Tsulan
Tsulan
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- Tsulan
- Joined
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Comments
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Yep, hex spawns are terrible. They have been terrible since the release of Undying.
Yet when someone complains about it, people claim that the spawns are good.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2046045#Comment_2046045
Ok if there are no hex totems doing the dull ones are completely useless unless they have NOED which is rare and running around the map to find all of the useless totems is boring af.
Survivors sit on the gen while injured, instead of healing.
Survivors sit on the gen while their teammates are hooked.
Survivors have chests to loot.
Survivors complain about NOED.
Also survivors complain that there is nothing else to do than gens. Duh
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2046049#Comment_2046049
He would have camped the Exit Gates instead of the Hatch, it makes no diference.
In the case of starting the EGC right when there is only 1 left like you suggested the Killer would slug anyway because the last one can still open the Exit Gates and the only way to block an escape attempt is to slug, find the other guy, down him and hook him and the slugged one, again no difference.
Removing hatch and popping EGC doesnt solve Exit campers nor 4K sluggers, it just removes a gameplay element.
That's what perks like Remember Me and the new one, that blocks the gate are for.
People will realize it's better to work in a team and not abandon the team for the hatch.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2045502#Comment_2045502
well the EGC when hatch is closed is worse and that's what you want sooooooooooo
Soooooo in that situation I could have been saved. Since the other survivor was camping the hatch instead of going for the rescue.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2045252#Comment_2045252
I don't blame anybody for tunneling because it's the objectively efficient thing to do but it's different than gen rushing because you have to go out of your way and actively decide whether to tunnel or not. If I'm a survivor I'm not consciously thinking about whether I should slow down on gens to help out the killer or not, I just do them because it's the only thing to do, there's no options.
Totems exist.
There are plenty of other things survivors can do.
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A camping killer gives the other survivors time to do gens. So they can finish 3 gens and still get you out.
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Sure, watch 6 gens pop after the first down. An amazing view!
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2044413#Comment_2044413
Again how is it ANY different then simply slugging for a 4k like now? Killers that do that will still do it nothing will change so this doesn't address what i think you're trying to address.
If you're problem is hatch itself it's not really a problem if we ignore keys, the worst thing i can think of is a swf dc'ing to give their friend hatch which is pretty rare, in all my time playing that has happened like at most 8 times out of over 3000 games.
Hatch exists to give the last survivor a fair chance to escape it's a race to whoever finds it/gets to it first. once it's closed the exit gates are powered as a last attempt to survive which is fair since the killer can close it as soon as hatch is opened.
There are no major or even common problems with hatch itself other than "the lasts survivor shouldn't escape like this" which is an opinion not an issue. Once keys are reworked hatch won't have any issues at all really and hatch offering btw help the killer if no key is present so as said once keys are nerfed hatch will be fine.
Lastly exit gate spawns are often terrible to the point where either it's killer sided as hell or survivor sided and it's incredibly rare for it to be fair. On certain maps there are also set exit gate spawns that are incredibly unfair to either side no matter what such as midwich, saloon, and lerrys. honestly removing hatch would just make wither the last survivor escapes or not completely RNG which is far worse than how it is now as with hatch survivors have to accept that they will probably die if they don't escape from it or they can wait at a gate to open it once hatch is closed.
Hatch isn´t fair. Never was and never will be. It´s not fair for the killer, nor for the other survivors. Just had a match with a hatch camper, who let me die on my second hook and then gloated about it on my profile.
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@Tillablerhino44 said:
I think the game likes killers n general since survivors get nothing and killers get everything they want
Like short queues? Yeah, killers totally got those!
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@gendoss said:
"Gen rushing" as an idea is so stupid. Like sorry for doing the only objective too quickly? What do killers expect, just for survivors to sit around twiddling their thumbs while they're chasing someone? "Oh sorry guys, we did the gens too efficiently, we should have let go of them and slowed down a bit".
I assume tunneling also doesn´t exist. Since the killers only objective is to kill.
