Slowpeach
Slowpeach
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2991942#Comment_2991942
Theres an icon right next to their name and no healing bar pops up, we dont need a bunch of text littering the screen
https://forum.deadbydaylight.com/en/discussion/comment/2991811#Comment_2991811
Well that's just mean lol
https://forum.deadbydaylight.com/en/discussion/comment/2991845#Comment_2991845
Yeah I dont get why so many people keep doing the same thing and expect a different outcome, like you know you set off the trap running at the hook, you know you have gone down every time... please learn or try something new haha
https://forum.deadbydaylight.com/en/discussion/comment/2991928#Comment_2991928
Well this is why I dont want the solo Q buffs they suggest, wont fix people that are the main issue with solo Q anyway (people that dont do gens, hide in the corner, DC etc.)
It's text that is already there when you try and heal someone. It's simply replacing something that already exists, instead of the healing bar, it can be simply be redded out or something. For No Mither it's fairly obvious, but for things like Deliverance or killer addons or perks which apply the status it can be less clear. Knowing how buggy this game is too, people might continue to persist if they can't figure out why someone is broken.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2991949#Comment_2991949
Technically it is because we say so. We also clearly say in the reporting system that Camping and Tunnelling are not against our game rules. We set the rules of our game, and what we deem as appropriate behaviour.
Yeah of course it just could be seen as being arbitrary when the two scenarios and outcomes are fairly similar. I can only hope that side of it at least will be addressed in gameplay.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2991931#Comment_2991931
The difference is, camping & tunneling can be considered part of the game. A killer body blocking someone in the corner is certainly not part of the game, and it's hostage taking.
Not to get all lawyer on you, especially because this doesn’t concern me but some offenders of blocking someone in may not see it that way. Lets just say other games have taught me that people can be very liberal with things that are theoretically possible in a game.
What if they don’t want to risk someone saving them with borrowed time and want to guarantee 1 kill? It’s doable within the game without outside assistance, is it not part of the game simply because you say so? Granted that’s the right you guys have but that’s a fairly dangerous position. Regardless I appreciate the reply <3.
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Probably should be an indicator on the survivor or a message saying ‘broken status: can’t be healed’ if they otherwise can be.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2991645#Comment_2991645
yepp that's 100% correct. If a killer is body blocking someone in a corner - it is completely irrelevant if other survivors are alive to do the objective, the killer is preventing that specific player from taking part in the game, and that's hostage taking (this is of course, if EGC has not yet started).
I have to be honest though. If there’s no survivor with borrowed time and the killer is face camping a hook, this is the same thing. I guess it’s on a timer but then so is survivors doing the objective against a cornered body blocked survivor, eventually they’ll start the end game collapse. Being basically told ‘you don’t get to play’ by being face camped is a massive issue and yet this and many other toxic play styles can’t be reported.
I mean I get it face camping and variants of bullying killer while making no meaningful attempt to win the game, yeah not easy to police that and if hopeful speculation of borrowed time being base kit among other things this may be an irrelevant issue but the way it’s worded here seems like a bit of a double standard.
I guess I sense people want some reassurances before they invest more time and sanity into the game. Im fairly new and play killer 70% of the time don’t care much for winning and try to make sure everyone has fun, provided their fun isn’t bullying me while making minimal attempt to win so I’m not speaking personally here, but some insight or thoughts on how the toxic arms race is being dealt with may go a long way.
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Yeah I get a distinct feeling there’s going to be a lot of complaining when these 40 perk notes do hit. I mean granted that’s basically guaranteed no matter what but I mean legitimate complaints.
Self care is an okay choice but it’s generally outclassed by circle of healing which provides a perk free self care for the whole team. Sure the killer can snuff it but that’s time wasted and it’s usually placed away from where the killer needs to be.
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I only like it because of the memes about it. You are being chased by a sentient washing machine and you are filthy. After a while though yeah it's... not good.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/2987291#Comment_2987291
whydontwehaveboth.jpg
https://forum.deadbydaylight.com/en/discussion/326932/upsurge-in-noed
Funny you said this. I usually run NOED maybe 1 out of every 10 games, and only on certain builds, but I decided to give it a try for a few matches today, and I only got anything out of it (turned a 1K into a 3K) in the match I played just before I read this post earlier.
