Sava18
Sava18
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@NoirGhost said:
Yeah sure, we've all played games with random players that have "ttv" in their name, but what's a time where you played with a content creator you actually knew?
Got matched against ohmwrecker on swamp, right after I updated nvidia drivers. My graphics card die is bad so I have to turn down the core clock by 60, my graphics card controller gets reset every time I update nvidia. My game crashes after first down because I forgot to change the settings on msi after burner. I am sad. I used to watch ohmwrecker back in the gmod days in 2015 with seananners. I checked his stream and her had 2k viewers.
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I went through 6 different mains over the course of 6 months when I started this game. And then I found blight and I cannot fathom for the life of me why anyone would ever play a different character. I mean I can they just have completely different ideals in video games than me. With my lol background all I want is to improve and there is no character that allows for significant growth over long periods of time other than blight, huntress and nurse don't even come close and while Billy's curve's are probably more difficult than some of blight's kit you can master it. Blight can never be mastered and every match has to be played differently because his power is directly correlated to the tile's and what surround's the tiles each game. No character has that much depth and no character even compares to him in the highest skill ceiling. And then after that long, semi relevant spiel he is an s tier character that rewards you for playing well. Blight is simply crack in this video game and now that I have played him any other character is boring due to shift+W. Other than c33 and somewhat alch ring, blight is the most rewarding character for survivor's to play against skill-wise. Weaker killer's you can run forever don't really have the capability to out play you, so it was never really an outplay in the first place
So my long drawn out response is, play blight. I get it if you want to play myers and be immersed but at that point did you ever expect to able to do anything but camp and tunnel? If you want to play that way I can't stop you but bhvr I know I sound biased and I am. But blight fix's all of the issue's this game has on killer side. No shift+w, if you swarm around him like flies you will drop like flies, he really only camps better than half the killer's in this game when he runs iri tag and the only toxic thing about blight is the fact that he can tunnel better every other killer in this game for the most part.
Quite literally most killer's require the survivor's to misplay to get good value. The only way I can think of for weaker killer's to not tunnel and camp is to 3-gen with all the gen kick perks and wait until the survivor's get bored, but that's really just another misplay.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245669#Comment_3245669
Buff killer first then. I'm tired of survivors getting all the good stuff, and then anytime killer gets anything, survivors have to be appeased so they get stuff again. Notice the pattern. Any one killer buff, two survivor buffs happen. I also notice how the meta stuff for killer is always "OP", but survivor stuff is simply "strong", and how survivors' counterplay to the killer is always brought up but never how the killer can counter the survivors. Y'all won't be able to hide behind, "But solo is weak" forever.
Solo is weak until high mmr play. At least when a bunch of 2k hour solo's get together they are pretty efficient, but until then they are headless chickens with no game sense. It stems from how bad the average player is in this game and the lack of information solo queue gets. I am biased as a blight main, but I see no reason for solo not to get the action indication needed for basic efficient plays without a lot of game sense. Solo need's information and a rework to their mmr system for sure.
@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3245666#Comment_3245666
Daniel, By bringing solo queue up to the same level as SWF as far as communication goes you can buff the other weaker killers to compensate. Its a fairly simple concept. Not to disparage, you really need to start looking at balance objectively. The game needs to be fun for everyone, Right now solo queue with the recent changes and current roster and meta is incredibly unfun to play. Killer is not fun to play at higher levels nor at lower levels because its a stomp both ways. There needs to be changes on both sides.
Solo will never be on the same level of swfs. They simply cannot reach the coordination of 4 player's actively trying to win from the get-go. By the first part of my post you can tell I want them to get the indicators they need to be efficient but I am just being realistic on this matter.
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@Wampirita said:
Killer DC ends the match immediately and survivors can jump into another one right away. Survivor DC makes the match miserably continue for the rest of the players.
Yeah, both DCs are bad, but survivor dc is more harmful
Yep nothing is more boring than a game with no struggle or challenge. If a survivor DC's early I tend to just end it asap or let them get the gens done and leave and then promptly get off the game. The game should have a concede option for both side's if a survivor DC's before 2 min or at all.
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If there was no bp cap, I would probably be sitting on 10M right now. Just let me speed run click them.
