SunderMun
SunderMun
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1689613#Comment_1689613
I saw a similar match play out with the streamer Jaee, and he was doing a SWF who like him, were all red ranks (mostly rank 1). The Killer however was only rank nine. Needless to say it didn't work out so well for the Killer.
I honestly don't even know what to expect anymore. They need a matchmaking system that is killer focused and not survivor focused.
It actually does the same to newer survivors that it does to newer killers; if it doesn't find higher rank killers games for a while, it will give newer survivors that queue up instant queues into that killer.
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@Carlosylu said:
A friend of mine just got the game, started as a rank 20 killer obviously, EVERY match he went against purple and red ranks...
Now, about me, as red rank killer, almost EVERY match I go against 2 greens and 2 purple or red ranks
I don't feel any of both situations as fair...
As red rank survivor, I frequently get green rank teammates; as red rank killer, it's normally ok but since the day before reset, it's been...very off...like, green ranks, white ranks, etc. incredibly all over the place.
Matchmaking has never been good, though.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1689307#Comment_1689307
I think its funny that survivors produce more jumpscares than killers
It is funny, but I get jumpscared aplenty; recently had a god Myers make me jump out of my skin with a grab, on an open map. His pathing had to be insane, because I was looking all around me not knowing what killer it was, in a relatviely open area.
The ruin undying tinkerer meta can make for a bunch of this too, unless you're on the gen that proc's it, since you should be on the lookout, even at the start of a game.
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@Rareware0192 said:
When do you feel like it’s an appropriate time to drop a god pallet during the course of a game?
If you'll go down no matter what and it's less than a minute into the match, (or basement is there) throw it down. (This will buy your team time to apply gen pressure and get the first few done) If you're death hook, even if full health, throw it down. (You should always play relatively safely if you're close to dying) If you've used the tile excessively, it's ok to throw it down; you've already been efficient, but more often than not the shack window leads into other loops, which is what can make it super strong, and it's usually better to use up those tiles before god pallet.
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@Kolonite said:
Immediately. At the start of the game you run to shack and camp it.
Honestly, the number of jumpscares I've had as killer because a blendette or meghead, or steve camped god pallet when I was approaching, is insane...XD
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1687091#Comment_1687091
Is this confirmed? and even so if a Spirit knew about this what stops them from just tapping the power button and faking this if they think the survivor is looking for this? I already fake my power sometimes when I see people try to blind me to check if I'm faking by phasing on the spot.
And yeah that's the risk I take if I play solo survivor it seems, hoping my teammates do generators.
It's not confirmed whatosever; about as valid as 'the shards shine when she phases.'
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I've definitely had fun aplenty vs sweaty 4-mans.
But some games just aren't fun. If they all have dead hard of sprint burst as well as at least one having object, then it's often very unfun, even if I do end up winning. You just know they all have DS/UB too, so they're untouchable if they run into you intentionally after being unhooked, and many love to do this.
As for knowing. It would be nice for stats' sakes, however tbh I don't think these swf's are that common at all in my experience. duos are pretty common, but honestly two duos vs a killer is honestly the most balanced game you can get, so it makes for some real fun/intense games, imo.
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@White_Owl said:
I've been playing with Red Herring for a little while trying to decide between it and Diversion, and today I had a match which proved the enormous amount of potential the perk has, so I wanted to share this experience:
It was against a Hillbilly with Tinkerer and we were only 2 remaining, stuck with a 3 gen. It was a hopeless situation, but then I had an illumination: generators "marked" by Red Herring stay marked until you start repairing another generator, but what the description doesn't say is that it's true only if you repair the other gen for at least 3 seconds. So I marked one of the gens, and started repairing the furthest one in short 2s "bursts", so that the other gen stayed marked. At about 70% I activated Red Herring so that the killer checked the wrong gen and I had enough time to repair mine. Unfortunately the other survivor couldn't make it, but I escaped with a whopping 32k (yes, I kobed earlier).
I don't think any other perk could have turned such a hopeless situation in my favour, and now Red Herring entered my favourite perk club.
Creative way to use this perk, I love it! I've not gotten around to really running a build surrounding it, but I really like the way you used it.
