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Terro
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- Terro
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To assert dominance.
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@Slendy4321 said:
I really would love an answer but I highly doubt we're going to get one. I'm so tired of them changing stuff that don't need to be changed
The answer is that they made it modular so it's easier to make changes and add stuff to the UI. As for why they did everything else with placement to the UI we can only guess.
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It's probably the New animations messing with how things look visually.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1927689#Comment_1927689
Maybe in DBD 2 lol
I don't think they'll ever make a true DBD 2. They'll totally make more DBD's but they'll be different games in the same universe.
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I'm going to assume that the foundation that Dbd is on can't really support 8v2 matches, let alone the amount of work it'll take to make all the interactions work.
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Nobody else can loop longer than 10 seconds. That's with them getting hit twice with m1. I don't even know how the hell they're managing it. The good news is that u do get games where ppl actually know how to hold m1 so even if the killer is downing and hooking ppl quickly the gens are still getting done, regardless of ruin.
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Personally, I think ruin is only a problem once/if the killer manages to get the pressure going with chases, downs and hooks. Usually around the 4 minute mark is when ruin can start showing its true with. Of course there's also the problem with solo queue survivors not even being semi efficient with their time.
Oddly, enough there are very few games where I felt ruin actually made a real difference to the end result of the game. A bunch of ppl keep saying that ruin +undying is carrying killers above their skill range, yet, what I'm seeing in solo queue is most games wouldn't have been won by the survivors regardless of whether the killer had ruin or not.
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I think it's as high as it can possibly be. The difference between 4.6m/s and 4.76m/s is just enough to make a difference but it doesn't meet the next threshold. It's the fact that it doesn't hit 4.8m/s that means your just short.
For example,
5x4.6 = 23m
5x4.76=23.8m
5x4.8= 24m
I dunno I just like the fact that it doesn't make neat numbers.
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@MrsGhostface said:
All these survivor nerfs over the months and you’re still whining about gen times... they’ve already been looked at. Git gud
That's the irony of the situation. The killers complained about gen times and the devs decided to rebalance the maps to match the gen times.
Although, outside of that what other nerfs were there? I went scrolling through the patch notes. The last thing that was a true nerf was appraisal (I'm not including something that's a bug or something they fixed that happens to be detrimental to survivors) and I kept scrolling up. There weren't that many.
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The thing about Freddie is that he's what I'd call DBD's equivalent of a stat check killer. He's a killer with a low skill floor AND low skill ceiling. He's a jack of all trades master of none. This means that the difference between a godtier Freddie and an okay Freddie isn't much and his time to kill is railroaded. U either escape before that happens or die. You need 4 survivors who are decent in most aspects of dbd and you'll beat Freddie most of the time cuz he's railroaded so much. The problem is that you're not going to get survivors that are decent in most aspects of DBD even in SWF.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1925386#Comment_1925386
There is a big difference between NOED and Adrenaline / Hope in that Adrenaline is a reward for success and NOED is a reward for failure.
That’s why I am much more OK with a perk like Deliverance, which requires you to do something, instead of a perk like Unbreakable, which is “I went down but who cares I have a perk”
I’d scrap it entirely or make it on a token system.
https://forum.deadbydaylight.com/en/discussion/comment/1925372#Comment_1925372
The big difference being that as a killer the match is entirely in your hands. Solo Q survivor? Absolutely not.
Killers at this point still have a ton of significantly more broken things to use than survivors, who have keys and a few busted maps and that’s about it. You think these top killers, who are going on 50-100+ win streaks, are doing it because the game is survivor sided? I doubt they would be pulling more than a 2-3 k/d in a game like call of duty. It’s too easy to stomp solo Q teams if you know what you are doing. That’s why I support the hatch.
You could be the best meta looper in the world and the killer can just....chase someone else, and then swing by to pop your gen until your team is dead and they can commit to you. There is also slugging for the 4K which is pretty easy to do.
So your point is that because in your opinion killers have it easier than a single solo queue survivor, have more significantly broken things than a single solo queue survivor and have more impact in a game than a single solo queue survivor, Killers having a perk that gives a weaker equivalent of hatch is unfair? Ps top survivors have also made it to 50-100+ winstreaks.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1925334#Comment_1925334
That’s literally you saying “I’m not good enough to win so I crutch on these perks” which isn’t a good argument.
https://forum.deadbydaylight.com/en/discussion/comment/1925342#Comment_1925342
It’s just not realistic. On some maps where they spawn in the open sure. On huge maps, indoor maps, or maps with really good totem spawns it’s just not happening. Especially if the person going on the hook is at second stage and there is only 1 minute.
