SpaceCoconut
SpaceCoconut
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Honestly I don't think the original thread on this was just a troll thread. I honestly think the OP in the other thread doesn't really care and is just arguing for the sake of arguing since they're bored at home self-isolating and don't want to actually play the game lol
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Guest writer John Owen Theobald meets the Ravenmaster of the Tower of London, and discovers just what it means to hold the fate of the kingdom of Britain in his hands...
The Ravenmaster - More crows spawn on the map. Crows that fly away return in a shorter period of time.
Power: Ranged - The killer marks a survivor. A marked survivor will be followed by crows they disturb until the mark is removed. As crows are accumulated survivors are hindered, survivors with X crows can only slow vault windows and pallets. Only 1-2 survivors can be marked at a time. The mark is removed when a survivor is hooked or when a 3rd survivor is marked. The oldest mark is removed when this happens.
Perk 1: afk crows appear if a survivor stays still for a shorter period of time. This includes working on generators or healing. This "timer" wouldn't drop to 0 immediately once a survivor moves, but would decay rapidly. This is to prevent a survivor from working on a generator and peridocially moving a bit to reset the timer. The time for crows to give active notifications would be between 30 and 40% of generator completion to encourage survivors to leave a gen in search of another. Locker crows would appear more quickly and create a noise notification when the survivor leaves the locker similar to how crows work on the boat in the swamp.
Perk 2: Crows attack downed survivors slowing their recovery and crawling speed.
Perk 3: Crows do not fly from your presence. Crows that fly away return in a shorter period of time (this effect does not stack with this killer's power). While within X meters of a crow, killers can see the auras of survivors within X meters of a stationary crow.
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I didn't read this entire thread, but I'm not sure if anyone has mentioned the number of people who don't finish the rift and end up purchasing the final tiers.
This is where the psychologically predatory nature of the battlepass system comes into play. Preying on people vulnerable to this kind of psychological manipulation.
This is also why the system hasn't and won't be changing in any meaningful way.
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Somedays when I'm supposed to be recording matches for videos I sit in the lobby thinking about hitting the ready button while I play Pokemon Go. This goes on for far too long and I shut the game down to play something else.
It's probably not going to change and players themselves are going to create limitations or mini-games to delay the inevitable.
I also believe that the devs are incapable and/or unwilling to invest time and energy into improving the overall experience with more than new layers of paint.
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Hag?
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@LetsPlayTogether said:
If you look at the Forum all killers would lobby dodge SWF at all times, even if they dont no how they play. Killers are scared just by hearing the word SWF for no valid reason. So SWF would never get any lobby at all. Kilelrs still think this is a hacknslay, where theyre entitled to 4k with ease.
Killers are just as scared of SWF groups as SWF groups are scared to play solo.
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Survivors are the only ones allowed UI notifications giving them information about the killer...
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Accurate.
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Look at the state of the single game mode they have and ask yourself if you think they could pull of an entirely different game mode that would require more balance.
The answer might surprise you.
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I play Hag, Trapper, Spirit, Wraith, and Freddy mostly.
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A couple of things:
1) If you run into a bad hag, refer them to my channel since I have a Hag guide that will let them play better. (no more multiple traps at a hook)
2) Every killer can Proxy camp. If she's not leaving, abandon the survivor and do a gen.
3) If you get bored only doing gens, blame the devs.
4) The definition of "Literally" is in a literal manner or sense; exactly.
5) It's easy to beat a Hag... so it sounds like you need more practice.
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The Hag's worse addons will probably stay as they are for the foreseeable future.
Legion rework will probably come first then Pig buffs, then Monstrous Shrine change, then possibly Hag ultra rare addon rework.
lul.
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Finish gens as quickly as possible and run out the gates.
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The killer's design is interesting and very unique.
I'd like you to compare The Deathsligner to The Legion and decide which one is worse from various angles.
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Tunneling a survivor in the right situation is an effective way to create "pressure". By removing one survivor the killer dramatically reduces the survivor's effectiveness and creates more time for the killer.
If you want borrowed time at base, prevent injured survivors from working on gens, or dramatically reduce their effectiveness at doing so.
A killer won't need to tunnel to remove a survivor and would be incentivized to chase and injure multiple survivors rather than focus one down.
