Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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Comments
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230891#Comment_3230891
Which makes more sense then running towards it. Idk about you but if something jumps out the ground looking like the hag I'm going to keep running not start running towards it. You could argue you would look to it but that doesn't excuse ripping the camera that way along with the player.
It's so the hag can get a hit in.
If you could ignore the trap and keep running hag would miss almost every time after a teleport except for traps that the survivor runs head on in.
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If a solution to a problem seems easy and hasen't been done yet you probably overseen some reasons of why it wouldn't be a good solution
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Not to mention the added benefit of not having to worry about travel time cause the medkit is always on your person unlike a teammate you have to find
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Sole Survivor, Left Behind/clairvoyance
Learn how to open the gate just enough so the first red light doesn't light up
When you play solo queue the most important skill to learn is to see when you need to play for hatch
Don't start doing it from the start of the match ofcourse but if you are seeing that your team isn't going to make it you need to learn to change tactics
Every escape via hatch is mmr you didn't lose and don't have to gain again. Escaping through the gate when you are last alive still bumbs you up.
Once you are out of mmr hell you can play more normally again but if you want out you need to adjust to your situation
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Don't blindly trust wiki's
They are not an official DbD site
They were wrong about TotH numbers too for months
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@BendIt said:
https://forum.deadbydaylight.com/en/discussion/comment/3226175#Comment_3226175
Need to get good...
How do i remove those small objects for Trickster?
Stop swfs telling each other where my traps are with Trapper?
... is it just killers beginning with T that have joke powers?
Maybe that's why that teacher killer never got made
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Every power is a joke when you use them wrong
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@kizuati said:
Like you've said it yourselves before that numbers tweaks are simple. Why cant we get a bunch of those pretty often? If anything proves problematic you can quickly nerf it.
What i'm hearing is that you want to throw the overal balance of the game out of the window as any long term data will be completely useless with perks that get changed every week
Killer had 85% killrate this week cause perk x was problematic, dropped to 35% the week after cause survivor perk y was overtuned. Overal 55% so balanced right?
You have no idea what you are talking about
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50+ bug fixes, qol update for the archive and a reduction in risk to seisures
Dissapointing....
This community i swear
People like you are the reason they will never skip a chapter for game health
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Yeah that's your side of the story.
What more likely then not happened is that the distortion survivor avoided Lethal. Started working on gens and found that 2 people are on deadhook while a third is hanging on his first hook by the time he finished the first gen.
I would play selfishly too then.
It's always the people that completely throw a match that yell out selfish when other survivors decide to not go down with the ship they sunk
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It's the little things like playing a game with friends that can help us through the hardest struggles.
I'm glad you found something that can help you like that in life.
Best wishes to you!
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3223984#Comment_3223984
until you realize that thrill itself can get cleansed
lmao wut
Thrill being a hex is a good thing
Even in the absolute worst case scenario hex thrill will eat up more of the survivors time then a nom-hex thrill could.
And even if that wasn't the case thrill was always a hex. Kinda a irrelevant point to bring up if it could be cleansed for both versions
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/3223984#Comment_3223984
They did butcher it.
Sure, old Thrill didn't slow things quite as much but it made it significantly easier to interrupt cleanses because you knew when they were happening.
Seriously... if you played around it, old Thrill without any help could net you 3-4 interrupts and several free hits besides because Survivors would try to stick the cleanse.
Old Thrill was *actually* slept on. New Thrill is just... eh. It doesn't actually help you keep your totems up anymore because it doesn't give you the info to defend them.
All old thrill did was pull you away from chases
Especially vs good survivors or swf. They would just tap the totem and go away leaving you running around aimlessly.
In swf it was even easier, just start working on the totem and your teammate calls out if you can commit or not
Old thrill was a noobstomper, not being slept on. Against people who knew what they were doing they would turn the notification against you.
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@FFirebrandd said:
Yep. It used to. Then Behavior butchered the perk.
I think it was because of adding boons, because they did it when Makayla came out. Honestly it was probably so killers couldn't occupy all 5 totems, get warned a totem was getting blessed, and stop survivors from using and abusing Circle of Healing.
Honestly... with how busted CoH was and kind of still is, killers needed to have an option like that.
They didn't butcher it, Thrill is a much better perk then it was before.
The amount of time survivors need to spend to cleanse/boon a totem with Thrill active is huge. Especially if you can interrupt then with things like infectious.
