Teslaboi
Teslaboi
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- Teslaboi
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M-rated game btw...
Where swamp monsters go for the throat and rip out your guts, or deranged nurse slowly strangles you, or Giant Ogre man rips your tongue out....
lol
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OP, ignore everyone telling you that you're too inexperienced, or a baby survivor main.
I posted earlier, and I say again, keep going.
The MMR system will either catch up to you sooner or later, which will result in you hitting a wall and being proven wrong...
Or, you'll keep winning and have (maybe) an insurmountable amount of data, that people could not possibly chop up to "only having 300 hours". (Which to be frank, is small compared to some veterans, but by no means a small investment. I reckon most don't have that amount invested into half of their games. I certainly do not.)
I don't know what you'll get, and I'm not hoping for any particular result, but I am deeply curios.
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OP, please keep going. People are defaulting to it being due to low MMR. I'm not saying it isn't, but I'm curios to see how far this takes you. At some point or another you'll either hit a wall or prove your point and I'm very curios to see the outcome.
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Maybe he means the prestige amount?
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I would be for increasing all BP gains by 25% to account for the cap being raised by 25%.
Conversely, they could just uncap all BP categories but leave the 40k cap per match. that way, if you end up as the gen jockey, all your hard work is rewarded with more than 10k BP, or if you're tunneled out the game, but last a century, you can still get a decent amount of BP from doing so (still wouldn't be fun but at least you get more BP).
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/337758/survivors-aiding-killers
So let me get this straight. You sold your teammate out by abandoning her to die, and you're confused as to why she pointed you out? You made a choice. You opted for the safe route for you, so she denied you that safety. I'm not saying you were in the wrong to prioritize yourself, but you made your bed then you had to lie in it
OP said that he went by to revive her. the killer chased him afterwards, and he lost him. He then slugged the meg again. I'm not sure why you're saying he abandoned the team mate. he made an effort to pick her up and the killer made an effort to keep her on the ground. Not sure why you're saying OP is the bad guy, hell, he even went to go do a generator. If he had gone to pick her up a second time he would have just downed him and 4k'd easily. He was a survivor, trying to survive in an otherwise bleak situation.
EDIT: Assuiming OP, was trying their best during the match, I don't see OP as the bad guy here.
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The situation that happened to you in game was unfortunate
I just wanted to pop in and say that the devs do stuff about reports. I don't encounter hackers frequently for example, but I can say every single one I've reported has a ban on record when I check their profile after a few days/weeks since reporting.
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I can't speak for everyone, but for me it's an extremely valuable perk in Solo Que, up there with kindred, as it lets you know what pallets your team mates have used. it also makes it significantly easier to plan a chase route.
They should remove seeing breakable walls though as it just clutters pallet auras and does nothing for me as survivor haha.
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@Seraphor said:
This is actually exactly how it was working in the brief period before it was killswitched. Instead of being an additive bonus like streamers, it was a multiplicative bonus.
But personally, a free party streamers for a +100% additive bonus would be fine for me.
Yup! I just wanted to mention that in hopes that when it returns that it comes back exactly like that. I loved the amount I was getting that I didn't care if my games were poor.
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DS should have it's stun reverted back to 5 seconds.
Dead hard... no... just no.
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@PlaysByShady said:
Oh gawd.... does every survivor main have to ask this question individually and expect a personalised answer?
Her hits should count as M2 attacks, not M1, I mean, if Blights rush attack counts as M2, why doesn't Nurses?
She's literally slower than survivors. She is the only killer that is literally slower than survivors. How do you expect her to get M1 hits when she's literally slower than survivors without her blinks??
Blight is a 115% killer. He can literally walk up to survivors and smack them upside the head like most of the other killers. That's why his special doesn't count for basic.
Honestly, if this is the shallow depth of understanding, it's no wonder there's so many complaints about Nurse. Survivor-mains simply refuse to step out of their bubble and look at any other factor other than "duuurrrr... my standard looping skills are no good any more"
YOU: (She's literally slower than survivors. She is the only killer that is literally slower than survivors. How do you expect her to get M1 hits when she's literally slower than survivors without her blinks??)
