SuzuKR
SuzuKR
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- SuzuKR
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2790223#Comment_2790223
Hide and Seek Killers :
Michael Myers
Ghostface
Clown
Demogorgan
Wraith
Hillbilly
Huntress
Oni
Pig
Trapper
Blight
Trickster
Artist
Nemesis
Twins
Executioner
DeathSlinger
Plague
Spirit
Bubba
------
All of those killers have to search to find a survivor. But please, keep posting more lies about the game "not having hide n seek anymore"
The Doctor and Cenobite are really the only ones that have basekit Killer ability/power and reveal where survivors are. Cenobite is annoying but his power does not bother me as much as Doctor does. Doctor's ability reveals people through several layers of walls and above/below the floor he is on in a giant AoE. It's beyond stupid and should have never made it into the game.
You can’t be serious.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2790440#Comment_2790440
Honestly the shirts are asking for target practice from huntress.
The generalized hatred people will have for groups in this game is amazing. People generalizing all survivors/killers/streamers/certain characters/etc into negative stereotypes is just so yikes. Reminds me of when BHVR posted about the pride flag charm and bigots would respond saying they would use that to know who to tunnel, lmao.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2787309#Comment_2787309
You're good enough for this forum and the people who care about you.
This, not being a giant streamer doesn't have anything to do with not being "good" in some sense of the word. A heavy part of becoming big is luck and connections anywho. I'd check out OP's stream if I actually knew the ID.
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@Bubble0seven said:
https://forum.deadbydaylight.com/en/discussion/comment/2790088#Comment_2790088
LMFAO been affiliate for over 9 months so pretty certain i know what the requirements are for affiliate but thank you for reminding me, I also stream 6 days a week with 3 of those being dedicated to dead by daylight which makes it roughly 12 hours minimum a week i stream DBD, so what was that a minimum of 20 hours of dbd content per month......It comes down to whether the streamer gets seen or noticed at the end of each month when they make their choices lol.
So gee as you would say reply and tell me more about what i should know about being a twitch affiliate etc LMAO
You should seek help regarding that foot in mouth problem you have just saying.
Have a awesome day
"Not sure where in that it states anything about viewer count......" Maybe the part you quoted from BHVR's criteria for being eligible for being scouted for a Twitch shirt where the literal very first criteria is one you have to have a certain minimum number of concurrent viewers. If A requires B and B requires C, A requires C. Yeah, 20 qualifies for Affiliate (assuming she meets the other criteria for Affiliate, I don't know her Twitch channel beyond what people mentioned here). But for an Affiliate to not be able to deduce eligibility that requires Affiliate/Partner means it also requires concurrent viewer count given that's literally one of the criteria for being an Affiliate/Partner is... I dunno. Kinda yikes.
So gee as you would say reply and tell me more about not being able to use simple deduction LMAO
You should seek help regarding that foot in mouth problem you have just saying.
Have an awesome day
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2789987#Comment_2789987
cool, i'll release a killer that has wings and can fly across the map and swoop down and hook survivors in its claws and fly them to a hook.
if anyone complains --> LiTeralLy ThE poInT oF thE ChaRaCteR
.....
Skill issue
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2790131#Comment_2790131
So most Survivor teams are perfect?
All you're telling me is that a 4-man SWF can beat it, if they get good RNG.
I'm saying that the best case scenario as you said isn't 3 gens. On average, and especially for solos, even more so if they don't have Kindred, especially considering how people become weirdly altruistic against reckless facecampers, 3-4Ks are pretty often because people make bad calls (or don't have enough info to make the best calls). Which is why I think stuff like Kindred to some extent should be basekit. Then people would not have the fault of not knowing killer is camping, and can thus just power out generators.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2790100#Comment_2790100
That's mathematically wrong.
Only three gens get done by the time the first Survivor dies on hook in the best case scenario. 120 seconds for the full sacrifice and it takes 80 seconds per gen.
You're uh, forgetting that people don't spawn in hooked and camped. Killer still has to find, chase, down, and hook them. And grouping up shaves time off the later generators.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2790108#Comment_2790108
I'm well aware, and I'm telling you that the requirements for Affiliate are a minimum of 3 average concurrent viewers and 50 followers. 20 concurrent viewers would therefore be more than sufficient.
Source: my email from Twitch dated 24th June 2020.
