Toblerone007
Toblerone007
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@FrenziedRoach said:
I'm getting sick to death at the assertations that only killers are getting an advantage with this when every goddamn night I'm getting grabs taken away from me due to synch issues.
Stopping acting like this bullshit is one-sided!
I've seen and experienced grabs being robbed and not going to ignore it's not a problem.
However, this thread definitely has merit because I too find it unfair I can't swing at dropping pallets and take the hit vice versa. I'd say the amount of times I've been hit incorrectly as survivor is far far more greater than the amount of grabs taken from me.
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@FellowKillerMain said:
I don't think anyone can reliably say they know how the game determines hits that land or do not land. Meaning, that you have no idea if killers are getting free hits because they have a bad connection. I mean, how do you know that's the case and it's not something else? Because, as killer, sometimes I start teleporting around when I get near a survivor with a bad connection, and I know that my connection was fine by checking my router logs afterward.
'By checking your router logs afterwards'
One sentence and I straight away can see you have no idea what you're talking about. Tell me, what data did you exactly get from your router. Lmfao
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@Tsulan said:
People expect to much. The MMR will gradually widen its seach parameters, when it doesn´t find a match (pun intended). So after a certain time, it will still match rank 1 survivors with rank 17 killers. But at least we won´t know how terrible the match was, because there will be no more ranks.
That's what I think will happen too. I think round 2 mmr will have better parameters as to what makes a skillful player. Hopefully.
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@Tomskrex said:
No. You can manipulate MMR same as you can manipulate ranks.
It is not a DBD thing. It is a thing of any other online game with matchmaking as well.
It will be same thing with different packaging.
What calculates MMR won't be revealed to the playerbase. How do you manipulate it.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2006190#Comment_2006190
So you want a consolation prize.
A lot of people do man. The rank system means nothing to them. which is fine. The win condition isn't set in stone.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2006144#Comment_2006144
It isn't a Nerf. It is a rework. While those that cleansed a Totem are not Exposed, they are still somewhat affected because the Toggle for the exit gates will still be locked down for a variable amount of time based on how many Totems are still on the map. It just affects those that pulled their own weight LESS. *And I haven't had a change of heart. I think NOED is fine. If it were reworked, this is what I would suggest to meet in the middle.
Thanks for elaborating. I really like your suggestion.
It solves the problem for both solo q and swf players. It addresses what killers run noed for (gens flying - no totems being cleansed) and the survivor complaints.
I said net nerf because it will definitely perform worse than current noed (which is okay!). I get it's a rework.
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@Moundshroud said:
I'm not a fan of this rework. I personally don't think NOED needs a rework either, but if I were to change it:
- NOED activates the same as it does now, when the exit gates are powered.
- Anyone who did not cleanse at least one Totem (lit or unlit) is exposed until NOED is cleansed.
- The toggles which open the exit gates are blocked by the Entity for an amount of time based on the Tier of the Perk, i.e. Tier-1 = 10 seconds, Tier-2 = 20 seconds, and Tier-3 = 30 seconds.
This version of the Perk means that people who pulled their weight and cleansed some Totems are LESS affected by the Hex, but still have a vested interest in getting them all cleared because of the delay in getting the doors open. Those who didn't pull their weight face the same old NOED threat.
How does it affect people who cleansed a totem?
I've noticed you have had a change of opinion. Why?
Unless I've read it wrong this is still a net nerf for NOED. Something you were strongly against before.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004932#Comment_2004932
Sorry, but whether you are hit with an instadown or a normal hit doesn't matter if your injured. You were hit. You went down.
The fact that you only have that to bring to the table truly shows how little you have thought about this.
Don't speak to me like that.
You know very well how much I can rail you on this subject.
I picked out your very wrong phrase and did so in five words. Lol
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004137#Comment_2004137
Your wrong then.
Noed decreases the time it takes to kill someone via one health state, adrenaline gives you an extra health state.