The rest of the game mechanics could be tweaked to adjust for this change.
Alternatively, make stop unhooking survivors while the killer is nearby.
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Spirit would be a good choice out of those.
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@Seanzu said:
lmao that ending though I can see why you were hesitant to post, I wouldn't want to be seen missing all those hatchets on David & Nea.
The first thing you did in the match was throw a hatchet at a tree too, were you checking your crosshair or something? lol.
I had a fly on my screen.
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We already know what comments are going to come next.
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@Seanzu said:
Because the match isn't over until it's actually over.
How many times have y'all 4Kd with 1/2/3 gens left? lots of times, which means the gens that popped before it didn't matter in the slightest, they're insignificant, it's so boring having killers keep giving up because a couple of gens pop it's so silly, I would totally expect a baby killer to give up when this happens, but this whole scenario is entirely beatable, patrol the three gens that are on the opposite side and you're golden.
only baby killers think a match is over when 2/3 gens pop, fact.
Like I said before, the outcome is irrelevant.
The feeling of losing 3 gens (which is 60% of the survivor's objective) without being able to do anything about it is the issue.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1169637#Comment_1169637
lmao the absolute state of this dude, camping because you cant stand 3 gens being done too early and then wondering why your games are so crappy.
Personal insults. I wouldn't expect anything less from this type of person.
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My wife doesn't play DbD, but she'll wreck face in Overwatch lol
She wants me to play with her, but she's a dirty console player so... no way. #pcmasterrace
Plus, I suck at shooters. She'd be yelling at me the entire time for being bad.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1169289#Comment_1169289
From looking at the clip Id say the OP spawned in the mine shaft side of the map and got into a chase within 20-30 seconds. That chase itself likely took 40-50 seconds to land 2 hits, down, and hook. Then odds are the remaining time (another 10-20 seconds) was spent checking the nearby gens mine shaft side or simply walking as a 110% Killer. Finally ending with the clip itself.
You can see a lot of details in that clip. One Survivor is already hooked and their icon stopped glowing from being put on a hook. That means the Killer won at least 2 chases and landed the hook several seconds before the clip itself. And if this is at 85 seconds in that match it means the Killer got his first hook in about a minute of game start. Pop Goes the Weasel nearly confirms this in fact. It lasts for 60 seconds and at the start of the clip you can see it is roughly 7-9 seconds into its duration putting the first hook at around 1 minute 15 seconds mark. Normally that is a rather good start as Killer because chases at the start of a game always last the longest due to of abundance of pallets/resources and/or stealth options Survivors can use.
Im likely wrong in a few details but it should be rather close.
I'm impressed. You are no longer Chewy102 you shall henceforth be known as Sherlock inferer extraordinaire!
I can't remember the details very well since I was in a blind rage afterwards, but this sounds about right lol.
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@Aven_Fallen said:
There is no reason to not show the full game - except that you want to hide something. Like... A win afterwards? With no more Gens being done? Meaning that those 3 Gens did nothing? What a surprise!
After the hook the Killer had really good pressure. One person was being chased, one was on the Hook, another one needs to go for the Rescue (if they are not SWF, maybe both will go). This is not too bad.
Let alone that this team ######### up by doing all the Gens on one side of Suffocation Pit.
Without the full game, this clip means exactly nothing. Of course it should only feed a narrative without giving some valuable information.
EDIT: Just saw who the OP is... How many threads with that Clip do you want to open? This is at least the second one...
Yea, the first thread was enough.
The entire point of the clip wasn't the result of the match, but the impact in morale that losing those 3 gens had on the player (me). No matter what happened during the course of that match I had lost any will to play at all especially since I was playing one of my weaker killers for a daily.
I was either going to stand by the switch and let them finish the gens, leave the match, or play it through. I decided to play it through, but in that loss of morale with anger and frustration at the helplessness of the situation I decided to tunnel the first survivor I had hooked which of course meant the remaining 3 survivors escaped.
The match after the 3 gens completing is irrelevant because any player who is tired of this situation might lose the will to play after several similar matches. Once a player loses the will to play a match normally the match doesn't matter. As an example, if we had the opposite situation where the survivors decided to give up if the first survivor let themselves go on the hook and the killer got a 4k, was that because the survivors or killers were good or bad or did they simply not want to play through the match and couldn't quit?
