TheButcher
TheButcher
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@Bullettimegod said:
Challenges extremely frustrating for tomes instead of just actually playing the game?
It makes 0 sense to me why a challenge should take more than 1-2 matches to complete. It drives me nuts when I see a challenge as easy and time consuming as "Hook the Obsession enough times for your a baby to get a college scholarship". Like for real. "Kick generators, or break pallets 40 times"? Well I'll have you know - I did that challenge in a single match, and probably made at least 3-4 of those survivors quit the game entirely.
Also don't even get me started on challenges like "Chase Survivors for a total of 300 seconds". In a game where you are supposed to end chases quickly. Why tf are we getting challenges to perform our role badly? They are challenges, not quota's.
Challenges like meeting emblem requirements makes sense. Challenges sacrificing survivors, completing gens, making saves makes sense. If they are kept within the boundaries of one or two matches.
Challenges that all they do is track your activity, and take forever to complete are dull and dumb to have as a challenge.
Also why do we select one challenge to do every round? Why not make it like the Daily Quests, where you can complete multiple challenges at once in a single match. Get rid of the whole centered focus, so that players stop sabotaging and making the game terrible when they can play normally and get 2-3 challenges done in a single round?
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Decisive Strike never was and never will be made as a "Anti-Tunneling Perk". It was even mentioned by the Dev's. All Decisive Strike was meant to do is extend a chase. Now it's being used as a Second Chance perk for "Anti-Tunneling", and practical invunerability when performing objectives. This is all why the Dev's are looking into NERFING the perk so it becomes closer to it's intended purpose - which is just to be a perk to extend a chase.
Next time you make a thread actually do your research.
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@TAG said:
Are you suggesting this idea with the basekit Undying still being represented as its own totem, or are you suggesting that this be given to Killers without it being a cleansable Hex totem like it currently is?
Hex: Undying is a cleansable Hex Totem currently. 🤨
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This one time I happened across a match against Cahlaflour, when she was playing off stream with some friends. This was after 3-4 terrible matches as killer were the survivors completely stomped, bullied, and berated me. So I went into the match with a Mori. However chasing her and her friends. Playing the objectives. You could tell while playing they were being wholesome and it was really fun. I didn't even use my Mori. I tried not to kill them (accidently mis counted my second hook on one player). Then chased them out the door. It was a lot of fun, my steam name at the time was Friendly Freddy. The next day I tuned into her stream, and she mentioned me. Not trying to sound like a simp. If it wasn't for the players I follow on Twitch or other social media - I wouldn't be playing this game, so I appreciate them a lot for raising my spirits. Especially StreamDad, TrU3Ta1ent, Fungoose, Iosefka, and Cahlaflour.
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@Bullettimegod said:
Lol... no one would agree to this.. even tho you make okay points. Not to mention youre prob gonna get told off by other forum users. Good luck friend
I'm used to the bully mentality of this community. Doesn't change the fact that I am right.
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Devs; We want the game to be easier for new players, and more fun for new players
Also Devs; Here's Nurse with an incredibly high skill cap - but easy to counter for morderatly good, and experienced players, top tier perks everyone would want for their killers, and a napkin to cry in when you're dead.
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Honestly it's dumb that it says entity displeased if even just one survivor escapes. In a game where the dev's want us to consider 2 sacrifices as a win. Not only does the emblems tell us we did terribly for only getting 2 sacrifices, but the end game message does too.
Dev's if you want players to feel rewarded for getting 2 sacrifices in a match, then make the reward system compensate that, and stop punishing your killers for giving people fun games.
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Can someone please link me the comment where Peanits said that Decisive Strike never was intended to be and never will be a "Anti-tunneling" perk so I can copy and paste that every time one of these dumb threads pop up.
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@maderr said:
Devs, you have made many changes in this game without telling us anywhere, without letting the community discuss about the changes before you made them live.
For exemple, you have changed the generators' sound when they are being repaired, it's a killer buff, there was no info about it anywhere.
Also, you have changed the falshlights. It's almost impossible now to do flashlight saves. The timing has changed, the way to aim with it has changed and now the ray is not tightening sometimes even though you are on the killer's head. Again, no info about it, just silence.
Just played a game against a Freddy, you have changed the fake pallets color for him, again no information about it.
You do some small killer buffs here and there without communicating about it. The info is nowhere, there is clearly a lack of transparency as you know some ppl will disagree about some design choices you make.
I have stopped to play this game for 1 year, i can't imagine how many changes you have made without announcing them officialy.
It's crazy as it's the first time, as a gamer, that i see a company hidding things to the community.
Every single thing you have listed there was a forum post, and mentioned on the live streams. Is this a bait thread?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1646104#Comment_1646104
I believe you could get all the SWATs when MMR was activated for highest MMR Killers would face highest MMR Survivors, where most of those guys would end but the MMR was activated for like 2 weeks only? now we are back at ranks and there are way too many rank1 Survivors to pick to be paired only against the strongest SWFs around, Im rank1 Killer myself and I reiterate, I dont get god-SWFs every day.
Once the MMR gets online again the situation may switch again, but thats in the future.