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@xevra said:
is it me or has killer toxicity gone up since dc penalties are back im seeing way more tunneling/camping/face camping and just over all scummy plays is it cause you guys think survivors wont dc with penalties? i was in a game where i was tunneled off a hook downed before I could even get out of the unhook animation couldnt move yet and insta downed granted the dumb ######### who unhooked me didnt have BT but randos you can never trust and killers just take advantage of someone elses mistake on another survivor why punish the person fresh off a hook for a rando's stupidity its not enjoyable to be downed when you cant even move cause ur stuck in animation
Yes, this also happened when they first got implemented. They're just contributing to the endless cycle that is the us vs them mentality in this community.
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@TheCoolDBDGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1687051#Comment_1687051
You can't always tell if the Killer's streamsniping though as the Killer might just have BBQ&Chilli and is using the aura reading perks and is really good at tracking survivors and get's lucky guesses when opening a wardrobe though. I've played Killer against a streamer without stream sniping and the streamer thought i was streamsniping but on my end i just got lucky guesses.
There is no reason for a survivor to streamsnipe the other survivor who is streaming.
Survivors streamsnipe killers aplenty, too.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1686886#Comment_1686886
See: and survivors complained sufficiently about this to get it removed. I haven't seen a single thread from a survivor about smurfcomps, nor do I expect to. It's all 'SWF is fine'.
Do you see why people have an issue with SWF, now? And why they are getting ornery?
No, it wasn't complaints of survivors that got it changed. (in fact, the average one bugged so that it only gave survivor groups low ranked killers) It was changed so that it would only go by the highest rank player's rank, (as a band-aid fix, rather than actually fixing the average rank system) however it's been bugged for a long time with no official change to this rule.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1687066#Comment_1687066
Oh my bad, that does surprise me as well but not to the point of throwing a tantrum like most of the community.
Yeah this community loves to snap at any possible change in a negative manner, especially if it's related to a killer that previously was believed to have little counterplay. They were very fair with Executioner, and very clear that it was going to be a net buff, so idk what to say to them.
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Legit if it's ruin and undying, the best counter is to stack on gens, if it's tinkerer, so that the killer can't get there in time to stop it, or if it's discordance, split up on gens (which works so badly against the killer it's unreal)
That said, I think Undying itself does too much. The aura reading needs to be changed in some way, as it's legitimately game changing information that could occur at any time.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1685685#Comment_1685685
Sorry for taking a long time to answer.
While they are changing PH they aren't nerfing him so I don't really get the community, in fact he was buffed.
https://forum.deadbydaylight.com/en/discussion/comment/1685734#Comment_1685734
Fun map right? And there is nothing you can do just mindgame and even then it doesn't guarantee a down just a hit.
They were referring to the fact that they're actually bothering to change him before his first 6 months are up, as normally the devs wait years to change horrifically unbalanced aspects of the game - not the kneejerk reaction from killer only players that whined about him being nerfed when the proposed changes were very clearly a huge buff to him.
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@D3spair said:
https://us.v-cdn.net/6030815/uploads/UL55AROS9232/berus.png
Just played a trial where I got a 3k Hatch escape.
Apparently the Berus Add On on Huntress made the game boring for the Survivors(According to them). I know that most survivors have fun when they're being chased and Exhaustion Perks extends those chases therefore extending there fun but as a Killer, I don't want them extending their chase time using Dead Hards or Sprint Bursts or any exhaustion perk.
So other survivors here, What are your thoughts on Add Ons or Perks that gives you exhaustions and takes away one of your perk for a period of time?
edit: removed their names... forgot about that sorry...
Before I say anything: I don't personally run exhaustion perks all that much when I play survivor it's a rarity or a perk wheel gave it to me, as a rule.
To me, exhaustion add-ons are a part of the killer's smol pp build. It comes across as the killer being insecure, especially in the case of the Clown where he doesn't even need to hit directly in order to make a survivor exhausted for a ridiculous amount of time. They would be fine if they only lasted around 10 seconds or so, because that would mean that if a survivor plays well, they can get their exhaustion back mid-chase, and use it effectively, thus rewarding skill.
If the devs to finally reduce the time to 10 seconds or less, then I think all killers should be able to obtain this effect in some form. (I will say that the Pig's exhaustion add-on is an outlier; it's theoretically infinite exhaustion, but is pointless since it'll be exhaustion on a person who honestly she shouldn't really care about chasing in the first place) But in giving all killers some form of this, they need to be standardised; for example, demo's exhaustion add-on is incredibly bad and should be buffed to the same amount as the others.