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Fix maps. No need for any other base changes until then. I mean other than buffing bad killers like wraith and trapper. But it's better to make maps less disgusting before any other adjustments are made. Same with survivor side, change the way survivor's get/lose mmr and give them the information they deserve. I genuinely think solo queue is so unplayable because of the efficiency they lose because of no comms and teammates that have no right to be in a lot of people's lobby's. If those two things are fixed solo queue will be pretty powerful. I'm sure a lot of people will come in here and say "We don't buff killers" but they really don't understand how much efficiency will be gained by just the two changes I mentioned. Plus maps have been a problem forever in this game, the disparity between cowshed and Midwich is unacceptable. RNG is great and makes this game more interesting, but it really needs to take a backseat in regards to maps. Cowsheds infamous shack window into probably the best filler tile in the game into long wall jungle gym window facing shack window. The game almost plays itself if you get a setup like that. Regardless of what people think if you nerf eruption and give solo queue the changes they deserve m1 killer's will struggle almost as much as they did pre 6.1.0. There are quite a few things I would change outside of that, but I have typed in out in length in other threads and don't care much to do it right now, plus I already said what I think pertains to your post.
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How killer mmr is judged is at least mostly accurate, I'm not entirely sure if hooks would be a better judge than kills. But when it comes to survivor mmr, escapes mean almost nothing. It should be based off of your score maybe? At the very least it would be more accurate than the current rating, like yes you can still get tunneled and camped to death and go down. But that happens in the current system anyway. Now the Claudette that has been hiding all game and gets the exit gate after hatch is closed isn't rewarded and the absolute juicer survivor who did 5 gens while running the killer who then dies alone is rewarded. There is more nuance to it than score but how they came to the conclusion that it's less accurate than escapes is beyond me. Elo hell is a term used in a lot of other game's but in dbd if you get stuck in low mmr solo queue, good luck you are never getting out unless you are so far beyond the killer he doesn't down you once.
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Yep I'm about to get that rare 1k and then the survivor's walk in without being prepared and give me the 3k. I understand it because I do it as survivor, that's the most fun and intense part of the game on both sides. But end game usually favors the killer unless the survivor's are actually coordinated and good.
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@Grigerbest said:
Hello, I wanted to bring my oppinion (with which most people might disagree) about existance of "Mains" in Dead by daylight, so as many knows, in any pvp games there is a word which is used for a "Preferred role or character" - main.
The preferred character or role appears from the individual player, his\her desires and preferences. It's a character or role they feel most confy and fun to play with. And also, they play this role or character most of the time, since they enjoy what fits to their desires and preferences.
Main role or character also means that, a player spend most or their time playing this specific character or role most of the time, which means they will be highly experienced with.
I want to bring some examples of what I'm trying to say...
In games like Dota, Lol or even Overwatch, (I think we all know what MOBA is...), each player have a preferred role to play as, whether it's "Carry, support, tank, etc...". They can play any role and any character they want, but they can't play (lets say) support, as efficient if their preferred role is a carry. If you know that this person always plays tanks and he\she enjoys it, you'd not give him a damage class because it will be less efficient or even maybe destructive for your team.
In a tournaments, each player of a team playing and practice his\her individual role most of the time, if not everytime. They can play a different character, but this character still be assigned with same role anyway.
Dead by daylight is no difference in my opinion.
We have players who plays more survivors, or more killers. (With killers it's more complex, different character - different main, I'm gonna say more later...)
Yes, you can play both sides equally, but even if one do, that player still have a preferred role, whether it's killer or survivor. And most likely this player plays "everything" not higher than an average, aside from his\her preferred role or character.
The player who playing both sides, will never be as a efficient and expirienced with both sides as a person who plays only 1 role or 1 killer.
The killer main can't play a survivor as efficient as a player who plays only survivors. And other way around.
The cheeky part about killers is that, the killer main can differ depending on a character they play.
To put it roughly: (For someone who knows them) SupaAlf can't play blight as efficient as Lilith Omen does. And Lilith Omen can't play nurse as efficient as SupaAlf does.
Most of the time one does insane tricks and have expirience with 1 killer, but he plays other killers or survivor pretty much on average.
