Sonzaishinai
Sonzaishinai
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3149411#Comment_3149411
Reverting MoM? Why?
Because the MoM we have now is a better perk then the old one.
Doubling the amount of healing you need to do just to activate your shield is not worth it not being gone when working on gens.
Especially when you get that shield when there is a injured teammate in chase with the killer right next to you.
Current MoM you need one setup body block and then you can body block twice in a row. You know how long you can help a tunneled teammate with that?
People just wrote it off as a nerf without even trying or thinking about how to use it.
Current MoM is a decent C tierish perk that can help vs tunneling
Old MoM is a throw the game to activate meme tier perk.
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Solo: 4-5
Killer:6-7
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3149408#Comment_3149408
As i said, neither version is very good, but in current dbd, the current surv meta is about trying to get gens done as fast as possible so trying to farm protection hits is not something you should really push forward to.
if On top of that, you have a restriction of the killer seeing you and you are blocked of any other action so you dont cancel the perk.
I dont know, for me the old version gives you more freedom of use
For me the old version isn't something you can use period
Doubling the amount of healing you need to do to activate it even once is not worth not being able to lose the protection
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The only change i really dislike is them reverting MoM
AA nerf kinda sucks because of the reason why but it's whatever to me.
All the other changes especially the bloodweb changes seem amazing to me
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3149300#Comment_3149300
Neither version is very good, but in my opinion you shouldnt have a perk that requires X protection hits be easily cancelled by any conspicuos action.
It's too big the downside for a perk that you already need to go out your way to activate.
With the current version of MoM you can take a protection hit, heal up and then you are ready to take 2 protection hits in a row.
It's honestly pretty decent against a lot of killers to combat tunneling. The aura read and conspicious action shouldn't even come into play.
It's just that most players had the weird instinct of getting a shield and then running away from the injured teammate who is chased by the killer.
So we went from 1 setup protection hit to be able to get 2 protection hits in a row to 3 protection hits for one extra healthstate.
I will die on this hill, the version of MoM we have now is miles better then the old one.
It's not great ofcourse but easilly better then what they are reverting it too.
It's a solid fun C-tier perk now and they are reverting it back to "throw the game to activate" F tier.
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I'm so sad
I know it's an unpopular oppinion but i found the new MoM to be leagues better the the old version.
It's getting reverted back to meme tier cause the community is terrible at judging perks
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Don't bother
A couple of years ago there were quite a few youtubers who made their sole content be bashing the devs and going through any mental gymnastics to do so.
A lot of people who watched them were straight up brainwashed into hating the devs no matter what they do.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3147026#Comment_3147026
The flaw in your reasoning here is that you are spending perk slots on things that do not help you with winning the match, which may well become part of the reason why you'll end up in lost matches to begin with that you might not have had had you been using perks that actually do something before the match is lost. Off The Record's activation condition is not a lost round, so it's not comparable to Sole Survivor, it contributes value that can help winning a match. Forgoing perks that can contribute to succeeding in a round in favour of perks that only have any value once a round is already lost is clearly itself lowering your chances of succeeding.
But yeah, this does depend on your idea of what constitutes a "win" or "success". If you think a hatch or cheesy gate escape as the only survivor is still a win, and something you consider more or at least equally worthwhile to play for as multiple escapes, spending perk slots on that can be valuable for you. I'll also say that sure, if one is a good enough player confident that one will be contributing enough to rounds without needing those perk slots, and that rounds will mostly only fall apart if other survivors are not contributing and at that in a way no perks one could possibly use could help with or make up for, it is sensible to use slots on perks like this (but again only if one cares about escaping alone).
I really think just going Left Behind + key or Wake Up! (with stuff like Adrenaline or Resilience, maybe Spine Chill) is better than spending an entire build on this though. They reliably enable you to still escape should you be left alive alone, but they also still allow you to spend perk slots on stuff to be used in trying to not end up the sole survivor. I will also point out that there is counterplay for the killer to these things. As always, they can slug for the 4k. But even if they can't find you, if they find the hatch first, they can simply stand on it and refuse to close it until they spot you. Plus if the gates are close enough to one another or if the killer has an ability that allows them guard both gates, you are most likely not escaping through gates anyway.
I mean yeah an entire build around this is more for the memes. But a single perk slot is not that big of a price. Kinda like Noed. Adrenaline is great cause it helps you when your team gets the gens done and if they all die and the killer gets the hatch
Thing is that no amount of team perks that will save your team if they run face first into a starstruck nurse.
