Toybasher
Toybasher
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@Sweet_Feng said:
https://forum.deadbydaylight.com/en/discussion/comment/1480494#Comment_1480494
Okay so it's okay to dc when a killer is slugging because it's absolutely annoying but it's okay to slug, camp or slug a player to death when you used all near hooks? Like, my team isn't toxic. But there are still many killers slugging and like I said. I got slugged to death because the killer knew he couldn't reach a hook. Unbreakable wouldn't help because the killer was standing in front of me. Tell me where this is fair thanks :)
It's not ok. I can at least understand why someone would want to DC if you're being slugged for ages or repeatedly when the match is pretty much over (Other survivor heals you, you get re-slugged, etc.).
THIS is what bothers me.
https://clips.twitch.tv/GoldenSplendidBottleCmonBruh?tt_content=player_title&tt_medium=clips_embed https://youtu.be/fhst7apXVdM?t=62817 votes and 20 comments so far on Reddit
https://youtu.be/32cKgfLGq-8?t=584 http://www.youtube.com/watch?v=ocfs3o2bWws603 votes and 250 comments so far on Reddit(6:56)
If you were really slugged during endgame, go get a drink, etc.
Tactical Disconnects have literally no counter-play for the killer. If your body stayed in the match (As if you were stuck in dying state and went afk) all would be good. Instead the killer gets screwed out of points, perk procs, etc.
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https://clips.twitch.tv/GoldenSplendidBottleCmonBruh https://youtu.be/fhst7apXVdM?t=628@alaenyia said:
I think if you slug for the 4k, the slug is well within their rights to head on out and take the loss of points and depip. Slug for 4k is a cheap , lazy tactic and does not deserve the win. At least the DC slug took the hit to give the last bro a shot.
17 votes and 20 comments so far on Reddit
https://youtu.be/32cKgfLGq-8?t=584 https://youtu.be/ocfs3o2bWws?t=416603 votes and 250 comments so far on Reddit(6:56)
Your opinion on these? I get it if I was slugging someones ass off for like minutes at a time trying to find the 4th survivor, they get re-healed, I re-slug them, etc. but 9/10 times out of 10, it's not even 10 seconds of being on the ground.
IMHO it's abuse of out-of-game mechanics for an in-game advantage with NO counterplay for the killer.
https://clips.twitch.tv/BetterSassyEmuYeeHere's it taken to the extreme. Depip for killer too.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1480474#Comment_1480474
@Peanits can we please make this a thing? @Toybasher has a really good idea and they would have to shut the whole thing down and restart just get a lobby again , its trolling the troll and I like it
It'd also get rid of TACTICAL DISCONNECT, INCOMING! to give your SWF buddy hatch after the killer dared to leave you on the ground for like 10 seconds and you didn't bring unbreakable (because by extension, that's the Smoll PP build when combo'd with the DS you never play without)
https://www.youtube.com/watch?v=mquQq7wUWL4Mobile literally already fixed DC for hatch.
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@Smeargle said:
I believe the devs are working as hard as they can to place the penalty back. Recently, there were intances where people were getting penalized without DCing, therefor they cannot place it back without fixing that first. I agree with you that that is a dirty tactic, and I hope the devs implement it back soon, as majority of my games are survivors DCing to give the other hatch, or just DCing to deny me points.
The problem is Tactical Disconnects are possible in the first place. Yes the survivor got penalized, but that's not going to give you your BBQ stack you rightfully earned or your bloody party streamers you burned (if the killer DC's) back.
Not having a penalty but having harm-reduction in place (Player becomes a bot or AFK "husk") is better than it still being possible but punishing the player after the fact. Because even with the penalties entitled players will still do it.
IMHO if you DC as a survivor, you should fall into Dying State as a "husk". You can be hooked and insta-sacrificed or Mori'd by the killer base-kit (Killer's preference. Don't like it? Shouldn't have DC'd!) unless you bleed out over the usual 4 minutes. You can't leave the lobby and are forced to spectate the husk until it is removed from play via bleedout, mori, or sacrifice. (You hit Leave Match so something came up IRL. Whatever it was, it'll probably take you longer than 4 minutes to sort out.)
Disconnecting is not an escape. I think the amount of ragequits would lessen if survivors didn't see it as some kind of "draw" because apparently disconnecting means the killer didn't kill you. (Source: A few quitters I've asked.)
Now not only does disconnecting mean the killer kills you, you get to watch.
