Steve0333
Steve0333
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- Steve0333
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Comments
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@Archimedes5000 said:
- Yes, you should be able to see other peoples perks
- I dont think it would solve anything, my idea for DS is
1.DS timer is paused while on a chase
2.DS deactivates when:
- Survivior using it is the last survivior not dead/hooked/downed
- Survivior using it starts performing any action (except vaulting and actions like mending)
- Survivior using it gets caught in a Bear Trap
- Another DS activates
- 2 other surviviors are put into dying state (-30 seconds per down)
It would be a bad idea to have it paused during a chase because if that survivor is a really good looper then he could have the killer in a chase for more than a minute only for the killer to be ds'd in the end. Makes more sense to have the timer pause when the survivor is downed because that way it counters what it is suppose to which is being tunneled and downed right off hook. Only if the timer is made a lot shorter.
I would add another condition: ds is completely deactivated once all gens are repaired or the hatch is closed. This way you dont get a free escape at the end.
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Here is my idea for ds.
Tremsously cut down the time it last to about 20 seconds. However if the person with ds is put into the dying state within the 20 second timer, the timer pauses until they are picked up (either by the killer or by a survivor healing them.) This way it's much more an anti-tunneling perk that cant be countered by slugging. If you slug someone who just got off the hook you are still technically tunneling them. The only reason this isn't that big of a problem now is because the killer still has to wait 60 seconds, so if you tremendously cut down the time the only way to make it fair and work as intended would be to have the timer pause during the dying state.
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I think ranking right now is completely shut off. You just get random players.
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If you play both killer and survivor, sometimes you'll get into games as survivor with others who you beat earlier as killer and then they hold grudges as sore losers and purposely try to get you killed or refuse to save you from hook. Not sure if that's what happened here but it's happened to me before and it's stupid.
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@meatisadelicacy said:
I used to bring Streamers as a survivor and I got tired of the amount of times the killer would bring and use an ebony mori as soon as possible. I actively avoid them in the web now. It's been my experience that killers DO play even sweatier when they bring them. I always figured they always have the chance for double bloodpoints with BBQ, so who cares about the survivors?
And twice in two days, I've had killers who fake the meme'ing or farming or whatever you want to call it. I'm guessing it's for the sacrifices during the EGC challenge and they feel the only way they can do it is to trick people. I had a feeling the second time that's what the killer was doing and was far away from her by the time the last gen popped. What do you know, she had NOED and all of the sudden wasn't so nice anymore. One teammate left immediately and I didn't have time to cleanse RUIN and make the saves. Everyone would have been out easily if they had just played normally. So. We have trust issues.
Well I'm not being nice. I'm not farming or making survivors think I wont hook them. I'm still playing the game normally, I'm just not doing anything toxic or super sweaty, yet they still try to do gens as fast as possible which isn't a good idea if you think the killer has noed.
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@Key said:
I disagree. Killers are op. Especially GhostFace. He is super fast and hard to go against as a survivor. One of the only ways to beat him is to have a super coordinated team.
Ghostface is super fast? Are you sure you aren't confusing him with hillbilly or legion?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1123056#Comment_1123056
They abused it by just looping near the hooked survivor.
Killers shouldn't be punished for defending their objective, anyway.
Why dont they just make to where the timer only slows if it's just the killer near the hook? If there is a survivor too then the timer goes to normal.
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It terms of fun myers and nurse. Myers has some of the most enjoyable add ons in the game that make how you play completely different. Nurse because the way you play her is just completely different from any other killer. Whenever I get tired of playing the old loopy loop m1 stuff those are the two killers I go to for a change up.
In terms of which killer I'm best with. It would have to be Ghostface and Freddy.
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Imagine being a cheater and thinking you "win" when you escape. I think Tru described them best when he said they are people with a really competitive brain but have no skill to back it up so they feel the need to cheat.
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@DBD_Pinhead said:
Thank the Ruin nerf.
Ds has always been necessary. As much as killers dont like it, the chances of coming across a camping/tunneling killer are just too high or you get survivors who rush the hook before the killer even has a chance to move away in which case the killer will often go after the person who is already injured.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1121538#Comment_1121538
Killers can tell the difference between good solos and SWFs by the timing of saves, team perks such as BT vs seeing solo perks such Bond or self-care and style of play such as the prevalence of body blocking and running past lockers with Janes in them.
Also when everyone is teabagging, they are probably on comms.
Agreed except BT can also be a solo perk. It is a useful perk in general. You cant really tell a swf from BT. OoO and head on are much more telling. Head on becomes super coordinated when used by swf cheat squads and OoO makes it obvious when only one survivor has it and yet they all know when you are coming and from which direction .
