Tiufal
Tiufal
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- Tiufal
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Comments
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I surely see more than enough killers bringing in map offerings to get them the most advantage position. Your statement is not right.
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A lower-A-Tier killer surely needs urgent changes. I guess some people still cant figure out how to play Sadako at all.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2903709#Comment_2903709
You say that like if you weren't playing killer yourself.
That being said, all the boon powers can be powerful and are effectively a fifth perk for other survivors.
Its like saying Vigil can be powerful and is effectively a fifth perk slot. Its still useless or just under serveral conditions.
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Half the boons are useless. 1 Boon is just neat under several circumstances. One Boon is fine, but its healing, so killer cry a river.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2902988#Comment_2902988
One would assume,, that IF the devs intended for voice comms they would have implimented them into the game. They added SWF in 2016, so it's safe to say they never intended for it in the game.
Howewver, BHVR reps most certainly has said they do not intend to add it,... "because it breaks the immersion of the game"
https://forum.deadbydaylight.com/en/discussion/comment/320402#Comment_320402
Yeah it would break immersion, cause most players would be trolling via voicecomms. And i am really glad voicechat doesnt exist in dbd. Its already mostly annoying in other games. Also most people wouldnt use it due to language barriers. But they never sad that players using voicecomms wasnt intended.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2902922#Comment_2902922
I'm not going to look through 6 years worth of footage and messages to find one statement, especially seeing as the fact that they didn't intend for voice comms is obvious just by looking at how the game is played as intended and how voice comms break it
If that's not enough for you, then sorry, but that's where i stand on this
So its just an urban legend like "ruin got nerfed due to overuse". Its ridiculous how poeple try to defend false statements.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2902828#Comment_2902828
The devs said that they didn't intend SWF to have voice comms, as outright stupid as it sounds, that's what they said
If you want to call anyone a blatant liar, tell it to them, not me
Then you can surely quote that exact statement, right?
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2901405#Comment_2901405
Go back to my original comment, and read what it says
assuming you can do that, you’ll know that I said SWF with Voice Comms was unintended, not SWF in general
if you’re going to call me a liar at least read what I said before doing so
HOW could be SWF with coms be unintended as coms existed since 15 years before DbD was even released? Stop with those blatant lies.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2901405#Comment_2901405
You’re missing the point. Other games build in comms and balance around it. BHVR made the mind-boggling decision of not including comms in the base game. It is a design problem that is pretty unique to dbd
Nah, most games never balanced around coms.
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"I only enjoy the game if i win consistently". Classical killer mentality.
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Exponential IS a bad perk. Its way too situational, and its completely dependend on the killer side. You just wanna ignore this conveniently for your own reasonings to be viable.
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With this logic coms would been an issue in any koop-game. Like, go play some BR games you can play vs random groups or vs teams on comms. But no other game ever made an issue out of coms, but dbd players are crying like hell. Its obviously an issue on player mentality here.
And @DragonMasterDarren how about not telling lies about swf being unintended in first place. It was always an intended feature. This was already told thousand of times by BHVR.
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So you could just chase them out if it bother you that much. Otherwise, who cares?
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If you play her like 100 games you will be already an okayish nurse. She isnt that hard to learn to be honest. I think steering killers are harder to learn. As I started playing DbD i touched her once and though that i will never play her again. Then years later i played her for a month and was already strong enough to beat most casual redrank teams in the following season. I then dropped her cause its no fun breaking the games mechanics this easily.
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So how exactly do you discern someone just being good at using DH and being a cheater?
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Its always the same with healing perks. The moment theyre viable killers gonna cry a river and the perk gets nerfed to be quite useless. Now, it will be even worse with hemorrhage buff. Just play sloppy and nurses and let them never heal again.
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@Ula said:
My though:
Balanced Landing
I don't think the cooldown of balanced landing is the reason it is underwhelming. I think the issue is the inconsistency of how much value you can get from balanced landing from map to map. This perk is amazing on Gideon meat plant, but absolutely useless on Shelter Woods. On most maps, there are not a lot of places to activate balanced landing, making it powerful early on, but weaker and weaker as the trial goes on because you will have to go away from areas where you can get value out of balanced landing.
Head On
I wish this perk could get some love, but lowering its cooldown is dangerous: squads with 4 head on and 4 vigil could abuse that and stun lock a killer.
Smash Hit
I wouldn't mind since Smash Hit is hard to get value from. Killers can always respect pallets,, without mentioning anti-loop killers. I wouldn't even mind if this perk simply increased the stun duration instead of giving a sprint boost.
Even with a 30s cooldown you cant stunlock a killer with actual headon (3s stun) even with 4 times vigil. So the issue is basically non-existent.
@Mandy said:
Part of the issue that I can see with having different levels of exhaustion for survivors is that it would be very confusing for newer players. The perk states "causes the exhaustion effect" or words to that effect, so it's the "exhaustion" itself that would need to be changed not the perks. That would make it very convoluted imo.