Ranks don't matter anymore dude. Why would you even try to bring that into the discussion like as if it would seude the conversation at all.
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It's the audio bugs with Killer. Players are constantly having free Iron Will, and now I am seeing that they are getting free Quick and Quiet too. I often see Survivors fast vault a window, or pallet and make no sound. Then check their build after and there is no Quick and Quiet. It's really annoying. Been a problem for a long time now. Now has gotten worse (with the addition of the free Quick and Quiet).
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1646104#Comment_1646104
Cue "bruh, you're just bad at the game, learn to pressure and git gud, there's no way you're facing swat teams that often, maybe the problem is you"...
I know that feeling all too well, the region I play in is full of them, but no one will acknowledge it, because THEY dont get them, so clearly no one can.
Also with the addition of cross platform. That has only increased the number of SWF. Also it's common knowledge that this game is better played with Friends as Solo Survivor tends to also be stressful (still not as stressful as Killer)
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@HectorBrando said:
People dont say you face SWF with coms rarely, people say you face the SWAT Team rarely, the super duper good premades, people who can loop like gods, nail every flashlight save and do the conga line to tank hits with bot-like precission.
I face SWFs every day, I bet most of them are using coms too but most are really manegeable, some are good and very few are very good, I rarely face the SWATs, I could say I get an extremely good SWF once every 5 days maybe or even with a lower frequency. They obviusly stomp me but I dont see that as bad balance, godly SWFs are MUCH better than me, same goes for Killers if I were to face Ortzdaba or Zubat or other very good players, they are far over my league and they would stomp me too, that doesnt mean the game is extremely unbalanced and unplayable.
The only problem I see with average SWFs is they are way more efficient at fixing gens because when someone gets caught only 1 people goes for the save and the other 2 stay fixing gens, with Solos from 0 to 3 can go for a save, wasting efficiency or leaving the teammate to die.
It blows my mind that people say you we don't face these "Swats" consistently. Until the recent update to the MMR, myself and several other Killers that frequent the forums, discord, reddit, and other gaming social media. In groups. All came to the consensus that the only way to keep playing the game at all was play the few top tier killers of; Freedy, Spirit, and Nurse. Not because the survivors were too good, but because the matchmaking would only pit you against 4 man swat teams that will decimate you otherwise. Making the game entirely unfun.
Now the issue with the current meta is if you enjoy playing any of the top tier killers, you simply can't because Freddy, Spirit, and Nurse will always reach the point where they only face 4man SWAT teams. Making all the Killers shrug, and play other killers if they even wanted an inkling at a good game.
In before "But if you win a lot of games as a lower tier killer, wouldn't you get against the 4man swats with that killer?". Yes, but you won't beat them. Lowering your MMR. Making you face weaker survivors and non-premades. Since Freddy, and Spirit are really the only killers that can face swat teams, good players with them will get the mmr to the point where they only face swat teams, and stay there well enough.
The game is entirely broken, and SWF is a big part of it. In addition to that the survivors have far too many free chances, while the Killer has to rely entirely on chance, and skill.
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@Almo said:
Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.
Or - you know, fix the matchmaking so Survivors that suck and can't perform long chases are not going against Killers who are good at the game.
Looks like the Dev's want all the Killers to leave again. Pop is so popular right now because they are running out of perks to run to even keep the game afloat, and you plan to make that harder? Are you going to reduce the amount of pallets in a match too so the Killers can end chases quicker? Are you going to increase the time it takes to repair the gen? Remove the hatch? Give the Killers a button that if they push it the entity kills all the survivors and the game ends (A killer equivelent of the hatch)?
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@OmegaXII said:
Well, shouldn't killer be rewarded for more if he is capable of downing people fast? Isn't that survivor's fault for getting downed within the duration of pop? Isn't it the same as DS, where killers are punished for being too good?
Not to mention there isn't always a gen nearby that has some progress to be regressed.
I honestly don't understand the reason behind it.
It's mind blowing that the Dev's even think that they could even be considering nerfing Killer in the current meta. Looks like they want another Killer genocide, where they all leave again.
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Mandy edited my post, but I don't know what she edited.
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The Hatch
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1636290#Comment_1636290
1. That's your opinion. Plenty of killers DGAF about the game mechanic of hatch opening for the last remaining survivor besides it being a slight annoyance here and there in some games. Neither you nor I can speak for how every killer feels about the hatch- the ACTUAL fact of the matter is that there are plenty of killers who hate it and plenty of killers who don't really care about hatch. If anything, I shouldn't have picked the word "most" when I said that a portion of killers still consider a game with a hatch escape as a win. But that still isn't me attempting to speak on behalf of every single killer main.
2. This is not about keys. It's about the hatch. We aren't talking about how fair or unfair it is to be able to open a closed hatch with an item you can equip or find in a trial, it's a totally different topic than the hatch automatically opening for the last remaining survivor. That's what we are focusing on.
