StarLost
StarLost
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@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2785408#Comment_2785408
i think you misunderstood the point I was making. When I say it’s a slippery slope I mean the exact same thing you just said in that if you continue down that path you’ll have 4 perks that only exist to counter the other perks people are using which will become stale quickly. And I brought up noed as an example of where this being X to counter Y mentality is already present. I don’t think the perks themselves are similar but the statement “use iron grasp agitation to counter boil over” is completely similar to “bring small game to counter noed”
No, I get your point.
I just don't think your analogy holds any water - at best, it's just whataboutism.
The differences are:
- There are multiple ways to counter NOED. Not all of these involve perks.
- NOED doesn't allow the killer to trap all the survivors in the game.
There isn't really an analogous killer perk to the new Boil Over. It's like...imagine No Way Out, but it lasted 10 minutes.
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@Mandy said:
The killswitch is there for something that's absolutely game breaking and can crash the game or be severely exploited where the game cannot end for example. Neither of those apply here, survivors can be slugged etc.
Whilst I appreciate RPD can be frustrating right now, it is something that has been brought up to the team.
It's not just RPD, Mandy.
Eyrie, IWOM and any map with a mandatory drop to hook people is basically giving bad actors the keys to the Trollmobile, and it's having a significant and immediate negative effect on the game.
I appreciate that the kill switch is for emergencies only, but as it stands, this perk is the newest incarnation of the 'you can't pick me up from this spot' issue. And that took years to fix (and there are still a handful of these spots today!).
It's not my game, but this perk is going to result in problems popping up forever - because there will always be another unhookable spot being found, and once people find something to abuse, it's going to be abused.
I don't think anyone minds the perk being stronger, but this wasn't the way to do it.
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@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2785349#Comment_2785349
Bringing perks to counter other perks is a slippery slope.
The issue isn't 'can it be countered?' (although RPD with further hook offerings - even Iron Grasp+Agitation do not counter this).
The issue is that players shouldn't be forced to dedicate literally half their perks to countering one thing that may or may not occur. This is why boon stacking was removed.
@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2785374#Comment_2785374
Yeah but like as an example let’s say Noed for example. Most ppl agree the perk is unhealthy even if it’s not OP. But when ppl bring it up others say “do bones” and when ppl bring up solo queue a common response is “well use small game” and I don’t want more situations like that to occur.
Whataboutism means you concede the original point.
But - here's the difference.
Let's say NOED is totally broken and allows the killer to win easier. Okay.
BO allows survivors to basically trap the killer in the game.
One is imbalanced, one is a tool to allow griefing.
Imagine if killers had a perk that stopped survivors from leaving the exit gates unless they had Red Herring and Empathy equipped. That's basically the scenario you are talking about here.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2785365#Comment_2785365
Its easier to revert / change boil over to do something else.
If we use the kill switch on this, it would open up a floodgate of people asking to kill switch stuff they don’t like
Then they should do that.
But generally, they don't change perks outside of the 6 week patches.
If BO remains as is for another 5 weeks, you are going to see an even faster mass exodus than you are right now. And many of those players just won't come back.
They've kill switched perks before when they caused crashes or issues - and I'd say forcing extremely annoying, unfun games is even worse as this wastes far more player time.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2785256#Comment_2785256
Your not invincible. It’s dumb, but what they want of BO is what’s happening; nothing is mechanically broken; just poor map design
You aren't invincible, but you can stall out the game basically forever and force the killer to essentially not play the game and instead stare at slugs for ages.
That's the issue.
You can be as pedantic as you like about 'well, technically it's working as intended' or whatabout, but it's having an observable and highly negative effect on the game overall - and thus it needs to go.
It's not realistic to expect multiple map changes in a short period of time. It's easier to just disable the damn perk until you can change it to not be a huge griefing tool.
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@MrsGhostface said:
For some of you that have been around a bit longer probably remember when they changed ruin. Most people referred to it as a nerf but I honestly think it’s better than what it used to be.
At this point, do you still view it as a nerf or do you prefer the version we have now?
Times...change.
Back then, people struggled to nail skill checks. They don't anymore.
New Ruin is substantially better than old Ruin, except when facing newer players.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2785236#Comment_2785236
It doesn nothing else than what the perk says. Its like saying 4 people on a gen with provethyself is abusing. Its just the perks design.
The difference is:
- One is used to win the game faster.
- One is used to trap the killer in the game and not let them leave.
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@PhantomChimera said:
If you left the match prior to it's conclusion then yes that is a valid reason to get the disconnect penalty.