RSPONSE: She's not, that's the point. Her blinks synergizing with exposed or other on M1 hit abilities is really too much for a killer with the ability to ignore the walls and the entirety of the game's mechanics.
YOU: (Blight is a 115% killer. He can literally walk up to survivors and smack them upside the head like most of the other killers. That's why his special doesn't count for basic.)
RESPONSE: Right, but again, nurse can get her hit's so easily compared to the other killers, and therefore is rewarded more than the other killers as a result with perks that reward M1s.
YOU: (Honestly, if this is the shallow depth of understanding, it's no wonder there's so many complaints about Nurse. Survivor-mains simply refuse to step out of their bubble and look at any other factor other than "duuurrrr... my standard looping skills are no good any more")
RESPONSE: Did you even read his post? He clearly stated he was a killer main that plays solo que survivor on the side. Looping is a core mechanic of this game, anybody that's played this game for a while knows this. I believe the level of YOUR depth of the understanding of the game is what really needs to be questioned here. Every other killer for the most part plays by the core mechanics of DbD. Nurse COMPLETELY ignores them.and basically plays her own game. She should have a smaller pool of perks that synergize with her power because her power on it's own is more than capable of making up for it.
And before you even say it, I am also a killer main with almost 3k hours in the game, so please do not try the "survivor main" slander.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3078259#Comment_3078259
5s stun on DS would be fine really. The main issue of it being active at end game is gone, it's fixed.
I'd also be in favour of removing the ability to grab survivors from unhook attempts. This doesn't really add anything to the game, it's another standoff scenario where neither survivor nor killer wants to be the first to act. Without this as an option, the killer would just be forced to whack you as fast as possible, which simultaneous raises the stakes for both sides away from any stand-off mechanic, and makes a hook trade far more likely.
Upvoted you for the unhook grab being removed, like the idea, hope they implement one day.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3078211#Comment_3078211
Camping:
> When the survivors all rush the hook as you're hooking.
> When you leave the hook, find a survivor, and they run you back to the hook.
> When you're chasing a survivor nearby the hook, and they loop you around it.
> When you're leaving the hook and spot a survivor approaching, maybe they're being stealthy, maybe not, either way you've seen them.
> When the survivor is hooked in the middle of a three gen, placing all potential objectives in one small area.
> When two survivors are flanking you to bait you into leaving the hook so one can go for the rescue.
All cases where camping is the survivors fault, and usually due to survivors being headstrong and arrogant, because they either know they can't be touched, or because they feel entitled to an unhook and if they don't get it it's because the killer is playing "unfairly" which justifies their actions.
Tunnelling:
> When a survivor is unhooked but the unhooker vanishes and the unhooked survivor runs towards you, accidentally or not.
> When the unhooked survivor intentionally body blocks you.
> When a recently unhooked survivor accidentally crosses your path later on, and you don't see any other survivors.
> When a recently unhooked survivor wants to use DS so they pester you to chase them and down them.
All cases where tunnelling is not the killers fault.
Survivors tend to forget just how much control they have over the game, when it is their actions and mistakes that dictate what opportunities the killer has.
Then you have the end-game scenarios. Where the killer has no other objectives but the hooked survivor, so they camp, or the unhooked survivor is the only injured survivor, so they tunnel.
For the camping section I agree that all of those are legitimate reasons to be near the hook. I didn't want to tackle camping in this discussion, but the main concern with camping is when people do it in situations where there is no other objective or reason to stay near the hook other than to camp for the sake of camping.(I.E. you know through perks or any other reason that no one is near the hook and you camp/facecamp)
For tunneling, yeah those are all instances where as the killer you don't have a choice but to go for the same person, and in that situation it would be quite unfortunate to be hit with a DS stun.
I know my idea isn't perfect but I just want to make tunneling (in situations where you don't have to) not be the ideal play. I don't honestly know what else the developers could do, and I don't envy the developers for potentially having to try and think of something.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3078187#Comment_3078187
Probably just revert the stun back to 5 seconds. The rest of the changes are good, and probably too strong. I still think gens should still be 80 seconds, and STBFL adjusted. So it compensates for the extra weapon wipe .
You have to understand that no matter how hard they deincentivize it. There will just always be people who do it to get a rise out of people. There are legit scenarios where both camping and tunneling are the correct answer. You can't punish it/deincentivize it. To the point it ruins core/legitimate gameplay.
