Tsulan
Tsulan
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2822725#Comment_2822725
I dont know why they arent high risk. From my understanding they are suppose to be a survivors version of a hex perk but there is zero risk for them.
Boons have no downside. Hexes are supposed to be high risk, high reward (even when they feel high risk, low reward). But boons are low risk, high reward. So i don´t get why survivors can relight them as often as then want. Especially since this was an issue with Undying:
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@FlameLickVA said:
https://forum.deadbydaylight.com/en/discussion/comment/2822720#Comment_2822720
Boon: No Bitches?
Nah, currently running a meme build with all 3 boon perks.
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Just turn them into high risk, high reward perks. If the killer finds them, its gone for good.
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But my booooooon.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2822654#Comment_2822654
I thought so. Another proof that killer mains with no friends are locked up inside their own box. And they threw away the key.
Dude... what?
Are you serious?
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@[Deleted User] said:
Agree 100% with DS and Bubba. Especially if you're playing with anything less than a 4 man SWF, you pretty much need DS.
I used to play 70 killer/30 survivor, but I'm closer to 50/50 now. In general, I think I've realized just how rough solo queue is. It desperately needs changes. Zero baseline information may have worked at launch relative to launch killers and their power level, but it just doesn't work now. Killers and their perks are strong enough now to warrant information in solo queue without sacrificing perk slots.
Bond works like a charm. It gives me so much information on who is nearby, who is being chased and where, etc. For me its the best perk for solos.
Oh and i think we get to much baseline information. When there is a Hex involved, Undying, Ruin, Exposed, Overwhelming, etc. All perks or status effects that give no surprise at all, since you get the baseline information. From there, a decent survivor can count the killers perks in order to know what loadout he has. For example, the Obsession Tentacles (or whatever that is around the survivors picture). Tells everyone that the Obsession is being chased. It was made baseline, because killers would tunnel when it wasn´t around, since DS also wasn´t around.
I´d prefer to play without all this information overload.
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- I don´t run DS. Playing without it doesn´t feel like an issue at all.
- Just played against a Bubba who downed me after running him for 4 gens. Got unhooked from David with BT, David went to the hook, Bubba downed 2 survivors that tried to unhook him. Meanwhile i finished the last gen, picked up Mikaela and unhooked David, while Bubba hooked Nancy. Managed to unhook Nancy and open the exit gate. Got downed right in front of the exit. Was a good game, despite dying.
- Gens go to fast. I barely have time to bless/cleanse totems to prevent NOE
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@Thusly_Boned said:
NGL, if Undying were basekit, I might run ruin AND another slowdown/gen regression perk with the extra slot, at least on some killers. And that would be kinda OP. Corrupt + Ruin + Undying using only two slots? Or maybe Grim Embrace?
So no, it absolutely should not be basekit.
I would be on board with reverting it to its original state, though.
Or just run Corrupt, PoP and Call of Brine for a far better outcome.
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I really wonder how this change will affect the kill stats. When all those people that claim to be just skilled, suddenly have to play like everyone else.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2822295#Comment_2822295
"Not even a god tier perk"
->Used by every killer at all levels because of the astronomical difference it makes in the longevity of the strongest perks in the game
Sure bud, we believe you
Hex perks are the strongest perks in the game?
https://www.youtube.com/watch?v=BwSts2s4ba4&ab_channel=AdeliciousGeneve -
The original design for Undying was perfect. They should revert the change.
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I assume that the kill stats would be way lower without NOED. So nerfing or removing it would force the devs to make a lot of balance changes to all killers.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2821253#Comment_2821253
Not you, in general. I agree that hook states are generators, but some think a single hit should result in death.
I can't entirely agree that it is over; I've seen as much as eight hooks with four gens left and Survivors escape. Likewise, both doors opened, and a 2-4k lol It's not over 'til it's over!
If i get 8 hooks with 4 gens up, than the survivors i face are way below my skill level. Unless they are super cocky, i´ll let them finish the gens and let them go. Even though, i have to admit, that sometimes survivors don´t appreciate this act and instead get toxic in the endgame chat.