You could probably bypass this by pulling the plug or hard-closing the game (Genuine emergency then?) and the husk thing would still happen, just you're not forced to spectate it. Hey, this is a good thing since now it'll mostly affect people who press leave-match and then stick around to insult the killer in post-game-chat. I have a pet peeve for that.
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It was never taken out to begin with. I saw plenty of incidents of TACTICAL DISCONNECT, INCOMING!!!! even with the penalty.
All they literally have to do is add DC bots or even "AFK stuck in dying state" husks like Mobile already has. Quitting should NEVER give you an advantage in any game, EVER!
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Because survivors are entitled idiots. EDIT: The ones that ragequit on first down, I mean. IMHO the survivor's DC'd body should be hookable and moriable base-kit. Not only that, the survivor should be forced to spectate the DC'd husk until the killer hooks/moris it before they can leave the lobby.
DEATHDISCONNECTING IS NOT AN ESCAPE. -
Don't forget a pre-match lobby that shows survivors eachothers perks, so you KNOW that Bill is running Borrowed Time and Unbreakable or that Nancy has Small Game and Inner Strength.
The daily challenges also award auric cells, items, and shards.
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@Blueberry said:
They made them long intentionally as a downside to using them.
The idea is it's a "mini-mori" triggered similar to Pyramid Head when on death-hook when certain conditions are met.
Other ideas could be if Huntress downs you enough times with hatchets, when on death-hook and injured, a fully-charged hatchet shot from a far distance away, if hitting the survivor in the head, embeds itself into their head. Similar one for Deathslinger where a far away spear shot goes through their head and kills them if they're on death hook.
Trapper could have one where if you step into bear traps too many times, on death-hook if the Trapper manages to do the "grab survivor from trap" interaction, he instead slams their head down into it and it kills them.
Doctor could have one related to remaining in Madness 3 and failing enough snap-out-of-it skill checks (Or maybe doctor zapping you enough times?) on death-hook. Doc stabs his stick through the survivor like a sheish-kabab, impaling them on the ground where they lay. He raises his hand, lighting comes down and zaps them (visible to all survivors across the map).
Basically "Quick N' Clean" executions when the survivor is on death-hook similar to the Brutalities in the modern Mortal Kombat games. (Certain prerequisites. Attack that drains their life bar has to be a certain attack or combo, etc.)
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1478123#Comment_1478123
Yeah.....they took that out for a reason.
Took what out? AFAIK being able to see each-others perks was never a part of DBD, but it's a feature on Mobile.
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IMHO the worst part of the Dying Light nerf (It was a nerf.) is it's identical to the Remember Me nerf they considered but deciding against where killing the obsession removes half your tokens.
Here's a flowchart for you. Just replace opening the door with LITERALLY EVERYTHING and hitting the obsession with hooking nonobsessions. Oh, and killing the obsession deactivates the perk entirely.
IMHO it's a godawful redesign. I get that the new version was designed to be less "I'm going to tunnel this guy to death and EVERYONE gets punished for the obsessions failure at staying alive. Now watch me Mori him!" because it was unhealthy for the game (Maybe I'm a bit sadistic but I liked using it because it was such an "evil" perk.) but the new one just sucks. The obsession isn't effected and doesn't give you stacks for hooking him, but if you kill him, you lose the perk. If you don't kill him, he does gens!
So what the hell am I supposed to do? Bring knock out and slug the obsessions ass in the corner of the map and pray nobody finds him? Dying Light, more like "Slugged with knock-out and bleeding out into the dirt because the killer can't interact with them in any way without countering their own perk, Light".
Oh, and don't forget Toxic SWF's favorite strategy, TACTICAL DISCONNECT, INCOMING!!!!! actually counters Dying Light. If the obsession DC's since you're not hooking him, dying light immediately shuts off. OG Dying Light was literally the one perk that punishes survivors for disconnecting, now it rewards them.
This also means the only 2 perks that make it "undesirable" to be the obsession are just Remember Me (which has been nerfed so many times already) are Rancor. That's it. Otherwise hell yeah you wanna be the obsession, since literally EVERY OTHER OBSESSION PERK involves keeping the obsession alive while you teabag your butt off with OoO.
Even if you get enough stacks, the speed penalty is jack-#########. OG Dying Light required 3 hooks or 1 hook and a mori. New Dying Light requires 8 hooks to apply a 24% penalty (so 1% less OG dying light), hooking the obsession does not give any stacks, AND THE OBSESSION IS UNAFFECTED. So if you have 8 hooks, 2 survivors are already dead and the only non-obsession survivor is already on death-hook. Yay.
