Sonzaishinai
Sonzaishinai
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Happy new year all!
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@CowabungaDude said:
https://forum.deadbydaylight.com/en/discussion/comment/2723269#Comment_2723269
Here:
Let's say you're losing and it's pretty late in the game. What you can do is see who has the most hook states and simply ignore everyone till you find that 1 person. Right now you can do that same exact thing but it requires good memory
That's not tunneling...
That's pretty much the opposite of tunneling cause you're only choosing your target when the game is coming to a close instead of choosing someone from the start to make sure they don't do anything else
I'm sorry but what i'm hearing is killers aren't allowed to win and we are so desperate to not have them win we have to give them every chance to make a mistake.
When it's pretty late in the game as you say survivors are allowed to die at some point
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@CowabungaDude said:
It would make tunnelling even more braindead easy than it already is.
Please give your definition of tunneling and explain how this would make it easier.
Cause if you actually think about it for half a second you'll realise it doesn't help tunneling in the slightest
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2723098#Comment_2723098
It is a bad thing. It prevents killers from doing any sort of hit and run strategies, cause survivors will know exactly where to go the moment the killer leaves them, preventing them from building up any sort of pressure. The AoE particles are intel enough to know when you're in an area to gain benefits from Boons.
The rediculous healing speed is what allowing them to prevent hit and run strategies.
Swf with comms would already know where the totem is cause they can just say it. Removing the aura would change absolutely nothing for them. So you're not really nerfing the perk, you're just nerfing solo
And the huge gap between solo's and swf is the biggest thing preventing meaningfull changes to be made in this game.
The only thing that needs to change is the healing speed buff from CoH and maybe a totem blocking effect simular to penti 5 stacks after snuffing a totem
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@Chordyceps said:
Honestly one of my biggest problems is that survivors get to see the auras of boon totems. It already has those particles in the air that show the effective area, why do they need to see exactly where it is from anywhere at all times? Like CoH already has a powerful enough effect without it also going "Hey! Everyone! Come over here for free healing!". It's kinda dumb.
That's not really a bad thing. It shortens the gap between swf comms and solo's.
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It's kinda funny how pain resonance and pop work so well together when they are designed to be anti synergistic
PR causes the gen to regress so you shouldn't be able to kick it with pop after, but with survivors tendancy to instantly hop back on they just give gen regression on a silver plater
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Boons on a whole probably not, they are fine right now.
It's just CoH that's overtuned
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I have noticed sparks in general have been kinda buggy lately.
Way to often have is tried kicking a already regressing gen cause there weren't any sparks lately
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Could have fooled me with some of his cosmetics
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@DwightFairfield said:
it would incentivize tunneling, remember the old dying light? it put a massive target over people's heads and ruined any enjoyment they could get out of the match
its better to not create that problem again
In what way does having the hook states visible resemble old dying light in any way what so ever? There isn't a giant repair speed penalty coming with it.
Do people actually think when they start inventing arguments?
It's pretty clear that "promotes tunneling" is an excuse and not an actual argument.
I have yet to see anyone explain how it would promote tunneling any more then how it is now.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2721751#Comment_2721751
Sadly that is a good theory but it crumbles at the state of the game, SWF Coms, Balance of Maps and Perks. 2K/2E would be a good thing if was actually obtainable without being sweaty or toxic. We are seeing more and more Survivors at lower skill levels knowing how to loop or how easy it is to ditch the Killer
Well theory and practice never get along
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@Oiry said:
https://forum.deadbydaylight.com/en/discussion/comment/2722011#Comment_2722011
It's discouraging when it happens on a regular basis. Today, for example, is insane.. Map offerings every game and people cry 2/3rd of the time. Usually, it's the Fridays... I guess it's Dec30 and tomorrow people don't have work.
I once played nice, but then even when I did that many times survivors I let go wished me to get cancer and other lovely things... so slowly but surely I have decided to just do how I please. (Funnily it's usually still playing nice) But the filth just keeps coming.
Some people mentioned I can turn off endgame chat, is it in the settings? I couldn't find it...
Let me actually be helpfull too
The end game chat remembers if you closed it so if you press this button it will stay closed for future matches untill you click it again
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Trickster being slower has little to do with it. The difference between 4.4 and 4.6 is huge in chases but mostly irrelevant in map traversel.