But then, survivors shouldn´t be surprised when they get less and less "nice" killers.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2820601#Comment_2820601
Yes, it doesn't make sense. I narrowly tailored my reply to a specific post; your response is broad and doesn't address the point.
https://forum.deadbydaylight.com/en/discussion/comment/2820609#Comment_2820609
No, it's not. If I injure a Survivor, it makes sense to continue pursuing them until they get downed and hooked. Otherwise, The Killer can lose that investment. After that, you don't have to continue following the Survivor. They've fulfilled their investment in that Survivor via the hook state. If a Survivor heals after a hook, I do not consider that a loss. Sure it's easier to pursue an injured Survivor, but it's unnecessary. If you think one hit should equal death, then yes, tunneling makes sense. That comes down to opinion and entitlement, much like Survivors that think five generators mean escape. As the killer, I don't tunnel nor need to, but it's clear you do, so you're trying to explain yourself. It changes nothing for me.
https://forum.deadbydaylight.com/en/discussion/comment/2820611#Comment_2820611
You can use any term you want; I focused on necessity. People try to equate completing one generator with death; I don't see it this way. It comes down to opinion and approach. I don't tunnel, camp, or slug, so I also don't need to justify those things the same way others do. Many play this way and get offended when others call it out, so they try to defend their actions.
https://forum.deadbydaylight.com/en/discussion/comment/2820614#Comment_2820614
I understand WHY people tunnel. That was never in dispute. In some cases, it makes sense, but I often see tunneling when it is unnecessary, so not everyone "only tunnels" during those moments. Some players have a propensity to tunnel independent of what's happening. Tunneling is here to stay, but that doesn't mean people can't express discontent over it. It also doesn't mean that it is good for the game or the experience.
Not defending anything. But in my eyes, gens are to the killer what hook stages are for survivors. Once a certain amount has been reached, the game is over.
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@NOEDENJOYER said:
https://forum.deadbydaylight.com/en/discussion/comment/2821209#Comment_2821209
What an unreasonable suggestion.
Comparably, if you're a survivor, just stop bringing DS/BT/UB/DH & COH. Even if the killer tunnels & camps you out of the game in less than 5 minutes, maybe if you stop sweating you would actually enjoy the game and the killer rates would even out? Just enjoy getting gen rushed or tunnelled out of the game 5head.
I actually never use DS/UB/DH unless its for a rift challenge or something like that. Currently i´m memeing with a full boon build but usually my build consists of Bond, WGLF, BT (for the WGLF stacks, because for a weird reason, survivors run straight towards the killer without it).
Usually i have a above average escape rate. Even without sweating. So i´m not sure what you tried to say with the rest tbh.
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Didn´t the devs state on one stream, that gen slowdown perks shouldn´t be a must?
Anyway, i strongly recommend every killer to play without gen slowdown perks and without NOED. For the simple reason that once killers stop sweating over kills, the kill rates drop and the devs need to change something in order to keep their aimed 50% rate for.
I´ve been playing without gen slowdown for some time now. Sometimes i get 2 hook matches that last less than 5 minutes. Once the gates are powered, the survivors 99 them and try to farm, but i just open the gates and ignore them from there on. Escaping with 11k bloodpoints while 2 cakes are in play, sure must be worth it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2821083#Comment_2821083
That's not the only reason.
There's literally not enough players to support our current system. Even if it were tightened up, we'd be looking at 30 minute queues for Survivors at peak hours. Nobody wants that.
Blame the balance of the game. Not the MMR. Its working as intended. Priotizing faster queues over fair matches.
If the game was more balanced = we´d had more killers = shorter survivor queues = better working mmr = better experience for everyone.
But the "better experience for everyone" part is also fault of our community. We can´t choose who we get matched with, but we can choose how to react. Getting matched with troll squads and barely getting any hooks is as fun as getting matched with new players that last for 20 seconds. We as a community can´t change that. BUT we can change how we react to it. If you notice that you are matched against a player of a lower skill level, then go easy on them (this goes both sides) and be nice in the endgame chat. Getting belittled after getting stomped is as encouranging to continue playing as getting flamed and stalked on the profile by someone who lost to you.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2820608#Comment_2820608
Doesnt sound like a good friend then, better that way I guess.
