UMCorian
UMCorian
About
- Username
- UMCorian
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Comments
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Slide aside - I played Cyberpunk on PC about 3 months after it released. I experienced like 1 gamebreaking bug in 150+ hours (quest couldn't be completed). I lost like 20 minutes of gameplay having to reload - not the end of the world. I'm genuinely sad for the developers on it - it was one of the best stories I've seen from an RPG in a very long time. The combat was extremely satisfying (even if the AI was a little... Skyrimy, I guess you can say) and I loved going through all the different options for ending.
But the suits at CD Projekt Red tried to rush the release and shoved a weedwhacker up their own asses by not having functioning versions for last gen consoles on release. It completely ruined the reputation of this game and so many folks who'd have bought it didn't.
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IMHO Nemesis is fine.
I think Killer Mains are a little on edge given the state the last two launched in. Twins was just a bug-filled hot mess with an incomplete kit on launch and Trickster was so bad and ineffective, he was a complete meme killer on launch... and honestly, even after sweeping buffs, he's still arguably the worst killer in the game.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1897126#Comment_1897126
Dude, you predicted the future!
I love how they're trying to disguise it.
Devs: "Uh, because Nemesis. Y'know he has vaccines. And Franklin's on him is too powerful because, y'know, survivors may pick up vaccines and not use it immediately, and that's too strong on him so-"
Community: "-Sure. Yep, uh-huh. Totally makes sense."
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Yeeeeeah.
I'd rather lose than play the game looking that awful.
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I think that's a pretty common trend amongst players in general.
You also don't see many killers saying "GG" after 0K displeased entity... but when they 4k, it's almost always "GG".
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If it's any consolation, I haven't really played in 6 months... fired it back up yesterday, played a Rank 20 killer vs. 4 purple Survivors.
It's like: "Welcome back. Get ****ed." Not even a freaking mercy match for me to dust the cobwebs off. lol
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I genuinely don't think the nerf will do much. They just aren't really nerfing him in a way that makes a lot of sense, given the issues Survivors have fighting him.
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I'm generally amazed it took this long for them to effectively delete Iri Heads.
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We really don't need to make solo queue more like SWF unless folks actually do want a 30 minute Survivor queue.
If anything, we need to make SWF more fun for killer.
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As Killer, I let the Survivors chose how we do battle.
If the Survivors are chill, inefficent on gens, bad loopers, I'll play down a bit and relax. I'll take long chases, peel off to chase others, ignore hooked survivors completely... etc.
If they're giving me really hard chases, flashlight saving, body blocking, efficient on gens - I go sweaty. Proxy Camping and slugging is on the table if I'm behind.
If they go clicky, teabaggy or start taunting me with gestures - gloves are off completely. Happy to face camp the offender if the match is beyond salvation.
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The only thing I'd change now is to make there always be an obsession in-game, even if no one took an obsession perk.
When I down someone a second time, I always find myself glancing over to the names. No obsession? No problem. Pick up, hook again. Knowing someone doesn't have DS does lead to reductive play and encourages tunneling. Before, it was never an issue - maybe 1 in 50 games would have no obsession. Now it's significantly more common.
If there's an obsession, I know I'm taking a risk.
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I loathe indoor maps with a passion no matter what role I'm playing.
They're a 100% knowledge check. Have you played this map enough to know all possible places a gen can spawn? Have you memorized all the tiles/rooms/possible layouts that can spawn? If not, have fun spending 75% of the game desperately looking for a gen to do and depip unless you get lucky...
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@Tsulan said:
Find the one survivor who is bad at looping. Tunnel him out asap. Once they're only 3 survivors left, you successfully applied pressure.
I try to be a bit less ruthless than this, but similar idea.
Find a weak looper, down them, force stronger loopers out of position to rescue, then capitalize. Even the best looper can't evade you if you pick a nice dead zone to force him into.
Honestly, I'll sometimes slug to avoid 3 hooking a bad looper too quickly. While a part of it is mercy... there's a strategic element to keeping the weakest link alive, as someone has to come out of position to pick them up.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2091011#Comment_2091011
The trickster is a narcissist, I was expecting main event to actually be map wide and powerful so it fits with his character. It is literally his normal power but just buffed a little.
Since it lowers his base speed, disallows him the ability to break pallets, vault or M1 during... you can make a very strong case that it doesn't buff his power at all.
And since you have a stupidly small window in which to activate it and cannot use it strategically at all, more often than not, you'll gain zero value and probably be in a worse position afterwards than you were before.
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Careful what you wish for.........
Based on what we see each time they turn it on, you'd have a higher chance of getting a good match-up by drawing names out of a hat.