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Or what if the killer brings an ebony mori are we suppose to " just do totems." You'll lose if you do that especially playing solo. In many cases you have to rush gens.
I know a lot of survivors will rush gens when it is completely unnecessary and actually hurts them because even if the killer doesn't have noed they get less blood points and it's much harder for them pip. If the killer has only downed 2 survivors the entire match there is absolutely no reason to rush the last gen.
But there are many more situations, I think, where rushing gens has to be done or you'll find yourself in a spot where finding the hatch is your only hope of escape.
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NOED is to killers what unbreakable is to survivors. They both reward the person who has it for doing absolutely nothing but failing and punishes the other side for playing smart.
Let me explain what I mean. If all survivors run unbreakable and the killer successful downs them all, rather than the killer being rewarded with a win that he deserves, all survivors are able to pick themselves up and change the momentum of the game. Now survivors will say "just dont slug" but everyone who plays killer knows there are situations where slugging is the smartest and sometimes only tactic to getting a 4k.
Likewise, with NOED, killers will say "just do totems, dont gen rush." But everyone who plays survivor knows there are very common situations where gen rushing is the smartest and sometimes only tactic to escape. For instance in cases where the killer is camping or tunneling one survivor in order to quickly get them out of the game. If you dont gen rush in those situations you will quickly find yourself in a spot where you cant win the game.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094833#Comment_1094833
Your logic is broken. There are situations where DS can never be avoided. NOED can always be avoided. End of discussion. NOED is fine.
Ds can always be avoided if you play well enough. The only time " it cant be avoided" is in the end game when they are crawling to the exit gate and you have to pick them up. But even that scenario can be avoided by playing better.
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So all of the other survivors are dead and you are on your first hook? Unless all of the survivors suicided on first hook, I'd say you played selfishly. To play better as a team you need to have the awareness to know when it's your turn to get chased by the killer instead of letting all your teammates get the death hook before you even have your first.
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How do you gets Ds'd 3+ times a game? Ds is almost never an issue for me. The only time I get ds'd is when a survivor is such an easy target that I end up going for them again. But it doesn't even really matter if they ds me because if they are that bad I know I'll be able to catch them again.
So ether you are hard tunneling survivors once they are unhooked or you are playing so well and downing survivors so fast that you end up getting ds'd even when you aren't tunneling. In the first case, ds is working exactly as intended. In the second case, you are obviously playing easy survivors and are likely to win anyway unless all of your downs happen in the end game with the help of noed.
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@Aura_babyy said:
Honestly the people who say they run into 4 man toxic swf are just lying to themselves.
How do you exclude toxic Solos.
If you get 4 toxic Solos, these people would assume that they are a swf.
Imagine getting upset over teabagging tho. It's literally playing into what a survivor wants you to do... Get mad and make a mistake.
I do agree that SWF isn't the problem people are making them out to be. Coordination can happen quite a lot in Solo Qs too. Those who have played survivor long enough pretty much know the Survivor MO and will almost instantly recognize coordination opportunities.
Example,
Teammate vaults shack window towards the inside but gets downed by a hit from the outside. Simply point or wave at nearby pallet, ez pallet save
You can tell the difference easily between a group of solos that are just really good and a team of swfs on comms who are giving information to each other granting them an unfair advantage. There is a level of coordination that is simply not possible in solos. While some killers will yell "swfs!" Just because they got looped and outplayed by really good survivors (which isn't toxic, it's just being outplayed), that still doesn't negate the fact that cheating swfs exists.
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The new sabo forces the killer to play super sweaty games where they have to count seconds in their head and constantly stay on their toes against 4 giggling idiots on headsets. That is the ultimate problem and why there are a lack of people playing killer in this game. It's not about whether there are counters or not.
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Yeah it can be difficult because certain things have to happen in the game for it to work. You have to survive for the hatch to spawn, which means you need good teammates who can do gens, but not too good because you want some to die so the hatch can spawn before the end game and you have a chance to find it.
One match all four of us make it to the end game. One guy immediaty opens the gate so now I have a timer to find the hatch and of course I die trying to find it. I'm about done trying. It's very annoying and distracting because instead of being concentrated on just doing gens and escaping, I'm now looking everywhere for the dang hatch.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1109973#Comment_1109973
Saw a similar post either yesterday or the day before about a Legacy nurse speedhacking on PS4.
There is actually a glitch/exploit in the game right now that allows nurse to go super fast.