It takes close to a minute to boon a hex with thrill active
It's probably one of the most slept on killer perks in the game
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People really lost what the meaning is of "power role"
Killer is the power role, it has always been the power role and it will always be the power role regardless of balance
All it means is that the killer is the single person that has to use their own power against the number role who are individually weaker but have numbers on their side.
That's all it means, doesn't mean they have to be overpowered or anything like that.
All it means is that they are the one big pawn who go against multiple weaker pawns
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I will never understand people that shake their fist at the killer player because of the survivor player DCing
The first time this happens the killer could take it easy a bit, maybe even the fourth time
But with how often it happens i really don't blame people who play killer that just want that match to be over with and get in a real one
If you only have a set amount of time to play you really don't want to waste it by having to deal with the aftermath of a sore loser
Blame the person who is at fault
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@Tsulan said:
Is it just me, or did most people just read the first sentence?
Yeah, the wandering around while ignoring survivors sounds weird. Did the first 2 gens go very quickly? Maybe they decided its not worth the effort.
You're honestly lucky if people read beyond your title here
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I generally loosen the gaspedal a bit if i'm way in the lead but i'm still trying to win.
I'll ignore people on deadhook, let a couple of gens i could have defended go, humor a chase in a very strong tile i would otherwise cut out off, etc...
I'll go back to full throttle once it's the last or second to last gen
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@FreddyVoorhees said:
Too many gaslighters in here.
If one side wins too easiliy they should avoid saying gg or wp as it is absolutely mocking no matter what they themselvels think. There is no sensitivity here , just logic. Gg is for a game where both sides had fun and wp is for a game where both sides displayed a good amount of skill and effort. It's common sense really.
4k at 5 gens left is humiliation not gg or wp unless they managed to make crazy looping and saving events that dragged out the match.
I recommend just premanently turning off the chat and avoid all and any toxic issues one can come across. After many insults and childish behaviors I came across I did just this and had great time in the game ever since.
/thread
I think you need to look up again what gaslighting is.
The only gaslighting being done here is the op to themself
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If you are that desperate to find disingenuousness and mockery into everything then i'd say it's you who desperatly needs to get some help
It's not the player that says "wp" that is hurting you but your lack of selfesteem
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@yauniqua said:
https://forum.deadbydaylight.com/en/discussion/comment/3143030#Comment_3143030
Takes what?
5 seconds?
Good grief!
5 seconds of the killer standing still is 15 seconds worth of progress the other survivors potentially could make while giving the one who was working on the gen all the time in the world to reach a safe spot
It's not like amazing or anything but it's more vallue then it at first glance would seem
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@Bot_Salvo88 said:
Sadly devs look at statistics most of the times. Let's take the classic facecamp Bubba. Bubba will get 2 kills by facecamping. Devs don't look at that, they look at Bubba getting 50% kill rate and... that's it.
Say that as Trapper you went vs 4 man SWF with 2 BNPs and prove thyself, hyperfocus, stake out and stuff like that. Let's also say that you manage to get 3 of them but you had to sweat a lot to make it. Devs will look at statistics and say that Trapper in that match had 75% kill rate and that brand new parts, hyperfocus, stake out and prove thyself have a low escape rate.
And that is why they don't look at the outcome of a single match but a large quantity of matches over a long period of time
If a trapper could concistantly kill 3 people who run hyperfocus builds over months then they wouldn't be wrong that it isn't that strong
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There are 2 ways to play clown
Go spray and pray like most people do and just throw bottle everywhere in hopes to get a hit eventually and yes playing like that is pretty boring
But then there are clowns that really try to understand their power and are able to shut down loops with a single well placed bottle
or throw bottles to the the survivor is heading instead of where they are cause they predict that the survivor is going to predrop and run
Or know where to hit a high place so their one bottle covers a much larger area
There is a surprisingly high skill ceiling to the clown that most people don't explore cause the payoff just isn't there.
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@Kaitsja said:
I'd like to add onto this and say if they have the killer in tow on their way to the exit gate and they're injured, for the love of god open that damn gate.
Had a match last night where we had a 3E but Claudette, who was healthy, ran away from the gate forcing me to open it which bought the killer enough time to down me. This resulted in a 2E instead.
These 2 kinda contradict themself right?
I can't stay at one gate to open it if you have the killer in tow if i'm off to open the other gate.
