Veinslay
Veinslay
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Are you on playing on console? This happens to me a fair amount on PS
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@Carth said:
While I do think nurse should be nerfed what does this mean if we find a swf team who has 4 man escapes in the hundreds? We can look at depip squid and hardcore survivor experiments, and top tier swf content creators and find similar cases
That's different because reasons. Don't expect a response from OP. I already tried
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OP, why don't you just get thicker skin?
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ProVengeance has a 100+ winstreak facecamping as Clown. Let's nerf Clown, he's OP!
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240715#Comment_3240715
where is your evidence ? you dont have any, invalid.
https://forum.deadbydaylight.com/en/discussion/comment/3240716#Comment_3240716
i guess you are a bit confused about this thread, this is about nurse not SWF, move on.
Why do you want to punish players that mastered Nurse when she isn't a problem for the vast majority of players in the pool?
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You just want to punish players who spent an inordinate amount of time to master one killer. 4 man SWFs with map offerings, medkits and comms can escape every game playing efficiently if they want but whenever it's suggested to lower pallet density, increase gen repair times or limit perk duplicates for SWFs it's YoU CaNt PuNiSh PeOpLe FoR PlAyInG WiTh FrIeNdS. As long as sweaty SWF can run roughshod over the entire roster, Nurse doesn't need changes imo
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The devs keep going way out of their way to hide what the kill rates against 3 and 4 man SWFs are. That probably has to do with why they refuse to show who was in a SWF at least after the match. Hmm I wonder why
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I would support that, but they aren't going to. Especially bugs and glitches that survivors abuse. The Legion mending glitch is the only one they've ever banned for because it made the game no fun for survivors :(
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3238974#Comment_3238974
And every match starts now with an opening sequence showing this guys reaction to a kill.
HOLY ######### IS THAT A DEAD BODY??
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Didn't bother reading the last 6 pages of this thread, and what a shocker, this guy hasn't proven his outlandish claims. Stop giving this guy attention
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I think the people using it the most are the clickys clickys that use the built in Iron Will on the perk to try to flashlight save
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Tina the telekinesis girl from Part VII no doubt along with Jarvis
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3235291#Comment_3235291
Try actually reading the post and comments. I can assure you I dont belong here, I dont go from matching against good players and doing well verse them to suddenly match with completely new players that cant even do the basics
whooooooooooooooshhhhh
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The system doesn't lie, you're right where you belong, brother
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Yep constantly. Because 8 second self heals are a very fun and fair balanced experience
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234731#Comment_3234731
You can't use dead hard from a mile away unless you're reacting to a ranged attack, so I don't understand your first point. If you are being chased and the killer catches up to you, they will hit you. You need to use dead hard if you have no other way to prevent them from hitting you, which is often used in conjunction with other defenses such as pallets to force the killer to make a decision at that moment. I'm not talking about drive by dead harding or randomly turning around and running toward the killer, im talking about how the perk is intended to be used: as a last ditch effort to avoid going down when you otherwise would.
You understand this in the second paragraph, which is why im kinda confused where the first statement came from. what do you mean by "cancel dead hard"? its a locked animation interaction wise, you can't drop pallets or anything like that while it is active, nor can you "undo" it. If they mistime it, they are exhausted and gave an animation tell to the killer that they are now defenseless. Thats the exact reason why people sometimes try to pair it with a 360, to hide as much of the animation from the killer as they can to obfuscate the attempt as well as their timing. It doesn't always work, but its an example of why they do it. The risk, again, is that if they don't press it, the killer will M1 them too fast for them to react to and they will be downed.
This is part of why Dead Hard is so annoying to play against. It's even more BS against us console killers because we get FOV teched and 360'd easily because of DbD's horrible controller settings and auto aim. That's just one specific instance. Overall the perk is grossly unfun to play against because having to constantly try to bait it out, hold back your swing, etc. is easily the most unfun mechanic in this entire game. It makes killers like Blight, Pyramid Head, Huntress, Nurse, Trickster, etc. even more atrocious and needlessly difficult for us console players
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The thing I hate about Dredge is he's so dependent on locker spawn RNG. If you get a map where there aren't any lockers by gens or on a chunk of the map, it's going to be a rough game
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Yeah it's at the point where if I get destroyed by PC players, I just assume cheating. I only respect console survivors
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@Araphex said:
I played a match as the huntress yesterday. As soon as I got near the survivors, one DC'd immediately. The next one DC'd after going down. Let the other two who stayed escape and get their Halloween cosmetics.
Thing is, a lot of survivors aren't really old enough to be playing this game. I had some send me friend requests to play in a SWF only to find out they were like 13 and 14 year olds. I'm an adult and I don't want to play a game with some stranger's kid especially over mic chat.
Long story short, they DC because they don't have the capacity to realize this is just a game and they can't always win. But that's not up to Behavior to handle. Parents need to stop letting their children play games they aren't old enough to play. It's immaturity, which is excusable for these kids, not excusable for adults. Nothing Behavior can do about it other than put the DC penalties back into the game.
