StevePerryPsychOut
StevePerryPsychOut
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- StevePerryPsychOut
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/786149#Comment_786149
This. It's already incredibly unfair for killers when a SWF joins and they are all in discord, so when one is being chased the other 3 are on gens. Now imagine that in EVERY game, I would just quit the game. Gotta think about the other side when it comes too these changes.
It's like how people want Kindred too be base, that would be like Killers getting BBQ's aura reading base. It's just a bad idea and not fun for any side.
If the gap between the experience of solo and swf isn't closed you will doom killers to forever be dunked on by swf. The point of giving solo survivor communication options is so that killers can be balanced in a way that they have the tools to truly challenge swf.
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Either a method of communication needs to be added or swf needs to be removed/nerfed. It's not fair to solo survs to balance the game around swf, and it's not fair to killers to balance the game around solo survs. I've played MP games with open team chat for years, it's not as bad as people here are making it out here.
Maybe 1 in 10 games have openly hostile or annoying people, and this in games with 6 or more on a team. In games like vermintide with only 4 people, on average only 2 or 3 people will have mics and I rarely get toxic or annoying teammates.
I get the argument for the game's atmosphere, but I think game balance is more important. If solo vs. swf isn't balanced out, this game will never feel properly balanced.
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Must be a region thing. I have the opposite experience personally.
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Gives me time to play outer worlds when it comes out. ¯\_(ツ)_/¯
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I've been kind of toying with this idea in my head for a perk. Once per game when you take an item from a chest, increase its rarity by one level. When you pick up an item, reduce its charges by 75/50/25%. When you drop an item, increase its charges by 75/50/25%. Its something that could be used for farming, but more useful for giving items to other survivors. I imagine it probably wouldn't see much competitive use, but be fun for memey 'gift giving' builds
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Could be cool, what kind of perks would you want to be added?
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/779351#Comment_779351
But you are wrong. It was the same noobs who said that. But they also say that Billy is OP or even myers.
Funny thing is I haven't given my opinion at all. I'm only pointing out that the argument used against one is the same argument used on the other. The person I originally responded to insisted that nurse would become unfun and they would quit over it. I'm sure plenty of survivor partisans said the same about this nerf or that nerf, but that doesn't change the fact that the game is probably more balanced for it.
It's been widely known for a long time that nurse is on top as far as the power scale for killers go. Whether that tips into the realm of OP comes down to opinion. But if top tier survivor perks get nerfed it stands to reason that the same could happen to top tier killer abilities as well. Plenty of survivor mains probably insisted only 'noobs' couldn't deal with DS or MoM. However, name calling really isn't much of an argument, and it did nothing to stay BHVR's hand.
As for what my opinion on the nurse nerf actually is? I don't know, honestly. I suspect once the dust settles, nurse will still be seen as very strong, but a month or two out I might find my assumption to be wrong. What I do know is that the gap in the individual power scales for both killers and survivors needs to be closed a bit for this game to have any real chance at being balanced.
Edit: made an edit in the last paragraph for clarity.
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Self care can be good or bad depending on a lot of different factors. Rank, killer, perks other survivors and killers are running, etc. It can be useful if you can run the killer around for a minute or so. If you spent 1 health state on 3 gens, 30 seconds to get it back isn't too bad of a cost. If you suck at chases you're probably just wasting time with it. It's a gamble like many survivor perks tend to be.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/777842#Comment_777842
Only noobs said that. It was a crutch perk,majority knew it has to get changed.
I bet a lot of people say the same thing about nurse.
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Just no dude... hatch standoffs were the worst. It's better this way, honestly.
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Pallets used to pull you to the side of the pallet you were running toward when beginning the pallet toss animation. This could give you a small burst of speed to get away from an attack and get a killer stun. You can still get a bit of a vacuum from the other side now. It as allows you to fake like you're going for another loop so you can assure a stun when the killer goes to chase.