Same for survivor mains, they can play any killer on average, but if they actually play a "Main role", they ofcourse going to be more efficient with it.
I'm interested on what you think about it, do you think everyone have a main character or role in Dead by daylight?
Personally, I do think that each player have a main or at least a preferred role.
Sincerely: Hag main. xD
In every game I play, I always have a hard main for the most part. In league I used to have very diverse champ pool, but over years and years it trickled down to just a few. I got tired of the flaws these character's had and eventually landed on one. OW I main doom. In dbd I cycled through killer's all over the tier list until I landed on blight 8 months in. At this point I have probably played not blight less than 10 times since my first game. Although I do play equal amounts of survivor as killer since 6.1.0.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3243404#Comment_3243404
This thinking is a bit ambiguous.
Indeed, it presupposes that every time developers create powerful perks, they must nerf the nurse.
It doesn't make sense.
You can't nerf a character based on the most powerful build it can equip; you have to nerf the perks that make up that build, and think about what synergy this perk can achieve with the most powerful characters in the game.
It's as if, for example, the developers created extremely powerful skills and/or items for the survivors, but in return, they reduced their running speed, etc., that kind of thing.
I really don't know how to explain this well, but your thinking is backwards. If a character's power is so game breaking every perk that is created needs to have her in mind that is an issue. Look at blight, he does not make any perk more disgusting than it is supposed to be but he is nearly as strong as nurse. Survivor's are different they are all the same and the perks they get can be balanced accordingly. On killer you have to think about each killer when making a perk. There is no reason that one killer should limit the potential of all perks in the game for the other what 27 killers. In league no one think's that if one character makes an item broken when it's weak to nerf that item, there is not a single online game I can think of that aligns with your mindset on this matter.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3243581#Comment_3243581
Oh first thing I wanna do when I boot up DBD is play Spirit and continue my P100 grind! 😊
It's hard to get p100 when I am constantly above the cap not spending it.
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@Spirit_IsTheBest said:
https://forum.deadbydaylight.com/en/discussion/comment/3243557#Comment_3243557
I usually get too exhausted when I play that late Haha. When I play sweaty it for some reason makes me less wanting to play the game, I usually go for chill and wholesome games as Spirit, but I hope you have been enjoying them at least.
I mean I do enjoy them, 3 green med kit's and 2 styptic agents is a lot to handle so I put on pain res for a game. What I want most in this game is great players, not average player's running the strongest things. Was my big problem with the old survivor meta, but either way it give's me a good challenge so I am fine with it. I'm glad it's someone like me who mains blight getting these games and not some poor Billy. And when I say sweaty it's not like I am hard tunneling the first person out or running full regression as I have not kicked a gen in 8 months plus. I went off topic there for a second, yes they are great and I hope the game is just as fun for you when you are able to return to it!
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It's currently in the best state it's been in ever balance wise, solo queue just need's those information buffs now. It would be nice if there was something else besides gens for survivor's but I doubt that will happen.
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I play right before I go to bed at like 12-4AM and they are all very very sweaty. Though I am fine with that. Started running gen regression for the first time in a few weeks the last game I played last night.
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@MerleDixon said:
https://forum.deadbydaylight.com/en/discussion/comment/3243404#Comment_3243404
Are they not already basic attacks?
I meant specials lol
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You literally can't say iri. Like iridescent.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3242750#Comment_3242750
You assume certain things that are not true, and make generalizations about them.
For example, the "defenders" of the nurse are tired of the fact that every time a player encounters a difficulty, the only reaction he or she will have is to complain (but on the other hand, these players are afraid to show us any video of them playing against the nurse; this proof of bad faith alone is most irritating).
It's also annoying that instead of discussing solutions that could be completely agreed upon, such as reworking certain perks so that they don't make the nurse as powerful as she is now when she uses them, what you hear in just about every speech is: "Delete the nurse, delete her blink, turn her into a Spirit-like in 4.4 with a tp available every 7500 years, prevent her from blinking through palettes, prevent her from moving from one floor to another, delete her second blink, etc. "
This speech is clearly geared towards simply wanting to make a killer that they have a problem with on a daily basis (a daily basis that they have never shown us yet, by the way...) look ridiculous.
Not healthy for the game? I would say not healthy for THEIR game.