People who use the the standert meta have to write that off as a loss no matter what. The sole survivor player still has a chance.
And it's true that some maps have exit gates to close but likewise some maps are very easy to pull this off.
Lerys and the game are almost guaranteed for example if you do the 20% before first red light trick.
And remember everytime you get through the gate instead of dying it's 2 steps closer to higher mmr where you get better teammates and you can play the more team orriented playstyles without pulling your hair out
I'm speaking ofcourse with how the game sees a win (dead: lose, hatch: draw, gate: win) if you only feel that you win with 3 survivors escaping that's fine but then you can't really complain about hard games cause you made the victory condition harder for yourself for no real reason other then pride
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@GoodBoyKaru said:
"Survivors prevail once again" make it make sense
https://us.v-cdn.net/6030815/uploads/N19MMPA2KNIP/image.png
To be fair better then new did get buffed
The 6% speed increase for gens saved like 2 seconds if you instantly jumped on a gen. Losing that really didn't matter at all
New one isn't great but it is better overal
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I apreciate the warning
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@sizzlingmario4 said:
It said it was being reverted so I would assume it’s back to 3.
So it's being reduced back to meme status cause the community can't rate a perk to save their life
Bummer
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@OrangeBear said:
Nah it's being completely reverted. It will be it's old version but it wont have the endurance icon when you have it.
That would suck if it was true, i liked the new version
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@Rick3543 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147410#Comment_3147410
Pal it's not perceived as a buff when you actually understand the game. The bound attack was super strong out in the open because you "couldnt miss" with it, now it's worthless and more like a demo-shred. The problem with it for anti-loop is that you needed more than 2 charges, atleast 3.
They didn't do that and he now has 2 blight rushes, which is useless for countering pallets/vaults most the time.
He is a noob stomper and nothing more. Devs looked too much at potato survivors in PTB to design him, and he is essentially going to be a complete crap killer like the last few they have released.
You must have a lot of experience with the changed Wesker to be so informed about it.
It's amazing how you can precisily know how bad his changed hit detection works before anyone has even played with it
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A lot of people have been so brainwashed into hating the devs that they will grasp at any straw they find
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@Aven_Fallen said:
No, it would not. If someone does not want to play they just wont play. They would either eat the DC-Penalty or simply go afk.
It would not really matter at all.
I have had quite a few times were someone was trying to kill themself on hook and i resqued them before there were able to. They just played.
Most people ragequit as a knee jerk reaction. And hook suicides make it very convenient to do so without penalty.
Now it's true that it won't prevent all quiters but how convenient it is you can't deny it isn't encouraging leaving.
Dcing too much will suddenly end in no longer being able to enter a lobby, being afk means you aren't playing the game you wanted to play. The mayority of people would get over their kneejerk reaction and just play if it wasn't so convenient to leave.
Heck even if it only reduced suicides by 10% it would already be worth it. That's how little base self unhooking brings to the table
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I think it's a good change overall
110% movement speed means 115 killers catch 66% slower and 110 killers won't catch up at all
Will also prevent base Bubba from downing both survivors probably.
I still want to see people with endurance lose collision though
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Balanced is arguable but it certainly is fun!
No other game has even come remotely close to the amount of time i have enjoyed and still am enjoying dbd
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DC only in case of the game not able to end or in irl emergencies
Suicides i guess are okay if it'a clear that you don't stand a chance at winning anymore but even then it's iffy
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@lauraa said:
I never noticed because my anxiety makes me not read replies half ththe time.
Same
I have 108 drafts of unsend replies cause i'm scared they'll just turn into senseless arguments
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People really miscomprehend what kind of perks Sole Survivor or Left Behind are
It's a insurance perk, just like OTR btw
Saying sole survivor and left behind are useless cause they don't give vallue unless your team dies is the same as saying OTR is useless cause it doesn't give vallue unless the killer tunnels
If you have OTR and the killer doesn't tunnel you then you might not have gottem vallue out of the perk but you're still in a good position cause you weren't tunneled
If you have sole survivor and your team isn't dying then you are still in a good position cause your team isn't dying.
But just like tunneling, your teammates dying is largely outside of your control
If your somebody who is confident enough to play with a perk slot less then these kind of perks are a great way to still turn a bad match in your favor
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@GoodBoyKaru said:
"I think they will do [X] because BHVR are survivor sided" has become your new go-to post rather than "I think they won't do [X] because BHVR are survivor sided" huh
innovation is key after all
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3146058#Comment_3146058
Then let's ask OP to prove his claims and record his gameplay of him getting hatch 50% of the time with his build? I don't think he'll even be alive 50% of the time when hatch spawns.