It's a decent perk when it works, but it seems like it's gone within 15 seconds of activating in a lot of games I play, before I even get a hit.
It's way overrated and only works against newbie survivors or if you actively protect it (which often means running away from a hook and two 99%'d exit gates and getting to the totem just as it gets cleased, leading to a 0K).
If I absolutely can't think of anything else to run in my current build, I might throw a NOED in there. It's a good generic perk for that and also a staple of endgame builds, but I have no idea why survivors hate it so much. If you're not cocky and you don't start playing badly during the EGC because you think you've already won, I get maybe one down out of it. Zero if you know how to counter it (memorize bones during match, find NOED when it activates).
Survivors hate it because it cheats a health state. The irony is of course is that killers hate Dead Hard for the same reason. Both should be removed or changed to an entirely different effect. At the very least NoED should be told to players when last gen is done rather then when someone gets hit.
NoED also makes camping very hard to deal with because being healthy and having borrowed time isn't enough. Sure sometimes the totem will be out in the open and be fairly obvious but some spawns are just nasty. It just encourages very unhealthy playstyles that anger people which isn't what a game should be about. Sure some people will get angry no matter what at perceived slights like 'gen camping' or 'gen rushing' as if that's not what both sides are supposed to do but at least in those cases they aren't frustrating by design.
From purely a balance perspective NoED is not an issue and it's much easier to counter overall then Dead Hard for distance but from a gameplay/fun perspective? Nah. It needs to go. Sure the game needs to be slowed down a lot too, but NoED is a band aid fix to that at best.
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Personally I think over time I think Dredge will get Legion syndrome. Overpowered against newer players, not so good against experienced ones. Could be wrong but nightfall is horrendous for newer players who can’t navigate the map in the light never mind the dark. I have no issue with it on a personal level and I’m not that experienced myself but still…
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Yeah it's kinda ironic that Susie herself probably wouldn't like the people who main her :D. I know the type. It doesn't always go, like Kate mains for example are either the nicest people ever, or complete jerks but yeah.
Anyway I main Joey and really want him, Susie, Wraith/Philip and Rin/Spirit to be survivors someday :D.
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@Satelit said:
Quite a buff for Huntress and Trickster
And Dwight ;)
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Like Dead Hard I think it's not healthy for the game. Granted NoED is way less of a balance issue and I believe the game doesn't end until the survivors are through the gates but I don't think it's a particularly well designed perk nor does it encourage healthy playstyles. Things don't necessarily have to be overpowered to justify nerfing them.
If you ran another poll for most hated killer perk, NoED would win by landslide just like Dead Hard would for survivors side and it's for similar reasons, they cheat a health state with few conditions or extremely obvious tells like say Make your choice, Starstruck or other killer abilities which do this. You can tell by the killer moving a bit faster but that can sometimes be hard to tell and there's other ways to achieve this.
From purely a balance point of view, no. Especially not while survivors have Dead Hard and other factors going their way, but from an enjoyable gameplay experience? Absolutely yes.
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Going to prestige Legion/Joey but nobody else. I'd do more but losing BBQ and Chili and We're Gunna Live Forever means losing bloodpoint efficiency.
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Yeah if they are doing generators its 'generally' okay but admittedly the person who has least hooks should be doing saves unless it's not safe to do so and they lack borrowed time against a camper. Or some other form of exposed is in play.
There's a lot in this game on both sides that rewards selfishness or playstyles that are simply not enjoyable for all five players.
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Generally speaking survivor. SWF increases the chance greatly and certain maps make it even easier. Even as solo though at average levels on most maps survivor is easier, not necessarily 'easy' though. However at lower levels when both sides don't know maps/loops/mechanics etc., killer is easier.
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Eh I like the series and have played it extensively but I don't think so. I'd rather them use l4d again and use the tank or the witch as a killer with Ellis as the survivor, I'd say Zoey but lets use l4d2 yeah? Spitter as a killer would be potentially interesting but those things are weak as hell in game so they'd have to stretch it a bit into being a 'super spitter' :D.
