TicTac
TicTac
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2364696#Comment_2364696
I honestly don't think they would. I have all the perks unlocked for killers and I still play. I enjoy the killer, not the grind
I have all perks for all killers except nemesis (i stopped playing a month ago bc of the console problems) and i also dont care for the grind. But there are different playertypes and i know some on this forum who say they need the grind.
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@gibblywibblywoo said:
They never will because they know the grind is what keeps most longtime players playing.
Why do you think whenever they ######### up and people get upset they just throw up BP on everyone and suddenly everyone shuts up?
Also remove perk levels. They're outdated by 3+ years
But thats what i dont understand. There are so much things you could grind. Why must it be grind to win? There are so many other options: grinding for shards (store cosmetics), grinding for p3, grinding for the battlepass, grinding for achievments. Then they could add rewards for getting a number of wins as character, reaching a MMR-rating (if it releases someday) or even daily objectives (for example each day you can collect a crown in a trial and then you get something for this crowns)
Would the majority stop to grind this other things if they wouldnt need to grind for perks?
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Thats interesting. I only need around 50k bloodpoints per bloodweb. Im often take the cheapest way, but i would have never thought this makes such a difference.
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@suggestivemoaning said:
https://forum.deadbydaylight.com/en/discussion/comment/2361364#Comment_2361364
They should just buff every killer, bring back old basekit Nurse, give Nurse another addon pass, and make comms basekit. Oh, and make gens take 70 seconds maybe, because old basekit Nurse wouldn't be balanced without that.
The issue with buffing or nerfing survivor is that you have to touch Nurse slightly as well, and the devs don't want that.
I think current nurse is strong enough. She is viable against tournament squads, so she needs only bugfixes.
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@suggestivemoaning said:
You can't really nerf good survivors without ######### over bad ones. For example, the most prevalent issue in the game is gen speeds. However, you can't touch gen speeds because if you do, bad survivors have no chance if winning, even against bad killers. If the game were made up of only good players, you could just make gens take a lot longer and that problem would be solved. But that's not the case, which is why it hasn't been done.
You can't nerf loops, because if you do, bad survivors won't be able to do anything in chase and they'll go down in two seconds.
You can't nerf keys, because survivors who use them are typically bad and don't help their team, resulting in a win for the killer even against that BS item.
See where I'm going with this?
They nerfed the Great Skillcheck progression for generators. So its possible, its only really difficult. You need to find this things and then test the change. Another way is to buff survivor and killer at the same time. More infos for solos would help uncoordinated survivor to not waste too much time. If only one survivor would go for the unhook, gens would be quicker.
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@meatisadelicacy said:
Why do good survivors need to be nerfed? If I have thousands of hours in the game and have learned maps and have game sense, why should I be punished?
For me its boring to play survivor with other good survivors. We cant play to win bc then we would win almost everytime. So i need to play solo and hope i get an interesting match. (Interesting means that both sides have a chance to win)
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@TwitchyMike said:
I would change your perspective. Why would they nerf a mechanic because players are good at utilizing it? I mean this question is like saying... "Hey we have football players who are really good at utilizing this play book. But some others aren't so much. Maybe we should just throw out the play book or dumb it down?" Umm here's what I'd say... "Bad players just get better at the game." Practice practice practice. Not, easier easier easier. So what's the difference between a good and bad survivor? Someone who puts in the time and effort. What's the difference between someone with a PHD and a High School Diploma? Time and effort put into it.
So what I would do is watch the top streamers and see what they do and shoot for that. Do you think football players are wondering how things can get easier to be on Tom Brady's level? Or are they trying to work as hard as Tom Brady?
Thats not the point. Right now on the upper end survivor on the same skill level are too strong for most killers. So they need a change. But if you would nerf survivor and balance around good players, the game would be killersided for weaker player.
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@Northener1907 said:
Bad survivor will drop pallet early and keep run.
Good survivor will make you run around pallet and they will drop it with good time.
Bad survivors will be bad at gens. Good survivors will fly with gens.
But why are bad survivor not good with gens? Its not hard to hold a button and hit the skillchecks.
So is the problem that they are hiding too much, do sideobjectives, dont find gens, get down so quickly or all three go for the same unhook bc they are uncoordinated?
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2359844#Comment_2359844
I didnt fully explain it, Pig skill check is surely useless.
Here is Trap escaping skill check, starts at 10 degree, +10 for each time they fail skill check. May be Green stone decrease 5degree.
https://us.v-cdn.net/6030815/uploads/BHAF1DABEE26/image.png
1st try equal to Great skill check
2nd equal to Over charge
4th equal to DS
Yh i understand. But what would happen with this? Good survivor with good hardware would almost always escape first try and even good players with a ps4 (if they fix the current problems) would escape one the second try. Bad players would struggle even with the fourth skillcheck.