3. Hatch has been in since the beginning of the game, the only thing that changed was hatch spawn requirements. Now there is no gen completion requirement for it to spawn once only a single survivor is left (it used to be that 2 finished gens were required for hatch to spawn, regardless of whether you were the last man alive or not). So it is easier to make an escape in a match where absolutely nothing was done, but ya know, killers still have the advantage of being able to close it and deny a hatch escape before a survivor finds it, outside of the luck aspect (which can randomly benefit either side, since it can spawn either closer to the killer or to the survivor). The killer has even more advantage if the hatch already became visible, even if both killer and survivor know where it is, as killer can shut it in the survivor's face before he has the option to jump in.
"Simple facts" are still largely your opinion, because you are saying things like "hatch takes away the fun for killers". That's not a fact, that's an opinion and not everyone shares it. And your button idea isn't even close to an equivalent to the hatch- because, let me reiterate once again, we are NOT talking about keys. That is a separate issue. Your button idea is not equal to the hatch opening for the last survivor, it's not even quite equal to a key hatch escape. Especially when you consider that a killer can move more quickly and freely about the map and thus has the advantage to find and shut an open hatch without worrying about being found first.
(And ok about moris, I only mentioned them in regards to your button idea, I'm not really trying to compare them to keys or anything else besides your button idea :) )
But you still didn't answer my question. What better mechanic is there other than hatch? You don't want to lose emblem points or blood points from a survivor making a hatch escape, but I'm sure you don't want to play a long game of hide and seek with a single survivor as he struggles to finish gens so that he can escape. Or do you think that every survivor should just wave a white flag and pop up out of nowhere once you've killed all his teammates, regardless of how well he played and if you've even been able to win a single chase against him the entire game? I'm genuinely interested in your idea for a better end game mechanic for the last survivor, because you obviously dislike the current one but seem to have no idea for what would be better as an end game mechanic.
Watch the forums, and livestreams it's not "just an opinion".
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@NoRage said:
https://forum.deadbydaylight.com/en/discussion/comment/1635195#Comment_1635195
Everyone play how he want , Paintbrush with chains is strong there is many videos about it , just inform yourself , and dont worry you dont have to explain anything i play this game since the beginning , its not a 2020 player who's gonna tell me what's best in this game .
Then clearly you havn't been playing that long, because "play how you want" died a very long time ago for Killers. If you're not playing the best when you are in high ranks, you just get stomped on unable to do anything with the whole game used against you. Also Killers are limited to a very small pool of killers that actually have enough untility to juggle survivors, pressure gens, and stay ahead.
My description did just that. Using Freddy's purples are pointless, and then you are going to lose against good players.
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@SweatyTBagger said:
https://forum.deadbydaylight.com/en/discussion/comment/1635342#Comment_1635342
Youre showing that you only play killer my man haha. You keep calling hatch a "free win" when you have to kill 3 people first. Its balanced because all 4 survivors need to work together to the last minute to make an escape on a decent killer. If two or even one of them is a complete potato, it doesnt matter if youre a good player. Does that mean I have to carry 3 bad console players, do all the gens and saves and then make it out the exit gate???
You bring up the medals but there are no medals for preventing hatch and no consequences to points or pips for someone making it out through hatch, there is only the missed hook. If a game is taken hostage by survivors its cuz you already won its literally a white flag. There comes a point when two survivors left cant do the last gen unless one runs the killer for 80 seconds. I think dcing for hatch is a coward thing to do but to act like its free and easy to get hatch when it randomly spawns and killer is faster and doesnt have to worry about being seen.. When I play killer and I have a nice gen setup and theres two people left and they have stopped working on gens completely I start looking for hatch. These survivors arent finding it with a map theyre looking while you are patrolling gens that havent been started.
If we took out everything that denied fun for the other side then killers would lose half their addons and lose moris, wouldnt be able to hook someone they just knocked, etc. But the problem with people who only play killer is because they arent looking at balance or fun for both sides, theyre looking only at killer side always. Its consistent with this forum. Survivors have the fun taken away from them ALL the time. In 3 games I get one more per usual. Which is way more often than I can say about dcing for hatch, or good swfs that bop you. Killers will take a problem they endure once per day and make it something that NEEDS to be changed rn cuz it annoyed you in the moment. While you might be a fair killer (most of the killers on the forums claim they play fair), your comrades give survivors a boring unfun experience all the time. Any one of us could be gone before 3 gens get finished and that isnt fun. Should hooks be taken out of the game LOL.
Hatch is super balanced. 2 survivors left for killer is super manageable and hard to lose even vs good survivors. While dcing on purpose for hatch is grimy and an exploit, it has to be that way in case someone actually dcs on accident. Is the hatch not supposed to open because yall fight two toxic teams a 3 hour killer session??? Dont let them get under your skin if they have to resort to that its cuz they lost so hold that W. You dont have to worry about fighting them again either they have the penalty lmaooo
I play both and abuse the **** out of the hatch. It's a free win mechanic, why wouldn't I? Also requires 3 dead? Not even. If you bring a key, or better yet find a key. You are golden. Go in with a rare item, and Ace in the Whole you are almsot guarenteed to find a purple key in a chest.
Plain and simple. The dev's never should of responded to players taking the game hostage by rewarding them with a free win mechanic. That was stupid, and it didn't even solve the problem of taking the hostage. Players now take the game hostage just to abuse the hatch.
