Vetrathene
Vetrathene
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- Vetrathene
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Same place it usually is. Broken and buggy, looks great and atmospheric, but with no idea how to balance anything.
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@AGM said:
People are mean on the internet. It shouldn't be that way, but it is, so either stop being so sensitive or stop using the internet. Your inability to control your emotions doesn't give you the right to dictate whether others should be allowed to communicate with each other or not.
The way it is, is not a good excuse. It is not the way it has to be. Things can change, and the way things change is by people speaking up and attempting to bring that change to the world, even if its in small steps.
Also people still have plenty of places to communicate, like the official discord and this forum. Places that are moderated. Places that (gasp) you can't say everything you might want to because you could get banned? So do you want to take away all moderation in the name of free speech?
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@alimeria said:
The people are only going to be like that no matter if you play well or play poorly, so the best thing is to just ignore that as a focused and mature person, and enjoy your game no matter what your playing style is (PS if you disagree with that they play something more civ 5 is a good game)
Hah! I get it!
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@Yords said:
Or just click the chat icon in the bottom right and settle with that. I don't see why everyone else needs it to be removed.
*points up to post* I mentioned I do close it. My problem is the face that if you did want to leave a good game or try to be nice, it leaves you open to have to see flaming angry people posting at you (and yes it happens on both sides). This game was originalyl built with lack of communication in mind (SWF being a whole other problem), so a post game chat serves no purpose. Killers and Survivors have no need to communicate with the other or theme selves, so I just think it should be removed. Mixed with my other suggestion to show SWF postgame, I honestly think it would reduce toxicity in the game itself.
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@CLAUDETTEINABUSH said:
Doubt it will happen. In their eyes toxicity outweighs the need to show if you were against a premade or not.
Besides, I think most games don't show premades, so I guess they're going with the flow.
I could see that as a potential problem against it, but honestly I think it would be better for the game's health over all to implement this. It would be increasing transperancy for a problem that has been bugging people since SWF was implemented. And as others have already pointed out, the toxicity in this game is already very high, and the devs do not seem to be doing a lot to combat it anyways. And if it really came down to it, they could just disable end game chat again. I honestly don't see why it was ever added to the game to begin with,
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It universally favors the survivors, as all things with this game
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The new hit detection universally favors survivors as well
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@Todgeweiht said:
How do you know you are versing SWF? Have you considered that the reason you are getting bullied may be due to your lack of skill?
Have you considered that Survivors are just better then Killers because they have better perks, maps are more sided towards them, amnd the pace of the game is decided by the Survivors and not the Killers, taking the power role away from the singular its supposed to belong to?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1561184#Comment_1561184
They said it in one of the early Livestreams of 2016 or so. I mean, you can make up reasons how much you like to prove your wrong point, but the Devs said it.
You can too. Because I would like to see proof of this live stream. Though even with that the fact that the devs have been caught lying on those streams is still not a great validation.
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@BabyDweetMain said:
Gen rushing isn't a thing. That is a survivors only objective. Killers are supposed to stop that. Killers need some sort of pressure or else it'd be a cake walk. That's why there's perks and full on builds dedicated to stopping gen progression. If gen rushing is an issue for a killer than they need to run those perks and practice gen patrolling. Maybe pick a killer like legion who's good at stalling gens.
Except there are a majority of killers who can't apply pressure because maps are too big and they take too long to get to any generators. When 2 to 3 gens can pop just after finishing an average length chase, its too quick. But the devs don't care and have no plans or ideas on how to fix it. But looks Killers we buffed Leatherface slightly, isn't that enough to distract you from the glaring issues that make up this game and its lack of balance? (Pay no attention to the BIlly nerf)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1561083#Comment_1561083
Here we go again - SWF was planned from the beginning. But the Devs only had time to put either KYF or SWF into the game on Release so they went for SWF. They said it during one of the early Livestreams.
It is simply wrong to think that Developers would plan a Multiplayer Onlinegame without the intention in mind to have friends play together.
Also, the feature was added shortly after the release, you dont create something like that in a few weeks from scratch.
But hey, try to de-justify SWF by repeating this over and over again that the Devs were not planning to include it, as wrong as it can be.
No it wasn't. It was never intenteded to be in the game. It was only added because a bunch of survivors bitched. If it was intended to be in the game, the game would be balanced around it and the killer would have some kind of recompense or ability to deal with it. They do not. Your point is invalid.
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Because the game as it was originally was supposed to have no communication. Then the devs caved in to review bombing ######### and added in SWF and broke the game forever/
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Moris already got a rework, we need a key rework before we get another Mori rework
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Blight, he can actually down people with his power.