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Just sweat less my dude. ¯\_(ツ)_/¯
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/777427#Comment_777427
Yup I'm getting in the last of my Nurse games and days in DbD before they make her unfun and unrewarding to play and I can finally stop playing this game and move on.
I bet a lot of survivor mains said the same thing about the DS and MoM nerfs.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/774731#Comment_774731
I'd like to assume the reason they leave her having collision is because of how odd it'd be if she happened to de-phase in a survivor: does she suddenly warp back / survivor warp elsewhere? what if she's between 2 walls and a survivor (with survivor partly taking up the space she would be)?
I'd assume it would work like taking a hit from a killer, you pass through each other until you separate from one another
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/775704#Comment_775704
Even so, if the quest is something your going to do anyway, like generators...hows that going to be a hindrance to anyone.
See
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/775695#Comment_775695
And here’s the trick, which seems to be working on you no offense.
90% or whatever of the challenges are likely things you’ll accomplish just by playing.
5% are specific perks/killers like use NOED or trap all the players once.
5% are hard, and almost insanely hard to the point they will prevent almost anyone from completing them. The basement hook is an example of this, mama going 4 kills is doable for sure, making sure all 4 are in the basement is tough, doing it when survivors know you get a reward for doing so will be near impossible without one of them screwing you by a DC
The master quests are what are really the issue. They require that you finish them in a single game. Things like multiple hook saves during EGC or all sacrifices in basement are going to be near impossible to complete for reasons completely out of your control. Especially against competent opponents, and some will probably be actively preventing people from completing "master" quests if they recognize they're doing them just to troll.
These are the kind of things you could get lucky and finish in the first game or bang your head against for hours and still not complete. And once again, you can only do one at a time so attempting one keeps you from progressing on others.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/775687#Comment_775687
I dunno about that. Alot of the challenges are just things that you'd likely be doing anyway. I would sure HATE someone to "farm" generators to finish their "repair X amount of generators" challenge.
You can only do 1 at a time, so the name of the game is speed, especially with "master" quests effectively serving as speed bumps along the way.
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I called this 2 weeks ago. People are depipping to get ready for the release of the battlepass to make their quests easier.
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The game is going to be a huge mess. Gens won't be getting done, which would be great for killers if they weren't searching for games for a half hour. I expect a lot of people will be trying to farm instead of actually playing the game. I also expect a lot of DCs due to experienced players keeping their ranks low to make their rift quests easier. Prepare yourselves folks.
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Haven't seen that before some kind of depipping scheme that allows for slight BP gain?
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@CoolConnor96 said:
https://forum.deadbydaylight.com/en/discussion/comment/775623#Comment_775623
I do agree that camping killers do need to be punished more at the moment. But some are forced to camp as they are getting gen rushed like crazy
That's not the point I was making. Though camping reduces gen pressure and only makes gens get done faster if the survivors know what they are doing. The point I was making is that a halfway competent killer can ensure a 2k by camping in the current state of the game. Increasing gen time would require camping be nerfed in some way, otherwise it would be too effective.
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Generators are so core to the game, changing them would force a cascade of other necessary changes. For one, there would need to be better anti-camping or longer hang time.
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@Dazlirn said:
I mean I don't care about reward but I'm new in game so I thought I will be play against new players too not against somebody who play one year or more
He's saying that more experienced players have no reason to achieve higher rank because there are no rewards. Which means some will stay at lower ranks to avoid better players. The coming battlepass is probably exacerbating the issue because some are surely keeping their ranks low to make eventual rift quests easier.
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@Dazlirn said:
I thought only in rainbow six is Rank system Bad ... but here its INSANE ... I bought game 4 days ago I'm 17 and play against 10 or below? really? super enjoyable ....
To be fair some of those rank 10s are probably just as good as you. The ranking system just pushes you higher and higher no matter how bad you are. It's hard not to rank up, even if you're trying to avoid pips.