If they are playing in this manner just go look around the map and let them go about doing the generators. Once they are all done open one of the exit gates yourself and start the EGC.
Against these groups, it doesn't work.
They aren't there to win. They are there to grief.
They'll finish all the gens but the last ones, and then just sit up in the RPD library teabagging.
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@JawsIsTheNextKiller said:
Were we not promised that the killswitch could be used if something was broken or abusable?
People have been complaining about RPD library griefing even before Boil over was buffed. Why has the RPD offering not been disabled? Why has Boil Over not being disabled?
Boil Over has been "monitored" for nearly a week now. Surely it doesn't need to take this long to pull that switch? It is broken and the only people that are defending it are either abusing it or they used it as a solo player and don't understand how to abuse it.
Oh and please remember that controller users cannot even get through doors if someone uses Boil Over. Last night I was on Lery's and picked up an AFK Boil Over user. I finally got them to the hook today around lunchtime.
I suspect that it'll be nerfed in the Ring chapter. It's clearly completely broken and a perfect set of keys to the trollmobile, but on BHVR's end, it's going to come down to the numbers.
@KrazyKatFTW said:
Its not a problem, killers with a fraction of a braincell just let them sit up there in RPD library, they either bleed out or come down
Sure. But is that really healthy?
I play this game to chase and hunt survivors. Not to spend 15 minutes staring at slugs and playing the Superhot version of whack-a-mole.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2784449#Comment_2784449
Running BO is not taking the game hostage LOL.
stop omg.
you can STILL hook them.
you can still BLEED them out
you can run pig and make them take hats off. You can play hag and place a trap at the closest point of the loop to a hook and down them. You can avoid dropping by dropping the survivor off the ledge. You can place traps as a trapper to block off a loop. You can play pinhead to literally make chase unbearable.
there are ways to work around this with most killers.
if you have an issue, say that it’s grieving. But don’t sit there and lie saying that it’s taking the game hostage lmao
Okay, this is the last time I'm going to respond to this, because I've repeated myself several times now, and you aren't giving counter arguments, you're just going 'no u'.
- Yes, it is.
- On a surprisingly number of maps? No, you can't. Watch Otzdarva's recent stream titled 'Using Buffed Boil Over' where he tests it extensively. The perk is busted.
- If killers are being forced to stand over slugs bleeding them out every game, is that healthy for DbD?
- What? Pig hats don't progress while slugged. That's not how Hag works. That's not how Pinhead works.
- Taking the game hostage = making it unreasonably difficult to end the game without DCing until you want it to. By your logic, 'taking the game hostage' doesn't exist. And yes, it's *also* griefing. Griefing is the category, taking the game hostage is the subcategory.
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@alpaca_boyyy said:
Just me or facing even an okay Trickster is just no fun in chases? You cannot loop AT ALL indoor or open maps. Especially when he is right behind you, no counter at all unless you use deadhard to dodge a knife or two... His power is just unfun to go against. id rather have an insidious bubba and that's saying something... anyone agree?
His kill rates are low as is.
If anything, Trickster needs a buff - by the numbers.
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@Tiufal said:
Boil Over works as intended.
Unless BHVR planned to basically legitimize griefing - no it isn't.
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@Chocolate_Cosmos said:
For me I think the worst is Freddy. The best is really hard to choose but I would say Pinhead (I like his power + cool animations + comeback voicelines) and Nemesis, then would be Demo probably.
Freddy is awful now, but once upon a time he was pretty enjoyable.
Halloween has a fun (if slightly bleh) killer and one good perk.
Ghostface is...Ghostface. Wait for the rework. His perks are nothing to write home about.
Bubba is a fantastic choice for his perks (BBQ is a necessity imho, Franklins will always have it's place). I've just never enjoyed him.
Pyramid Head is a fun killer with terrible perks and addons.
Cenobite is a fun (if slightly weak) killer with excellent perks.
If I was going to 'buy into' this game starting fresh, I'd grab Bubba for his teachables and either Myers or Cenobite to play.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2784426#Comment_2784426
No one should have to run things to counter playstyles? Then say that to about 90% of the complaints about perks like Decisive, NOED, and etc.
You have the choice of changing killers, bringing offerings, addons and perks because you are meant to use those options. Use them how you want, but they are meant to be used. If you are refusing to play around that - something that is used as a counter argument for just about ANY OTHER issue in the game, then that is a you problem.
