ShamelessPigMain
ShamelessPigMain
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2043211#Comment_2043211
MYC isn’t exactly considered a bad perk though. It’s often praised actually.
Well, it's not meta, or at least high-meta. Either way I love it as my own kin.
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David obviously, because who doesn't thirst for David.
In terms of fashion, though, Zarina. She's the only survivor with a fashion sense.
Demogorgon is everybody's favorite killer; who wouldn't want a pet demo to greet them when they get home every day?
Just kidding, Shirtless Myers is the only acceptable answer.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2043251#Comment_2043251
But the multiple dead hards over the course of the game snowball to a position where 4 survivors make it out so its more than just a free pallet, everything in DBD has a snowball/butterfly effect. I've seen single dead hards costs entire games to be honest, like you can pinpoint thats the moment the game was lost.
But again I agree with the other person, nerf both DH and NOED. I may have the profile picture but that doesnt mean im a fan its just for the memes to be honest.
Even with those multiple dead hards, it isn't a screw-up-once-and-literally-die perk. Even though it can stall, it won't put off the inevitable or automatically win the chase. It's just delaying the inevitable (meaning being stabbed). NOED intrinsically has more power than this, even as a hex perk. It's brute force, without nuance or subtle activation requirements. Its survivor analogue would be like if survivors had 3 health states and could afford 3 hits before going down, in addition to a speed boost that a lot of people overlook. It's, to coin a phrase, brute force, giving a bazooka to the baby. Dead hard is more like giving ammunition to a soldier; it helps them facilitate a deed of their own agency, even if that ammunition is nuclear.
I agree that dead hard should be nerfed, probably just because it would open up perk diversity. A weaker dead hard would mean that I could maybe run something new, like autodidact. As for NOED, the instadown should probably be scrapped entirely, probably just with a speed boost and an automatic reduction to missed swing cooldown and successful hit cooldown. It helps you recuperate from your own mistakes, not take survivor mistakes and add a giant middle finger of an insult to injury.
I may have the profile picture of a toxic SWF survivor perk but I neither have any friends to survive with nor the ability to loop :)
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Well, the concept is correct, calculations not really.
I think you missed the mark on tunneling. Tunneling is perhaps the greatest part of a killer's arsenal, as a dead survivor is a survivor not doing gens. If you can identify the weak links and only deal with 3 survivors, instead of simultaneously dealing with 4 survivors, go for it. It'll save time, slowdown the team by robbing them of someone who could have been doing gens, and if you identify the weakest teammates and tunnel them out of the game, it'll won't take that much time. It's the most efficient method, and a genuine problem. In the long run, being down a teammate is like losing a limb. Even if you don't tunnel explicitly, you'll want to prioritize survivors who are dead on hook than survivors who haven't been hooked once.
The idea behind camping again, is correct, but miscalculated. You have a maximum of 2 minutes on the hook. In those 2 minutes, three gens will pop. That's still 2 more gens for them to worry about, and 2 more gens worth of time for you to find another survivor to camp to death. This is assuming that survivors play with complete efficiency; many survivors don't understand this and go for ill-advised altruistic plays. So that's two kills with barely any work; just chase a guy once, plop down, bring out the pizza, and wait for 2 minutes to pass (assuming that they don't kill themselves on hook). A 2k with a minimal amount of chase and a minimal amount of blood points for everybody. That's still something that people can get reasonably mad about; you're depipping and getting minimal blood points because you got chased once and died on first hook. For the other survivors, there's literally no chase interaction. It's just sit down at the gens and stare vapidly until you can leave. That's awful, awful gameplay.
Slugging is more questionable in this sense. It's more effective than you give credit for; survivors who are trying to heal slugs are survivors who are not doing gens, and also survivors who are bunched up; you can apply more pressure when survivors are closer together. If you get two slugs on the ground, with god forbid knockout, then you're set. You don't even have to patrol your slugs; if you have infectious or maintain a tight gen patrol, you can keeping finding guys until you've got 4 slugs.
The solution to this? Loop better. But that's not always the case, and it's still a very unfun way to play the game. It denies survivors of chase opportunities; it's boring. You're just lying on the ground, there's nothing you can do as you watch your teammates fall and try to pick each other up. It exploits the fact that downed survivors are just sitting ducks, and so feels just like camping. Slugged survivors have no agency, and they have no opportunities to actually play the game.