This change would nerf trapper against good survivor and buff him against bad survivor.
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@C3Tooth said:
Trapper suffers from time efficiency not because of trap collecting/setup time, its because traps are so easy to disarm without risk, and the RNG not reliable at keeping them in place (escape in 1 attempt).
- Bag addon is the best one not because the bonus trap it gives, its because give him ability to carry more than 1 trap. He can still start game with 1 trap, but definitely should able to carry at least 2 traps (so Brown Bag addon starts him with 2 traps and carry 3)
- Some maps like Pale rose spawns traps at very corner, the traps should spawn at least 30m away from the map boundaries.
- To make Disarming trap a risk, add Skill check when survivors start to Disarm, success will close the trap, failing will get trapped. Disarming trap Skill check zone can be decreased by Coil addon
- Remove RNG of escaping trap, add Skill check when survivors trapped, 10degree on 1st attempt, +10 for each later attempt. Success guarantee escape. Escape trap Skill check zone can be decreased by Stone addon.
@WaveyTrey said:
Just give his traps a skill check. It’ll work with base “Presence” perk that makes skill checks significantly smaller. Then give him perks like Distressing and Agitation to ensure that this is more likely.
My Trapper runs Crowd Control, and the updated Zanshin Tactics (Don’t hate on me!). I call it “Vault Vision”. It actually works quite well together on Trapper from my experience. Maybe I don’t play it enough, but Zanshin shows me exactly where all the surrounding vaults have generated in the match. I can see in advance where the survivors might/will loop me. For example if the area is too good and I haven’t trapped it I’ll see it in advance before they even reach it, and drop the chase. With that insight I’ll also know to place traps around the “highlighted” spots as opposed to just directly on them (Obvious). Survivors will realize that they can’t loop my trapper at multiple vaults, or in killer sheds without the entity blocking said loops. By that time I’ve either closed the gap to hit/down them, forced them to waste good pallets, or have placed traps in the surrounding area to trap/down them. Then I readjust accordingly throughout the match since I have a 32M range of “vault vision”.
I simply pray that my Crowd totem never spawns in a location where I can’t place traps in front of it. It’s really annoying when the totem is sitting in a random corn field. Like, how am I supposed to protect it? Hahaha
A power with skillchecks is not a good idea. Lets take pig traps for example. No good player misses a skillcheck ever. Maybe one if they are halfasleep, but thats not the point. The point is that a skillcheck power does not help a killer at all in normal matches, it just makes it easier against beginner or weak players.
Thats one of the reasons ruin got changed and they will not add harder skillchecks then default to a killer power (lullaby works not for killer power for example).
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2355600#Comment_2355600
I think 8 or 9 hooks is balanced personally. If i got 9 hooks and theres 3 escapes that was a pretty tough match and im not even mad at the L. Its more fun than a 6 hook game where i git my last hook as the other 2 were escaping. Do you have any idea what a 6 hook game looks like? It means youve got 2 or 3 hooks by the time theres 1 gen left. Its #########. Nobody wants that. Hell, survivors dont even respect a 2k 🤷♂️
When the killer does not get a 4k/3k with hatch with 8 hooks, he played wrong.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2355552#Comment_2355552
Did you play during the last mmr? If you play casually as a survivor it doesnt matter, the killer is still going to be sweating his ass off for 6 hooks. If both sides are playing super casual, youll be playing at/against noobs. You understand that nobody actually plays as casually as youre claiming right? They still want to win.
A 10 hook game is VASTLY different from a 6 hook game. And even more so than a 3 hook game. You saying that tells me you dont understand how the game works.
But what do you want instead? Easy wins and crushing defeats? Matches where the outcome is clear, are boring.
Sure, its annoying that you dont see progress, bc its always around 2 kills, but a visible elo with rewards could fix that.
And it would be great if killer would stop playing. Without killer the game would die, so Bhvr is forced to do something.
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Your build is ok. Sometimes it will win you games and sometimes it will do nothing. Just play with it and adjust it when you have more perks.
When you have all perks i recommend: Corrupt (Plague), PGTW (Clown), STBFL (Myers), Thrilling (Ghostface) or BBQ.
Doctor was the third killer i played (i wanted monitor & abuse) and i reached rank 5 with him without many perks. So just have fun.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2354614#Comment_2354614
Who gives Unerving Presence.....Iron Grasp is just a throw in because I don't have too many perks unlocked yet.
Unnerving Presence is a trapper perk.
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The rift got extended bc its difficult to play right now on some consoles. Im still 45 bc i dont want to play a game which isnt fun. But they wont fix the problems before the midchapter, so i think i dont want to play to finish the rift anyway.