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Billyoh wait, nevermind. He got a rework. -
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2044513#Comment_2044513
I’ll never give it up after I ran into a coulophobia doctor while running it. It’s a bit inconsistent but very effective
It can be very effective. But when you play solo and the others just refuse to let you heal, it´s just...
What also limits full healing builds is the 8k point limit. Which honestly should be removed.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2044500#Comment_2044500
Most Jane’s run self care from my experience but they will heal you when it’s the best thing to do. At least with a Jane I’ll still have 4 teammates 2 minutes in
I used to run Autodidact. But i threw it out of my build. Because each and every single one of my teammates either brought SC or a Med Kit.
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I can only heal you if you let me.
When you instantly run to a corner of the map, to SC yourself, while I followed you. Then I'll ignore any heal requests from you during the rest of the match.
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Bribing won't work. Doesn't matter how much bloodpoints people get. It won't turn a horrible experience into something worthwhile.
No one wants to get paid to be bullied.
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@KiwiCoattails said:
It does make me laugh when survivors complain about queue times and then those same survivors will go into a lobby to deliberately try to provoke the killer and do anything they can to make them have a miserable gaming experience. How do they not put two and two together?
Because they tell themselves that only the bad killers quit and that there are no queues.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2044148#Comment_2044148
if EGC is active when 2 survivors are alive that is very unfair for the killer, in fact that is worse then how hatch is now.
If it doesn't activate then it's no different then slugging for a 4k as it is now
edit: Like in a swf say someone is going to die, the two last survivors can just go wait at the gates and at least one will escape if not two. that is worse than how hatch is by a lot.
Hatch offerings exist. The EGC would start when there is only 1 left. Better to have a limited time to check both gates, than wasting an endless amount of time on slugging and searching the other one.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2041573#Comment_2041573
mate you just slug still...
as long as 2 survivors are alive the killer will still slug.
Why? EGC is active. No need to slug.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2042411#Comment_2042411
That seal needs a hug and it'll be good as new.
Did you think about restarting the whole cute cow picture thingy?
People loved them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2042380#Comment_2042380
Glenda cheated on her husband I'm not trusting her again, please return the message that I've blocked her number and will issue a restraining order if need be.
I'm sorry the parties are kinda drab but if it's any consolation my new place doesn't hold any so we can all go clubbing when this is over to celebrate the old times. Me, you, the gang minus Glenda, and obviously Jakey the Cow.
Party clubbing not seal clubbing, obviously. They're too cute.
- Body is 1 character too long.
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- Homeoffice
- Since it started
- When i´m bored
- Not half as invested as i used to be
- 2.255 hours
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The Freddy rework only took them 2 years. Being a iconic licensed character with a huge fanbase. The Twins don´t have a fanbase and are not iconic. So i guess we will see their rework by 2024 at the earliest.
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/2041862#Comment_2041862
So you've just admitted to giving up on a teammate no matter how well they've done just because they were unlucky and got hit first by noed.
Don't be on my team tyvm
And you say 'do bones..' yet they could spawn anywhere on the map, god forbid its not backwater or you'll be scrambling for days.
Let's say you find it, most likely they are going to be checking on it. So you'll end up getting noed'd yourself..
I do bones. That's what I admit.
Going for a rescue against a camping killer with NOED up, is something what a new player with 0 experience would do.
So don't worry, you'll be save from getting paired with me.
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/2041822#Comment_2041822
So you expect me to just let someone die on hook because they were unlucky enough to be the first hit by noed?
Maybe if they had known the killer had it they would of tred a little more careful.
Do bones (it's not to late) or cut your losses and get out.
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@xXCAM3R0NXx said:
I think I'm the only one that actually agrees with this post.
I've encouted numerous killers who are just doing poorly at a trial. Then all of sudden gets a 4k from no where.
Yes noed can be easily countered my doing bones.
However, first you have to find all 5, take time to cleanse and for what? The possible chance of them running noed?
If they do have noed and they're bad
= Okay fairs, you've countered it and able to win
If they have noed and they're good
= Hooray you cleansed all the Totems... But oh wait it dosnt matter because the killer has 4 gens left and one survivor is already dead... If only you could of helped and done gens instead of wasting time finding and cleansing totems.