But that's heavy slugging when you go against things like slugging nurses. Every killer should probably slug a little bit, just to be strategic. If you know there's another survivor near you, it would be absurd not to leave the guy you just got on the ground so you can ramp up the pressure.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2043230#Comment_2043230
Noed can be a "bad word" some games but I personally believe Dead Hard has more of an impact than NOED does. Its not uncommon in red ranks to see all 4 survivors using it, 12 dead hards per trial usually, say 50% are ones you can bait out, thats still 6 dead hards that grant a free window/pallet and carry the chase on. It eats up a lot of time. As I said it's an undo button on command that makes killer powers and mindgames worthless. If you play well or fool a survivor you should be rewarded thats how most games work but in DBD one side gets an undo button.
Once again it's single player design in a multiplayer game. I do wonder what if any multiplayer games the designers worked on before DBD.
Well yes, I'd say your assessment of how dead hard is used is spot-on (I always go against Megheads and memers so I can't really tell).
That being said, I think that the crucial aspect is that NOED can guarantee a kill, while dead hard is just a free teabag. Against decent loopers and in the correct hands, it'll extend the loop, which can really chip away at a killer's pressure, but NOED is unlimited free intadowns (until the hex is cleansed, that is). Getting two instadowns with NOED while the endgame collapse is active is pretty much securing those two kills, even with a SWF. Time is ticking, the killer is probably patrolling the slugs, so survivors just throw in the towel, teabag at the gates, and then scramble. Two of what should have been escapes converted to kills by one pile of bones.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2043198#Comment_2043198
I mean,NOED can be pretty cheap but if the killer manages to get a 4K with it then your team screwed up REALLY bad.
All it should do is guarantuee 1 kill.Everything more is poor play on the survivors side in my opinion
Well I would object to the concept of guaranteeing one kill, that's still too much power vested in one perk. I think most people would agree that whether or not you win or lose should be driven by your own merits (otherwise, it would be considered a "carry" or whatever people say). Perks should help you achieve that goal, by amplifying the effort you put in. The more effort, the greater amplification. Guaranteeing one perk to be one kill (unless you really are a bad looper) is 1) already taken by rancor, find your own seat, 2) pretty cheap. I don't think there should be perks to salvage and rescue you after playing badly; that's what it means to be "cheap" and "unfair."
Plus, rancor is so much more fun. I quite like it; you're supposed to not want to be the obsession (hence why DS and object make you the obsession), and so rancor is a great big middle finger to that whole mess.
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@Dizzy1096 said:
@Mr_K It's not trying to shut down discussion it's trying to shut down all the disingenuous people. All the top players use Dead Hard, they wouldn't use it if it was a bad or useless perk. Also sprint burst being strong doesn't mean that dead hard isn't.
@ShamelessPigMain ok and? I don't think you will find many people saying NOED is perfect in its current state.
Believe me, people on this hellscape of a forum say NOED good more often than you'd think.
But that's not the point. NOED is much more "unfair and unfun" than DH could ever dream to be. DH is still rather situational and will guarantee a few extra loops, or help you get to a loop. NOED will activate specifically if you're playing poorly, and is an instadown on all survivors. Not only is this "unfair," since you pretty much don't have to even work for it, quite the opposite, but it's unfun for both sides. No nuance, no subtlety, there's no sense of satisfaction. When devour hope works, it's great. When haunted grounds works, it's euphoric. When make your choice works, it's orgasmic. When NOED works, it's just "meh."
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Well, there is only a 2/81 chance of it being on the shrine, so it's not exactly common.
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Survivor: Autodidact is addictive.
Killer: Make your choice. I've won entire games on its back.
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We don't, but we also don't know that they aren't. It's just another issue of nobody's looked, because nobody has the ability to look.
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@JinSime said:
I don't know... if you know to position yourself to get the necessary distance with dead hard and know your pathing, I don't think it's brainless. I've seen so many dead hards at nothing, without any plan, that just work to prevent an early hit and can be easily baited out. I guess that's most of the cases. It's a bigger nuisance when the survivors know what they're doing, what can be also done with good positioning with the other exhaustion perks.