And the old rift was to grindy imo.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2348718#Comment_2348718
As a nurse main with almost 2k hours and the majority of those hours in nurse. There is no way this is true. Maybe against a bad nurse, but i could probably win games without perks and without using my mouse most of the time when i play nurse. In the right hands she is by far the best in the game.
Why should a beginner not get better results with blight then with nurse?
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500.000. Im probably too optimistic, but it would be exact one million with the start bonus.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2348708#Comment_2348708
oh, that explains why it's usually f2p games then, since they won't lose any money at all like that. Thanks for the heads up
It depends. Even for f2p-games you need to buy the ingame-currency in the playstation store. So of course there are many small f2p-games where it isnt much, but for example Fortnite and Genshin Impact make a lot of money for Sony.
But big games have the money and the leverage to get crossprogression:
“I can’t think of a scenario where Epic doesn’t get what we want - that possibility went out the door when Fortnite became the biggest game on PlayStation,” is a quote from an official email from Epic to Sony.
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@StibbityStabbity said:
I think he's going to be more like Nurse where his stats will be heavily affected by how well people use him. He is, indeed, a strong Killer. He has a strong argument for being within the top 5 strongest Killers in the game, if not top 3. He is a bit map dependent, however, which technically hurts his meta and would likely hurt his stats. Indoor maps destroy him, which is not as much of an issue for Spirit or Nurse.
I think his 115% movement speed makes him a lot better then nurse for beginner. So i think his killrate is in the middle.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2348653#Comment_2348653
free to play pay to win
a lot of f2p games get cross progression with sony, but a lot of paid ones really struggle. explains dbd
It has nothing to do with f2p. Leaked documents with Epic (Fortnite) showed that Sony wants compensation for the money they lose with crossprogression.
So if you dont have enough leverage or are not willing to pay the price sony wants, you get no crossprogression.
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Dont join me at the generator.
There are times where its welcome, but spreading out at the beginning is really helpful. The worst are people who dont do gens alone. They search 40-60 seconds for a gen with someone on it.
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It was always like that, so i dont think they will change it.
I never try to get bloodpoints as survivor. Rarely use offering or wglf. It just feels useless. They should really address the survivor bp gain.
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@Lynxx said:
I kind of wouldn't mind if the trial just ended and everyone walks away with what they earned - it's mostly a waste of time to keep going at that point.
So something like a surrender-vote? Is it a waste for you bc its almost impossible to win or other reasons? Survivor can still do challenges or earn more bloodpoints. I personally like to get chased even if it is pointless.
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@TF_Ryuu said:
https://us.v-cdn.net/6030815/uploads/48M8KF52N1WE/20210708140845-1.jpg
Another one, but hey matchmaking its fine
Nobody says matchmaking is fine. Everyone knows it is not working.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2345528#Comment_2345528
His camping potential is his best feature.
He is the strongest camper in the game and without it he cant compete against good survivor, but i dont like to camp.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2345006#Comment_2345006
Where can i see that? Im interested :P
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He is decent. They could do something against his camping potential, but i have no idea what would work, so whatever.
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Nothing. I try to always get 18.000 between chapters to get the new chars and right now im not playing bc im not a masochist. So the 9000 shards are the shards i normally would get with playing.
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@Ink_Eyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2337350#Comment_2337350
I literally turned it off yesterday, I'm talking out of past experiences with cross play on..
Weird. With crossplay on we should get the same matches. Maybe its your region or the time you are playing. Im playing EU and mostly in the afternoon/evening.
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@Ink_Eyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2337035#Comment_2337035
I play on pc, I recently turned off crossplay because console players having issues...
Its known that pc player who play without crossplay are really sweaty. So thats probably the problem.
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@Starshadw said:
https://forum.deadbydaylight.com/en/discussion/comment/2336164#Comment_2336164
I admire your optimism. But seeing as the glorious hit validation function that was supposed to solve the myriad of issues surrounding hits flat-out doesn't work (and let me tell you, reading the latest dev blog about how they were using the same idea to fix the pallet issue, etc. had my eyes rolling because it simply means the pallet issue won't be fixed, either), I don't expect the MMR to work, either.
Even if its works badly, people will not lose their ranking over time. So atleast this problem is solved.
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@Ink_Eyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2336172#Comment_2336172
I am rank 1 and I see nurses every day slug the entire team, almost every match I go against a nurse or spirit, but I'll take a spirit any day over a nurse...a good nurse can slug the entire team in a minute...
Are you playing with crossplay? Which platform?
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@syain said:
https://forum.deadbydaylight.com/en/discussion/comment/2336169#Comment_2336169
No, it's more the 'x to doubt' thing. They're clearly making this up or at least exaggerating.
I think it could happen more often in low ranks. I have not much experience with that but killer over rank 10 are probably more likely to tunnel bc they get stomped from bad matchmaking all day.
