SloppyKnockout
SloppyKnockout
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@starkiller1286 said:
Remember those posts about survivors wanting to see the killer? How being unable to plan a counter to to the killer was "unfair" since the killer could make acounter to the ITEMS the survivors held?
Well, thanks to the file survivors can minimize the killer's abilities and the killer can't really do much about it. Survivors can run any perk without indication while the killer has to guess except for what is in their hands.
That is why people are complaining.
This exactly.
You can never prove anyone is doing it, but when you're about to run a Wraith or Hag game and everyone last second switches to Flashlights...or you play Doctor and everyone magically has Calm Spirit (which is almost as far from meta as Vigil is) etc, it's pretty obvious.
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@BigFatChungus said:
so, the developers just announced the new rank system and how it will work, I'm here to give my opinion, and why I think there are several flaws in this new system. why does every killer have a proper rank system? let's take an example: I play with strong killers like spirit and freddy and let's say that I also play with some bad killers like pig and clow, I obviously win a lot of games with strong killers, because there is not much skill to play with them, what makes they annoying killers to play against, (remember that), while with weak killers and sometimes fun I don’t win much, all this mixed will transform the games of "" "superior skill and better players" "" full of boring games with spirit, freddy, nurses, and hardly find cool killers to face like hustress, hillbily and etc,youcan say goodbye to average killers and weak killers because a lot of people lose with them, that is: matches with the best players will be filled with strong killers, and if you on the other hand, even novice players who do not know how to play will fall with lesser tier killers but will still lose games because they get paried with players who know how to play well but who have lost often because they use weak killers, and when the game interprets that they are "bad" and matches that person to others of the same level, so bad players are paired with good players because the player uses bad killers. another problem, is how the system will detect that the survivor is really good? if any rank 20 meg drops all the pallets on the map and has a 2-minute chase while the other teammates have a 20-second chase because they don’t have resources on the map, I don’t know if the system will work like that but it really looks like it will, because it is almost impossible to create a bot that really knows how to detect a good survivor, so I think this system would only work if it depended on how many matches you win. and also the excess? mementos? swf members who only make a generator ?, users of keys ?, killers who use iredecent addons? killers with lagged internet? I still think there are thousands of things to improve on the ranking system and I don't think this new system will work, do you agree with me?
What the actual hell is this?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1462731#Comment_1462731
Again, you're ascribing things like "I did something wrong" and "The map screwed me" and such to your losses. All of that is irrelevant to the goal of matchmaking which is making your matches closer on average.
Losing now and then on a random map isn't going to significantly change your rating. It's losing on average over the course of multiple maps that forces your rating significantly down. And if you're losing repeatedly then it doesn't matter why you are losing because regardless of the reason the solution to the problem is the same - find easier opponents for you.
But I'm sure you'll just ignore my logic and insult me some more, whatever.
It is not irrelevant. RNG is the number one determining factor in who wins or loses a match in DBD. Whether all survivors escape, or just one. Literally everything is RNG, lol. I'm actually convinced you're trolling at this point. You're blatantly ignoring what veteran players, which you are clearly not, have known for years. Go play the game, get a grasp on what you're talking about. You're in over your head, bud.
EDIT: I haven't insulted you. I told you to get a clue. This isn't an insult.
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Survivors are a team of 4. Killers are a solo entity. The killers job is harder. Thus, he gets more points.
@Pryzm said:
https://forum.deadbydaylight.com/en/discussion/comment/1462570#Comment_1462570
You are showing one end of the spectrum. I saw several matches today with 5 gens done, and escapes where the survivors barely scratched 12k due to the killer only going for 2 players. Sorry, but that is pure bs.
Sounds like a team full of immersed newbs who were afraid to get into chases etc.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1462672#Comment_1462672
It doesn't matter why you're losing, if you're losing it should put you against easier opponents to make the game closer for you regardless of whether the loss is because of perk selection or being outplayed.
To go further into this - are you going to tell me that if I get Blood Lodge (RNG!), one of the most WIDE OPEN and HIGH VISIBILITY maps in the game, with probably one of the highest safe-pallet counts of all the maps to boot, as a Wraith, or Ghostface (both of which require stealth and shielded movement to perform optimally), that if I lose, it's because *I did something wrong* and not because I was handicapped?
If survivors get Hawkins, where finding a gen can be a giant horses ass and SERIOUSLY impede their ability to do the objective...that it's completely their fault they lost?
Basically, you're not as good as your opponents because you were handicapped by the games RNG from the get go?