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1635342#Comment_1635342
Plenty of killers feel the way you do, and plenty of killers feel the way I described. It's not a universal sort of sentiment either way. It's very hard to pin down what is considered a win for either side- a SWF may consider only a 4 man escape a win, some may consider a 2 or 3 man escape a win, and some consider a lucky hatch escape a win for the whole team. A solo may consider most of the team escaping a win even if they die, and most would definitely consider a hatch escape a personal win, if not a win overall for the team. Killers have a bit more of a difference- some consider only absolute 4ks a win, others are happy with a 3k+hatch escape, others go by the devs' apparent definition of a win (2k and anything other than an Entity Displeased), and some consider their wins by the emblem system+kills. I would assume most killers base a win on how many kills they got.
And you DON'T get Entity Displeased for one single survivor escaping out the hatch. This argument isn't about keys- I assume you already know that but I'm just making sure. As far as I know, we are discussing the existence of hatch, not the fact that you can skip a gen or two to escape with one or more survivors.
Iridescent isn't SUPPOSED to be a free and easy emblem to gain. It isn't a super close comparison, but I'd compare it to the Unbroken emblem for survivors- you only gain Iridescent in that category by not being downed a single time in the trial, otherwise the best emblem you can get is Gold.
The maximum amount of points a hatch escapee can deny you is 4, which would still be a Silver emblem, and that's only if you didn't hook him once already/he would have been your 9th hook. The minimum is 2, which still leaves room for a Gold Devout emblem. You can't gain an Iridescent Devout emblem from a game where someone escapes through the hatch (but that does not prevent you from gaining a Merciless victory) but you can easily gain a Gold just from killing 3 survivors, hooking everyone at least once, and having at least 9 out of 12 hooks throughout the trial.
If you get Entity Displeased at that point, it's not the fault of the survivor for escaping through the hatch- it's because you didn't get enough points throughout the rest of the trial.
The only other points you could possibly lose out on from a hatch escape would be Chaser and Malicious category points, which can be (and often is) denied anyway as the survivor can simply hide until he dies to EGC, so that is not entirely relevant.
Regardless, as far as Sacrifice/Devout emblems go, the game leaves you room to get Gold in that category even with just a 3k, which doesn't deny a Merciless victory as long as you did well in other categories.
And one other note- a survivor DC'ing for hatch still gives you 2 points for their DC. Slugging for the 4k is incredibly annoying for survivors so I personally don't blame them if someone does that if the killer takes forever to find the last person. I myself have never DC'd for hatch but I've experienced the 4k slug many a time and it truly gets old. Hook the person and have it over and done with. If neither of you know where the hatch is, killer inherently has an advantage (outside of it being purely luck based on whether hatch will spawn nearer to the killer or the survivor) because he can move freely about the map looking for the hatch without worrying about hiding. And if he already knows where the hatch is, great! He has priority when it comes to closing it as long as he is there first.
Your button idea isn't too far off from moris- at least survivors have a chance to gain points before they're offed by the killer with the 2-gens-are-left button. So that's a moot point. It sounds like you're talking about key escapes through the hatch, anyway- which I just mentioned earlier in this reply that we are not specifically discussing. We are solely focusing on open hatch escapes in end game as the last survivor, which in that case your button idea isn't comparable, anyways.
Now, as far as other survivor behavior goes regarding the hatch, some players are just extremely selfish and I don't really know how much hatch actually affects their behavior. Getting rid of hatch might stop some people from playing selfishly... but I honestly don't expect it. Some players play like jerks because it's fun for them. As someone who does main survivor, though, I haven't noticed enough jerk behavior based around the hatch to warrant a desire to remove it. It's once in a blue moon where I see someone who is deliberately and clearing sabotaging to get hatch because we either need a certain number of gens already done relative to how many survivors are alive (most jerk survivors are usually sacrificed at that point, in my own experience) or they're insane and willing to throw the whole game just to see if they can beat the killer to the random unknown hatch spawn location by being the last man standing. Most survivors already know that killers usually slug for the 4k, though, which renders it difficult to employ that little endeavor. I can't speak for your experience and I can't speak for a more killer sided experience. But again, I will reiterate, this isn't about keys- this is about the last survivor escaping from an already open hatch. I DO see selfish behavior from survivors with keys. But that's not part of this- keys are a different issue even with being related to the hatch.
Anyways, my question to you is, what would you replace the hatch mechanic with??? How is the game supposed to end after you kill the third person? Are the gates supposed to be powered automatically (regardless of how impossible it usually is to open them?) or do you have another idea? Hatch was the best solution for an annoying problem- survivors had to play very carefully, slowly, and immersively to have a chance of escaping in the past. Even if they weren't deliberately holding the game hostage, they were forced to drag it out if they were seriously trying to escape by finishing gens.
Your argument is that Killers are fine with the hatch. They are not. It was introduced to reward players that were taking the game hostage. It gets abused as an easier way to win then doing the objective, and makes the Killer lose fun and points as a result. Key's are no better. Makes 0 sense that you can find them in chests. Mori's have nothing to do with the hatch or key's - yet everyone seems to want to compare them when they are uncomparable.
