StibbityStabbity
StibbityStabbity
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3202369#Comment_3202369
"very small changes"?
Seriously?
Even you have to admit that these are big changes.
Yaaaaa, no.
It's never enough until the killers are literally caged so the survivors get to tease them and work on gens without any threat.
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So, hear me out:
In Rainbow Six Siege, if you get killed by Friendly Fire, you can either forgive the person for it, or penalize them for it.
Do the same thing here.
That way, if it's an obvious cheater, people DCing wouldn't get penalized by the rest of the team, who also realize it's a cheater and Forgive the DC. If they leave cuz they just don't like the match, there is a higher chance that the rest of their team will not forgive the DC. Also, if the ENTIRE TEAM thinks it's a bad match, then, well, ya. Not a perfect suggestion, but it has some merits.
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If I actually had to guess, it would be that the current kill rate against groups is more along the lines of where they want them to be. Next, Solo needs buffs to improve their survival numbers. If they can keep the group survival as low as it is now while bumping up solo survival, they will have found the balance they are looking for.
That's my guess, anyways. Could be totally off.
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I'd say Legion, and I just did... so I will. Again.
Legion.
The lethal portion of their power is incredibly situational, and will not happen in most matches. I would honestly say it has a 1% chance happening. It's a rather "meh" way to give a Killer in desperate need of some lethality any kind of option. It may be better than nothing, but it's ONLY better than nothing. The QoL changes were decent, but they were precisely that. They made Legions current mechanics a bit less messy to use, but they didn't really add anything or change their game-plan/counterplay. Unless Legion is SUPPOSED to be a low tier killer that just stomps on new players, they need something more.
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So, 61% kill rate means that, on average, there is a slightly higher chance that only 1 survivor will make it out instead of 2?
I mean, mathematically, think about it. That means that, on average, one Survivor will escape, while the other went from a 86% chance of getting out to a 28% chance.
Obviously, this isn't actually how these things works, I'm just dumbing it down to basic averages.
Going by those dumbed down averages, on average, for every 4 survivors that enter a game, 1 will generally make it out with a second making it out slightly more than 1/4th the time. This is down from it previously being 1 getting out and another escaping as well a bit more than 3/4ths the time.
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FNAF.
Personally, I don't want to see Aliens or Predators as well. I like them too much to have them become a watered down version that would be needed for DbD. While I might like a franchise, I don't feel the need to see that franchise paraded around in front of me. I'm fine liking it in the few bits of media we get for it, and don't generally want it to get passed around and watered down for the sake of exposure.
While I like Hellraiser, I don't mind its inclusion in DbD since the movies were (at the time) doing NOTHING with it. Also, while it's not a slasher in the traditional sense, it still fits right in. Of course, the Hellraiser fan in me feels that they didn't quite do it right, but the logical side of me understands that liberties would need to be taken to make the franchise work in the game, so it's sort of a 50/50 for me. Also, despite Hellraiser being my favorite horror movie franchise, I don't even main Pinhead. One of the worst feelings is when you get a Killer you want but their playstyle isn't something you particularly enjoy.
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https://youtu.be/lc9Busj4xhA@basblater said:
https://forum.deadbydaylight.com/en/discussion/comment/3183602#Comment_3183602
I think they should just say they can’t play blight and call it a day 😂
This basically sums up every facecamp scenario in that vein.
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I'll try and offer the killer a free kill on me (after I do the gens and all that) because I feel bad. If they clearly aren't having it, I'll leave. Some take me up on the offer, some slash in the direction of the door, and I just go with how they instruct me at that point. I almost always play to win against good killers, but I don't play to bully killers clearly having a bad time.
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Some people derive joy out of winning. Some people derive joy out of the suffering of others. Some people would rather win the game than actually play it. Some people kinda suck.
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I don't know where OP lives, but for everyone telling them to get better internet:
There are a ton of places that don't have that option. If there were better options, most people would have already taken those routes. Rural areas are still stuck with either copper lines or satellite, which is spotty and shuts off connections for tripping http request limits per second. Telling someone to get better internet is, depending on their location, the same as saying "spend a ton of money to get a new property far away, get a new job, all to play a video game". As far as suggestions go, it's a touch absurd if you don't know the players living situation.
As for whether or not they should play the game with such internet problems, I have no comment. I just don't like how many people tell others to just get better service, regardless of whether or not that is an option for them in the first place.
I say all of this as someone that places fiber optic lines for a living. Giving people better connections is literally my job. There are literally hundreds of thousands of residents in my area that are denied access to good internet because their ISP has a contractual stranglehold on the area. Those people would have to spend tens to hundreds of thousands of dollars and move just to get better internet.
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Personally, I would like voice chat, though I understand many others wouldn't. If the option was there to mute the entire lobby or specific people within it, cool. That'd probably work.