Okay there, bud. Solid logic.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1462702#Comment_1462702
It really doesn't matter why you're losing. The goal of matchmaking is to make the matches feel close. If you are losing it puts you against easier opponents, if you're winning it puts you against tougher opponents. It honestly doesn't matter at all if you're losing with Wraith because they're bringing Spine Chill or because you're playing Wraith badly because in both cases putting you against easier opponents if you're losing makes your matches closer.
Do us all a favor - learn about the game you're completely incorrect about - because you are. There's more to how/why one loses in THIS PARTICULAR GAME than just "they were better/worse than you". That has NEVER been how it worked in DBD. Get a clue, my dude.
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@Slickstyles said:
https://forum.deadbydaylight.com/en/discussion/comment/1462659#Comment_1462659
It reduces the timing of shocks allowing to you to spam it at a loop. It takes away the skill of timing your shocks properly.
You're slowed down when you shock so discipline let's you close in on a survivor even faster. If you pair purple/green discipline with high stimulus electrode (range addon), you're basically telling the survivors not to have any fun. It becomes a predrop pallet and hold W simulator.
Another suggestion I would have is to make them conditional, so they don't stack.
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@Pawcelot said:
Don't worry, they don't. Survivors far outnumber the killer side of the playerbase.
That's mostly cause your average survivor wouldn't be able to handle killer.
Aside from that, it's an *asymmetrical game*. It's designed to be more of one side vs less of the other. That's the entire point. One thing you fail to realize is, both sides need to be kept happy in order for a game to exist.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1462672#Comment_1462672
It doesn't matter why you're losing, if you're losing it should put you against easier opponents to make the game closer for you regardless of whether the loss is because of perk selection or being outplayed.
It absolutely DOES matter why you're losing. This is literally why killers have unique powers, and why most killers are completely useless without their power.
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@TruffleTurtle said:
I don't see what everyone is so mad about. So what if killer cant switch out? Everyone has been asking for different rating for killers for forever and now that they do it everyone starts complaining again? Pick you're poison people I'd much rather have different killer ratings then to be demolished every time I want to play somebody new for a change. The other changes are good too. Hope everything goes to plan and it makes it live.
It's not so much that the killer can't be switched out. It's..
A) Survivors can still last second switch, which has been an ongoing issue for YEARS, but they decide to lock killers.
B) There are cheats (that don't require the use of cheat programs, cause this info is literally in a text log file) that allow survivors to see who the killer is before the match starts. The only way to combat this was to switch, last second, as a killer, cause survivors would come up with the optimal kit to render that killers power useless. BHVR said they fixed this, but they half assed it like most things they tend to do. So until this is fixed, locking killers can't be a thing.
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What is this thread even?
Terror radius is a sphere, not a circle. It should absolutely have an effect in ALL directions, even vertical.
@Slickstyles said:
The only nerf that Doc requires is his Discipline addons. They're busted as hell. Everything else is fine.
Eh, I'd only agree with that to an extent. The yellow and green ones are probably fine and outplayable. It's the purple one that is a real issue.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1461903#Comment_1461903
That is a self-correcting situation. If you start doing worse with Wraith or Ghostface, regardless of the reason, then the system will start putting you against lower rated opponents. If you keep doing well with them despite your opponents have Spine Chill then there's no reason for your rating to go down.
But if you're a Wraith/Ghostface, and you're being "outplayed" by a perk that basically negates your power completely, are you actually "doing worse"? Or are you just stripped of your only ability and regulated to being an M1 killer, which aren't strong regardless?
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@Frareid88 said:
https://us.v-cdn.net/6030815/uploads/QCV6DFJ63AHL/9a59a1e1960491e8d9b9b710a7a3d001.jpg
This immediately sprang to mind
That looks more like shirtless Jeff.
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They would have to rework the balance of the whole game for a 5th perk slot. I know it seems small, but it would literally change the game, and break many aspects of it.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1462061#Comment_1462061
You clearly don't know anything about me lol
I should correct myself. You try to put too much faith into them. Effort they don't deserve.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1462023#Comment_1462023
https://forum.deadbydaylight.com/en/discussion/comment/1462040#Comment_1462040
Both completely valid arguments considering who we're talking about lol
In this case, if it's been successful in their tests so far... maybe they've succeeded. I mean it seems like they've tested this algorithm much more extensively than they've tested the rest of the game ;)
Again - they say it's been successful. You know what else was successful in their tests? Dedicated servers. The DC penalties.
You put way too much faith into these people, lol
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It's not. The issue started because BHVR left the binary ID of the killer in a log file, in plain text, on your PC. They since removed the ID from the log file...but the log file still lists the cosmetics the killer is wearing. Since cosmetics aren't interchangeable, you can still identify the killer based on that. I literally saw someone do this on a stream.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1461837#Comment_1461837
Here's the problem with his argument.