As a survivor, you have to deal with tunneling and face camping. You have to deal with NOED, or other annoying hex perks. You have to deal with the killer's power which sometimes involves insta-downs. As a killer, you have to deal with SWF, you have to deal and respect perks like BT or Decisive. You have to deal with gen-rushing.
This situation is not any different - refusing to adjust to it, becomes a personal problem than a game problem. If you are finding the behaviour to be unsportsmanlike or to be trolling, report and move along.
But it still isn't taking the game hostage.
Sigh.
- This isn't a playstyle. This is griefing. And no, nobody should have to run certain perks or play certain killers to counter one specific thing that totally breaks the game if it occurs. This was why boon stacking was changed in the PTB. Everything must have counterplay that isn't 'autocounter this or lose at the selection screen'.
- The thing is - you don't know if it's going to be a BO troll comp before the match. You're going to run out of offerings fast, get bored of playing Myers and get stomped by people who aren't running BO, because you have two useless perks.
- Tunneling isn't a thing. That's just how killers are supposed to play, tactically. It's your team's and your own responsibility to distribute damage.
- BHVR are fixing facecamping. The mechanical change is underdoing internal testing.
- There is no perk to counter SWF.
- There are multiple ways to counter 'gen rushing' aside from 'choose x perks'.
- The situation is entirely different. Do you honestly think that griefing is a legitimate playstyle?
- If 'adapt to it' means 'use the same two useless perks every game in expectation that one group might be a troll comp' then you've just made my point for me.
- Yes, it is. We've been over this.
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@MaekShiftBeats said:
Bringing an RPD/Saloon offering with a Boil Over build and Sabo Teammates should be against the Geneva Conventions. It just straight up leaves me no choice but to bleed out survivors at the top of Library and main. Change my mind.
EDIT: fixed spelling erors
I really, really don't like the new Boil Over.
It's terrible in maybe 70% of situations. In 20%, it's useful to deny a white hook or basement. In the final 10%, it's a legitimate problem as it allows survivors to potentially hold the game hostage by being both unhookable and unsluggable. I had a group that did this in IWOM two days ago and it felt like playing against lag switchers. That...sucks.
A perk that is bad but irritating and only used for griefing is a perk that needs to get changed ASAP.
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Pig? Why?
There are a few right now due to their archive, but I've literally never seen one that doesn't get stomped into the dirt, unless she brings Videotape which is a guarantee that at least 1 person will DC the second the match starts.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2784414#Comment_2784414
They bring perks to play that specific style and as I've told YOU, you can bring perks to counter that style.
You can play killers to counter that playstyle, offers, perks, whatever else.
Someone using their perks to pick themselves up, is not taking the game hostage because it isnt stopping YOU from completing the objective. You can still hook them, they can still bleed out and die.
Yes, it is. But...not quite. They are also preventing the match from ending for you, forcing you to take a penalty or to basically allow the troll.
That's exactly the problem.
They are making it unreasonably difficult to finish the game, win or lose.
No, nobody should have to run specific (and mostly bad) perks, or burn extremely rare offerings to avoid this happening. This is a mechanical issue with the game that needs to be fixed - and I have no idea why you are being apologist for griefing.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2784412#Comment_2784412
Holding the game hostage means that you can't physically do anything to stop it, and it prevents YOU from completing your objective.
Someone running a build that makes hooking difficult is not holding the game hostage, this isn't semantics. You can STILL hook them, you can SLUG them, you can bring perks to help with carrying survivors, you can bring perks that help with stuns, hell, you can even bring offerings to bring hooks closer, or choose a smaller map. You can play killers that can insta-kill (tombstone), you can play killers that void carrying the survivors (pyramid head).
There is no reason to mention any other 'examples' of holding the game hostage when the current example is about running a build that makes hooking more difficult.
And this is what I mean by semantics.
You've grafted your own definition onto 'holding the game hostage'. I outlined a definition that seems to be closer to what BHVR have laid down in the rules.
You can continue using your own definition, but that's not the definition that has been applied to the game, in this context - and by this, it applies here.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2784372#Comment_2784372
You can not physically make a build to prevent bleeding out.
That is literally impossible, as the only thing that STOPS the bleed out meter is being picked up by the killer. You can't be looped forever either, and there are ways to decrease stagnation if a survivor is to wiggle off. All the survivors can do, is prolong bleeding out - but they can't physically prevent it from happening.
Soul Guard only works if they are actively affected by a hex.
No Mither literally is indicated at the start of the match.
Unbreakable is usable only once.
Exponential can be seen/heard.