Even after your long winded explaination, it doesn't change these simple facts. The Killer shouldn't be losing a single point when they are playing well because survivors just have a happenstance. My button idea is literally the existence of the hatch, but in the killers favor instead. It's completely unrelated to Mori's.
Mori's are broken, and were only intorduced in the game as a way to give killers a unique kill animation. It doesn't make sense that is off the first hook stage. When they could easily just have it as a 2 hook phase requirement, and then all the Killer gains by using one is the animation and not having to carry a body to a hook (Perk avoidance as well).
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1635241#Comment_1635241
Ok... so what do you think should happen after the third survivor is sacrificed? Should a beam of light illuminate the last survivor and give them the hindered status?
This game isn't a competitive game. You can get the extra points you missed out on the next game and it's not that big of a deal. Most killers consider a hatch escape an oppressive win, even though they technically didn't kill the last survivor. And the survivor who escaped through the hatch can feel happy about escaping. When I play killer I don't play "dirty" about the hatch unless I hated every single survivor on the team and wanted them DEAD. Otherwise I'm more than fine risking the last person escaping through hatch because I at least understand how nice it feels to find it, especially if you've been dying all night and haven't had an escape in ages.
Most killers consider a hatch escape an oppressive win
That's where you're wrong. Most killers consider a hatch escape as having the win taken from them (because it is). The Dev's try to push that getting two sacrifices should feel like a win, but the game itself and the community all will tear a killer apart for even considering it. The point system itself tells you "Entity Displeased", and the embless will barely get golds. Same with only 3 sacrifices in many situations. It's the most detrimental aspect of the game. There should not be a mechanic in any game that is simply a free win mechanic, especially that is against the side that has less players. It's like ltierally telling your player base that the singled out player doesn't matter in every match, and the dev's only care about the fun of the 4 people pitted against them.
Playing Killer is stressful, it's hard, and most times not even fun to play when you get into higher tier play. All of that and then to put the icing on top that survivors are just going to abuse a free win mechanic. Talk about dumb. What if there was a mechanic in the game where a secret button spawned on the map when there 2 or less gens left, and if the Killer finds it first - all survivors get claimed by the entity and the game ends giving the Killer "Entity pleased". I'm sure the survivors would love that. I'm sure no one would complain. I'm absolutely certain that the survivors would just go "it is what it is, but at least we got 3 gens". /s
- The hatch was introduced to give players that were taking the game hostage a free win mechanic to deter them from taking the game hostage.
- It deny's the killers of point and gratification for their skill, and takes away the fun from the game.
- Survivors delibertally focus around the hatch in dire situations refusing to do objectives
- Survivors will DC to give hatch, denying killer not only of another hook/sacrifice, but giving another survivor a free win.
- Survivors will take the game hostage to hide out for hatch against other survivors.
Is the fact that it ruins the games for Killer's in every unfair aspect possible not good enough for you?
- The existence of the hatch encourages other survivors to sabotage other players to force the hatch to spawn and open
- The exitence of the hatch encourages survivors to take the game hostage to get the free win mechanic than finishing the objective.
- The hatch is easier to use to win the game than the actual objective of the game.
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Sprint Burst, Spine Chill, Resilience and Self-Care.
Sprint Burst: Not Reliable for long chases, or extending chases as an Exhaust perk. A good killer will mind game you guessing where you are going, or simply chase you till your boost runs out. Looping as normal, but now you are at disadvantage exhausted with no perk to extend the chase. Good to get to a safe are if your new to the game, but not good in higher level play.
Spine Chill: Useful for new players to get used to other aspects of the game without having to worry to keep an out for the killer. Relying on it solely however will become a crutch for you, and without it you will get a better sense of being aware of your surroundings, and learn to track the direction of the Killer.
Resilience; Good players take a long time to even get injured. This perk is useless when you are skilled enough at the game without No Mither.
Self-Care; Self healing takes too long, it's faster with a med-kit and someone to heal you. Since in high level play you are mostly matched in 2's and are aware of the positioning of your team, having someone heal during safe downtime becomes simple. Good suggestions; just before completing a gen, when the killer is in a long chase, and under a pallet.
Now that I have effectly tore down your gross looking build;
Solo Survivor w/ Emergency Med-Kit (Abdominal Dressing, Self Adherent Wrap)
Borrowed Time, Dead Hard, Decisive Strike, Iron Will
This is probalby the greatest survivor build you can run. When you are skilled at survivor you are already very good at being aware of your surroundings, and the layout of all the maps. Using this build I use what I call the 3 CHRS method (3 CHRS: Cleanse 3, Heal 3, Repair 3, Save 3). Ensuring you meet at least the objectives of the 3 CHRS method you almost guarenteed iri's in all emblem catagories if you escape, and at least gold even if you die, at the same time maximum bloodpoints. Before you say "you get more bloodpoints from WGLF" WGLF isn't reliable enough to try and farm bloodpoints off of, so optimizing the emblem system has so far worked much better.