Humans have a way of doing the impossible.
Flight was impossible. The Lightbulb was impossible. The television was impossible.
If calculating all of the things and probabilities in a match is impossible, then the coder doesn't have to worry about all of the variables. Only the most important ones.
Another telling point is that the announcement mentioned that the algorithm predicted the outcomes accurately. If this is the case, then they have indeed achieved the impossible.
We'll see how it all plays out by the end of the year.
This is BHVR we're talking about. Not Nikola Tesla.
The same company that:
- Left the door wide open for hackers in their DC penalty system.
- Implemented a DC penalty system before fixing the issues that sometimes FORCE people to DC.
- Nerfed Hillbilly into the GROUND after saying "We're happy with how he performs"
- Created an addon to buff his movement speed if someone is pointing a flashlight at him.
- For weeks, allowed streamers to be harassed with in game invites.
- For 2 months, allowed hackers to take control of their matchmaking system to match PC players, while playing as Freddy, against NINTENDO SWITCH survivors (just an example), where Freddy doesn't even exist, rendering him invisible.
I could go on for days. The point I'm making here is, there's "people doing the impossible", and then there's "BHVR doing the impossible".
I have zero faith in their ability to do the impossible. Or even the mildly difficult.
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@immortalls96 said:
No idea why people think these will ever work..the only answer to swf is to bring killers to the necessary level to fight them..only thing that's fair to everyone...all these swf debuffs will just have considerable unintended consequences
^^^
If you punish people for playing with their friends, they'll just find another game to play. Simple as that.
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@LiunUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1460838#Comment_1460838
has lullaby ever worked for anyone? the moment survivors touch a gen they know you have it. i have never gotten passed 2 stacks
Lullaby only works on rank 20s, or a map where totem spawns are actually decent. Like Lery's, or Hawkins.
On open, outdoor maps, they 95% of the time spawn next to gens...cause for some reason the devs think thats a good idea. But, you know, these are the same devs who once removed timing from flashlight saves and thought it was a good idea.
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I have a theory that there is no MMR. I feel like they are just going to open the pool up and it's all going to be random. For no other reason than to fix queue times.
And before you doubt me, this is the same company that were simply going to remove ranks from the post game tally screen...for "balance purposes" with no explanation, right around the time the rank discrepancies in game started getting really, really bad.
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/1461928#Comment_1461928
Holy ######### it’s all coming together!
Yep.
And I KNOW it's still a thing. I saw a streamer (who's VOD is still up I believe, I just can't name him here) on friday using it. He didn't SHOW anything, of course, but there was a point where he queued up, and verbatim, said "Ohhh! Haven't faced a Clown in a while". Then the match was with a Clown.
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/1461801#Comment_1461801
Yeah the amount of times survivors bring my Billy to Hawkins is unreal.
Or the amount of times I'll queue up as Hag, just to have all 4 survivors last second switch to flashlights, and be running urban in game.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1461903#Comment_1461903
Hard to tell until we know exactly what MMR is based on. Objectives? points? time in chases?
I don't think survivors will have it easy either. If you're good as survivor and have a high MMR, expect to be matched with the high MMR killers which will no doubt lead to more Spirit/Freddy/Billy/Doc combos.
But like...thats another flaw. Does "time in chase" really mean a lot in terms of skill? You can do a 2-3 gen run by looping each pallet once (instead of anywhere from 3-8 times or so like a good survivor would do) and dropping it after one loop. Does that make you good, even though you've essentially screwed over your team by using every pallet?
Are you a good survivor because you got a ton of points simply by spending time in the basement (I've seen it done, I'm not even kidding). Are you a good killer because you got a ton of points, but didn't kill anyone because you're playing as Legion? lol It's all so ass backwards.
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For the 485085034095834890534834529085309583409584309584305850934895309th time.
YOU.CAN.NOT.PUNISH.PEOPLE.FOR.PLAYING.WITH.THEIR.FRIENDS.
The ONLY way to fix the issue is to bring SOLO survivors up to SWF levels, and then buff killers accordingly.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1461782#Comment_1461782
You can't change your killer while searching for a match or in a lobby. You can still change your loadout in the lobby.
The point is each killer will have their own MMR. If you're really good with Freddy but mediocre with Huntress, search for a game as Huntress the system will try and find mediocre survivors for you since you're only mediocre with Huntress. It would be unfair for a killer to change to Freddy if they are a pro with him as you will crush the survivors, also in order to track your MMR it needs you to play Huntress and see if the outcome is as predicted and record your performance. That's why killers are locked.