My bad, misinterpreted your earlier reply then, thought you meant 20 followers.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2790088#Comment_2790088
https://forum.deadbydaylight.com/en/discussion/comment/2787316#Comment_2787316
Twitch affiliate requires a minimum of 3 average viewers + 50 followers. 20 is more than sufficient provided BHVR finds your streams.
The page itself about Twitch shirts says it’s not by application but by them scouting out streamers themselves that are applicable. And to be applicable, you MUST be an Affiliate or Partner. Even Affiliate requires at least 50 followers. Partner is the step up from Affiliate. If you’re not eligible, you aren’t being considered.
“To qualify, all Influencers MUST: Be a Twitch Affiliate or Partner”
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2790075#Comment_2790075
At Dead Dawg Saloon, I have never successfully hid in a bush. Every killer cheats with bright Nvidia filters. So you can't hide. Perks need to be fair and balanced, not with this kind of unfairness. These kind of slowdown perks and perks that prevent doing the objective is too strong.
“cheats with bright Nvidia filters”
@Peanits said:
It is not considered to be cheating, you are safe to use it.
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@Bubble0seven said:
https://forum.deadbydaylight.com/en/discussion/comment/2787316#Comment_2787316
Maybe you should investigate the requirements needed before making it about somebody's viewer count.
To qualify, all Influencer MUST:
- Be a Twitch Affiliate or Partner
- Be an exemplary Dead By Daylight content creator in good standing with Twitch
- Have a displayed Dead by Daylight streaming schedule with a minimum of 20 dedicated hours per month
https://forum.deadbydaylight.com/en/kb/articles/164-twitch-shirts
Not sure where in that it states anything about viewer count......
You do realize being a Twitch Affiliate means you have to have a certain number of followers AND concurrent viewers, along with regular upload schedule and content creation right??? And Partner requires even higher level of content quality and popularity than that.
Gee, I dunno. Maybe you should investigate the requirements needed before making a statement on something you don’t have the slightest clue about.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2789962#Comment_2789962
It's reassuring that this isn't the intended behavior, anyway. I've only faced one Blight since I've restarted and he was doing that. If I encounter another one doing the same I'll figure out how to get gameplay recording set up.
The only possible thing that comes to my mind is lag flicking. For turning that rapidly normally like you said, you either need something to use as a basis for the turn (eg, a wall to slide around), or committing to an actual swing in which you flick/preturn and then flick/etc to achieve the sharp turn for the swing itself. Even with Adrenaline Vial, you could turn to face the side but you'd still rush mostly in the direction you were originally going (just rushing sideways from your own vision perspective): Rushing north while facing north -> Spin and rush north while facing east/west basically. Without it, you can't even turn that sharply in a normal rush. Rushing north and then suddenly rushing east or whatever with a hyper sharp turn mid-rush isn't a legitimate thing. If you want to take a 90, you'd have to slowly veer towards that direction in closer to a circle's edge.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2789883#Comment_2789883
Turning, yes. Not instantaneous 90 degree turns, i.e. zero turning radius. I am not talking about an add-on here. You don't seem to be understanding what I'm describing. Blight bounces and starts running North. He travels straight for 10m, then turns on a dime and travels East for 15m, and lands a hit. No turning radius, no second bounce, just an instantaneous 90 degree turn. If you do understand what I'm describing and your response is just "git gud he's designed like that" I don't know what to tell you. Would you say the same if he could just move freely without flicking or bouncing? Where's the line?
Feel free to post some video evidence then. I have no clue what you are talking about.
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ok
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Pretty much what Broken said. It got patched recently but people found a new way to do it unfortunately.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2789818#Comment_2789818
I'm not saying this is literally impossible to counter, although it actually might be on some tiles. I'm saying it is antithetical to the design principle behind Blight's power. He was clearly designed around fast movement, but limited ability to turn. This principle is no different from Hillbilly's, and nor should it be. It's the only thing that keeps more than 200% movement speed balanced, especially when it can be activated this easily.
And, I repeat, these flicks are not only granting hits within arms reach. Bounce, run straight, turn 90 degrees to the right, run straight for as long as you'd like until your power goes on cooldown. This is what the Blight I played against two days ago was doing. You could be literally 10m around a corner and the Blight could round that corner mid-rush, zoom up at like 300% speed with add-ons, and get the hit anyway.
He's literally designed with turning and sliding in mind in addition to ricocheting.