Lol that's a nice story about playing with the young kids. I can relate to that. I SWF with a couple adults my age that are from another state. One of them is a mother to a 13/14 year old and her son is a big gamer. We've let him play with us and each time he'll use Bond to run the killer to us in a chase to get them off his back, he'll teabag the killer at pallets, go for flashlight/flashbang saves and then suicide on hook if it fails and he gets downed. Me and the other guy finally told her we didn't want to play with him anymore cause of his behavior throwing games and ruining the experience.
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@TheSubstitute said:
People insta-DC against Nurses and Blights because they can't be bothered to figure out the counterplay and they're selfish enough to not care about the effect on the rest of the team.
Survivors only like killers that they can loop for five gens without breaking a sweat. If BHVR listened to feedback from survivors, all 28 killers would be Pig clones
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I played a game the other night where I spawned in as Huntress on Garden of Joy. I ran to a James Sunderland on Lethal Pursuer that just stood there and as soon as I threw a hatchet he DCed. What is BHVR supposed to do with that?
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I didn't read this entire thread yet, but I just wanted to chime in that another thing to consider with Pinhead is console survivors. The default button mappings on Pinhead still have remove chains and vaulting pallets as the same button. If a survivor is at a loop and they try to remove the chains, they will slow vault the pallet right into Pinhead at the same time. This leads to easy downs for Pinhead, frustration hook suicides, etc. A lot of people don't want to change their mappings because of one killer (I am one of them). I don't like playing against Pinhead for this reason myself. I dropped survivor anyways because of the matchmaking in solo queue.
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The Twins don't seem like high MMR monsters to me!
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Why don't they show the kill rates vs. 3 and 4-man SWF groups?
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Your argument is intellectually lazy. You're taking the word of a streamer with over 6,000 hours that plays for a living as gospel. That is in no way representative of the average killer player. A large amount of killer players are console. They are effectively locked out of being good with many killers (Huntress, Trickster, Wesker, etc.) including the two best in the game (Nurse, Blight) besides some rare exceptions. It's not a great argument of balance to say "just put in 5,000+ hours and develop great gamesense and mechanical skill and you can win most games besides against the sweatiest teams" because the average killer players are getting dominated by sentient survivors that know to prioritize gens. It's seriously not hard at all to win as survivor in a team, you don't even need to be good. As long as you know to sit on gens while staying split up, you can win against most killers in this game because of how fast gen/heal speeds are. The maps are so safe and have so many pallets that your teammates can snap throw them and it won't be an issue as long as the team does gens
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Maybe balance the maps and gen speeds. Playing against sentient survivors, especially ones on comms and coordinating, is basically throwing the game if you just run around the map fresh hooking everyone. Most people don't like losing like that. It makes the game much easier for survivors to win hence why they make such a big deal out of it. 3 or 4 escape easy against killers that play like that lol
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@fake said:
I don't know if I should say this here, but I actually think it is possible for him to get a 99% win rate without camping or tunneling. Top players can do it.
But it seems like a lot of work because you need to play quite a lot of games to actually get a 99% win rate statistic. if you go 20 games a day, it would take 5 days. And since there are more than 20 killers, it would be very taxing for both the survivor team and the killers.
Please go there and take care of your health.
What top players are doing it? They all hard camp and tunnel lol
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I love farming DCs with Clown. Apparently they don't like being chased the entire time. I thought I was providing some good fun
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There's no chance that they will ever do this. We'll be lucky if we ever see a nerf to even Garden of Joy or Eyrie of Crows
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@Eelanos said:
· DS stun lasts 5 seconds and the perk can activate once per hook state. It deactivates in the end game.
· DS stun lasts 3 seconds and the perk can only activate once per match. It doesn't deactivate in the end game.
Personally, I think these are the easiest ways to buff it just a tad and still make it fair. I don't understand why people want it deactivated in the end game in its current state and compare it to Off The Record. Off The Record has way more value throughout the game, which is why I understand the perk deactivating in the end game, but DS is a single use perk with a time limit after the conditions are met. Deactivating it in the end game when it's at its most valuable seems counter intuitive to me, and very unfair.
https://forum.deadbydaylight.com/en/discussion/comment/3231585#Comment_3231585
Tunneling is viable, and it's actually ridiculously effective, but it isn't needed. Also, if DS ever procced, the killer made a mistake, as it's essentially one to four less perks on the survivor team if the killer doesn't tunnel. The killer greeded an early kill and got hit with an anti-tunnel perk. That is the killer's fault.
People keep saying stuff like "Nooo, but the game should reward the killer for spreading out hooks, but as it is right now the most effective strategy is tunneling someone out of the match early!". DS was the perk that disuaded killers from tunneling. It isn't a baked in mechanic, but its existence when it's threatening did more than enough for killers to second guess themselves whenever they thought about tunneling, because if you didn't tunnel, you essentially removed every DS slot from the players' loadouts. That was the reward.