Scripted comm wheels, pings, etc, would help as well.
Killer and game balance would need to be assessed and adjusted for that kind of change, though. Not saying that's a bad thing, but it would likely take a while for the game to balance out with such a massive intel boost for survivors.
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@Silasy said:
I love how people complained about Freddy back then. He was just worse Clown (and still is) with a teleport. You were just predroping pallets just like how you play against Clown and he turned into an M1 killer with a long teleportation power. He was also completely powerless against awake survivors lmao
Most people just complained about the Forever Freddy build. I personally didn't like the passive Sleep timer and thought he should have to DO SOMETHING to make survivors fall asleep. Similar to how people recently complained about Legion and Plague with Thana. Any build that bogs down the games timers are going to get complaints.
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Chase music is garbage that sounds like it was made by edgelord teenagers.
Did you mute Doom Eternal and just listen to Friends reruns?
Maybe some Beetles while playing Metal Gear Rising with the sound off?
Imagine Dragons over top of Devil May Cry V?
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You're hired
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"Just ignore the patch note that says it should be possible, stop bringing attention to the bug, break the pallet and take the time loss that wasn't intended for this killer and power, and move on."
Man, if only everyone just, you know, didn't bring attention to bugs and played. The game would be in a much better spot right now.
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Honestly, I like the IDEA of what this post is saying, but focusing so specifically in the original post is just going to muddy the conversation with that exact example.
Let's have a conversation about killers that aren't FUN due to a mix of their mechanics and interactions (or lack thereof), regardless of whether or not they are balanced/underpowered/overpowered.
Bonus points for suggesting how you would fix them without COMPLETELY redesigning the killers power!
Double Bonus points for not being a kiddy-poo and saying "delete [insert killer, probably Legion]".
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I run Inner Strength. So, no, it's not throwing. It's survival. If Pentimento is in play, I'll stop.
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@RavenzZ said:
https://forum.deadbydaylight.com/en/discussion/comment/3181326#Comment_3181326
I think they could keep gens as the only objective and still toss up how they work a bit. Maybe different gens require different 'minigame' type objectives and some could even be left as they are now but having some that aren't would definitely help give some variety.
I agree. VHS does this with the crafting stations, healing, etc. Anything that requires a "hold button to use" has some kind of minigame with it that honestly increases the amount of attention you give it, while supplying an extra "goal" that makes things faster if you get it right. It's pretty neat.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3181270#Comment_3181270
Its not the point, many times survivors dont have enough time for those but only Gen.
We all want to spit that 80sec Gen into 2 different things. Alone that would nerf Gen perks itself.
Could make the secondary objectives directly affect the time of the primary ones.
IE: Get "Quality Parts", bring them to the Generator, removes total time needed to complete that gen. Regression cannot restore the time removed by that part.
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I don't see an issue here.
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Personally, I liked how F13 had different objectives. Sure, you could boil them down to "find thing, go to another location", but it still broke up the tedium. I also liked how it had multiple win conditions that the counsellors had direct control of.
Historically, this community has been against such things, and the devs have (in the past) said they would rather stick with gens being the only main OBJ. That could change, and I hope it does.
As for adding a mini-game to gens, I personally wouldn't be AGAINST it, but they would need to factor in the ability to bail on it at a moments notice cuz the killer is closing in. VHS did this alright with how their crafting mini-games work.
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If uninstalling makes you feel better, sure. No shade, no insults, you do what makes YOU fell better.
Some people might want to stick it out and get gratification from trying to perform above expectation to pull out a few big Ws. Some would rather have what they feel is a more even playing field. Both mindsets are valid, and both types should do what brings them the most joy.
Yes, SoloQ definitely needs a lot of work, and here's to hoping it happens sooner than later. You aren't wrong, either. For a considerable amount of people, the state of SoloQ right now is not worth playing the game until it is fixed. For others, they have other reasons why they would want to stick with the game, but that is them and their reasons. You don't need to feel pressured into adopting their mindset if it wouldn't bring you any fun out of the game in its current state.
Whatever you decide on, OP, I just want you to feel better and enjoy your free time.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3174973#Comment_3174973
I don't think it's a very big deal. I think some people might be overreacting a tad bit about the strength of the perk. Honestly, they need to do more about the size of Wesker's Terror Radius rather than touch the perks. I mean, that's the whole problem anyways. It seems people are only complaining about it on him
I like that suggestion much more. It would avoid nerfing a mostly bad perk, and address the issue at hand.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3174956#Comment_3174956
I think nerfing the speed of the skill checks from 50% to 25% or 35% might be alright. Currently, it's a tad too much for new survivors or ones that are bad with skill checks. I think there are enough methods of healing in general to avoid nerfing the perk into the ground.
Maybe, but it still feels weird nerfing a perk that mostly ranks D-F tier for nearly the entire roster on account of 1-2 killers benefitting from it on very specific maps.
