Toblerone007
Toblerone007
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1986696#Comment_1986696
That first line is pretty much it, isn't it?
You can learn the totem spawns for each map.
That means you don't need small game or any other perk to find and cleanse them, which means you don't need to bring anything to specifically counter the possibility of NOED. As you said you self. You can learn the totem spawns for each map.
That's how powerful NOED is. Basic map knowledge can stop it from ever activating.
The next issue is finding it in time. You can't tell teammates to stop doing gens and making sure all totems are accounted for as well.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1986652#Comment_1986652
How so, if you're preventing NOED?
Perks are always a risk assessment thing. Use NOED and you're putting yourself at a disadvantage before the gates are powered. Even if it activates there's no guarantee you'll get any use out of it, and the fact that you're limited to three perks for most of the trial could actually be why the gates were powered in the first place. However, if your early game is already weak, then NOED could be the boost you need at the end.
If you take Small Game you're gonna have to take out something else, but then you also get to prevent/destroy every hex perk there is, which you might not be able to do otherwise. Is it worth it? That's up to you to decide.
Because you can learn totem spawns for each map and almost achieve similar time in finding a hex. I might find it a little slower w/o small game but I take that trade to run my more versatile perks.
I do see a place for endgame play. I'm not against it. I think noed should boost the endgame for killer. My only gripe are those games where you're one hooked and your team leaves because noed isn't found in time.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1986652#Comment_1986652
Well if the killer is running 3 perks for 90% of the match too I don’t think it’s a bad trade
I get your point. A killer perk slot is pretty big.
For survivor there is so much more versatility in other perks than small game. Versatility is very important because you have no idea what the killer is or what perks they're running.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1986414#Comment_1986414
Exactly. Nothing in this game takes nearly as long as waiting for a single survivor to go through all hook states. 120 seconds. 2 solid minutes of a match with an average total time of 5-10 minutes long. 2 solid minutes of knowing exactly where the killer is and having the entire rest of the map to explore. There's a reason you don't see face campers much in the red ranks, and right there is it. No good killer is wasting 2 whole minutes letting the survivors do whatever just to make sure he gets 1k.
Well they're camping the hook because if they leave and don't find somebody the survivors have no incentive to stay. There are two exit gates. My response of 120 seconds was you have finite time to find noed which boils down to an rng element.
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Could run it. My opinion is you're putting yourself in a disadvantage to run a perk for totems except Inner Strength.
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@[Deleted User] said:
As someone who has tried a VPN with the game before let me give the counter:
1) Hits are server calculated anyway. I think they were turned off recently but I'm not sure if they're still off. I played when server sided hit detection was on, and you could feel it cuck you as killer and the whole aiming felt "off" somehow. This really helped with VPN issues.
2) Not a single server over a number of games complained about lag and believe me if you get any hits or kills the survivor greatly disagrees with they will let you know about it. I kept expecting it in the endgame chat because I was worried it might be laggy (i played when the game was p2p and I know how bad it can be as survivor) but nobody had an issue and I got a number of ggs. So I guess it depends where they are VPNing from and the quality of their own connection and their VPN. (I imagine free are quite bad).
3) I only did it because BHVR messed up queue times. I don't have all day to play and sitting in a queue for 20 minutes leaves me very little time to play the game. Sometimes it was queue 20 minutes just to get a lobby with 2 keys and 2 toolboxes at which point I wondered why I bothered playing at all. VPN to U.S which had a much larger playerbase drastically cut those queue times down.
On the top of wifi I imagine most players in the game will be using wifi. Most people don't have cables trailing all over their home and its only really the dedicated online gamers that insist on cables which is a minority. As for those who frequently disconnect due to their connection dropping, well the dc penalty for them is probably quite high for them by now so they likely wont be playing anyway
1) That is not correct. It is killer client calculated which is 'supposedly' validated by the server to cross-reference between survivor position/killer position @ 0ms compared to your ping. If your ping is high you still have an advantage because hit validation has a threshold (not too sure on the exact amount of ping for the threshold). In melee based online games small amounts of latency are noticeable for hits that look like they missed. Don't continue to spread that hits are server calculated. It's not properly informed.
You might not be able to VPN to america from the EU and still have the same advantage anymore but hits are NOT server calculated.
2) Good to hear.
3) Not sure where you're based but you were lets say 250ms ping with your vpn. If you're going for max range lunges it will 100% be dedicated on their end.