Both give a speed boost.
Both have no activation requirements other than exit gates powered.
Adrenaline useless against instadowns, noed useless against injured as it only takes one hit anyway.
See, are equivalent.
Not hatch
'useless against injured players'
Okay.
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@SilentPill said:
More survivor bias. Gut undying and shadow nerf moris but still no key nerf?
“The survivors gotta cleanse 2 totems now” when that’s still probably going to take less than a minute on some maps. Especially the older ones where they literally spawn in the open.
Hex perks are back to being useless outside NOED and map offerings.
Gen control play style is gone. Back to tunneling and camping every match.
I thought NOED was the worse hex perk? That's what argument you've been driving into the nerf noed discussions.
Your opinion has changed? Or do you have double standards?
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The first tinkerer proc will usually get anybody unless the generator location has good vision. So if your generator is in a long wall jungle gym then you're ######### out of luck.
Once you have identified tinkerer get used to where on the repair progress is 70% and get off the generator. Lots of tinkerer players will abandon chase they're already in to come stop the generator. If you play a macro game of survivor and get lots of gens near completion, naturally the killer can't be everywhere at once.
As a solo player I highly recommend getting off the generator (even if the killer has ruin) at 70%. Best case scenario ruin is down or they don't have it and time has been wasted to rotate to a generator without getting a free hit (and/or chase) on the survivor that was repairing it.
Spine chill can't help against the best killer players that will approach with tinkerer looking down. You have to be extremely aware on generators where you have no vision.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/2002089#Comment_2002089
Right so if survivors beat spirits in chase, spirit bad and survivor got lucky. If spirit did well in chase, spirit OP. Also tru3 goes against good spirits all the time, stop trying to downplay him doing good in chase.
It kind of is though? You make noise to keep distance from spirit otherwise you get hit anyway. If they are perfect they should be getting the hit everytime. Please upload your clip of running spirit and I'll analyse it. I too have many clips of big chases on spirit but the moment spirit can phase and has the distance low enough to hit you - the survivor is under hit pressure. Each phase that doesn't result in a hit really doesn't have as much to do with the survivor as it does with the killer.
With your clip of 2 minute chase you don't think it would be interesting to see the killers perspective and sound? There is such thing as a bad spirit player even though the spirit is s tier. It does take some skill to be perfect with your phases.
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It is bad.
My guess in development and david kings set they thought a perk that makes you injured all game is good to keep dead hard up against one down killers?
It is a good meme though. I couldn't see that perk being anything else aha
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@FrostySeal said:
I'm not sure what's going on, but recently whenever I play as Killer most of the time im getting really sweaty, unfun matches and it really sucks. Now, im no stranger to sweaty matches as I have ~1500 hours in the game but its still painfully unfun. Even if I win these matches I don't get any satisfaction or fun from it. And because I've been getting such sweaty matches I have to bring meta perks and killers I'm good with, otherwise I'll just lose.
Survivor isn't much fun either, I've been getting even worse teammates than before.
Is anybody else getting much more sweatier games or am I just getting extremely unlucky?
I think you're gonna need to rank down because what you need to understand is when you hit the top ranks you're versing survivors that are expecting the rank 1 killer that's playing competitively. Climbing in dbd is skewed because it isn't really hard to pip. So even the casual player will climb.
Don't blame the players though because there is no unranked gamemode matchmaking. Blame the game.
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It's really simple for me.
No matter what killer you play you have my respect at the start of the match. How you play static tiles and the common loops (all the jungle gyms / tl's) is a quick giveaway to skill level.
If the killer runs these tiles perfectly then I need to start adjusting to unique pathing and sidestepping when out of LoS.
You have my full respect at this stage no matter the killer.
It all goes out of the window when you try to tunnel when it's completely not necessary and start camping/proxying the hook even when there are no survivors pressuring the hook. If you camp/tunnel at endgame then you still have my respect. There really isn't any other play.
