TheWheelOfCheese
TheWheelOfCheese
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@Zen_but_not_Zen said:
I think if they let you know who the Killer is (and only that information) then gives people a fair opportunity to just dodge the lobby and queue up for another. I know there's legitimate strategic reasons not to inform the survivors, but might stop all these Nurse DC's and suicides on hook etc.
That just means generally-disliked killers never get to play the game because everyone will dodge.
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If map offerings are not removed, the weights should at least be changed.
Survivor map offerings should have 1/4 the weight of killer map offerings. This would ensure that one side doesn't get 4 times the chance of their map being selected as the other.
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@Sonzaishinai said:
The hatch doesn't exactly "spawn" into the game
It's just invisible. So if you walk over it there is a small bumb
If you don't pay attention to it you'll probably won't notice but if you know about it you can find the hatch that way before it becomes visible
They changed it so the hatch has no collision before appearing in the same patch that reworked keys. This isn't a thing anymore.
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@Chaellooo said:
no idea why they did that, blight is a more mobile killer than wesker yet he's 32m it seems weird to me. I keep facing star struck weskers myself and it's boring
TBH I think Blight and Nurse both need larger terror radii, or at least a 45m lullaby like Huntress given that all of them have the potential be nowhere near you and then damage you 3 seconds later.
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@BenOfMilam said:
I usually assume those kinds of people have really hard lives, like the only chance they can have any real control over life is bullying strangers online. I just kinda feel bad for them.
It's probably not that deep, but I still wonder what is happening on the other side of the monitor, y'know?
Same, I often wonder this about survivors who sit in the gate and won't leave unless I come to push them out, knowing full well that they intend to tbag and run out at the last possible second before I could even hit them anyway.
Some people really do seem to enjoy being unprovoked jackasses in video games, and that definitely comes from somewhere.
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Nice, got me to P3 Wesker with some left over.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3178855#Comment_3178855
So then explain how this isn’t happening in other games because in those Exclusive means that Exclusive. Meaning only prime members will own it.
So yes, it is false/misleading advertisement because the contract (the agreement between the consumer and prime gaming) reads exclusive. There is no fine print or word that says otherwise.
Just because BHVR decides they want to use it loosely when they themselves have exclusive cosmetics in other parts of their game (mobile etc) and should understand how it works, doesn’t mean it’s not.
The wording says that every month you will receive exclusive in-game loot. That's it.
It doesn't say how much loot you get. It doesn't say for what games. It doesn't say that every single offer you receive must be for exclusive in-game loot.
It says you will receive exclusive in-game loot every month.
They can additionally give you any amount of non-exclusive in-game loot if they wish; the wording doesn't exclude that possibility.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3178812#Comment_3178812
Im pretty sure the wording in the prime description itself says exclusive in-game loot.
https://us.v-cdn.net/6030815/uploads/TJVFA2PPTSCK/image.png
And as far as Im aware for every other game the rewards ARE exclusive. Also every single cosmetic before has been exclusive setting a precedent.
Nothing here says every single offer must be exclusive in-game loot. A single such offer for any game (doesn't have to be DBD) in a month is enough to satisfy this claim.
It's only false advertising if you misread it.
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I've been saying since he launched that even if they fixed his hitbox he'd be C-tier at most and people called me crazy.
He was only ever A-tier because people didn't know how to counter his power yet. As usual, once survivors learn to play around the killer's power, it becomes extremely situational at best.
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I didn't say it wasn't lazy.
I said it's not false advertising.
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@Ricardo170373 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178824#Comment_3178824
"only for prime members" That skin was offered in a rift, is not only prime members... is not exclusive. The annoucement dont tell the truth
You're missing my point.
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Sure, there are some exclusive cosmetics. This wording doesn't imply that every cosmetic offered would be exclusive.
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Big yikes, my dude.