(for example if the exit gates were 50m appart it would take a 4.6 killer 10.87 seconds and a 4.4 killer 11.36 seconds, barelly a half second difference)
The best thing you can do is find ways to get line of sight of the exit gates (you can see the lights from very far away) and patrol unpredictable. Don't just go back and forth but pretend to go away and turn back instantly. It's a risk sometimes but being predictable is as well
Be especially aware of disturbed crows as survivors rarely keep them in mind
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Body is 1 frick too short
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2720572#Comment_2720572
Do you have any proof for that claim? Because as far as i know, franklins was changed back because of the interaction with the nemesis-vaccine, at least thats what the devs said. So, back up your claim with some facts.
Your vicious Basic Attacks make Survivors drop their regular Items or Limited Items on impact.
- If not recovered within several seconds, the lost Items will have their Charges depleted by The Entity.
- The Auras of lost Items are revealed to you within 32 metres and slowly fade from white to red as the timer elapses.
"Sally, I hear something. Stop! Stop!" — Franklin Hardesty
I don't see anything about eating items anymore
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@indieeden7 said:
Why are people even arguing about this? Just make it so WW protects the survivor's item regardless of whether or not it is dropped in the match, WW literally has no effect DURING the match so Franklin's countering it is completely unnecessary.
Because that would allow for duping
Bring a strong medkit with WW and a friend. Give them the medkit. Let them escape, you do whatever.
Boom they have a medkit and you get yours back. You could even dupe the strongest addons with that ace perk
That to prevent this from happening allows franklins to beat WW is a very minor setback.
If they could code it so WW protects your item no matter what without allowing it to be duped then i would be all for it.
Untill then, it really isn't that big of an issue. You can pick the item back up and use lockers to deny the franklin hit later
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If i'm not mistaken the devs have tried regressing doors in their own test build and didn't like it
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Remove all the maps.
Just a big blank empty box to play in
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2721816#Comment_2721816
Tunneling is already rampant. That would be like pouring gasoline on a wild fire. Mystery is a good thing here
Please give the definition of tunneling.
And then explain how this would ptromote that in the slightest
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@Sluzzy said:
That would be horrendous.
See, if the biggest troll on the forum says it's a bad thing then it can't be that bad of a thing
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Obviously speed limiter on bubba.
If you're lucky you can hit the same survivor 2 times with one chainsaw sweep
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First of remember that they want to balance around an avarage of 2k/2e
A 4k/0e , 0k/4e , 3k/1e and 1k/3e still is an avarage of 2k/2e without it ever actually being the outcome of 2k/2e
The reasoning behind 2k/2e i believe is cause dbd is a game of scales.
At the start of the match the scales are completly in the survivors favour. All the pallets are on the map and everyone can work on generators.
The longer the match goes the more the scales start tipping towards the killer. Pallets get used, less gens to patrol, survivors start getting hooked or having to unhook so they can't progress their objective, etc etc...
Untill there is a turning point where the scales start swinging in the killers favour and at that point it's really hard for the survivors to swing it back.
That's why there are so many games where survivors can do 3 gens in less then 2 minutes only to all be dead by minute 10 with only a single gen done in those 8 minutes after the first 3
Or why a genrush game is so crushing when a killer didn't have the time or failed to tip the scales in some way.
Balancing around the avarage of a 2k/2e is trying to make games last to around that tipping point. So that when that happens on avarage the survivors are close to powering the gates
Atleast i think that's the theory behind it
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He is slower when using his knives...
He's slower when just holding his knives, and slows down the more knives he throws
Here are his movement speeds, note that a survivor runs at 4 m/s
Normal walking: 4.4 m/s
Throw State Walking (Initially): 3.86 m/s
Throw State Walking (Eventually): 3.68 m/s
Main Event Walking: 3.86 m/s
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@GodDamn_Angela said:
I see no reason why Killer's need this information. It wouldn't help, or hurt, anything. 🤷
As an aside: Killers who decide to camp and and/or tunnel already know who they hooked. Either they are on the hook already or they are the most recent survivor unhooked. It's not like a tunneler isn't like "I don't know who I just hooked" when they'd be chasing them already.