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@StibbityStabbity said:
Personally I would vote for a QoL pass. It doesn't feel right when you splash someone with her sticky goo and they don't get infected, meaning it needs more projectiles within it to detect hits. I think the infection rate could be a TOUCH faster, but nothing severe. Emblem fix for sure.
Outside of that, redoing her animations would be nice. They're a bit stiff.
I like the splash suggestion. Should be implemented.
Plague shouldn't be reworked because her kit works. it falls short because good survivor teams know not to cleanse. Not to mention currently the killer looks fantastic on really good players. Look at Otzdarva's Plague. Disgusting.
Another QoL I suggest is to lower/remove the Corrupt Purge noise plague makes. Survivors don't hear it but for some reason it is so damn loud for the killer player. Is it a balance reason? I don't know - it just seems annoying for the killer player.
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@Mysterynovus said:
DS never bothered me as Killer, but this? This frightens me.
I think instead of punishing Killers for tunneling, we reward them for un-tunneling (?). Increased BP for hunting down another Survivor after the one you hooked is rescued, perhaps.
To truly rid tunnelling you really have to tactically make it worsen the chances for the killer winning in all aspects. Not just a bp incentive.
Naturally something would have to change for survivor in the 1v4 to balance.
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@Gay_Police_Dept said:
Absolutely nothing. Just snowflakes get triggered by it.
Exactly. Easier to break hearts in this game than the clubs.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2001426#Comment_2001426
Bingo.
Even funnier when it's stretched res players so you can't even mindgame them.
If you were lead in game balancing (god forbid). It would probably look like the d day landings. With you on the mounted machine guns smacking your lips and flailing saliva all over the concrete.
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@MadLordJack said:
There is this wierd thing where people stop caring if the community perception is that a killer takes skill, regardless of how much effor the killer actually put into the trial
The best part is when survivors compliment me on my Nurse plays and I try really hard to not point out how little attention I was paying, yet when I struggle as Spirit and get a 0k with terrible builds I get absolutely flamed.
You're right.
Juxtapose it with the amount of killer stuff that doesn't take skill and that's why Nurse is loved and appreciated.
It's weird you're right but that's where the balance is at with this game isn't it...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1997620#Comment_1997620
Been doing it for years and it works just fine. You can usually tell if a killer has it or not based on how they play - so if you're concerned, do the totems, if not - do something else. If you don't want to cleanse all 5, then just look for the glowy one at the end if they end up actually having noed, which most times they don't. It's really not that big of a deal and I fundamentally dislike the idea of a totem counter. Totems have never been an issue.
It's a matter of prioritizing. If you and a teammate are on a gen, and there's a totem next to it, cleanse the totem and get back on the gen. There's 1 totem. If there's 1 gen left and the killer is chasing someone, and you know another teammate is doing the last gen, look for more totems. Pretty simple. You don't have to give up any map pressure.
You have been losing your team games for years if you're actually against a skilled killer.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1997730#Comment_1997730
You can know which lockers they’re in but it doesn’t matter, you can’t do anything since there’s no counterplay. Singing and dancing in front of the locker to try and bait them out is not counterplay. Its also hard to avoid sometimes because they keep making the hitbox bigger and bigger so that it can’t be avoided because survivors need their fun.
That is counterplay.
If they're not falling for your bait you can get the grab. What?
You're experiencing latency issues - not hitbox.
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I love the new 'tunnelling generators' trope. The metamorphosis is complete. I love to embark on this evolution occurring before my very eyes. What a time to be alive.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1995324#Comment_1995324
I was saying gen speed slowdown actually, to make tunneling less necessary, so that the game can be better for both sides.
Slowdown** Meant slowdown. No it doesn't incentivise tunnelling less. Just makes it more effective. Why leave the hook if the survivors have less pressure on the killer?
For gen times to be increased, there would have to be something put in place that properly makes tunnelling disservice the killer.