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I don't think anything ever said this skin in particular was exclusive to Prime. If you thought that, it was your own misunderstanding, and their response is honestly quite generous because no apology from them is necessary.
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@Sonzaishinai said:
I am convinced that WoO will extend chases of the mayority of solo q players for longer then any exhaustion perk would.
Run them both and anyone can be a decent chaser
This right here. Windows is very useful to tell you where there are nearby loopable tiles, especially those whose pallets haven't been thrown yet. Exhaustion perks won't do anything if you can't use them to make it to a good tile.
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@Mr_K said:
The number is dynamic and is easier to have the singler and plural displayed than to programmatically change it.
For instance, day(s) can mean 1 day or 2 days.
Yep and the text has to be translatable, and in some languages the noun might come before the number, or at least not immediately after the number. It makes supporting multiple languages way easier if the text doesn't depend on the numeric value.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3178226#Comment_3178226
"Once all 4 survivors are incapacitated (hooked, dead downed) and unable to do anything about it, reduce their timers to 10s"
Bleedout solved.
Only if the killer gets the sacrifice BP they would have if they'd hooked everyone, otherwise you're just needlessly punishing the killer because the survivors threw.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3177546#Comment_3177546
I think pre nerf was a bit too strong, but the way they nerfed him was unjustified. Now he's utterly useless. He deserved a nerf, but not a nerf this hard.
Right, I agree with this.
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@ImNotBobDylan said:
That was not sarcastic, I don't think you reach more than 20% with this build.
If you make an absurd claim, don't expect everybody to react nicely. Solo queue is bad enough right now, I don't need my teammates to run Deja Vu instead of OtR because they have read it on the forum
Every response you've made since your first one has been perfectly reasonable and not aggressive but you fail to see how your first post is needlessly aggressive (the sarcastic "admire" in particular). You could have said something like "This build doesn't have an exhaustion perk, do you find it works well for you? What is your escape rate?" No, you had to be a jackass out of the gate. "Post a video so we can admire how bad it is" is, again, not a request for evidence, it's taunting and aggressive in a situation that doesn't warrant that. You keep trying to explain it away as me making a bold claim and then you are asking me for evidence. That would have been fine, if that's what happened.
You are either unable or unwilling to see how your initial response is problematic, so I don't think any further interaction between us is going to be fruitful. Let me know when you've had some time to reflect and maybe we could have a productive discussion later.
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@TheSubstitute said:
When I'm playing Killer and I see somebody one hook even though I'm deliberately on the other side of the map since I'm playing for hook states. It's a really terrible experience to one hook, especially when the Killer isn't anywhere nearby, and then I generally move from playing for hook states to playing full bore against the survivors that abandoned their teammate.
Same! Especially when I have aura reading and get a glimpse of the two Claudettes urban evading nowhere near me or the hooked survivor. It's especially frustrating because as the killer I have no way to spare them at that point; their fate is totally sealed.
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@woodenEnthusiasm said:
Usually when people quit early. Especially if they stay in the match just to tell me how I'm unfun and a terrible killer. It's frustrating to watch people waste everyone's time
Agreed. It feels like a no-win situation.
Go full sweat to get the match over quickly? Feels mean.
Farm with the remaining survivors? Super boring.
I really feel like everyone left in the match after a DC needs a way to agree "heck it, pls end the match now" and walk away immediately with no matchmaking ban.
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@neb said:
- I think it's supposed to be slow. If he pulled his power up quickly he'd just be another pre nerf deathslinger.
- I think the cooldown is fine. If there was barely a cooldown, he could travel the map too fast. It's supposed to punish you for missing your power as well.
- Agreed. Waiting for it to get fixed.
Agree generally, though the comparison to deathslinger is a bit off since nerfed deathslinger is pretty bad considering his TR and 4.4 movement speed. They took all his chase ability and gave him nothing in return, so IMO pre-nerf deathslinger was more balanced than current deathslinger.
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@ImNotBobDylan said:
That was not sarcastic, I don't think you reach more than 20% with this build.