If you're talking about what Adrenaline Vial allows between its increased look angle versus its reduced turn rate, you still play against it the same way. You realize what they're probably trying to go for and don't put yourself in a way that lets them. If you make the right read, you avoid their attack. If you didn't, you got hit.
Getting hit by Blight literally means you failed to make the right read.
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@Lx_malice said:
Yeah it was...wack. I don't think it was real though. Could've been fake like that pain olympics stuff.
I don’t know how you’d fake something on what seemed to be some kind of concrete sidewalk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2789784#Comment_2789784
I'm not arguing that this is a bug, or a bug that became a feature. I'm arguing that it is fundamentally a bad idea to design a killer around a bouncing mechanic and then make it completely unnecessary to land hits. There's no need to calculate angles or anticipate movement. You just bang your head into the same wall a few times to charge up your silly-speed add-ons, hit your DPI button, and smack a guy 10 meters around a corner.
The issue is not that Blight can hit someone standing directly to his side. The issue is that Blight can turn 90 degrees to the side mid rush, continue running straight for as long as he feels like, and then hit someone. I faced a Blight two days ago that did this repeatedly, so I know it's still in the game. Imagine if Hillbilly could just turn 90 degrees in the middle of his sprint and keep on going. That's what Blight can apparently still do.
It’s called peeling off from the loop. A mindgame. If you think he’s going to hug around don’t stand literally in the way to be hit exactly by that. Make a wrong read and you get hit. Make a right read and avoid the hit. Flicks only get you hits that are still in your arm’s reach. This is literally how experienced Blight versus experienced survivors goes. LilithOmen, an extremely good Blight main, regularly has examples of survivors doing exactly that and then avoiding the loop where he could slide around for a hit from. They predicted his course of action and played around it. Blight is not comparable to Billy. Billy instantly downs the second he hits someone. No preparation collision or add-on and getting exactly the last hit is necessary.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2787661#Comment_2787661
Because its raising awareness to the issue. If nobody ever talked about how busted things like pre-rework DS or pallet vacuums then we would still have those issues. The only way to have your voice heard is to make enough noise until you cant be ignored.
Another point of this thread is to highlight the double standard and bias that is given towards balancing killers. Many killers have received necessary balance changes that have improved the overall health of the game. Yet, those changes are the most controversial. There's this stigma against making healthy adjustments for survivor gameplay. Everyone cries out for balance changes but more often than not they just want their games to be easier. They don't critically view the things they like and just slap "balanced" onto it. Then when somebody does criticize their fun pony, they don't take it into consideration and just see it as the other guy trying to take away their fun.
If we never talk about these things then we will never see things improve. And further more it makes the forums useless. If everybody kept their controversial opinions for themselves then there would be no criticism to be formed. There would be no actual discussions and it'd turn into an echo chamber.
You can do that in one of the multiple already existing threads for the exact same discussion.
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I’m still legitimately nauseous over the gore they posted. It’s burned into my mind even though I only saw it for a split second. I’m still extremely upset.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2789645#Comment_2789645
There is a massive difference in between 90 degree flicks and 0 degrees. I'm not saying he shouldn't be able to turn while rushing have some added control of his lunge. I'm saying that being able to turn at a right angle mid rush should not be a thing. That's not the point of his power.
That literally is an intended functionality McLean put in. He capped it to 90 in a single frame, and J flicks were removed because there was a way to use hyper DPI to break that cap. The only way to go past 90 is to preturn before flicking. If he didn’t want that to be possible, he wouldn’t make that how it works. 90 means Blight hits someone directly to his side. You’re literally asking for a sidestep to make a power useless.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2789652#Comment_2789652
My point is that 90 degrees is too much. It's good that console isn't at a disadvantage anymore - didn't realize - but that's not the reason for the complaint.
“I want a power to be hard countered by taking one step to the side” is stupid.
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@BDawg said:
When a survivor gets hooked, they get a random perk. giving them an extra 2 for a total of 8 collective perks at max.
When a generator gets completed a Killer gets a random perk. giving the killer an extra 5 perks late game.
But also gains 1 random perk from hooking the survivor for the first time up to a max of 2 times for a total of 7 perks extra.
Perks are randomly selected based on the perks collected through the blood web, Exhaustion perks won't be selected randomly if one is already equipped.
This is called a negative feedback loop, which is a similar principle to what happens in Mario kart, allowing a slight edge to the person that's struggling the most. this will help killers make a comeback, and survivors readjust with the extra perks.
This would slow down gen rushing, and allow for more strategy around gens.