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I was just joking. Haha
Ruin is very strong. The beauty of current ruin is if you're applying a lot of pressure, survivors have to cleanse it! That's why I am saying I don't always need to cleanse it. Some players default to picking gen regression even though they're not very good at killer. That's what I mean. The time it takes to cleanse it is not worth getting off gens for. Against that thousand hour spirit of course I will be cleansing ruin. If devour doesn't get to 3 stacks - I'm not wasting time cleansing it. If you don't have pressure and are running hex perks, then I'm not cleansing them and if I'm in a swf then I'm telling them not to do it either. Vice versa and yes the hex will have to be cleansed.
My view on NOED is it's not an overpowered perk. In fact, it's hindering your killer playing. My gripe and why I argue against it is that it's an rng element that determines whether it produces that one kill. I really don't like players getting advantages that takes zero effort to setup (which is also why I'm in favour for a dead hard change). It's like old ruin. Was old ruin overpowered? No. It's objectively weaker than current ruin at high level. It's about who the perk is being used by. Old ruin used to destroy low ranks and the killer didn't have to do anything where at high level rank one people could hit the hex skill check consistenly rendering it useless.
EDIT: I guarantee you this new hex is meta and will be picked as often as bamboozle. Without even testing it I can confirm this.
To me a secondary objective would be dull totems reduce the gate open time and/or increase the egc. Something that circumstancially requires survivors to do something on top of generators to increase the likelihood of escape.
tl;dr You're not wrong to expect a hex to be more powerful than a standard perk but make no mistake, it requires the killer to actually contribute to it's effectiveness!
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1995343#Comment_1995343
If it was major #########, I would care. But the things you're so excited you "got" me on is minor as hell.
Again, back on whether or not a totem is a secondary objective, why do you believe you are right and the devs are wrong? You said earlier that you "know when I should be cleansing a hex totem" which is probably going to be devour, as you've said you don't care about ruin, do you consider it a secondary objective then? Or what would you call it, if not that?
You think I'm excited. Yes mate I'm currently carressing my supple nipples at the thought of your mistake.
My original statement to you was defining objectives as to what directly allows you to escape. The reason why people leave dull totems is for this exact reason. (high level of course)
'probably going to be devour, as you've said you don't care about ruin'. That is such shallow analysis. It's completely up to the pressure the killer has if ruin needs to go or not. Devour goes too once you've gotten your first exposed hit. I can't count the amount of matches my team has escaped with ruin still remaining. Many of the games would result in an L wasting the time cleansing. It depends on the circumstance. Note the word I used this time please.
I think the more correct term is optional objective. That's what it really is and what I'm trying to say.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1995329#Comment_1995329
I'm sorry I don't know all the ins and outs of the newest fully released, and by far least played killer in the game. I don't pick twins (because they suck) and have only had enough matches against them to know that the timing and position for that kick may be the most finicky thing in the game. I don't have time to watch streamers all day, I work for a living, so I can only speak from my own experience.
Unlike you, I don't claim to know more about the game than the people who created it, so when they label an item in their game a "secondary objective" I believe them. That's the point at hand here, not whatever is going on with Victor's ongoing saga of uselessness.
Mate I'm a full timer too. This game + runescape is what keeps me occupied outside work.
If you don't know - DON'T POST! Streams aren't a substitute for doing it yourself. So... do it! Play! I'd be so embarrassed if I was caught out for stating wrong facts about the game on the forums. Just play the game!
It is that simple!
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1995314#Comment_1995314
How the hell do you not get bp from escaping victor? That has to be a bug. It's literally running from the killer. Regardless you get bp for kicking him.
So it doesn't matter what the devs say about the game they made? Yeah, that sure makes sense. I mean, what would they know about the game they designed and created, right?
Bug or not (pretty sure not a bug because there is no TR). I'm exposing your bias which you keep accidentally fumbling out. You clearly don't play survivor enough to credit talking about survivor.