If you make an absurd claim, don't expect everybody to react nicely. Solo queue is bad enough right now, I don't need my teammates to run Deja Vu instead of OtR because they have read it on the forum
Point is, the wording of your reply was very aggressive as though I'd personally attacked you. Take that attitude elsewhere if you want to have a civil discussion, otherwise I have no reason to oblige your demand.
If you make an absurd claim, don't expect everybody to react nicely.
What the absolute heck? In what universe is sharing a build that I enjoy and works well for me "making an absurd claim," and is this the same universe where sharing a subjective opinion about a video game is reason for others not to "react nicely?"
You really need to rethink your approach to engaging with people if this is what you actually believe. Holy hell.
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It's a bit weird and unnecessary, but I don't really find it distracting or annoying.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3177468#Comment_3177468
Asking evidence after a dubious claim is not aggressive
The topic is called "optimal perk" and you recommend a build that I doubt you can have any success with, half of the perks you mentioned are poor/super situational AND and you have no OtR (strongest perk in the game) AND you have no exhaustion perk. Get chased by a tunneling killer you lose the game in 3 minutes
As you may have noticed, many people on this forum pretend that solo Q is fine and that they easily escape 50% of the time themselves, but curiously they never share any of their gameplay, so I suspect that these people are killer OTPs who don't care about balance, so here since you specifically recommend a solo Q build I think it is the perfect occasion to prove me wrong, would you mind sharing gameplay with your build please?
But that's not what you did.
Please share a bit of gameplay with these perks so we can admire your 20% escape rate...
This is not "asking for evidence," this is being a sarcastic jackass unprovoked. Now you're trying to play it off with a less aggressive reply, but you already showed your colors.
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3176867#Comment_3176867
https://forum.deadbydaylight.com/en/discussion/comment/3176868#Comment_3176868
Completely agree with you both. Being forced to prestige makes them even more annoying. And the fact it costs BP to prestige really grates on me.
The 20k BP cost to prestige is a bit weird but remember that in 6.2.0 they cut the cost of all bloodweb nodes by 33% on average, so looking at the introduced prestige cost in 6.1.0 together with the changes in 6.2.0, it costs way less to go from 1-50 and prestige than it used to. Not saying the prestige cost is justified, but grinding for items costs less than it did a few months ago even with the prestige cost.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3177244#Comment_3177244
Lol. No exhaustion perk. No OtR. Good luck in solo queue with that.
Please share a bit of gameplay with these perks so we can admire your 20% escape rate...
This might be one of the most unprovoked, needlessly aggressive comments I've ever read on this forum.
Who hurt you?
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We need to add a qualifier here. The only survivors we really care about are those who either have played recently, or who played above some number of hours within the last 30 days. Otherwise it'll include players who no longer play the game, and we don't care about those.
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BHVR tome designers be like
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Windows is good. For soloQ, I also like:
- Deja Vu (helps avoid 3-gens)
- Kindred
- Open Handed
- Bond
Open Handed synergizes with Kindred, Bond, and Windows, though it can actually be problematic for Windows, especially on indoor maps, because your vision is littered with stuff that's too far away to be useful. If I want to run Windows, I will swap out Bond or Deja Vu in the above build.
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Nurse is my main, so she'll probably be my first p100. Though I admittedly haven't played her much since 6.1.0 since other killers were made more viable and I enjoy variety.
My likely killer p100's will be: Nurse, Huntress, Demo, Blight, Artist, Onryo, and Dredge. Not necessarily in that order.
Yui is about the only survivor I play (unless I'm doing a character-dependent challenge), so if I p100 any survivor, it will be her.
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@SailedSavage said:
https://forum.deadbydaylight.com/en/discussion/comment/3176633#Comment_3176633
I can admit when I was wrong and I don't blame my mistakes on game mechanics if they are my mistakes. This happens often where I clear the pallet or am a majority on the other side and get sucked back. If you take offense than that's cause you have no brain cell. I wouldn't have gotten vacuumed back so far if I wasn't a majority on the other side.