Stand over their bodies if you can't take them to a hook. Bring offerings that bring hooks closer. Bring perks that decrease stun duration or wiggle effects. Bring offerings that take you to a map that you prefer.
The survivors CANNOT hold the game hostage by doing a build that makes hooking more difficult because it is STILL possible. The implication that a game is taken hostage, is that you physically cannot do anything against the situation - which isn't true.
This has literally devolved into semantic quibbling.
The spirit of 'holding a match hostage' doesn't mean that it's physically impossible to leave. A killer walling you into a room - you can AFK or DC. A survivor plays hide and seek for an hour? You could potentially find them.
Following the precedent in the rules, all that needs to happen is someone has to deliberately avoid doing their objectives and instead focusing on stalling the game out. This is why 'hide and seek' sulkers are breaking the rules, but bleeding out survivors isn't (although I wish there was a way to prevent this).
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@GuyFawx said:
https://forum.deadbydaylight.com/en/discussion/comment/2784359#Comment_2784359
Dont have it yet but ill try it
There's also Fixated (I don't know what it changed to namewise) but this one confuses me so much as a killer.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2784347#Comment_2784347
I agree killers would need something in return. That's just one thing out of many changes I'd like to see on both sides of the game.
I'd love Deerstalker's aura reading (far too often I accidently bleed someone out because I can't find them) but killer perks don't easily slot in 'baseline'.
The major killer buff I'd want would be a rework on maps, to remove some of the problem loops like logs on Swamp and the cow-trees on Farm.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2783644#Comment_2783644
Although I agree with them removing bubbas mask...
this is what I was worried about, that if the community uses things annoyingly enough they can things removed.
instead of fixing the problem with the players themselves
like Items,Cosmetics,Charms
I don't, but I think I've said my piece on it. It's not my game.
But yes, that's the exact problem. It's the 'okay' emote all over again. If you remove something because a few chuds use it to be nasty, you are basically saying 'hey, if you troll hard enough you can change the game to further annoy a lot of people'.
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@GuyFawx said:
https://forum.deadbydaylight.com/en/discussion/comment/2784321#Comment_2784321
Lol true im definately putting pebble into my build as soon as i unlock it
so far i got deception diversion red herring and quick and quite
I'd drop QnQ for Iron Will if you have it.
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@pizzaduffyhp90 said:
https://forum.deadbydaylight.com/en/discussion/307988/boil-over-buff-shows-killers-are-hypocritical
To be fair you complain about ruin, undying, and tinker all the time yet how come you don't use Counterforce to find all the totems or detectives hunch.
Also Boil Over isn't op it's more just annoying cause maps like RPD, Eyrie of Crows, Disturbed Ward, or even Dead Dawg it can be abused to just stay in a safe spot and all that will result in the survivors not doing anything and end up being slugged all game if they keep going to these safe spots.
If they're on the ground or in a high spot with hook in reach it's not that bad but, if a survivor is just going into safe spots cause they know they can't get hook than it becomes a problem.
Keep in mind it's Sluzzy. A poster with their tongue so firmly in their cheek that it's coming out of their left ear.
@Taingaran said:
Boil over wouldn't be a problem if it wasn't for Boon: Exponential.
I'm actually more scared of No Mither. I can at least get rid of Unbreakable, but a 3 No Mither+Flip Flop+Boil Over is a bloody nightmare.
@eleventbh said:
Something I find hypocritical are the people saying it's holding the game hostage, but when the killer lets the whole team bleed out that isn't holding the game hostage. (Neither are considered holding it hostage).
Bleed out ends. You can go AFK if you feel like it.
A team of BO+anti-slug can literally hold the game hostage, unless you basically sit and stare at them for the entire duration.
That's the core difference.
Plus - if you don't like BM slugging, make a thread on it. 'Killers can be nasty so we need to be able to be nastier' is a silly argument.
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@GiveMeBoops said:
https://forum.deadbydaylight.com/en/discussion/comment/2783651#Comment_2783651
It might be good to show only survivor aura part. Killer aura reading would stay with the perk and probably some buff to it.
Problem with soloQ is that sometimes you have multiple survivors trying to unhook and sometimes noone.
I agree, but I'd rather do a mechanical change. The new status icons should help with this.
@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2784288#Comment_2784288
I really enjoy using the perk but the RNG makes me feel mixed up about it .In a way it’s similar to Hex perks. You can go some games with massive value or none at all. The perk suffers the most on Big maps and 2+ floors maps.
Letting the killer decide what Hooks would really help the perk immensely.
