Tostapane
Tostapane
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3227207#Comment_3227207
What a fried take. You realise you need the time when a pallet drops to get away right?
Secondly, its not about adapting to something. Its about a mechanic being unnecessarily strong and giving the player incentive/option to tunnel.
it doesn't make sense thematically nor gameplay wise. It would be the same as pigs boxes making loud noise notifications whenever someone used a box to remove a trap.
dbd itself incentive to tunnel one player out from the game asap (more easier to manage 3 people instead of 4, that's a fact) because it's a flawed core mechanic that will never be erased.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3226006#Comment_3226006
Not at all. Go watch Otz's video on that one.
Pig can struggle initially, but it's a battle of attrition. Once they burn through resources, you'll start smacking them and then it's fun times at Shenanigans.
you know that Otz usually get bad survivors in his matches, right? Just because someone win/lose a match doesn't mean that said killer is strong/weak. The most significative example is the nurse: at low levels it's impossible to find a competent nurse, while in high mmr she's a nightmare to go against... tbh even if i consider otz a good streamer, i'm not always agreeing with his words...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3221629#Comment_3221629
"It's literally impossible"
This is literally my average Solo Q games. The average Survivor sucks at the game.
then it's not your or killer's fault... solo q sucks but not because survivors are weak... people must learn before complaining about stuff... if a claudette player who did the entire match hidden in a bush without doing nothing useful then in the endgame screaming killer op and solo sucks because she died and her entire team wasn't much different from that player except for a single survivor, would you nerf the killers or buff survivors according to the feedback of those kind of people? Be honest... in my case i would just ignore those kind of players
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3221848#Comment_3221848
I agree with you. The perception here seems to be that killers with clear counters are ‘bad’ but killers that are very tough to counter (I.e. Nurse, Blight, Spirit) are good presumably because they’re more likely assure victory for the killer player. Demo is not a mediocre killer; it is an above average killer (B-A tier). Dredge is maybe slightly below Demo but is also decent (B-A tier).
that's your opinion, but just the fact that you think that the dredge is decent... just no
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3221621#Comment_3221621
All 4 can't escape through hatch anymore so nope. Actual seal teams your not going to win with tunneling but those happen what 1/100 of matches. But all teams below that is possible to win without tunnel. Tunneling more often lead agains't good teams all others just finishing gens and escaping when you don't put any pressure on them.
regarding the hatch indeed i wrote it... but unless you are playing in a SWF (which i consider it personally legal cheating no matter what devs and people will say about it since this game was build to be played without VC) escaping through hatch is still a win for the solo player... Then i guess that we have different experiences because the teams that i went aganist when i play killer are ALL like that, and to be honest, i'm tired to resorting to tunneling and camping in order to win matches (if all survivors are equally skilled at looping you are forced to keep going for the same guy since you must get rid of one of them if in the endgame you want to have some chances to kill another one), it isn't fun for me and for the tunneled survivor... this is another reason why i recently stopped playing this game btw and seeing the direction that the game is taking i don't think that i'll come back soon...
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3221632#Comment_3221632
Even on a pure M1 killer, that build is a touch of death sometimes. 'Don't get hit' isn't realistic, as - especially now - she is going to catch you eventually.
sure... once all gens are done... let be realistic here, with all the maps that are safe m1 killers are almost useless... use windows of opportunity and see how many pallets and windows are present in the map, after that take into account that they are also close to each other and can be chained easily to create semi infinites and you get the idea why i said that those addons are worthless aganist decent people
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@StarLost said:
I'm not a fan of her kit overall (her Ambush is mostly useless outside of her mediocre Iri) and requires too many addons to be relevant.
Her traps...ugh. I hate 'RNG'd to death' mechanics, especially when they are an instant mori.