Ah, the usual "if you disagree you're stupid" response.
Here's what I'm seeing:
The blue line is perpendicular to the approximate center of the pallet. Note that it's not exactly at the midpoint of the green line, because of the 3D perspective (closer regions of the pallet are bigger, so the center of the pallet is slightly further than the midpoint of the 2D line).
Now jump to right before where you threw the pallet, and keep the above "center pallet" landmark line in mind:
Blue is roughly the midpoint of the pallet (I'm being generous here, I think it's actually a bit further left based on the other image) and green is about where the center of your character model is (the point between her feet).
You were on Bubba's side when you threw the pallet. The pallet is quite a bit further to the left than you think it is.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/3175615#Comment_3175615
No it doesn't. Go to 0:32. Pause it right there. He is almost on the opposite side of that pallet (not entirely) but look at his standing position next to that hospital bed. He is almost at the foot of it. The pallet comes down & reaches the end of the hospital bed (a tad bit further) and you're going to tell me that wasn't a blatant teleport? I'd say he was favoring the side opposite of Bubba at 0:32, clearly more towards the side of the pallet he wanted to throw from, and got moved back to Bubba's side because the game didn't think he was fully on the other side. Which okay, technically you're right. He wasn't entirely on the other side. But if I'm watching this and I gotta decide which side he was more likely on, it'd be the opposite side. Not Bubba's. Not bout struggling with anything, I just don't agree with ya bud.
Pause as they approach the pallet and note that the middle of the pallet is aligned perfectly with the middle of the thin, dark shadow perpendicular to the pallet. When they drop the pallet, they are standing slightly to the right of the middle of this shadow, which would make them slightly to the right of the middle of the pallet, therefore on Bubba's side.
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@Volcz said:
Everyone acting like he didn't get teleported to the other side w/ video evidence, lol.
'you were in the middle'
'you should have gone out more'
If you had to pick a side of the pallet he was on, you'd say he was on Bubba's huh?
Yea I'll agree, maybe he wasn't completely outside of the pallet on the other side, but he definitely wasn't on Bubba's side of the pallet. Very clear teleport back to Bubba's side.
The evidence says the exact opposite. As they're approaching the pallet, look at where the pallet meets the floor. Look at the middle of the pallet and how it aligns with the markings on the floor. Then, when they drops it, you should be able to clearly see that they're standing to the right of the middle.
In particular, note that the left edge of the pallet is aligned with left edge of the gurney, but the right edge of the pallet does NOT extend all the way to the right edge of the gurney. The pallet is about 3/4 as long as the gurney, so being slightly to the left of the middle of the gurney would mean they're slightly to the RIGHT of the middle of the pallet.
When I have more time tomorrow I'll post some annotated images, if people are still struggling with this.
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@SailedSavage said:
https://forum.deadbydaylight.com/en/discussion/comment/3175133#Comment_3175133
I literally hit drop from where I was and it sucked me back to the other side.
You were on the same side as the killer when you dropped it. At the end of your run you literally turned around and inched back to the side of the pallet the killer was on.
This isn't a bug. You misplayed, which happens -- but framing your misplay as a bug is copium and won't help you improve next time.
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I've made this a proper suggestion and incorporated some of the feedback from this thread.
@TheWheelOfCheese said:
This is a slightly-modified version of a post I made earlier tonight discussing a possible opt-in setting that would allow a match to end early if there is a DC and the remaining players do not wish to continue playing.
As either survivor or killer, a single DC makes me not want to play out the rest of the match. As survivor it's hopeless, as killer it's boring. Farming is on the table but is boring; I'd rather just go next. What I describe below is a suggestion for an alternative way to handle DCs that is triggered when there is at least one DC and all remaining players in the trial have opted-in to this behavior in their settings.