"Majority of survivors dislike going against her, because she ignores every core defense mechanic (Pallets and windows) that is given to survivor."
I would rather say: because they don't want to rack their brains and get out of their classic loop method that works on the other 28 killers.
In regards to the idea of reworking perks for nurse that is bad. You do not change something that is probably mediocre at best for every other killer just because one character make's it so absurd. Here's an idea, make her blinks a basic attack. I personally think she should be reworked because her design is not great. I do like the idea of different counter play and gameplay loop compared to other killers, but having someone ignore literally all the mechanics in the game is not great. Blight for example, you do have to play against him differently than every other character in the game. Most loops need to be played differently and you can pre throw every pallet just like with any killer except nurse, but he is just going to chew through them and catch up to you for another one. Blight is the most interactive you could ever make any killer and especially top tier killer. There is no holding W, play the tile and outplay blight or die. Obviously his most busted add-ons mitigate some of that skill expression on the survivor side, but those are the exception to the most well designed killer they will ever create. Nurse is a relic from a time when survivor's were extremely busted and the balance of the game was not taken seriously.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3243073#Comment_3243073
Behavior representative said it's not intended so it's not intended, doesn't matter what a dev said. The product owners tell the devs what to build, the devs just build it. If the devs added something that wasn't intended by the product owner, then it's a bug.
Please man, read. I am not talking about the hug tech, I am talking about sliding in general and the scoot slide which does not have anything to do with the hug tech. For example shacks on a lot of maps simply don't have collision, so you can slide around them without any input besides angling from the blight. Scoot sliding simply allows you to get closer to an object while rushing, not ignore it's collision entirely. Tbh with you, it's been what 8 months? The hug tech is most likely not going to get removed. They fixed some random bug with c33 and pallets that had no function on the game in one patch.
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Also what coffee crashing is referring to is not the hug tech. Sliding is not a bug, and more specifically the scoot slide is not a bug. Looking down when your model is up against collision and negating it is the hug tech. Sliding off of shack or rad car or the tarp on some shacks because you looked down during your rush is intended by the guy who made blight
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3241838#Comment_3241838
Yes, I'm sure running an absolutely busted addon and wrecking the survivors is fun for you.
zzzzzzzzzzz, nice response. I run it very little since 6.1.0 and when I do I'm running shadowborne, bbq. That's literally one B tier perk and that's it.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241611#Comment_3241611
You probably will agree that a Survivor who manages to dodge 3 Lethal Rushes is better than someone who does not dodge a single Lethal Rush and gets hit by the first Lethal Rush.
I do not agree. its like saying a survivor that gets hit by first wesker bound is worse then the survivor that got hit by 2nd wesker bound. the end outcome is the same. Both survivors made a mistake and got hit.
How is a Blight with Alchemist Ring a "true test of skill from survivor side"?
Between base-kit blight and alchemist ring blight, the potency of blight's power does not change. Alchemist ring is pseudo recharge token add-on, similar to shred notes. it grants token recharge rate if you successfully use the power. Blight player use this add-on because it allows them to go for more risky blight rushes and not suffer long cooldown for being successful. Cooldowns in general just slow killer gameplay down and add nothing to the game(both for survivor and killer). I can understand killer using an add-on to speed up their gameplay. I have escaped many alchemist ring blights. I do not see the problem with the add-on.
perhaps you should explain why you dislike playing vs alchemist ring?
Actually the reason I run alch ring when I do goes like this.
Blight rush = most fun in the game, Alch ring = more rushes and green speed = faster rushes. It's simply the must fun I can have in this game regardless of what people think of it. If you can't beat shadowborne bbq blight running alch ring and green speed, that's on you.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3241054#Comment_3241054
So you are still learning blight and not seeing the OPness? Why not try learning blight before commenting on how Blight is not OP.
He is very OP. His addons are busted and there is a bug that allows him to slide against objects/walls without triggering a bump, effectively allowing him to curve around walls and hit survivors he has no business being able to hit. You simply look at the ground while rushing. For some reason, looking at the ground disables the blight's bump collision. It's actually the stupidest bug ever.
Any who says Blight is not OP right now hasn't played against a high skill blight.