The other issue is that honestly Juggernauts are not particularly interesting outside of State of Decay's universe. See they work really well in SoD because most everything else you can kill without using many resources/ammo. Juggernauts are damage sponges and it's very rarely worth the effort of killing them, it's best to lead them away and loot the area after. The problem is I can't see a way of putting Juggernaut in the game that isn't basically a Nemesis/Hillbilly hybrid.
Marcus as a survivor would be neat. Can't see it being anyone else. Maybe Chavez if they wanted someone more current. Certainly having a Hispanic character that isn't Jonah would be nice. I also like his deal of having survivors guilt dealing with it then helping someone else with theirs.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2984742#Comment_2984742
Kate mains unite. I will sacrifice myself to get my team out. Even if someone's being camped and I'm on death hook, I will happily make that trade so they can escape.
Nice Kate mains definitely need to be recognized. They have their work cut out from them from where I sit. They do exist for sure but there's a fair amount of horrible ones that make me cautious whenever I see one. Why such people would want to play someone as wholesome as Kate is beyond me...
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I'll give you an upvote to be at least one guy who proves you wrong. Even if you are fishing for internet pixel points I don't care :). Having someone out there that likes what you have to say is nice. Most people tend to like it. I don't hand them out like candy though because otherwise a bunch of posts with 1 vote tend to lose their value.
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Eh if you make it impossible to disarm them he can make certain parts of the map inaccessible without triggering the trap, that's just a disaster waiting to happen.
I like Trapper a lot too, but he's really in a rough spot. It would not bad hard for him to be as strong and asinine as the best killers which is not... ideal.
Personally I think traps should be in lockers and he should cap out at 3 capacity yet still start out with 2. The total number of traps is still the same, the locker is not infinite. The fact they appear randomly across the map ultimately means you either don't get all of your power or you spend so long tracking them down and placing them the game is already over. Furthermore the escape time should be consistently the same.
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Yeah I've said it a few times but Dead Hard is as much if not more a massive frustration then a balance issue and why rather then nerfing it that they just change what it does entirely. In what game as a predator/killer do you not attack a guy in point blank range? Like seriously. Never mind all the other ways to use it which have no counterplay at all.
For what's its worth though the NoED example you give is also why I dislike that perk. Both are stupid for the same reason. They cheat health states in an instant. NoED has more conditions attached but still... I'd much rather let them run away. I will never use Dead Hard or NoED in their current states.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2984792#Comment_2984792
I play all my survivors the same. Yes Kate is my main and I really only play others when I have a ritual or challenge for them but I always play any survivor I use the way I play the game. Its really all about the person and not the survivor.
It is but at the same time certain characters lure certain personalities and most people play the character that is drawn to them the most. It's like any generalization. It's not always accurate nor is it proper to make an assumption like that based on a person you've never met but there's usually 'some' truth to them. It also varies from region to region.
As I'm typing this I just came off a game where I was running kindred and a Kate was teabagging in my direction while I was dying on hook waiting for me to die. Despite me saving her twice and taking a protection hit for her. Thanks.
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2984795#Comment_2984795
I don't know... when suddenly noed happens after running the killer that long I think it was still a skilled play. Heck no matter what happens it took a level of skill to run the killer for that long.
What this notoriously stupid comment from the dev fails to recognize is that the individual loses but the team wins which is a massive issue in solo play but less when with SWF. In most team games even when its not coordinated and it's a bunch of individuals with a mutual goal, you can win the game for your team by sacrificing yourself and not getting much in the way of 'score' and still feel good about it. This isn't true in DBD. As a solo player if you die you will feel as if you lost even if your team wins.
Chasing someone for 5 gens is bad play on the killer. This is also why camping is such an issue because its most of the time bad play from the killer, unless they are counting on the altruism of the survivors to waste time but most of the time the best play is to simply ignore it or have one person attempt the unhook. You know where the killer is and can do generators. At the same time though 1 is better then 0 for a beginner killer and so the cycle repeats.