The killer gets a free kill or more for pretty much doing nothing except failing.
It has the same problem as DS/Unbreakable/Dead hard in that you are expected to play around it even though it might not exist. I don’t think perks should be that powerful to begin with. I never use NOED and I’d be happy if people wasted a ton of time doing dull totems in my matches.
Door spawns can easily be so close it’s impossible to open them without someone eating a NOED hit.
As I said, it's basically hatch for killers but with less finality. Sometimes the RNG favors you and sometimes it doesn't.
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The reason that happens is that survivor emblems are super reliant on outside factors and there are 4 survivors competing over the same objectives. Ppl already complain about how they deserve to gain pips or don't deserve to lose pips over stuff that they feel isn't their fault.
It also means you're doing a good enough job.
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U could just do the totem that spawns noed so instead of doing 5 you just do 1.
@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1925308#Comment_1925308
Pretty hard if the team is scraping into the endgame with a member or two already dead. Doors can easily spawn in ways that it’s impossible to open them without someone taking a chase, and many of the pallets will probably already be gone by then.
https://forum.deadbydaylight.com/en/discussion/comment/1925305#Comment_1925305
Tell me why that logic can’t be applied to Undying. I really wanna know.
A lot of ppl don't even think undying needs a change. The big difference between undying and noed is that undying pairs with hex perks. The main goal of hex perks is that they're powerful so they can be removed but undying gave too much of an RNG safety net in the dev's perspective. Noed being super powerful takes up a perk slot that doesn't do anything for most of the match. It can also be removed before it activates and even after it activates u only need to do 1 totem. It's basically hatch for killers, except weaker, can be removed before it activates and takes up a perk slot.
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@Johnny_XMan said:
If you mean will killers still complain about DS even after being neutered, the answer is yes.
@Orionbash said:
Honestly, no. Its basically going to start a new trend of toxicity and tunneling from killers who bait the survivor into doing objectives and then proceed to tunnel them risk free. It's a really unhealthy change and it was a poor idea to just implement what killer mains were requesting without any forethought of the risks and downsides to doing so. I don't use DS, but even I'll feel the effects of this as the fear of DS will be gone. My concern is mostly for weaker players that are not very good loopers and will just get tunneled straight out of the game via bait tunneling.
But hey, the devs have always favoured killers. Lol I really shouldn't even be surprised at this point. Especially after the Autohaven nerfs with huge deadzones and fewer pallets.
Well there are things about the changes to DS that killers are talking about. DS locker Strat. DS is extremely powerful in end game and there's a very high chance that DS makes it to end game for sure now. Other aggressive DS baits are possible, since killers will probably be less likely to look out for DS now. Getting healed by other survivors doesn't disable DS making things even more confusing. Depending on how survivors adapt to DS changes, fear of DS might not actually change and killers might just keep slugging or learn to just eat DS.
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It was on a dev live stream. There's a pinned discussion right above.
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@Tomskrex said:
Guess someone was also baited into clicking 2 year old "nerf BT" thread.
Me too OP, Me too..
It's not the only post either over the past week.
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Doesn't that just add more clutter on the screen for killer? Not that I'm complaining but when I used to play killer just having all the gens visible plus the aura perks and other visual notifications was already enough stuff on screen.
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All I see from these responses are everything is technically a crutch perk. Just some perks are more acceptable. Don't think you'll kill survivors by end game? Use noed. Don't think teammates will heal you? Use self care. Not good at figuring out which gens survivors are almost done? Use tinkerer. Aren't good at paying attention while on a gen? Use spine chill.
That's the use of 99% of perks in this game. They strengthen a player's ability or weakness. U can call it a crutch if you want.
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@OldHunterLight said:
There is no such thing as playing toxic, you may have to get your hands a little dirty but not all the time.
But I guess the definition of toxic has changed a lot.
Let me break it to you a little bit.
Sometimes tunneling is the right choice, it is not fun for the survivor side.
Facecamping, well...... You lose emblem points.
Slugs in the other side is pretty common, sometimes you need to slow down the tempo of the match.
I think playing toxic is going out of your way to purposefully get a reaction out of ppl. The thing with tunneling and even slugging is that killers usually have to make a conscious decision not to tunnel (the really broad definition of tunnel not the og one) or slug. While most of the time face camping is the opposite.
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I think the term they were looking for is broken. A.k.a his power is literally glitched and broken.
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Tru gets a lot of hate, some reasonable and a lot unreasonable. A lot of posts that mention streamers, get closed cuz they devolve into ppl bashing.