Bro akumakaji was trying his best to be obvious in his sarcasm.
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Both the "killer's got omega buffed" and the "Survivor meta got omega nerfed" are both overstating things horrendously. Survivor's lost iron will and the most busted perk in the game went from SSS tier to S tier. M1 killers got decent base kit buffs and killer's overall got 10 seconds off gens.
I don't really understand the whole, there is nothing to grind so I don't want to play anymore. If the grind was all that kept you playing, did you really like the game in the first place?
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@Lobos said:
Skill issue. If killers can't win a game after 6.1 then that is on you. The killers I see in games have no trouble winning and it shows in the stats too. I do enjoy seeing killers crying about SWFs on the forums though.
Use the broken over powered S and A tier killers since they can go on 50+ win streaks so often. You all have it easy enough already! Guess survivors should just start out on hooks, stay injured permanently, and also have their auras revealed the whole game too right?
Yeah just use the broken 4 man swfs, I see them go on 200+ win streaks. The stats genuinely mean nothing with the current mmr gain/loss for survivor's. But I'm sure you are just baiting people anyway.
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@Ghostofsnow said:
The top 5% of the game show over a 60% kill rate along with the changes causing an overall lowering player count when they buffed killers outside of the Halloween event,
trying to balance around 'tourney level' will kill the game faster than anything since its a miserable experience for 4/5 players, its already more in one sides favor and you might never even face a real tournament level team even once in 200 games
Ok but the thing about that top 5% mmr graph is that I doubt even half the survivors in a top 5% mmr killer game is top 5% themselves. Outside of a 4 man sweat squad it will rarely happen making these stats irrelevant. But what you say about how often people get tourney squads is true. It's probably somewhere between 125-175 for me. I have gone against 3 obvious ones in the last 4-5 months and I know I have not played more than 600 games.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3241243#Comment_3241243
Do you realize how many people would blast gens or flat our power gates before the first down if that was implemented? I doubt the game would even be playable.
So basically don't implement either. Gotcha.
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@Akumakaji said:
Dropping your item is the sign of surrender and asking for mercy.
The killer is under no obligation of any kind to honor this surrender, but some do and show mercy.
If you are dying anyway you could always try to beg for mercy. Most killers, myself included, have convoluted, winding and inconsistent internal rulesets that govern who might apply for mercy, which actions void your appeal and thousands of minute details.
In short, I happily give the last survivor the hatch or exit gate, just to keep my MMR growth a little bit in check, but I want to assert dominance first and kinda havex"won", ie downed the survivor, hauled them to a hook and slapped the hook with my weapon, signifying that I made it there in time.
If the survivor surrenders before I down then I'll accept it, but I want their item as compensation. Also, if they flashlight clickety clicked or overtly BMed me over the course of the game, their chances are pretty slim.
If I like their character or cosmetic, this raises their chances, if I think that their cosmetic is overtly popular and I hate it (*cough* green bunny Feng *cough*) it lowers their chances etc. Suevivors might be obviously newbies, so they can keep their items. Or if they do something cute during the chase.
But whenever I feel like it, non of these rules have any effect and I'll do whatever I want.
I hoped that this helped clearing up your confusion a bit.
See you in the Fog :>
A lot of the time I will give the survivor hatch, because a lot of survivor's tend to waste the full EDC and then die. I just want to go next, I already won.
"But whenever I feel like it, non of these rules have any effect and I'll do whatever I want."
But every once in a while I have no mercy in me and will give no one the hatch.
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@Chocolate_Cosmos said:
Okay I just watched the part where he talks about Blight and I strongly disagree on most of his opinions.
I am all in for nerfing his best addons, but some of them like speed addons they need IMO just number nerfs, you don't need to put downside on every good addon.
But what I disagree the most is the base kit changes. That would be horrible. Losing tokens for any kinds of stuns, longer cooldown, etc. No. A big no. I like to play Enduring for example on many killers because it feels good and I don't want to respect pallets (wastes time againts good Survivors) but this change would make him horrible for me. No, thanks.