I have a really hard time remembering this information, especially when i played a lot of games in a row as they tend to blur together in my mind.
Having this QoL would help a lot for me tbh.
If i want a chill game i can go for 8 hooks before killing someone without worrying if the base skin meg 1 was on dead hook or base skin meg 2 was.
Also would allow me to put someone on death hook early and then leave them be untill the game starts going to hard in the survivors favour.
Will it make the biggest difference in the world? No it wouldn't. But it would be a nice QoL change for something that works exactly the same for both sides and only one got a QoL change for
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@Aurelle said:
Yes. That would promote camping and tunnelling which is already frequent enough in game as it is.
Please explain to me like i'm 5 how it would promote tunneling.
And you're really going to have to bend the fabric of reality to explain how on earth it promotes camping.
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@legacycolt said:
Yes it would hurt, we don’t want it, period
You don't want it. But the community is more then you alone
There are zero real downsides to it. Make it toggle able so then you won't have to deal with it
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@lauraa said:
Yeah, I gotta say one of my biggest gripes in Dbd is the mismatch of...intent on both sides.
When I want to mess around I get toxic transphobic bubba, so I go all out and then the next killer is serving drinks in the Ormond bar.
I am the kind of person who craves consistency.
Killers serving drinks in Ormonds bar is such a rare but delightfull thing to see
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God i wish this was a thing.
Games tend to flow in eachother for me so i have a real hard time just keeping a mental tab on it.
The argument that it helps tunneling is straight up non-sensical. If you tunnel that means you focus on one person. It really doesn't matter if that's showed or not as you litterally never let the person out of your view.
Some here says it helps camping too which is just completly wrong. It's already shown which stage someone is when they are on the hook.
There is zero reason not to show it to the killer.
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Oni do be a killer that gets super rewarded by good plays and super screwed by bad ones
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Survivors also have a perk that allows them to keep their addons if they escape. Killers lose them no matter what unless they burn an offering.
Survivors also can get items and even addons from chest in matches. Killer can only find addons in the bloodweb and getting a specific green one is a nightmare.
You do know that this is a asymmetrical game right? That means that both sides are not the same.
If you really want vallue out of your white ward you can always hop in a locker to prevent the killer m1ing you
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It's probably the strongest survivor perk in the game for me.
There is no perk that makes as much of a difference for me as windows does
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2720472#Comment_2720472
I think I remember someone going and checking Sluzzy's DbD stats
and finding out they have one of the highest number of Nurse hits in the game.
Legend says that Sluzzy's nurse can blink into games of other killer players to steal their kills
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For the first one just leave the survivor slugged. Especially if you see the other one saboing.
Not getting a hookstate sucks but in the end it's still a survivor not being able to so anything and still a survivor having to come get them. If you start chasing the saboteur that's 3 survivors not on gens. That's not bad pressure even without the hook
If you have trouble with boons in certain maps i suggest playing some survivor games with small game on that map and focusing solely on finding the totems so you get a feel for where they spawn.
Especially if you can do it in kyf with a friend. Couple of games of seeing how fast you can find all the totems and boons become a lot less of a problem
For the second problem the best i can say is ignore them untill they are the last ones left and let them run out their flashlights.
Unless you brought a perk or killer that can specifically counter this like Legion or trapper i also wouldn't know how to effectively deal with it
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I don't know why this post in perticular made me think of this but i have suddenly come to the realisation that i haven't had a toxic end game chat in months.
Regardless of how the match goes. Most of the times it's nothing or gg and sometimes it's complimenting me.
I am actually confused right now. What changed? I used to not be able to play with the chat box on.
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Ouch this thread blew up in the op's face.
Does this mean that most people here have made it their new year resolution to stop the us vs them mentality
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2719053#Comment_2719053
https://forum.deadbydaylight.com/en/discussion/comment/2719004#Comment_2719004
What are you guys on about? It's right on her page in the infobox and also on the terror radius page.
Am i blind? The possibilty of me being blind isn't unlikely.
And yes it was on the terror radius page. Wiki has been redeemed somewhat
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Body character short too 1 is
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Imagine this scenario.
Last 2 survivors, one on hook. You see the last one rushing in to unhook. The unhooked survivor starts bodyblocking you with bt, so you wait out the timer and down them. You suspect them to have DS and go chase the other one.