I agree that invicibility through traps feels too much, especially considering how Trapper already feels lacking in power.
And yes it doesn't work most times hahahahahahahahahahahahaha sorry, I had to say it. That's why I don't even use it. I'm more annoyed on how survivors act cocky towards you because they have it (eye roll) than because of the perk itself.
This is pretty much the most sober assessment of dead hard on this entire post (other than maybe the asker). I'd beg to differ on trapper, though. Trapper has a lacking base kit, but his potential is very high, getting even higher the worse and less experienced your teammates are. If you can predict survivors, you can trap preemptively and listen to the applause of bear traps.
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@Dizzy1096 said:
Its the most unfair and unfun perk in the entire game. It renders all killers powers useless and makes any kind of mindgame pointless. It’s a third health state when used correctly. Probably more powerful than old Mettle of man, not as consistent but since it can be used every chase....
If I had a choice between a DH nerf or a DS nerf I’d pick DH everytime. I’d happily keep DS as it is now if it meant DH was nerfed. Killers complained about the wrong perk.
Hi, my name is NOED. Do you have a moment to talk about our lord and savior, late game 4k's?
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Well, I think that we have to deliberate on the meaning of "unfair" first.
What constitutes, in the sense of this game, being "fair" and "unfair?" What factors do we consider in this definition? And this may seem pedantic but this really is important.
I propose that to be unfair means to be decidedly helping the chances of one side. If we add something to any side's arsenal that makes it so that they are significantly more likely to win now, then it can be considered to be somewhat unfair. It throws off the balance of the game.
In that sense, DH is only slightly unfair. Yes, it can be used to extend loops, but only when the situation is ripe. For instance, if the killer is too far, but if you don't DH you won't get another opportunity to use it, it could be considered wasted. If the window is too close and DHing to it would just prevent a fast vault or animation lock you, then it's useless. If you're in the middle of nowhere, or have nothing to dead hard too, then it's useless. Plus, this is the entire point of exhaustion perks; to help extend chases by helping you gain distance. Yes, it can be annoying to feel that a hit was robbed from you by DH (when it does work out, anyhow), but it's really only a few extra loops. Unless they DH to a very safe location, it's just running on borrowed time, delaying the inevitable. Very rarely will this turn the game decisively in the survivor's favor, and turn a 4k into a 0k. It's annoying and can feel cheap, but it's not that impactful if the killer has a sense of control and efficiency.
As DBD is an asymmetric experience, meaning that comparing the survivor experience to the killer experience is like comparing apples to oranges, it's just impossible to tell. One thing you can look at, though, is the kill rate. Ever since the addition of DH, and with every other "unfair" perk, it's another thing to juggle with, but it's not anything that will decisively turn the game in your favor. The average kill rate is at a healthy 68%; hovering around 2ks and 3ks. It clearly hasn't broken the game (in red ranks, anyhow. I don't even want to think about the whacky hijinks in lower tiers).
TL;DR, what does it mean to be unfair, if we're talking about making one side significantly more powerful than the other, then no. If we're talking about relative to before the addition of DH (in terms of the chase), then only slightly.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2042452#Comment_2042452
I've already given you the proper reasoning and you seem to just not believe the situation. My argument is not contradictory, I looked for a survivor patrolling gens. I'm assuming that as i passed they hopped on separate gens, it takes 80 sec to pop a gen no aid. it is completely beliveable that they can do that in under 2 minutes and there are plenty of examples of it out there. Its not my fault you cant take someones word for it. The reason i won is because they came to the hook and i downed them and slugged them. Forcing someone else to come for the save. I dictated the pace of the match after the initial hook. Real easy logic
Your reasoning was "Gen speed is a problem but I still can get 4ks out of it by using my special ace in the hole but gen speeds are still the problem, you're judgmental and a troll." Not the model of propriety, is it.
You said that:
A) For two whole minutes, you were either chasing or looking for a survivor, and only at that 2 minute mark did you finally get them on the hook so you could find another survivor. A good chase should only last about 30 seconds; any more than a minute and you need to think about how you're spending time. Moreover, if they're looping you so well that they can afford to not interrupt generators (meaning staying in the same area), that's not a flattering assessment of your skill.