Don't forget the Obsession is also given the benefit of a free botany knowledge and 33% faster unhooking. WIth how buggy grabs are already at unhooks, any hope of you doing a hook interrupt is impossible.
TL:DR New Dying Light is literally worse than Unrelenting and Monstrous Shrine. You only have everything to lose, and nothing to gain by running it.
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The devs should consider not applying the penalty if it's after all generators are done, especially if the EGC has already begun (Meaning at least one gate is open).
During EGC/0 gens left the kiiller has no real options other than camp if he wants to get kills.
I know there's no penalty if survivors are nearby, but the killer has no real way to tell during Endgame and if he leaves the hook it is very likely the survivor will be unhooked, possibly next to an open exit gate with BT and DS up. Like even literal facecamping is IMHO justified at that point (Not because of anger at the survivors, but because of strategic reasons.) and it seems dumb to penalize the killer for it.
The only time I feel like I can leave a hook during endgame is if I'm running a full endgame build with NOED, Remember Me, Blood Warden, etc.
Like, I get it. Being camped sucks. Killers pretty much having to camp during endgame sucks. It's stupid you get penalized during endgame when camping becomes the best strategy at that point.
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Could you have been running Blood Warden? I've had many times where I suddenly saw survivor auras during EGC and I was like "GODDAMN OoO USERS!" but it was because they were in the exit gate area.
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1463198#Comment_1463198
1. hook tech(survivors did this for months ) no one banned
2. window tech(still done and nobody has been banned )
3. sprint burst bug (nobody banned)
4. infinite mending legion (banned )
see the irony here ? it doesn't matter which side it is , the devs are just very iffy on banning people for things.
Don't forget the wake up bug. (Not banned) and the Nurse super-speed exploit. (Was on the "What can get you banned" list for a while)
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https://www.youtube.com/watch?v=HwM5y4a5sOA
Otz getting a 4K (Well, technically the 4th guy did bleedout) and depipped.
https://clips.twitch.tv/BetterSassyEmuYeeSome streamer getting a "3K" (DC's are counted as deaths) and depips.
Biggest issue IMHO is it counts HITS and not health-states damaged for some of the emblems, which punishes insta-down killers and killers like Plague (and since one of the emblems gives points for hits and takes off points when survivors heal, Plague is HEAVILY punished when people cleanse since they take off a point you can't get back), while rewarding Legion. I don't have anything really against the concept of the emblem system, but tying Adept achievements to a double pip for killers makes Adept Plague an absolute nightmare.
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@Emeal said:
How about, "Sentenced to Death" ?
or, "Chosen for Death"
or, "Sudden Death"
Actually, Calling it Sudden Death is the best word I have for it.
I also agree with @Toybasher, Exposed does sound like what Aura reading from Killer side should be called.
... And then the fog whispered in my ear, I had been afflicted by the Curse of Sudden Death...
"Sentenced To Death" and "Chosen for Death" sounds more like you're moriable because you're the Rancor Obsession. Would be a neat status effect if you are eligible for a Mori, although it'd make it extremely obvious if the killer brought a Mori instead of a shroud.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/LTYVGSX43AQO/image.png
Tremendous? Interesting.
I'd treat this addon as a hit and run. Chase one survivor but see another? Throat a bottle at him, go back to chase. Should be especially useful when they're injured.
IIRC in the olden days mangled used to have different severity levels (Back when it was listed as "Slows down healing speed" or whatever). So it would slow down healing by like 40 or 60 percent.
I also remember the slow repair speed chain addons for OldBilly used to stack with themselves in the early days. So if you chainsawed a Dwight 40 times, he'd actually REGRESS generators when repairing.
I do think mangled addons should be changed so they stack with Sloppy Butcher or have an increased slowdown.
And on another note, Hemorrhage addons of high rarity (Freddy's purple Z-block, I THINK Pyramid Head's hemorrhage addon is purple rarity too) should come with a built-in bloodhound. (Increased blood visibility)
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@Heartbound said:
I guarantee there's going to be a new variation on the Hillbilly space program or someone's gonna find a way to glitch out the chainsaw overheat. Calling it now.
Watch that get fixed in a day. Killers are not allowed to have any techs.