If they don't have noed and they're bad
= Easy win that's all really
If they don't have noed and they're good
= You've just wasted about 2 minutes of your time finding and cleansing totems for a perk they don't even have. Now you've left 5 gens, people already on death hook and the killer has a ton of map pressure...
NOED isn't powerful in terms of its ability.
It's powerful in terms of its uncertainty... If we know they have noed then we know we need to cleanse ALL the totems... If not then it allows us to actually do our goal which is to escape.
If the killer turns a 0k into a 4k because of NOED, than it wasn't the killer who performed poorly, but the survivors.
It's not like all survivors instantly drop dead once it's activated or something like that.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2041573#Comment_2041573
The main problem I find with the hatch is survivors using keys to bypass their objective. In the last 5 games, I had two key escapes — One was a single and another was a double SWF escape.
Survivors may say, "They needed to complete some generators to spawn it in" but they don't consider how fast generators can go. We already know 5 generators can be done with an effective team, but with a key, we're talking about preventing 3-4 generators from getting completed.
I'm playing as the Nurse and it's still challenging to stop survivors with keys, they often focus on generators. Inexperienced groups usually get destroyed by my Devour Hope + Thrill combo since they ignore bones, but experienced groups can get at least 3 generators done and escape before my Devour Hope + Thrill combo overwhelms them.
All in all, it's mainly keys that give the hatch a bad name, but to be fair, if we remove the hatch, we have to make exit gates spawn identical to Léry's and Hawkin's Lab to prevent the gates from being too easy to patrol. 😁
Gens really fly like never before.
Keys are not only frustrating for killers, but for survivors too.
Yesterday I had a match as solo. All gens completed, I hadn't been hooked and went to rescue one camped guy. Turns out he had a key, and instantly used that key to escape with his friends while I got downed. (Hatch spawned close to the hook).
My reward for being altruistic.
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@Artick said:
They have a lead community manager, a huge team of community managers, another team of ACM's then a ton of mods. And they say nothing. Every 1.5 months they make a post about the new update and that's it. Their communication was insanely better(actually anything is better than 0) when they had no community managers and it was just Mathieu and Dave live streaming every week.
I miss those times. When we looked forward to the weekly stream.
Makes you wonder what the community managers actually do.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041578#Comment_2041578
Noed is not the same as adrenaline. Noed=keys
NOED is exactly the same as Adrenaline. Only difference is, that NOED has a counter.
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*adding bubba to the ever increasing list of killers that are not allowed to e used on red ranks*
Could you provide us with a list of killers that you think are save to be used on red ranks?
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4 survivors equip Adrenaline: totally fair.
1 killer equips NOED: It's OP and needs to go!
Even when both perks do the same: alter the current health state.
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Just remove the hatch and start the EGC once there is only 1 survivor left.
Problem solved.
No boring slugging for 4k.
No boring camping the hatch and hoping that the other survivor gets found first, when only 2 survivors are left.
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Don't worry. They would have also reported you if you would have farmed with them.
Just because.
Best to ignore it and move on.
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@Gl1TcH_8727 said:
https://forum.deadbydaylight.com/en/discussion/comment/2040383#Comment_2040383
True but, What I was saying was it can be more difficult to earn BP as survivor than it is killer, because with a killer that never hits anyone you earn significantly less points
I've also seen killers get gen rushed and leave the match with 10k points. Actually less than what the survivors earned.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2040291#Comment_2040291
You can repair an entire gen and not get a single skill check. Skill checks are probably the least reliable way to get BP so I'm not sure why that's your example.
That happens like once in 100.000 gens.
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@Gl1TcH_8727 said:
https://forum.deadbydaylight.com/en/discussion/comment/2040291#Comment_2040291
They can earn as much as killers but its just a little more difficult, because As a Survivor your job is to mainly complete gens, unhook your team then HEAL them, and surviving. But if you have a Good killer depending on your skill level and how you play will most definitely affect your Gains by a decent amount.