That said, no, she absolutely does not need a nerf. I'd like a rework, to shift more of her power into her Ambush and away from traps, but balance wise - she's completely fine.
https://forum.deadbydaylight.com/en/discussion/comment/3221523#Comment_3221523
Pig, plus longer search time, plus tampered timer is genuinely evil. I'd say I get at least 1 head pop a game running these, and I never hassle people on boxes.
the build that you described is dangerous ONLY if you let her to catch you.. In a certain sense it works like oni: don't get injured and he won't be able to use his power (in that case don't get downed). Regarding the chase aspect her power is awfully weak and need to be buffed properly
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in that case you have trolls in your team... it's literally impossible to see 5 hooks without a single gen done unless you have a bunch of griefing trolls in your team who will do everything in their power to make you suffer
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the time to kicking gens isn't worth it (it could be worth with the old pop goes to weasel, but rn it's just a waste of time). if i should bring some gen regresson perks, they would be the passive ones like surge (jolt), deadlock, corrupt intervention, pentimento in certain cases and pain resonance
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@ElleGreen said:
Sally/Erin Hardesty Sidney Prescott Gale Weathers Nancy Thompson Kirsty Cotton Reiko Asakawa all have their respective counterparts in game why don't we have them has Cote ever specified the lack of the female counterparts it seems odd to not have them Iconic franchises aren't Iconic without the protagonists same goes for dbd half an Icon doesn't make an Iconic chapter
idk... probably because there are already enough girls (18) and adding more of them aren't on BHVR priorities right now
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3220531#Comment_3220531
Killer can win without tunneling but can survivors win without doing gens?
technically yes, but only one of them (hatch)... also no, at certain levels killers CAN'T win if they don't tunnel because you can't make enough "pressure" even if you didn't mistakes (it's a lot more easier manage 3 survivors than 4 and those are facts, you like it or not). try to win a match against good survivors with an average killer without resorting to tunneling and camping even once if you don't believe me...
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why are you feeling bad for doing your objective? it's like saying that survivors are sorry for doing generators instead of giving free kills for the killer... i can understand if you are against newcomers that actually treat this game like an actual horror game (LOL), but with regular players? not a chance
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@darlazon said:
If I camp or tunnel, even when strategically viable or at the end of the game, I'm hesitant cause of thinking of how the Survivors will name call me and make me feel like a bad person.
i enjoy their salt. If i'll reduce myself to play in that way it's only because they force me to do so/want that kind of gameplay... it's sufficient to see the survivor's behavior during the game: keep doing gens while injured/i'm near your position will only result in a merciless play from me; same for people who keep tbagging and clicking (you want to win/being an ######### instead of playing chill? i'll adjust my gameplay based on your decisions...)
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@Agt_Scully said:
https://forum.deadbydaylight.com/en/discussion/comment/3219419#Comment_3219419
Demogorgon is one of the best Killers in the game if you use the Leprose Lichen add-on. That allows you to see every Survivor on the map whenever you travel through portals. With only a 5 second cooldown you basically see all Survivors the entire game and you are able to warp around the map in seconds. Combine that with Red Moss (Undetectable when emerging) and a bunch of gen regression perks, and you have a very high pressure and deadly Killer. However, without the LL add-on, he drops to mediocre at best.
2 red addons for making him barely viable... not to mention that you must waste time by positioning portals in order to get said pressure... time that you don't have (and survivors can still destroy your portals)
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@Lima24927 said:
i just played against a ttv streamer playing nurse, it was an open map with shack and basemet on the center, i dont kniw the name but a small map, he started chasing a kate, got 1 hook on her, and wheneve lwe saved her he proceeded to only focus her, even with 5 gens up, he killed her and started to tunnel me, hit me as soon as i was saved from hook, and didnt down me because i had basekit BT..
what do you all think about tunneling ? have you been tunneled before ?
tunneling is a necessary evil sadly... you can easily avoid to use that strategy in low mmr, but once the skill bar will raise up, it will become a common thimg to do if you don't want to loose badly (it's boring but effective... just like holding m1 on generators)
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you refuse to purchase skins because you don't want skins with a limited time, i refuse to purchase skins because i don't care about skins generally speaking. We are not the same
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@Malkhrim said:
I see people here saying the Dredge is weak. That's not true at all. It's a very balanced killer, around Demogorgon's level. The thing is, its power is all about mindgames, so it's a bit tricky to play and map reliable, and a mistake might accidentally teleport you across the map, which can be a little frustrating. But get the timing right, know when to teleport and when to fake it, and the Dredge is a really fun and satisfying killer. Depending on the map, might feel like the second best m1 killer in the game (and only the second because the Cenobite can be really strong with his best add-ons and in the hands of a skilled player).