The only problem is that it makes slugging ideal, which could be fixed by allowing survivors to enter lockers in the dying state to be able to fully recover.
The whole point is to create some tension and growth into the late game, for both parties.
No. The game is balanced around only being able to take 4 perks per person.
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@ryzen0849 said:
https://forum.deadbydaylight.com/en/discussion/comment/2789682#Comment_2789682
Correct me if I'm wrong, isn't the whole slide and slam using wonky collision to their advantage? I don't see how it could possibly be considered an exploit.
McLean literally has talked about Blight’s rush having two components that check for how a rush functions (what it collides off of). The second is based off the camera angle. Thus, looking down reduces it, and thus allows for sliding. That was how he made the Rush mechanic component work on purpose.
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@realflashboss said:
https://forum.deadbydaylight.com/en/discussion/comment/2789381#Comment_2789381
If sliding was a feature then it would be built into his controls and his ability info - without being hidden behind people randomly finding ways to do it. Theres no controls programmed in to do it, its just an exploit. If someone can do it properly theres almost no escape against those blight players.
The dev that was the creator for Blight LITERALLY SAID he wants Blight to be able to decide when to slide and slam. It was literally part of the core design.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2789337#Comment_2789337
https://forum.deadbydaylight.com/en/discussion/comment/2789532#Comment_2789532
Correction: It needs to have a hard maximum far below 90 degrees, closer to what one can perform on a controller. It doesn't make sense to design a killer power around needing to bounce and then giving him that much control over his path mid-rush.
You mean, you want a hard counter to be stepping one step to the side diagonally. Yeah no, that’s stupid. Flicks can also still be mindgamed to avoid them. Lilith Omen, an insanely good Blight literally shows examples of experienced survivors doing exactly that fairly regularly. Also console can do literally everything PC can.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2786929#Comment_2786929
Lol Blight is definitely not a no brain killer, even with his good addons. He's definitely not easy to master.
Of course, some of his addons need to be nerfed, and his exploits should be removed as well.
On the other hand, it would be awesome if they could actually make his collision work reliably, without him sliding off of certain objects and getting stuck in certain areas.
His lung hit box is also fine. He needs it because of his lower turn rate while lunging. Survivors can even dodge his lunge if they play it right and don't get screwed by connection, although that is very situational.
Making it harder to hit survivors with his lunge would not be a good idea at all. if the hitbox width would be decreased, the turn rate of Blight's lunge would have to be increased as well.
sliding is literally an intentional feature.
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How many more times do I have to post this explanation from Peanits of BHVR until people understand the hitboxes are perfectly fine?
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@realflashboss said:
Blight is alright, couple of his add ons are a bit broken, but then theyre add ons so i agree they should give an advantage.
I have more of an issue when hes able to turn around 2 corners and do stuff the devs obviously didnt design for him to do. Hes meant to be a straight line pin ball with a limited turn angle. He becomes broken when he can turn round 2 corners of shack, get in the door and still hit you. 😅
The sliding is literally intended by McLean (his literal creator) though. He explicitly has mentioned he wants Blight to be able to pick when to slam and slide.
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@[Deleted User] said:
There are exactly two non-add-on-related things I would change about Blight.
1) Insane turning radii via DPI switch should not be a thing. The turning radius should have a hard maximum.
2) The radius for his wall-bouncing sound effect has got to only be like 16m. It should be wider than that. Before I realized this I'd frequently get points for breaking chase, hear nothing, and then take a smack out of nowhere. It's all the more common given how many Tinkerer Blights there are.
- It does have a hard maximum. You can turn up to roughly 90 in a single flick. The 180 tricks you see people do are via preturning 90 degrees and then flicking, or flicking, attacking to reset the turn amount, and flicking the rest of the way.
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@JawsIsTheNextKiller said:
I think if people consider any S-Tier killers the most balanced killers in the game, that highlights a serious balance problem.
Nurse and Blight are the first and second best designed/balanced respectively and the majority of the rest of the cast is behind what should be the golden ideal though.
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@Smeagolthevile said:
Considering that is what determins rank, then losing the BP and the points, causes them to derank, which again... puts them in the low tiers with new players and bad players. It keeps them out of circulation.
Also this is a wonderful thing on this forums. Instead of posing options on how to fix things, you find people like SuzuKR here, who come into a thread and just play a 'corrupt a wish' where you take what the person said and just make excuses as to why it wont ever work.