Correct, any base kit changes to blight would be a terrible idea. And I agree that if they nerf the speed add-ons it should just be a number's nerf. I love Otz but he literally has no idea how to play Blight for the most part, he literally said a couple months ago that dpi still affects flicks(insanely wrong). So pretty much anything he says about blight for me will be taken with a big grain of salt. Just like when Lilith says alch ring is balanced, I know he is biased and I know since the slight distance loss of 6.1.0 that add-on is straight broken.
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Self unhook is a bygone meme mechanic that allows for essentially a DC or a free advantage.
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Blight's collision is perfect, it's really just the maps and their tiles that lack collision. Do you really expect bhvr to go back and change the collision of everything in the game? As a blight main, just learn the collision. Watch lilith omen you will just eventually know if you are moderately good at absorbing information from content. If you don't have time for either of those things, sorry blight isn't for you he takes the most skill and knowledge to get good at.
A few tips
-Most things shorter than your PoV will not have collision.
-Autohaven and Macmillan shacks do not have collision outside of the green tarps attached to them.
-Cold wind and Red forest do not have collision on their tile's other than at the very ends of the walls
-Survivor's do not have collision
-Yamaoka trees do not have collision for the most part as their roots will collide with your feet before you hitbox registration
-Pretty much all chairs and bench's do not have collision, EX. picnic tables on Haddonfield and Ormond do not have collision of any kind which can give you an advantage
-Ormond snow piles only have very particular collision on a single side that you will have to learn
-This is not helpful but random trees on Macmillan do not have collision and they look identical to all the other trees, unlucky I guess
-Swamp does not have collision, unlucky
-Cars typically have very little collision except for the side mirrors of the car, except rad car which always spawns with it's hood next to another truck(typically a pallet in-between) on auto haven
-Bushes typically have too much collision like on badham and garden of pain, so go wide.
-If you are trying to hug tech the trash tiles on Macmillan with the (Blue?) tarps you have to look up to do so.
That's all I can really think of off the top of my head without seeing things.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3241231#Comment_3241231
Yup. Pretty much the same thing.
I would almost say "Implement both and see what happens", except the answer would be "SWFs can still call out their hook locations".
Do you realize how many people would hit second stage or flat out die if that was implemented? I doubt the game would even be playable.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3241151#Comment_3241151
Actually is the same with a lot of killers. Yesterday or so a returning player complaint about the OP kits of Wesker and Dredge, stating that they can do nearly everything, ie vaulting, dashing, teleporting, leaving a husk etc.
But all this tricks have some counterplay or leave you in a bad spot when they miss etc. and you gotta play them yourself in order to fully grasp how complicated some of this abilities are to pull off.
Blight is premium at this: he can do all kinda hugging tricks and hunt you down and be oppressive like no-one else, but if you try him yourself for the first time, you'll just dash past trees and walls and slide ungracefully all over the place.
Pretty much every killer you can learn to play against without actually playing them yourselves. But there are quite literally countless ways to abuse blight based on map rng and the random collision that follows that. I'm not saying blight is easy to counter, he's not, he would not be a good killer if he was. People don't know what wiggles are, people don't know most of the collision that does or does not work for blight. People don't know that you can pluto blight off half the shacks in the game. People don't know you can force a vacuum and get distance on blight if you play right at the right tile. The only thing I see people do that is correct is play trash tiles, that are very hard for blight to play around. When I run into that one amazing survivor who knows how to play vs blight really well I could not care less about anything in that game, although that is 1 in 100. Blight is simultaneously the most skilled killer in the game and the most skillful to play against as survivor, the only problem is he has 3 add-ons that mitigate this to some extent. Even though alch ring is op, it can be somewhat played around. Most survivor's will just hold w to the next tile even though they know blight has alch ring, when they should just stay at the current tile where they got hit unless the next tile is less than 12 or 16M away I forget. Blight both plays around the mechanics of the game and can be countered in the same way as nurse to some extent(LoS and being unpredictable) but that is not his primary counter play. Like genuinely most people don't know rad car exists when it doesn't even require a hug tech it just doesn't have collision other than at a perfect 90 degree angle. If you go against even a decent blight on autohaven once you would know that.
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@GoodBoyKaru said:
Just adapt lol
Deja vu. Not sure if this was you last time, but what's the point in saying this?
Me: alch ring and iri tag
survivors: That's not fair!
Me: Just adapt LOL.