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@MaybeShesCrazy said:
https://forum.deadbydaylight.com/en/discussion/comment/1469878#Comment_1469878
Don't forget Samwise - we only have 3 lives IF your team gets you off the hook prior to the 1/2 way mark on the first hook and sometimes healed. Otherwise it's 1 or 2. The second hook is either 2nd phase fast or - insta-death. This is one reason why I go get my team off the hook ASAP. ;-) The longer we are all together, the better chances we also. Also from a killer's side - they hook anyone three times they get more points too! Win win!
😁
I don't know what I think of the old DC penalty system as I've not experienced it, however, I crashed a lot for bit in all sorts of circumstances... once a week. I did some tweaking and troubleshooting and it helped but it does still occasionally do it. I would hate to be punished for something I had no control over. I am sure my team in some circumstance thought I DC"d but there was no way I could tell them what happend.
I hope if and when it comes back it can tell the difference between a Crash and a DC.
We had one user a few weeks back that DC'd and then was in chat yelling at the killer after. I have no idea how they did that. I can't get back into a game after I crash (and that's probably because it's a crash) but also if I am watching a game and then go back to the main screen and hit any button I'm launched back to the lobby and can't get back in to watch the rest of the game.
Guy in post-game yelling at the killer after a DC was because he manually pressed "Leave Match" (Which takes you to the post-game screen but doesn't actually disconnect you from the server) then waited for the match to end just to BM.
Which IMHO is even more toxic. If you REALLY have to DC, leave the damn lobby and find a new one. If you wait the entire match just to yell at me in post-game it proves the survivor quit solely out of spite (vs a genuine emergency or connection issue).
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Full Judith's + Tuft (Infinite Tombstone in Tier 3. Infinite Tier 3.) is only good for the Evil Incarnate achievement.
If you just want to kill a survivor, use Tombstone Piece and a fast stalking addon since it requires less stalk and doesn't come with the movement speed penalty. Yes you go back to EW2 prematurely once you tombstone someone but hey, you wanna tombstone some people in a reasonable manner, there you go.
Personally I think Judith's Tombstone should get a buff to let you tombstone dying survivors or survivors in lockers. Judith's + Tuft requires 3 and a half survivors sucked dry of stalker juice to hit EW3. (So even one survivor hiding is enough to prevent you from hitting EW3. Even if survivors are not hiding it takes ages to stalk that much while they do gens in your face) There's a HEFTY movement speed penalty (You move at like 104% in EW2 and 3. 94% in EW1 which is SLOWER THAN NURSE) which means you need PYWF and hope you can find the obsession, etc.
All that and your ability can be countered by going in lockers.
Tombstone Piece can stay as it is (Maybe increase the evil requirement a lil bit?), but the full Judith's Tombstone needs a buff. You should be able to mori people on the ground, or in lockers. To compensate, give it a nerf by flat-out removing your ability to lunge. (So you can't use the long EW3 lunge to down someone in a loop, then tombstone them on the ground. The basic no-lunge swing should have identical range to the tombstone mori.)
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Otz made a video for Dead Man Switch on Freddy. It's arguably sort of ok when combined with Class Photo (Can no longer teleport-cancel, but all gens spray blood and there's no Freddy husk when teleporting) to try and scare survivors off gens. Personally I think there's better options (as in, use a different perk) but Class Photo Freddy is probably the best use for DMS.
ninja edit: Ah you already know about it.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1471671#Comment_1471671
I feel like it needs a defined role, and anti-momentum is not a role.
And it needs a cost. Being the obsession in most circumstances is not a negative. Maybe if it gave the option for a mori in the endgame. Something like a mini rancor effect. You bought time, but now you are punished for it.
Almost all obsession perks prioritize keeping the Obsession alive besides Remember Me (Encourages you to kill the obsession so they can't get the door) and Dead Man's Switch. (Procs when you hook the obsession, but doesn't completely shut off like Furtive Chase does when the Obsession dies)
As absolutely ######### of a perk the old Dying Light was ("I'm going to tunnel and mori the living ######### out of this one survivor, and EVERYONE gets punished for his failure at staying alive!") it at least meant there was a danger to being the obsession since one of the possible obsession perks revolved around killing the obsession ASAP.
I wonder what the point is of even giving survivors a 1K survival BP "Obsession Dead" bonus for dying as the obsession. I can't tell if it's supposed to be some kind of consolation prize or if it's like "Atta boy! You just cucked the killer out of his obsession perk by dying! Good job!"
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1204432#Comment_1204432
and why is that?
noed can be disabled before it even activates
ds can't unless….I camp the person with ds!
Technically you can counter DS via a Mori.
Personally I think DS should preemptively deactivate if you do anything to progress the game-state. (Touch a generator, a totem, heal or unhook someone, sabo a hook, etc.)