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At least they didn't call you smart. Now that would be scary.
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To make sure there's nothing super, extraordinarily game breaking. Everything else is minor. Or maybe it's just to check how their changes effect the servers.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1922721#Comment_1922721
As someone who majored in game design, I do care about hypothetical situations, because at the end of the day, they also exist and are part of the game.
If you don't care about them or don't want to add anything related to the situation that I'm mentioned, sure, but I don't see how that adds anything of value to anything that I've said.
Then you obviously aren't very good at game design cuz you're pigeon holing yourself by focusing on one small hypothetical not even really apart of your original design goals. The keyword you used was hypotheticals. Not singular.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1922717#Comment_1922717
Because, if you read what i said, it says they were not on death hook, and they could also be healed....????????
And if u read what I said there are moments when doing a gen is better for the team then just healing some1 on death hook but since you stuck with hypotheticals I wrote my own.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1922710#Comment_1922710
You're basically saying that someone's DS, that might have only been hooked once, is more valuable than a team mate being alive.
Now, who's really selfish?
But what if they were only trying to survive to get those sweet points? How is that selfish?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1922704#Comment_1922704
Me dying because someone didn't heal me because they wanted to keep their DS isn't me being selfish.
A solo survivor isn't selfish for wanting to survive by wanting someone to heal them. Most backwards mentality.
So if u want to argue around hypotheticals we can keep talking around each other. You not finishing the gen and standing there t-bagging for a heal is completely selfish. Refusing to do anything until healed in gear of death is selfish. It's on the same level of some1 not doing anything to preserve their DS to survive.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1922695#Comment_1922695
I am selfish for wanting to survive and get points? Lmao
Yes. Certain situations call for finishing the gen over healing some1. More ppl are likely to survive in those situations.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1922690#Comment_1922690
My sacrifice is in vain because I don't get points for my team escaping.
Whose being selfish now.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1922667#Comment_1922667
Don't ask me that, I'm not the one trying to keep my DS, i'm the one trying to get healed. Even at red ranks, I've gotten times when a team mate refuses to heal me, even though I'm on death hook. New DS will just make that happen more often. I've had enough 3men SWF in my team while I play solo in 4k hours to know how selfish those get.
Depends on the situation. In certain situations, it's better for the team to just finish the gen in front of us, even if the other person is on death hook. You might call it selfish but your sacrifice was not in vain if the killer guns you down. Other times, yeah you don't lose much for healing the other person.
The new DS requires ppl to heal each other cuz it doesn't deactivate on being healed by others. Being a true selfish jerk is going to bite them back anyway. It might actually lead to ppl forming non-selfish habits.
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I'm seeing slightly the opposite. Barely anyone called pop dead. A lot of people are saying DS is dead. A large amount of ppl bargained when pop was nerfed. Less ppl are bargaining with the DS nerf. Not a lot less but still less.
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@Volfawott said:
Honestly let decisive strike activate twice so even if you use it or miss it if you get tunnel again after being hooked you could use it and pause it in chases.
This should basically make it fair for killers and survivors.
It becomes fully anti tunnel however you can't progress the objectives and still keep it at the same time.
It also means if a survivor is being hardcore tunneled if they can outrun the killer for longer than a minute they don't have to worry about losing the decisive.
I'd say keep slugging the same as you could still use it as a pressure tool but with the two other things mentioned above the perk should be overall more healthy for both sides
I'd pause it on down only. The only problem with pausing it in chase is survivors can use it to run around the killer with flash lights, keys, wait for pallet saves, use Sabo, SWF monitoring, etc.
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@Sasha233 said:
https://forum.deadbydaylight.com/en/discussion/comment/1922618#Comment_1922618
That's what I thought but just like GoodBoyKaru said I'm scared it'll automatically trigger an EAC/ VAC ban
It's banable. People have been banned for it regardless of whatever reason they said they did it. If you get caught your appeals will be ignored.
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@HuDawg said:
https://forum.deadbydaylight.com/en/discussion/comment/1922176#Comment_1922176
I am absolute horseshit at looping because i got looping from friday the 13th in dbd killers are faster with no stamina
Survivors in DBD don't have stamina either... The killer in Friday the 13th has Freddie's teleport, spirit's phase walk, Oni's rage, trappers traps/ Huntress hatchets and can Mori instantly. Plus, survivors have stamina. U should be a god at looping.
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@DjangoTheGhostface said:
People will probably think this is bait but it brings up a good point that people often forget. The best way to handle DS is to tunnel. Why would you not? With the DS nerf you should tunnel even harder because you need to ensure you get rid of it before they have a chance to escape.