The only thing I think it's unnecessary and should be changed is the loud directional noise the Dredge emits at close range. It should only make that noise during Nightfall, not the whole time.
honestly Demogorgon is a weak killer... regarding the dredge he's fun but extremely weak since the counter is to just hold w+shift to another loop when he place the remenant... it can barely works only when you zone someone in a corner
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@D34D_B34TB0X said:
This poll is about what player personally gets on your nerves the most.
i don't consider camping and tunneling toxic, since it's a (flawed and boring) game mechanic, i consider toxic things that won't give you any advantage in the game but are done only to mock the other side, for example tbags after stuns, click click and hitting on the hook people more than once or nodding while seeing bleeding someone to death (unless they'll go to the edge of the map where hooks aren't present, just to avoid to being hooked despite they already lost the match)
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/3218080#Comment_3218080
imagine having to run a USELESS (baby) perk that wont affect survivors from doing gens due TERRIBLE MAP DESIGN? imagine.
it's not about all gen regressing perks, you know? if someone want try something different instead of the usual meta BS annoying as hell (this btw is valid for both sides). Plus, you can't imagine how many cheaters i've found thanks to lightborn (since their aura is showed for 10 seconds i saw them teleporting away from me after leaving my LoS or using speedhacks to reach the next loop). Despite i rarely use it nowdays, i consider this perk useful (a bit niche of course, but nevertheless it serves me well)
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3218415#Comment_3218415
At least that is honest. Saying WP when you crushed them just comes across as mocking.
depends... if the killer/survivors were BM all the match the other side without a reason (tbag after a stun, hitting the survivor on the hook just for being annoying, etc etc...) then in the EGC write gg wp, i consider this as mocking... if they didn't anything to being annoying/pricks i don't consider it as mocking
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we will talk again when you'll start to face people that know how to actually loop/know how pinhead's power works... he's decent only against solo q survivors (and even then he's still bad when survivors are actually good)
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well, at least it's better than the classic gg ez/git gud, don't you think?
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@dbd900bach said:
I'm more so asking a question because I think it should be brought up. There's certain killers that struggle immensely because they lack any kind of mobility.
The Cannibal
The Trickster
The Clown
The Shape
There's probably a couple I missed. Then again some of these killers also have fairly weak powers which is more than half the issue.
But, I just want to know how they could be given a little bit of mobility to help with map pressure, yet not make them completely overbearing or accidentally make the chase unfair.
you can't... the only way to compensate this issue is to drastically improve their powers in order to be considered a real threat (like the deathslinger pre nerf... no map pressure at all, but his power coupled with his low TR was more than enough in order to get fast downs, so more pressure for survivors, making him one of the best killers in the game regarding the 1vs1 aspect and overall a decent killer despite the lack of map pressure)
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@RavenBirb said:
Since we out here holding survivors hands every patch, how about making killer gameplay less frustrating? You have to mostly sacrifice a perk just so you don't watch survivors vault a window 3-4 times before moving on. That can be said for a lot of spots in the game, it's not as black and white as "don't chase them then" It's a win win scenario either way for survivors because it's either you're wasting time chasing or wasting time chasing them off a gen for them to move spots and do the same crap. Since the killer works with the entity, moving through the vault should block it by default i feel.
If you have bamboozle, it just makes things so much more fun and fair, and some killers literally NEED IT. Or it's going to be bad game for you, every time unless you have new players as survivors
Bamboozle feels like the borrowed time for a lot of killers build
no it shouldn't. HOWEVER, maps should be DEFENITELY looked at because as you said they are too much safe right now
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217500#Comment_3217500
Comp = Gen-Rushing + Pre-Dropping 😅🤣
pretty much you have sum it up (only exception is the nurse which will laugh at the pallets and windows, but even her can be genrushed badly)
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3214676#Comment_3214676
I don't get this joke, or is it even a joke? hmm.
it was a partial joke,,, partial cause it's true that the killrate now is 61%, but people fail to realize that those statistics are still busted for the huge amount of trolls/people who throw games for the tome challenges in those matches...
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@prion11 said:
https://us.v-cdn.net/6030815/uploads/PNCD2IXHFXMO/image.png
This got pretty good reception on reddit so I figured I would drop it here.
Main points:
- Add on strength is included
- Playing against a swf with comms is assumed
- Killer playing PERFECTLY with their best build is assumed (ie sadako with iri tape, bubba with double chili)
Tier explanations:
S - The best of the best. These killers will allow you to defeat comp teams consistently if you put in the hours. You can 4k even if the survivors do everything right.