OP doesn't understand that wifi provides almost equal latency in the hop from computer to modem. There is nothing wrong with a wifi connection that has zero interference and good connection.
Unfortunately for me I'm forced to use a VPN and I'm in a very unlucky predicament to do so. I live in Western Australia and there are 2 dbd servers near me. Singapore and Sydney. Singapore also unfortunately has players connecting to the server as far away as Japan/China (250ms mark I'd say). I have 56ms to Singapore and 60ms to Sydney. Therefore, without a VPN to Sydney I get matched to the Singapore server and verse killers with very high ping. The dedicated hits renders the game unplayable in Singapore server. I have to VPN to Sydney to play against other AU/NZ players that will have low ping on killer. As you can see I have no choice. If they ban VPN usage they would have to implement a server picker too because otherwise players in situations like me cannot play.
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Since 4.5.2. Yes.
In my opinion the hits have been the best I've ever seen (besides a perfect p2p connection back in the day). Hits are still calculated by the killers client yes but had a good streak of killers with good ping. When these stars align the game is very fun for survivor.
As for killer picks and perk selection. It's been mostly pop and corrupt on most killers which is great. I'm seeing killers playing well winning matches and killers not playing well losing matches.
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@danielmaster87 said:
Yes because unlike the other exhaustion perks, it's unconditional. Lithe requires a window, Balanced requires a falling spot, and Sprint Burst needs to be saved by walking around slowly or 99ing it. Plus, none of those give i-frames and Dead Hard does. That's why I call it OP and a third health state. It's also dependent on connection. Some people try to argue against DH being strong by saying "But 99.9% of the time, it leaves me exhausted on the ground." But that's not Dead Hard's fault. It's the game's for having bad servers, or it's yours for waiting too long to use it. Assuming there is a stable connection to the server, meaning you can react just in time to use Dead Hard to avoid the killer's swing, it's absolutely busted. 1 person having Dead Hard is one thing. If 3 or 4 have it, your chances of winning as killer drastically go down. It's been the best exhaustion perk since it was put in the game, and that's why all the best survivors use it.
To be fair it's condition is being injured.
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POV Bubba starts the match with T2 bloodlust and is running the Nemesis + PWYF build.
AHHHHHHHHHHHHHHHHH
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@Wrathclaw88 said:
Why isn´t Noed unhealthy:
- It punish the total gen-rush we have atm. - And hell it gets out of control in the last weeks ( 2 Proof on the most swf´s with toolbox and purple addon)
- The Killer runs the whole game with only 3 active perks
- You can destoy totems that this perk dont even activate
- Its not a secret that totemspots are very common - learn the spots (yes there are some yt videos that shows them - or pngs and maps
So - to some other stuff that isn´t healthy.
- Keys atm - yes they announce a nerf but as a killer when you see a key in the game you are forced to play franklins or slug like hell if you want the 4k. And to kick in the Mori was the counter - no it wasnt this strong as keys are and why? A Mori before nerf needed a hook and 2 chases and you have to do this 4 times when you wanted to mori them all. - A Key allows the whole group - or 2/2 - 3/1 Surv/Gen - a free escape - not just one - all of them. I really want survivors complain about if there where an Big Red Button at the Endgame which allows the killer to instant kill all survivors at once - imagine that!!
- As i mentioned above - Genrush with prove - its incredible strong. With toolboxes and Purpleaddon - Gens can fly like an eagle.
- 100 ways to escape - Not just the 2nd chance perks - you still have the chance to unhook yourself (yes 4% we know the joke) - hatch escape (Even if you play the worst you can - you have the free escapechance - This is so unrewarding for every killer that plays an awesome round. Imagine you play the whole game perfect - the survs get nothing done - but you get only 3k because the poor survivors need it a chance ...
Sure the worst case scenario swf max toolbox gens are very fast. Nerf them. Please.
That doesn't make noed healthy. You can't fight fire with fire to improve the health of the game.
1) It doesn't punish the best swf teams. The killer still loses.
2) Yes you're sacrificing a perk slot. However, the best plays killers make don't really require perks. Getting hits progresses the game for killer and that comes from masterful micromanagement of killer against the best survivor players. Knowing blind spots is one of the things I see the best killers really take advantage of. That has nothing to do with the perks they're running. It isn't clear cut, I do understand that there are chase perks in the game too.
3) Yes you can. I hardly see noed at rank 1 for this reason. You cannot expect lower ranks and solo q players to be managing this.