DS wouid still work against tunnelers, just as soon as you decide to get back into the game and contribute to the match, you''re no longer under the protection of DS.
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I think "In peril", "endangered" "defenseless" or "Threatened" could work.
I agree they could have used a better word choice for it. "Exposed" often confuses newer players into thinking their aura is being read.
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@ExcelSword said:
I used to play old Freddy a lot and he was one of my favourite killers to play. However, playing against him was one of the most frustrating and boring slogs to endure as survivor.
You never committed to chases not in your favour, so the survivor you are chasing has to waste time hoping RNG lets them wake up only for you to immediately put them to sleep again. He had in my opinion the best slowdown in the game, and when he paired range addons with his dream projection power that could lock onto survivors through walls, one of the best tracking tools in the game.
Unfortunately, extremely slow games and an inability to hide does not a fun killer make for survivors, he was similar to doctor in this way but more extreme since his invisibility made it EXTREMELY difficult to counter his tracking unlike Doctor's old Treatment mode. Paired with the fact that him just deciding to leave you alone to wake up only to put you back asleep if you did wake up meant that survivors had very little interaction other than hold m1 until he finally commited to you.
Don't get me wrong I loved playing old Freddy, but the most effective way to play him was dull and slow for the survivors to go against. I haven't even mentioned the fact of how effective slugging was with him, if he started to snowball downs the constant aura reading left little hope for survivors to make a come back. Even if they did get picked up, back to sleep everyone goes and it repeats. And even the dreaded tunneling, if he wanted you dead after hook you could never escape him if he didn't want you too, which wasn't the best way to play him but it felt like crap that you could never shake him no matter how well you did.
So rest in peace Old Freddy, you were not a weak killer but the entity will most likely never bring you back.
I can confirm all of this. Especially the constant disengaging and reengaging (To re-sleep a survivor, to try and ambush, etc.) resulting in super long games.
With Freddy often every pallet on the map would get dropped and broken. People would pallet stun me and I'd be like oh hell yes now I never have to worry about this pallet again since the match would last so long.
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No mention of The Doctor?
Doc + Distressing + Unnerving + Overcharge (4th perk is your choice) + a 3-gen strat = borderline hostage situations, especially on smaller maps.
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Because devs hate synergy I guess.
I sort of understand why but at the same time, if a perk is REALLY good on certain killers (STBFL on Legion) it seems stupid to change it unless it's gamebreaking. I'd rather have perks that are meh but really good on one or two killers than a perk that is just meh all around.
Watch them nerf Iron Maiden to no longer speed up reloading hatchets.
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@DaKnight said:
I only miss a few things from old Freddy......
Old pill bottle letting you get attacks off from complete invisibility (now replicated by ghostface and silent bell wraith to a large extent)
Old class photo letting you put everyone to sleep during endgame with no way to wake up, combined with old remember me for like 90 second exit gate timers.
I also do miss remember me + dying light because that was a hilariously toxic combo.
You think Remember Me and Dying Light was bad? One of my favorite "toxic builds" was Dying Light, Black Box (So the obsession starts asleep and thus is visible at match start) and a shroud of separation and slowdown addons. Freddy could slow the game down by like 90% if you stack everything and everyone is asleep back then. The obsession would see the secret offering, realize they started asleep with nobody around to wake them up, and are the Dying Light obsession, and would almost always DC expecting to be tunneled and mori'd and proc Dying Light for me.
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Low.
I miss Old Freddy too (He was actually pretty powerful in the right hands if you juggled targets and harassed all 4 survivors as much as possible to keep them off gens) but I'd rather get a killer that plays similar to Old Freddy (Traps survivors into a different realm and they have to escape), but isn't Old Freddy.
Maybe SCP-106 or Pinhead with the Lamont Configuration.
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I've heard reports the issue is fixed in the PTB.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1462848#Comment_1462848
So the alternative is not let anyone change out a load out, thus rendering franklin's the biggest what if perk imaginable? Make it so survivors can't change 30 secs in. Gives the killer plenty of time to adjust without rendering franklin's useless.
I think I mentioned that in my post earlier. Sorry if I didn't.
I do support a lock or something at like to 20 seconds left on the timer (so like 40 seconds after everyone has joined).