This is what many people are ascribing to the match I played and will undoubtedly come down to my skill instead of my desire to play.
Either way, it'll be up later tonight and we'll see what everyone decides to say.
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@The_high_ground said:
https://forum.deadbydaylight.com/en/discussion/138480/this-outlier-situation-shouldnt-be-possible
just "apply pressure" to all 4 survivors at once /s
Actually the devs literally said just let the survivors finish the gens during a recent stream.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1167780#Comment_1167780
The answer is yes, and you know why? Because 3 people were on it, and the survivor I was chasing might have been at a very strong loop.
Now please tell us about what exactly happened in the beginning of that match...
Now imagine a similar situation on suffocation pit where you spawn at the house with one other survivor as one of your weaker killers. Put the other 3 survivors on the opposite side of the map each on a different generator and you have what happened at the beginning of the match.
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I'm surprised so many people care about what happened in the beginning when it can be inferred from the clip... whatever, I'll upload the match later after work just for you.
Forewarning though, I gave up in anger and frustration after this point and simply tunneled the hooked individual and the remaining survivors pulled off a grand rescue to the 2nd survivor I planned on camping.
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This is an interesting angle.
Killers are punished in the tally screen for not letting survivors play. The punishment is irrelevant to some players like myself, but the idea is there.
Where is the punishment for survivors who complete gens very quickly taking away time from the killer to be able to play?
An interesting thought.
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The devs have said about a year ago in a dev stream that the bloody clothing IS the reward for prestiging a character.
They won't be doing anything else.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1167640#Comment_1167640
You still didn't answer the question. What happened before those 3 gens popped?
I think it's important to recognize that if you are going to be sharing 'proof' as to why you think there is a problem with gen speed. Then the video still needs more context. You are telling me I am choosing to ignore something you didn't provide.
So I can clearly answer your question let me ask you one.
Have you played a killer match where you find and hook your first survivor around the same time the first gen is popped?
The beginning of my match will make more sense if you've had that experience.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1166824#Comment_1166824
Neither is using a singular case scenario as hardcore proof that gens go by fast.
You never included the part when you engage in a chase. So it’s really hard understand why it took you 1 minute and 25 seconds to hook someone. Was it the set up? Did you miss a hatchet? Etc
Much of why gens go by fast is the missing skill gap in some of the killer playerbase.
In other words you can get into a match right now and just tunnel the first survivor you see and KNOWINGLY give up on the gens and hope that they used enough pallets so that the next time you’re in a chase they will have nothing to work with because you knew gens were about to pop.
That’s an example of why you can’t just present one scenario (or a snippet of it) and expect the rest to understand if there is really a “gen speed problem”.
If you want more cases, you can look on the forums, feedback sections and youtube for more. They're there and you've probably already seen them.
You'll notice in the bottom left that I completed a chase twice ending with a hook. On average, players often hook their first survivor around the first gen is finished. This same experience has probably happened to you. The difference here is that it was the worst case scenario with 3 survivors on 3 separate gens while the killer deals with the 4th. More often than not 1 gen gets finished in this time in my matches. The point is that this 3 gen one hook within the first 85 seconds of a match shouldn't be possible with or without perks to fix the problem.
The suffocation pit is an unbalanced map especially with a low speed killer such as the huntress.
There is plenty of information in the clip in addition to they myriad of videos on youtube that show the situation I mentioned before with 1 or 2 gens.
It's a well known fact that on average the first survivor is hooked within seconds of the first gen being finished.
But you can continue to choose to ignore the available information if you wish.
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@Booper_Of_Snoot said:
Whilst this is annoying, and I've had this happen to me, its not often swf. Its moreso I chased to long in the beginning or took to long to find someone, and 3 different people were gen jockeying. It happens. It sucks, but it does. Its an uncommon situation
Hence, the title of the post.
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@Johnny_XMan said:
So instead the devs should just give you a whole 1 minute and 25 seconds before anyone can start working on the objective, in order for you to catch someone?
That's not a very good suggestion.
