TSQuint
TSQuint
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- TSQuint
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Comments
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@Hex_Ignored said:
They have. They are refusing to nerf nurse so she is probably their answer. Just use her and you can easily demolish 99% of all teams you meet in public lobbies.
One legendary killer isn't a proper resolution to that problem.
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@HugTechLover said:
Instead of just giving up, how about trying to learn something from your matches against blight?
Learn some skills and counterplay against him.
Anyone who runs to the "skill issue" defense is being intellectually lazy. Also, the Blight avatar just makes this even funnier.
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You're already handicapped in the endgame as it is without adding that. However, I think that's just part of the game. In that situation if a killer is that desperate for one kill, let them have it. Personally I think it's like hitting a solo home run in the bottom of the ninth when you're down 10-0 but different strokes etc.
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Survive with friends. Every problem with perks from survivors that required a nerf or a rework comes from teams using them in the same match. They're the reason the killer loadout had to be hidden until a match is completed, they're the reason Mettle of Man and Circle of Healing were nerfed, they're the reason the hatch spawns when there's only one left and keys don't immediately open hatches anymore, they're the reason the endgame collapse had to be implemented to keep them from holding matches hostage so they can pat themselves on the back. SWF should only be available for tournaments and limit the number to 2 or 4. 3 is a waste of everyone's time.
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For a true casual experience for all parties involved, the first thing that has to go is SWF teams. The entire premise of the game is, "can 4 strangers work together to escape a killer with limited communication?". You know, like a horror movie. Making all perks tier 1 or 2, queue up 5 random people and select a killer from that group, no map offerings, stuff like that would make it more casual I think. Also adding a killer bot for custom matches.
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@Ghoste said:
1) Matchmaking accuracy should take priority over queue times.
2) The lobby should be deleted entirely. When 5 people are found, start the match. No more lobby shopping/checking profiles. (Not sure if hot-take, just wanted to post this.)
3) Charms are pointless and a waste of development time.
4) Lethal Pursuer ruins the pacing of the game by removing the early-game hide-and-seek phase.
All of these are perfect! Charms are the worst. It's like when your job tells you if you meet a goal everyone will get a surprise and it turns out to be $5 gift cards.
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Great point! I hadn't thought about it. There's still an instinct to stop the rescue when the killer swings which isn't necessary anymore.
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@CircusClowns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581755#Comment_3581755
What a weird statement. You haven't played Twins.
What a weird statement. You don't play as Victor the whole time.
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@Saltb1997 said:
I’m sorry you have to deal with that, I’ve been trying out different exhaustion perks to prepare instead.
Deal with what? People playing the game with a perk? Man, some of you...
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@CircusClowns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581648#Comment_3581648
It's completely normal for perks like Windows of Opportunity and MFT to have a high usage rate. It makes me question why they don't run perks like Overcome.
Oh, right. Yeah, that's not abusing a perk that is overly tuned or something.
If Overcome was used with the frequency of MFT then they calls for it to be nerfed would be just as loud.
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@Krazzik said:
If survivors are actually doing gens then it doesn't matter if you get quick chases and hooks, multiple gens will still get done pretty quickly.
Also, the really smart players will let a gen over 50% go and start another one. Killers will waste A LOT of time patrolling that area.
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I only read OP's initial post. If I'm playing against a Sadako that's slugging so they can watch the choppy animation, I'll try and get grabbed on a generator or out of a locker near a hook and get out of there as fast as possible. Slugging isn't against any arbitrary homemade rules but it's unsportsmanlike by way of poor game design.
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Made for This is only "overpowered" if you're below average with anticipation during a chase.
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@ember__lol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581314#Comment_3581314
so other than that is there really any real reason to p100 or should i j get all my killers to like p50
You do what you think is the most fun. I personally think it's odd to brag about p100 since it's just an indication that you use the same character.
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@ember__lol said:
i want to p100 one of my killers but what do you get after u hit p100? do u get a cosmetic or something and can i still get more addons? bc if i dont then im not gonna p100 him until i run out of all my addons
You get to make a post about it or if you're on Steam you make it your personality on your profile.
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I love playing custom games against bots. They've made them a little smarter and it's good practice for new killers. I also like doing it because it's a fun and relaxing experience. For Halloween I played all cornfield and Haddonfield, and Springwood maps. Last year for Christmas it was Ormond and I used the Krampus or clown Santa skins.
If or when the day comes and they make killer bots available like the old mobile game, I may not use live servers again. I like playing games for fun, it anyone can believe that.
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@NerfDHalready said:
knowing all this complaining is because of the mft nerf brings so much joy. learn the game and get better, sorry not sorry. next step stop offering maps and learn how to play on different maps and you'll be a skilled survivor finally. no dependency on anything = good.
"no dependency on anything = good". That sticks out the most. I'll make sure I pass that knowledge on to the next killer using all aura reading and/or screaming perks. You're right, they should actually earn kills by not having perks tell them where everyone is at all times.
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I exclusively play solo now because the people I played with bailed out completely in the last 2 years. Information, getting healed quickly, and maneuvering during chases is essential. To that end I use Kindred, Inner Strength, (as a backup and 8 seconds to heal is tremendous), Resurgence, (even if I can't get healed under the hook, I'm still in good shape unless it's a lazy killer that immediately chases me), and an exhaustion perk which I rotate. I used to love Bond, Kindred, and Open Handed but that leaves me with almost nothing else to work with.
All that blathering to say, I agree that most survivor perks now aren't very useful.
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@Mooks said:
Well… it is no secret that the matchmaking favors short lobby queue times over accurate matchmaking. The devs literally said so themselves and stated that the MMR can pretty accurately predict the outcome of the matches..
I would still rather have the 20-1 ranking. I felt like I was playing against the right people. I also enjoyed red ranks because anyone there didn't have anything left to prove and I found the matches a lot more fun.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578893#Comment_3578893
It's definitely easier to spot an outlier way before a year. Keeping a problematic perk that long is a good way to drive ppl away. I can only imagine if MoM was allowed to stay in its original state for that long...
At this point I don't think enough players could leave to make any kind of dent in the popularity of this game. It would take a scandal of significance at BVHR to make the game die out.
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No perks should be subject to change until at least one year into its existence. After that, data should be gathered for 3-6 months to see how drastically it affects a killer's ability to get 3-4 kills or 3-4 survivors escaping.
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I'm not attempting to dispute what you've listed because it's all true. The problem is all of the bad changes we keep getting. Specifically pertaining to the never ending cycle of buff this, nerf that, rework this, killswitch that. They have made so many of those changes that each new release results in something else being broken. I wish they'd cool it with the chapter releases and focus on consistent code and gathering data to decide perk reworks rather than doing what the "fog whisperers" tell them to do.
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@XshyguyX said:
He's not that bad once you realize he's just a pinball. It's the killers that hit you mid-animation, during vaults when you can't do anything about it that's frustrating.
Xenos tail. Pyramid head with range add ons. Etc that are the real frustrating culprit.
A lot of those window hits are, shall I say, generous.
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Do some people want this game to be like Friday the 13th with the maps? Meaning, EVERY match was Packanack Small and that gets pretty old fast. There's a lot of maps in this game now and some are good, some great, some bad, that's kind of the point. I think map offerings should be removed because random selection is always fair.