You provide nothing constructive to the conversation and only manage to shut down conversation.
Rank doesn't exist. Grades do. And they exist solely for reset BP rewards. They literally do not affect matchmaking. If people don't have a need for BP (eg, they have everything they want already) or they just don't care for BP in general, this does literally nothing to them. I don't know why you feel the need to take out your upset emotions on me. You should understand what you're talking about before proposing solutions that are literally irrelevant because things don't work the way you think they do. MMR is what determines matchmaking, not grades. Ranks don't exist.
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Screaming interrupts actions. This has been intentional for literally years. The generator repair was interrupted. Thus, Dead Man's Switch blocks it. Yeah, DMS could use a cooldown (maybe 40s or so), but the functionality isn't unintended.
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Exponential is for recovering while slugged.
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@Smeagolthevile said:
To SuzKR demanding me fix a problem the game devs couldnt. Its actually quite easy, because its already in the game. Increase the blood point punishment for killers that stay within the hook's range.
Scale it based upon the duration spend within an area and the distance from the hook. If a killer stays in a M1 range of the hook for the ENTIRE duration of a 2 hook phase sacrifice, then they lose enough bloodpoints to counteract what they get for sacrificing them.
Done and done. If survivors are gonna rush up and try and unhook, let them. Chase one of them aroudn and let them unhook the first person. The game isn't designed to be a 'one hook and dead' game anyhow.
If they arent good enough to get kills without doing this, they drop down to the low ranked matches and play with other poorly skilled players.
That isn't going to stop people from recklessly camping, they don't care about bloodpoints in the first place.
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The chewiness is exactly what makes boba amazing.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2788107#Comment_2788107
Or actually get good.
The irony of saying this but not taking your own advice and just getting good so you can beat better SWFs.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2787693#Comment_2787693
Yeah. At this point idk if it was intended or not cause mclean was aware of it while he was still working at bhvr but never fixed it or either never had to the time too.
BHVR has been asked directly about it repeatedly, and they have never stated it was an issue. In comparison, they have explicitly stated J flicks were an issue because it involved using a high DPI to go past what they had intended as the turn rate cap for a single frame.
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The new adrenaline vial not only increases speed but also turning rate.
Um.
Adrenaline Vial: Decreases the Rush Turn rate by -0.5 °/s.
Why do people talk about things if they haven't even read what it does?
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DBD players stop calling intentional mechanics exploits challenge (impossible)
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Why do people make brand-new threads for the exact same topic another active thread is about?
@Mileena_Kahn said:
Yes I said it, he takes no skill and is perhaps the most braindead killer in DBD. Let’s go over a few reasons why.
- He’s a 4.6 movement speed Killer with with arguably the best base kit power and mobility in the game.
- He’s Anti-Loop because of the exploits he can do in game to get hits that should not be possible.
- He has some of the most broken add-ons in the game.
I just don’t understand how the devs haven’t done anything about him yet to be honest. You can’t sit here and tell me “he takes skill” or anything similar to that. Because looking down at an object before rushing and flicking your mouse just is Soo hard right? And that’s not even explaining his busted add-ons…. Whats that? You hit a survivor with your power and they made good distance on you? Don’t mind it cause your alchemist ring and blighted crow will let you catch up and down them again in about 4 seconds. Yup a whole 2 health states in the span of 10 seconds just cause of 1 add-on. What’s that? Your tinkerer went off? Don’t worry just rush to the gen in no time and let ruin take care of it. What’s that? You can’t hit a survivor with your power at a loop or tile? Don’t worry just point your head down at the wall or an object before you rush and you can slide away and flick. Wash, rinse, and repeat. Good Job BHVR.
@LL123 said:
Let's take a nurse as an example.
Nurses have the lowest kills. But the statistics are from 1st to 20th.
Beginners can't even get 1 kill. However, nurses with a red rank get at least 3 kills per sale.
Based on this, it is necessary to adjust the balance, but if the overall stats are set as statistics, it is meaningless to nerf Nurs, Blight, and Spirit.
@Mileena_Kahn said:
I was really expecting for the blight to be toned down/reworked for this mid-chapter update but instead they actually buff adrenaline vial. The killer has been busted since release and he’s even more busted if you can J flick which the majority of blights do and shouldn’t even be a thing to be honest. But nope, another year with this busted killer.
