ThatOneDemoPlayer
ThatOneDemoPlayer
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Prove Thyself is more inefficient than splitting up on 3-4 different Generators
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3107517#Comment_3107517
Yeah but hockey
But seriously the way they calculate surv MMR is warm dog water
For Killer, I think is fine, but for Survivor, it definitely needs to be reworked.
It needs to calculate the result of the whole team, instead of the individual result. A 3man escape shouldn't result in -MMR for the Survivor that died
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A working SBMM would be a great start
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How about no
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@Neyar said:
https://forum.deadbydaylight.com/en/discussion/comment/3107378#Comment_3107378
Overcharge (with or without Call of Brine) is bugged in that hitting the difficult Overcharge skill check doesn't stop the gen from regressing. You can hit that OC skill check, work on the gen for a bit, then walk away. The gen doesn't spark, but the progress bar decays from the OC regression anyway. The only way to get the gen to stop regressing after an OC kick is to deliberately (or accidentally) miss any skill check, which costs you up to 10% progress.
If the killer has OC and CoB together, the total regression from both perks continues after the survivor walks away. It's free regression at minimum, and most people have referred to it as "free ruin" with both perks.
It was reported like the day after the 6.1 patch on the bug forums, and several times since, but it continues to be an issue that hasn't been kill-switched. Same with the Devour Hope bug.
That certainly is pretty troublesome
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3107363#Comment_3107363
https://forum.deadbydaylight.com/en/discussion/comment/3107366#Comment_3107366
I know. You guys ever play against a console killer on PC at 50+ ping? Or a VPN killer? DMS will lock in before the survivor is actually on the hook.
50+ ping isn't that much, 60+ and I wouldn't have even readied up.
As for the VPN, isn't that bannable?
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@rvzrvzrvz said:
Lol this can't be real no one use MoM... nothing for STBFL , bugged CoB + overcharge, DS.....? nothing for the really bad basekit BT, bugged oni, nurse... ? do they even read all the feedback from players ?
Please someone tell them to play some solo Q games it's important to understand your own game, or hire people who actually play the game
How are CoB and Overcharge bugged? How is Nurse bugged?
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@[Deleted User] said:
It's not about being easy to counter. The counter is bad design. The survivor has to get off the gen for a mysterious amount of time, let the gen regress, and then get back on the gen all because the killer might have DMS. What's the point of tuning a perk to a specific percentage value if the counterplay around the perk and its synergy means adding value to the base percentage? That's asinine.
"Just stop working on the gen for a random amount of time between 2 seconds and 16 seconds". Just don't work on the gen for 9%. Ez counter. I'll Jolt my own gen so DMS doesn't proc
What do you mean "for a mysterious amount of time"? PR only activates after the hooking animation finishes.
Survivors can, and should, get off only once the animation starts, not once the Survivor has been picked up
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107254#Comment_3107254
Whats wrong with C tier? Not everyone can be Nurse. He's not D tier or lower. But its okay to be C/B tier killers...
C tier Killers are not ok. We don't need Killers that can't even use their Power reliably
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107231#Comment_3107231
Yeah cause their ability to camp was unrivaled they outperformed a basement bubba in camping. They could even make exit gates impossible.
Are we only looking back one patch? Who is defining how far back we go? Do we use when you start playing? When I started playing? Why?
Overall Wirth isn't a weak killer right now. He isn't overpowered. He is in an okay state.
If by ok you mean C, almost D, tier, then sure
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107201#Comment_3107201
Wraith is stronger overall from 2017... I don't know which starting point you're using.
Also can you read? That is what I said about Slinger and Twins...
Slinger and Twins got nerfed cause they were unfun to play against not because they were powerful. They were both already weak, which is why the nerfs hurt them more. They weren't OP, they were boring.
Twins got nerfed because they were too powerful. The devs called them "a monster at high MMR".
Overall 2017? Sure
Since the last time the devs looked at him? No, he got nerfed, basically deleted
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3107177#Comment_3107177
Killer usually makes mistakes when that happens so it was fair. I maybe got hit total 3-5 times with ds at EGC in over 1000 matches I have played.
"Hurr durr, Killer make a single mistake, Survivors are owed free Escapes".