Like I get it some killers said it after survivors full meta lost one perk, chill.
Boons have no counter play other than running a perk.
"But survivor's have to run perks to not tunneled so easily!"
So what? Just because one side has a problem doesn't mean the other's is invalidated. This whataboutism is so dumb lol.
If the survivor's put their boon in a smart place, every killer including mobility killer's are wasting tool much time for it to be worth it to snuff any boon.
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And survivor's shouldn't be able to see hooked survivors! So yeah no.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/352035/exactly-when-the-f-is-blight-getting-nerfed
You are wrong on all accounts, watch this!
*takes a deep breath*
• I am still learning Blight and am not seeing the OP-ness that everyone claims, so I would say that Blight is 100% a-Okay and pretty balanced with loads of counterplay options
• To tell the truth, Blight is actually embarrassingly easy to counter, just hold W in an open place were he can't hit/readh you with a bounce and you are golden. He can just aim straight at you, but then will slide comically along the place and needing to reapply his serum, giving you all the time in the world to t-bag him and then get away. Or run very tight loops where no one but the 1% best Blight players can follow.
• Blight can be very strong in certain situations, especially for inexperienced survivors, but once you know this kit and how he works it's very easy to analyse the tile set at hand and see which is the optimal way to run it in order to minimise Blight pinball tricks. I would go so far and call Blight the most balanced killer in tver game, just a smidgen ahead of Demogorgon in terms of fairness and balance between effectiveness and counterplay.
Someone at a discord group told me a rumor (because it isn't officially confirmed, yet) that they want to look at some of his add-ons, specifically the Alchemist ring, as that one is a bit underperformed right now. But fear not, I think just a few tweaks could unleash this add-ons full potential.
I know this is complete sarcasm. But most people don't know how to play vs blight well. It's the only killer in the game with so much depth to it to warrant needing to play it yourself.
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Call of brine + overcharge really isn't that bad. It's only bad combined with eruption. The combo itself takes over 3 and a half min to fully regress a gen, that is an extremely long time in dbd. Eruption is the only busted gen kick perk at the moment imo.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3241053#Comment_3241053
Yeah, it’s pretty inexplicable that he moves at base speed with his power.. and cracked add-ons. More than an add-on nerf, he does need either a lower base speed, or less rush tokens with a longer recharge by default.
Yeah I don't think you have any idea how bad losing one rush would be. Shredded notes is one of his worst add-ons for a reason. And 2 seconds a rush is pretty reasonable. His base-kit is the most well designed and allows for the most skill expression on both sides. We all know it's just 3 or 4 add-ons that are disgusting.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3240881#Comment_3240881
That would be kinda funny ngl, but what if it increased your FoV while rushing so it made you feel faster, while not actually increasing your speed?
Don't say something like that, when it will never happen.
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I'm stealing this from lilith omen here, but placebo tablet just does nothing now. Since you know, it's a placebo lol.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3240415#Comment_3240415
I agree with you completely. The problem all these 'Nerf Nurse!' threads have in common is that they point to outliers. Balancing at the top is a poor strategy. I hate to kick them while they're down but look at VHS. They balanced around the top and lost over 90% of their playerbase from when they opened for Early Access. Balancing around outliers isn't fair to the other players. People should just accept outliers are outliers and move on to things that are important to the majority of players (I'll insert a shameless plug for solo queue status icons here).
Let me use league as example. Riot has maintained the largest online game ever for so long because of their bi monthly update. With that said, characters that are extremely abusable in high elo are balanced around and people in lower elo's will naturally play them less and that's fine. Some basic character's can never be good in high elo unless they are so broken in low elo it's a pick or ban champion. Obviously decent amount of champs are played in both, but there is also 160 with varying kits that can fit in both. So in dbd blight and nurse would be balanced around high mmr while pig and bubba are balanced around low mmr. That is completely fine for devs to balance this way. But it's also risky due to the fact that "top 5% mmr" doesn't factor in them going against whatever the game decides to give them. Like does it really matter if baby nurses do even worse? They will either power through and get up her skill floor or they will give up and that's fine they can play a different character. Even as a Blight main you don't allow the top to be so utterly game breaking. You rework nurse as her design has long since lossed a place in this game and you nerf blight's top 2 or 3 add-ons. But on the flip side survivor's would have to get their game breaking stuff nerfed as well.