B) Generator speeds should be nerfed, because the fact that you managed to spend 2 minutes pressuring only one or no survivors is not a testament to your skill (or lack thereof), but reflective of an issue with objectives.
C) Even after you have 2 gens and one (or less) hook(s), you still have this magical card trick that lets you 4k.
Now, you can't have any of these premises at the same time. If you're still getting 4ks at 2 gens/1 hook with whatever voodoo you're working, then that needs to be addressed, not generator speeds. 4 dead survivors means no gen progress, regardless of objective speed (A&B/B&C). Moreover, no amount of tunneling/NOED/Blood Warden/Mori's/Baby Megs (Believe me, I've tried) will save you if you spent two minutes hooking a single survivor. The only way that could possibly happen is if you hook one survivor and every other player magically has a heart attack (A&C). If that's the case, it's your own fault for committing to such a long chase when you have these sitting ducks you can automatically kill just sitting around.
TL;DR, if you're getting 4k's after losing 3 gens with 1 hook, then that needs to be fixed, not objective speeds. That's not even taking into question the supposed viability of your purported magic tricks, drawing 4k's out of a hat. You have not provided any details of your claimed tactics, nor any evidence. And I'm not surprised; no amount of redbull will give any killer consistent 4k's if they're spending 2 whole minutes in a chase. You're right to assume I'm not believing the situation; it's plain unbelievable. And if you are, you 1) are literally Jesus Christ 2) have nothing to be complaining about.
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Because it hasn't been addressed?
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Self-righteous today, aren't we.
Remember, coordinating a mid-sized video game company can be very difficult. Operations are often capricious and there really is no single person who you can ask for a final decision. It's just the simple truth that things are complicated, and people need to get used to that. BHVR isn't a major media news corporation, don't have such high expectations.
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@Dizzy1096 said:
Survivors are allowed to spin on the spot at 200mph so I don’t see why killers can’t. Also the amount running stretched rez now is getting ridiculous. Let not forget those survivors that are also allowed to get fast vaults at windows designed to only give medium vaults.
I think she's referring to macros specifically. Stretched res is not specific to any side and unintentional window vaults are in the game.
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Well that might be a bit hyperbolic but yeah, NOED is definitely too strong for its purpose. Cleansing 5 totems to ensure that it doesn't even occur is a bit much to ask, as well.
NOED is meant to be a salvage perk that helps you guarantee a kill after a not-so-great game. Unfortunately, it usually ends up being more than a salvage and becomes a winning strategy. I don't even know if this is able to be nerfed, or just removed from the entire game. I really think that it should only expose survivors who are on death hook and only when the exit gates are opened, not powered. It's ludicrously unfair to die on first hook because of NOED, just as it is ludicrously unfair to have NOED applied when you don't even have an exit gate open. NOED is a salvage, not a win, and you should have to put decent effort into it to get value.
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Small game. I feel bad for all the survivors I get with their baby teammates carrying small game.
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How dare you defend holding "w," the thought police are on their way, tell my dead grandmother hello.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2041433#Comment_2041433
So troll, got it.
The whole thread is about how i think its a necessary evil. People need to get over it. I'm saying I'm saying dont like that i have to use thesse tactics as much as the survivors but its a balancing issue, and you're saying git gud. So you're a troll
Right, so I'm the troll here when your entire "argument" is contradictory. Talking about balancing issues, if these "tactics," which you have not detailed nor described, can be used to salvage a game after 3 gens have been popped with no hooks, then that's the real issue, not quick gen speeds. That's literally the same thing as a bunch of rich people complaining how it's so hard to have to walk with their own legs while the peasantry and poor are starving to death next-door. It
You claim that "If the devs wont balance the game properly then the killers have to salvage the match after survivors do this. These are tactics to spread pressure and force survivors to come to them and get off of the objective. It might suck from the survivors point of view but at that point blame balancing," but also claim that "the game where they popped 3 gens I 4ked."
I don't see which part of this is so hard to understand: If you can get a 4k after losing three gens with no hooks (which is really suspicious anyhow, you have to purposely try to have that happen), then the real problem is not generator speeds, but whatever the hell you're doing to win the game. Generator speeds don't matter when the survivors are all dead. Clearly, if your story is true, then that's the true problem here. Either that or your story is a lie. Make your choice.