All I just want is preventing people from last-second-switching. It irritates me, mainly because most people who six-second-swap tend to act super toxic in my experience, (As in they're going out of their way to try to make the killer's match as absolutely miserable as possible) and I've had a few keys smuggled in under my nose and the hatch escape was unexpected.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1462828#Comment_1462828
I get amazed when someone sees a flashlight was brought in, downs someone in the open, doesn't sweep the area or even attempt to looks towards a wall, then is shocked they were flashlighted.
This isn't about that, this is about survivors trying to misrepresent their loadouts in the lobby because they know the killer might use counter-play perks against them. Don't try to deflect.
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@teamdehn said:
https://forum.deadbydaylight.com/en/discussion/comment/1462795#Comment_1462795
but those things are not locked on the killer so its no big diff...
But the killer can't react to it. By last-second-switching with 6 seconds left the killer can't react and throw on something like lightborn. You're basically having your cake and eating it too.
I think you're getting mixed up. I'm not referring to killers last-second-switching to throw off that stupid cheat survivors have been using, but survivors switching in the lobby at six seconds left from something like a default meg or dwight to a P3 Legacy with a flashlight or key.
https://youtu.be/CINU304uZYw?t=40Example of what I'm talking about. If we're going to lock the killer, the survivor player's well, survivor, and item should be locked at like 30 seconds in the lobby (Changing perks, addons, and cosmetics is fine)
That's the problem. The only real counter-play for the killer is to just bring lightborn and franklin's every damn game in anticipation of a last-second-switch, and since survivors might be trying to last-second switch to Blendette or Legacy we might as well initiate the Ebony Mori's For Everyone protocol. YOU GET MORI'D! AND YOU GET MORI'D! EVERYONE GETS MORI'D!
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@teamdehn said:
https://forum.deadbydaylight.com/en/discussion/comment/1462164#Comment_1462164
There is no point in doing the 6 second swap if the killer locked....
Sure there is! Want to dunk on the baby killerino with your 3 other SWF buddies but are afraid he's gonna throw on lightborn and Franklin's because he saw the key and flashlights? Or gasp bring the dreaded EBONY MOMENTO MORI because he saw everyone in P3 Legacy and made the correlation his match is indeed against a Survivor Team Six SWAT Team who are going to sweat their butts off?
Just throw all your meta stuff on one survivor, and queue up in the lobby as default baby dwight. At six seconds, switch. Killer will have no preparation.
THAT's the issue.
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I have heard reports on a certain website (I'm not a cheater, I swear my life on it. I do eavesdrop every now and then to see what's going around and if/when anti-cheat is doing its job) that the current PTB actually encrypts the logs and makes the main method of exploit not work any more.
I know one of the programs (that shows killer perks, what survivors are doing, etc.) was already patched out. I think (and hope) the mid-chapter update will get rid of this issue entirely.
IMHO it's gamebreaking because if someone knows who the killer is they can fine-tune a counter-build, every time. Doctor? Calm Spirit. Spirit? Iron Will and Lightweight. Ghostface? Spine Chill. Plague? No Mither and Resilience. Trapper? Small Game and Slippery Meat. Hillbilly and Huntress? Use an indoor map offering. Clown? Red Forest Offering. Hag? Small game, Urban Evasion, and flashlight. Freddy? Small Game (Shows fake pallets) OoO, and replace BT with a different second-chance perk. It's stupid and Rank 1 SWF Survivor Team Six SWAT teams are using it.
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IMHO survivors should be "locked in" at the 20 second mark of the timer. (20 seconds remaining before the match starts)
When "locked in" you can only change cosmetics, perks, offering, and addons for your item. You can't change survivor or item.
This wouldn't feel too "limiting" for the survivors (After 40 seconds of the lobby being full you SHOULD have your build ready) but will eliminate people last-second-swapping from default Dwight to P3 Legacy Claudette with a key.
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I have heard reports the logs are completely encrypted on the current PTB, which SHOULD eliminate the main issue although I have no clue if it'll fix it entirely. (People might find another method)
I do think survivors should be locked at the 20-second mark of the timer (Can't change survivor or item. Can change perks, cosmetics, addons and offering though) so they can't quickswitch.
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BBQ and WGLF's score multiplier should just be base-kit. BBQ can simply be the aura reveal, and WGLF needs a new effect.
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Well I think it depends on what the MMR will consider a win. Winning isn't black and white secure the 4K or escape. I assume MMR will try to predict the outcome like "Killer should get at least X hook events this match. If he gets more, he did above expectations and his MMR goes up" etc.
I hope it's hook events as just kills would make facecamping everyone to death an easy way to rank up. Personally when I play killer I've had matches where nobody died, I got 8 hooks (So everybody was hooked twice) and I still felt satisfied and that I did my job.