Now a breakdown of the perks, and item;
Borrowed Time guarentee's safe saves (unless the Killer doesn't have a terror radius). You can combo Borrowed Time with Dead Hard to counter camping, by going into make the safe, take a hit, unhook the hooked survivor, then immediatly dead hard through the saved survivor forcing them to take the protection hit. Then you both run away and the person who doesn't get chased get's on a gen or heals.
Dead Hard is just the best exhaust perk in the game. Extends chases, can be used to dodge attacks, and I even sometimes use to to get places faster, like that last second into a survivors second hook phase timer. Unlike the other exhaust perks that have special conditions, this exhaust perk can be used at the push of a button, and is much more reliable.
Decisive Strike is a second chance perk that everyone knows not to leave home without. Get off hook by someone with borrowed time, run a bit, take hit for speed and activates BT's protection, then if you still havn't gotten somewhere safe, get downed and DS them (if the Killer doesn't just wait out the timer). Guarentee's escaping during EGC, and immunity when doing gens. Don't forget locker cheese.
Iron Will is amazing for hiding in plain sight. You escape so many chases by simply walking away, because in most maps the blood stains on the ground are incredibly difficult to see, and you're not making any noise anyways. You can even hide in lockers without groaning constantly which is another plus. It's like just being uninjured, expect blood is pouring out of you.
Emergency Med-Kit has an excellent self-healing speed, and good amount of charges. Using it with Abdominal Dressing, and Self Adherent Wrap makes it excellent at both. Better than Rangers Med Kit, because Emergency Med Kit gives a self healing buff, and same reason compared to other med kits. You will get 3-4 good heals out of this, and I reccomend only using it for self healing as healing others is fast enough without an item or perks. If you are against Thanatophobia, then you can use it on others. Same with Sloppy Butcher, but remember that if your Med-Kit runs out, you can no longer heal yourself.
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Seriously the whole existence of the hatch doesn't make sense. The Hatch was added to the game because BHVR needed a way to deal with survivors taking the game hostage by hiding near the end of matches, so they responded by giving those survivors a free win mechanic.
In addition the way it's setup the Hatch only takes away from the points and fun for the Killer, and they expect players to just accept that, and take it lying down. If I won the game and there is still 2-3 gen's left. I expect to get my 4k. Not because I think I am entitled to it all the time, but because I beat 4 survivors and they still have to finish 2-3 gen's. A killer should not have to slug the last 2 survivors to avoid hatch, they should not have to runn through the whole map looking for one thing that will deny them the points they have already won, and they should not have the points that took their skill and work taken away from them because a survivor found a key in a chest. It's completely stupid. Completely and entitrely stupid, just how much detrimental affect the hatch has on the Killer, and all because SURVIVORS WERE TAKING THE GAME HOSTAGE.
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@NoRage said:
https://forum.deadbydaylight.com/en/discussion/comment/1635102#Comment_1635102
Maybe because red paint brush is strong with chains? Are you a beginner or something? xd
No man, Freddy is my main. I don't normally use add-ons at all (because lets be real they all suck since the nerf). But If I do use add-ons my main squeeze is Swing Chains w/ Pill Bottle, Blue Dress, Jump Rope, Nancy's Masterpiece .
If I felt like going pallets then I would use just a pallet add on, and obviously the best is Paint Thinner w/ any of the above including Swing Chains.
If you can't tell I also don't focus on just one thing being stronger than the other. I mix and match, because again. Freddy doesn't even need add ons, but the ones I have listed are deffiently the strongest and usually the only ones you ever want to use.
The reason why Black Box, and Red Paint Brush are entirely pointless to good players, is because you don't get much from keeping just 1 survivor in the dream world (black box). In addition to that - good survivors don't fail skill checks to wake up easily (Paintbrush). On top of the fact that to counter both of them, you just have to wake up the same way any good survivor normally would, so they are add ons that are only difficult for less experienced players. Good players wake up and stay awake from getting hooked, using a clock, or waking each other up. It's how you counter freddy by staying awake without having to fail a gen check, so the Paintbush is pointless outside of the fact that everyone starts asleep, but then they just mad dash for their clock and go on the nearest gen, hiding from Freddy is easy when in the dream world he has a set terror radius at a large range, good survivors always see freddy long before he see's them (Which is why many consider Pill Bottle the best on him). Also Swing Chains is a nice bonus to reducing gen speed, but even good players can barely notice the difference and slam out gens just as easily even when in the dream world. As far as keeping survivors in the dream world. Freddy has an easy time keeping ontop of all the survivors all the time, and good freddy's do - they don't need an add on that puts or keeps survivors in the dream world.
Nancy's masterpiece though, hidden secret for good Freddy's. It's extremely useful to make staying on top of survivors stronger. Since you can keep everyone in the dream world anyways, when they are all stuck there your teleport cooldown is incredibly low, and you are teleporting as often as hooking and cutting people off in chases.
So yeah. I am not just a beginner on Freddy. Especially when I have to explain the basics of the killer to you.