4) There are some sources true but again this is a perfect world solution. Remember, the killer has zero input to where totems spawn and can you reliably expect teammates to know totem spawns? It's not feasible. These common spawns aren't indicative to whether noed will be cleansed in time or not. It's mostly rng.
You're other points about other unhealthy stuff in the game I fully agree with. This thread was about noed though.
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@Shooby said:
I hate the argument that "Survivors should be punished for not doing all the totems." Yeah, right. I'm going to roam the map and cleanse every totem to avoid a perk that the killer may or may not have, or better yet, do one or two totems and hope my team has cleansed the other three.
Killers, have you even tried to find all 5 totems on a map like Hawkins? And don't say some awful band-aid solutions like bring a map every single game, run small game, or bring map offerings to easier maps to find the totems. With a non-AFK killer who has map pressure, finding all the totems is an insurmountable effort with gens needing to be done and teammates needing to be saved.
Twice today alone, I've died on first hook (once on FIRST HIT) to NOED. I like the idea of tweaking NOED to being a timer, not affecting those who have not been hooked, making NOED token-based, or completely reworking it to not have an exposed effect.
That's exactly the compromise I want to see. If the killer has performed well and only needs a couple instadowns to swing the game around then so be it. On the contrary, the survivors should be able to stall out a timer or trade if the totem isn't found in time.
This perk doesn't benefit the best killer players at all and this thread doesn't claim it's overpowered because it's not. Simply unfun/anticlimatic.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1986414#Comment_1986414
120 seconds is enough for 3 survivors to collectively do 5 gens in theory. Realistically a bit less, but still. If you correctly respond to the facecamp by slamming gens (and, even better, removing potential trigens) then its a hard L. This is why even good killers will facecamp at exit powerup: It fundamentally changes the risk-reward structure as the killer suddenly has no other objectives to care about unless they think they can get other survivors, and the way endgame works means they... can't. So they have no reason to leave.
Do your part citizen! Never reward facecamping by joining the killer! Punish the behavior wherever you see it and relegate those people to green ranks! Either the facecamper is trying to test you for hook-bombing and will leave with a HUGE tempo loss with you getting the rescue later, or you will net yourself an easy win with 3/4ths of your squad pipping (meaning that overall as long as it isn't the same person getting caught every game everyone will pip) and that killer will eventually be pushed out of their rank.
You can't force the killer to not camp, but you sure as hell can make it a game losing choice.
I'm going to stop you there. You're going off a huge tangent.
I know the terms of the endgame. I get the killer needs to camp the hook to keep the survivors in the match. I was simply stating to somebody that up to 120 seconds isn't a world's of time for finding the noed totem. Some games you find it in time, some you don't. It's really not up to the killer at that point.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1985519#Comment_1985519
The killer can only camp 1 hook at a time. If they are face camping one of you, the other 3 have all the time in the world to find items.
Up to 120 seconds.
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@Hopesfall2 said:
Oh look, Undying gets deleted, and now there's a flurry of NOED whining threads.. shocking, truly.
a cycle of hex nerfs, it's like survivors can't be assed to touch a totem for 12 seconds
hilarious
NOED is the most complained about killer perk throughout the games life. It's nothing new the perk is getting complained about.
You have to find the totem first. It's not a matter of being assed or not. It's finding the totems in time or not.
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@EvanSnowWolf said:
Here's Objective:
The perk does nothing except to endanger one-shotting survivors already in the Healthy State, that get found, and hit, and don't make it to the hatch.
Situations where NOED does nothing:
- Against already injured people.
- Games that end before gens are completed.
- Games where you don't reach any survivors before the gates
NOED hate is from bad players that can't avoid the Killer at end game, especially those that rely on Adrenaline as a "crutch".
You forgot the 4% movement speed increase. That's almost a tier of bloodlust before the chase has begun. That's huge.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1986105#Comment_1986105
These arguments are terrible, especially when top streamers make them.
It does not matter how rare something is. It should not be balanced based on rarity. For example, i am a nurse main with 1.5k hours. I think she is overpowered and needs a nerf, i also recognize shes basically the only viable killer in tournament level play (maybe spirit too but barely). Just because good nurses are rare doesn't mean she is balanced when i can win 50 games in a row as her without breaking a sweat.
As a hyperbolic example. Imagine there was a killer offering that did the following for a killer:
- All survivors are permanently exposed.
- You permanently see the aura of all survivors.
- You can mori them without any hooks.
- Your movement speed is doubled.