Just a suggestion, maybe try attacking the argument instead of me so you don't look like childish and petty.
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Well, you're somewhat right.
Those of us who are unfortunate enough to remember old DS will know that it was one free killer grasp escape at your will. This was, although quite overpowered, a second chance.
Now, what does DS still do? It lets you escape from the killer's grasp, a second chance. What the devs are trying to do is make it so that you need to be tunneled in order to get this second chance, which I think is a pretty bad idea (but in a way I can see what they were trying to do).
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Well, I think the idea is good, but I think the proposed solution might actually exacerbate the issue.
Presumably, the idea is to nerf DH in the hands of skilled survivors while retaining its mediocre functionality for more "meh" survivors. The requirement to walk for 5 seconds can be especially oppressive on those younger players, while more experienced players are able to identify a good loop and idle around. Plus, as the purpose of DH is typically to make it to a loop, this built-in exhaustion may prevent that, as it requires that you find a loop first, not make it to the loop.
I think that there should be more of a discourse into whether or not DH is in dire need of a nerf or not, first. Despite its reputation, DH is pretty "meh." After all, the very idea of exhaustion perks is to extend chases by making distance (with the exception of head-on, although it is quite fun). Balanced landing can turn unsafe heights into an opportunity for escape, like Thompson House. Lithe lets you get an easy getaway if you identify a window. Sprintburst lets you safely get to loops that you would otherwise be unable to reach. Smash hit will let you turn unsafe pallets into an opportunity to make massive distance. DH will let you make distance in the final stretch, if it ends up working. It's still quite situational, as you have to 1) be familiar with looping 2) have an opportunity to actually use it. Sometimes, the killer will be too far to use it efficiently, other times the window will be too close to be effective.
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I think that BHVR feared the reputation strong things got. This community, in all of its toxicity, gets so incredibly worked up and so incredibly self-righteous whenever they go against things that are typically seen as good and then complain about how they are OP uncounterable ez baby killer/survivor etc. etc. etc. Just look at Spirit; she gets so much hate when only half of it is deserved.
I also think that they're trying to change the game's power creep. In games like Pokemon, the new things are always the new metas; old things fall into obscurity and the new things become the metas. BHVR doesn't want that; they're trying to make perks more equal. Not only have they nerfed DS (which I think was unnecessary), they are buffing perks like second wind. Not only have they nerfed ... well Killer nerfs are on the way, they rebuffing killers like wraith.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2040148#Comment_2040148
your whole argument goes out the window when i tell you that the game where they popped 3 gens i 4ked. My tactic works. I dont like using it. I end chases quickly and manage teams efficiently. You are very judgmental. I'd say at this point you are trolling or a survivor main
There is a suspicious inconsistency here. You can't get 4k's after sitting around idly for 3 gens, and if you did, you have absolutely no reason to be complaining if you're that much of a god at this game. If you're so good that you can keep up that much pressure so quickly but still go onto the forums to claim that this is a problem, I don't see what the issue is.
You claim that survivor objective speeds need to be lengthened. Why should such a change be undertaken if the current state of the game is such that you can get 4k's after standing still for three generators, or as you claim? I'd say that the bigger issue in this case would be precisely what you are doing, not quick generator times. You have your ways (presumably tunneling, I'll admit I've done it too) to decisively win games that are nigh unwinnable. According to you, ostensibly quick generator speeds are flat-out countered by your Machiavellian modes.
But, if you're so sensitive to be attacking my character over disagreeing with you, I wouldn't be much surprised. Talk about being judgmental. Where have I heard that before?
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@Orion said:
Survivors and killers accelerate at the same rate. However, because survivors have a lower top speed, they reach it before killers do. This is partly why looping works - killers will slow down "considerably" when turning corners, etc., relative to survivors.
Do you know if you decelerate when making sharp turns?
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Plague is very much skill-based. She's such a situational killer that extensive game knowledge is always required. Not only is her vomit difficult to aim, but you need 1) game knowledge to find survivors efficiently 2) experience to know when to ingest your vomit and when to commit to whatever you're doing 3) fashion sense because she is the only person in the fog who dresses to win.