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@Seanzu said:
Hold W / Push Forward on your stick and push them out.
Survivors in the exit gate have effectively won except for some niche circumstances depending on the killer, why should they be punished? Killers are punished for camping because the game is currently on-going and it's anyones chance to make or break the trial, the comparison makes no sense.
Waiting in the exit gate is probably the only thing survivor's can do in game that is toxic. Because they have already won and stick around just to be a ****. No I'm not talking about people who heal in leave immediately but the people who literally stand there when everyone is safe and make you hit them out but leave right before the hit, that is toxic. Weirdest mob mentality I have ever seen in a video game.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3239972#Comment_3239972
There's not that many people over the softcap, the estimate we came up with was something like 6%. The more likely reason for mismatches is backfills and swfs where someone in the swf is super high level compared to their friends.
Are you sure? I'm was under the impression that a lot of killer's at least are over the soft cap.
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@Seraphor said:
Survivor MMR is more of a guideline than a rule, actually more of a suggestion. As it's only based on escapes/deaths, it's not directly tied to player skill in any way.
A bit more can be said for killers in which, as an average of kills/escapes, it does more of less represent a skill baseline. But when survivors who play well can die while their potato team mates can live, it means basically nothing.
What this means is, you can have survivors at your high MMR, who got there 'legitimately', but are still bad survivors. They got carried. And you simply cannot tell what your survivor MMR is by judging the quality of your team mates from a couple of random games. You'd have an easier job trying to gauge your MMR from the skill of the killers you face.
Exactly, the way survivor mmr is gained is lossed need's to be changed. It's just not a good representation of skill.
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I know this is small sample size, but I don't go against bad bad players very often. They have come to the conclusion that base bt is enough. Funnily enough OtR is in the same place for overall perks on nightlight. I don't really understand the issue with this perk. It's essentially a longer bt. Either leave them alone or if they force it, tunnel them out.
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Nah these have gotta be bait posts at this point. Everyone who has been around the block in online pvp games knowns they gotta punish harder. 4 dc's in a week and you get a 2 week suspension, and that's light. Next time around 1 month. Next time perma.
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@LylakLavender said:
How many people can honestly say they have never used DH or DS? I'll go first me. I am terrible at hard skill checks so I won't use DS. And DH well I'm terrible with timing so won't use it. Be honest. This is a fun thread not a mean thread as I am really curious who don't.
I didn't really play survivor at all and never used dh pre patch. Now I do both.
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@sizzlingmario4 said:
Feng main here.
Idk for me I always liked the green bunny cosmetic and just stuck with it. When I was a new player I primarily played Meg before switching over and then pretty much exclusively played Feng for a long time and never used any other cosmetic besides that one. It was also partially because I had the perks I wanted on her and not on other characters (since this was long before the grind reduction).
Now I play a much wider variety of survivors (I play different survs depending on the builds I want to use; I have several different builds I like running which helps me with variety/not getting burnt out of survivor), but I still play her more often than most other characters.
Honestly if a bunny Feng hit's me the 5fps bunny ear nods, I just can't killer them. Probably the only character I do that with.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3237429#Comment_3237429
You probably don't run Overcharge, Call of Brine, Eruption or Dragon's Grip. But I can only assume.
You would be correct :)
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At the very least, I main blight and can see that everyone is running full meta on survivor pretty much everygame regardless of skill. Does that mean their perks are carrying them or not idk.
Even in SWF's I'll good one great player, 2 decent players and a "weak link". But in low to mid mmr on survivor side, it's clearly awful. You can be an amazing survivor, but you are not getting out if your teammates are potato's while you run the killer for 3 gens. I think a start to fixing sbmm is changing how survivor's gain and lose mmr. It can't be just escaping because a lot of the time that escapee just happened to be the last person and got out in a good gate spawn. I'm not sure, it's very hard because they way the rate survivor skill is bad and a lot of the players in this game are bad.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3236125#Comment_3236125
How will I use Blast Mine then if killers don't kick gens?
Haven't kicked a gen in 8 months. I am your mortal enemy.
