Veinslay
Veinslay
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2983740#Comment_2983740
If you honestly think that CoH is useless and never used anymore, you clearly are either not actually playing the game or are not debating in good faith. I'm sorry, but there's no point in further discussion.
Don't even bother engaging with that poster. They're like a 5k hour Nurse main whose whole posting schtick is embodying the most entitled survivor main in the world. It's an open secret but the mods just let him do his thing
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@GlamourousLeviathan said:
To be honest, none of the ranged trio (Huntress, Deathslinger and Trickster) should be 110%.
I think Trickster would be too oppressive at 115%. You'd actually be able to do well at high wall jungle gyms and shack.
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I'll leave right away if there's a trophy or tome challenge on the line. It's also a strong motivator just to leave when the escape is guaranteed because you don't want to lower your MMR and get worse and worse teammates.
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I ran into this as well. I couldn't place a snare in front of the god windows on Haddonfield. I didn't realize it was a bug. I just assumed it was an intentional design choice.
Pallet Freddy >
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Yeah, they'll teabag and flashlight click at you even if you play as fair as possible and make the game harder on yourself.
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I thought his zoning might be too strong at 115%, but I can't imagine it would be worse than Pyramid Head, Nemesis, or Demogorgon.
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I can't wait until the Iron Will change. I'm hoping it will make Spirit viable again.
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That add-on is helpful if you're running Save the Best for Last with him because you'll be breaking the chain frequently when spearing the obsession.
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You only need one person to bring Circle of Healing in a SWF, that's one reason why it's usage rate is going to be significantly lower compared to something like Dead Hard or Decisive Strike.
To reference the OP, great post, and I agree with you how fun the game can be. Dead Hard is just disgustingly overpowered considering how fast the game goes. When killer mains like myself complain about the current state of the game, it's not that we want easy 4Ks or people not to be able to play with your friends. What we want is to be able to play a long, fun, challenging chase that doesn't automatically lose you the game because the gens are extremely fast or the survivor had Dead Hard to extend the chase 30+ more seconds that gets used multiple times every game.
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I've only ever brought a mori to do the daily ritual of killing a survivor with your own hand. Otherwise, I don't run anything else besides bloodpoint offerings to help finish the grind.
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You don't even need the map offerings played to feel the pain. I just got three straight Ironworks of Misery games with boons all over
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@Nemesis921 said:
https://forum.deadbydaylight.com/en/discussion/comment/2315812#Comment_2315812
The problem is just that you're basically making your experience better at the expense of the tunneled person.
And then killers wonder why people get salty at them when they do it. And they wonder why survivors all run the same 4 sweatlord perks, and complain when they do.
You have your own part in creating this environment too.
I find this interesting because I rarely ever camp/tunnel unless the gens are done. I don't do this because I care about the other side's experience, but rather that I find trying to fight through BT and DS to be very annoying. I lose many, many games because of this. I'm probably averaging 1 kill against good teams. You know what happens at the end of every single one of my games? I get teabagged at the exit gates, flashlight clicked, and told ez
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If it's a valid argument that BHVR shouldn't balance towards the top end of play because running into a "death squad" SWF is extremely rare, then it also applies to Nurse. There aren't a lot of players that are unstoppable with Nurse, and even less console gamers.
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I selected that the game made me want to play again purely because I'm addicted even though I was mostly getting dumpstered over and over because I was very overmatched. I don't expect that they'll take away anything useful from the survey. I think the questions were too broad unless they are trying to find a connection between bloodpoint gain and overall satisfaction with the match.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2983940#Comment_2983940
Killers have those nullifying abilities in their powers without needing a perk slot. Survivors require perks to make up for dire weaknesses.
Ghostface can hide his red light on demand and then every loop is a 50/50 guess. Lets pretend killers have no advantages without needing perks while complaining about dead hard.
Yes, Ghostface, everyone's favorite S-tier killer because of how strong he is. He's certainly not the worst killer in the game, nope, not at all
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All the really good Blight players will be just fine and won't even notice the nerf. The bad Blights getting carried by hug tech will have to go back to Wraith or Spirit
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You guys in this thread saying DS deactivating at EGC is a major bone thrown to killers are just conveniently forgetting that 99ing gates is a thing
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Fearmonger does ######### all vs dead hard. It's not hard to stand still for 5 seconds in a chase
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Imagine gloating cause you escaped in this game where the devs basically hold your hand out the exit gates lol
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"I play both sides" yeah okay buddy. This perk doesn't need a fat buff
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Lol at bragging about running a bubba for 3 gens like 3 gens being done at first down isn't the norm
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The strongest perk in the game, even better than Dead Hard
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Lol you think BHVR can actually design a map that isn't obnoxiously survivor sided?
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Cool so when are we going to get the hard nerf to splitting up on gens so 3 gens don't get done at the first hook?
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I'm just trying to help the killer get extra bloodpoints!!!
::dead hards out the gate::
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But how is my 4 man SWF going to maintain our 75% 4 escape rate if we can't have 4 dead hards???