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Well I think a major part of MMR was to get rid of intentional deranking to have easier games. With MMR up, you don't have an explicit score available to you, somewhat discouraging this action.
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If that's how you feel then go ahead and leave. Nobody's holding a gun to your head and forcing you to stay.
After all, enjoyment is entirely subjective. I really don't agree with anything that you're saying, in terms of plain fact or subjective interpretation. I quite enjoy this game, other people enjoy this game, and if you don't like it then understandable, have a good day. Here's the door.
Psst. A little tip, there are still plenty of rank 1 killer mains who get consistent 4k's. Maybe the issue isn't with the game, but you. Just a thought.
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It'll take time. When they design a chapter, they have to have a theme in mind. Descend beyond was a gothic horror; Blight was a discount Frankenstein/Dr. Jekyll, while Felix was the brilliant architect. Gothic horror has long had an association with Germany, as with architecture.
A Binding of Kin was almost lovecraftian. Ancient ritualistic death cults for the Twins, and Elodie's entire story line is "Hi I have this glowing rock that takes you to the 5th dimension." The medieval cults of the Twins' storyline fits in well with medieval France. The expansive French colonies work well with Elodie's exotic travels.
Cursed legacy has the punchy futuristic racer Yui contrasted with the traditional warrior Oni. Japan is a very traditional country, but at the same time was one of the quickest to modernize.
India is such an expansive and vaguely-bordered country that it's hard to find a particular niche that would fit well into this system. You have Indo-Aryan culture you have Dravidian culture you have Buddhist culture you have Hindu culture you have Sikh culture you have Muslim culture you have North Indian culture you have southern Indian culture etc. There are very few cultural identifiers of India that give it a recognizable niche. Sure, you could add in some voluptuous Chloe Frazer replica, but that's certain to get pushback for doing what Disney did to Pocahontas.
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I think the reason I-frames were added is because 1) the hitboxes aren't great, and 2) the hitbox may lag behind the character model while they are DHing. That would mean that removing I-frames would probably cause some very suspicious hits. If you've ever seen the survivor hitboxes, especially while hunched over, it's clear that the hitboxes are far from perfect. Keeping them vulnerable while in dead hard would have it so that the top half of the hitbox has no character model, but the top half of the character model has no hitbox.
When trying to use DH optimally, meaning to make distance when you wouldn't without DH, the ability to actually keep up that functionality is invaluable.
As for uses of DH that attempt to use the I-frames as a shield instead of to make distance (DHing into the killer, etc.), those are usually waited out. Once a killer knows you have DH, they won't ever fall for a DH into the killer again. In that sense, you can only use it to make distance, at which point the I-frames aren't a nuisance, but necessary. I could write a Dr. Suess book about all the times I've seen DH wasted in a futile attempt to make distance in the middle of nowhere.
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I think that the DS nerf is misguided too, but I support a nerf to DS. Not because it's OP, I just think that most meta perks should get a nerf and most useless perks should get a buff. Believe me, I'd love to run breakout instead of unbreakable, but I can't because every single time I play without unbreakable I get slugging nurses. I'd love to run autodidact instead of BT/DH, but I can't because every single time I play without BT/DH I get face-camping default trappers. I'd love to run smash hit instead of DH, but ... well smash hit actually isn't half bad so I guess that's something.
As for the DS nerf, I think that it should maintain its original functionality. If you want an anti-tunnel perk, make an entirely new concept of a perk instead of breaking off and reattaching DS's limbs to turn it into a mutilated Frankensteinian approximation of an anti-tunnel perk. Believe me, if I'm going to tunnel (which I will), one measly five second stun is not going to make me go away.
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@Profezia said:
It deserved no buffs.
It was overtuned and unfair for 2 years.
Nerf well deserved and no buffs needed.
EDIT: I would also like to say that considering OPs post story we shouldn't listen to his opinion since he's very likely just a troll.
Sluzzy is actually an established member of the community. Think of them as the Ben Shapiro of the survivor side, except less off-putting and occasionally sensible.
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Nurse is actually quite fun when you get the hang of her. You don't have to be good, you just have to not suck. I got halfway and then quit because I'm plain lazy, but she was still fun in hindsight.
Billy and huntress fall into a similar camp. They're fun when they work, frustrating when they don't.