I generally 99% one gate and then hover around it so i can open it when needed.
My job is done then, if the other gate isn't open that's on my teammates
Only exception to this is if all non chased teammated are with me so i know no-one is at the other gate or if i'm the only non chased one and then i'll just leave so the chased one has a chance at hatch
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Technically it's possible to have a prestige 100 survivor without ever having played survivor.
The bloodwebs don't care where the bloodpoints came from
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It's a good proof of why BHVR can't skip a chapter on health.
Seeing how people already find it "garbage" on midchapters
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3000
That's the number of people who die of SUDEP (Sudden Unexpected Death in Epilepsy) yearly in the US alone.
Any way you can reduce the risk of a seizure is a healthy change, but sure it's a excuse so they can... barely make flashlights weaker? If at all cause you can still adjust it the same way
I'm sorry but if you seriously think they used this as a excuse to avoid the "backlash" of what might be the most insignificant balance change that has ever happened in this game then you might be suffering from severe paranoia and need to get that checked out
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The fact that some of this community think that the most minor of change to their game is more important then the health and safety of human beings is quite frankly disgusting.
You people clearly never saw someone have a epileptic seizure.
This community never seems to surprise me with how horrible some of you are
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I think your tinfoil hat is on a bit too tight
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Balanced dbd would be a dead dbd very shortly
It's important that things get tweaked so nothing is too under/overperforming
But the randomness and variety is a big reason of why dbd has been such a succes despite having the same gameplay loop.
People are a bit too invested in "perfectly balanced game" and not realising that it would get stale very very quickly
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@Tranquil_Blue said:
The Hatch Escape build using Low Profile and Clairvoyance that some people from the Forums helped me create was pretty fun for a while, it actually boosted me out of super low MMR so now I'm getting some better teammates in my matches finally, and was able to swap to a build that seems to have the highest escape rate for me and my team currently.
At one point, BHVR said very clearly that hatch escapes do NOT increase your MMR at all. Who knows if they changed something behind the scenes, but as far as I know, that's what they've always said publicly about hatch escapes. In any case, glad you're now getting better teammates.
Dying does lose you mmr though.
not having to make up what you lost helps a lot in getting out of low mmr
All you need is a insurance perk in case your teammates throw seeing how the killer in theory isn't going to be very good either
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MoM with 2 protection hits was miles better then the current one and the fact that the community made them revert the buff to MoM shows that the mayority of the community is absolutely clueless about the game and how it works
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@smartemarte said:
https://forum.deadbydaylight.com/en/discussion/comment/3207919#Comment_3207919
he doesen't have to aim it though .... if the survivor is infront of him within a certain range he can spawn it right on top of them and there's no dodging it, I do it when I have cenobite dailys.
He has to aim the spawn point too right
If anything his chains could be a bit more forgiving seeying how he has to aim it twice if he doesn't spawn it on top of the survivor
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I tend to change my build all the time so interresting stuff does happen, that's more for me then for the survivors though but it works both ways
I also try to make sure everyone atleast has 10K points if i can help it
Ofcourse not something i can check untill the game is done but i've gotten pretty good at estimating when people get to that point and i can start eliminating people
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One thing we need to keep in mind
It's their game
Many people seem to be under the impression that cause they bought the game the devs owe them.
They don't. All you did was buy permission to use the game. Nothing more, nothing less.
If they want to put a mori finisher in their game then they can do just that and it doesn't actually matter who of us asked.
They listen to feedback cause they want their game to be good but in the end it's their vision that counts.
You can talk about the balance implications, how you feel about it, what things might have been more urgent and any other problems that might or might not be there
But to think they need to ask permission to change something in their game is just arrogant
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It's honestly not that bad of an idea
Let's face it getting slugged for 4 minutes isn't fun. With 45 seconds the killer can still get vallue out of slugging without taking away the ability to play.
Survivors are going to often be mistaken if they leave slugs to recover for themself and suddenly 30 seconds later the killer has 2 survivors on hook. The safe bet will still be to go and pick them up yourself.
The one and only real bad part of this is the perk unbreakable. It really doesn't need to be buffed to 3 times it's original vallue. There should never be a passive equip and forget perk in this game that shaves 22.5 seconds of any action by itself
Also there is no reason to remove the mories from perks i don't see how they can't coexist.
The idea isn't bad per se. It just needs some tweaks
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Ow no i don't like that.