Don't be so naive.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1995072#Comment_1995072
I wasn't being insulting when I said that, I was saying his post was too loaded in this case. He used loaded phrasing which needed to be broken down to be combatted. This is debating 101.
The last part I agree, if a killer doesn't need to tunnel they shouldn't. I totally and fully support stopping those other instances, if they don't harm overall tunneling.
Also I've been reading his posts, he does seem rather well informed which is why I was surprised when he used such phrasing when in the past his phrasing has been concise and extremely effective in portraying his point without the use of insults and overall unnecessary luggage in a post. He used emotions in this post rather than using logic, as logically all tunneling is ok but emotionally it isn't as it ruins someone's game. I had to combat this in a different way than what I'm used to, so some of my points may not have been as clear as I'd have liked.
Just responding to your edit here. I don't want to entertain this conversation further. Was just annoyed at your snide response to someone addressing the cancerous tunnelling (you know the premeditated type just to make the game as unfun for others as possible).
I actually wouldn't mind a gen speed increase but unfortunately it's not feasible because it doesn't make tunnelling any less effective. I'm aware and so are other people how effective tunnelling when done correctly. I'm not arguing that.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1995068#Comment_1995068
That's a fun definition you've given yourself there, doesn't fit reality or the multiple times the devs themselves have stated the totems are a secondary objective, but at least you have a reason.
You get bp for chase, escape and kicking victor, so yes, "running" him does give you bp. (Unless you mean running to the edge of the map with him on you, which isn't an objective at all, just taking advantage of poor killer design)
The benefit to doing hex totems is to remove that hex from the match, if you don't feel like the hex is powerful enough to risk doing the totem to remove it, that's up to you, but doesn't actually change anything. (Except to show how weak the hex perks are and why they all should be buffed)
Don't play coy about what I meant about Victor. You don't get bp when victor is chasing you - it doesn't count as chase. Again, with the NOED argument you had with me. You have wrong information. Can you please for once go and ######### play the game before arguing with me. This is the second time you've gotten simple game mechanics wrong.
It doesn't matter what the devs say. If they say jump, who says how high? Exactly at least I have a reason. They can only change objectives with game mechanics. Not public speech.
Note the term 'circumstances' I used. Obviously I know when I should be cleansing a hex totem.
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Okay so those buffs to those perks get you a free hit once on each solo queue survivor looping a window. The effect of Bamboozle and now the soon hex perk are already tactically very strong. Remember, in chase windows are used because the distance between the killer and survivor is getting too small to extend the chase (if the windows are being used efficiently). Taking away counterplay from survivors is not very fair is it?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1993483#Comment_1993483
Honestly after DS and Dead Hard, I don't have anymore survivor perks to complain about. Maybe 4-man SWFs abusing Adrenaline but that's about it.
Edit: Oh, and Iron Will because it's a glorified sound bug where you make no noise.
Can I get that in writing? Oh wait.
In Australia the native people protest each year to get something to change. Whether it be more money, rights or land. It never ends. The same definitely applies here. There is always the next thing to complain about.
If the game doesn't reach end game - Adrenaline is a wasted perk slot for 4 survivors. That's huge.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1665926#Comment_1665926
You absolutely should anti-loop with his power, it's incredibly good at certain tiles, and can be even better depending on the random detritus around the walls/the angles the survivor has on you.
His power being hard to use at a lot of loops doesn't mean it doesn't work, but a good Blight will not be afraid to pull off some advanced trig to shut you down before you get a second loop.
Agreed. And it's know what tiles to use his power on. This is a great way to judge the skill of a blight in your first chase against him in a match. There are spots that are impossible to get rush hits and some that are. The timing when they start to rush on a tile is also a good telltale.
Damn I love this killer.
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I reckon once the killer roster gets beyond like 50 killer then it would make sense. League of Legends uses ban rates on their challenger players to help them decide what needs nerfs. Works great for balance.