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The disabled map offering is intended. They want to monitor the performance of the map. And dc penalty will probably be enabled when they fix the game.
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Which rank are you? I almost never see this happen.
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X is the button for dead hard on PS. I think they mean that.
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@Starshadw said:
Personally, I'd never reset anyone's rank. Just let people keep the rank they've earned. This would have the extra benefit of eliminating the extra sweatiness that comes right before and right after rank reset every month, when everyone is either trying desperately to climb up an extra rank, or trying desperately to reclaim their rank. Who cares? Let people keep their rank.
But then we could delete ranking completely and only create a safety bracket for new players. Good thing is all of this will be solved when MMR is finally here. Then we have other problems to discuss.
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@Forrestgump said:
https://forum.deadbydaylight.com/en/discussion/comment/2333802#Comment_2333802
I did, you wrote "but in reality they should blame the devs for allowing this things".
Just because the devs allow something doesn't mean you have to do this things.
Yh but they dont do the things. They play against player who do this things.
You said "there is no reason to blame the devs if you decide to play dirty", but the people who i advice should blame the devs and the ones who play dirty are not the same.
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@Forrestgump said:
https://forum.deadbydaylight.com/en/discussion/comment/2333741#Comment_2333741
Everyone in this game has a choice how they want to play, there is no reason to blame the devs if you decide to play dirty.
You are in control of your actions in this game.....
Maybe you read my comment again.
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@justbecause said:
Neither are survivors yet if u scroll down the forum you'll see nerf this perk nerf that, nerf gen speed, nerf survivors, holding w is too op and non counterable etc etc this goes for both sides and i do agree with your statement just i would add for both sides same treatment not just killers
But its a difference if you say tunneling needs to be nerfed or you say killer should stop tunneling. Both sides attack the other side but in reality they should blame the devs for allowing this things.
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I think when you compare All seeing with other wallhack addons the requirement seems too easy.
Silent bell can be strong, but its not really impossible to play around. Without it the wraith uncloaks next to the survivor and bodyblocks the next window/pallet instead of uncloaking out of line of sight. I personally think that coxcomb clapper is slightly too strong, basekit clapper is too weak and bone clapper is perfect.
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Wait, do you really mean 3 teammates or were you only three survivor?
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@ThiccBudhha said:
As a killer? The less vault spots, the better.
As survivor, well, whichever ones let you double vault.
I do not really like the design of any of them in particular. I kind of wish the maps were more balanced around not needing them, myself.
@glitchboi said:
LT walls are my favorite. It's brain vs. brain, and really fun to play in, as surv and killer.
@Inji said:
LT walls on both sides. Then the standard one.
Even with the pallet gone the long walls are the most annoying to me as killer. If there is bad RNG and there are strong tiles right next to it... I cry.
I asked for "jungle gyms" and not for maze tiles. I know all maze tiles are sometimes referred to as jungle gyms but i explained that i meant the three structures called jungle gyms.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2330440#Comment_2330440
so what are some changes they could make that wouldnt ruin the game for the rest of the playerbase then?
Let all 4 survivors spawn together for example. Bad players dont use the advantage of a good spawn most of the time anyway, so it doesnt matter if you take it away from them.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2329578#Comment_2329578
A hit is not what you need to do in that situation.
I didn't write that instead of the hit just cancel the grab, that's much better. So you can attempt a second time at least
But the grab cancel is what we have right now. I dont think they can make it faster bc why wouldnt they have done it earlier?
Personally i dont have much problems with hook grabs, the problem are other grabs. If i grab someone 3/4 into the unhook animation it almost always works. You shouldnt be able to grab someone if he just spams unhook and cancels it immediately. It was possible with old doc and it was too strong.
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@dedhardsux said:
https://forum.deadbydaylight.com/en/discussion/comment/2329580#Comment_2329580
But there are much better ways to deal with infinite loops, for example having one sprint vault that is slower than the current fast vault and one walk-vault that is the same speed would make it easier to understand for new players and easier to calculate for experienced players. I'm sorry for bothering you so late at night btw
Its more about adding a skillgap to looping. With the right pathing you can get more fast vaults. Many games have a lot more difficult movement techs and the basics of vaulting are easy to understand if someone explains it (the game doesnt do it).
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Its intentional. Its a good mechanic.
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Your game doesnt freeze 3 seconds or more in the grab animation and they get a free unhook? A hit is atleast something.
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Hey, on the bright side dbd healed me from my completionist obsession. Last year i collected all crowns, but now i dont care.
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@Venger said:
https://us.v-cdn.net/6030815/uploads/69SCA6JMOOOL/20210702130124-1.jpg
Infinite Kindred lets you watch your teammates get themselves killed in REAL TIME!
I wonder if they never fixed it or if it is a returning bug. But there are more important things to do right now anyway.