I get it that it is not nice if you play "not nice" against a friend but tbh dbd is dbd, you are not expected to go easy on ppl only cuz you know them.
But ye I am the same, I had my best friend in the lobby, I played Clown on lerys and we both where also in call. He was just playing solo que and I played Killer and it took us like 5min into the game to realize that we are facing each other xD We also made comments like "Dude this clown is so annoying he always knows where I am so I cannot flashlight save" and me be like " dude this dwight is so annoying to deal with he keeps looping me perfectly". We where laughing our asses off after that experience xD The best thing is the moment we realized it was us was becuase you can hear my space bar through my mic, always when I vaulted he could hear my space bar and was like "is it you ben?", best experience of my life oof.
Oh he wasn't a friend I knew personally. Just someone who sended me a friend invite after a match (does this make sense?).
I played Trapper, he isn't exactly a nasty killer. Maybe he expected a free release or something like that. But since I don't really pay attention to the names.
All my real friends stopped playing DbD years ago. That's why I play solo only.
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@Nicholas said:
Killers camp and tunnel even before anything happens, so the excuse that it is a byproduct of gen rushing is hogwash. Tunneling is a core part of the Dead by Daylight Survivor experience. You are periodically guaranteed to get tunneled independent of what you do or what is happening. I've seen it all; The Killer tunnels after a DC and before the completion of a single generator.
https://forum.deadbydaylight.com/en/discussion/comment/2820554#Comment_2820554
Of course, someone will finish that generator because the investment can regress to zero. If the generator stayed locked at 90%, people wouldn't rush to finish it. On the other hand, a killer's investment in that Survivor doesn't regress because they don't get hooked again fast enough.
Boiled down to the basics, both can be considered tunneling.
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@BenZ0 said:
I met a few times @Aven_Fallen but thats it, tbf I usually dont pay much attention of who am I facing.
Yeah, I have the same problem. I don't really check names during the match.
Played against someone from my friendslist who removed me afterwards.
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I don´t play "op" killers. So i stay away from Nurse and Twins for obvious reasons.
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I´d play without gen slowdown perks and watch how survivors end the their last match in 5 minutes.
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Actually its neither a latency nor a huntress issue that you get hit around a corner. It has to do something with the hitbox.
The hitbox of a injured survivor is the same as the one of a healthy survivor. While the animation of a injured survivor is slightly different. So a huntress that tries to perform a headshot on a injured survivor will see how the hatchet passes right through his head, without downing him. Meanwhile a hatched that "hits around a corner" actually hits the hitbox that is slightly behind the injured survivor.
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Would have been more fitting if you played Plague.
Just saying.
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Just leaving this here. For those that can´t find the quote.
Because obviously, cleansing a hex 4 times is to much for 4 survivors. Meanwhile a single killer, that is on the pressured side of the game will have to find time to continuosly cleanse boons.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2813474#Comment_2813474
It only postpones it though not completely removes it like most people want cause right now the "perk=game fix is really getting old
But it's better than nothing.
If survivors want to use their boon, they'll waste a ton of time doing so.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2813039#Comment_2813039
Except totem placement sucks so for the most part hex perks lose power within the first minute
Thats why you need both of them. Undying shows you when a survivor is nearby and Thrill gives you more time to approach the survivor.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2812455#Comment_2812455
Seem like they went back on it and decided it work.
The community is so happy about that!
Oh wait...
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2812732#Comment_2812732
Hit and run isnt viable anymore due to circle of healing.
There might be a solution for that: Undying + TotH could prevent CoH on a high mobility killer like her.
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I want old Freddy (the 2017 version) back.
The new killer gives me old Freddy vibes. She doesn´t has to be OP, but fill a certain hit&run playstyle, which is appealing to me. So far it looks like she might be able to do that. On top of that, she has Jump Scare potential (like Myers). Which is also something i like.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2812656#Comment_2812656
well there are games that require you to do that
But they don´t base their balance around this.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2812467#Comment_2812467
ye I get what you mean, but I feel like thats an necessary trade off, I mean other games have the same issues like that you know.
