SunderMun
SunderMun
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Comments
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@DarkWo1f997 said:
And how do you feel about legion getting his feral frenzy vault speed back?
Most people are in agreement that there needs to be an increase in the vault speed. That's not relevant to this post.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/479533#Comment_479533
I wouldn't mind BT if the freaking auto aim of the game usually causes me to smack the survivor being pulled off the hook when I am aiming for the one doing the saving. I really wish they would get rid of the auto aim because it has screwed me over way more times then it has ever helped me.
Yeah I don't get why auto-aim is there; it sometimes makes me turn 90-120 degrees and costs me so much pressure when it happens ffs.
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^There's a special place in hell for actual stream snipers, js.
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As title says - what most ######### was you accused for as Killer in post game chat? Just now surv said to me - camper, nothing new! you camped.... (drumroll)...
I ran the roulette build, minus the broken as hell add-on for spirit, and got accused of 'camping totems' by someone who kept touching it every time they could, when I left it... lmao
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Definitely a bug; before this patch, it worked.
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This distinction doesn't matter because it's not supposed to be a threat...it was never intended to be so.
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With MoM, you can 99% heal yourself with MoM activate, take a hit so you don't go down, then finish of the 99% heal to go back to full, to essentially have 4…
This is pretty well known; pretty sure it's related to the fact that use of MoM means remaining in the exact same health state, and technically that entire health state was ignored, meaning you weren't really hit.
It's a nice counter to noed, for sure.
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Game feels no different to the way it was before. Let's not pretend this was progress; all the happened was the pig getting a big nerf.
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Kate
Adam
Ash
Spirit
Hag
Plague
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If I felt like it was an earned kill (ie, i wasn't farmed or tunneled off the hook) I'll always gg if I'm still around.
That said, most killers won't say gg unless they get a 4k, even though most of the time in my games the survivors on my team aren't toxic.
I'll almost always gg as killer, even when the survivors are toxic so that I don't get a rise out of those #########.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/470297#Comment_470297
Personally I want them because they'll mess with survivor's heads even more. I get mistaken as a survivor a lot as it is.
Other week, no joke I walked up to a gen as I'd just spawned, saw a default/baby meg, was like 'oh hi meg' in my head, even crouching to greet her, and then she growled and ambushed me ;(
All baby megs are secretly the pig in disguise as survivor. xD
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@Trotfoxx said:
https://forum.deadbydaylight.com/en/discussion/comment/468123#Comment_468123
This. They should try to kind of buff the rest of killers, perhaps giving a bit more speed to the less powerful ones would do it.
I don't think speed would necessarily do it tbh...maybe for some?
Honestly, something needs to be done about nurse while also making the other killers more viable - perhaps the more commonly used addons could become less rare, for example...that would instantly help a ton as killers, for the most part, need add-ons to be viable.
Billy is probably what we all agree to be the standard of balance for killer - don't get me wrong, his power can be dumb at times with certain add-ons, but overall, he's strong as hell. Then again, a lot of players that haven't much tracking skill are boosted by the BBQ and billy meta that has existed as long as I've played this game.
I also think Myers is up there for the simple fact that the community renowns that killer as one of the most fun killers to play as and against; who doesn't love having the s**t scared out of them when they suddenly realise there's a Michael just peeking around that corner, or when they hear his breathing and think 'f**k f***k where is he,' etc? And the joy of realising that you're the one causing the scrambling is just glorious...plus his power in chases can be super powerful if the killer knows how to use it - it's just not as obvious as a chainsaw when it should be used.
Spirit is in an excellent place too, now that I think about it. But that's only a few killers...
I already had my idea for legion that I posted elsewhere on the forum; a couple of possible minor changes, of which only one would be necessary to make them a solid killer with plenty of counterplay still rather than one that can waste 10 seconds looping someone with their power and getting no closer because of their dreaded lack of speed...
Other killers, idk. I actually think hag is really good too, although I have little experience outside of playing with randoms on survivor side, and don't get enough games in with her simply due to the damn queue times for killer (why wait 10 minutes for a game that could be bad when I could near enough insta-queue as survivor with similar chances of good/bad games?)
And at least we're getting a freddy rework in the next few patches... :D
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>pretending lack of variety wasn't an issue before MoM
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@MegMain98 said:
Seems like a lot of killers wanna pull out their strongest builds during double BP. Why? I have no idea. I went against so many Iridescent Heads, Frank’s Mix Tapes, and Tombstones this past weekend. It honestly really annoying.