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Fine on console. Now that I think about it i don't think I've ever been blinded outside of destroying a pallet. Maybe need a slight buff on console, but I'm pretty sure bhvr is unwilling to balance the platforms separately.
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On xbox you can see killer's username in your recent players tab. The only time it's come into play for me is when I let 1 person go in a 2 man swf. We ended up in the same game next time. I recognized it right away, but they didn't know until we got into the game. They sent me an invite to party up and I ended up letting everybody go but some random bill who suicided first hook. I still swf them once in a while, though I usually prefer to play solo.
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Love these ideas, I hate when realms only have one map. Even springwood is a bit dumb with its multiple variations on a single map.
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@underlord99 said:
Whats with you guys and being toxic as hell? all im trying to do is chill and have fun but you guys wanna use instas and tbag at the exit gates. its really hard to not be toxic back when they hit you with that "GG EZ" in the post game chat .
Ask a stupid question, get a stupid answer. So here we go... What's wrong baby killer? Can't handle my butt dance and sun tube saves? Why don't you just git gud?
Seriously though, for every tea-bagging god looper or toxic death squad swf I've played against as killer, I've played against some killer camping or needlessly tunneling as survivor. Toxicity begets toxicity, and that goes both ways. Be the change you want to see, and encourage others to do the same. Because right now you only seem to be interested in begetting more toxicity.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/762587#Comment_762587
i accedantally hit enter instead of tab so i ended up creating the post instead of a new answer choice whoops!
Just create the thread you wanted to make and let this one die.
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@xRem said:
Spirits base kit us fine, this is a mostly agreed upon opinion in the community, but before we nerf spirit or rework or "slighty change" can we buff bad killers and fix the broken gen speed? I see so many people saying spirit needs a nerf but if low tiers were buffed you wouldn't only see spirits.
I pretty much agree with this sentiment. One thing I don't really see get much attention though is the interaction between longer gens and camping. Camping can already gives a killer enough time to secure a 2k, so they'll have to increase hang time or do something to actively deny camping as a strategy.
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@killermain said:
Why is it considered that killer shouldnt tunnel and camp?
Everyone knows that survs use everything at their disposal - looping, best builds, gen rush, best items. But if a killer uses an op addon or starts tunneling and camping everyone goes mad. Like isnt it biased?
It's just kind of a douchebag thing to do. There's no rule against it, but you lose points for it. So you bully one player for having the bad luck of being seen first, and not being good enough to evade you forever. It also denies every single player in the game a lot of points. In general it's almost all down sides with very few up sides.
That being said I generally don't get really bent out of shape about it. During reset I just assume it's a bad killer who doesn't know better. At purple and red ranks I kinda just feel embarrassed for the killer for resorting to it, especially if they're playing on meta.
Live and let die, I guess. ¯\_(ツ)_/¯
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I'm pretty sure all killer lunges are the same, but freddy's small stature + relatively small weapon made his hits kinda hard to predict around the time of his revival. I hadn't seen him much before his rework so it took a bit to get used to his range. To get a pallet stun on him you have to drop the pallet at a time that seems a bit early. His invisible extended claw will be under the pallet when his model isn't quite there yet. When I play as freddy, i take a lot more risky lunges through pallets because i get a surprising number of hits. But people in general seem to be catching wise to it.
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I doubt it's a hack on console. Probably a rare bug that's been seen in the last few weeks.
https://youtu.be/s-Ce0VJ9hIA https://youtu.be/UCswkiVP2Z4 https://youtu.be/1wumQZPu_5Q https://youtu.be/QNZQv_Qe0lc -
@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/770648#Comment_770648
Oh totes bro, it’s gonna be so simple 1+1 for this dev team that took over a year to rework one killer to basically rework the entire game. Because that’s what all these buffs will require. There’s nothing simple about it.
My guess is what you actually mean is loads of buffs and free info spoon fed to solo players while some killers get some small tweaks.
Solo survivor isn’t hard.
