StevePerryPsychOut
StevePerryPsychOut
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- StevePerryPsychOut
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On both sides, I've had games where a lit totem is found really quickly, and where it's never found at all. Usually it splits the difference and survives for a couple gens if I'm not trying to defend it. The point is that they're strong perks that are a gamble. It feels really bad when your totem gets destroyed sometimes. Confirmation bias gives you the feeling that totems are always in bad spots. If you don't want to take the gamble, run a different perk. ¯\_(ツ)_/¯
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The irony of this thread... Salt begets salt I guess.
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I don't think "rewarding failure" is a good excuse to nerf or rework a perk. Getting injured or downed is "failure" for survivors, but I don't think that means that resilience, this is not happening, unbreakable, tenacity, or flip flop need to be changed. A survivor team dying without finishing gens is a "failure" does left behind need to be changed?
Losing an injured survivor could be considered a "failure" but I don't think nurse's calling or bloodhound need changes. Letting a door open might be considered a "failure," but I don't think bloodwarden needs to be changed.
I think the "noed rewards failure" argument just doesn't make sense. In a balanced game sometimes things just aren't going to go the way you want them to.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/758849#Comment_758849
Do you keep progress achieved in a game if you disconnect?
If so I can see people disconnecting not only when they think they won't make any or much progress, but the opposite. Done with a long or difficult task? Time to disconnect to switch to the next one to maximize your progression.
@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/758982#Comment_758982
No you do not. You have too complete the trial in order too get the challenge progress.
Like bps you and dailys you have to finish for rewards. Nothing to stop you from getting a killer to chase you to a hook and pointing at it until you die. It would be the most time efficient way to continue on to your next rift. I'm sure it's going to ruin a lot of survivor games.
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Whew, what a thread. I have a feeling that the pendulum is going to swing the other way for some people when the battle pass actually comes out. I foresee a glut of killer players, more dcs if people think they won't finish their tasks, and an increase in players trying to farm. Good luck everyone, it's going to be a bumpy ride.
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@twistedmonkey said:
There is honest fix as a 2 man and 3 man are mixed with solo who would then be disadvantaged with this idea and since which is over 50% of the playerbase.
https://forum.deadbydaylight.com/en/discussion/comment/749760#Comment_749760
It impossible as the best SWF don't do well just becaue of the info it's more about the coordination they have.
https://forum.deadbydaylight.com/en/discussion/comment/749768#Comment_749768
While nice in theory it would split the playerbase and would make queues for killers in the ranked really long and vice versa for survivors in the quick play mode.
You would need around 30% of killer players to want to play versus the 3 and 4 mans so would need an incentive and too much of an incentive hurts could then hurt the other queue. Balancing that could be the biggest nightmare.
Fair enough, I find that if someone in my random solo queue lobby takes initiative and gets all 4 people with mics into a chat it makes the game about 10x easier. Simply being able to say the "killer is over here," or "ruin is here, killer is chasing me off of it." Adds a lot of power to the survivor side even without coordinating perks or items.
@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/749760#Comment_749760
What kind of buff could you offer the killer? This rhetoric is obtuse.
I assume the easiest thing to do is to nerf survivors, the point is to create a point to balance the game around. Right now the devs are in a pickle, if you balance around swf, solo survivor gets screwed. If you balance around solo, then the game is easier for swf. The point is to bring swf and solo closer together so that better balance can be achieved. It would effectively be the survivor equivalent to what BHVR is doing on the killer side, buffing freddy and nerfing nurse has brought the extreme ends of the power scale of killers closer together. Hopefully they will continue buffing the weaker killers so that a baseline for balance can be established. Having a wide valley of power and communication between solo survivor and swf creates the same problems as having a wide valley of power between the best and worst killers.
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This will probably be majorly controversial but...
The real answer is to make swf the baseline and buff solo queue survivor to swf level. Then you balance killers against the new baseline.
What is the main strength of swf? Information sharing. Bond should be baseline or the killer aura should be revealed when at least one survivor has line of sight on the killer. Alternatively, instead of perfect information like that, they could implement a ping system to allow less exact info sharing.
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I think once the shock of it wears off people will enjoy the new nurse on both sides. I think the (current live) nurse (and maybe spirit) need to be brought a little closer to billy/huntress tier. Hopefully some of the weaker killers can be brought up a little too. I would love to see an add on rework for wraith, and bubba... Bubba needs some general TLC.
I doubt that there will ever be perfect balance for killers, but lessening the divide between the good and the bad will be healthy for the game. Once killers are brought in line then we can truly evaluate the power of survivors and tune them to where they need to be.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/729242#Comment_729242
gamerdvr. com/gamer/(your gamer tag)/videos will show all the videos you have shared to your activity feed.
What's up with this site? Every time I get down to my clips from june it loads a full page ad of some spinning wheel for some site called "luckyguys." Kinda annoying, I'll just wait until I get on my xbox.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/729216#Comment_729216
Can I see those clips?
I'll see what I can do. Using internet on xbox sucks so I haven't done it in the past, but it can't be too hard.
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I agree, GF's reveal mechanic is ridiculously inconsistent. I have half a dozen videos on my xbox of the mechanic not working. Most of them during a chase, and all within the range of the addon that forces you to be closer to him. It probably would be more, but I just don't see them any more. Sometimes it goes the other way and I reveal him on the other side of a wall when I didn't even know he was there. In my experience it works right about 20% of the time.