I find that running Agitation with it is a must (and you'll be surprised how much value the perk gives as well) as it allows you to, on most maps, choose a white hook. RPD and a few other maps make PR pretty worthless sometimes.
I run PR on killers where I absolutely must be in the action ASAP again (ones with setup or no traversal). On killers with side objectives, I go hexes to overwhelm people. On killers with instadowns, I actually like PR+Surge. Wraith and high mobility killers get Pop.
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2783651#Comment_2783651
Tbh what I want to see is basekit kindred but without the killer reveal. This way, survivors all see each other when someone is on hook and know if someone is going for a save or not, but it doesn't give any information about the killer beyond that/wouldn't have the open-handed synergy.
The perk kindred would then continue to reveal the killer as it does now and could have something else added to it as well if deemed necessary.
Being able to see each other baseline is a little strong for free - consider that what you are doing is essentially simulating a near perfect SWF in some respects. This would also be a bit of a buff to SWFs, as it frees up the airwaves for other things.
I don't hate the idea, but killers would need something decent in compensation otherwise that's going to be a bit brutal.
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@BabyCameron10 said:
Not a balance change but a QOL change.
Scourge Hook perks will now start the trial with 4 stacks. Hooking a survivor will cause you to loose one stack but turn the current hook into a Scourge Hook + perk effect.
This will let the killer choose which hooks to turn into a Scourge Hook and remove the RNG aspect. Giving the killer more control of their perks.
If you want to go even further, you get 4 Stacks per Scourge Hook perk. 2 perks = 8 Scourge Hooks. Maybe Gift of Pain will get more use with this one.
I really like this idea, but the one thing holding Pain Resonance back from becoming meta is the occasionally cruel RNG that will give you 2 hooks at the back of the map, one on the next map over and one under a duck.
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@GuyFawx said:
What i mean by that is bascially misdirection and confusing the killer ive seen a few online but some of them are old so i dont know if they still work i just want to mess with the killer as much as possible IE red herring
As a killer:
- Distortion. Oh man is it hard to express how much this bloody perk throws me off sometimes.
- Shadowstep. Distortion's big brother. Feels outright unfair at times.
- Iron Will: The strongest stealth perk in the game.
Combine these with stuff like Red Herring and Deception - you'll probably confuse me quite a lot.
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@BabyCameron10 said:
Pinhead, Twins, Myers, Demogorgon and Artist are really fun to verse. The chase music is great and being chased by them is just perfect. Sadly most of them are pretty rare-extremely rare to see, except Pinhead, he is pretty common.
Interesting.
I saw a handful at the start of the event, but they seem to have teleported off elsewhere. Granted, I only play 2-4 survivor games a day, and mostly play killer.
I will say - I get it. His voice really adds so much texture to playing him, despite his huge design problem.
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@TurtleSushiTV said:
Which Killers Do You Enjoy Going Up Against As A Survivor?
Interested To See Results :)
Pinhead - Awesome presence, very different games, usually pretty chill.
Hag - Actually frightening, some genuinely hilarious moments. The non sweaty ones are memelords. Rare enough to be special.
Demo - The ultimate memelords, super unpredictable, no one Demo is the same as another.
Artist - I also happen to enjoy Bullet Hell games.
Pyramid Head - Rare, scary, often completely insane.
Nemesis and Huntress would be on the list too, but I just see so many of them that it actually puts me off playing them.
@SuzuKR said:
All of them except Hag. I’m really weak to jumpscares and her traps exploding give me anxiety.
As someone who plays a lot of Hag:
- Run along double sided walls, you'll often trigger traps on the other side, driving me insane.
- Anticipate a trap in any central structure or junction point. Stick to the edges.
- Hag's biggest weakness is her early game. She's an attrition killer with a lengthy setup phase, so if you get me behind schedule, I'm in trouble.
- Don't loop me if you can't see me. I'm either setting up a trap or scooting my butt around the corner to mindgame.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2783663#Comment_2783663
My opinion is, there are always people who will be sore losers and hypocrites. But since I don't want to add to it, I try to choose to not be like them. Maybe it'll help change things and make other players feel a little better, maybe it won't. But at the least, it's not worsened. That's something.
Good on you.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2768041#Comment_2768041
Perk coordination doesn't really help again all you need to do well in this game is learn how to buy time for your teammates and drag the killer away from important objectives. Ergo Hook and Gen getting worked on. Maybe players need to actually git gud? Give that a thought.