That's just insane in swf. Imagine chasing someone and suddenly they heal a healthstate out of nowhere cause another teammate called out to them that they will start healing in the boon area
Would also make it harder to pick up on hackers. Survivors should never just heal out of nowhere without there being a clear sign why the heal happened like medkit dissapearing or being broken first or all gens being done
The problem with exponential isn't that it doesn't bring enough vallue (not less then before anyway) but that unbreakable gives the same passively with no setup or whatever.
Nerf unbreakable to a reasonable state and exponential will be fine again
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I will sit next to you
You shouldn't grief alone
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The basekit thing is fine, unbreakable change is not
There are certain situations where the killer has to slug, and in those situations 45 second time out for a survivor is vallue for the killer. 22.5 seconds is not
22.5 seconds saved on any action is way to strong for a single perk that's just always active no matter what. Not a single other perk in the game does that without having some requirements or combo pieces
Either let it stay at 35% or make it deactivate after one use.
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The basekit version is fine. 45 seconds is a long time to be down a player and can quickly backfire when survivors let their teammates pick themself up
The unbreakable buff is way to strong though, there shouldn't be any perk in the game that passively shaves off 22.5 seconds from a action without being comboed with something or atleast some hoops to jump through
Either make it disable itself after picking yourself up once or keep the vallue at 35%
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Maybe they'll say it when the ptb goes live
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@Tony_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3204765#Comment_3204765
Keep in mind its just one survivor down. Other 2 (becouse usually at least one is chased) can do gens without even considering going to get him.
Also keep in mind that 1 second for killer is 4 seconds for survivor so you need to divide 45 by 4 which is ~11 seconds loss for survivors.
I think they could buff it to 1 minute so survivor can be downed and pick himself up only 4 times a game. Tho it can be changed if survivors heal him. Its just horrible idea and shouldn't even come near ,,Possible" list.
Most of the time when a killer slugs someone it's because they have a chase right away.
If the killer can down that survivor in less the 45 seconds and get back to the slug survivors are suddenly heavilly on the backfoot. Letting the slug pick themself up is not always going to be a good idea.
Also no. I don't know who started this whole 1 killer second is 4 survivor seconds thing but it's one of the dumbest things people on this forum have come up with
A closer estimare would be to say that killers time is equal to the survivors that are on gens time.
Cause gens are what creates the time pressure for killers. If no survivors are on gens then the killer has infinite time
If the killer slugs a survivor while chasing another for 45 seconds then other 2 survivors can at maximun do twice as much gen progress or 90 seconds. Not 4 times as much
Also 45 seconds to pick yourself up stays 45 seconds. You don't magically divide it through the number of survivors for some reason
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There is no I in team
But scramble the letters a bit and you can find a "me" in there
Yeah honestly i would not blame anyone for playing a bit more concervetive if they are on dead hook after one hook for no good reason
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The basekit version isn't really a problem
45 seconds is a long time, that's selfcare in the corner downtime to pick yourself up
The problem is unbreakable being grossly overbuffed. Either keep it at 35% or disable it when you pick yourself up once
There shouldn't be any perk in the game that saves you 22.5 seconds without jumping at least through a couple of hoops
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Unbreakable should just stay the way it is.
35% is still recovering in ~33-35 seconds. Thats still good vallue for a passive always active perk
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Remember that one event where all killers had a offering that gave them a blight rush token?
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@YOURFRIEND said:
Sometimes it's the only way to get folks to listen to you.
it's a horrible way to get people to listen to you.
Most of the time when people get a snarky comment they respond with their own untill it's a constant back and forth where whatever they were originally talking about not even mentioned anymore
There is zero listening being done then
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3201340#Comment_3201340
It still doesn't change the fact that you are literally leaving someone on the ground WHILE buying you free pressure. I.E. No downside.
If slugging is only good for certain situations then it won't affect you. Because there is no reasonable situation where you are required to slug for more than 45 seconds. At that point you are just being greedy.
"Free" pressure
Last time i checked you still needed to actually down a survivor in order to slug them.
How is that free?
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Technicallllyyy they did mention the fov increasing when there is a last man standing
So they did give shadowborne basekit
Just at the very end of the game
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I don't like it personally but it's probably for the best overall for the game's health
It is interresting how the game instanly ends when everyone is down.
Still gives some bite to slugging at least.