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@Booper_Of_Snoot said:
The thing about coconut, is his points are extremely killer biased, he complains and crys about the same issues, and doesn't even play enough to be along the same skill levels of those higher rank play. I don't know why they take him so seriously. The only time I really get mad at dbd is when I know I played my best, yet poor matchmaking/unfair glitches made me lose beyond my control. Even if I 1k, if I know I was outskilled, GG WP. You beat me. It happens. Move onto the next match, lets see if I do better.
Since I'm the star of the show in this thread let's clear some things up.
I'm killer biased, but I still recognize the struggles survivors face. The ability to do this is called empathy.
I talk about the same issues because they remain issues for many players. They remain issues because there's seemingly nothing being done about many of the big issues.
My skill level has nothing to do with the issues in the game.
People (like yourself) take me seriously because the issues I talk about resonate with them in one way or the other. Some people agree, some (like yourself) do not after all, you wouldn't have such strong opinions about me if you didn't take me seriously.
Just because you don't have an issue with something, doesn't mean the issue doesn't exist. I'm currently unaffected by corona because of how and where I live, but that doesn't mean it's not an issue.
The end.
Plz subscribe for more content like this :P
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@Kwikwitted said:
I can only speak from the high end, as this is the second month in a row I've hit rank 1 in the post "ruin" era after taking a couple months off. It can be done, it's just harder than it's ever been.
The loss of Ruin was a bigger issue than the devs have ever acknowledged. What Ruin did was far more than just an early game generator slowdown perk, it tended to force survivors to look for totems as a secondary objective, leaving generators intact for at least 1-2 mins, this gave the killer time to get a hook or two and begin to apply pressure while the searching for the totem also put the killer into more contact with survivors out searching. Overall this created an early game that was more healthy and balanced.
Now survivors know that they have no reason not to immediately upon entry into the game plunk themselves down and start holding M1, there is no secondary objective, and the generators are everything. In turn this has meant that killers lose 1-2 generators in the first couple mins, putting them on the backfoot and forcing them into so much more stress than they ever were in before.
So how do killers deal with this? The best have adapted their play styles to incorporate more pressure style tactics. These would include.
- Tactical slugging, in other words not going for a 4-slug but leaving 1-2 survivors on the ground in order to force survivors off gens to pick up their people.
- 50% of perk loadouts being devoted to generator regression or slowdown. Combos like Thrilling and Pop Goes the Weasel or the New Ruin and Surveillance seem popular and I've used both quite regularly on different killers.
- Heading into games immediately looking for a 3-5 generator patrol route and just accepting 1-2 generators will be done by survivors without challenge, this enables the killers to control what the field of play will look like.
- Use of mangled status to slow down healing, whether through sloppy butcher, or addons, to waste longer amounts of time for survivors to heal, giving killers breathing room.
As mentioned, this is coming from the perspective of someone who plays red ranks with the intention of winning above all else, these tactics may not be the most fun, but I find fun in succeeding, and opinions will vary. If you are fine with having fun and de-pipping I'm happy for you, but I have no desire to play that way.
I don't know what the game feels like for newer killers. I will say that when I play survivor at the 15+ ranks because I'm still leveling on that side the killers tend to win quite hard. The game's trouble is that killers dominate when survivors don't know what they're doing and make tons of mistakes, but when survivors are optimal, such as at red ranks, killers can only do so much to compensate, but the few that are still succeeding have found ways to do it.
I agree with this. You've made it much clearer than I could have.
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@OperationMintyHippo said:
https://forum.deadbydaylight.com/en/discussion/comment/1166283#Comment_1166283
I watched your video. I do agree with you. I believe the past few DLCs have been very stale, new perks are just poor reskins of others, etc. Devs seem to be more concerned about taking in temporary money while watching their game die. It all seems to be about the short term for them and not about making this game last. I love this game and want to see it get better, but the devs have proven time and time again that they don't care now ever plan to improve anything except their wallets. I unfortunately have basically quit at this point. I try to *make* myself play this game but then I just get upset with it and leave if I boot it up, or I talk myself out of it because why should I have to force myself to enjoy a game? I play games for fun and to destress. This does not do that for me anymore. I miss dbd but it isn't the dbd I use to love at this point.