As for me, I despise playing Hag. All the rank 20 Megs keep interrupting me while I try to set up my web.
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Don't rely on it. I've heard a lot of talk about Freddy becoming a 110% killer, but that's barely a fix when he still has ridiculous map pressure, the ability to spam spaghetti-o's on the floor to bring you to a snail's pace, pretty much complete invisibility when awake, and an innate counter to BT.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2039866#Comment_2039866
I win about 90% of my games and have to decide mid game whether im facing a team like this or not. I typically go for as many hooks as possible since the game rewards you for doing that, but i will not throw away a game to "play nice" against teams like that. Once i realize they are coordinated and not potatoes I have to switch and use dirty tactics.
I understand that what survivors do but these tactics are used as tools to counter good teams. It may not be "fair" to survivors but games that fly like that dictate how i play.
And nah you assume to much. I understand how to dismantle teams. In that particular game i patrolled until i found someone and efficiently downed them. 2 hits quick hooked. the reason why 2 minutes passed is because they hid until i found someone and then immediately hopped on 3 separate gens or hopped on as i passed. Good coordination causes this gens are 80 sec, its not hard to see
If you understand how to dismantle teams, then you wouldn't have problems with so-called "genrushing." Make your choice, you can't have both.
Now, if they're hiding, they aren't doing gens. Even if they work on a gen and then go urban evade into a corner, you know that they will be around because the gen has been worked on. If you're sticking to a strict patrol of generators (even on something like Mother's Dwelling), then you would be able to identify which gens have been worked on, and thus, the approximate location of survivors. Most killers have an un impressing early game, so don't expect a generator to fly at your first hook, but at that point, your pressure begins to ramp up.
Even with good coordination (AKA, being efficient), they can't create extra time. Getting survivors on hooks, or even just slugging, means that somebody has to get the save. If you intercept them, then another person has to go for the save while you chase another survivor. Already, only one survivor doing generators. At that point, it's up to your ability to end chases quickly. You have to be just as coordinated, and again, work strategically to identify and break through links. If the Blendette ends up being kind of bad, what a surprise, get her out of the game quick.
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Sometimes, it can provide actual value.
Unfortunately, most people use it awfully and go self care in the corner, even with sloppy butcher. The correct time to use it is when you are stretched for resources. You're in a chase and you have the opportunity to start self-caring at a strong loop. There's three survivors left, one's hooked, and someone needs to go for the rescue quickly. There's two survivors left, you're injured, and you need to heal yourself before you can go for the kill.
The point is, there are some times where teammates need to assume different responsibilities but you still need a heal. In those specific cases, it will be useful. In most regular situations, it's better to wait for a teammate to finish the heal for you, but it can still be useful at certain times.
I usually prefer to run inner strength, though. Not only is it much quicker, but I rarely need more than five heals per game.
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It's literally survivors' job to do gens. What are they supposed to do, sit around and let them hook you?
It's your job, as the killer, to apply pressure to get them off of gens. That could be patrolling gens to push them off, but it could also just be chasing effectively. Survivors who are on the ground or on the hook are survivors who are not doing gens, and survivors who save said survivors are survivors who are not doing gens. These are the tactics in your arsenal to stave away gens.
The only way that 3 gens would pop in two minutes is if you spend the first two minutes chasing one survivor, in which case it's nobody's fault but yours. You need to keep deranking in that case, because chases should not last for anywhere near two minutes. At most, they should last about 40~ seconds, at which point they should have used their dead hard and be close to be getting downed, or you need to rotate and find a weaker link in the chain. You need to be efficient with your time. If I ever have a chase last more than 20 seconds, I make a mental note to not chase this survivor again, and identify the weaker links in the chain. Chase and eliminate survivors strategically.
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@Ghouled_Mojo said:
I usually take them for a nice dinner. Make them feel really special. Take them home like a gentleman. I never call them back.
What if they really are special and you think they're the perfect person for you?
Speaking of which I heard David is nice n' single
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/2034414#Comment_2034414
You're missing the point genius.. it's more than just stealing your username. Credit card info, billing info, IP info, they have access to your cloud ID now. They say no personal information was stolen, but then double back on it?