Quite simply, the trial immediately ends. The player or players who DC'd receive no BP and get a matchmaking ban as usual. Any survivors who were in the same party as any DC'd survivor receive no BP, but don't get a matchmaking ban. Everyone else (including the killer) is guaranteed at least a safety pip, but can still pip or double-pip based on their emblems at the time of the DC, and receive whatever BP they'd earned up to that point with a possible bonus on top.
There could be some fine-tuning of criteria as well. The match shouldn't end if a survivor DCs during their sacrifice/mori animation, for example -- their fate is already sealed and the DC doesn't affect everyone else. (In fact I'd argue the survivor should still get their BP and shouldn't get a matchmaking ban in this case. They are already effectively dead and should be able to requeue right away.)
Making this opt-in preserves the status quo for those who would like to continue playing for whatever reason, but allows survivors who aren't interested to cleanly end the match early without being punished with a matchmaking ban (by DC) or with a depip (by suicide on hook); it allows killers to escape from a now-pointless match without having to make the choice between killing everyone to get the match over with or farming with the survivors to be nice but drag the match on. I see it as an absolute win for everyone.
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@elitetq said:
https://forum.deadbydaylight.com/en/discussion/comment/3175178#Comment_3175178
I can see where you're coming from, but if they were to implement that, then they would definetly need to make the dc cooldown longer (say 15-20 minutes or so) as it would become extremely annoying to be disconnected when at 1 gen or 2 gens cause someone didnt like how the chase ended. Or another way to go about it would be to make the system only disconnect everyone else if the dc happens within the first 5 minutes of the game.
That would be fine, or make it opt-in, like I suggested. If, at any point, there is a DC (doesn't have to be the first DC) and everyone who is still in the match has opted in, end the match.
There was a setting on a chess server I used to play on that worked like this. If either player had it turned off and one player disconnected from the server, the game would be automatically adjourned and could be resumed the next time both players were online. Some people didn't like this as it allows offline analysis of the position, effectively nullifying the game clock. So if both players have this "no escape" setting turned on and one player disconnects, that player immediately loses. It was a cool solution that allowed both mechanisms to exist, subject to player preference.
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Maybe I'm the only one who feels this way, but as either survivor or killer, a single DC makes me not want to play out the rest of the match. As survivor it's hopeless, as killer it's boring. Farming is on the table but is boring; I'd rather just go next.
It would be cool if a survivor DC caused the match to immediately end, like when a killer DCs. The person who DC'd gets no BP and gets a matchmaking ban as usual. Any survivors who were in the same party as them get no BPs, but don't get a matchmaking ban. Everyone else (including the killer) is guaranteed at least a safety pip, but can still pip or double-pip based on their emblems at the time of the DC, and gets whatever BP they'd earned up to that point with a possible bonus on top.
I understand not everyone would like this system, but I think something like it should be considered, at least on an opt-in basis. There are points against it (for example, if you farm you can work on rituals/tomes, etc., but this requires killer cooperation) but overall, to me, it feels like the game is already tossed in the bin after a DC. Why not make it official?
There could be some fine-tuning of criteria as well. The match shouldn't end if the survivor DCs during their sacrifice/mori animation, for example -- their fate is already sealed and the DC doesn't affect everyone else. (In fact I'd argue the survivor should still get their BP and shouldn't get a matchmaking ban in this case. They are already effectively dead and should be able to requeue right away.)
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You were just on the back side of the pallet, then you for some reason turned around and walked back to the front side before throwing it.
So, don't do that.
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This sounds more like the survivors threw the game by making bad plays then tried to make it the killer's fault by making a semantic argument to a fictional rulebook.
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3174440#Comment_3174440
No they adjusted his hitbox. On the PTB, his hitbox was 40. For the live, they nerfed it to 20. They just increased it to 30, so overall, its still a nerf to what they originally had. Its a fix, not a buff.