Wonder how'd it be if same went for Survivors
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107147#Comment_3107147
Wraith is stronger than he used to be... Slinger and Twins got nerfed cause they were unfun to play against not because they were powerful. They were both already weak, which is why the nerfs hurt them more. They weren't OP, they were boring.
As for Calm Spirit and MoM... Yeah no idea who at BHVR hates ash, but I can't really help that. The perk was way to strong when it was first released, and they have nerfed it into the ground. Calm Spirit... Also, no idea.
Self-care was probably healthy for the game as players would rely on that instead of working with their teammates, but I'd also say was a dumb nerf.
But if were expanding this whole conversation to what we like and dislike about the game... Then you're really going to hate me. I've been a killer main since 2017 and play about 80/20... I hate how everyone coming in feels like killer is to hard when really I just see them as bad at the game.
Wraith is weaker, I don't know what to tell you. You might have missed a patch or 2, but he got nerfed hard.
Deathslinger was nerfed because Survivors complained too much about him being "uncounterable" and "boring" and "unfun", same goes for Twins, but they also were "a monster at high MMR".
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107113#Comment_3107113
Oh why didn't we think of that? Guys don't worry. Solo queue is fine now. We just need to tell the others to get good. That'll solve everything.
That is SoloQ's biggest issue currently, so yes
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3107002#Comment_3107002
Ds was not free escape it punished tunneling and survivor had to hit skill check to even do that. To reach endgame survivors had to also play well and that point they definetely deserve to have chance to escape.
"Skill-Check hard, free escape fair!".
DS during EGC was unfair, no matter how much you may try to spin it. Just because the Survivor made it to late-game doesn't mean they deserve to escape
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107147#Comment_3107147
Dont forget the OP-D-Tier Freddy. I am happy that he gets at least something after the massive nerfs in the past back.
Id rather see an Addon-Pass tho.
Wasn't around the time of old, put-Survivors-to-sleep Freddy, so I didn't specify him (that and I also forgot that he even existed)
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@VideoGameMage said:
Bhvr really thought taking one less protection hit was an even exchange for MoM not working when in deep wounds, losing it to conspicuous actions, and having the killer read your aura when it activates. They can't be serious right now.
I'm sure we'll be able to bully them into reverting the MoM nerf like we did back when the devs thought nerfing Rat Liver with no compensation was a good idea
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107099#Comment_3107099
Even the devs clearly don't agree with you? Otherwise, they would have let PR have the notification back. Straight from there own post:
The most recent addition to the meta, Pain Resonance allows the Killer to remove a sizable chunk from the most progressed generator simply by hooking a Survivor. A loud noise notification also allows the Killer to disrupt the Survivors before they can continue repairing. A “jack of all trades” of sorts, granting both a powerful regression effect and crucial information.
With that in mind, we are removing the loud noise notification. Instead of exploding, the affected generator will now spark upon losing progress, and Survivors will no longer scream. We believe this will ensure Pain Resonance remains a strong regression perk while limiting its informational aspect.
I don't care about what the devs say. They nerfed MoM, Self-Care, DMS, Deathslinger, Twins, Wraith, Calm Spirit, etc...
Because they were "too powerful"
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3107012#Comment_3107012
You are overestimating SoloQ teammates are.
If SoloQ received major quality of life, I would 100% agree, but the state of SoloQ is horrendous, you have to take it into account.
Also again, I stated that I have no issue with SH:PR, it's easy to counter, I just have zero faith in my teammates, and I think it could open up the game to horrible playstyles, which is a valid concern.
SoloQ is horrendous because the players themselves are bad at the game, SoloQ wouldn't be anywhere near as bad if Survivors just got good at the game.
If by QOL buffs, you mean base-kit information, then you wouldn't fix anything. The info won't help the Survivors if they don't want to use it, which was proven by old PR/DMS.
Survivors could see the Survivor is about to get hooked, and PR only activates after the hooking animation is done, so they had enough time to dodge, but they didn't, because they didn't want to, or simply didn't knew what the Perk did, which was a skill issue
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107067#Comment_3107067
Would you still run PR if all it does was cause a notification at the gen with the most progress? Are do you like it simply because it lets you have two perks in one (Pop + BBQ)? If a single perk is doing the work of one, why ever run the other perks. If you like PR because of the regression, but don't know where to go if there is no notification, what's stopping you from running BBQ?