(Btw: I wrote a longer post but for some reason this forum keeps deleting my messages and making them appear randomly later.)
That's a cool video but it's irrelevant to what i'm saying
i'm saying survivors winning is individual. Nothing more, nothing less.
OP's build working or not is irrelevant
How many 4k's in a row you can get is irrelevant
I'm just stating the fact that a survivor can only win by escaping through the gates. Regardless of how many people escape with them.
The game does not care how many survivors escape. All it cares about is wether or not you escape.
You keep bringing arguments against a point i'm not making
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3146001#Comment_3146001
Your MMR goes up with YOU escaping, but in order for YOU to escape you need to have YOUR TEAM do 5 gens. If you spend the round hiding, self-caring and playing for the hatch, you will never get 5 gens done and so basically you're playing for the hatch every game, which you will not get 50% of the time.
Doesn't change the fact that survivors win individually. As far as the game is concerned you win if you walk out the exit gate. What happens to others is irrelevant.
Keeping them alive ofcourse makes it easier to get out of the exit gate but in OP's build case with his 50% faster gate opening if he gets out of the gate he wins just as hard as if the entire team got out. And if he were to die he would lose less hard then if he died first being a teamplayer.
The game has always been advertised as a horror game where sometimes you need to leave people behind. That's the entire reason perks like that are in the game.
That your playstyle resolves around getting everyone out is good for you but that doesn't mean OP's playstyle is any less valid.
If they get out the door then the playstyle works.
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One thing i can think of is adding entity claws to all survivor's portaits and not just the obsession.
Like the obsession gets what we have now and the others only get the small claws.
That way you will know when a teammate is in chase which will help soloq and only save swf a "he's on me"
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More benifits to tier 3 i would say.
Just expose and a slightly longer lunge and vault speed isn't enough for the work you have to do for it.
Change his kill addons so you can kill people who are fully stalked instead of being able to kill anybody in tier 3.
Punish the survivor who gave him the stalk not the random teammate who hasen't seen myers untill they get insta gibbed
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3145864#Comment_3145864
Survivors definitely do not win individually. They win by taking turns distracting the killer while the other 3 do gens. But since you have 4 useless perks, you cannot take chases, you cannot tank hits, you waste time self-caring for 1 minute while your team gets slaughtered.
All of that, in the hope to get hatch. But climb a bit in MMR and nobody will let that happen, neither the killer, nor other survivors. You'll not only die but get taunted in end chat by 4 people. You might as well play killer.
Survivors 100% win individually.
Your mmr goes up when YOU escape through the exit gate
Your mmr stays the same when YOU escape through the hatch
The most bloodpoints you can get in a scoring event is when YOU escape.
You get zero bloodpoints for others escaping. You get zero mmr for others escaping. You lose less mmr when others die before you.
Now you can have the personal goal of having multiple people escape and keeping your team alive certainly helps you escape.
But as far as the game is concerned you win or lose based on if you escape or not. Irrelevant of what happens to the others.
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You know what
I'm convinced i'm going to play with this a bit.
Never played a selfish build
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Cause there are certain windows in the game that would just be a complete dead end?
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I would certainly try it out
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Yeah notices my latest thread i made had like 12 post and not a single notification of them
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Honestly not too bad today
Out of the 4 survivor matches i played i escapes twice
And the killer game i 4ked
3 archive challenges done, 2 daillies
Good day honestly
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As much as i dislike the current version of Freddy and would want the ancient version back
No
The biggest sin of reworking Freddy was that players lost a killer they enjoyed
If they rework him again then players who enjoy him now lose the killer they enjoy too
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If there is anything i learned from steam it's that the ratings mean absolutely nothing.
Most of the time it's salty people throwing a tantrum.
Even in the case of positive reviews it's not really a good indication.
No dev is looking everyday to see how the steam review score is doing. It litteraly does not matter.
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Very healthy perk.
Fix the issue where you can hold people hostage and it's pretty much perfect
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The reason they do it ia to make it hard to track if he'a invisible or not.
Not necessarily to annoy.
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Don't aim for the eyes
Aim for the neck
You will hear a sound building up if you are in the right spot
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@Dwight_Fairfield said:
Because MMR is not based on skill. Its based on kills/escapes. Because of that you could get killers who got barely any hooks all match then rake in kills because of Noed. Or baby survivors who hid all match and walked out the exit thanks to the work of their team mates.