It's both -- they fixed the problem with his hitbox being too precise by buffing it.
The only way you can argue that it's not a buff is by ignoring the definition of the word "buff," at which point there's no reason to even have a conversation if you're going to reject a widely-used definition in favor of your own.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3171298#Comment_3171298
How? He is definitely potentially strong, he just needs his hitbox to be more reliable. Then he'll most likely be A tier. maybe low or middle A tier.
I do not see how he would need any other buffs. Just needs a small hit box increase and his bugs fixed.
His power is virtually useless in chase except to close distance. Beyond that it is easily played around; if you can get a hit with his power you likely could have done so with M1. There are very few tiles where his power is strong; everywhere else it is actively harmful unless the survivor is an absolute potato.
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@Ghoste said:
Bugs aside, he seems underrated to me. Wesker players aren't finding it hard to 3/4K in my solo matches.
Pretty much every killer can 3/4K in a solo match. That's not a high bar.
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They need to do a hell of a lot more than that, he's honestly one of the most scuffed killers in the game right now.
Onryo is more fun to play.
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@Mister_xD said:
Why hide it behind a Perk / Item though?
All that would achieve is creating a must pick Perk / Item for soloQ that no one in an SWF would ever bring, essentially making it so SWFs have more available Perk / Item variety.
We need to bridge the gap between the two, not take extra measures to keep it.
This.
SWF doesn't need another free thing that others have to use slots for. SWF can already mostly have Bond/Kindred/Wiretap and a map item for free if they are effective at communicating.
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A perk nerf that didn't address the problem on the killer it was supposed to, but made it useless on everyone else?
BHVR would never do that, and never has.
Especially not to Thanatophobia.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3168899#Comment_3168899
I already made a comment about this. But since they used Steam achievements, I think it's ignoring the elephant in the room, Console achievements. Basically take the Steam Achievements and increase the amount of times you have to do X. 500 survivors hit with Shock Therapy, 100 Huntress downs from 24 meters away, etc. Console killer achievements are needlessly hard or grindy for no reason at all, it's dumb.
Yeah honestly there's a lot of weird achievement-type stuff on both sides.
Some of the older tome challenges for killer are insane, like sacrificing all 4 survivors in the basement in a single trial. The survivor challenges around the same time are things like "complete X gens" or "heal someone X times." So when I was grinding the old tomes I found it a bit unfair that the survivor challenges tended to be easy and straightforward tasks you'd normally be doing, and the killer ones tended to require really weird or unfun playstyles to achieve.
Lately it seems the killer ones tend to be more reasonable and some of the survivor ones are a bit silly. But survivor challenges are unique in that you're a part of a team, so challenges that actually require you to throw are unfun for 3 other players who are collateral damage in the trial.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3168886#Comment_3168886
I mean you have to farm to get it, most players are good enough to not get grabbed off a generator, and most players will get off the generator when they hear the Terror Radius and Nurse's loud screeching. Farming, it's super easy. Doing it normally? It's basically impossible, you have to get extremely lucky or hope that the survivors have a broken headset.
That's exactly my point. Achievements in a PvP game, especially an asymm game, are always going to be either stupidly easy or obnoxiously difficult to get in normal play.
Thankfully, most of them, including the one OP is complaining about, can be obtained naturally by just playing the game. Then there's BS like the one I'm talking about where you pretty much have to receive cooperation from the other side to obtain.
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"Interrupt and grab a survivor after blinking 3 times," yes, all killer achievements are also super fair and reasonable in 2022 DBD.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3168842#Comment_3168842
But the locker "counterplay" doesn't prevent you from getting snatched and hooked, it only serfs to artificially prevent the match from ending by griefing and frustrating the killer in the hopes that he gives up. Survivors starting the match on hooks would help no one getting their achievments done, thats not the right mindset.
Counterplay isn't griefing.
The problem here is the dated achievement, not survivors playing around your abilities.