Now imagine that offering only could be used once every 500 games. That means only 0.5% of games will see this offering happen in them. Does that mean the offering is balanced because it is rare? No, that offering is overpowered and should be dealt with.
Yes balance shouldn't be based on scarcity. No other pvp games do this and dbd has had this issue since it's started.
Back to the DH argument how do you balance it and keep it fun to use? I think perhaps it shouldn't be an exhaustion perk but rather something you have to earn like MoM but with a criteria actually feasible. Sometimes you do hit a really well timed dead hard and deserve to extend a chase.
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@thrawn3054 said:
Detective's Hunch. There, I solved you problem.
Behind a licensed paywall unlike NOED.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1983881#Comment_1983881
Always an obsession in return for killers always start with corrupt intervention? Because its unfair survivors can put so many charges into gens before the killer even finds one, or how they can spread out across a 500 mile wide map that the killer will never be able to pressure
No im guessing “that wouldnt be fair”
A small nerf to tunnelling isn't welcome? Remember if you do tunnel with an obsession in the match, you're not always gonna get d striked. There shouldn't be any compensation for killer if tunnelling received an indirect nerf. It's simply addressing one of the ass parts of survivor gameplay. Killer performance wouldn't change and QoL for survivor - especially solo q would change.
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@Steel_Eyed said:
Survivors dodge killer lobbies because they readied up faster than them. Some players are scared of weird things and the sense of challenge.
Could you please provide a source?
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@OniWantsYourMacaroni said:
I don't see any problems with killer dodging a lobby.
Do any of you remember the time before dedicated servers where you had to search for a new lobby everytime the killer would dodge you?
Yes I do remember.
I also remember being able to dodge a killer with poor connection (if they're not hiding it). I do miss it.
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@[Deleted User] said:
DS and NOED have nothing to do with one another and the devs should not get in the habit of always balancing out nerfs to one side with nerfs to the other. They should try to stay neutral and consider what isn't fun for players, what is OP, what is underpowered, etc. and change those things regardless of which side they're on.
So, if you feel NOED needs a nerf, state why and we can all discuss in the thread. Saying it should get nerfed because DS is getting nerfed isn't something I'd agree with on its own.
Well said. Asking for a nerf because DS is getting nerfed isn't a good argument. Basing an argument on the enjoyment of vsing noed is much better.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1974952#Comment_1974952
That might be the case but idk about you but I've played enough fps and online game to know that we aren't suppose to have such big difference between what the survivor and killer see.
Battlefield 4 release with the netcode issue was about as good as that: hit behind wall & everything.
You're speaking my language. I used to only play counter strike and hit global elite a few times. I am very aware to the fact netcode is terrible in dbd. Also very aware how much improvements are possible if they invested into programming properly.
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That would be mostly from latency from the killer. The actual hitbox would be a little larger than huntress hatchet. Not sure how anyone could claim that his hitbox is unforgiving - it is literally bigger than the model of Victor.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1973717#Comment_1973717
No chance of winning is not true. You can beat them easy, admittedly if the Huntress is a bad aim.
That said I played her with iri heads once and I wasn't missing too many shots, but there was like an unbreakable, a kobe and a deliverance which reset the game 3 separate times. It was crazy and I would have lost to survivor perks no doubt without Iri head. The whole game is just becoming a battle of crutches
I love how you managed to twist that around to make it a problem with survivors once again. Truly remarkable.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1967699#Comment_1967699
I got 2 issues, firstly I agree 100% it looks stupid and it makes DBD look like a PS2 game.
Secondly, it actually really requires concentration to hit them at times because they look like they turn faster than ever. When you need a more steady aim and concentration to hit a target in a casual asymetrical horror game than you do in a twitch fps you know something is wrong.
This isn't a game where you get to dominate every match. Unlucky. The locomotion changes where very lackluster imo and it's no wonder why there is such little survivor content being published lately.
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@OniWantsYourMacaroni said:
Hmmm,i didn't even notice that.I never had a problem with them anyway
They were pre-rendered animations @ 30 Hz. Now they seem to be dynamic post rendered animations. So you get smoothness depending on your framerate. At 144Hz they look silky smooth.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1965749#Comment_1965749
Do we really need more survivors hitting higher ranks when the best they can do is just do gens? That's the main reason solo queue has gotten increasingly worse overtime.