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@NoRage said:
https://forum.deadbydaylight.com/en/discussion/comment/1635044#Comment_1635044
Because maybe , the black box didnt affect him and the freddys that he faced didnt played black box because to be honest a few people use it , we mostly use the brush , and it depends how often he play the game
######### would you use paintbrush? 😂 This thread is killing me, someone hook me already.
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Drop the pallet early, avoid the shock, and plan ahead. It's pretty simple actually.
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@BaldursGate2 said:
Or buff every killer to freddy level so the survivors have to actually sweat their ass off for a win like killers do most of the time?
Where is the downvote button?
^ This guy knows what's up.
Developers already have said multiple times, Freddy is fine. He is unique that some of the other killers so you have to play differently and smarter to beat him. Sorry OP, but you're not going to get your game of just easy m1 killers to bully all day.
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The biggest issue with the whole thread, is that OP's examples of "issues" are all things that are corrected simply when a player becomes experienced at the game and know what they are doing. Stop making unsafe saves, take Dead Hard, and/or Borrowed time. Use a flashlight. Take a hit. Bodyblock the killer. Learn the map layouts, and loops. Learn the different kind of structures like TL, Gym, and Shack.
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Something that irks me particularly since the recent updates. I have a super fast computer, running on a 80 mbps internet connection. I ensure that there was no dl's happening on any other device in my household, and the only device to be on is my cell phone, and computer. My pc is consistenly pulling a majority of the bandwidth.
Without even a red poor connection symbol, I see other players and killers rubber banding around, getting free hits, getting free misses, and I'm just standing there confused and finding the game utterly unplayable if I have to rely on the other players to have as good of a connection as me, in order for me to have fun.
They should put a speed requirement into the game like Ubisoft did in For Honor.
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@Vysenya said:
I recently played a match against a Freddy, I spawned already in the dream state, and for some reason I couldnt use the alarms to wake myself up, and my teammates could not wake me up either. This is the second time its happened to me, and Ive played this game for 2 years, it must be a bug? I mean it was on the new map, Midwitch.
This is the second time its happened to me, and Ive played this game for 2 years,
Can we take a moment and think about that this person apparently hasn't seen black box in 2 years of playing this game? That's an addon Freddy's had since release.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1633795#Comment_1633795
Then what is the purpose of Decisive Strike? Just another second chance?
I like how you blindly assume that I'm a new player, really shows what kind of a person are you.
I just made a suggestion to make Decisive Strike an anti-tunneling perk and reducing it's synergy with other second chance perks, no need to be angry about it.
Quite accusatory that you think I'm angry. I know your new because you decided to be a sheep and follow the other newer players that started the idea that Decisive Strike was an "anti-tunneling" perk. When in reality "anti-tunneling" doesn't exist in the game that the Dev's even balance around. They believe it's a legit strategy when used correctly, and have said that multiple times, in multiple streams they don't actually plan to do anything (or much) about it. (Same with camping surprisingly enough).
Though I guess since you want to ask me, instead of doing any research still. The purpose of Decisive Strike was to "extend a chase". To give you a better chance at reaching a safer location if say you were on a hook in an unsafe location like atop a hill without balanced landing, or in the basement. It simply helps against tunneling, not intended for it.
They even plan to change DS because it has been getting used outside of it's intended purpose. Players have found that Decisive Strike is akin to immunity, so by cheesing and jumping into a locker a killer is forced to activate decisive strike or wait 40+ seconds to take the survivor out of the locker. Players have also used this idea to time a window/ledge/pallet vault, and repair generators unabated. However that still isn't something against the Killers tunneling, it's because it's too strong against Killers.
So anyway's, if you need DS as a crutch perk against tunnelers. I would sooner suggest changing your mindset, learning the maps and looping better. You will have a much easier and fun time doing that then expecting DS to change into a "anti-tunneling" perk. If a Killer tunnels a player when it's uneeded it only wastes the killer's time and the survivors win in the end.
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- Remove the Hatch
- Mori can only be performed after the second hook phase
- Less Pallets in each map
Reasoning;
The Hatch was introduced when players were taking the game hostage by hiding instead of performing the objective, which forced the Killer to either disconnect, or afk. Allowing the players to win for free. BHVR responded to players taking the game hostage, by giving them a free win mechanic.
The Mori was only implemented into the game so that Killer's could have a unique way to kill survivors that didn't involve just putting them on a hook. It doesn't make sense then that would deny survivors an entire hook phase (chance). Survivors who have been hooked twice, experienced the second hook phase should be the only time that Mori could be an option.
One survivor should not be able to loop a killer for longer than 40-80 seconds. Pallets should be a resource taught to be conserved, not used frivolously.
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Learn to play better so you don't get caught in the first place.
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@Mr_Slick546 said:
https://forum.deadbydaylight.com/en/discussion/comment/1633806#Comment_1633806
"You can't rely on your teammate to make BT work so you should bring DS every game"
Why not just have BT work for your unhook and not have to use DS?
You're joking right? You got caught, your on the hook. You can't do anything for yourself. Your entire life depends on your teammates. It's an Asymettrical game, you can't face the killer alone. Period. In all 1v1 situationst he killer should be stronger than you. You have to rely on your team to play better than you if you REQUIRE to use hooks to escape.