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@PigMainClaudette said:
NoED is a perk that a lot of killers lean on to in order to compensate for a lack of skill, just like the old Hex: Ruin. New Ruin forces you to actually go and work for your kills and engage with survivors to get a reward from the perk.
As for Self-Care, just no. It's not THAT much different. It's also a necessary evil for solo players.
It's really not. I play solo and I never run self care. Why waste perk slot when you can just bring a med kit? There are so many better perks that could be used instead that would actually help the team. Detectives hunch, Borrowed time, well make it, ect... whenever I get put on the hook I always see survivors in the distance sneaking around everywhere even when the killer is nowhere near them. Instead of wasting a perk slot on self care they could be running spinechill so they actually know when the killer is near them.
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I love it when teammates swarm around the hook causing the killer to camp and then never even go for the save. Good times.
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Most people are in favor of the dc penalties so keep whining. Majority of players say dc penalties are needed. So the devs are listening
"I GOT DISCONNECTED ALL OF A SUDDEN."
one sentence later.
" and both times I got camped and tunneled."
Yeah I'm sure it was a "sudden disconnect" and not a rage quit
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@Tydie said:
https://forum.deadbydaylight.com/en/discussion/comment/1105949#Comment_1105949
yes kates' biker outfit is very feminine
It is. If you saw a guy in those tight leather pants youd think "gaaayyy."
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Yes because he looks fun, not necessarily because I think he's strong. He looks like a killer I can just have fun with and not be too sweaty.
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He was some advantages to huntress
-The gun is faster, more difficult for survivors to dodge and easier for the killer to aim. The time it takes the harpoon to reach the survivor is almost instant.
-He doesn't have to go to lockers to reload
- he pulls survivors towards him. This gives him an advantage in the end game that no other killer has. Injured survivors cannot wait at the edge of exit gate like they normally do without risking getting pulled back.
However his disadvantages to the huntress are stronger than any of his advantages. If he could pull survivors through pallets then he'd be more on par.
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He has a gun. That makes him a true midwestern American. Try and take my gun you liberal survivors.
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Insidious is going to be fun with this killer. He wont face camp. But he'll wait somewhere in the line of site of the hook to snipe. Just for the lulz. I can see a lot of people memeing this new killer.
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No way oni is "terrible." There is a difference between a killer being terrible and you just not knowing how to play them. A lot of people are bad with nurse that doesn't make her terrible. Anyone that knows how to play oni are very difficult to go against. Oni is a pretty good killer, arguably top 5.
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If your game is crashing all the time it is your PC. I watch hours and hours of streamers and almost never do I see a game suddenly crash. I play this game all the time and it has crashed only on one rare occasion when there was a known issue. Hasn't crashed in months. So either your pc isn't able to handle the game or you're making this up because you like to dc.
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You cant be as hot as Kate and not be famous.
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Noed is used overwhelmingly by low rank killers and always has been. This is the main reason why devs wont touch it. Devs only changed ruin because it was used by all ranks and a very high percentage of red ranks. NOED is primarily a green and white rank killer perk very rarely seen with red ranks. Most red rank killers use perks that help them throughout the entire match, not end game only perks.
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If anything I think unbreakable needs another requirement in order to activate. Like in order for unbreakable to work there cant be another survivor within 28 meters when you are downed. This way it doesn't punish the killer for playing smart. Often times you get these swf groups that want to do their little flashlight saves or teabag the killer into another chase so their friend can use their second chance perk after being outplayed. Unlike DS and BT I feel like unbreakable punishes good killers more than it does toxic ones.
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Slugging is the fault of the survivors playing bad. If survivors play smart slugging wont be a viable option. Generally if two people are slugged it is a good idea to move as far away from it as possible, work on a gen and wait for the killer to hook them. Slugging usually occurs when survivors remain in the same general area.
I dont even run unbreakable because if I'm playing with survivors that are that bad where the killer is able to slug everyone then I just take the loss.
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This person slugged me! Time to commit a felony and spend 25 years in prison because I'm a moron.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1097470#Comment_1097470
Doesn't even need to be a totem counter. Just a sound cue when one is cleansed (maybe even the killer can hear it too). Then survivors can keep track in their head how many totems were done without the information of "how many totems left" being completely hand-held for them on the UI.
To that end, I don't think NOED is a "noobie killer perk" like so many say. If the killer wants to sacrifice playing 90~95% of the game with 3 perks for a big power spike in the last 5~10% that can still be disabled before it even activates and still be removed even after it activates, more power to them.