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Good changes. I think it will address a few big problems he has.
I really think Main Event needs some love though - glad they are fixing the lowered speed, but there's still so many reasons why it could very well be dumb to actually use it when you can.
1.) Allow the killer to use it when they want or, at very least, increase the window to use it from like 5 seconds (or whatever ridiculous number it currently is) to about 3x longer. Barring that, maybe try to impliment a way to "99" it that feels good - like Myers and Ghostface have. Just flat out not using your power at around 99%, hoping that you'll happen to be in the perfect place with no obstructions to launch knives unobstructed feels like crap.
2.) Allow the killer to cancel it when they want. Sometimes its more important to vault than stand at a window throwing knives at nothing for another 3 seconds.
At present, it seems like 90% of the time using Main Event hurts you rather than helps... and I think if all that changes is the speed he moves, that might drop the number to 70%.
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If this was Activision Blizzard, they would put the bug fix on their cash shop and only let paying customers download it.
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Better than I expected... I don't think they're doing enough to make Main Event not absolutely hot garbage though. You really should be able to activate it whenever you want, not have a 5 second window to lock yourself into throwing knives.
That being said, if the Trickster can throw more daggers for a longer time with more accuracy during chase... he may not actually need Main Event.
I'm curious to see how he feels after these fixes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2090307#Comment_2090307
i'm surprised they're not all locked yet
..
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Oof.
Someone call the burn ward. OP just got lit up in a way I've never seen on these forums before.
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MEEH!
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Poor Hag gets no love from Survivors. :/
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I'm not sure I agree with the framing. The devs need to err on the side of the Survivor.
If it's too easy for the killer, 80% of the players who play DBD have a bad time.
Now, it's obviously bad for things to be too hard or unfun for the killer too... since every game, 20% of the player base doesn't have fun AND the other 80% will have to wait longer and longer to get queues. I can't even play Survivor this time a night since I'd rather play Killer... and play 2x more games.
I agree that before the DS nerf, BHVR went so far in the Survivors favor that everything broke down and got real stupid. I don't think people appreciate just how good the DS nerf is and how big of a quality of life boost it is for killers. Now, it genuinely is an anti-tunnel perk which doesn't randomly punish killers out of the blue anymore.
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@JacksonWise said:
I just hope it doesn't hurt the dev's reception to good, genuine feedback on here.
I really don't think you'll have to worry about devs reception of feedback of any kind.... lol
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...
https://www.youtube.com/watch?v=67h8GyNgEmA&ab_channel=QuoteTheGuy@Azshhh said:
your first ever post...and this is it?
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I don't really see "delete SWF".
What I do think should happen is allowing the killer to know about it ahead of time, however... so I don't show up with my 100% meme build against your SWAT Unit on Coms.
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I mean, the killer is grossly undertuned to the point where I feel like his entire package is an apology to Survivors for the DS nerf.
I'm almost positive a sizable buff is coming though just given how far they missed the mark.
AT VERY LEAST, this chapter they didn't release with everything broken and a killer who was literally unfinished with more of her package to be released weeks after. So its a step up from last one.
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@HectorBrando said:
The only buff I think they could give Trickster without making him way too strong is making him not lose all the knives hit after a M1 and just lose some of them (with a top limit like you can only conserve up to 4 hits), this way you could toss some knifes during vaults, get an M1 if you cant hit them with ranged attacks and for the second health state at least you dont need to start from scratch.
https://forum.deadbydaylight.com/en/discussion/comment/2088485#Comment_2088485
Pyramid Head, Plague and Demogorgon (he uses himself as proyectile).
Oh. I had no idea Plague was 115. I thought she was 110. Why is she like the least played killer then? She's freakin' godly.
But yeah, makes it even more logical that Trickster should be 115 - his power is such garbage compared to Plagues.
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@Friendly_Blendette said:
Just had a facecamping trickster and they justified it because trickster is bad and then said "mad cuz bad imagine dying to the worst kill in the game.".
IDK... sounds like u pretty mad caz bad IMHO
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I would be OK with him having 115 as it would help differentiate him from Hunteress and Deathslinger a bit more.
Buffing his daggers would be like: "Eh. All right. So now he's just like Huntress instead of Huntresses' ######### little brother."
Making him an M1 killer with a ranged option would, actually, make him a bit unique... as I don't believe any 115 killers exist that can wound people at range.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/2087917#Comment_2087917
Small rant from someone who plays more Killer than Survivor if you wanted to label me because I disagreed.