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Yeah scratch marks have been bugged forever but it helps survivors so the devs don't care. If DS was bugged again it'd be hot fixed immediately
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We can't cleanse five totems that's ridiculous who has time for that!!!
::boons 100 times a game::
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My favorite is when they try to insult you for having it in your build when you beat them before it even activated. NOED maybe giving you one kill in endgame is so OP and unfair but Dead Hard 12+ times a game is fair and balanced
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The nerf is going to be adding additional time to the exhaustion timer because the devs don't play high MMR killer, they only main survivor
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@MrPeanutbutter said:
Yep, happens to me almost every time I try to snuff a boon totem. I usually end up spending way more than 0.5 seconds snuffing it. But it’s OK because “bOon ToTEms ARe fINe”. Dropping survivors is also really buggy and has caused survivors to escape from me while being carried on many occasions. Of course, there are no bugs with Dead Hard and it works perfectly every time.
Remember when Decisive Strike was bugged and the devs fixed it immediately but there are a million Iron Will bugs that favor the survivor that never get fixed and we had to go an entire weekend with the Object of Obsession wallhacking
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Here's my prediction of classic BHVR changes:
Dead Hard: Add 5 seconds to the exhaustion timer
DS: Remove the skill check and have it activate after every hook
Iron Will: The same but returns breathing sounds after 60 seconds of running while in a chase
Unbreakable: Can be used multiple times during the match
BT: Made basekit and moved the endurance timer to 15 seconds
Boons: Takes 1 second longer to heal with CoH
Dead Man's Switch: Reduces time it's blocked to 15 seconds and only works on a unique hook so it doesn't activate if you hook the same survivor twice in a row
NOED: NOED hex is visible from the start of the trial and only activates after the gens are done and the killer has hooked every survivor once
Pop: Reduced timer to 30 seconds and only activates on unique hooks
Pain Resonance: Only works on unique hooks, reduced regression to 9%
Tinkerer: Activates only once per generator
BBQ: Only shows auras of a survivor on a gen in the distance so you don't have to walk to a locker anymore
Corrupt: Blocks 3 gens at random for 60 seconds
Sloppy: Removed hemorrage and mangled but takes 0.5 seconds longer to heal
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Yeah happens to me too but remember boons are fine cause it only takes 0.5 seconds to snuff!
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Dead Hard is fine! Most survivors just dead hard into the wall or end up exhausted on the ground lol
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This thread came as a shock to me because I thought all survivors enjoyed mending based on how often they chase me as soon as they get off the hook to take a BT hit
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Legion isn't even good lol
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The "just learn to have fun losing all the time" crowd have to be 95% SWF mains
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I can't run Small Game or counterforce, there's no room in my build because I need Dead Hard, Iron Will, DS and Unbreakable to hard carry me out the exit gates
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If the devs actually had to play a few games in a row of killer at high MMR, some bs mechanics in the game might change, like when Cote got embarrassed by the flashlight squad
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The massive overhaul will be like adding 5 seconds of exhaustion to Dead Hard and reducing healing time by another 1 second on CoH while Pain Resonance, Corrupt, Ruin get gutted to uselessness
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Because everyone plays like they're on Team Oracle now thanks to MMR. Hard split on gens, hold W, pre drop, leave immediately. Game is in a terrible place right now
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The representation team and the balance team aren't the same!
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Watching those videos just makes me more curious why I see streamers constantly getting matched against bad survivors. I have to play against survivors 3x as difficult as those ones on a consistent basis. That GamingGears guy also dodges lobbies frequently. He checks profiles and bounces. Would be nice if I could check Steam profiles from console
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They throw the SWF with any old baby killer to keep their queue times down. If the SBMM actually worked in regards to SWF and their advantages, they should queue up and only be playing against strong Blight/Nurse players
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@tester said:
I'm on Steam and was checking hours recently.
My afternoon games had survivors anywhere from 2k hours to 9k hours. Most recent game had 5.5k hour survivor. Matches are super sweaty and I average probably around 2 kills.
Evening matches on the other hand. I have survivors with anywhere between 300 hours and 1k hours and there is rarely anything less than 4 kills.
So, I have 2 questions:
- Is this huge skill disparity is specific to my time zone (PST) or if everyone has similar experience.
- Has anyone tried VPN to different region with different time and can tell if this changes experience.
Edit: Please include your time zone in reply.
Mine is the same. Full meta mega try hards during the day. Players that hard split on gens and don't waste a second. This game is only fun as killer when there are way too many survivors in the queue
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Dead Dawg isn't that killer-sided. The Saloon is possibly the strongest building in the game and you can just setup a boon there to counter any 3-gen
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@Raccoon said:
It usually lets the killer know a rescue is happening soon/imminent.
I turn right around and come back to the hook when I see someone go for a kobe because I know the rescuer is right there
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These players just need to understand that no man does it all by himself. I said young man, put your pride on the shelf and just go there... to the YMCA. I'm sure they can help you today
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Survivors only like playing against killers they can loop for 5 gens and teabag
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But it only takes 0.5 seconds to snuff!!!