A+ - These killers are very strong and tough to counter. They have some oppressive add ons and can feel impossible to beat in solo queue, or for less skilled survivors. They have counterplay, but it is thin and conditional. They see middling to good results in comp play against the best of the best
A - These killers have oppressive strengths in their specific area. (ie pyramid head at any flat loops, huntress in the open, oni and plague in snowball situations, hag in a 3 gen.) HOWEVER, they are hampered by one of two weaknesses. 1. No mobility or 2. Power is conditional and not always available
B - These killers have defined strengths, and good opportunity for skill expression. However, they also have defined weaknesses that make them easy to bully for an experienced swf. With enough skill, it is possible to consistently win with these guys. But you might have some painful games.
C - This tier is reserved for killers that suffer from m1/no mobility disease. Totally destroyed by normal, good survivor play (spreading out, staying separated on gens, and good looping)
In the case of billy, he is here because of overheat, bad add ons, too many nerfs over time, and being awful on new maps.
D - You will be in constant pain with these killers. What strong add ons they do have are very conditional. You are almost entirely dependent on survivors messing up.
Feel free to discuss! I am willing to answer any questions about placements!
almost accurate, but personally i'll switch a couple of things:
1 spirit with the strongest addons would be a tier (and i'm being generous with her)
2 twins belong to the bottom (they are awful to play as and against i might add)
3 trapper would be a b tier with his strongest addons imo (don't get me wrong, he still suffer from coordinated swf, but his iri that allow your traps to activate by their own paired with the trapper bag is still a good time wasting things for SWF if they want deactivate your traps)
4 slinger and trickster belong to the c tier for how much clunky and slow they are to use (plus their addons are situational and/or just bad)
5 clown isn't so bad how people claim imo, his problem are his yellow bottles that are useless most of the times and the fact that you must waste time to recharge your bottles (imagine if his bottles worked like nurse blinks regarding the recharge aspect)
6 artist well... she isn't strong aganist good survivors because she is easily counterable (i still have to meet an artist who makes me sweat honestly... partially because she's rare), when you zoned someone she has the "i win" button
7 if wasn't for the nightfall mechanic dredge would be a c tier for the simple fact that his remenant works in loops only when people doesn't know how to counter it (w+shift to another zone)
8 piramidhead hmmm... b tier imo cause his power can be avoided easily (without mentioning that his power works only when the ground is FLAT)
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@prion11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217219#Comment_3217219
Even Spirit's yellow add ons put her in the A+ tier. Mother daughter ring + purple amulet make her unstoppable even against god swfs, which is why they are banned from comp :)
comp... and nothing, that alone made me chuckle. Dbd won't ever be a comp game
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But remember, kill rate is at 61%... Doesn't matter WHY...
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@Chocolate_Cosmos said:
I decided to play 2 games with Nurse. Best range addon + Best recharge rate of blinks addon. Add on top of that Startstruck with Agitation.
Both games lasted like 5 minutes and everyone got totaly destroyed. It's so disqusting. I barely play Nurse btw, my least played killer these days because I dislike her overall.
"I barely play nurse" this is the reason why you kill them all without troubles... Probably your mmr with her is still at low bar. Start winning more matches with her and you will start to get people who won't go down in less than 7 seconds...
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@almofan1001 said:
New dead hard is becoming increasingly meta again. It's not unusual at top MMR to see 3-4 dead hards every game. As usual, the community overreacted and declared a perk "dead" only for it to become a meta again a few weeks later. To get the most value out of dead hard, the proper usage is to use it near the pallet making the killer choose between swinging (and proccing dead hard) or eating a pallet stun. In other words, 0 counterplay scenario.
The Dead Hard rework has failed to achieve what it was supposed to do - to prevent uncounterable situations for most of the killers. In fact, it's reasonable to say that it has become even stronger than it was before.
But let's look into arguments that say that the new Dead Hard arguably has more counterplay/is weaker than the old Dead Hard:
1 "You can not use it for distance any more" - this is correct, however, you can use it near the pallet which guarantees a successful endurance hit. Now instead of using it to get to the pallet, you use it when you are near the pallet. And some could say that it's a nerf, right?? Well no, using it in a new way is arguably even stronger compared to before: 1 You gain sprint burst 2 You save a pallet. You literally gain more benefits with the new dead hard.