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How would you nerf it without outright killing it? MAYBE a rework, but nerfing an already mostly bad perk just sounds silly.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3173862#Comment_3173862
Okay, that answers that.
Have a good night.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3173865#Comment_3173865
You are arguing, that people used DH to gain distance to a pallet. You are absolutely correct. No one is claiming otherwise.
BUT the new DH is stronger in the regard, that you gain a longer distance after getting hit. Its superior in that regard, than the old DH.
Old Dead Hard was used at distance to give a small booty scooty to make loops they wouldn't otherwise make. It was fairly low skill, and only required basic game knowledge.
New Dead Hard REQUIRES the Survivor to use DH right before an accurate hit from the Killer lands in order to then give said Survivor a massive speed boost and distance compared to old DH.
You are both correct, however, Old DH was much more maligned because it wasn't nearly as dangerous to use and required far less skill from the Survivor. Many saw it as "more powerful" despite the newer DH actually giving much stronger benefits because it had a low barrier of skill to use and came with almost no risk.
We good?
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Detroit
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It sucks pretty bad. At least it's not RPD, though.
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I don't like the idea of DS being base-kit. Just a me thing. However, if it WAS base-kit, I would make it so that the Base-Kit version works only on FIRST hook, and has the 40 second timer akin to DS tier 1. Taking the perk makes it work on both unhooks and gives the benefit of the increased time based on tier. Stun time should be back up to 5 seconds, rest of the normal penalties apply.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3107329#Comment_3107329
Nerf? Depending on who you ask, I guess. It’s getting endurance tacked onto it, but also being lowered to only two protection hits. Sounds like the perk will be way more seen and useful now.
Conspicuous Actions shut it off. So when you get the two hits, you cannot do ANYTHING if you want to use the Endurance, or you will lose it and have to start over.
Aura outside of set ranges means that, if you ARE holding onto it to make a play, the killer will literally see you coming and can prepare for it. You can't blindside them with the Endurance play.
Getting value from this version of MoM will be extremely niche and require an unusual set of circumstances to occur or require the player to essentially not help the team while looking for a method to get use out of the Endurance. Basically, we're back to "swarm the killer like bees to get value from a perk".
It's a nerf.
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I'm only upset that it doesn't play Bayonetta music and have a big Witch Time graphic. Also, the game needs to scream SMOKIN' SEXY STYLE at you. Basically just throw all kinds of character action stuff at you for it. It'd be great.
Edit: That and the animation needs to be fixed to properly represent the active timing, but they are working on that.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3102368#Comment_3102368
Isn't it dramatic enough that you as the last Survivor try to repair gens at an alarming rate?
Dramatic? Sure. Useful? Not really. Sitting in one spot, especially around a gen as the last survivor, is a terrible idea. The killer will be looking for you while also listening for the hatch. If killer gets it first, then the open speed on the exit COULD be good. It's going to depend heavily on how the exit gates are placed and line of sight. 10 seconds to open the gate MIGHT be enough, might not.
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Getting bitten by a dog
Getting bitten by a shark
Getting bitten by anything that hurts
Putting any of my limbs into a blender
Putting ALL of my limbs into a blender
Full body rash
Being forever maindenless
Actual zombie apocalypse
A rogue planet hitting Earth
A rogue star or black hole hitting Earth
The Heat Death of the Universe
Sitting through a Adam Sandler film
These are all things I prefer over playing a single match in RPD. Well, maybe not the Adam Sandler thing. Dunno, both are pretty close.
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@Roaroftime said:
No killer mains mentioning the hitting on hook and being toxic are the same killer mains that cry when a survivor kills themselves on hook when they play survivor themselves or even as killer.
wonder why
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Base Kindred and Bond wouldn't hurt. It would just need to operate as slightly less range than the perk versions, while the perk version improve the range to where they are now or a little higher. Originally I wasn't for letting Kindred work on stealth killers, and until they get a buff, I'm still against it, though I see the reasoning behind it.
A bit of an oddity to suggest, but honestly, increase the amount of skill checks while repairing generators. When I'm IN THE ZONE, the Great Skill Checks actually do a good job significantly powering through gen slowdown builds, while obviously requiring some "skill" and input from the survivor. It also increases the amount of points the survivors get from doing gens, which is always a good thing.
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The only reason it saw use in higher meta was to power med-kits, which are still strong without it. On top of that, the Botany Knowledge buff kind of negates the nerf to that kind of build. I honestly think the devs weren't too sure about WHY it was so strong in higher metas, and gave it a pretty rough treatment as a result. 50% heal speed without buffing med-kits would have dropped it from the higher meta without punishing new players that don't know any better.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3104754#Comment_3104754
That's an entirely different scenario and you escaped anyway so why are you complaining, probably lost connection. I was talking about if survivors kill themselves on hook at 4/5 gens it's usually because they know they wouldn't escape anyway.