Right now I don't think there is enough killers to implement this.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1993830#Comment_1993830
Wow, you can use loaded phrases. Let me dumb down what tunneling is for you. Tunneling, in most uses of the word, is where the killer is disregarding everyone else other than the one survivor and is trying to ensure that person's death.
If we look at this. It's a killer playing efficiently to finish their objective and apply pressure quickly. Does this make it any nicer, no. But it is them playing efficiently and to the detriment of bad survivors by taking them out one at a time rather then 33% them all.
It's not lazy to do this, its efficient and it's how you win against good survivors. Sorry if you hate this pal, but that's why it'll never be changed or punished. Because against good survivors you need to tunnel one of them out to apply pressure early, or you lose.
It doesn't ruin the match for 4 people, usually if the killer isn't good it's only 2 btw, cuz they have to catch those people first and if survivors take hits for their fellow survivor like they should do (if not then they are being lazy) then the survivor usually can escape.
You load the phrase, and I quote " trying to apply it to anything other than the act of BMing a survivor is disingenuous and designed specifically to play extemely lazily when alternative, Significantly better playstyles exist that aren't you being a BMing killer".
I'm gonna go point by point on this, so please read until the end.
"BMing a survivor"- sorry dude, you have lost me on this. Tunneling isn't used as BMing unless they hit you with An unfair Ds or they try and body block with bt. That sort of obnoxious play is the only thing other than teabagging I can think of that people will tunnel you for.
"Disingenuous"- the killer could just be playing Efficiently, as stated earlier, to apply early game pressure to secure the 3k and pip. Again, you fail to see other uses of this, and the core reason that gen speeds force killers to apply pressure quickly and efficiently, otherwise they lose.
"Extremely lazily"- do you leave gens at 33%. How lazy of you. The extra work you could've put in if you left that for a bit and came back to it later. See. Kills are the killers objectives, so they shouldn't be pressured to leave someone at 33% and apply no pressure. It's disingenuous and hypocritical to believe otherwise, because you want to push through gens whilst not letting the killer push through their objectives.
" Significantly better playstyles", like what?. None of them are as efficient as tunneling is. Unless you mean better for survivors , in which case I'd say their job is to get kills, not to make you happy. Learn to loop and link tiles together if you want to make them leave you alone. If you run into a dead zone then that sucks for you. Learn your maps ect. Tunneling is still based on of they can chase and hit you. They just don't want to let you heal and extend chases because gens can be done in <4 mins against good survivors. Why do you think tournament level killers slug and tunnel, to ensure they have a chance.
If it wasn't effective or efficient, killers wouldn't do it.
"Aren't being a BMing killer" again, the rhetoric you use here is fascinating. Can I laugh. You sit here and act as if tunneling is just due to BMing. And push that narrative hard all throughout this. But you fail to see the practicality of it, and how it's necessary unless against bad survivors.
You have 4.6l posts, so Im reckoning you have been here a while. How do you not know this yet? Or have people not bothered to sit down and explain it to you.
I look forward to your reply.
Mate you claim gen rushing means the survivor team gens and not stuffing around. That's good. That's what a survivor team should be doing. That's up to the killer to macro.
You don't need to dumb anything down for anyone. I've seen your posts. I would say you know a quarter of the game compared to MadLordJack and that's being generous.
I've seen countless killers tunnel and lose because they're not applying pressure elsewhere on the map. It isn't a golden ticket to winning every match. Sometimes it's the correct decision but that's not where genuine good survivors get pissed off at tunnelling.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1993864#Comment_1993864
You spend a lot of time dealing with t3 spirits who still use NOED, do you?
And of course totems are survivors' objectives. That's why you get bp for clearing them. They are secondary objectives, but still objectives
BP does not contribute to winning a trial. I don't get BP for running a Victor for example. Does that mean I'm not doing the objective?
Totems do not contribute to powering the exit gates. Generators do.