2 "Just wait it out" - no, you cannot "just wait it out" in some of the scenarios. A good survivor using DH properly is uncounterable by most of the killers. In other words, we're back to the same situation as with old DH where killers either have to choose between taking L or taking L.
3 "It doesn't do anything when not near a pallet" - so did old dead hard? In fact, the new dead hard is even stronger when used in the open as you can gain massive sprint burst if used successfully. Old dead hard, even if used in the open, bought you only a couple of seconds until the killer caught up to you.
4 "You can not use it anymore to gain distance to the window" - the only solid argument that could be said that new DH can be weaker than old DH. With that being said, while this particular point is nerfed, the nerfs are offset by buffs in other scenarios.
5 "It takes skill to use new dead hard" - one of the most oblivious statements to be made. It doesn't take much skill to use new dead hard in an uncounterable way. If a killer is close to you, and you are very near a pallet, press E. Few practice games and you can do it with relative ease and it doesn't even require you to time the killer attack. Congratulations, you just learned an uncounterable mechanic. Most of the community will know how to do this a few months from now.
Conclusion
Ultimately, the Dead Hard rework has changed nothing in terms of preventing uncounterable and unfair scenarios. It has become increasingly meta again and is not hard to utilize it to its most potential. Some could say that new dead hard is even stronger than old dead hard, and that's an insane realization considering old dead hard wasn't nerfed for 5+ years.
Solution
Remove the uncounterable mechanic of using dead hard at a pallet. After using Dead Hard, prevent a survivor from dropping a pallet for X seconds. This way, the perk is actually skilful and rewards the survivor for properly baiting an attack from the killer. There is nothing skilful or fair about using it at a pallet to guarantee a 2nd chance (why does this sound so much like old dead hard hmm)
there are a couple of killers that can COMPLETELY deny this perk:
1 legion (you can't use dead hard if you are already in deep wound state)
2 deathslinger (despite this killer is the shadow of what once he was he can still counter dead hard because he can apply deep wound)
3 pinhead (but only with his purple addon that will gave you deep wounds after breaking his chains while injured)
i won't lie, dead hard when used correctly by someone is even stronger than before, but it doesn't give you the feeling of being robbed anymore, but still, it's annoying to face it when the entire survivors team will have it (especially the auto dead hard users)
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3213897#Comment_3213897
First of all, there is no true way to prevent killers from camping. Killers control the flow of the game and how the survivors play which is why they’re called the power role. Anyways, even if camping could be done with perks, there is only 2 survivor perks that can in someway make camping slightly less efficient and yet they only prolong the hook timer.
And if you somehow do manage to unhook a survivor against a camping killer, you, assuming your the unhooker, needs to pray that you’ll make it somewhere safe since 22 out of the 29 playable killers have some sort of mobility, movement speed penalty, ranged attack, or instadowns in their base kit and are more than likely gonna be in the majority of your matches.
Oh and not to mention trying to effectively “counter” camping as a solo queue player. Don’t even get me started on killers tunneling right after unhooks too.
kindred and kinship want have some talks with you...
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213399#Comment_3213399
Its not my fault you're getting outskilled by a toolbox, can't even win a chase against a stake out user lol
Because the killer can chase all 4 survivors at the same time? Because he can deny the use of toolboxes paired with stake out and hyperfocus from the beginning? Yes, clearly a skill issue /S
wrote something smart with actual proofs instead of trying to flame people with your comments
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"you disappoint me". After one second "I'LL SEE YOU DEAD!"
he's fun because he has a dynamic power (decent mobility, decent at some loops if timed correctly)
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3198114#Comment_3198114
https://forum.deadbydaylight.com/en/discussion/comment/3197643#Comment_3197643
https://forum.deadbydaylight.com/en/discussion/comment/3197713#Comment_3197713
Don't mind me i'll be pinning this in my future post. Lol when killers complain about 90 sec gen speed and basekit STBFL.
did you see what i posted at least? I doubt it since in the video that i've posted those weren't 90 seconds... without mention that the 2 stacks of stbfl are worthless if the maps are so much safe that you can easily never being hitted once... bring arguments with some solid points instead of saying dumb things... there are already too many people that talk without knowing how things work...