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Evil Incarnate (Mori everyone with Tombstone Myers)
Pulling it off is hard enough as it is. It's unfairly difficult as survivors will jump into lockers (even if they're the last survivor) or even disconnect solely out of spite to screw you out of the achievement.
Can we please get bots or DC husks so people can't DC out of spite?
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If there's going to be any actual in-game punishment, I'd rather have them base-kit moriable on first down.
They're gonna leave anyway, so we should do them a favor and save them the effort of pushing leave match by allowing the killer to yeet them out of the match for them.
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Just make the Cypress Mori base-kit. I mean it's the end of the game at that point.
For my Mori rituals I use Rancor since it can't be taken away by a salty survivor DCing.
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Old Freddy was decent in the right hands but I'd rather get Pinhead as an Old Freddy analog. Pull survivors into the Lamont Configuration where they have to find a way out while you optionally chase them.
SCP-106's pocket dimension could also be similar to Classic Freddy and work as a unique "hook-less" killer similar to Pyramid Head. (Survivor can only survive in the dimension for X amount of time, and the time is carried over from each time they get trapped so if you're constantly getting sent there, you will eventually die and thus want to get out as fast as possible each time.)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/173212/whats-even-the-goal-of-a-match
Don’t confuse pipping with winning.
Survivors goal: survive.
killers goal: kill.
the emblem system is (supposed) to just be an indicator of whether you were unfairly matched, fairly matched, or if you need to be matched with more skilled opponents.
Eh, I've tried facecamping everyone to death a few times. I'd get 3K's or 4K's, depip, and the match wasn't that exciting. I found 8-hook games where nobody died but I pipped or safety pipped more enjoyable than 4-hook games.
I was under the assumption the emblems were supposed to be a score-card for how well you did. Granted supposedly the new matchmaking system isn't going to use emblem score for your matchmaking value.
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Another note is for Judith's Tombstone and Tuft, you need to suck 3 and a half survivors completely dry of stalker juice to hit EW3.
This takes a while depending on distance and if the survivor is trying to avoid feeding you. (People who sit there, teabagging and flashlight clicking the whole time are much easier to drain but it still take a bit of time.)
So not only does Myers need to spend a while stalking, he basically has to find (and stalk) all four survivors. If he stalks 3 but the last survivor remains hidden, he will be unable to reach EW3 with Judith's and Tuft. And this isn't counting scenarios where all 4 survivors are trying to avoid feeding him.
Also consider his movement speed is slowed with Judith's to about 104% according to the wiki. That's slower than Hag. And in EW1 (when the match starts) he's at 94%, slower than a sprinting survivor. (Although the stalk requirement needed to go from Tier 1 to tier 2 is still the same)
So not only does Myers need to try and drain pretty much everyone to get unlimited tombstoning, he's slow as a snail without play with your food, which means Myers now needs to pray he can find the obsession to get PYWF stacks so he can move at a reasonable speed (although he can use Nemesis to try and make a new obsession but that's 2 perk slots already taken up) + any accidental swings will use up a stack he can't get back if the obsession is dead. (Although once again, Nemesis)
Not only is all this going on, but during the time he's draining survivors, survivors will usually be on generators and Myers typically won't bother hitting anyone because he's trying to stalk them to hit EW3, which means generators are practically completely uncontested as Myers roams around staring at everyone.
Once he FINALLY hits EW3 (usually gens are pretty much done by this point, especially since the reworked Dying Light and Ruin are no longer good slowdown perks for this build) the tombstone can be avoided by hopping in lockers because Myers can't even Mori you unless you're standing perfectly straight. If you're on a gen, he can't mori you, only grab you, and since he can't tombstone you on the ground either all he can do is hook you or try to carry you away, pick up and drop you to make you auto-wiggle, and then chase you and pray he can catch up to tombstone you before you reach the locker.
He'll also score very low since he won't be hitting or hooking people usually, and he'll likely depip too even with a 4K!
If anything, in my opinion Judith's at least needs a buff. The movement speed reduction and insane stalk requirement should at least let you tombstone people on the ground or in lockers. Nerf it to compensate by removing his ability to lunge entirely in EW3 (so he can't use the long EW3 lunge to instadown you in a loop, then mori you on the ground.).