I dont see an issue here as long as you see a timer. It already should be the case to see an actual timer and not just a circular bar. This is kind of outdated for several years. Still most perks just need some tweaks on numbers not even on exhaustion, cause -to be honest- it doesnt matter if the timer is 20s or 40s, you wont be able to get your perk to work twice in a single chase. Otherwise that would mean you had soo much time to walk that the killer doesnt know what hes even doing. Like give headon a 4 or 5s stun. Theres by far too much animation lock for just 3s. And decrease the activation time to 2s to make it viable in an actual chase, and not just with a whole locker build. Devs just need to start tweaking numbers every patch and see how it goes.
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- Fix "killer strategies"
- Fix Matchmaking
- Fix most broken factors
- Rework Grind
- Perk overhaul
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Devs prefer to have a game thats built around being "toxic" esp as killer. Survivor dont really have anything to be toxic as long as they arent far better than the killer player, which is often misinterpretated as being toxic.
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Stop pretending like ruin was nerfed cause it was overused. Thats a lie.
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This is really poor bait. I stopped at "4 mapofferings cancel sacrificial ward". How often have you ever seen 4 people throwing the same map offering? I havent seen this in 5 years on live servers. But this seems indeed to be a serious issue. Sigh. Looks like every third-rate killer players complains here on this forum about the same non-issues on a daily basis. If you would put the same amount of time in learning how to play killer, you guys wouldnt look so pathetic in this forum.
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@danielmaster87 said:
We don't. We expect a 2k, but we can't even get that without playing dirty and bringing the strongest stuff.
Under the premise youre really bad.
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@Dionysus42 said:
There are basically none. Most people who play this game play both sides.
Stop crying about 'echo chambers'. There are none: if you actually are a survivor main you will think there are more killer threads than there really are, and vice versa. It's basic cognitive bias. Actually count the threads, it is and has always been pretty much balanced bitching from 'both sides'.
Stop crying over how other people play, and make a critical analysis of how the game itself encourages people to play - and you will find that running the strongest things every game is not a moral failing, but a function of how the game is designed, and the same for camping and tunneling.
Most of the forum is pointless bitching. Such as the PTB forums with a dozen threads where people preface themselves with 'Unlike you snowflake Killer mains I'm not so sensitive' and then proceed to throw a tantrum over crouch animations.
And me? I'm waiting for singleplayer bot games so I can start playing again.
The "echo chamber" is right there. You can count the threads and will see that killer make up the far most threads in this forum. thats undeniable.
And you dont have to run the most op things as killer to be fine every game. And you dont have to play like a jerk too. Thats a common misconception in killer mindset, cause most killer players are bad af and dont have any interest in learning how to utilize a killer properly. thats also undeniable.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2896153#Comment_2896153
Became the Killer meta is generally balanced, unlike the Survivor meta? The Survivor meta is made out of second chances, the Killer meta is made out of Perks that make the game longer so Generators don't get finished in 5 minutes
The survivor meta is totaly fine. But unless killers youre forced to run perks cause the game is awfully flawed towards killer gameplay. Ah what would be the outcry if killers had to sacrifice 3 perkslots for "survivor strategies". They would cry a river and announce the game is unplayable. Instead they still justify their abuse of gameflaws and still not acknowledge how bad theyre instead.
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The complete mechanic is stupid on both ends. You can go into a staring contest as survivor and nothing happens. It more happens to me getting stalked around cornes, through objects and my reveal doesnt even start open field or breaks just by a small tree you cannot even hide behind. And PTB doesnt make any progress on this end instead making it just painfully for a survivor to outlast the stalk.
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Thats basically a useless perk.
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Yeah lets just abuse the killswitch for some unreasonable killer fun.
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@ThatOneDemoPlayer said:
I've seen a lot of recent complaints about Survivors not getting any new meta Perks, which is 100% understandable, Killers have been getting more and more good Perks, and a lot of Survivor Perks just aren't good and aren't getting buffed either.
What my issue with these complaints is, is that there CAN'T be any new meta Perks added.
Why?
Because for there to be new meta Perks, they'd need to be better than the current meta Perks, which means they'd be straight up broken and overpowered, or easily abuseable. It happened with Boil Over and it happened with Circle Of Healing.
If Survivors wanted new meta Perks, they'd have to accept that most of their meta would need to be nerfed slightly to be on the level of most Perks, along with buffing some of the weaker Perks to find a middle ground
Thats completely stupid. Killer nearly always get meta perks and theyre not better than the rest, theyre equal to the rest. Why should it be different on survivor side? Theres no reason behind your statement.
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So its more fair if the survivor just runs up to you and dies for your sake?
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You cannot abuse perks or items unless theyre bugged. Stop this nonsense ASAP.
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People leaving the game cause of some stupid achievements. Its becoming really sad.
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Its nothing new that killer players expect this game to be a slasher-simulator. They are entitled to be the winner and nothing else.
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If DH wouldnt need skill to utilize to its fullest, surivors wouldnt deadhard into a walls or use it open field with no benefit.
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Kill/escape ratio does not has anything to do with pipping. Why do people still dont get that?
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- Its not fair for killers. Its easy for killers. Boons beside CoH arent stroong enough to justify such a change. Even CoH would be useless with such a change.