Despite this, the individual on hook still loses and on top of that doesn't get to play at all and the killer also loses in this scenario. Anyway that's massively off topic but that dev comment is so eye roll inducing.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2984280#Comment_2984280
They are some similarities, but overall her story just isn't good and DBD keeps adding female killers with overly tragic backstories. It's over done specifically in this game.
Huntress, Nurse, Plague, Spirit, Artist, Hag, and the Twins all have these horrifyingly tragic backstories, but women can have more diverse entries into the entity's world than being a victim of violence or essentially just taken/tricked by the entity.
There is something to be said when least tragic figures are Amanda from Saw and maybe Huntress.
If we can't get female killers that are just as cool as Trickster then I don't know at this point then I don't know what to tell you. Loss and victimization is only one route, but women are capable of maniacal evil without any of that as a catalyst same as any eldritch horror or male murderer. You can even tell some interesting stories for a female killer when you position them as someone who has always been in control and powerful.
With the Artist her story doesn't even make sense in some places.
Why does the entity specifically want her?
Why would a businessman hire an artist whose made a show of being very anti-capitalist?
Why did the entity feel the need to turn the Artist basically into bird?
Now granted the entity is supposed to be an esoteric existence that doesn't necessarily make sense to the human mind. That said, I find it low key infuriating that an Artist concept was squandered on a killer who was completely robbed of their agency and potentially never really had any agency to begin with considering it seems like her entire life was engineered by the entity to keep her going through tragic losses for its amusement. It's not her story at that point, it's the entity's. This could have been an exciting and colorful killer yet this is what we got. A killer who was robbed of her voice, her color, her agency, and ultimately her chance to be exciting. The best thing about her is the map and honestly if you deleted Artist and told me the map was a made for Plague or Pinhead I'd almost believe you be cause simply put, it's just what the entity wanted to give her rather than something meaning for Artist herself.
I will say again, it isn't good.
Very much this. I didn't know how Saw went but watched because I liked Pig as a concept for a killer and was kind of disappointed that she basically went down typical female character routes fixated on petty revenge rather then being a menacing figure whether she did the trials fairly or otherwise.
Don't get me wrong, I don't mind Amanda being there because she is at least a variance between other female killers aside from maybe Julie because Susie also being a bully victim is most likely going to have a tragic story for how she fell in with the Legion. Still, there is a definite lack of female characters who are just ruthlessly evil and there's loads of ways to do it without relying on envy or tragedy. Greed is a theme I'd probably go for if it was up to me.
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Honestly I don't think we can honestly say there's a lot of blanks and unknowns about most of them and I don't know all of them so I'm not going to vote on what I don't know. Based on what little I know of the series (it's on my to do list), Ash does seem the most likely but Bill I think keeps his cards VERY close to his chest and it's obvious he has some form of PTSD.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2984720#Comment_2984720
Hey! Do you know how many times I've died so my team can escape? Kate is on a tier of her own.
I find Kate and Bill to be the most varied. Kate's are either the nicest survivors ever or the most selfish twats I've ever seen. Bill's are either veterans or really inexperienced with very little in-between.
The rest I largely agree with but there's always exceptions.
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Legion is very strong against weaker players but is still trash against competent ones who know how to exploit their gaping holes.
Ultimately the rework changed nothing about this and the core of this is that unlike every other killer they cannot use their power to down anyone unless the other side clumps up massively, or forget to mend. They can't use their power at all against wounded survivors other then to inflict deep wound again and they also know they are safe from feral frenzy and therefore must rely entirely on m1. Every other killer has either a tool to assist (e,g clown bottles), a projectile or can get the exposed status on a survivor. Legion can only cause a deep wound and otherwise has to m1, which puts them at the mercy at any semi competent looper and bonus points if Dead Hard is involved.
I can see the frustration factor in coming against them and agreed the rework completely failed at addressing their underlying design problems but calling them too strong is ridiculous when their power has such a strategic disadvantage.
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Pig does have ambush too but like many m1 killers she simply lacks for presence and has to work hard for her downs. Personally I feel Trapper is worse especially with Dead Hard nullifying his power significantly. True Addons can help such as the one that lets you walk over your own traps but I still think the base issues with Trapper are prevalent no matter what.