My only issue with this is, like I said in another thread, what if you're really good with Wraith or Ghostface (stealth killers in general, I suppose)...obviously the ones best equipped to go against those killers will be rocking spine chill. Does this mean you'll constantly be matched with spine chill users?
It's concerning.
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@RedditUser69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461748#Comment_1461748
Woah did this guy just claim DYING LIGHT prevents gen rushing? Ahahhaha, this guyyyy.
Yep.
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Pop has a full on counter now. Why would it need a rework/nerf?
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@ Antares2332 said:
People look ridiculous calling each other "genrushers" and "tunnelers". Both are things that everyone has the right to do and it is a style of play to make the objective of each one.
#NO MORE HATE BETWEEN GENRUSHERS AND TUNNELERS, PEACE PLEASE.
I actually agree. I really have no issues with survivors doing generators (or rather, their only objective) as fast as possible.
I just expect them to respect how I am forced to play in response to it. I'm fine with a challenge, but if I have to proxy someone to second state, or slug 3 of you to gain pressure, or for them to find out that they their work was all for not because NOED exists. I don't expect to be berated for it.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1460079#Comment_1460079
How do totems vault windows?
How do lockers hide in lockers?
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@YaiPa said:
no, why should they add this? we're talking about survivors.
Survivors that still have cheats at their disposal to tell you who the hell in the lobby is. Undetectable ones to boot.
It would also solve last second switching.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1461843#Comment_1461843
^^^ this
if they also add the training mode to all platforms at some point that'd save a lot of people a lot of nerves...
It's good on paper, but notwithstanding, there are HUGE flaws with it.
For example, a player with Spine Chill will be far, far better on average against a killer like Wraith, Myers or Ghostface. So what's going to happen is if you play say...Wraith at a high level (some of us actually do this - believe it or not, without Tru3's build), you'll go against people with Spine Chill all day, rendering his power worthless.
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Not just because of the hatch. An MMR in a game based so heavily on RNG can't work, period. Scott explains why very well:
https://www.youtube.com/watch?v=lIbOwzTzSIU -
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1461816#Comment_1461816
"If you use your anti-gen rushing perks and still managed to get gen rushed, then the issue isn't the survivor. The issue lies in your skill as a effective killer. Survivors have barely, laughably 2 perks to counter a tunnel while killers get a plethora of perks to use to counter gen rushing.
I'm not saying Gen Rushing doesn't exist, I'm saying killers are given a lot more perks to counter a survivor's objective."
This is my quote.
First page, last post.
Can you read? Or are you picking and choosing what to process in order for it to fit your agenda.
And I'm not your bud. Stop acting like a big guy when you haven't passed 4th grade reading comprehension.
Thanks.
"If you get tunneled, the issue isn't the killer, the issue is your skill, or lack there of, as a survivor"
See, I can sound silly, too. :D
Good to see you needed to hurl an insult at me when I was more than civil. Thanks for proving my point.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1461814#Comment_1461814
Didn't they fix it? as far as I know the new cheat is a SWF detector for killers...
But yeah that should get fixed.
They didn't get it fixed. They applied a bandaid fix to it, by removing certain information from that text log...while leaving other information that could still tell you who the killer is.
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@BigBrainMegMain said:
Killers get desperate, they're bad and they want to to out someone fast.
It's just bad play style, it's unfair and as a solo player it's torture and there's literally almost to nothing you can do.
And to think killers want to nerf DS.
- You're not allowed to say "gen rushing isn't real" and then complain about kill rushing. Pipe down, bud.
- It's only a bad playstyle if you tunnel someone who was hard to catch initially.
- Killers don't want the anti-tunnel aspect of it nerfed. They want it to be conditional so they can't hook you, go hook 2 other people, and find you again just to get hit with DS again. In this case, you weren't being tunneled. If tunneling was DS' true purpose, you'd have no issue with this.
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@Khakuate said:
Yeah I agree it's just straight up bad.
Well, maybe if they let us use a mori or change our addons/perks?
If we can change our LOADOUTS, I think I can deal; but even then, as I said previously, the undetectable (because it literally only reads a text file) cheat to see who the killer is in the lobby still exists. This change, unless that ACTUALLY gets fixed (and not the typical BHVR bandaid crap they are known for), task manager tech will be my go to, and many other kills as well.
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The devs don't listen to anyone. Not even the HUGE and BENEFICIAL resource they have in Fog Whisperers. Ask Puppers. He outright said "the devs don't listen to anything we say". You have to be awful to get PUPPERS of all people bitter.