- Cause hexes arent Boons. Hexes effect the whole game, not just a certain part. Hexes are designed for this setup. Theyre not Boons.
- You can snuff them within some seconds. Killer would cry a river if they have to break a totem for 16s.
- The AoE is already not that big. Killers still ignore that yxou have to run up to that area in order to get the benefit.
- Surely not.
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Mindset of killer players here is really disgusting.
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People still ignoring all the reasons mentioned 100 times before to justify there fake news of a dying game. Humankind is doomed.
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Latest tests were by far worse than before. Just bad mates and bad killers.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2893674#Comment_2893674
https://forum.deadbydaylight.com/en/discussion/comment/2894271#Comment_2894271
Right... I don't think y'all go against survivors with good connection. You can even see some of the biggest streamers out there failing to bait it out. I don't think it's just me, guys. I can't be the first person to have brought this up either.
I played Head-On alot by myself and its the way that killers already have a priority on lockers at a distance you cant react towards unless you use some kind of macro. Most players i watch have no issue at all grabbing them or baiting it out from a save distance. Dont know what guys you look at, but its really easy for killers to bypass headon. It always was.
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Git Gud.
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@danielmaster87 said:
It needs its prioritization nerfed first of all. You can't bait it out as killer because the survivor can just wait til the last split second before they get grabbed out and mash the stun through. There is no reason for a survivor to get grabbed out of a locker or hit by the killer after jumping out while they have Head-On equipped.
You obviously dont know how easy it is to bait out or even get the grab from a pretty save distance first.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2893003#Comment_2893003
Steam count ? Huge decrease.
Twitch viewers ? Huge decrease.
Twitch channels ? Huge decrease.
Of course numbers count. Cause you think that a playercount massively decreasing on steam will be massively increasing on console ? Especially when the game is almost unplayable on PS4 and X360 thanks to huge framerate issues ?
I bet the decrease is even worst on consoles.
Regarding steam numbers: we got an unnormal huge influx of players with RE chapter. in before the numbers were the same as theyre now. You cant ignore such an event that was an anomaly. So on steam the player count was basically stable through the last year until now. Also we had an influx of players starting with pandemic isolations. thats also gone by now. just ignoring everything important to explain the counts for justifying a false statement is pathetic.
Regarding Twitch numbers/channels: they decrease since the super mega chapter of RE. So the game got much more players than normally but twitch viewers went down since this chapter. With your logic this wouldnt have been possible. so theres just no correlation in this regard. its the same reasons as or steam numbers.
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@randyorton said:
To the Devs this Trophy is bullshit sorry not only that nobody knows how this works you must heal 30 Survs all must come to you and you must stay at the point where they got hitted. What is that for a stupid trophy do you play this game or du you just think how can i make the killer more powerfull. This game is trash all i need is this trophy and then i say goodby. In every round i stay at the same point and lurke the survs to me what a waste of time.
So you will get it automatically at some time just by playing the game. Whats the problem? You cant grind it out asap?
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@D3spair said:
If DBD fails to increase player count in steam charts then that's 2 licensed chapters a failure. I don't know what a better proof of DBD Dying than seeing 2 Licensed Chapters or 3 consecutive chapters failing to increase player count.
- You dont have any viable numbers on the total playercount. Steam is just a proportion of the total count.
- Bringing new content doesnt equate to generating new players.
- There is no way DbD is dying by just looking at steam count.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2892218#Comment_2892218
No, increasing the stun and lowering the activation would be far too much
I dont think so. Lets be honest, the 3s activation time is quite hard to get to work in a chase unless you have much distance and/or QnQ equipped. And the stuntime of 3s doesnt do anything during a chase cause there is at least 1s animation lock.
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People would not understand what it means, and how it should work out. also people would run deliberately to you to shove off the killer, cause most killer gets triggered by an measly head-on. Its too much of a double sided sword. instead they should increase the stun time and lower the activation time to make it more viable. also a visual of the hitrange would be neat, cause sometimes it just doesnt work cause killer was 1mm to far away due to ping.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2892117#Comment_2892117
Because there are a ton of people who see gaps in grades and post about how matchmaking is broken when grades aren’t even used for matchmaking in the first place and are only loosely correlated with it. I wouldn’t mind seeing a rough MMR bracket indicator, but no indicator either way is preferable to a misleading one.
This isnt an issue of grades, its an issue of misinformation / information lack of players. Also even if grades arent used for matchmaking theyre a factor in guessing someones skill. If there was a bad mate i can somehow take a guess afterwards if he was really just bad (high grade) or maybe just inexperienced (low grade). it doesnt work always but its better to know for someone own sanity.
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solidarity should completely counter hemorrhage. Even though i still think hemorrhage shouldnt regress healing progress at all, cause it basically kills every healing perk just by running back to the hook immediately aka tunneling.
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Just promotes basement camping cause the scourge hooks would be infinite.
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Its not really an issue. Like, youre having one on your shoulders -and by mass- at least two survivors sabotaging. 3 people doing nothing. I think this is pretty neat as killer. Also, there is counterplay to it. Otherwise every 4man-SWF would run such a build, and there are barely any squads doing this.