One Huntress even paired Iridescent Head with an ebony mori. Needless to say...all of us DC’ed.
I had that, they failed to hit someone with their hatchet and downed them, tunneled them and the person ran toward me so I took the aggro, chased them around for a while and when I finally had to cede a hit, it was an instant-down. It's not my fault they couldn't mind game so had to ebony mori with 1 hit add-ons. Knowing I wasn't going to get to play the game once saved, I left, and I'm standing by that so long.
With regard to prayer beads, IDK what I think to it personally; it's dumb for sure, though, and most top content creators that play a ton of killer love using them but state themselves that it probably needs changing.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/466339#Comment_466339
That's true, and it shows how broken the game is. When you can bypass a debuff provided by your opponent and have it easy to win you clearly have problem with balance, but that's something everyone knew.
I keep saying it, survivors should have an individual penalty to repearing speed if they stay injured.
I feel like that would make thanataphobia pointless since it would cause survivors to heal up instead, imo.
Although I do think it's an idea...could also end up making add-ons like those you find on leatherface that slow down gen work after being hit with an M2 a bit redundant unless they stacked (which would end up being too much)
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Another idea would simply be to have add-ons that increase vaulting speed slightly, moderately, significantly. Just something to make a counter to a loop via his non-lethal power.
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@NoShinyPony I mean, insta-heals arent common at all and DS isn't used as much as it used to be, and as for MoM...the number of times I've seen someone pull it off I can count on one hand, and I play this game, both roles, a lot.
Honestly? BT in that situation SHOULD give the unhooked survivor a chance; that is, they should be able to at least have some form of chase rather than being locked in the basement until it's over. That is the whole point of the perk - to counter people tunneling those you unhook. I will only use it for this reason.
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@NoShinyPony said:
@SunderMun It makes the basement a lot less dangerous. I think it would have been a better solution to change collision only after 15-20 seconds so that the tactical aspect for stopping BT wouldn't get removed.
The main reason for this change is to prevent frustrating situations for survivors where they get trapped in the basement until the endgame collapse kills them. As a big side effect, it's a buff for BT.
Keep in mind that the basement is supposed to be extra-dangerous and not a place like anywhere else on the map.
It's supposed to be dangerous, but not a free kill on the first person you hook there if you camp them...
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@NoShinyPony said:
@SunderMun The killer can't block the basement stairs anymore. So no waiting 15 seconds for Borrowed Time to run out.
Oh, I wasn't aware of this...nothing to complain about then; if borrowed time went off then that person would be tunneled if you actually went for them off the hook anyway.
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What change was made to the basement?
I missed it in the patch notes?
Also most of Legion's changes were fair, but he can be looped for the entirety of his power if there's a vault available to surivvors now. @ShyN3ko
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@Zanfer said:
https://forum.deadbydaylight.com/en/discussion/comment/463660#Comment_463660
Could depend on what happened in the rest of the post afterwards. Maybe the thread got off topic into an area that shouldn't be said
The mods have a duty to let us know that; they should be telling us why there is an issue rather than sneakily closing or removing these posts
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The other day someone posted one with evidence that a fog whisperer was toxic, showing multiple perspectives, and the post got deleted within half an hour, so this isn't a surprise.
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Why would anyone be mad?
I mean, I'm disappointed as the power seems lame and I don't like the design, but mad? Nah.
The one perk we've seen though...that's interesting. Looking forward to seeing the other 5.
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@BBQnDemogorgon said:
The grind is piss easy though what are you talking about? I have all but 2 of my killers P3 50 with like 30 mil into Legion alone
It's around 8-9 million bp to P3 50 max a new dlc. That's 3 months to play 150 30k point bbq n chili killer matches.
30-40 hours per new character.
Thats 80 hours needed in 3 months 90 days or so close to an hour a day is all you need to keep up if you play killer with bbq getting 20-30k per match.
30-40 hours per character is obscene...that you have so much time on your hands doesn't mean the majority of us do, especially when you consider new players.
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@HawkAyeTheNoo said:
I must be in the minority that had a great event, made an absolute sh-t ton of bp only playing solo survivor.
Had a few games where I got 200k bp as killer, mainly legion and the plague (although the legion games were entirely real games with streamers in as I got a few sabo squad SWFs lmao) but I nodded at a survivor running away from me as the plague and they all came one by one to me to get fed by momma bird :D
Managed to get a max of 180k as survivor once, too, though. Idk, killer role just rewards more BP in general.