If uncleansed totems meant the gates took longer to open for example would make it a secondary objective. Currently there is no benefit to cleansing dull totems or even some hex's given the circumstances (even ruin!).
If the killer runs NOED they might get their one kill if I don't find the totem in time but you bet your ass you're getting Entity Displeased.
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I think Oni should have his Scalped topknot completely changed. He is already absurdly strong at getting downs and much easier to control than Billy. It's already well established he is best evaded while in power because when you master demon dash, there isn't hell of a lot a survivor can do with the exception of a couple tiles. When I'm against Billy for example, I'm very much glad to draw attention and if the Billy is exceptionally skilled they will land those curved chainsaws.
Billy's old instasaw addons were the same premise of Scalped topknot. Reducing charge time. I strongly believe BHVR need to be very careful with addons that do this. They're not balanced. lol
Sure slightly lower base demon dash activation but there shouldn't be topknot levels of charge reduction. There are some great clips on YT showcasing how overpowered that addon is. It's undeniable.
I want Oni to get the Billy treatment but without changing his base kit. Billy's OP stuff got fixed then BHVR were like we'll add a overheat on hillbilly which nobody asked for. I hope that doesn't happen to Oni. That said, in my opinion I'd verse old Billy over Oni any day.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/1994599#Comment_1994599
Not exactly. You cannot guess against the Spirit, you have to read her. That is why it is important to understand how her power works. And play as her, if possible.
Most Spirits, and I quote a fellow forum member when I say this, will go for the "right play", and try to cut survivors off or predict their next move. You can be unpredictable on chases, stealth around the map, always heal. You are not helpless when playing against her.
https://forum.deadbydaylight.com/en/discussion/comment/1994608#Comment_1994608
Hey, she is not unfun to play against. At least I don't think so :) Remember my "fun" tier list? She is A Tier for me.
That's vague. I asked for SPECIFICS.
I have played and versed countless spirits. I'm very aware on how to play against her.
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I've been getting microstutters on killer every match and about 1/5 matches on survivor.
4.5.1 had no performance issues for me. 4.5.2 does.
I have Ryzen 1700
16GB 3200Mhz DDR4
RX 580
All stock clock speeds. Just to say specs are sufficient
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@GeneralV said:
I think Spirit is fine as she is. Her power has counterplays, if you understand how it works.
Okay give me the secret formula and I'll carefully explain why that's not counterplay
I've played hours upon hours of spirit. I get what is a decent guess as survivor. That is really stretching what counterplay means. It's just a guess
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This is a really well written post firstly.
I think it is misinformed to say spirit is plain easy. It is a skill to be accurate with spirit phasing.
I've seen a few of your posts and you're a small minority of killer player that understands spirits issues even though you main her.
My thoughts are how do you further change spirit to remain the same playstyle and be fun whilst also making counterplay for survivor?
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1988047#Comment_1988047
You shouldn't be chaining tiles during the end-game collapse. You should be hiding or getting the hell out.
Sorry that was assuming you're in chase. That was in response to your claim 4% movespeed is negligible - it's not.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1986293#Comment_1986293
It needs to carry an actual downside. When you use it, you become broken for 2 minutes, this timer is paused if you are hooked.
That's a good compromise too.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1986408#Comment_1986408
I didn't forget. It's just negligible. It is not huge, and people have run tests to see the differences these speed boosts make. This is half a bloodlust, and bloodlust itself saves approximately 3 seconds on the longest straightaway in the game.
The only situation where this is going to be noticeable is if you are trying to loop for an extended period of time.
It's 80% bloodlust. That doesn't allow you to chain tiles when you add actual bloodlust to that.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1986948#Comment_1986948
It's 1 kill. And they had to "make a play" to get that 1, even with NOED.