EDIT: I have nothing against base blight, base blight is perfectly fine. I personally think he at least needs a small add-on rework and the ridiculous flicks need to be looked at as well. Hope that clears up any confusion.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2787267#Comment_2787267
Pretend you are a developer, not a killer-player or a survivor-player, but a developer. In a PvP game, you would not want one side to access to a strategy that allows that side to win, without allowing the other side to have a way to counter that strategy.
There are survivor players that don't have Decisive Strike. They don't have Laurie Strode, they don't have enough shards to afford DS from the shrine, DS hasn't shown up in the shrine, or they haven't moved far enough into the bloodweb to even get DS.
From a developer's viewpoint, how is that even fair for those players. They are forever going to play at a lower level of play just because they don't own a perk. A perk that is the only counter for a strategy available to every single killer from the get-go.
The counter is built into the strategy itself though? It means you are ignoring and not pressuring any of the other survivors. That is just flat-out throwing away free generator progress. Doing that recklessly against better survivors is a massive time loss, because you end up with hyper-lopsided situations like none of the other 3 being hooked even a single time. Other than that, there is nothing wrong with doing it strategically to gain or regain pressure in specific situational scenarios where it is the best possible play.
Also, Borrowed Time is on one of the base-game survivors. That combined with taking protection hits works fine enough as well to delay the killer even further.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2787255#Comment_2787255
Why would that make any sense. Every killer has the ability to tunnel-off-hook-till-dead. Why should a survivor have some type of counter? Survivors have counters to everything else, why not this?
This isn't something that only occurs with certain killers or certain perks, it is available to every single killer.
Because tunneling is a strategy that is intended to exist and the game is balanced around that? If you want to have a tool to deincentivize it, the point is you have to put on the perk for it. It is not something you are supposed to have by default. That's like asking why Unbreakable isn't basekit. You aren't supposed to have an anti-slug mechanic basekit. Same thing.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2786682#Comment_2786682
I am actually really interested. Also, do you have the kills vs escapes for these games?
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On a side note... Because survivors have no counter to tunneling-off-hook-till-dead, unless they have Decisive Strike unlocked and equiped and because tunneling-off-hook-till-dead is available to all killers, I do think a watered down version of Decisive Strike should be basekit for surivors.
Basically basekit "Decisive Strike" is something, that can only be used during the 2nd hook and only if the killer has hooked you and no one else in between and is de-actived during EGC.
This means regular Decisive Strike still has purpose but doesn't feel absolutely needed because there is a watered-down version basekit.
Decisive Strike is not basekit because you are not SUPPOSED to have a direct perk against a strategy basekit.
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Things can be good without being overpowered. Blight’s base kit/add-ons like Blighted Crow and Rat are that. There are things that can be good and overpowered. Alchemist Ring is like that. Just cause it’s good doesn’t inherently make it need a downside attached to it, such as add-ons, if the benefit isn’t overpowered.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2787171#Comment_2787171
I mean my mind is set, and I know others even some people I know in real life that think he’s unbalanced. I don’t know the numbers on wins vs losses against blight but that doesn’t matter I’ve played against the killer and have played as him to know that he’s broken.
Please take a stats class I am begging.
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@ChristinaPirog said:
https://forum.deadbydaylight.com/en/discussion/comment/2786203#Comment_2786203
If survivors are so weak then how come the 4k rates for killers are so so high?
Because those stats are irrelevant because they don’t show the weight that the multitude of different factors have on it that drastically change it?
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DBD players stop calling features the creator of the killer literally put in intentionally exploits challenge (very hard)
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2786818#Comment_2786818
Okay.
So what you're telling me is you want proof but any proof I offer is invalid.
Got it, no use in arguing bye
They said it kind of badly, but they do have a point. The scope of data one single person can collect is way too limited. When factoring in data into balance discussions, there needs to be data to account for all possible factors, to study why exactly it is resulting in what it does. For instance, is it specifically at high MMR? Low MMR? Against solos? Against SWFs? With a specific add-on or perk combo? So on and so forth. It is just realistically unfeasible for one person to have all of the data that is needed to see where the source of the problem is.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2786817#Comment_2786817
I also agree with this. Camping do not work against pro survs if it is not done in the right way.
BUT pro survs are less than 1%, therefore camping works!
Why hook stages should be quicker than a gen? is there a reson?
The actions of "chasing" from killer side and "saving" from survivor side should be supported and promoted.
Hook stages are quicker than a generator specifically so people can't just completely ignore their teammate on a hook to do a generator from 0 by themselves.