I still think Legion is D tier being the only killer who cannot use their power in any way whatsoever to down people unless they mess up. Plus their style is very predictable despite being frustrating to play against for some. Against weaker players Legion shreds but against remotely competent players who spread out, Legion is basically reduced to m1 or spending large amounts of time running around the map.
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Does Joey's black hoodie count? Frank is the default for Legion but Joey's 'default' is that one.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2984019#Comment_2984019
I’ve used it a fair bit as killer but always forget about it as survivor. I think because I rarely see it.
I know. I don't think I've ever come across it in my short time playing on anyone other then Hillbilly. It's a really solid perk on most killers that does a lot of things at once.
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Stuff like this is why I run Kindred. If the killer wants to visibly throw the game to the whole team then let them. Still it’s annoying though when your team responds to this by crouch walking up to your hook and end up doing nothing or worse unsafely unhooking you,
Only time I suicide on hook is when there is only one survivor left and they are wounded and can’t make the save so the hatch spawns sooner. Especially if there are too many generators left.
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I knew when I got into this game it was a toxic arms race if you let it be. My goal was to not allow that to happen and I think I'm succeeding.
It can start with either a perceived slight or an actual one. Perceived slights, such as 'camping gens' as if that's not what the killer is SUPPOSED to do, would you rather them camp hooks? Or alternatively a killer getting salty over a clutch sabotage (a one time thing not constantly) or flashlight blind after a crate stun. There was even one example where a killer thought a survivor was cheating because of something buggy that happened which actually benefitted them.
Regardless once that toxic arms race starts, it quicky becomes us vs. them and nothing is off the table and the other side regardless of who they are and what they've actually done is a vile monster. The game doesn't exactly discourage it either in it's design choices and BHVR doesn't even pretend to allow reporting of toxic behavior only in extreme 'hostage' situation cases or extreme levels of abuse. I'm a little amazed this game isn't more toxic in all honesty.
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Not sure what they are getting from that question. Like I may play another one but the last one may have been horrible. Some people play another because the last one was horrible, is that really the same as 'this match made me want another'.
I personally have a threshold and unless the games are excessively bad consecutively I'll play until I don't feel like it.
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A lot of challenges are iffy honestly and basically are 'Throw the game to do this thing'. There's challenging and using unusual perks/items then there's throwing the game. If they are going to do that, make it so you can do them with bots when they enable them for more killers and maps etc.
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@DoritoHead said:
I have a few lol
Joey and Susie were both survivors before the entity noticed that just like Frank and Susie, they had usable evil within them.
Danny is like the "favorite child" of The Entity.
Kazan and Rin were both brought into the realm because of their rage, and I believe the entity made them aware of each other to amplify that rage for both of them. For Kazan, it was knowing that his descendant would not continue his legacy, and for Rin, it was discovering that her ancestor slaughtered dozens of people with the same katana with which her father killed her and her mother.
Personally I can't agree with that evil within them as a reason for Joey and Susie being killers, almost everyone has evil within, if not everyone, even Kate. From a design perspective it was because the four of them make a teenage gang of hooligans which is a great dynamic. I think the Entity decides at a whim who is what. It's possible though the Entity gave Joey and Susie a choice, stay with Frank and Julie or go their own way as survivors, they chose to stay with their friends.
Joey, Susie, Philip, Rin, Evan (Trapper) and others are less evil then some survivors. Jonah, Yun-Jin and Ace are all arguably more 'evil' then those and could easily spun to being a killer if need be.
The rest I love. Definitely for Kazan and Rin.
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Yeah I'm fairly sure there is some weighting involved. You can never tell with RNG, but usually the same perk will be in the bloodweb for several in a row whether you pick it or not. Honestly, it's better to just take a useless perk rather then no perk at all because at least it can't appear later once at tier 3. If you don't take it, it can still gum up your web in future.
Honestly though it does annoy me how it works. I don't care for addons, non bloodpoint offerings or perks that I don't want to use but worst of all teachables I don't want to corrupt my bloodwebs even further. It can happen however that you are FORCED to take a teachable you don't want so then it can gum up your progression even further. What fun!