My argument is player retention. If we make a truly robust ranking system then bad survivors shouldn't climb regardless of what NOED does in the match. Make the rank system purely based off the difficult interactions.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1965728#Comment_1965728
You should. That is really all it takes. While Undying + Ruin was BIG people stopped complaining about NOED. The silence about NOED here was very refreshing. The reason is Totems were getting cleansed because the only Objective Survivors seem to care about is Generators, and because of Undying + Ruin they bothered to do them. I played in one match where all five Totems were cleansed in 2:17, and they also got to Generators to boot.
Personally I think NOED should work as follows:
- NOED activates the same as it does now.
- Anyone who has not cleansed at least one Totem is exposed until NOED is cleansed.
- The exit handles to open the gates are locked down by the Entity for a number of seconds depending on how many Totems are still standing.
Thus people who pull their weight will be less hurt by the Perk but still have a vested interest in trying to kill it. People who did not pull their weight are exposed. This would leave ZERO gray area for anyone about what they SHOULD be doing. But that is just me. I rarely run NOED; I don't have a problem with the Perk or look down my nose at it. I just find that it is a wasted Perk slot for me. I'm not an End Game Killer. My NOED would rarely ever even go off, so I just ended up playing a Perk down.
I actually like your suggestion there. That's decent. Maybe not an exit blocker though but rather the exposed effect lasts throughout the totems remaining.
I know NOED isn't overpowered. I just want to see a solution for solo q and new players. Remember Old Ruin got the same treatment. Was it OP. Of course not because you can hit the great skill check and it does nothing.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/229530/how-could-noed-be-balanced
It can be balanced simply by people choosing to do Bones. If they just made NOED base kit, not a Totem would ever be standing by the end of the match. The only reason NOED works is because Survivors refuse to do Bones.
Ok I'll give the other players a call. Let them know just do bones. Problem solved.
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This doesn't show us anything?
This is a screenshot in 4:3 aspect ratio. This is what it looks like before your graphics card stretches the resolution post render. Nothing has changed you can still stretch resolution in dbd.
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Implement basic pings for solo queue players! Close the gap between swf and solo!
I hear you though. My friends call me the one hook wonder lol.
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Booooooooooobbbbbaaaaaaa
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Bruz why not take a step back and stop venting on the forums about your experiences. Most of your recent threads is talking about yourself and complaining. Like why ask for sympathy from other users here and not just invest your time in improving?
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@Dingo88 said:
I think there should be a way for killers to leave a game without a dc penalty if they end up with a bunch of toxic survivours that won't leave or do gens and just piss you off. Concidering survuviurs can die on first hook if they don't like the way the game is going but killers get dc penalty seems kinda unfair
You're asking for a surrender option but remember games only go for 5 minutes if the killer has no pressure. Survivors can't hold the game hostage with egc either.
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@Pulsar said:
People will still bring it.
It'll just be used less offensively. Bad Survivors who relied on it as a bailout perk will drop in Rank and Survivors who legitimately got tunneled will see no difference.
They won't derank though. This game ranks you up for barely interacting with the killer. There is always an upward skew of the bell curve of players. They need to be more harsh with maintaining high ranks.
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I think it's a good feature for killer because you can identify if the survivor is re-blinding you. I can understand if it's annoying though otherwise.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1951211#Comment_1951211
Disagree. Harder gameplay should be rewarded by better results.
Exactly otherwise nobody plays them. It cannot be overpowered though. Just strong.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1951054#Comment_1951054
Being good in a fps arguably takes more skill than looping in DBD. FFS people rip on killers like survivor is so hard, just sprint burst to the main building or shack and you run around and around and around. It's not rocket science and any m1 killer is easy to loop because the mechanics of the game literally don't allow them to get a hit in unless you screw something up.
That's not to say there aren't good survivors and these good survivors are normally able to adapt and keep a spirit and nurse running too, but I see so many red rank survivors that have their ego boosted by exhaustion perks, god pallets and holding W. You can actually waste a lot of the killers time with no skill required.
You're right to say fps takes skill but once again you go on this vendetta tangent against survivor players unrelated to the discussion. Can you for the love of all the good things in this world stop venting about survivor skill. We get it. You're superior than survivor players in every way possible.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1951411#Comment_1951411
Pyramid Head had the exact same issue.
Yep and he has a stronger kit than deathslinger. I think with deathslinger they need to punish cancel ads and give him some way to map transverse. My suggestion is he can shoot terrain and reel himself to it. Cooldown up to balance but he can no longer cancel ads free. If he does he is losing distance.