As someone who played with Random teammates and SWF you can do pretty much all of this with Solos again just equip Kindred if you have zero game and map sense. The game is inherently broken by itself. It completely has nothing to do with SWF being the way it is but they do show the game's fault's in its entirety. I played with a Ton of SWF out of curiosity and the team can be entirely dog crap with a one or two guys being somewhat decent loopers but because they know when to hold m1 they can get out alive because again the killers can't realistically chase four survivors. You can do this with Solo again equip Kindred.
Dead by daylight isn't an intricate competitive game that everyone has to be on Comms to win matches, You need to hold M1 and be decent loopers that's it.
Your 'underperforming' killers are balanced according to kill rates so I don't know what you're on about and some known joke of a killers Freddy and Cenobite are arguably overpowered so they deserve to nerf. Again statistics are bonkers.
I really, really disagree.
Take Kindred for example.
Incredible, but only 1 person needs to bring it.
Ditto CoH. And that means nobody needs Self Care.
Then you get really crazy shenanigans like 4man Sabo/Boil Over comps who are nearly unhookable on most maps.
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Really enjoying her these days. Getting lethal with my long range bird snipes. The problem is that I can never find the slug.
Artist needs a tracking dog.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2783474#Comment_2783474
Pyramid Head would like to talk.
And Artist :D
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@CrazyMarc said:
Title says it all, cool game you got here BHVR. I'm punished because of the killer's bad manners.
Shrug
It's the nature of the beast. The amount of times I've lost adept attempts because someone DCed the second I started winning...
Honestly, this game needs more penalties for AFKing and DCing for no good reason.
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@Pulsar said:
Offering more BP is just hiding the issue.
Unless we look at WHY nobody wants to play Killer, we will be masking the issue.
I do suspect that the event has made things worse and that things will go back to being a little less awful after it ends. Right now, Survivors earn way more BP per match than the Killer does. This eliminates one of the major draws to playing Killer, which is better BP gain. There is zero reason to play Killer at the moment.
It's a bandaid sure.
But a decent bandaid is usually better than nothing.
And yes, the survivor BP thing during this event was...really weak. What did BHVR expect to happen?
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@AnneBonny said:
i've had 1 bad experience with a ttv and the rest were either uninteresting or nice. sounds like you have bad luck more than anything else
It really does come down to time of day.
'Prime time' streamers are a mixed bag. Some nice, some horrible and everything in between.
Morning streamers...just no. If I see a streamer with a specific alphabet, I'm out. Way, way too many bad experiences - everything from hackers to 4man groups who do everything they can to take the game hostage and meme on you for 45 sodding minutes and then mass report you for 'non participation' when you AFK out.
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@Chimp said:
He is so fun to play and does not feel horrible to play on any one map. Also, most of his add ons are actually pretty fun and useful. He is a very good jack of all trades.
He's literally an addon pass and a small reduction to his ambient sounds (they make it really hard to hear stuff) away from being the perfect killer.
Not too strong, not too weak, easy to understand, difficult to master and really fun to play. His addons are mostly okay, but some need numbers tweaked a bit or made actually worth using.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2783891#Comment_2783891
Yeah that’s alright, no one would blame you for not going to that restaurant again. But maybe you shouldn’t go out and call all restaurants with the same first letter as your restaurant bad and say they don’t deserve any customers.
your analogy doesn’t really have a place here. I am not saying you shouldn’t judge one ttv player based on their behavior. I am saying you shouldn’t generalize all ttvers based on the one/maybe even many others.
I'm not. But I'd almost certainly be less likely to even try that sort of cuisine, if I had more bad experiences than good, and I'd have to be actively coaxed to eat it again - and made assurances that this time will be good (this is literally me and shellfish, by the way).
There is certainly a sort of streamer sub-culture, and this seems to be extremely common in streamers that main survivor or streamers from certain regions (not going to name names). It's not universal, but it is widespread enough to be observable.
Some of my absolute worst, most obnoxious experiences in DbD were in games with streamers.
If I know the streamer is a decent sort, I'd be happy to play with them.
Otherwise, I'm not going to order the prawns.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2783869#Comment_2783869
It probably is. And I am not saying I am not doing it myself sometimes. But reflecting on your behavior should also be part of you. Especially if you are starting to insult people (or even worse) for something they haven’t even done.
and accusing all ttvs for being toxic and deserving bad matches etc is.. well.
See - that's why I made the restaurant analogy.
Once I've ordered/wasted time in game, it's too late. The next TTVer in line may be perfectly nice - much as the next burger may be delicious. But if the last 3 TTVers I played against were butt turkeys or the last 3 DQ burgers were horrible, I'm not wasting my time or money further on that chance.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2783791#Comment_2783791
I love how some people generalize others without realizing that it’s always individuals. You may see a trend but acting like all ttvs behave like this is really close minded
Shrug.