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Theres also the fact that you need dull totems for hexes to go to, and that if this one is cleansed it dosen't get shot off to another totem. So its ability might not even come up, and it limits the amount of totems you can have. So I think its fine.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1529315#Comment_1529315
While I do respect your opinion (#DeleteLegion!) I don't think that's a great idea. I think you should be able to pick whatever perks you'd like with synergies in mind when making a build. If a given perk combination is too strong, I think the right answer is to nerf/rework one or both of the perks. In this case, I'd rework DS.
Them how come the devs don't want slow down perks working together?
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Spine Chill is fine, and I'm a killer main and a Pig main. Its ONLY really useful against stealth killers, which is really only 3 of all of the killers. Thats taking one perk slot for whats basically a 15% chance you might get one of these killers. Its not huge in my opinion.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1408634#Comment_1408634
Thank you for this @Hoodied it explains things very well.
The Devs do know their own game, they know their game very well indeed. And yes, Billy will now require that little bit more skill to effectively manage his power - I personally don't see that as a bad thing at all. He's still going to be very strong and there's still going to be counterplay to him.
Ahahahahhahahahaha
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@Marcus said:
If they touch DS, these forums will be on fire, just like they were when Ruin was reworked.
Good
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@FGC_HELP said:
Are you kidding? I run this in all my builds!
I love making sure the killer can't tunnel and even if it means I get hit at least the guy I just rescued didn't get dropped instantly.
Great against campers or if you must go for a unsafe hook
And here lies the problem. Its a perk that allows a free unhook. Not just anti camping, but the fact that you can just be an idiot and run in and get a save scott free.
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The fact that I haven't been here in months, and just kind of wandered over because steam let me know there was some Leatherface changes; and DS, BT, and all that are STILL a problem, shows me that this game is still not in a good place for killers. They make some killers better but refuse to fix the problems that make playing against survivors UNFUN, You know...the reason numerous killers and a few perks got nerfed for? So good to know I will still be staying away from the game for the time being.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1272230#Comment_1272230
What Killer, in the history of EVER, has brought a mori and decided not use it????? Lmao Thats not a thing.
And thats fine. Moris show up more frequently and Killers have more BP to spend on their blood web because they have no items...only addons. Give me a break bro, this is not a comparison.
Again, very sorry someone used a key on you, so you're triggered...but there is nothing wrong with keys. Its a part of the game you need to accept.
Actually I DON'T have to accept if I don't want to. I realize they are a part of the game, but I do not accept them and want them changed, and I am willing to give up my mori for them to be gone. And I agree, most killers will use the mori. I was merely stating the fact how uneven it is that if survivors don't use an item and escape they get to keep it, but a survivor that 4ks does not.
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@CantDeadHarder said:
you're saying you want enduring to make all stuns less rewarding for the survivors good play? Still at the end of the day if you get unhooked, the killer shouldn't tunnel you and if they do, they get DS'd simple.
Bringing back enduring will make tunneling so much easier, head on would be useless, and pallet stuns would grant you even less distance from the killer.
I don't understand why people don't just eat DS early or just slug and put pressure elsewhere, it's not that hard lol.
DS isn't a good play. Its barely even a play. It activates for free after you are hooked, and then you just have to make an easy skill check and then you have 5 seconds to get to safety, which most likely will be that close for a survivor. Enduring should work against it.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1272205#Comment_1272205
It doesn't take less. Not by a long shot. With a mori, you can hook and tunnel people out of the game immediately. It is literally a 30% of a Killer's job in the match if they mori all 4 people.
If 4 survivors use a key, they have to do 100% of their job. If 3 escape, they have to do 80%. If 2 people escape, they have to do 60%. The last person always has a shot at the hatch - so they could feasibly have gotten zero gens done and still use a key to get the hatch if it was closed, but as a red rank survivor I haven't seen this happen because matches don't usually go THAT south, and if they do you better believe that last person doesn't have a key.
Also, keys are significantly less frequent in matches than moris. And if the match is going well for survivors, they go completely unused and the Killer gets the entire duration of their match.
This is not remotely comparable.
If the survivors are going well, then they get to keep the key. If a killers game is going well and they decide not to use thier mori...they don't get to keep it.
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No, shes in a real bad place at the moment. But I still love my piggly wiggly, she is my favorite. Which is why I am sad that she is so low on the tier list.
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Its worse because Ruin got nerfed into the ground, and they don't want slowdown perks to synergize. But DS, BT, Unbreakable is a fine synergy, because its for survivors. Killers can't have anything that would make them good or at least average.