It's not about the difficulty, it's about the disparity between solo and swf. Just like the gap between strong killers and weak killers needs to be fixed.
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This is honestly one of the most important balance concerns, and it seems to be completely ignored unfortunately. They shouldn't be nerfing any killers until something is done to close the gap between solo and swf. The resources for the nurse nerf should have been spent buffing solo survivors and one of the weakest killers.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/768691#Comment_768691
If people pay attention then it helps everyone, her stand still mindgame would never work and her vaulting won’t fool anyone paying attention.
I could be wrong, but the spirit stand still thing seems to be a pretty well known technique, so apparently it's working on people. Why make the tell so subtle that people don't notice it if the intention is that it be noticed? Seems like bad design to me. ¯\_(ツ)_/¯
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I wonder why they put in such subtle hints that spirit is phasing. Are survivors supposed to know she's phasing or not? Either make it clear, or completely impossible. It seems kinda wishy-washy and half-assed. The only people who will notice the subtle tells are the ones who need the help against her the least.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/767143#Comment_767143
No u.
What i'm saying is its a joke man.
Yeah I know. I actually typed out a long response before I face palmed and realized, I'm just kidding too. ; p
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Uhh... okay? No u.
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YES! This seriously needs to be looked at.
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@Seltas0208 said:
I mean. You always see 4 survivors every game and it just goes to show how powerful they are, they can just loop and loop and loop for days due to how close some pallets are. But why don't we ever see people playing the other classes. Like survivor but with a aura reading dull key, or shotgun survivor? Because survivor is too strong so everyone plays it. It needs nerfing imediatley for the health of the game. Also nerf monstrous shrine I don't like having to use my head when playing this game to counter things.
Tldr
This is a joke post apart from the pallet thing, please just increase the minimum distance between pallets by just a tad
Those apples and oranges sure are the same thing...
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I try to use the shrine to grab perks I like for killer so i don't have to grab ones I don't like. I made the mistake of leveling survivors one at a time and grabbing all perks for each character. Now whenever I level up a new survivor, the random perk selection is a real craps shoot. With killers I'm much more strategic with how I level up and unlock teachables.
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I always screw over traitors and cowards that don't help out their team. You gotta discourage that behavior in case they end up on your team in the future.
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@PeenutsButt3r said:
Such as This Is Not Happening, No One Left Behind, Déjà Vu, Monstrous Shrine, Unrelenting.
They have little to zero benefit when equipped and probably less than 1% people are using those perks.
Won't lie, I loved unrelenting when I first started playing killer.
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¯\_(ツ)_/¯ Game is always toxic. Not just between survivor and killer, had a 3 man swf cry at me for camping near hatch after they spent the whole game suicide saving on a hard camping/tunneling killer. I had done ruin and 3 gens by myself. (Noone else did s single gen) If one of them would have done gens, we probably could have pulled some big balls save and gotten 3 out. But they played dumb and then got mad at me for not serving myself up to the killer.
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Yes It's so obnoxious, why obfuscate critical information?
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@ColonGlock said:
I think it may be Hag's strongest map.
Traps in general are really strong on this map. I laugh every time a survivor has to run into my machete when they Realize I chased them up some stairs with a bear trap.
For the record I think this map is great for most killers. It's pretty rare I get to play on it from either side. But i personally have about a 20% survival rate, and almost 100% 4k unless i take pity on the last one.
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Wow. 58 votes and not a single person thinks the ranking system works as it should.
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It seems like such a waste of a mechanic. The purpose of luck should be expanded.
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It's mostly just a way for butt-hurt survivors to demonize a killer who played well. The only thing I usually roll my eyes at are when a killer hard camps hooks, refusing to chase someone. And when a killer hard tunnels somebody during games where people burn party streamers.
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Console version has so many issues. There's a weird one where if a killer hits a survivor while sprinting and they change directions they start walking. I've seen it from both sides. Makes it way too easy to get a second hit.