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I largely agree. Technician was one I really wanted early. I don't use it as much now but I definitely did initially. Windows I used as well. Visionary true is new player friendly but I think is largely outclassed by Deja Vu which also helps prevent 3 gens and that is a general perk. Visionary also disables at the time you need it the most whereas Deja Vu activates when you need it the most. Granted there are times where you can be distracted and not get what you need from Deja Vu in the 60 or so seconds and not know where the generator is but this is rare.
On the other side though honestly Zenshin I think is more harmful then helpful to a newer player. It puts out too much noise when a newer killer should be focused on generators which they can always see. Granted the map layout might hinder them in this but Zenshin won't help if there's a wall between point a and point b.
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Yeah I will do my best to keep my head down. It annoys me though when someone comes up to me and begs for a heal when on zero hooks and I'm on two and also wounded and they want to be healed first. Like... ugh... that situation paralyses me. Not healing them is not ideal especially if they continue to follow you around but healing them means increased chances of being found unless you are in a good spot but some people lack the game awareness of that. Oh and then they run off before they are fully healed for no real reason or they don't return the favour. This is especially annoying if the killer has sloppy butcher and quickly undoes all heal progress. I swear as solo, survivor team mates annoy me more then anything the killer does.
Simply put, if the killer has to worry about 4 people rather then 3, even if that guy is on death hook it's simply better for the team as a whole. If they have one less person to think about, even if that person is doing near nothing it's still advantageous, dead people do nothing no matter what. I don't do nothing but I will generally scout the map for safer generators and pay more attention to their position and 'walk' away much sooner and try avoid running unless I'm certain it's safe to do so.
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Ormond I think won it's vote because the competition it had was bad. I know I picked it but I remember thinking the other options were just awful and I do like it aesthetically. While it is pretty iffy in design, it's not the worst, it's around average, which is still pretty bad. There are still some small chances for some killers unlike many other maps.
I don't remember for certain but someone can show the other options Ormond was competing with?
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I agree that flashlights are a really bad design. Like the idea of interfering with the killer and being a general nuisance (in a healthy way that is) to make them think twice about their actions is not a terrible design, but the implementation is bad. The fact a perk completely nullifies them and otherwise does nothing else is bad and on top of that it's not immediately obvious to a newer survivor that the light isn't working because of lightborn.
The interaction and 'timing' of stunning a killer who is picking someone up is not good either. Too early and you blind but don't cause them to drop, too late and they can look away. Sure there is skill in getting the timing just right but sometimes it works from angles and places that aren't intuitive nor can be realistically countered by the killer if the survivor is downed in certain places unless they run lightborn. It's just bad design all round.
The use of them after a pallet stun or drop is okay but that's about it. The other major use they get is as a taunt which is probably the most hated of all. It's also the most common tool of bully squads so that's fun...
I never take them on survivor and it's rare now that I get caught out by one on killer, though I run lightborn if I see more then one survivor carrying and I take mental note of which ones are carrying them if they find them later so I know to be careful if I down someone other then that survivor.
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@meatisadelicacy said:
I feel so bad for killers who get double BP every game. Especially now that survivors are punished by losing add ons, even when a killer is afk or memeing.
You know we’re gunna live forever is the survivor equivalent right? Killers only get double if they get 4 hooks on 4 different survivors, otherwise it’s multiplied by 25%/50%/75% for 1,2,3 respectively. That’s not me either or afking. Unless they do so after that.
Killers need to hook to get the bonus and survivors need to unhook to get theirs. It can even be the same person or taking a protection hit too for the survivor. Admittedly sometimes it’s harder to get the trigger for it and the effect of we’re gunna live forever is worse then bbq but it’s still not useless and when it does come into play against someone who slugs it is really handy.
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I love Joey and Susie so this is mostly about them. Especially because there is a lack of info on them.