And the killers main Objective is too Get a 3K or 4K match, and Just be super brutal, and Stop the survivors from completing gens and to Stop the gens from making progress.
You need a good killer or you barely get altruism points. Only Objective points. I´ve seen survivors escape with 11k points. No altruism or totems. Just gens.
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@th3 said:
I don't like it since bloodpoint gains for survivor extremely low. Plus majority of the survivor bloodweb is hot garbage and the iridescent addons literally aren't worth it.
Bloodpoint gains are low? What? Survivors can earn as much as killers. 300 BP skill checks guarantee this.
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We need a killer version of Ace in the Hole, Plunderers and Appreciation. Something that lets killers keep their addons (under certain circumstances) and can even let them find new ones during the trial.
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@Noisy said:
You don't get it, he wasn’t allowed to play his favorite killer because queue time was hours long for high sbmm killers, not because he was not good enough...
Waiting more than 1 hour to finally get matched with a 4 man swf tournament level team is stupid and would kill the game for sure.
So instead the tournament level SWF team gets matched with someone who doesn´t even have the slightest chance...
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2039334#Comment_2039334
Yeah I was just reminiscing on the time I could find survivors match fast that didn’t involve desync
I played during desync. Honestly i had a blast, finding quick survivor matches was a blessing.
Maybe the devs surprise us and the Trickster is actually a disguised RE Nemesis with a Gatling Gun.😂
At least, that would explain the high fire rate of his blades.
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You are the purple one, right?
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@SMitchell8 said:
Embarrassing that we are set up to fail miserably with trickster tomorrow. We all know he's gonna be crap before we even play him. Fun or not, trickster is there for the survivors entertainment tomorrow.
Well... he is a entertainer. So mission accomplished?
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2039329#Comment_2039329
I am aware. Don't make me feel so old 😂
Don´t remind me. Time really flies.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2039281#Comment_2039281
It does get longer but not by a significant amount like it used to. Remember when demo released? Killer queues were like 10 minutes!
The time reduced graduadly. Also, demo was released September 2019.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2039281#Comment_2039281
Bruh I remember when GhostFace came out queues on Xbox were an hour for Killer.
His release was almost 2 years ago.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2039175#Comment_2039175
We still see Pillowhead from time to time but twins and plague lasted a combined 5 hours. Slinger also lasted like a day
Yet, when the devs were asked about the reason behind long survivor queues, they said, that whenever a new killer releases; killers have long queues. Which hasn´t been correct for over a year.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2039175#Comment_2039175
The Twins weren't even 1 day lol
1 1/2 🤣
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I wonder how long we will see the new killer before he "vanishes". Usually, when a new chapter releases, we see the new killer non stop for 2 weeks.
Pizza head was 5 days. Twins were 2 days. I think the trickster will be somewhere between 2 and 5 days.
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So... you don't want to play at all? Because when the skill based mmr drops, high rank survivors will always get matched against the same few (viable) killers. If you block them = no matches at all.
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@UnentitledBunnyMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2036907#Comment_2036907
I did it for like a few times when I'm really frustrated after played some weak M1 killer
That´s not very nice.
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Survivors can repair 3 gens by the time the killer gets his first hook. Survivors completed 60% of their objective, while the killer completed 8%. At least, when he tries to play without tunneling. Going for that 12 hook match, while ignoring freshly unhooked survivors. Of course, that´s not going to work. At least not on high ranks. Killers tunnel for a reason. To apply pressure. Remember the phrase every survivor told killers, whenever they complained about gens going to fast?
Well, they tried Undying Ruin, but apparently the playstyle of spreading damage, instead of tunneling&camping wasn´t enjoyable for survivors.
So killers now resort to whats the next best thing for applying pressure: Tunnel someone out early.
This was a expected side effect of the Undying nerf. Like it or not, but killers also want to have fun. Losing 3 gens early isn´t fun for killers. So why should they care about survivors fun, when they obviously don´t care about killers fun?
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@UnentitledBunnyMan said:
Maybe he is a killer main and he is tired of bullied so he queue as survivor and grief u random survivors. That's my theory
Why do you think it was a killer main?