This has happened multiple times today. At 1-2 gens left.
I'm not complaining that I survived, I'm saying that people are DCing or throwing from hook in completely unreasonable situations where there isn't any logic to it.
As for the idea that they DC because they can't escape, I don't think that is the case either. I've already seen multiple DCs at 4 gens that simply didn't make sense. It's not like it took long to get to 1 gen done, but the first person (or second person a few times) on hook leaves anyways. In those scenarios, there is no way to know if it would have gone better if they had stuck around. Thankfully, the last match where someone DCed at 4 gens, the Killer realized what was going on and turned it into a farming match. Many, however, just go for the kills. I don't blame the Killer in that scenario, though, I blame the people quitting the moment something doesn't go there way.
Yes, some matches are pretty clear it's going to be a slog. Leaving early still sucks at that point, but in the very least, I get the logic. However, that's simply not the only scenario I have been seeing. Something has caused "DC when a bad happens" to become so normalized that it occurs regardless of the logic of the decision.
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@Roaroftime said:
This game was also important to lots of survivors who enjoyed it as they had a 50/50 chance of escape, there was enough hope to fuel the match and then devs completely buffed all aspects of killer and nerfed most of survivor meaning now survivors morale is awful if they havent already quit meaning they leave rounds if they get snowballed at 5 gens for example. Next time a survivor kills themselves on hook look at how the match is going - would they have definitely died anyway at 3 gens?
would they have definitely died anyway at 3 gens?
No.
I just got out of a game where the ONLY Survivor that got hooked DCed on that first hook. There was 1 gen left, and I was 5 seconds from completing it. I started to go for the save, and they DCed. I was running Kindred as well: The killer was NOT camping them. They died on first hook at one gen left and a guaranteed survival.
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There isn't a big conspiracy for Survivors to throw games and skew statistics.
There IS, however, a massive rash of Survivors just DCing or throwing on hook because SoloQ is particularly brutal right now.
Correlation is not causation.
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Edit:
Nevermind, what even is this thread?
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@LittleBigSunset said:
I think my comment got deleted, somehow?
Just going to summarise my previous points. You shouldn't generalise the very vocal minority of survivors that are mindlessly complaining as 'survivors' in general. The developers will make changes, but it will not be based on mindless complaining that doesn't offer valid criticism that they can consider. We're only two weeks in to the game's biggest meta-breaking patch, so they're going to take their time for the game to settle instead of jumping the gun and making quick changes based on little actual data.
And please don't dismiss genuine criticism, such as in regards to easier camping/tunnelling and solo queue being harder due to needing QoL additions to catch up with killers. Especially under the pretense of 'you can't use DH anymore lol get good'. It's super annoying to see and is a common dismissal on the forums at the moment.
You have a good head on your shoulders. I like you. Don't ever change.
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Yes, all killer players are clearly bad people. Thank you for pointing it out. You are truly helping.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3104250#Comment_3104250
I kind of want to use it NOW because of the funny animation.
Careful, if you land it, every single person in a square mile radius of everyone in the match, including yourself, will drop whatever they are holding, look directly at YOU, and say "Nice".
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104210#Comment_3104210
Where? I havent seen a post complaining about dead hard being nerfed, I've only seen people like you still obsessed with it.
I mean, a certain Sluz did, but does that really count?
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People keep responding to this thread. It's great.
But seriously, let this response be the last response and move on.
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@Marigoria said:
I still dont understand how knowing if the killer has scourge hooks or not will help you do better.
Technically speaking, killers SHOULD (read: don't have to) prioritize scourge hooks if they are close by. If they do and you sabo it, you just made the killer take a stroll for nothing. In theory, it can also help you guess their build a bit better in order to counterplay it, but that's not as easy to determine as other perks.
As for whether or not any of that works in practice, well, your mileage may vary.
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Doctor. Every doctor I get is double Iri and tunnels the hell out of me. Has nothing to do with how Doctor players, looks, anything like that. It's that the Doctors I always get are super try-hard and tunnely as hell.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/338286/a-survivor-mains-take-on-the-recent-patch
Run Surveillance with Pain Resonance. You get the information and the buffed regression. Pop's still good. BBQ wasn't gutted. BBQ's is the closest thing a killer has to a 2v1 in football or a fast break in basketball; you have a survivor hooked, a survivor going for the unhook, and a survivor on gens to chase. BBQ allows the momentum to shift in the killer's favor. I'm telling you things you already know, though. You're not a survivor main. You're a killer main that needs to have the center of attention, constantly. It's killing the game.
When BBQ had bonus BP attached, it was a massive incentive to run it as an intel perk. Without the BP bonus, most people dropped it since only mobile killers can make good use of the intel it provides.




