https://forum.deadbydaylight.com/en/discussion/comment/3269509#Comment_3269509
That makes a lot more sense. In that light, it seems similar, though not exactly the same as the concept of pain res + dead man's where sometimes your teammates can disable your ability to counterplay it. The difference being that chase duration is much more ambiguous versus having to sacrifice more perk slots to make pain res + dms harder to play around.
Yes but pain res + deadmans is able to be countered by you. You are able to see the survivor just before the hook action meaning you can let go before the boom. Its in full control of the survivor in question (resisting snarky comment here...) while eruption the survivor must rely on their teammate.
Also sorry for the delay but we're on vacation with pokemon
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Object of obsession. We still have ptvd from that mess.
Deadman's switch. It's not powerful but it's soooooooo annoying.
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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.
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.
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Out of curiosity what if the killer brought both this eruption and merciless storm?
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3268484#Comment_3268484
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.
Not to keep this off op topic but 75ish % of survivors are already tunneled effortlessly with or without perks
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@Normal1Patates said:
https://forum.deadbydaylight.com/en/discussion/comment/3268479#Comment_3268479
A lot of soloQ players don't know Hag protocols because Hag players are so few.
True but we can't blame hag for what our teammates do. If a survivor runs d### first to a hook knowing they're against a hag, then I blame them.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3268281#Comment_3268281
If exhaustion perks didnt exist, then survivors would be totally defenseless against tunneling.
You might as well give "Free 4k" cards to every killer.
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
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We generally like playing against Hag as long as our team knows "hag protocols". It requires both sides to think for once instead of the usual. Hag is especially more fun than a forever legion or plague as the match will end in a timely manner one way or another and hag gives surprises.
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@flowen said:
I see. I'd like to see more perspectives on the topic. At the moment I don't know what I don't know and I'm trying to learn x.x.
Consider yourself smarter than the average ttv mate. If you have questions, alot of people here are more than happy to give info.
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Most think it's overtuned and debate how it should be tuned down.
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We've only seen the tag twice and only saw it get a down once. For most blights it's probably too impractical to use as many can or would get a down just as fast or faster by playing normally instead of trying to proc it.
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We agree, they fall into dull but somewhat practical. The instant down only really works when they remove crows in your face while the stealth one only really works in indoor maps and inattentive survivors (though it's quite funny). Both are easily covered by perks.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3267831#Comment_3267831
Not really, killers don't NEED perks to garuntee a 3k or 4k and can do so easily without any perks at all even (play nurse for example although you can with any killers) since they were given lots of base kits anyway and now killer is too easy. Then again killers still decide to bring eruption and other slow down perks. Solo queue survivors have no choice but to bring 4 sweaty perks to even have a chance of their round lasting more than 3 minutes.
....thinking you either missed the point of what we said or are pointedly ignoring it mate.
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@Roaroftime said:
So you had four people to go for and went for the person who was just unhooked (and by the sounds of it wasn't sweating at all if she didn't bring an exhaustion perk) then blamed the survivors. Ok. More evidence survivors can't use fun perks also as they just get taken advantage of.
Now where did the op say anything about survivors not able to bring whatever they want? Survivors can and do as they wish, but better know it's not a double standard and if the killer does whatever they want better not cry out about it.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3267748#Comment_3267748
Thing is i like interacting with people. its why i play online games not offline single player games. And i know not everyone is gonna be nice on the internet im not stupid but it seems that 9/10 games were players say something end game its always just hate hate hate. kinda sad really
Unfortunately this game brings out the bad in most people. You will be hit with hate win or lose at least 7/10. As people have already said, either laugh at it or turn off chat as those really are the best options here.
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@Slingshot47 said:
This is a fantastic thread.
Gotta keep it alive
Wraith is being bing or no bong
Hillbilly is Billy boy
Hag is granny
Huntress is [insert animal mask here]
Blight is bleep (obvious reason)
Demo is doggo
Spirit is a blueberry (we don't know why that stuck...)