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Stream sniping certainly should be bannable, and will almost always have footage that proves it.
Comms aren't cheating; SWF was always intended and it was always known friends would be having chats while playing in SWF - that was a given.
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@Chechia said:
True has made a video in which he explains how you can counter Spirit. It works quite well, even without Iron Will/Stridor.
The other advice I can give you is play her. Play her for a longer time. That will give you a better understanding about the mindset a Spirit is going to have and you will also encounter survivors who will show you some possible ways of countering or confusing you.
But in the end it's like versing a strong Nurse. You can be lucky with outsmarting the killer but it will probably not work for a long time. Which isn't really a problem considering you can easily win against a Spirit, or any other strong killer, by just gen rushing. This depends on your team though. If you have decent survivors on your team it doesn't matter if the Spirit downs you in under 10 second. You can still win.
Tru3's video full of 'counterplay' doesn't work against anyone with half a brain and it's depressing he thought that would be helpful; wasting resources and yet still going down in a short amount of time is not counterplay.
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1687033#Comment_1687033
"boggles the mind" Well then if you are such a god at this game why don't you explain how you "Mind game" her,? I bought into Scottjund's claim that she is uncounterable; that's why I just accepted I would die against her every time I faced her without really trying. I made this post to see if anyone besides the big names has something to help. Apparently you have found a way to "mindgame" her that isn't just taking a random guess, feel free to share it with us?
Clearly you can last at least a minute against Spirit the way you talk. How silly I must be, having so many hours and still not lasting longer than 20 seconds against one.
Hope she's bad and not running Stridor. If she has Stridor, you ain't gonna mindgame her. Sadly it's as simple as that.
If sounds were working, you'd hear her footsteps and be able to predict/react a bit, as a part of an actual mindgame, but the one time they worked, a hotfix happened a week later and sounds became bugged again.
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Honestly, no reason to be ashamed or proud. DCing against being tunneled off the hook by a killer player that has used a perk to remove the only slight counterplay possible against her choice of killer, when you're clearly running a meme perk that hinders you, is perfectly valid.
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@Justalittlepeeck said:
Yeah, it's the "if they don't know they are playing against cheaters, they wouldn't complain" mentality. Why fix the problem, when we can just pretend it doesn't exist, right?
Just as survivors would for certain killers or Moris.
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Time period? Context? Ranks? Were DC's removed from the numbers? (Although honestly DC's wouldn't have caused such a large increase in deaths as this would suggest) etc.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1685089#Comment_1685089
I'd say your research and statistical data is extremely skewed if you think killers are "on average" more toxic. It's just not true.
I didn't suggest there is more, I said even if there is more.
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@Slashstreetboy said:
I don´t even know where to start on this one. Unfortunately it´s a rather prevalent problem among the community. The urge to humiliate and bad mouth the Killer is widespread. Of course both sides can be toxic, but from my 1,500 hrs experience the BM from Survivors surpasses that of Killers by x1000 easily.
I know it can be hard sometimes, but don´t take it too hard. You got reasonable expectations when trying a new Killer, so that´s good. As long as they do not cross certain lines, you will just have to take it sometimes in order to be able to continue playing.Or close the chat, at the cost of missing out on the nice talks ( I always leave it open).
Survivor isn´t as brain dead ez as it used to be unless playing SWF, I don´t exactly know where you´re going with superior there.
Eventually you may move past all this and encounter all the nice people of the community. There are many, the little idiots just stick out like a sore thumb.
4 survivors to 1 killer means you're going to see more toxicity from survivors, even if there's a bit more of it from killers on average, tbh.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1685043#Comment_1685043
I remember people freaking out how the Autohaven maps were going to be full of deadzones... and then said deadzones appeared like 1% of the time.
Wretched Shop and Gas heaven are like 80% deadzone, what are you talking about? And then we get blood lodge, the polar opposite LOL
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@Steel_Eyed said:
The only BS loop that comes to mind is Crotus Penn Asylum has a god loop window. Other than that I think loops are fine.
It sounds like OP is talking about tile spacing and probably the middle of Suffocation Pit. I do not think there’s anything wrong with this map considering how much weaker the rest of the map is.