A survivor who is able to hide all match and escape out the doors need to have their mmr increased so they face killers who won't lose a 3v1
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I'm going to be honest you were pretty much just as bad as the other person was.
Just cause they started doesn't mean you weren't being salty too
I do agree that chat offenders need to be followed up more seriously
But actual offenders and not a salty squable
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3140107#Comment_3140107
I rarely play him now cause hes so weak and you want him even weaker? 😫
Nonono he has a point
Make slingers terror radius mapwide
It better then no terror radius 😎
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I know soloq is harder right now but if escaping once or twice is enough to call it near impossible then it's very much a you issue
Even hatch counts!
If this was the challenge of being in the trail while others escape you would have had some point but escaping once isn't impossible.
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The zombies are by far the funniest part of his kit. I wouldn't want them gone ever.
Nothing beats a survivor t-bagging you at a pallet only to run into a zombie at the doorway and going down
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Does DbD still have issues? Yeah a ton
Is it in a rough spot? No, not even close
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That is what the problem is.
Tunneling is by far the best strategy cause a 3v1 is a lost cause most of the time.
We need to stop trying to punish tunneling but try to make the strategy overall less effective.
Survivors need a boost when another dies so a 3v1 isn't completely hopeless anymore
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It makes you run at 4.08 m/s
Vs 4.6 killers it means that instead of catching up at 0.6 m/s they catch up at 0.52 meters per second which is about 13% slower
Vs 4.4 killers it means that instead of catching up at 0.4 m/s they catch up at 0.32 m/s which is about 20% slower
In a 10 meter stretch it means that
4.6 killers catch up in 19.2 seconds instead of 16.6 seconds
4.4 killers catch up in 31.2 seconds instead of 25 seconds
... if you can stay in the boon zone all that time.
Which is where the problem lies. The effect is pretty powerfull but because you have to stay with the short range of the boon it's hard to make good use out of it.
There are a couple of places in the game where you can put this in a main building and really make it hell for the killer and you can make another loop in a lot of structures
But overall it's really hard to make good use of it's effect. Even if it's stronger then it looks.
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I care a little about winning ofcourse but not enough that i could spoil my fun
Keeping a track of how many times i lost in a row for example is a very bad thing to keep if you want to enjoy the game
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3138053#Comment_3138053
uh, is that true? 90 second gens and prove thyself takes away the negatives of being a gen with another survivor. 45 is 100% correct for 2 suvivors at least and 1/3 of 90 seconds is 30 so that adds up too. What numbers are off. Prove essesially takes away the need for survivors to spread out and pressure multiple gens at max efficiency. If you and another survivor hop on a gen when another survivor starts a chase the gen is done.
It's 46 seconds for 2 survivors but close enough
It doesn't exactly take away the penalty but adds a bonus equal to the penalty. The penalty is still there
So for 2 survivors it's
90/((0,85×1,15)×2)= 46 seconds
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Prove thyself really isn't that busted
Without prove thyself a gen takes about 53 seconds with 2 people
With prove thyself 46 seconds.
That's a 7 second difference with the downside of having to group up and allowibg the killer to pressure 2 survivors if they check on the gen.
Still a really good perk ofcourse but hardly busted. The only killers who really would have trouble with it are the killers who only chase one survivor and ignore the rest
On a side note pentimento adds 38 seconds to a gen so saying that prove is a reverse penti is just silly
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3138115#Comment_3138115
I hope you aren't advocating for MORE Iri Head nerfs, it's arguably the most balance Iri rn
I think that by saying it got nerfed into the ground i made it clear that it really shouldn't be nerfed further.
Still wish they went with a range requirement instead of locking you to one hatchet
The problem with old iri head wasen't really that it was too strong (it was)
But how insanely common it was. You could very easilly have a iri head huntress every single game with her by playing a farming doctor match once in a while.
You could pretty much count on one or two of them every bloodweb.
Old iri head would be nowhere near the problem it was back then with the new system
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Because i still have fun and it's one of the if not the best game of it's genre.
One thing you have to realise is that more often then not is a vocal minority.
Even if every single person in these forums complained about the same thing they still wouldn't make up a single procent in the total player base.
Those complaints still need to be listened to ofcourse but also be taken with a grain of salt.
10 post about how bad soloq is on the front page may seem a lot to forum standerts but on a whole not really anything to go by
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I have escaped facecamping bubba's because of those 5 seconds.
They won't perform miracles but i wouldn't want it to be gone anymore