I was honestly surprised at the majority of comments. I was expecting to be lambasted, but the vast majority felt the same way or have already quit but still love the game and wish for it to improve.
Of course there are the few "bye" comments and other criticisms, but the long stories about being frustrated and moving to a new game from several people along with new game suggestions are mostly the ones that are worth reading. We're all real people with real passion for the game and we don't want to leave the game, but feel driven out by the choices that are being made.
In the end we all want the same thing... for the game to improve for everyone. For some/many, the better choice is to devote time and energy into a game that is worth it by a team that shows their appreciation to their playerbase through their actions.
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I thought it was just my connection. If many more people are having the issue maybe they're playing with the servers.
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I'm surprised as well.
But maybe the data the devs have suggests otherwise and all of us who have a problem with the way the game is handled are wrong.
Either way, it's a business and there's no way they'll admit to any mishandlings of any kind.
What's important is how YOU feel about playing the game. I you don't enjoy it you should move on.
I'll be transitioning to a new game as well since I have no confidence in the devs to fix longstanding issues in addition to new ones like how breakable walls are being implemented and judging my the majority of comments on a video I made, we're not alone in feeling this way.
https://youtu.be/zefiICD_2d4 -
Quit instead lol
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More nerfs in the form of survivor buffs probably.
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Hangman's trick originally protected against sabotage. They changed sabo and put the hook restoration in at base with a shorter timer.
Hangman's trick needed to be changed so they gave it an aura to show you when a survivor was near a hook in order to sabotage it.
The aura reading was too much at 16 meters to be a tool to be used against sabotage so it was nerfed to a useless 6 meters.
Here is the question no one is asking...
Why doesn't hangman's trick protect against sabotage by making it more difficult for survivors to sabotage a hook if that was its original purpose?
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While their balance is questionable, they definitely don't make the outcome of a match feel fun.
If the killer was losing and they escape with the key it's whatever.
But a killer could struggle all match to stabilize and finally get the survivors in a bad spot at the final gen with a clear 4k in sight and then have all that work taken away because of one key.
That is a feeling of losing because of an instant win button and it's not a good feeling to allow when it can be adjusted to feel more fair.
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Somewhere around 150,000 people die worldwide every day from various causes from age to murder.
Why do people go to carnivals, fairs, play games, go to parties, or do whatever fun thing they want to do when so many people are suffering and dying?
Because life goes on.
If you want to judge someone for asking for a BP Event during this time then I'd suggest giving up fun altogether because you'd be a hypocrite for playing games or having fun while people are dying.
So yea, how about a BP event for people who are choosing or forced to stay home who choose to play DbD?
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@DaGreenBolt said:
I'm done and just burned out by the game due to how the recent patches were basically a cluster ######### of crap.
I played 60% killer, and 40% survivor, and the recent patches essentially made the killer role exponentially harder to play, while making survivor somewhat of a breeze to play. The two worst patches was the utter disaster of the nurse nerf, and the ruin nerf. These two patches are the patches that killed the game for me.
The nurse was a killer that needed an add on rework, but not on the base kit. The basekit was balanced were the time you put in to learn and master the nurse, rewarded you equally. Now the Nurse is the opposite were the time and effort needed to learn and master doesn't equal the reward, where the reward is low. There was a ton of feedback from the ptb, yet they weren't even listened to, and decided to release the nurse in the most unfun way possible. The Nurse is an unfun and boring killer to play now, and when playing the survivor, playing against the reworked nurse feels boring, instead of exciting from the old nurse. Essentially this patch, really deteriorated the compassion for this game.
The Ruin nerf was the breaking point for me, where gen times were a problem, and ruin helped mitigate that problem for an opportunity to play fair (aka no tunneling, camping, slugging, or unfun add ons, unless I'm facing a 3 to 4 man SWF bully squad, then all fair play is off the table.). Also the fact that Ruin got nerfed because of new players, and apparently players who can't hit skillchecks (seriously if you are at red ranks and can't hit great skill checks, you shouldn't be there). The Ruin nerf made red ranks a sweat feast for killers against optimal survivors, and SWF, and a breeze as a survivor with optimal red rank teammates. The dev stream after the nerf, just added fuel to fire, when they said to expect to "Lose 3 gens in the early game". The ruin nerf just made about 80% of the killers unviable at red ranks.