It's like restaurants. It won't take me many bad meals to avoid that restaurant.
The Dairy Queen two towns over might be very good, but if I've had 3 crappy DQ burgers before, I'm not eating there.
'Generalizations' generally just refer to human beings seeing a pattern and behaving accordingly. It's probably evolutionary.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2781263#Comment_2781263
If you need to get off the gen to go for a save/pinhead box/etc, you're likely going to be away from that gen for the duration of DMS anyway. Literally all you have to do vs that combo is watch for the survivors aura to reappear in the seconds theyre getting put on the hook, let go of the gen, and get back on it after the hook registers. The ONLY time that doesnt work exactly like that, is if someone else was hooked within the >45 last seconds (which would mean DMS is still active, but only for its remaining duration anyway.)
WORST case scenario... work on multiple gens. It actually doesnt do as much as you might think it does, since they can't be kicked or anything while blocked, you're generally not losing much progress anyway.
But yeah, agreed with being infuriated at survivors who are allergic to gens and need their clicky clicky medicine regularly. Too many games where i'm doing 3+ gens while also having long chases.
This.
Aside from Artist, I'm not using it on many killers right now.
It's certainly not bad, but I find that people weren't going to be at that gen anyway, and all that happens is a lot of 75% gens stack up and all pop together when I don't want them to.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2779542#Comment_2779542
"Whataboutism" is a fake word created to suppress opposing arguments. It's invalid and means nothing. Stop parroting Scott Jund.
No, whataboutism is absolutely a thing.
Basically, you raise a 'whatabout' to sidetrack the argument with another issue.
Also: there is no such thing as a fake word :).
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2783039#Comment_2783039
tbh as the killer running up to me trying to beg to be killed like that would just make me slug you for 4 minutes to force you to DC and eat a ban or waste 4 minutes of your life bleeding out. I hate when people try to circumvent the DC penalty by getting the killer to kill them fast so they can throw the game for their team without getting penalized. Nah, you're gonna wait. You're ruining your teams game, and I'm not letting you off easy for it and rewarding your childishness so you do it again.
"My team is often bad" is really never an excuse to nerf a perk imo. It's the same excuse used to justify nerfing NOED. "But if I get a horrible team, they won't do bones and..." Perks aren't designed so that garbage teams can counter them. Because if they were then they'd be toothless perks.
Ye gods this, so much.
Unfortunately I value my own time more than sticking it to anyone, but there is certainly the temptation.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2783670#Comment_2783670
Okay. Personally haven’t had that issue but sucks if it is happening.
Another annoying trick is throwing it at the hook. If you time it right, it's unavoidable.
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@AgtClappers said:
Hi,
I bought the DLC few weeks ago but just played one or two games with him. Since he has his voice lines back, I started to really play him alot and he seems so strong.
I don't really know at which MMR I am but with 300h of playtime, mainly in killer with good kill average, I guess I'm more high than low. I say that because in 15 games streak, I did 12 times 4k and 3 times 3k cause of the hatch. He looks strong so but maybe it's because I'm not as high in MMR as I think. :)
Anyway I would to know what do you think about him, I know it's not the strongest one but he is for sure not a low-tier.
Any advices on which perks are best one him ?
Atm I use BBQ, Pain Resonance,DMS and Thanato.
I heard that Franklin is good with him but it seems that each times I teleport myself to the box, it's too late to get it.
I really enjoy him and his voice lines are priceless but I wanted to know if he's really good even at higher (highest?) MMR ?
His power is really strong to counter loop but when I encounter better players, they succeed to escape really fast (a buff about that is possible in the future ?)..
Any advices to play him ? What are the best add-ons on him ?
Thank's !
I play a lot of Cenobite, and am fairly good with him I think.
Your stats sound...iffy. Keep in mind that MMR has been totally borked and that Cenobite is the ultimate noobstomper.
I've found that he's very good against uncoordinated or less experienced groups, but people that know what they are doing run rings around him to the extent he may not even have a power and certain maps are awful for him.
EDIT: Your build sounds solid, I'd drop Thana for Agitation unless you are running Fang.
@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/2783721#Comment_2783721
He isn't terribly weak, but certainly a bit disappointing considering how strong he was before the addon nerfs. The stats they showed are pretty much meaningless because they included new players. That's why Nurse is last and Pinhead is probably just first, because his box may be the most broken thing for new players. I would like to see high mmr stats.