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@ill_Boston_lli said:
Im honestly sick and tired of seeing the complaints about DS. I'm a 6k hour killer main with 16.5k kills yes i know this matter little. Ds does NOT affect my games in the least. sure... there are situations when i get dsd in the gate and they escape BUT.... It VERY rarely gets to endgame. i'm not trying to say i'm the greatest killer in the world but the only time it gets to endgame is when im facing that 0.5% 4 stack on comms with metas. it really isn't the perk that's a problem its your strat and swf breaks the game if the survivors are really good at the game. SLug em it's still map pressure not as good as a hook, but still pressure. just play the game guys you win you win you lose you lose. it is that simple
GGS
Anyone who says DS does not affect your games is lying. Because if you work around it...its affecting your game. If you take it and get stunned...its affecting your game. The only way it not affecting your game is if its not in the match at the time. Thats it. Otherwise it is.
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@LALYTHIA said:
Also, the developers of this game always knew that when they introduced a means for people to squad up that they'd be using voice comms. Even if they didn't intend to spend their development hours putting it into the game. Why would they? Third party resources already existed so their time/energy was better spent elsewhere.
Also, using a key does take some amount of skill, as you have to complete a specified number of gens before the hatch will even become available. The more people alive the less likely you are to even use it and the more work has to be done. It takes more time/effort than a mori by comparison.
I'm sorry someone clearly frustrated you by using a key, but there's nothing wrong with either.
I would say it takes less, and a mori can't kill all survivors left on the map in one go, and has a lengthy animation to go through before its finished. A key can get all remaining survivors out of a trial at once.
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No.
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Spite activated.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1265889#Comment_1265889
If its easily argued something was a side grade like with the DS change saying it was nerfed isn't an objective fact.
Also overall effectiveness of ruin has gone down so it was nerfed while also not making it more consistent as It always negated the bonus progression of great skill checks which mind you became a big enough of an issue that the devs had to nerf great skill checks recently because ruin wasn't keeping them in check in anymore.
And it still wasn't enough to make up for the huge nerf to ruin.
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@luka2211 said:
Why does everyone classify any swf as toxic? I won't say I'll gladly face swfs,but as of right now I win effortlessly. Alot of bad players in red ranks,and in swfs aswell. Even in 4man swfs,there's like only 1,2 good players. It can happen that you get a 4man who all know how to loop,but still. You should just try ur best,no matter what you think the outcome will be.
Anyone who says they win effortlessly as killer isn't a killer main, and likely dosen't play killer that much. Killer always takes effert. It is constant motion, thinking, planning, guessing, mind games. There is no effortlessly about it. Now survivor...still takes some effort, but a WHOLE lot less.
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@ProfessorDunwich said:
Going to do anything BHVR? No? Seriously, there needs to be an option or indicator.
It at least needs to tell you after the match who was in a group so you can gauge your honest performance, knowing how much you got shafted. Killers should also get some kind of recompense or some kind of factor to mitigate SWF.
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@Angelicus23 said:
your game is bad because people can play with friends and is not fun to play proffesionally at the higher ranks in a ranked game
Its not even fun to play casually at high ranks
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@GrannyonAcid said:
If you can't deal with the fact that someone used a key on you. Then you probably have some issues to work out. Not everything should trigger you so much. Who cares if they escaped with a key? They went back into queue and forgot who you are. Why don't you just do the same?
Because it was a no skill escape that cost me a pip. After I had been dominating them all game.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1272161#Comment_1272161
Yes but a key is not exactly going to be easy to spot, even if it's a SWF. And by then you can just continue to put the pressure up and constantly keep putting people on hooks so they have other things to worry about.
Except this exactly what happend, they where SWF, they knew exactly where the key was, and they got away, I got two kills, and didn't even get a pip for all my work. Because the emblem system is broken
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1272096#Comment_1272096
Coincidentally, I have like 10 bad matches in a row. Maybe I'm being outplayed but I rank down really fast that way.
I don't know how I'm so bad sometimes. I just...don't know how.....
I don't rank down that fast, I don't have time to derank myself that way, I just want to play the game, as a killer, and not feel stressed out, not have to put constant pressure on, not get outplayed by overpowered perks and overpowered items (keys), and want to rank up on a fair playing field with survivors. So when I get two kills like they want, and I chased and hunted and all that stuff, that I got a pip. Honestly the original ranking system was the best, and I wish they had just stuck with it.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1265033#Comment_1265033
Play the game like it is meant to be played and none of this will affect your progress significiantly.
There is no way the game is meant to be played. Just because survivors want it a certain way dosen't mean it has to be that way. Same goes for killers, but its the survuvivors who ######### about things like 'tunneling' and 'camping', and the devs cave and make the game worse for killers pretty consistently. then they throw the killers a bone like this map update or freddy rework to make it seem like they are trying to balance things, then go back to business as usual.