There are a couple of tiles that you get multiple of on Ormond that aren't really mindgameable. Can't think of others off the top of my head, though.
Ah yeah, Fun bus and Disturbed ward main building!
I think it needs tweaking so the strongest window never happens, but the weakest window is made a bit stronger somehow when it comes to funbus.
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1684732#Comment_1684732
Oh sweetie sit down before you hurt yourself. I'm not sure where you got this meme build nonsense, but if you're not playing in an SWF no matter how many members you do or do not have in it and you're truly a solo player, then that makes your argument even worse.
this is especially true given that SWF's are predominantly two and three man teams, and make up a consistent 60 to 70% of matches most people play. it's also quite telling that this whole putting words in my mouth thing shows exactly how little you really have to argue. never once did I said that synergy was absolutely necessary - just that it was helpful.
The fact of the matter is if it's a two or three men SWF a disconnect or a single death on hook isn't going to matter to them, because it won't change how they play. If you're playing solo your perks should be set up to be most effective to support you as a single player, or to allow you to effectively support without going into specific support types, i.e. dedicated loop, spotter, saboteur/distractor, etc.
See it's pretty clear that you're unaware that outside of meme and meta builds people that play in teams actually split up tasks pretty frequently to help the game go more in their favor. Does that mean everyone plays this way? No.
I think it's become pretty clear at this point that you think any build outside of a meta build is a "meme" build. What that's truly saying about you is that you don't believe that anything other than the current meta perks are worth playing. that tells me all I need to know about why it is you're even commenting or having problems here in the first place.
You...don't have a clue what I run, on either role. I don't run DS, UB, or even exhaustion perks. And regularly survive. As killer, I don't usually rely on slowdown, and normally 3-4k. 'Sweetie,' you have no ######### idea what you're talking about. (So I guess look who's really putting words into the other's mouth, eh)
I also need to point out...the current killer meta generally is countered by survivors sticking together in groups, because it prevents Ruin+Tinkerer really doing anything.
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1684092#Comment_1684092
Bold of you to assume I only play Killer. Suffice it to say, perks are only terrible if you don't understand how to use them. True there are some very situational perks, but if you actually knew how to run them or were running them with an SWF you might have a different opinion.
judging from the way you're speaking though I'd assume you don't run with an SWF that actually delineates team jobs. You sound like the type that the entire team comes together and then hopes for the best for that actually thinking about synergy or how to help one another.
LOL. Bold of you to assume I've never played in a SWF. Also amusing that you would consider that to be how everyone plays, when in reality it's mostly solo and duos, which doesn't make for this sense of organisation that you so believe is necessary in order to be able to comprehend the true complexity that is...running a meme build.
Recognising a perk's hinderance does not mean I have no idea how to use it effectively in the one specific scenario for which it is designed. A meme is still a meme.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1684262#Comment_1684262
This game hasn't had perspective since when we had 72hrs playing, who was probably the last great survivor main.
Now the influences left are just people like Tru3, who whines incessantly how easy survivors have it. BHVR are not ignorant to this.
And then there's Farmer John and Otzdarva, who both try more than other killer mains to actually be reasonable. I forgot Tru3 existed because all he does is whine, why'd you have to remind me about him - he was irrelevant. ;(
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1684331#Comment_1684331
This isn't Shelter Woods. It's either Mother's Dwelling or Temple of Purgation (just look at the tiles on the left).
Oops you're right, my mistake. Weird; can't say I've ever had or come across a totem spot that bad on those maps. That's incredibly unlucky.
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I'm honestly very glad the devs are being wary with this one after the early implementation of the Dedicated Servers actually broke the game for a while...and let's not talk about mmr...
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@Speshul_Kitten said:
https://us.v-cdn.net/6030815/uploads/FUSF7WW1ZEEA/f6c3aca7-b5dd-46ee-9622-ea871134218b.jpeg
4 years that this kind of RNG exist and for what?
How many times has this been asked to be changed?
Everytime you pay the devs for a skin (whether it’s .50 cents or a whopping $15) you continue to tell them that this is okay.