It is a newbie perk. That is undeniable to anyone who plays survivor. Good killers simply dont run it and if they do its because they are memeing. For instance I had a nurse who didn't move the entire game until all gens were finished to try and slug everyone with noed. That's an obvious meme. She failed but I dont think she was a bad killer. But 95% of the time it's an obvious crutch perk for low rank killers who as op stated are really bad at chases.
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Actually vast majority of post is killers whining about any possible noed nerf and survivors are just responding to it.
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What's funny is killer mains who think having any requirement on the killers part for NOED is a huge nerf. Just goes to show the type of baby killers that run NOED are. Hanging a survivor once during the trial as I suggested really isn't that much to ask. If you are even semi decent at the game that should be an easy given majority of the time. But asking the killer do anything besides being a complete potato and all these killer mains cry out in horror of the thought.
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@Frankie said:
In simplest terms, they want NOED nerfed because:
MAD CUZ BAD.
https://forum.deadbydaylight.com/en/discussion/comment/1097135#Comment_1097135
OR, you could just destroy totems. There's only 5.
That's not a good excuse. All you have to do with any hex perk is clean the totem but all hexs still require effort on the killers part. All hexs except noed. Even new ruin requires killers to put pressure on survivors. That's one reason devs changed ruin because it was too passive; requiring little to no effort on the killers part to get its benefit. This is the reason no one complains about devour hope. That perk is actually stronger than noed but it requires the killer to actually do something. It doesn't come for free.
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The only requirement I would add to noed is that a survivor is only given the exposed status effect at the end game if the killer hooked them at least once during the trial. That way the killer would have to do something to get its full benefit other than being a complete camping potato or a killer who tunnels one survivor the entire game and then cries about "gen rushing."
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@Lucian said:
I just want a killer that can use a flashlight to blind survivors.
That's actually not a bad idea. I mean survivors can be blinded by firecrackers so we could see a killer with that power. I was thinking of the killer from my bloody valentine; a miner type killer with a pick axe and one of those hard hats that have the light on them so if you look at the killer he can blind you.
https://youtu.be/4hvf4gfNxBM -
How would Bitter murmurs be useful with Freddy? You can only see survivors auras for a short time after they completed a gen so you wont be able to teleport to them because you cant teleport to completed gens. And seeing survivor auras at that point doesn't really do you any good. At best bitter murmurs is only useful as an endgame perk when you can see all survivors for ten seconds.
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@OrangeJack said:
This time the survivors have guns!
Dead by Daylight 2: Survivors Fight Back!
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Yeah I recently played with a group who all had self care. First time I got on the hook all three of my teammates were selfcaring in the distance. By the time one of them made it to me I was going into the second phase so I just let myself die. When I'm on the hook you either do gens, loop the killer, or come to the rescue. If I see them selfcaring or doing absolutely nothing I will suicide on hook. Not playing with that stupidity.
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Matchmaking does suck right now. Even as a red rank survivor it sucks going against these green rank and higher killers. When matchmaking was decent if you were a red rank survivor you could almost always count on going against a red rank killer that would be challenging and fun to play against. Going against easy killers makes ranking up actually much harder because you dont get your altruism that you need. And then lower rank killers are also much more prone to tunneling and camping which makes ranking up harder. Not because they are good but because of how the emblem system works. There are so many matches where I escape and still depip because the killer is just not good enough.
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Your first type is the 1% who are meming. 99% of people who use it use it as an insurance policy. It's not training wheels because it's not actually helping them learn how to play the game more effectively but it is a baby killer perk since killers who use are overwhelmingly baby killers. And that is just a fact.
Anyone who plays survivor long enough sees the pattern. Very rarely is there a game that a killer gets 4k before the end and it turns out they had noed. Very rarely is there a game where the killer cant get a hook before the end and it turns out they dont have noed. Noed is used a lot by bad killers and that's why it has that reputation.
I'm not even arguing whether its overpowered or not, I dont think it is but there is no denying it's a baby killer perk.
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How is this fixed? This creates a lot more problems than solutions. Infinite tombstone myers can get 4k without ever downing anyone.
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It's not simply a matter of fully healed versus injured survivor when it comes to deciding who to go after. That's only one variable and arguably not the most important one. Who is the better looper is probably the most important question to ask yourself and are they in a position to loop me well? You might spend less time going after a healed survivor than an injured one if the injured survivor is a much better player. Often times this is the death of the tunneler. They keep thier focus on the injured survivor who is the best survivor in the game and then they end up getting looped for three gens.
Also if you always target the injured survivor then you are being very predictable and all the other survivors feel like they are safe to do gens. "Oh he's not going after me, he just wants that other guy." If a survivor knows you are tunneling they wont even leave the gen when you get close, you literally have to hit them off of it.