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Wish I could, but with the new changes I'm stuck at rank 8 forever, and with matchmaking I can't get an even team, killers are still underpowered, and emblems are unbalanced in the survivors favor and killer can do nothing about SWF, and isn't even allowed to know who was in an SWF after the match,
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1264996#Comment_1264996
Nope you're wrong.
They made it considerably more consistent, while making it extremely more situational and therefore less powerful/impactful.
They did the same thing with ruin. They made it more consistent (it was inconsistent before because good players could hit hex skill checks, while newbie's were getting over punished), but less powerful overall, as it requires active gen pressure.
Clearly you didn't read the dev notes for either of the changes yet, which I linked for you. You are also clearly wrong and blatantly bias about an objective fact that both ruin and Ds were nerfed. So you're pretty much as ill informed as an antivaxxer, and I won't be discussing with you further unless you have some actual points to prove that Ds was buffed & ruin was nerfed while both had reworks with the same design principles in mind.
Also the objective 'facts' are anything but facts.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1264996#Comment_1264996
Nope you're wrong.
They made it considerably more consistent, while making it extremely more situational and therefore less powerful/impactful.
They did the same thing with ruin. They made it more consistent (it was inconsistent before because good players could hit hex skill checks, while newbie's were getting over punished), but less powerful overall, as it requires active gen pressure.
Clearly you didn't read the dev notes for either of the changes yet, which I linked for you. You are also clearly wrong and blatantly bias about an objective fact that both ruin and Ds were nerfed. So you're pretty much as ill informed as an antivaxxer, and I won't be discussing with you further unless you have some actual points to prove that Ds was buffed & ruin was nerfed while both had reworks with the same design principles in mind.
No, you are wrong.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1265124#Comment_1265124
How is killer too stressful, and how could stress be reduced?
I explained it earlier. The killer has to be constantly in motion and constantly thinking. As for how to fix it, I admit that is a much more difficult thing to do. I am, open to suggestions.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1265009#Comment_1265009
What does TL;DR mean?
Too long didn't read
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@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1265044#Comment_1265044
I'm not gonna respond to your comment because it's silly. The doctor above explained to you pretty good.
You just responded to my comment.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1265051#Comment_1265051
How would you make survivor as stressful as killer? Make skill checks painfully hard? Make generators take extremely long? Make tunneling even more viable? Would love to hear your suggestions.
Why would I want to make it as stressful as killer? I would rather it be a little more intense, but note stressful, and killer made less stressful but also still intesne. Like killer is wayyyy too stressful, I don't want to inflict that on the rest of the game.
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Remove keys and the hatch and we have ourselves a deal.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1265040#Comment_1265040
"The fact that you say they would win in solo as well also shows there is an obvious imbalance between Killers and survivors"
Coming from my statement to this is kinda...meh. Sure, if they are better, they should win. Only because they are playing Survivor does not mean that they cannot be skilled or simply better at the game than the Killer.
This is a major flaw in this community - only because the Killer is playing the Powerrole does not mean they cannot lose.
Sure they can be skilled, but the level of skill to be the best survivor versus the skill to be the best killer, and the difference in returns that gives, is massive. It takes less skill for way more returns on a survivor then a killer. And while its true that the power role should not be infalliable...the killer is not the power role. The survivor is. (Though it shouldn't be.) And that is a fundamental flaw in this game that is exacerbated by SWF, even groups of two can be a problem with the right synergy. The other thing is the vast difference in play. Killers must constantly be doing things, moving, thinking, planning, reacting. Dealing with ######### hurtbox 'dressing' (Autoaim). The survivors just need to chill on gens and react. And with voicecomms it only makes all of those problems worse.
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@xenofon13 said:
You just got a big killer buff.
Didn't fix all maps, didn't fix SWF, didn't fix DS, BT, Adrenaline, Unbreakable, Dead Hard. Didn't fix low tier killer powers. Still lots of problems, still plenty of complaints.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1265030#Comment_1265030
Back in the day there wasn't ANY strategy. The game wasn't optimized silly.
Sure there was, it was called run to the infinites. Run to the killer shack. Sabo all the hooks.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1265028#Comment_1265028
Maybe it is time to accept the fact that the really good SWFs are like 0,5% or maybe 1%, at best. And that they would probably also win when they are all Solo.
Maybe they are, though that is not my experince. Mind you I can't say for sure since BHVR refuses to let you know who is in an SWF so you can actually gauge your performance after a match. The fact that you say they would win in solo as well also shows there is an obvious imbalance between Killers and survivors. There is also the fact that survivors get second chance perks while killers get none save NOED, which unlike survivor perks, has a built in counter.