If they are camping either the hook or totem (or if by some chance they managed to get a lucky totem spawn next to the hook they used) then open the gates and leave. Let them have their 1 kill and lose the match with it. Even if they don't have NOED, if they have 1 hooked in the egc and are face camping, just leave. 3 escaped is a victory for the survivors any day of the week.
Just to note, I'm not saying to do anything I don't, even as killer if it's been a good match and I've sacrificed 3 I'll give the last one the hatch or let them escape via the gate. Their team lost already, let them have the point.
I've given pity kills before. There's a difference between me crouching at the hook and leaving because I couldn't find noed in time. I despise the perk. That's my opinion.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1986909#Comment_1986909
2 years off and on, about 70/30 killer to survivor, which works out to roughly 3-5 survivor matches per week, almost always as solo (I've got a couple friends from OW I play with every other weekend or so, not a full swf as it's 2-3 of us).
I agree time is of the essence. My main argument for leaving it as it is however is because whether it pops with the gate or the last gen, it can still be removed before it ever gets the chance. There is no comparable perk on survivor side, not even close. There are a max of 5 totems it can pop on. Just 5, all of which take very little time to clear and do so without a skill check.
Unless the killer is running undying (which is very unlikely without another hex as well) or Thrill of the hunt (which should take priority to clear in that scenario) they don't have any clue the dulls are being cleared until egc happens and NOED doesn't pop, meaning that unlike with gens both killer and survivor have the exact same amount of information.
I fully agree a totem counter should exist, but as currently neither side knows where dull totems are or how many remain on map without extra perks/add-ons, I do not believe the lack of a counter is a good enough reason on its own to remove or change NOED.
I don't want it removed. It has its place.
I do want to see the killer have to make a play to get their one kill or more. Not get one down and camp them hoping the totem isn't found in time. The token suggestion is my favourite which has been suggested by content creators and many community members.
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/1986293#Comment_1986293
It really doesn't have to be fun.
After all, playing killer is tedious and painful, even with a full meta build, so why should a survivor be able to have a great time just because they have one perk?
It's a game? Hello?
I've had my handful of very difficult killer games against thousand hours survivor players. It takes one to beat one. DH isn't the only fun survivor perk either....
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1986863#Comment_1986863
Yeah, it's been so long since I actually saw NOED pop in a Survivor match I forgot. Seriously haven't seen it since I got into green, and it's not worth taking as killer, since I generally play to slow gen progress and want to avoid having them all done.
Yes, I am aware you can be sacrificed right up until you leave, I was saying newer survivors tend to believe the game is won before it is over.
I don't know how long you've played dbd for because noed actually used to activate once the gates were OPENED - so no biggie. Obviously that's a super weak perk and needed a change.
You're whole argument with me you had the activation condition wrong. Do you understand why time is very much of the essence with this perk? In its current state I do think killer gets it too easy here. These players that hate the perk do have merit in my opinion because they see the sacrifice result and feel cheesed. It's not hard to sacrifice with this perk (in low/med level).
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1986844#Comment_1986844
I'm all for a totem counter for both sides.
Honestly I think NOED feels unfun because newer survivors assume that once the gate is open they won. More experienced survivors will 99 the gates and only open them when everyone is ready, so even if the killer has NOED it'll activate for all of 15 seconds before the game is over. They know at any time the advantage can shift.
If there was a totem counter then my position on the fence would be it needs no change but I digress.
You can still be sacrificed once the gates are open regardless of noed. It happens.
What are you talking about? Noed pops after the last gen is done. Not the gates.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1986757#Comment_1986757
There's no accounting for bad teammates, sorry. Hopefully the mmr fixes it so you end up matched with survivors who understand what the secondary objectives are and how to play them. In the meantime, do what I do when I play solo, keep an eye for each totem as you do gens, if everyone is up at 2 left, go clear totems.
I would agree with you if there was a totem counter. There's not.
Noed isn't a problem for my matches. I hardly see it. The perk isn't overpowered. I'm on the change it side of the fence because I understand it's an unfun perk.