If people want the perk disabled in the end game, the perk has to be threatening throughout the match. Otherwise, you can't complain if a survivor held onto the perk all the way to the end game and made use of it the one time that little 3 second stun had any value, because as it currently stands, a one use 3 second stun barely has any value. You're not getting away from the killer, and you're not surviving off of that. At best, you can buy time for your team mates by delaying your death, but it's not enough of a deterrent for killers not to tunnel.
And I've experienced this both ways. I no longer use it as survivor because it does nothing for me, and as a killer I just sigh and go through a 10 seconds extension before downing the poor sod that decided that that was a good perk to carry.
You're wrong about this rewarding killers aspect. Back when DS was really strong your reward for not tunneling and spreading hooks wasn't removing DS from all the survivor's loadouts, it was getting DSed in the end game because you didn't eat it earlier. Survivors would intentionally go down or lay in the exit gates just to give the killer a big F U and DS him. A nice reward for not tunneling indeed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3231582#Comment_3231582
How do other people get away with it?
I don't know, maybe cause my beef was with poorly designed maps and not "unfun killers"
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231600#Comment_3231600
What's being the best killer this game has ever seen pay? Comp player don't even have a win rate like that and when otz does his win streak video he camps and tunnels before someone trys to point out otz.
Don't even respond to this guy, he's never once provided any sort of proof of his claims of 99% winrate without camping/tunneling. He's lying lol
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Franklin's causes a lot of DCs lmao. I've been a Clown main recently and my build is:
STBFL/Brutal/CoB and then a flex spot for either Franklin's/Forced Penance. I use the mangled/blindness intoxication add ons
The players that are getting hard carried by Windows of Opportunity love to DC when I down them in 15 seconds too lmao
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I laughed at the map part at least
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3231527#Comment_3231527
Really? I regularly see people proudly boating about DC'ng on this forum. They are still around.
I'm currently jailed for doing that very thing
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No one's going to answer because advocating for DCs gets you banned on here
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8 second heals are extremely fun and fair
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Another one that tilts "good survivors" is waiting out their DH when they're obviously going to use it at a pallet and downing them. That causes DCs
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Looks like an exploit to me
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Too many jungle gyms is legit lol
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Yeah, same thing with me. That's why I completely stopped playing solo q. I'm a mediocre survivor getting matched with even worse players playing against Ralph and One Pump Willie, dudes playing for a living. Very fun getting slaughtered at 5 gens
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It's okay, SWF isn't a problem and doesn't give any advantages. They're so rare that they shouldn't even be considered for balance reasons. Based on my conversations with survivors after games, I've basically never played against a SWF in my life. Everyone solo queues
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@Lobos said:
Pretty easy to understand why. Killers are not letting anyone have fun and feel entitled to curbstomp the 4 survivor players and get 4ks every single game. Try taking your foot off the gas pedal and having fun instead of tunneling and camping with OP builds.
Yeah, it's definitely only killers doing this. I had two games tonight on Garden of Joy/Fractured Cowshed where I got 3 hooks and 0k/1k and no one seemed to care about my fun. Gens were done in 5 minutes
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I think Trickster is fun to play on PS even though he blows ass
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@HoodedWildKard said:
Problem as usual is the skill gap. Any nerf to medkits will just cripple the already pretty intolerable solo q experience even more. While having them strong as they are allows high mmr survs to abuse them.
Tbh i dont think much needs changing yes purple and green medkits are extremely powerful. But how many of those do people actually have? I've got 10 days ish of playtime. Ive worked most of my survs to prestige one. David, kate and michaela to 2. I can count on one hand he number of purple medkits I have. And green medkits are barely more common.
And they are easy to lose. Even god tier swfs will lose players occasionally to face camping/tunneling. Franklin's is a thing, and legion's add on that forces items for consecutive hits on feral frenzy. I don't think medkits are a big enough issue to warrant nerfing them. Especially when you can just slap on sloppy butcher and slow healing times.
These items aren't rare at all since they made everything cheaper in the bloodweb
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If BHVR balanced killers based on survivor DCs, all 28 killers would be Pig clones because survivors only want to play against killers they can loop for 5 gens easy
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Loaded into a match as Huntress and got unlucky to be sent to that sh1thole Garden of Joy. I used Lethal Pursuer to immediately go after a Felix and as soon as he saw me he instantly DCed. Good I didn't want to play that map anyways
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230643#Comment_3230643
Post a VOD of your "killer main" gameplay.
You're going to be waiting a long time lol
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Trying to shame killers for using slowdown perks while survivors are bringing in mega strong medkits, Commodius/BNP/hyperfocus/stakeout, and map offerings every trial. Good for you man, you're a survivor's favorite killer
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@xni6_ said:
just in case you try to sneak up on people. stealth killers cant be doing that, its why wraith can be heard from 50m away with his loud af mouth breathing
We can't require the survivors to have to move their cameras sometimes while working on generators