DBD does not have access to credit card or billing info as transactions are managed by steam, windows store, xbox store, etc. There's also no mention of IP, nor is there any mention of cloud ID.
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@tykelley said:
https://forum.deadbydaylight.com/en/discussion/comment/2034348#Comment_2034348
I like how the counter to dh is "just wait" wait for what, for them to dh into a pallet and drop it. Or dh into a window and vault it, does not sound like counterplay to me
If you're in the middle of a dead zone (or even just far from a pallet) DH is often a last resort; that's when it's a second chance. That is very easily countable.
Listen carefully; the specific situation I mention is when your distance to the window will prevent a fast vault if you DH (you lose all accrued momentum very quickly after the dash and it'll make fast vaults nigh impossible), but without a DH the killer will catch up. As for excluded cases, it's one extra loop and if you're any good at mindgames, and if survivors are as stupid as you claim, then you should have no problem.
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@tykelley said:
https://forum.deadbydaylight.com/en/discussion/comment/2034348#Comment_2034348
I like how when survivors see something dramatically op on their side and want to keep it but when there is something a bit good on the killer side if instantly needs a nerf. Example (undying) (ruin) and many others.
I like how you don't even touch on a single argument about dead hard I made and instead try to project your own flaws onto other people.
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@tykelley said:
https://forum.deadbydaylight.com/en/discussion/comment/2034348#Comment_2034348
Lol the bad survivor mains are whining because there 2nd chance perks are op and needs nerfs boo hoo
Lol the baby killer is so incredibly immature that they think that everybody who disagrees with him is a bad survivor main how infantile can you get lol gg ez
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I think that it's a complicated issue. If you allow it to stack, rip SWF killers. If you simply increase the percent buff, it'll remain useless in most cases but ridiculously OP in others.
That being said, I think that the percent increase should definitely be increased, as 16 to 13 seconds is a pretty measly number in most cases. I think that that number should be significantly increased within proximity of a hook, just to give it some situational use. Such an operation would require there to be significant distance and also altruistic survivors.
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It's really not as bad as it seems. There are always going to be the five year olds and six year olds and yes, that will cause frustration, but you can take solace in the fact that it's just an immature jackass trying to get their kicks by their fourth grade logic.
Plus, killer is pretty fun, and if you suck at survivor (like me), it's really all you can play. It can be cathartic too; I got teabagged once as Bubba, and you can probably guess what happened when I got them.
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I don't see the rationale behind it. It's not game breaking or anything, and it's a fortuitous occasion enough that there's no need to nerf it anymore. If it works, it works. If it doesn't work, it doesn't work.
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Somebody's salty.
Dead hard is more situational that you might assume. Once killers know that you have it, they'll wait and bait it out. Most killers do this by default, anyhow (fool me once, shame on me). Moreover, at that point it's only really useful at loops, which do require skill to play. It will extend the loop most certainly, unless the window is too close so that you'd just dead hard 3 cm into the window and then be forced to medium vault, and even then it's just one extension on a loop. For every time I see a successful usage of dead hard, I have 20 flashbacks of people dead harding only to go down in a few seconds.
Don't be so needlessly dramatic. If the expletives, punctuation, and Karen rage is any indicator, you clearly are not acclimated to playing against dead hard. You'll get used to it eventually, but you won't get anywhere by plopping down and crying like a child.
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It can be inconsistently frustrating but it's nowhere near as frustrating as the time I played against 4 Steves trying to meme. Nobody with a heart could bring themselves to hurt such innocent creatures.
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No, the servers are fine. However, there are many factors that can cause issues in connection. For one, your own connection is often the culprit. If not that, check your upload and download rate to see if you just have bad service in the area; ethernet won't solve a bad ISP. Then, it could just be the issue of distance to the nearest server; some places are just at a disadvantage because there are no nearby servers, or none with a stable connection. Then, it could be your other players' connections; dedicated servers won't solve those tiny lags, only those ridiculous lag switching killers getting hits from downtown.
TL;DR, your router, your distance from said router, your ISP, your ISP's service to your local area, the distance/connection to the nearest server, and your fellow players' connections are all factors.
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@KingFrost said:
If they do an RE chapter, Jill better be the survivor.
Not if Annette Birkin has anything to do about it.
*brings out the zombie monster*