I'm just gonna point out that this balances out since this is clearly in Shelter Woods, which is heavily in the killer's favour. Regression isn't necessary to 4k on that map, by a long shot. Plus, you're running Pop, so Ruin going means nothing to you unless you're literally unable to get downs, which shouldn't be the case, since it's shelter woods.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1684156#Comment_1684156
And yet the d/c argument only really falls on one side. Generally speaking,the longer a games goes on, the better it is for a killer.
If the conversation was at least a soloQ vs SWF argument I might be more in line with your thinking. But the killer biased talking points never let that happen.
What's happening here, that's been happening since release (and I know, I was there). Is the slow shift of the Overton window. Your talking points will be framed 'entitled survivor' talking points at some stage as it keeps shifting, if not already.
Oh I know, I get called an entitled survivor all the time. :)
But both sides are not helping.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1684060#Comment_1684060
And it never will go anywhere, because this game is killer centric, and has been since release.
It tells you a lot when even the mods decide to way in on the discussion and start telling you what your supposed to say and think.
Indeed, this discussion has gone on before D/C penalties were implemented and I saw some really great suggestions that were completely ignored. Just like the OP will be ignored with their suggestion. We'll then be told in a future thread how we need to raise all THOSE points again all in separate threads.
Anyone arguing that this game hasn't fallen into a killer coddling trap is deluded.
I'm not here for an us vs them argument whatsoever; I think it's unfair that killers can't DC if they want out of a game early and there are instances where both sides get babied, let's be real.
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1681904#Comment_1681904
Yeah....no mither/tenacity or unbreakable/tenacity kinda takes care of that.
So many posts like this go out, and the only thing I can think of is that it's just survivors that either won't or don't want to play perks outside the established meta.
Scream perks? Calm Spirit. Aura reading issues with perks like Undying? Distortion. Seriously, this isn't that hard.
Killer only players: I'm so bored of survivors running meta perks like unbreakable, it's so frustrating they run this OP stuff;
Also killer only players: Just run unbreakable or this terrible perk that is actually a hinderance to your team 4head
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1684063#Comment_1684063
While it is helpful. However it does nothing to help you get more stacks!
Like I said, I think it should allow us to get stacks by healing whole health states of other survivors, as the new effect should be related in some way to a means by which stacks can be earned. At least we can now get them from flashlight and pallet saves...oh wait, we already could. :)
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It's already getting a buff; it's going to increase healing on dying survivors by 100% and I can get behind that as a default perk to run; nothing broken, but at least it does something helpful now. I do think that stacks should be obtainable by healing full health states of other survivors, though.
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/1684046#Comment_1684046
Even then the issue remains - people would use it if they get downed right away if there isn't a timer or specific condition for this and how do you gauge this? BUT that would be a new suggestion on it's own in a new thread and not here, as this specific one is about dynamic DCs.
I did say if they're being slugged for 30 seconds or more; if there's no timer on it, it would be annoying, but if they're left on the ground with no options, they should be able to opt to sacrifice themselves. I'm also all for killers being allowed to give up if that's their prerogative; it can be stressful and simply stopping chases will often just end up in BM rather than survivors finishing the objective.
I've actually made suggestions to this effect a long time ago, but it didn't go anywhere so it's whatever. But it is an actual solution that isn't punishing people who aren't having a good time.
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DC penalty just means both sides playing scummy in attempt to make the other's life hell all the while they revel in the fact they can't opt to leave the game.
It doesn't fix the issues that cause DCing and in fact exacerbates a lot of it; we all know it, but it doesn't matter because a certain loud minority overshadow the rest of us.
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@Gay Myers (Luzi) said:
While I understand that being slugging can be tedious and frustrating, especially if the killer only lets you bleed out, it's a mechanic here to stay and I can guarantee you that this wouldn't work out. There are certain perks that can easily make you crawl away quicker (tenacity) if the killer tries that and is not with you at all times. This means there can be a scenario in which a survivor gets away quicker with the intention to lose the killer so they can bleed out for a while and just DC to troll the killer with a 10 minute timeout when it wasn't their fault.
Even if it is endgame - same could happen if the killer downs someone, hunts down the other survivor to hook them and can't find the slug.
This is too abusable and not why the DC penalty is in the game.
The easiest solution is to just give survivors the ability to put themselves on a hook if they're being slugged for more than 30 seconds at a time. It literally solves most of the issues people have. A surrender option would be nice.