I use DS every single game, it is literally another life state it has nothing to do with tunneling. People gotta understand this
Isn't that basically what killer mains say? They call it a second chance perk and then other ppl say no it's to prevent tunneling.
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How do u forget to use dead hard? I use it by accident sometimes but forgetting to use it? I'm seriously curious. Are you just that engrossed in the game? Or do you panic a lot?
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I mean that I basically said the same thing about free as what op said about abuse. Ppl use it in pretty much the same way, except people say a perk or strategy gives a free____.
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This is exactly what I said about "free" stuff. Free hits, free escapes, free pressure, free range, free whatever. Everyone's response was pretty much you're taking it too seriously. Ppl don't mean that too literally, except the ppl being clearly biased.
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The answer is that you can't say every killer can use BBQ effectively. However, you can say every killer gets some use out of BBQ.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1920351#Comment_1920351
I mean, lets call it "Skill" for now, even tho we both know that DBD is not a game where you need much skill. But still, some Survivors are better than others and it should matter that those dont drop in a chase immediatly, just "because it is a 4v1". This "reasoning" is on the same level like "The Killer has a weapon".
But you're not asking for the ability for survivor to show skill. That's possible even right now. You're asking for the ability for survivor's skill to have a much greater impact in the game regardless of situation (if every situation also has counterplay now). It's the survivor equivalent of nurse level of versatility and impact at Freddie's skill ceiling (current survivor gameplay doesn't allow for a higher skill ceiling). This is the biggest complaint ppl had when dbd first came out. Also, back when mains weren't so solidified.
Both survivor and killer have become increasingly railroaded to an average time to kill, due to the nature of the game. If either side isn't equally skilled to hit that railroaded time the game becomes a stomp for either side. Otherwise, 2k/ 2 escape, unless survivors decide to go for saves at egc. This is why some ppl are saying that Dbd is at its most balanced ever been.
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@MrsMaliciousX said:
A killer shouldn't be able to 4k every single game
Just as survivors should not escape every single game.
Idk how long you been playing but survivors have been hit super hard my guy. Like super hard. They recently just started with the killers.
It's funny cuz everyone keeps saying the game needs to be slowed down on both sides (survivors don't want to die 3 minutes into a match and killers don't want gens flying within the first down). The devs just make the game end faster on both sides.
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RIP bhvr. They have to give refunds on anything they've nerfed.
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@AChaoticKiller said:
we are aware it is subject to change but the other two points don't matter.
When discussing it's changes we should only focus on what is presented to us and how it is compared to what it used to be, changes that are previous to the current one don't matter.
The problem is a lot of survivors are acting like DS has only ever been nerfed multiple times and using that idea to base off what's going to happen in the future. DS nerfed and stays nerfed. If ppl only focused on current changes then I wouldn't have to mention that DS in particular has had many changes. Not all nerfs and not all buffs. It's not like MoM that got nerfed to the ground.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919989#Comment_1919989
I'm pretty sure not pressing anything also deactivates it. Since I assume not hitting the skillcheck counts as failing it and thus deactivates it.
Try it. I'm not at a computer right now. Although I checked the wiki and it says it does work how I said it does in trivia.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919972#Comment_1919972
No I'm pretty sure if you miss the skillcheck it permanently deactivates DS.
That's if you miss the skill check literally. If you don't press anything DS gets saved for later, unless they changed that.
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What do u mean forced to use it? U either use it or don't. I thought that if you let the skill check go away without doing anything, u don't have to use it and save it for later. It's been a while since I last skipped using DS. Or do you mean you feel forced to use it cuz of teammates? Or with the changes you feel forced to try to use it.
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@ChurchofPig said:
Atm I think it's too early to call whether DS+UB is fine or not with new DS.
U think ppl are just going to take suicide protection hits with DS+unbreakable?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1917873#Comment_1917873
No, solo is not great. Anyone who actually plays only solo will disagree with you.
Supposedly MMR will fix solo queue. Fingers crossed.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1917019#Comment_1917019
Spare me. I’m obviously not referring to people who tried to bring up constructive criticisms.
But plenty of killer mains who have spent all this time calling the devs “useless” “incompetent”, “stupid”, etc. are now suddenly professing their love for them and how great they are.
The hypocrisy is ridiculous, and hopefully next time something they don’t like happens, they remember this, and remember that the devs DO care about their side.
I think this is the opposite. It took a hell load of Bitchin for the devs to move on a DS nerf. I think the devs should've waited or else it seems like the only way for the devs to actually nerf things killers want is that they need to complain about things being survivor sided. It sets a bad precedent.