How many survivor perks can you think of that help both do the objective and avoid they dying? I can think of one perk, and its bonus is much smaller than the regression than PR and it even requires you to handicap yourself by playing injured.
You know this game is asymmetrical, right? Killers only have 4 Perk slots compared to the 16 Survivors have, a Killer Perk having 2 effects isn't "unbalanced" or "boring" or whatever excuse you'll try to find, it's balance
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@Brokenbones said:
I was never scared of this combo because it takes 2 seconds to let go of a gen before a hook
I even kept doing it on this patch out of muscle memory so nothing has changed for me
I worry for my teammates though since PR/DMS hurts players with less experience a lot
Finally, someone that understands how easily counterable old PR/DMS was
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@Iron_Cutlass said:
My issue isnt me.
My issue is that it promotes camping. I have always gotten off generator before someone was hooked, so the change doesnt directly effect me, it becomes more concerning with my teammates in SoloQ, they dont get off of generators to prevent a possible SH:PR, so at least 1 generator is going to get blocked.
Also it promotes camping. Nothing is really stopping someone from using Bubba, using SH:PR and DMS, hooking and sitting right in front of the hook. The generator disruption from SH:PR + 90 second generators just makes camping even more of a viable playstyle (which I dislike since camping discourages interactions between the killer and survivor).
Your problem is bad Survivors, not the buff.
PR/DMS still isn't good on Bubba during real games. Sure, it sounds bad in a vacuum, but how 1-2 Generators still get popped during the first chase if the team is good, and then Generator Nr. 3-5 get started if the Survivors split up, Bubba won't get anything done
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Doesn't the Broken Add-Ons only activate if you mend yourself? Can't you just get a teammate to mend you and then heal up, nullifying Thanataphobia?
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Because BHVR
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3106699#Comment_3106699
Nah, lets cling to your crutches.
Don't even use it, but go off Mr. "Nice Exploits"
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3106705#Comment_3106705
It was probably the most played combination pre-patch. And now its even better as DMS can basically be activated without cooldown.
If your team is bad, sure, but at that point, a Huntress with Jolt could beat you
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You're still basically useless to your team.
Could probably work in a 4man, maybe
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3106873#Comment_3106873
seriously, I'd even say it's still strong on legion. I just don't like this idea of having a perk insanely busted on two killers, but now absolutely worthless on the others.
It's not good on Legion anymore. Legion can injure people, but he can't keep all of them injured.
Only 1 Survivor has to heal up and Thanataphobia is useless
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It's dead on everyone except Plague
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3106845#Comment_3106845
BHVR wanted kill PR + DMS combo, that's why PR nerfed. But now, we back to this combo again. For no reason.
PR/DMS doesn't exist anymore tho, and it still won't even after the Perk changes
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3106845#Comment_3106845
If it was so easy to counter why was everyone and their mom using it?
Because most Survivors didn't know how to counter it.
I got value out of it almost every game I ran it, and I only ran it for a couple of games because I realized how bad that combo was on any Killer that wasn't Artist
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MoM nerf was unnecessary and no one is pleased about it, but Thana was basically killed. It's only useful on Plague.
PR/DMS was easy to counter and it's even easier now, stop whining
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/338522/theres-a-lot-of-whining-about-pr-dms
You know pr is activated when someone is hooked, don’t you? I love If I could unhook without going to the hook, same as killers regress gens without going to them
I know how the Perks work, unlike you, apparent-what am I saying, you're dictep, no wonder you don't know how the Perk works
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@Beatricks said:
Just wait it out.
Basically.
Wait out the hooking animation and get back on the Generator
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106687#Comment_3106687
Yes you are technically correct that it does not add 30 seconds of gen time. However, I was saying it will take 129 seconds to complete a gen that has PR and DMS activated on it at a bare minimum. Also PR and DMS is going to activate on multiple gens throughout the game. Either forcing you to start new ones or work on others. So to say its not a slowdown is really accurate on your part either.
https://forum.deadbydaylight.com/en/discussion/comment/3106677#Comment_3106677
My issue with these changes has nothing to do with the ability to avoid the perks activation. It has everything to do with what I perceive as a lazy way to fix an issue. They already admitted that PR and DMS was a strong and overly used combo and fixed it. However when there was an issue with another Perk combo, instead of fixing that issue. BHVR tucked their tails between their legs and brought it back. It was lazy and there is no other word for it.