Joey and Susie are terrified of Frank and both don’t want to kill people in the trials but do so out of fear of him and the Entity after being threatened with the blight serum in one of Frank’s skins. That’s a fate worse then death guys…
Anything claiming Susie killed or spilled blood is merely wishful thinking of her part and things she wished that happened, she has a lot of built up hate but would never do it practice prior to the Entity’s realm. Joey is a massive geek/nerd. Cosplaying in the 90s? Hardcore. Both were bullied excessively and joined the Legion as an outlet for their less healthy thoughts and as a form of revenge on the people who wronged them.
Spirit/Rin and Susie both share a similar repressed hatred and might be friends. Spirit killed no one before entering the realm and Susie was forced to. Wraith/Philip is also a reluctant killer and would also serve as a mentor to Joey teaching him how best to skirt the rules without drawing the Entity’s wrath. Both are also black in white majority regions and were likely discriminated against which culminated in bad choices both made from terrible situations.
Personally for these four (Rin, Philip, Joey and Susie) I would love a chapter/s on them being survivors instead by making different choices in their life and having their respective killer be someone who would have caused them harm in consequence. Rins father, Azarov. Not sure who for Joey or Susie, making it a school bully is a bit petty and not particularly engaging and may be too on the nose for most.
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Honestly grinding is no fun. If they think that changing things as they said is a good substitute for the 100% blood points bbq and chili gives they are out of their mind. The 100% blood point rate should be base kit and all things that give blood points should lose that attribute. The addons that have negative effects but increase blood point earning such as Wraith and Deathslinger should all be reworked.
I agree it’s bad design to have perks and items give blood points, I would not run We’re gunna live forever and bbq if it weren’t for this but at the same time better that way then making the grind worse. Simply put double the amount of blood points each game gives and remove all blood point modifiers.
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Yeah it doesn't say it 'must be' but I think if they are reading your ID and comparing to blood points earned, it's probably easier on their end if it's consecutive but crap happens sometimes and I'm sure they get that. It didn't happen to me but I wonder about games that fail to start either with infinite loading or someone disconnects before loading in whether they count for reporting purposes or not. I'd say no, but...
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I only just completed my seven but yeah... not knowing whether I did it right is... annoying. I'll give more then seven if they want.
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Yeah on the killer side people forget Mad Grit is a thing. I run it for giggles. Tinkerer is another one that some players don’t understand how it works.
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@Lekitzul said:
https://forum.deadbydaylight.com/en/discussion/comment/2978449#Comment_2978449
8 hours dang. Alert, that one that let's you see them after a gen, and Empathy do WONDERS for survival. Also come in with a toolbox.
I had that problem with David, he just seems slower, he's big so it's hard to hide. I got him to 49 and he STILL didn't have good perks. X.X
8 games not hours thankfully. I did run empathy too. David at least has Dead Hard and we’re gunna live forever so you’ll get blood points at least?
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I think it depends on the killer. I’d say it’s more killer friendly on average but killer favoured? Nah. Most maps are just strongly survivor favoured.
As for Ormond I think it won mostly because irc the competition it had was utter garbage.
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2981223#Comment_2981223
I mean have you never had the rush of excitement when you escape a trapper in the basement by Using DH over a trap and they stand in it? I mean it’s pretty fun!
This is one of the stupidest DH interactions there is. Trapper is already widely considered to be one of if not the worst killer in the game then their power gets kneecapped further by the existence of this perk. It's frustrating as hell to have somebody beat in chase, there is a trap and they are cornered and EEEEEEEE.
Honestly I hope both Dead Hard and NOED get kneecapped so the game can be interesting and engaging. Having the same perks be used over and over is boring, that's why people complain about them.
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I’m considering picking him up. He surprisingly was barely mentioned on the most hated killers thread where you had to pick three (alongside Hillbilly) and the gameplay style intrigues me. I don’t know how he was before the nerf sooo ignorance is bliss?
i think he’s also the only killer I haven’t come across as survivor yet. Came across Onyro today but still no Deathslinger.
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Some of the totem spawns are just eyeroll inducing but it goes both ways. Some of them are absurdly well hidden on the edge of the map far from everything, covered in three directions and camouflaged. I dislike the dice roll factor of running any hex so simply don’t use them.
Hexes and Boons both need reworks of some kind to make them more interactive.
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Jonah is morally worse then most of the killers. I really hope they redo the whole thing.