Ghost face is derpface (fitting with recent masks)
Doc doesn't have one but his stick does...not appropriate for all ages though
Artist is pretty lady
Legion is beep boop or edgy teen depending on add ons
Sadako is ring girl or spooky child
Trickster is pretty boy or diva
Bubba is lawnmower
Knight is tin can
Pinhead pinface, toothface are all allowed
Nemi is nemi but the zombies are anchor and Carlos
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We play both sides for variety but we do favor killer for the simple reasons. We rely only on ourselves and it takes all 4 survivors to try and ruin our fun (or the map but that's another matter).
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For reference, this was Abit before nemi came out. There are 2 other pallet nearby that we couldn't fit. We felt bad for the killer after we showed them.
If the picture ever loads...
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Wouldn't say it if we didn't. No off the record (tested it earlier in the match(more like seeing them not body blocking) and confirmed after), more than 40 seconds from unhook so no bt or such, had used dh before with perfection which at first was assumed genuine
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/354815/how-is-tryhard-is-an-insult
https://forum.deadbydaylight.com/en/discussion/comment/3265843#Comment_3265843
Of course you are both right, but there are some situations, were the most brutal application of utmost force might not be necessary. Tunneling and killing someone off at 5 gens, for example: there are games were this happens, but unlessw you totally dig the 4min game, it will probably very onesides and not very profitable, BP-wise, as you were totally in the control of the match. The term "tryhard" seems to be mostly associated with one side having massively the upper hand, but stil not relaxing their gameplay one bit, but playing as hard and as tough as they can muster, leaving th other side absolute chance-less.
Some survivors also like to call the killer "sweating tryhard" when someone DCs on their first down, not 1min into the game. Realistically the survivors have no real chance at this point, but the same goes for any normal gameplay on the killers side. An early DC is just a lose/lose situation for everyone still in the game and the killer can't be faulted for not wanting to farm, but getting into a real match asap, thus they "tryhard" with the opposition having no chance.
With the game having neither a casual/ranked mode or a catchup mechanic these kind of situations will always arise again and again. Just ignore it and play any way you feel comfortable with.
Outa genuine curiosity what is it called when your minimal brute force is considered their overkill? We've been called on being the usual try hard names when playing at usual aggression levels.
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Fun fact it even works the millisecond it's able, like feet first for pallets. (Or somehow works *on* the pallet)
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3265597#Comment_3265597
It's usually a function of survs descending on the hook. If you're a killer and a team has demonstrated that one or more of them will come to the hook almost immediately, you'd be an idiot to go far.
Rule #1 of avoiding camping/tunneling: give the killer a reason to leave the vicinity of the hook. It's the surv's responsibility to do this, not the killer's responsibility to run away from the hook just because.
If the killer refuses to leave regardless, that's scummy, and there's nothing you can do about it. But you have to at least give them the opportunity to leave.
Now I will almost always go for the unhooker rather than the unhooked (unless the uhooked body blocks with their BT, in which case they are getting an express ticket out of the game), but make no mistake: 9 times out of 10 going for quick unhooks is a survivor throw, simple as.
We're aware but we're just saying we think its a chicken and egg scenario. One did something and the other responded which caused the other too respond and so on.
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So a 3man swf of me and my friends with a random witch on eyrie with a blight. All 3 of us brought the break totems challenge and 2 of us had small game. Needless to say 5 totems got broke fast and we would occasionally see a witch sneakily urban evading looking at the broken bones~
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@FrodoTbaggins said:
https://forum.deadbydaylight.com/en/discussion/comment/3265599#Comment_3265599
Is the fire too close to the hook? I remember reading something in there about camping near hooks...
They just want the marshmallows for themselves. They never share
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Notice that campfire? The survivor rulebook makes great kindling.
On a more serious note, play as you want. As long as you are happy with the way you played, screw the haters.
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Not sure if it's entirely related but we've noticed more killers hanging really close to the hooks lately as well. Might be the reason survivors are bumb rushing unhooks....or the other way around.
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@Grandpa_Crack_Pipe said:
Get rid of the endurance effect and exhaustion so you can just dab on command.
Do we really want dab dancers?