His box is the problem aspect, and should probably be what was changed. His anti-loop is weak and inconsistent and the nerfs to his addons hit him where he was fun.
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@xxshyguyxx said:
I'm at a point where I'm about to just lobby dodge all ttv players. At least 6 today I've had matches against were absolutely disgusting in game and out of game in the chats.
It ruins games when you have to either tunnel them out bc they are being abnoxious, or ignore them and actually play the game and listen to clicking all match.
100% of the time afterwards they always get gross in the chat and call you names.
I guess they think this is entertainment? They are making themselves look like idiots live... their "viewers" are more than likely only watching bc it's funny to see them making themselves look dumb.
They are laughing at you. Not with you. Keep that in mind when you define to harass strangers when your streaming. You look like clowns raging in the end game chat.
Grow up. Get a life. People wanna have fun that's why it's a game.
Yup.
TTVer - usually a dodge unless I'm on Hag, Demo or Doctor (who I can usually at least hold my own on) and more than 1 TTVer - dodge 100%.
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@tippy2k2 said:
https://www.youtube.com/watch?v=nLmuLy1KfA8
Like survivors, there certainly are jerkface killers but there are still plenty of us who try to not be jerkfaces.
Agreed.
But there is still a problem in terms of survivor attitudes towards killer players.
My best example: In around 460 hours of playing killer, I've had survivors give me a 'pity kill' on literally 2 occasions on complete blowout 'you got 2 hooks lol noob' games.
2.
However, I can't think of the last game where survivors didn't stay behind in the exit gates to teabag me or to do the whole 'here's a free hit PSYCH dead hard out' thing.
On the other hand - if I 4k and don't give someone the exit gate or hatch, I get cussed out in postgame for being 'sweaty'.
- Why is there an expectation that killers give the last survivor hatch, but not for survivors to give the killer a kill?
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@Lochnload_exe said:
Since people always want the devs to listen to the community's balance changes, then let's hear them. Drop your balance change ideas, be it perks, killers, survivors, items, addons, or the game itself. I'm interested in hearing what some people think the game needs.
Drop those ideas like they are a hot potato
- Rework Dead Hard.
- Rework maps to remove problem loops and to give better hook RNG.
- Ping system for solo survivors.
- Encourage better sportsmanship.
- Negate facecamping.
@[Deleted User] said:
Kindred basekit. Solo survivors lack information that SWFs get for free. Kindred also becomes redundant when multiple solos run it, so you actually potentially lose perk slots on top of spending a perk slot on something other players get for free in the first place. So it's at once an often necessary perk that also hamstrings a team of solos in other areas because of what they lose by running it.
Survivor A on the hook has Kindred. Survivor B on a gen also has Kindred. It makes zero sense that two survivors are spending a perk slot to look at the exact same thing. Survivors C and D don't have Kindred but see Survivor A's Kindred. Survivor B has a pointless perk for the duration of A's time on hook. It's dumb.
No, Kindred's ability to see the killer post-hook, especially when combined with Open Handed makes it crazy strong. You'd have to buff the everloving hell out of killers to compensate.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2783397#Comment_2783397
That is a separate problem from calling something survivor sided lmao
No, it's one and the same.
Think of it this way.
BHVR removed Bubba masks for much the same reason.
@ShinobuSK said:
Really firecrackers? I actually like them, they are really cool
And blinding with them is much harder than with flashlight
They make playing Wraith absolutely miserable.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/2783404#Comment_2783404
If game has a proper mmr system it doesn't... but if there are 2 peaks instead of one then it does.
Now, the problem, which was clearly visible when emblem system existed... you weren't climbing up from low elo by surviving, but by doing stuff that allowed you to pip. On lower ranks dying because of teammates doing nothing was common and considering it's 4 v 1, a single terrible player will destroy your game and if 2 peaks indeed exist then statistically elo hell exists for survivors because it will likely pair you with random players from higher and lower peak.
That's why i want to see these statistics
It would be interesting.
To me, SBMM has two core problems.
- At specific hours of the day, there is a certain critical mass of players where there aren't enough killers to go around, leading to games the system knows you have no chance in, but prioritizes the queue.
- SBMM breaks down when people lobby dodge (this is going to be fixed eventually).
If BHVR do fix the latter and for the former...just let the queues ride and maybe offer a BP bonus to the 'needed' side, the system would be pretty good. I know that afternoons seem to have a decent balance right now and I get mostly good games, win or lose.