One, what do you consider gen rushing? Either A or B can be chosen but not both.
a) doing generators when the Killer is not applying pressure
b) letting other Survivors die on first hook to do generators
Also, like everything else is in DBD sadly, Totem spawns are entirely random. For a solo queue Survivor which are plentiful, just because you lost a match doesn't mean it was a SWF, breaking all of the Totems is an incredibly hard task without a dedicated perk build, because you have to trust your teammates to be good in a chase and to do gens while trusting yourself to be able to find 5 small objects that are usually hidden decently enough.
Hex perks are either meant to be used for a short time before they're destroyed (Hex: Ruin, Hex: Crowd Control, Hex: Undying), or be protected so they become powerful (Hex: Devour Hope). If you can't utilize the power of the Hexes listed at first, you have room to improve as Killer. And a lot of it. If you can't protect the Hex listed in the second category, don't use it.
Risk is a part of the design philosophy for Hex perks, complaining about them being risky and random in nature is useless as that's the point. I do disagree with the random spawns of just about everything in this game, but Hexes are made so they can be destroyed, them being destroyed at some point should be expected.
BTW: I actually did vote Yes, NOED should be changed. I think it's a lazily designed perk that does a bit too much and asks too little from a killer.
I never complained about Hex perks being "risky" outside of my statement: "I don't even bother with them anymore".
IMHO, the risk isn't worth the reward. That's just my opinion - I prefer perks that do less but that I can count on. I think most would actually disagree with me, I just don't want most of my games to come down to luck as the deciding factor.
And I consider Gen rushing to be "whenever I'm not being chased or going for an unhook, the only thing I care about is Gens."
Again, not really complaining about it... but I find it a little ironic that most people who complain about Hex Perks are most likely going to be mid to high level survivors who treat the game like an M1 simulator (IE: make no effort to GET RID of the hexes). Yup, against those types of players, Hex Perks will likely do more... again unless BHVR decides to put the totem right next to your favorite gen or starting point (which feels to be just about every other game).
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Honestly, I can't recall anything on the level of the stories here - probably the worst thing to ever happen to me was playing my first couple of games as killer with Billy when I was just starting.
Holy crap. "Easy" difficulty my pure virgin butthole.
After my 26th Chainsaw hitting nothing but air or wall, as a 4 man team, the Survivors took turns running circles around me and tried to see how many times in a row they could blind me in a vein effort to make this match amusing for themselves.
In all honestly, not exactly toxic nightmare fuel, but it stuck with me... to this day, I loathe Billy with more hatred than is probably healthy or justified, even if the last time I took him out, I 4Ked while using his Brown Blood Point chainsaw add-on.
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I wouldn't mind if it was changed, but I don't think it's broken.
Most people who cry about NOED are entitled Survivor Mains who are rushing every gen so hard, the gates swing open at the 5 minute mark.
Seriously... just do bones. It's not hard. Hell, I don't even bother with Hex perks anymore because I'm tired of being 1 minute into every game missing 1-2 perks because BHVR thinks spawning a totem in front of a Survivor's starting point is solid gameplay. So yall can clearly do them when properly motivated... just pretend all the other bones are active hexes and NOED will never bother you again.
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OK - I'll give OP this much: at the lowest skill levels, it's harder to do well as survivor than killer.
Based on OP's comments, he's clearly at this beginner level.
Once skill level on both sides approaches even intermediate level, things fall off a cliff for killer.
At high skill levels, the game is so survivor-favored, it's not even funny.
If you're struggling as Survivor, it's a literal L2P issue. Once you have the core competencies of looping, a decent perk library to run good perks that compliment your playstyle and basic teamplay down, you're ready to shoot to Rank 1.
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A couple of times, and when it happened, I knew I was taking a risk.
I have never rolled my eyes when I got hit by it.
I can't imagine anyone being upset with the DS rework unless they were used to basically just trolling with it.
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Solo queue is always going to be hit or miss... but if Survivors play well, the game is so survivor-sided, it isn't even funny.
Of course, all it takes is one survivor to really drop the ball at the wrong place at the wrong time... and that can snowball fast.
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Even if MMR was 100% perfect, there's so many reasons that can come down to raw luck as to why a game may feel so lopsided.
And when these lopsided games happen and they're attached to scorecards like these that show players with ranks all over the place... everyone will just say: "Of course the game sucked - MMR is flat out broken! Look at this!"
They need to get rid of player rankings, or at very least, stop showing it on the score card (for the purposes of achievements or whatever)
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I genuinely think most long term players of Killer in this game would rather lose than play like an absolute scumbag.