Honestly, having the stun reverted would be fin by my book too. As for gen speeds, too early to tell for me.
Yeah, I understand there are people who do it specifically to be un-fun, but those players shouldn't also win as a result in my opinion. I also agree there are legitimate scenarios to camp and tunnel, but at the moment, at least to me, if feels like it can be too easy too tunnel in some instances. Again, I could be completely wrong, I'm mostly just pitching ideas.
Camping is a whole other story and I don't know how to fix that issue unfortunately.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3078160#Comment_3078160
That's a fair point. The presence of DS and OtR aren't bad in themselves. But they don't prevent camping and tunnelling. The idea that these perks and perks like them need to be stronger to prevent camping and tunnelling is the fallacy, which just propagates the arms race.
It ultimately comes down to the fact that camping and tunnelling are not 100% always a toxic, unfair tactic. Sometimes they are valid moves for the killer to make. So what happens when a valid camping situation gets hit with an anti-camping sledghammer? Killers find it unfair, complain, the back and forth continues.
Fair points brought up in return, in my honest opinion the only time camping/tunneling is fair is once the exit gates are powered, the killer has basically lost all generators, and thus, lost all objectives besides hooks that are worth defending. There might be some niche situations aside from that but I think (I may also be wrong) at the moment this could be a good idea moving forward.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/336020/base-kit-ds
Yea, no. The reason why gen speeds and chase mechanics were changed. The reason the kill rates were lower then they liked. Is because of second chance perks extending chases and robbing hook states. The answer isn't to just give more 2nd chance perks as basekit
I understand that was the point of this patch, and for the most part I do believe it was a good patch. However, DS is, for the most part, entirely avoidable on the killer's part. Why would you be opposed to it being base kit? It can't extend chases or give a second chance unless you as the killer put yourself into that situation.
Alternatively, what would you do instead to try and de-incentivize tunneling?
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@Murgleïs said:
Lmao 6s stunlock. You are dreaming.
Perhaps I am, but as someone who plays killer mostly with some solo Q survivor on the side, I know how frustrating it can be to be hard focused out of the game. It's painful to wait 5-10 minutes in que to be out of the game in less time.
I just want the game to be fun for both sides.
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@Seraphor said:
Tunnelling and Camping are killer choices and behaviours.
Tools for survivors to punish these choices are not the best way to deal with them. As is apparent with every other survivor tool against camping/tunnelling, killers determined to camp and tunnel will just eat through them. What's more, is it just convinces killers to camp and tunnel even more. Why deal with an anti-tunnel perk like DS when you can eliminate them with a single hook? Survivor has Off the Record? Well I'll hit them to trigger it, then they don't have it anymore, so I'll hit them again!
The best anti-camp and anti-tunnel tools have and will always be; effective killer perks that incentivise not camping/tunnelling.
BBQ & Chilli (RIP)
Devour Hope
Make Your Choice
Pain Resolution before this update... (the info was infinitely more valuable than the regression, they nerfed the wrong part)
Even Ruin, because in order to get value out of it you have to actually pressure gens.
Perks that hinder survivors after being rescued, like Gift of Pain. If this perk was strong enough, it might be able to compete with the likes of Thanatophobia, and then killers would be incentivised to allow unhooks to happen.
I see no reason as to why we can't have both be implemented, no? There should be perks or incentives for killers to not play in an Un-fun way, likewise it should be very punishing if you do, if the strategy as a whole is unviable no one that wants to win would do it, no?
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@IamFran said:
I'm okay with basekit DS if it is disabled after you hook another survivor and after all the generators are done.
Yeah perhaps that could be a solid inclusion too, if you hooked another person you're obviously not tunneling.
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@Roaroftime said:
No that doesn't make sense because it would try and prevent tunnelling which would make solo queue more enjoyable and that's not what devs want, don't be silly.
LMAO, You're right, my mistake.
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Yeah, I unfortunately have to agree. As a fellow killer main that likes to delve in solo que I can confirm it is basically unplayable.... and match making incentives don't seem to work in SWF soooo.... guess I'm not playing survivor.
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Bumping for hopeful exposure