After downing the other survivor who just ran to all the safest loops remaining the first one crawled in some obscure place and you can't find them anymore.
Does the killer deserve to be punished then?
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If you hate survivors blessing your hexes run thrill of the hunt.
They won't be blessing any hexes without throwing the game in the progress
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I like it.
The trick is to not be blind sighted on activating the perk. Nothing states all survivors have to be alive for it to activate.
Hook survivor A, then hook B, then A again, then C and then kill A.
Against equal teams this is often the point where a single gen remains and if they play well can do it resulting in a 2k most of the time
If you hook D you can stop them from finishing the last gen and if you made sure B or C is the obsession you can make sure the gen block does not go to waste.
Had quite some games that should have been all gens done with 2 alive and one on hook that turned into 4k thanks to this perk.
Nothing supercrazy ofcourse but i don't think it's bad
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2719137#Comment_2719137
Is it bad that I almost want for it to fail so that we might finally get good changes?
kinda
completely understandable
but kinda
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can't argue with that logic
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45m if int3r4ct or entity education can be trusted and he usually can be.
Kinda sad i had to look it up through him instead of the wiki or ingame but here we are
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@Grandpa_Crack_Pipe said:
How many times does someone Dead Hard a game?
I mean if every survivor dead hards once and one dead hards an additional time you have the 5 uses in a match.
Not really fair to say a single survivor dead hards less then a killer would coup when a single survivor is in 1/4 of the chases
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Legions and tricksters ptb for me
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2718669#Comment_2718669
Reading posts like this make me question humanity
While a bit... extreme they aren't entirely wrong.
Scott didn't make things worse for the community but people do need to realise that pointing a camera at your face does not make you omniscient
He is a player just like everyone else who has opinions which are not any more or less valid then others.
These streamers can be wrong. And having a lot of hours in something does not mean you know everything about a subject or even what would be best for it.
People need to treat him like he is. An entertainer that sparks interresting discussions and not as some all knowing god who's word are unquestionable truths
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2718331#Comment_2718331
Hex: Pimento is trash lol. Its a C+ tier perk "at best" and has the potential to be a B or B+ only with other hex perks. Im trying stuff out because im good enough to do so. I actually see some kind of potential in it so im trying these builds built around the perk (Hex: Pimento)
https://forum.deadbydaylight.com/en/discussion/comment/2718346#Comment_2718346
Its not the only way but one way. I'll try Retribution, im not a fan of Plaything, it requires too much work for a build that already needs work to be put in before they slam all the gens.
Aah this is just a issue of point of view
i don't think C+ or B tier is thrash. If you build around it it will do adequately most of the time.
Ofcourse if i know i'm going against the best of the best competitive players i wouldn't take it and if that's what you are looking for then yes penti isn't that good.
Most players don't rate perks that way cause most players just don't face those players often enough if even at all.
In normal dbd matches it will do pretty good. If you're looking for the best of the best then pentimento indeed isn't it
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Would it be a bad thing if killers could open the gate after 20 minutes have passed.
Would stop some hacker hostage situations atleast
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@Steel_Eyed said:
All math in DBD like this is additive.
Except for slowdowns
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@Johnny_XMan said:
I mean out of all my matches tonight (15 to be exact). 10 of them consisted in the killer camping while 3 other players pushed gens out of the way. I am also not counting the other 5 in which there was camping but was at times when there was nothing else to pressure.
You may not experience it but many other people do. I.E. It is more common than you think.
Thing is what is and isn't camping/gen rushing is pretty vague.
Be honest here, in those 10 matches you say they camped. Did they actually camp and never left the hook or did they just happen to return to the hook when a save was happening. Or were your teammates hovering the hook?
Same with gen rushing, if there weren't any toolboxes with bnp's involved you probably weren't gen rushed but failed to create pressure.
A replay system to see your match from different points of view would be a real eye opener to some people. A lot of the matches some people call genrushing still hit the 10 minute mark in which one survivor never even saw the killer and seeing how obvious the scratchmarks or crow that flew up when you went to unhook while the killer was still kicking a pallet in the area will also make you second guess any camping callouts
Camping and genrushing are real issues, but 95% of the time they are used as excuses