I definitely think Tombstone Piece might need to be looked at but I can't get mad at Judith's + Tuft because the Myers player is putting so much on the line by running the build. It's a high-risk build (Often survivors can do gens and leave before Myers even hits EW3 because he couldn't get enough stalker juice) and the reward for doing it is pretty lackluster. (Insta-moriing survivors with Tombstone is cathartic, but in the end you're depipping usually and even if you pop EW3 early survivors can still counter it via lockers)
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@ Antares2332 said:
They must upgrade the character without addons and nerf tombstone. That will make the killer more balanced. Most of those who use myers only play it with that addon.
Dunno about that. I think Tombstone Piece + J Myers Memorial (For faster stalking) is viable but Judith's Tombstone + Tuft Of Hair (Unlimited EW3 and Unlimited Tombstoning) is a giant novelty that cripples you and isn't worth running outside of the Evil Incarnate achievement or for messing around. (Even if you tombstone all 4, you will depip usually, and the insane stalk requirement and movement speed reduction makes it ineffective for "winning").
Myers is pretty uncommon when I play survivor. I've seen a few tombstone builds but I've seen MUCH more Scratched Mirror + Lery's offering builds.
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Clown's HUAAAAAGHHUAAAAAAAAGHHAAAAAAAAAHHHHH!
Sounds like a toy with it's batteries running low or something.
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Call him "The Pursuer". That WAS Nemesis's weird fan-name thing and what he was called in the RE3 PS1 manual IIRC.
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https://clips.twitch.tv/BetterSassyEmuYee?repost@Kumakx said:
Once they fix DC penalties it wont be as common.
Also remember that intended outcome of the game is on average 2 survivors dead, 2 escaping (according to devs that is their plan for the game balancing). So if you got 2 killed, 3rd on the ground, you already reached more than enough. Ofc you can go for 4k, but dont feel bad if you dont get it. You are not meant to get 4k every game.
But killers can be depipped via a 3-way tactical disconnect with 5 gens left.
Ideally we should get survivor "husks" (bots trapped in dying state) so a DC has the exact same outcome as if the survivor went AFK. We should at least be able to pick the DC'd survivor's body up and slam it on a hook (or just mori it) so we can get our perk stacks and BPs.
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Actually, you get less.
A quitter bonus is 625 points.
You death-hooking a guy (Only counting the points for the third hook) gives you 500 for hooking them, and another 200 points for them being sacrificed. A total of 700.
Not only are you being screwed out of 75 BP (Which is nothing pretty much) but the quitter bonus goes to Brutality, which can be obtained by hitting survivors, kicking generators, walls, and pallets. The BP for hooks and sacrifices ONLY goes to the sacrifice category. So people DCing gives you less points and the points you DO get are in the wrong category.
Ideally we should get survivor "husks" so a survivor ragequitting spawns a bot stuck in the dying state until it bleeds out over the usual 4 minutes, is hooked (and insta-sacrificed) or Mori'd by the killer (Can be done even without a mori offering.) at his discretion. This would mean survivors can't DC to counter certain perks (I've seen a SWF so sweaty a guy DC'd to counter my Blood Warden after someone else's Distortion went off at the exit gate which indicated I had blood warden) anymore or open the hatch.
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OG Freddy wasn't weak and was mid-tier at worst.
His base-kit had BEST IN CLASS Stall (Something killers want desperately due to gen speeds) and tracking. (Which allows harassment of survivors to keep everyone off gens)
His stealth was probably second-in-class. His small terror radius (IIRC it was hag-size on a 115% killer, and can be made NON EXISTANT with Red Paint Brush and M&A) combined with the dream world fog and mist made him hard to track or notice.
The only weak part of Freddy was his chase. Even then it wasn't that bad. Yes you wait 7 seconds to make the survivor vulnerable but during that time you're flickering in and out of existence. You usually start the dream transition right next to the survivor and not many killers can get a hit in within 7 seconds of spotting the survivor. With addons it can be as low as 3 seconds.
If you tunnel one dude at a time and take long chases you'd have a bad time. Freddy's playstyle involved a ton of disengaging from chases, glancing at survivor auras to see who's doing what, breaking a chase just to re-sleep a guy who woke up, catching people out of position in dead-zones, stressing survivors as much as possible (I loved the OG pill bottle. First sleep on a survivor you can usually get a gen-grab, all subsequent sleeps you can run after someone else and the survivor will run around like a chicken with their head cut off expecting a Freddy who isn't coming for them) etc.
After all the pallets are down (and Freddy's stall put even hostage doc to shame) survivors were screwed.
OG Freddy felt similar to OG Doc and I miss the juggling playstyle.