If you don't like that, don't play an Asymetrical game, maybe CIV 5 is more your speed.
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Yeah and you're not entitled to a free protection hit. You realize the killer is a person too. If your team is bad and can't make safe saves against unique killers that affect the terror radius (or perks), that doesn't mean the perk needs to be changed. The players need to get better.
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Playing Killer doesn't feel like the power role so long as Survivors have so much utility that depends strictly on chance to use against you.
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You're not entitled to a free protection hit off hook. Learn how to play safer, and play with people that know how to play safer.
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Decisive Strike was never made to be an "anti-tunneling" perk. It never will be aimed to be an "anti-tunneling" perk. Tunneling is a legit strategy when used properly.
Honestly getting tired of all these new players making ######### up about how the game is supposed to work, or how things are supposed to work. If you wern't here when the perk was made, then stop trying to talk like you know something without doing research.
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Top Tracking Perks imo; BBQ, Discordance, Thrilling Tremors, Surveilance.
As long as you are running one of those on all your killers, you are good to go. I normally run 2.
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... This thread makes me feel old.
or this is bait.
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GIDEON MEAT PLANT - DESIGNERS PLEASE! PLEASE FIX THIS MAP!
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I got the pernament Iron Will bug a few times on both Feng Min, and Steve Harrington. I don't think it's Ash exclusive. I think there is just a bug in the coding for survivors cries of pain.
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@Moundshroud said:
It is an interesting suggestion. DS was created (at least I assume it was) as a anti-tunneling tool. By the time the End Game Collapses has begun, tunneling is kind of moot. I've seen (experienced in fact) how DS can allow an entire squad to escape due to the stun. However, I wouldn't suggest removing it during the EGC but I think one of the following might be a thought worth consideration:
- Shorten the Stun during the EGC to half what it is normally, or
- Eliminate the Stun entirely but give the DSer the same protection BT normally gives during the EGC.
Descive Strike was made to extend chases. It was never meant to be an "anti-tunneling perk". The dev's never said that, it was never released like that, and that the whole "anti-tunneling tool/perk" thing was made up by privledged survivors that just want the game handed to them because they can't learn to perform safe saves. At least fact check before you try to act like you know something about a perk that was released in 2016. The dev's don't care about "tunneling", they understand that there are counters, and how detrimental it is to Killers if they just focus on tunneling.
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I played against a Blight today. It felt like playing against hillbilly before the rework.
Everyone just expects every Killer that comes out to be as strong as Nurse or Spirit, anything less and it's bad. Remember people even said Pyra was bad, but the dude's cutting corners - literally.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/191015/hatch-becoming-an-even-bigger-problem
i think your issue is with keys, which are being looked at, for the dc then free hatch, well you still get brutal.
No my issue has always been the hatch. The hatch was introduced to the game because Survivors were taking the game hostage by hiding at the end of a match instead of trying to finish gens. So they've added the hatch to open when there is not enough players to complete gens. Sure it's been updated a few times to compensate abuse, but by the end of the day - BHVR responded to players misdemenors by handing them a free win mechanic, instead of something that would benefit the players who got the short end of the stick (the killers trying to find these survivors).
Even after every update to the hatch. Players learn how it works, and still hide when it's nessary instead of completing gens. Even I have started to find when playing solo it's just more beneficial to aim for the hatch escape than a door escape.
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@DetailedDetriment said:
They need to remove the offerings to control the hatch spawn. That's some real bullshit.
Yeah I am surprsied they even added that when the hatch was not even good for the game in the first place.
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@Chicken said:
https://forum.deadbydaylight.com/en/discussion/comment/1615231#Comment_1615231
wym? you're dedicating an entire build and items to one thing. Killer uses Franklin's and 2 of your perks are useless. Get a reverse beartrap and you can't use 3 perks and your item. its pretty risky, if it wasn't strong it would be useless.
What will tell the killer to know to take Franklin's. Franklin's is a situational perk, and is slighting above low teir usage. Killer's only ever take the perk when they get a gut feeling the team all carying items are SWF. I am red rank 1 and never use Franklin's because I prefer top tier perks that have a broad usage for any game - while at the same time improving the killer I am playing. (And I don't pay attention to the screen in lobby)
You're whole argument is "because this one perk, or killer exists built specifically to counter a certain type of one off build. Therefore this build doesn't work". However if you if you throw this guy in 20 matches, how many is he going to see Franklin's demise or Pig? Give your head a shake. We are working with numbers here.
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Never. Because when you are solo it's easier to win via the hatch, than it is to complete the gens. When I play with 1 or more other people then we work out who saves when and always ensure at least 1 player is always on a gen.
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"Another type of online disinhibition is called toxic disinhibition, which represents an increased tendency towards online flaming and inappropriate behaviors. These often contain hostile language, swearing, and even threats. This norm describes the negative side effect of the loss of inhibition on the cyberspace." - Online disinhibition effect - Wikipedia
But I think it also includes actions in the game that belittle or ruin the experience of another player that doesn't have any gameplay value at all.