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@DetailedDetriment said:
When it comes to characters like Freddy and Deathslinger, the only amount of skill required to perform well is learning tiles. That is what players find annoying. The worst is how players know the ins-and-outs of Slinger by just playing Battlefield.
Deathslinger is only like this because he can cancel ads with zero consequence which is what makes him easy. His shooting part used effectively is actually quite hard and skilled.
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I'm only playing killer lately because it's the only role that's playable for me. I can also tell it's a miserable experience for the survivor players I'm against as well.
The survivor desync is a much more pressing issue than some killer hits wrongly whiffing. I reckon out of 50 swings, 1 I felt robbed.
On the flipside almost every hit I took as survivor was dedicated. You can't play reactively with the killer wrongly positioned on your screen.
I want to see killer hits fully fixed too but survivor right now is much more important and broken right now.
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No No NOED army rejoice!
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A while back I suggested a casual 1 gen to complete inside a 3 gen mode where everyone can only be hooked once. There is so much they could do with this golden goose BHVR have here.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1949000#Comment_1949000
I do fine vs spirit. If you play spirit enough you learn to predict them. God forbid you learn your opponent rather than just endlessly spam pallets and op window loops
its ironic you say people want an edge on players better than them, when you’re advocating for nerfing killers that control the chase, and indirectly advocating for killers where survivors control the chase. Just play an m1 killer right? Where survivors have the edge over players that are better than them
That's why the best killer content creators struggle so much on m1 killers. Get a grip. You can play well on killers that aren't guaranteed hits.
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@OniWantsYourMacaroni said:
Yep,i would rather play against stridor spirit and iri head huntress than a good twins player.
Getting slugged till you barely bleed out,facecamping every hook and insanely long games.
This is easily the worst killer they have ever released besides OG legion.
Pure definition of anti fun
Imagine it getting past testing. Should have been nipped at the bud when the idea of twins was first put on the table. I just saw a concurrent player count for steam at the blight release vs. the twins release. Almost halved. The latest patch also not helping the case. This game is on a downward slope of unfun for no reason but poor decision making by BHVR.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1948846#Comment_1948846
Why are most survivors so potato?
I play spirit from time to time and so many fall for the standing still trick.
Good survivors dont fall for it. This is consistent. I think maybe once have I been baited by it in 2 years.....once.
play spirit and you know when shes faking it and when she isnt. Its hard to explain in words but you gotta look at your surrounds, your position, her position, and your brain just automatically knows. Its like a sixth sense.
Again everytime I go against good survivors it never works on them.
hint: unless this is a pro league spirit, 99% of the time her first fake will always be a genuine fake phase. All spirit players use this to see how you react and learn what type of player you are.
Please stop replying to me holy fk.
It's a guess. Not sixth sense. Don't kid yourself lmao!
If you don't walk towards the standing still spirit they can still just phase anyway! The reason it should change is because there is no que for either scenario whatsoever. Please stop posting your incredibly killer biased opinions - it's disgusting.
@Grandpa_Crack_Pipe said:
I swear to god, nothing is funnier than than people being absolutely offended on Spirit's behalf, indignantly slamming their cup of apple juice on the counter and unironically saying
"You just don't get it."
Exactly very tiring to read through all this waffle for people who want an edge on players who play better than them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1948667#Comment_1948667
In fact, if you're going to sacrifice his 1v1 a bit, you could compensate by giving him map pressure through alleviating the innate drawbacks in his power.
Think about it this way, Huntress does not get stunned for landing a hatchet, and she does not wipe either.
With a similar logic, far shots as Deathslinger grants you reduced stun on not being able to reel, shorter deep wounds timer for the survivor to deal with, faster reload, etc.
This would allow him to be strong in other ways such as 3 gen situations rather than just chasing and getting genrushed. Currently Deathslinger just runs at you, and you hold W, hold W further when you get shot, and your teammates do the other gens meanwhile. Rinse and repeat until adrenaline kicks in.
That is also not a bad idea at all.
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Spirit should receive a net nerf though. Why does there need to be compensation? Oh because behaviour won't look at it again for another year I see.
From my spirit games I would say the stand still trick needs to be removed. Some addons need another look at. There needs be no compensation while you move almost double speed of the survivor invisible and the survivor having to guess throughout the power.
Honestly I think once the stand still trick is gone spirit is fine. The collision nerf was already the biggest issue gone. Plenty worse to play against right now imo
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Slug away I say! If you're going down near each other it's your fault. Nobody should expect the killer to handicap if the survivors lost the match in early game. Just go next.