But a lot of the 'real' games were cancer; lots of ebony moris, hard camping and tunneling (and like I said sabo squad...even if I did max out on all points and kill them) and the DC's, caused by the game and not raging. It was very painful at times, but it is the one time that I can sometimes find myself appreciating the community. And it's the first time in 6 months.
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/460152#Comment_460152
But SWF just want to play with their friends, right? Why would they dodge a little extra penalty if they just want to play with their buddies and not bully the killer?
If it can be abused, it will be abused, and clearly they're aware of it as a possibility...it doesn't matter if the majority wouldn't care about the penalty; others would intentionally dodge queues until they got their friends.
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Honestly I'd be happy with the killer seeing the items but not WHO they're up against; that is, a generic silhouette for each survivor and no name, or something to that effect.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/460236#Comment_460236
Killers only useful informations are the lobby information.
They dont have good ingame informations.
When you delete informations for the one side, then you must delete informations for the other side,too.
So if nobody has informations in the lobby, then noboy should get informations ingame.
With your change, killer would have zero informations in the lobby and ingame, but survivors would have tons of informations ingame.
The killer is the only one with information ingame outside of being privy to a hex totem or a specific status effect...
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Whenever I've encountered it, I've not had much issue. If i'm running an endgame build, it makes me happy since it gives me that extra stack of Remember Me.
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Australia atm, until recently I was in the UK with a similar case, albeit slightly faster queues for both, being in europe with more people in my immediate vicinity
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@SmokePotion said:
4 man's are only a problem, when they consist of high skill players. Especially the week of the 13th, when they start deranking so they end up green rank after reset, instead of purple.
a 4 man of greens are just as likely to be 4ked as a group of solos in that level. So it is hard for them to make adjustments to this. Since nerfing them will hurt more people, then it will help.
So what they want to do is bring solo survivors up to the same-ish information level as 4 man. And then buff Killers to make up for it. However, they have been buffing survivors without much of help on the killer side. Which is why the game is currently heavy on the survivor side right now and the killer pool is dwindling, that's why the survivor lobbies are taking longer and longer.
In truth, the answer is an adjustment of the objective. They just need to make people have to find a "used part" to start a generator. This would make "Brand new part" have a solid reason for existing, and be a little less op. This would buff gen times a little wihtout adding more time holding m1 (or whatever button you use. I use a controller for survivor personally, feels better to me) and encourage more chases and escapes.
Survivor lobbies are fine; it's killer lobbies that are painfully long.
Only reasons people tend to spend a lot of time in lobbies as survivor are being dodged or dodging bad ping games.
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@Raptorrotas said:
You selfcaring and your "healer" on a gen is still more efficient than you both stuck healing you.
Even if swfs can communicate healing better than randoms, this fact will not stop.
Dont blame killer perks if survivors are too dumb to change their healing strats when facing thana plus sloppy, both perks' healing penalties are lower than selfcare's. Equipping selfcare doesnt stop you from getting healed by others. Maybe dont let thana stack to 4? Killer uses 2 perks to "counter" selfcare, which can be negated by simply grtting healed normally.
in that scenario running prove thyself also has a benefit since they're getting the increased gen speed before you join, and then you get some more bp for working with them ;)
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@thesuicidefox said:
I have been running it this month because I can't rely on others to heal me all the time when solo and because I don't want to use up medkits.
I tend to run bond in it's place; saves time and you get reunited points more often ;)
plus it helps you to avoid affecting other people's gen work while in chase.
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@Austin said:
I adore the grind in this game, making something like this would just make the game less worthwhile to play cause you wouldn't have to play as much and that's what I feel is great about the game you have to play a lot in order to get things. So, I personally don't think this should be a thing :/
Having to play hundreds of hours just to unlock all perks for one role and then get them all onto one character that you likely wanted to get to P3 first, thus adding a lot of time to the grind, is not appealing to the majority, and with good reason. This sort of grind should not be for perks, but for items and cosmetics only.
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I made a thread recently about immediate versus long term self satisfaction.
Different teams work on cosmetics and game infrastructure though
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I'll normally try to let them live unless they get toxic/try to bully. In which case, I'll kill whoever that was.
Most survivors aren't like that though.
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@TheBean said:
There is no issues for allot of people, it may be to you... but not everyone micro manages their BP offerings to squeeze every single BP you could earn.
I would guess allot of us just use them up when they get them... Then embrace the idea when the Devs decide to throw a double BP event.
https://us.v-cdn.net/6030815/uploads/355/WPO75CA9SPRJ.jpg
PARTY TIME!!