But other games don´t balance around kill/death statistics while asking people to throw the match in order to complete a objective that has no connection on how the game is actually played.
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So far i´ve seen more people complain about the fix to streched res than people that complained about streched res.
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My opinion is mixed. Sure, it's a nice side objective. That slightly reduces the grind. But on the other hand it can create a lot of frustration, when we get some objectives that are impossible to achieve without throwing the match.
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I said it before, and i´ll say it again: the current mmr is like the old VC. Which was a terrible system to evaluate "skill".
On top of that, in an older stream about sbmmr, they explicitly said, that they tested an early version of the mmr with only kills vs escapes in mind and that it was terrible.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2812415#Comment_2812415
I agree as well as one big issue is slowdown perks are balanced around there been multiple in a build which makes a single slowdown practical use which means you have to run at least 2 to have effective slowdown. It's a bad design combined with a 4 perk limit. I've said before slowdown should be limited to 1 and balanced accordingly that way a killer doesn't have to dedicate half there build to slowdown.
The issue with several slowdown perks is, that survivors see it a auto win for the killer, if he dedicates his full build to slowdown.
However, not dedicating the build to slowdown is a auto loss.
Which leads to frustrated players that start to camp, tunnel and slug in order to have a chance. Which leads to even more frustrated players.
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I find her power interesting. She has jump scare potential.
What tier she is, will be determined in the 2-3 weeks after her release.
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What happens when killers play without slowdown against decent survivors can be seen on Otz last stream. He asked the survivors to gen rush and they did exactly that. He got 1 hook before the gates were powered.
It's not a coincidence that 4 out of the top 5 most used killer perks are gen slowdown perks.
Killers shouldn't be forced to dedicate half their build to slowdown.
Devs saw the stats and came to the conclusion, that we need more slowdown perks...
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Looks kinda stretched. I´m so glad that skill matters in those tournaments and not something like a stretched res...
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My prediction is, that survivors will carry a TV on their back. But not a new TV, one of those old big bulky ones.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2810185#Comment_2810185
If it was yours, it belongs to you then. I don't rememeber who said it first xD but it was epic! Gj
No problem.
Nice to see someone else use it
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@Chocolate_Cosmos said:
I quess people like enjoying 50 shades of Blight.
That was my quote...
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/310407/balancing-hook-campers
Or they could fix the game so the majority of killers don't camp. When I started the only time to worry about camping was ranks 10 or above (roughly). Now anyone and everyone no matter what ranks/MMR is camping there asses off. Seems to me a bigger issue is at hand.
Devs need to take a hard look on WHY the camping and tunneling has increased so much, instead of just doing something against camping.
We need to get rid of the root cause first.
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I expect something along the lines of this:
Boon: We´ll run forever.
- As long as the survivor is inside the Area of Effect, it Replenishes the exhausted bar while running.
Boon: You won´t make it.
- All hooks inside the Area of Effect are broken until the Boon is cleansed.
Boon: Light it up.
- As long as the survivor is inside the Area of Effect, items don´t lose charges.
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I mean, in regard of the temporary part, removing the perk tiers would give them 10 years to come up with a solution before they reach the point of grind we have now.
Should be enough time. But maybe thats just me.
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Altruism kills.
Sometimes its best to cut the losses and leave. Or a 1k turns into a 3k.
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Just had a match where the killer teleported on top of each of us and downed us.
So yeah, there definetly is a hacker problem.
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Removing perk tiers would be a solution for the next 10 years. Before they reached the current amount of bloodpoints required to max everything out. So i don´t really see why they won´t implement it.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2806013#Comment_2806013
If it gets worse for huntress players im fine with that
Reworks usually kill a killer. It happened to Freddy, Billy and now Nurse.
Believe me, you don't want to reduce the killer roster. Because then the chances of facing the same killer over and over are much much higher.