Problem is, losing isn't all that fun either and if you don't slug at least a little at specific times, you do reduce your chances of a winning game.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073989#Comment_2073989
It is possible because killers mains started play this game. Because that is unfair for them. Just think. Gen run is insane. And for loop survivors have god pallets and windows. If survivors wont do mistake killers cant take them down because survivors are so safe in this game. So killers stopped for that and there is not much killer. For that sometimes game matchmaking red survivors with green killer because not much red/purple killer anymore...
The good news is, I think they are finally starting to realize that. The DS nerf is literally the one thing they've done to improve Killer experience in about a year. I'm 100% amazed they did anything to DS.
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I'm glad the perk exists as it's an interesting option... but in solo play, For The People is a great way to make sure you have very fast losses as a Survivor. Getting next to someone being tunneled, injuring yourself and applying Broken to yourself for 90 seconds is a great way to become the new tunnel victim.
It also doesn't do much in a true tunneling situation, as the killer won't let up on your target long enough to even stand still for the 1 second you need to use it.
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Fantastic - if BHVR replaces Survivors with potted plantlife, we'll know exactly which Killer to play. :D
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I mean, if you have time to tap a generator ... you're clearly not being tunneled. Why should you continue to benefit from an Anti-Tunnel perk, exactly?
The issue with DS is Survivors have come to rely on it as a means of getting away with ridiculous things in a killer's face and not suffer for it. The perk has, for so long, outperformed its mandate.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2064503#Comment_2064503
Actually with regards to The Twins, there is a lot of slowdown in activity near the holiday seasons, if they didn't release as soon as they did and crunch bugfixes, any other bugs would have been a month or two out. A lot of employees take significant breaks around Christmas/New Years.
OK, and this sounds like fantastic justification to delay the release of DLC... not release it broken and half finished.
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I think a lot of the community is putting their finger on it. It's 2 things as far as I can see.
1.) The Devs are terrible at their own game and it seems like they're the ones QAing their own product - or at least they keep their own council from their own playtesting. What's absolute fact is they take no suggestions from PTR, that's for sure. Some Devs stream while they play and they are shockingly awful. Thus, I'm sure Trickster is very balanced if you take a player who's barely ever played killer and put them against 4 survivors who barely ever played survivor. At any other level, it falls apart.
2.) They are trying to make very tight deadlines, hell or high water, to keep revenue up. Let's not kid ourselves - this company is mostly a mobile game company. The sad reality is mobile gaming's profit margins are much, much higher, so they're under a lot of pressure to continually keep money rolling in. Which, unfortunately, leads to rushed decisions, pipelines, timetables - hell, last chapter, they went for broke and released a flat out broken killer with half their toolkit completely missing and most of the perks literally didn't even work on launch. It was pathetic.
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The character/lore is great. The design is ... OK, it's a little too "take Huntress & combine it with a splash of Plague for his main event" for my liking, but he's not the first killer who's a bit of a play on others and with each killer it becomes prohibitively harder to be 100% original.
I think his only real shortcoming is his power is not nearly impactful enough to justify his slow speed. Bump up his speed and make him onpar with an M1 killer who has a few cute things he can do with knives (he'd be unique in that he's the only viable M1 killer who also has some ranged options)... or make his knives a significantly greater threat (my preferred way to fix him as I think his power has potential to be super fun, it just does not have enough impact atm).
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All they did was take out the ways DS got abused. You guys should still run it if you want an Anti-Tunnel perk.
The amount of survivors no longer running DS because they can't troll with it kinda shows what that perk was really all about.
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@valvarez4 said:
Everybody can predict it. Killers only want easy 4k every game.
There's some truth to this. To be fair though, that's usually what it takes to pip.
Hell, you can get four kills and STILL depip if you're playing a killer who doesn't do long chases.
BVHR is really good at telling a killer they're trash if they don't 12 hook every game.
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@SirCracken said:
The Trickster's real power.
Still better at downing survivors using his vocals than his knives.
His charged power is Main Event, after all!
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His perks aren't terrible... but how do you throw No Way Out + Remember Me together, yet not pull the trigger on NOED?
If you're going full "post Gen" troll, do it right.
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@OniWantsYourMacaroni said:
I assure you that Trickster has absolutely NOTHING over any killer in the game.
He just has no identity power wise.There's not a single situation where you'd think "Damn,i would have not been able to do that with any other killer.
The only thing he's great at is getting "Entity Displeased" over and over again.
That's not entirely true.
While playing Trickster, I could not ever see 4 survivors sitting in an open gate, teabagging like crazy, say: "Jokes on you - you're my back up dancers" and start screeching lyrics to my favorite Kpop song.