The fact that you have survivors having a lot of second chance perks that cover up any mistake a survivor makes. Especially with the Unbreakable + DS combo where you are untouchable for a straight minute and don't get punished. I've been hit by DS at times where I don't even tunnel, in which I just down survivors too fast because they are potatoes.
Lets also mention how toxic some players can be and just attempt to bully you when attempting to have fun at the game. This game has the worst toxicity on a level I haven't seen before, especially from survivors. The amount of butthurt some players get just by being outplayed and the amount of spam they attempt to flood you with by just playing in a way someone doesn't like. I've been DDOSed by a survivor just because I slugged them.
The last thing that just annoys me is how the rate of survivor bugs get rapidly fixed compared to killer bugs. Survivor bugs like the DS bug, and the Basement bug got relatively fixed in a week or two, compared to the killer sound bugs, which have been going on for at least 3-6 months. We had bugs on the nurse, which made her unplayable there for months but still not fixed, but a DS bug can be fixed in at most two weeks? I'm sensing a pattern here.
I said in some previous posts that after I spent all my ebony and ivory moris on killers, I would quit after ruin was nerfed, and today is the day. I gave the Devs one last chance, and so far they shown me that a 2.5 sec sabo is fair, the toolbox "nerfed" ended up making toolboxes essentially mini-BNPs, and releasing a killer who is arguably worse than clown, despite the amount of feedback.
Currently, I'm find games like Minecraft, War Thunder, COD, and Plague Inc Evolved a lot more fun and enjoyable, and actually rewards you for putting in the time and effort to learn.
I'll still lurk around the forums, and watch youtube vids of DBD, and might come back if the game changes for the better, but for now I'm gonna spend my time and money on games that don't favor one side of the spectrum, and has a better community.
TL:DR: Burnt out from the game due to how crap the recent patches are, and how certain patches essentially deteriorated the game for me, and essentially killed it.
This is actually the topic of tomorrow's video. People are fed up, and it's surprising how little is being done about it.
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Dark Devotion.
If it lasted a little bit longer and had some kind of tracking tacked on it would be so much fun :)
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I don't enjoy playing with teammates.
I'm either the weak link that holds them back, or they are.
Playing as killer is simply me and my skill versus my opponents which is more satisfying.
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In order for this question to be answered we have to define second chance perks.
For this case, a second chance perk is one that prevents the loss of or provides an additional health state.
DS: If the killer drops a survivor they're in the dying state. DS forces a drop allowing the survivor to escape the killer's grasp in the injured state.
Dead Hard: The survivor can dodge a killer's attack that would have otherwise downed them.
Unbreakable: The survivor can recover from the dying state to the injured state without the intervention of another survivor.
Deliverance: The survivor can escape a hook without the intervention of another survivor or luck.
MoM: The survivor gains a "shield" or an additional health state.
Borrowed Time: The survivor gains a "shield" or an additional health state
Adrenaline: Heals the survivor for one health state.
With that out of the way we have to establish that a survivor's goal is different than the killers. Without getting deep into it, the killer's primary need is time whereas the survivors primary need is their health states.
The perks that give the killer more time are the only perks that should be compared to a survivors "second chance" perks.
When looked at this way we have several perks that affect gen speeds and healing to one degree or another.
The problem then becomes the obvious disparity between how effective the killer's perks are at stopping 4 players from fixing gens compared to the survivors tools to avoid being sacrificed by a single killer.
Killers DO have the equivalent of survivor's second chance perks... they are simply not as powerful as the survivor's for completing their match objectives effectively because extra health states take time away from the killer that they need to hunt down the other survivors.
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@leyzyman said:
https://forum.deadbydaylight.com/en/discussion/comment/1138581#Comment_1138581
https://us.v-cdn.net/6030815/uploads/662/LNZ35K1W7A1W.gif
Oh my goodness, it's SpaceCoconut. Will he notice me?!
**Notices menacingly**
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This will probably happen just before general sounds are adjusted...
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All killers are solo players.
But no, solo survivor is not as bad as solo killer.
Solo player have a bad match? You can give yourself to the entity.
Killer have a bad match? You have to play it till the end & deal with survivors hiding until the last second.