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What's even worse about this is that survivors can STILL see which killer is in the lobby using cheats (no, BHVR have NOT fixed this, even in the PTB). Not every survivor does this, mind you - but you never actually tell when they do. By doing this lobby lock, you're essentially taking away killers only counter to that.
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I love this thread.
EZ troll.
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If this stays a thing, I'll just task manager tech during the loading screen. This horse ######### can't stay.
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@Peanits said:
I feel like you've turned a blind eye to the plethora of perks that slowdown generators either directly, or by forcing the survivors to do other actions other than generators slower.
Corrupt Intervention, Dying Light, Huntress Lullaby, Ruin, PGTW, Surge, and Thanataphobia all directly slow down generators or regress them.
Then you've got perks like Discordance and Surveillance which help you keep track of the generators so you know where to go to keep the survivors off of them.
And finally, you've got perks like Sloppy Butcher, which makes other actions (in this case, healing) take longer. Times spent doing other things is time spent not doing a generator.
This doesn't even go into lesser used or more niche perks which could give you some extra regression/info/slowdown.
I know you wrote off perks like Ruin and Thrilling Tremors because they don't work automatically, but that's because getting them off the generators is your job. You, as the killer, need to get them off them so they can take effect. In Thrilling Tremors' case, that info helps you figure out where people are so you can go chase them off. Thanataphobia as well stacks with other slowdown effects and can was a lot of time (a heal becomes ~24 seconds when combined with Sloppy Butcher, double that for Self Care).
Perks aren't the only way to slow things down. They can help you, but they're not meant to stop all progress for you. The best way to slow things down always has been to play smart and keep people off of generators.
Killers DO have all those things at their disposal, sure...but when we use those things, we're berated and called sweaty in end game chat. Among other things.
Just yesterday I had someone tell me to "slit my wrists" because I used corrupt and pop. It's okay though. Do whatever you want, just don't disconnect from your game. 👍
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I use my own custom pack that I created myself. It's loosely based off another private perk pack used by DeviB, except for mine I made offerings, status effects, items, addons etc. I also replaced purple with blue. Since it's loosely based off that one, I will likely never give it out. It's for private use only. I'm a huge fan of minimalism.
EDIT: ALSO, my Unbreakable and Deadhard icons. I didn't create the artwork, but I love them. #ExhaustedOnTheGround
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@Funguu said:
I'm pretty sure Freddy Krueger would win, I'm 99% sure he is immortal and the man controls his own dimension
I mean, a lot of the killers in DBD seem to be immortal. Immortality doesn't mean much lol
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1460108#Comment_1460108
Well that’s subjective.
Just because there’s a loud section screaming “sLuG bAd!!!”, is not an indication that it’s universally frowned upon by all survivors.
And even if it were universally frowned upon, it’s within the game rules, and the killers aren’t engaging in a morning tea party.
It's not just a loud section. It's the greater majority of the survivor player base. The only way you get away with slugging, going back to hooks to slug the freshly unhooked person etc. is if you're someone like Umbra. If you're a normal, average Joe (or Josephine), you're cursed to the pits of hell and told to do unthinkable things to yourself by 90% of the survivors you go against.
It's even worse when many killer mains have the same train of thought.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1460074#Comment_1460074
That’s entirely different.
Just because 3 gens pop in seconds doesn’t mean the remaining 2 will pop just as quick.
I’ve had 10 minute games where the first 3 gens pop in the first 2 minutes.
That's not the point. It's considered acceptable for that to "just be the way it is", but if a killer tries to get pressure by slugging, tunneling and to a lesser extent, camping (effectively, rushing kills), they're looked down upon.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/1459844#Comment_1459844
There are multiple videos on Otz and Tru3's channels where the first gen is done before they can even get to it, despite making a mad dash across the map
This. If you're Huntress, or Hag, or even Deathslinger on a map like mothers dwelling or ormond, if 2 teams of 2 survivors get on 2 gens, you could (albeit barely if you're not afraid to take a hit near the end) get 2 gens done before they even cross the map.
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Screw that. Just give us prop hunt.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1460058#Comment_1460058
Exactly.
The survivor doesn’t get much benefit out of this area. The killer has to sacrifice gen pressure for this area.
The killer sacrificing gen pressure is the survivor not getting much? You'd be surprised how many killers will waste time at this corner, lol
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@[Deleted User] said:
They’re not that great for the survivors though. It buys them seconds at best as they only have 1 of two directions they can go, and a killer can just keep them trapped in their if they like.
If the killer keeps them trapped, they aren't chasing anyone else. Anyone else is on a gen. I don't see the issue, lol
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Low key, I kind of miss the OG background.