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3212001#Comment_3212001
Meh. I was never upset over a perk that only worked once, within less than a minute, of a required hook.
you don't, but other people (wrongfully) complained about that perk and it got wrecked despite was one of the perks that gave incentives to leave the hook
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3211522#Comment_3211522
I've wracked my own brain and...no, 'think outside the box' doesn't work, because you aren't suggesting a foolproof solution, you're saying that someone needs to think of one.
The literal best I can do is:
- Remove grabbing
- Some killers (Bubba, Billy) can't use their power near a hooked survivor.
Thing is - I'm not sure if that would end the complaining.
before doing such changes imo they should gave killers something that can compensate for the loss of this tactic... it's useless punishing a type of gameplay when you don't gave reasons/rewards/other valuable options to change your gameplay (most killers camp and tunnel from the beginning due to the genspeed and everyone knows that it's more easier manage 3 survivors instead of 4... it's a flawed core mechanic sadly). i'll give you an example: when the old ruin was still among us i didn't felt the need of camping or tunneling even once, matches were A LOT more chill and despite some specific zones of certain maps, the game was better balanced and funny than now. Actually i feel that if i don't tunnel or camp from the start, i'll probably regret it later for avoiding those tactics (and most of the times the behavior displayed from survivors prove me right)
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@Usernameforderek said:
A lot of the time, I'll lead with M1, then try to catch them with the grab on the way to the next loop and hope they are too distracted looking for a pallet to dodge me. Also, stealth perks help.
But yeah, overall, it's a tough power to use against survivors who can time a halfway decent dodge. You really have to hope for a mistake.
It is nice for catching up, and sometimes when I miss, I end up in front of the survivor I'm chasing, which confuses them and I can land a M1 sometimes. So that's... something? Anything that makes patrolling faster helps, I suppose.
I dunno. I still like playing him for some reason.
because he's dynamic and he's fun when his power works, that's why. He's nothing special, but i found him funny and enjoyable despite he has a simple power
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@Kaitsja said:
At least 50% of the survivor player base is made up of SWF. Not every swf is a death squad out to ruin the killer's game. Hell, not even the majority of swf are out to ruin the killer's game. Removing swf won't make the game healthier, it'll kill it.
you can't be sure of it since we should see 1st how things will go in a similar case... honestly if SWF won't be relegated only in custom matches, the nurse can stay the way she is right now (or even BUFFED)... if it was for me, both things would be dumpered into the fire once and for all due to their gamebreaking nature...
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@WesCravenFan said:
I never thought I would see the day players were crying about a gen kick perk.
pop goes to weasel cough cough...
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overcharge isn't a big problem once you expected it, it isn't strong as you think and honesty it's a mediocre perk who works only aganist people who don't know how to hit great skillcheck.
eruption require to kick the gens and to down people fast, thing that usually you don't have the time to do it, especially with the actual maps who are extremely safe (at least at my mmr levels). Another mediocre perk
STBFL isn't bad right now, but it has the same problem of eruption, the condictions most of the time are too much time wasting (you need to ignore a survivor in order to get stacks, this alone is a big problem... you also need to build up the perk's potential, and as always maps here won't aid you)
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3210514#Comment_3210514
Whether it is healthy or not, doesn’t change the fact it’s still a buff to killers. But that’s not the main point of the thread so im not sure why you hyper focused on that?
because you stated that this was a killer buff while in reality it's a QoL change, that's why... do you really think that decent survivors/killers will be affected by this change on the gameplay perspective? they know well the timings of a flashlight save, everything will be the same thing as before, only survivors who doesn't know the timing (aka beginners) and toxic people who spam flashlight macro will be affected by this change...
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@Raccoon said:
and incentivise waking up?
no terror radious, no red stain and no lullaby... also perks made for tracking the killer like spine chill, premonition and alert doesn't work while in the dream world (if freddy should stay in the current state, otherwise i'll revert all his nerfs except for the possibility of waking up through the clock, in that way you'll have a decent killer, but with counterplay)
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3209206#Comment_3209206
I am asking for actual proves, like video records. I can give you a million examples which will make killers looks op. So what's point if you can't bring real proves?