Was it lazy? Maybe.
Is it still a fair change? Yes
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Not really.
Having 1 person healthy against Legion is easy, which basically nullifies Thanataphobia
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106705#Comment_3106705
I'm pretty sure it was I saw killers running the combo left and right.
And Self-Care was also very popular pre-nerf. Was it meta?
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It's back to 20%, but only if all Survivors are injured.
Its essentially useless on everyone but Plague
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It's worse, and the combo wasn't even meta pre-patch
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So make it useless on everyone? No thanks
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106636#Comment_3106636
https://forum.deadbydaylight.com/en/discussion/comment/3106626#Comment_3106626
PR and DMS is way to strong of a combination. Even when shrunk down to 30 seconds. That means most gens are going to take 129 seconds.
Base 90 Seconds. DMS adds 30 seconds in which the gen can't be touched and PR reduces your progress by 9 seconds. This also excludes any other perks or events in the game that prevent the survivor from working on a gen. Such as Thanta, Dying Light, etc.
To be honest, I just think this was a bad call as others have pointed out. The issue was between PR and Merciless Storm... So why not fix one of those perks. For example, just add a time limit to Merciless Storm. The perk already only triggers once per gen anyway, so the effect would be the same.
You can get off the Generator and avoid DMS, and the Killer won't know your Generator got hit by PR.
Is having a few brain cells a rarity now-a-days?
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PR/DMS still won't be meta
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3106523#Comment_3106523
night fall he is quicker than Billy normal he is slower than demo but still fast
his anti loop is good just hard more of a mind game than anti loop
And his stealth is great suddenly pop out of a locker even shack isint safe if that lock is broken they either use the pallet or get hit
A 50/50 isn't a good antiloop.
His stealth is mediocre. Shack hard-counters any M1 Killer, like Dredge. If Dredge teleports to the Locker is side Shack, and the Survivor has a rbakn and sees/hears the Dredge teleport, they'll just run away from shack
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Now there's literally no reason to use MoM over OTR or DH
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Why'd they have to nerf MoM? That's the most unnecessary nerf ever
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3106432#Comment_3106432
Anti loop power
mobility on par with demo
Stealth
he has everything except a 1 shot and a projectile
Non-existent antiloop.
Slow and predictable mobility that's worse than Demogorgon's in every way.
Mediocre stealth.
He has everything, but isn't good at any of it
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3106480#Comment_3106480
Is it really 50/50 if the survivor keeps doing the same thing ? Either way. Just my opinion. His anti loop is good. His teleport is good and can be used at a strong structure like shack.
If the Survivors keep on doing the same thing, then you're going against bad Survivors.
Also, his mobility is still Map-dependant. You'll barely get any value on something like Red Forest, The Game, Coldwind.
His mobility is meh at best. The only thing that keeps him from C tier is his Nightfall, which buffs his mobility and 1v1 slightly
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3106453#Comment_3106453
It's not that bad really. Good survivors react, right ? They see you placing the remenent. They leave. Except I was only holding the remenent for a split second. Plenty of time to catch them. Only a bad dredge player holds it excessively. If the survivor keeps leaving an area. It's sorta like playing trapper, and faking setting a trap down
So, at best, you have a 50/50. That's still a low B tier Killer, nowhere near A tier
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3106432#Comment_3106432
They added plenty of lockers. That it's not that bad. How does he not have a 1v1 ? Sure he's not blight or nurse. But his power literally forces you in to a 50/50 on if I teleport back to my remenent or not. If you leave a tile. You arnt making it to the next...What for dredges have you been facing ?
What do you mean "You leave the tile, you aren't making it to the next"?
He moves way slower than Survivors when using his Power. If your Survivors aren't making it to a tile while you're using your Power, you're facing bad Survivors
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/3106391#Comment_3106391
I wonder if the rates have been lowered for that map because it's the most complained about one.
Don't know, but I'm happy. That Map should've never even been considered as a suitable Map for DbD