@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1684003#Comment_1684003
Run a perk you won't use 90% of the time, use other perks to counter other things you won't need the majority of the time. Have 4 perks you won't use most of your games. Create boring games for yourself.
OR read what the OP said, make your game better.
Or run them so the killer only players can complain about the perks existing while simultaneously telling you to run them. :)
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1683733#Comment_1683733
It's part of the game. It's a legitimate tactic. Slugging is called map pressure.
https://forum.deadbydaylight.com/en/discussion/comment/1683884#Comment_1683884
Again - people like you and the OP are the reason DC penalties exist. "Oh, the killer is using a playstyle we don't like. We should be allowed to DC". By that logic, killers should be allowed to DC if gens are getting done quick, or if their totems get destroyed early cause of RNG. Cause, you know - one of the best ways of adding pressure, by slugging, is against your non existent rulebook.
I said 'if your time is being wasted' which would mean an instance such as the killer leaving you on the floor and watching you as everyone else is also on the floor/dead. That isn't a tactic; it's just being scummy. Idc about standard slugging for pressure; I do that when necessary, too.
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@[Deleted User] said:
You know, DbD's basically taking the Overwatch route of boring events that are just an excuse to throw out more skins. Except they're all locked behind annoyingly grindy battlepass systems and auric cells. And Overwatch actually has long term growth potential with sequels. And Blizzard quality.
The long term future of this game is looking grim. I know they've got their hands full with Covid and next gen and all but sheesh. Probably going to be a skip here for me.
This is true, but at least DBD has regular content atm. There hasn't been any non-skin content for OW in like 7 months. And before that, it was 6 months. It used to get new content in the same week as DBD did, every 3 months.
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Removing it from Wraith would be fair, tbh. It's depressing how easily one can be bullied and there are a number of techs to be used against them.
Hag, however, needs a bit more counterplay to her traps atm, imo. Make it so walking doesn't activate traps and then we can talk about removing flashlights burning them.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/198208/dc-penalties-should-be-dynamic
DCing because you were slugged isn't a legitimate reason to DC. People like you are the reason the penalties are in place. Slugging isn't against any rules.
I mean, it is if your time is being wasted...unless we're going to grant survivors the ability to put themselves on hooks?
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1681910#Comment_1681910
Two wrongs don't make a right. If someone is cheating, you record it so you can report it and we can get the hacker banned. Play it out. Get whatever points out of the experience you can. A disconnect when facing a cheater only cost YOU points and prevents any kind of efforts to punish them.
Yeah no I've witnessed enough inaction to know this isn't true.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1681810#Comment_1681810
I can't answer for the person you addressed but I do hate DCers. :) We should all be playing by the following three, simple rules:
- Don't cheat, either by hacks or lag spikes.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
Do I hate people who can't exercise the very minimum of good sportsmanship? Yes.
If someone is cheating we should be exempt from any rule that involves not DCing tbh.
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Almost as if DC penalties do ######### all but penalise players who have a ######### experience more. Go figure.
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@Tactless_Ninja said:
Yes, baby survivors. This is the point where I leave the convo. You do well, they're potatoes, they beat you, they're all swats.
No, this isn't about doing well; this is about getting 5 hits in one use of Legion's power specifically. You can do well by only being able to hit one person at a time with it as Legion. But ok.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1681784#Comment_1681784
The ability isn't as underpowered as people say. It's getting follow up attacks to down them is where they have issues.
It's a green and yellow add-on, and it mainly acts as insurance if they split up. Others will try hiding behind a rock or something stupid from my experience.
Who said anything about Legion being UP? Like, they are, but I wasn't making that argument. I love them.
Sounds like oyu're going up against baby survivors so idk what to say. In red ranks, at least in EU and Oce, that stuff doesn't happen - they split.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1681511#Comment_1681511
Semi competent? You mean when they try their window tech and I just stand there or try to do a stupid little spin only to get stabbed anyways? Paired with Bamboozle it halts any vaulting loops too.
And not every map is massive. The majority of maps are perfectly doable with every duration add-on stacked. Most of the time they all spawn together too, so the match start is grounds for a team stabbing.
No, I mean when they split up when you come up to the group...
you shouldnt need godly addons to do basic challenges...
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Probably more to do with that annoying af scream of his. I never played him as I found it too easy to get downs without even having to learn the skillful plays for him and I always found him too clunky/sensitive.