Anyway i can't see talking with you will make us go to anywhere. Pointless discussion with you sadly, so i will stop here. Have a good day.
did you want proves where i took the hatch most of the times while my random team get slaughtered because of their incompetence/they are trolling around/they are doing stupid tome challenges? it's not a rare sight nowdays... or you want see me looping the killer and ended up dying on the hook because no one did generators? As i said this is pointless... i'll say again then i won't reply again because i'm tired to talk to people who doesn't understand: escaping and skill are 2 different things: skill can aid you in your games only IF you have good survivors, escaping is easy when you don't have to answer to the other teammates (like a premade)... it's only a matter of being smart knowing when you can play for the team and when you shouldn't in order to escape
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@SmarulKusia said:
This isn't the first time. Don't get me wrong, I don't care for the flashlight changes, I use them too infrequently to be too impacted.
But can we stop using people as an excuse to nerf things in the game? If you want to nerf flashlights whether to prevent BM or to just nerf it, just say it. Don't give a lame excuse about how this is a change for the section of the community that suffers from epilepsy, if you had cared enough, you would've listened to that part of the community if not 5 years ago, then 4, 3 or even 2.
We get it, you want to buff killer, we get it. We really do. But don't do it by trying to make it seem as if this is because you care for the community.
imagine thinking that this change is a buff for killers instead of being a healthy thing for the game under various aspects (from toxic click spam to people who risk seizure from flashlight macro). Regarding the excuses to change stuff well, they always did this kind of things, it's nothing new honestly, but at least this time they did a healthy change for once.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3209072#Comment_3209072
If you can't prove your point, why you are coming with claims then? If you are saying survivor is easy, prove it. If you can't, stop bother me.
I already proved it with a valid example... If you don't understand what I Said it's not my problem,but since I don't want to create misunderstandings I'll tell you again in a simpler way: as solo survivor skills matter until a certain point, mainly because it won't be the main reason that will decrete your fate in the match. You can be the most skilled survivor in the universe, but if your team won't cooperate and do gens, you won't get out alive, unless you play for the hatch. Said that read what I wrote in my 1st sentence... Did you get it now? Escaping and skills are 2 different things, period.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3208886#Comment_3208886
So why you are not sharing your solo survivor games with us, so everyone can see your skills. No?
Why should I? Playing survivor doesn't even require much skill nowadays, especially when the maps are so survivor side. I don't even care about what will happen when play solo because it's just a matter of brain and luck most of the times: luck cause you must have good teammates if you want have some chances to escape in a "normal" way, brain because you must "read" how a match will go by simply seeing your team (if you see that you have a team of claudette who hide all the times and aren't able to kept busy the killer for more than 30 seconds for example... the outcome is simple in that case, you have 2 options left since "skills" won't aid you in any case: rush the gens as fast as you can or simply do more points as possible by doing saves, repair generators and generally speaking avoid the killer until only you and him will remain... At this point play for the hatch)
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I had 2 similar cases but on killer side some days ago: 1st one dealt with a toxic 6 seal team squad with wesker, forced to tunnel out of the game one of their mates (he died once all gens were done... Between bodyblocks, 2nd chances perks map too much safe and instaheals it was a real pain to get even one of them), but in the endgame I somehow reversed the dramatic situation, partially because a good chunk of the map was erased from the pallets due to the previous chases with the 1st survivors, partially because of their excessive confidence and partially because I started slugging... I somehow managed to kill 2 of them while I catched the 3rd on the exit gates, hooked him near the gates while the 4th just escaped... I was satyfied for killing 3 of them... When suddenly it happened: "4%" kobe (1st try FFS) and Thanks to the basekit BT he escaped through the exit gates... Stolen by a well deserved win against those toxic brats... The 2nd case was similar but they completed 4 gens before I killed the 1st one: I don't know how i did it, but I defended those gens until the end, managing well my pain resonance and slowly killing them all... In the end while I was chasing the last one and his mate was dying on the hook surprise surprise, THE ######### HATCH SPAWNED UNDER HER FEETS!!! I felt robbed because they deserved to loose, ALL OF THEM since they acted toxic all the time, but as always the game must aid those subjects everytime...
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@Marigoria said:
The game is not survivor sided.
It is... Or to be more precise it's SWF side
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@MikaelaWantsYourBoon said:
And do you know why people are started play SWF more? Let me think:
- Bullying solo survivors, stomping them.
- Hard tunnelling & camping them.
- Using strongest anti-gen perks.
So it is okey when killers sweat and tryhard but whenever survivors do same thing, evil survivors.
Sounds like "skill issue" to me if you need a premade to win as survivor honestly...