There are issues with a lot of people; most of the community doesn't spend time on forums and is growing sick of the game for multiple reasons. A lot of these people were looking forward to double BP in order to at least make the game feel rewarding to play during this horrific time to actually play lobby-crash simulator.
The majority do save them for this timing,. as I've said before, because it's the one time you can guarantee most players will use them and hence you will amass a lot of BP quickly,. making the grind feel bearable.
I get that you're far removed from that idea, but jeez, your response proves that you have no respect for people with different experiences to you.
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@thrawn3054 said:
While an odd move, just play the game. If you're worried you'll waste offerings, don't burn them. Run Bbq and Wglf and enjoy the minimum triple blood points.
That doesn't really solve the issue though.
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@BBQnDemogorgon said:
@HavelmomDaS1 But...but...
I need to earn as much bp in as little time as possible because Legion will need Cold Dirt after that stun increase.
:(
I feel your pain. Pity they nerfed the new values a bit again, but I do see why it was done. Looking forward to becoming a Spirit/Legion main again.
Then again, I do love vomiting on people...it's too funny,
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@HavelmomDaS1 said:
At the end it doesn't matter, just don't use offerings during the event. Save them for later
Not feasible; these events are the only time you can guarantee other people will be using these offerings in order to really gain from it and at the end of the day this is going to stop that from happening. That we could easily wait another 6 months for the next one is a good enough reason that this is a major issue when this game has too much of a grind for gameplay elements.
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@George_Soros said:
https://forum.deadbydaylight.com/en/discussion/comment/454461#Comment_454461
@SunderMun "troll with no life" that's definitely me. But it's kind of silly to react to good news (with some hickups, granted) as if it was a move from the devs that's either has a devious hidden agenda ("deprive the players of their BPS-s and Puddings *evil maniacal laughter* "), or a sign of complete imcompetence. Sounds a little paranoid, or at least, grumpy.
It's a happy event. Can you manage to just simply enjoy it?
I literally asked 'why'...
You don 't get it; we can't enjoy it because the game doesn't simply have some hiccups; it is unstable af.
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lmao all the trolls with no life genuinely getting salty that I recognise a foresight and I'm asking why. K.
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I'm unsure if its lack of forethought or intentional.
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@TheBean said:
OP be like...
https://us.v-cdn.net/6030815/uploads/988/SCOQNUG5FRQO.gif
Must not have fun everyone.... Must work work work... Who decision was it to have fun.. shame on you.
Except it won't be fun for many, because many will lose a lot of the offerings they've saved over 6 months because for some reason they decided double BP should be a week before the update that prevents wasted offerings.
Nothing to do with fun, but logic.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/454247#Comment_454247
Because we have waited this long, one more week to make sure we we actually get games wouldn’t hurt.
...and don't lose out BP offerings
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Exactly...maybe it will be stealthily pushed up, but I doubt it.
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@BigBlackMori said:
Next up to ride the nerf train because she's 'unfun' (i.e. able to win consistently against Survivors): the Spirit.
Nah she ain't anywhere near being in line for a nerf; she's perfectly balanced, albeit RNG with her passive.
(Then again I may be a bit biased as a Spirit main)
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/450785#Comment_450785
@SunderMun In reality, a lot of survivors are already doing what you describe: They dc during the loading screen when they see a secret killer offering.
(Which isn't a good thing at all. These dc's should also be punished.)
Exactly. They're doing it because Moris, like keys etc, add to the toxicity of the game and they want to avoid it at all cost. That shouldn't be punished unless they leave mid-game (including right after the loading screen)
The survivors should be able to choose to dodge it without it ruining a game, just as killers can and do.
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The amount of dodging is out of control - Dodge-A-Mania 2019. What I've noticed is that if there is 2 or more Survivors with a toolbox, the Killer disconnects.
My idea is either: survivor knows killer is planning to bring a mori before the offering screen so they can dodge too, or killer shouldnt be able to dodge based on items brought in. (that is, they shouldn't be able to see the items)
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@thekiller490490 said:
The vault animation can be a major tool in mind games for a good spirit. The passive phasing is only a visual effect that only noobs fall for. (Not saying you're one) She is honestly the BEST designed killer in the game both mechanically and visually.
The noob bit's not true; it has a random chance of allowing the Spirit player to ch\ange direction and gain some distance on the survivor without them even being able to tell that it's happened.