Vetrathene
Vetrathene
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2235225#Comment_2235225
>cheating
Exactly what my sarcasm was addressing
It is cheating. I don't care what BHVR says. This game was not, and still hasn't been updated to reflect the use of voice chat.
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@TheClownIsKing said:
I have to disagree with both of you. With all but the most remote instances (groaning storehouse), most breakable walls either offer clever strategy, or turn a once safe loop into a very dangerous one once the wall is broken. So a survivor gets one “freebie”, and anybody else stupid enough to go there again is taking a smack.
At the expense of missing out on a favourite perk, just run Zanshin for a couple of days. It allows you to see (and plan) which walls should be broken while out of a chase, and which ones are devilish to leave intact because they create a death trap.
The only map they are ok in is Badham. All the others aren't strategy, they have to be removed.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2235197#Comment_2235197
Imagine some of the people of this forum finding out that they did not in fact lose to a 4man
Thats fine, then at least I know I got outplayed and didn't lose from cheating
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Gimme a sec
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2183046#Comment_2183046
As a survivor, did you not have to waste time retrieving your item that you otherwise could have spent on gens? This could easily either remove an item or waste 20-30 seconds for a survivor, which becomes a useful effect quickly if all survivors have an item and keep going back to retrieve it.
As survivor I usually just let my item go unless I'm already nearby for exactly this reason. If you pick up the item, not only is that short-term time wasting, but that time will get wasted again the next time you get hit if you insist on picking up your item. Sacrificing the item is usually the better option.
So, for items survivors are less likely to give up, it can actually do pretty well. It's not necessarily about removing items from the game. It's forcing survivors to either waste time or give up their items.
I don't like using it against toolboxes, because if they're on comms they'll just dump their charges into gens the second the first person gets Franklins'd. Keys are a little hit or miss, because if they just stash the key for later it doesn't hurt them and you get no Franklin's value. I like using it against medkits personally. That way people need to choose between being able to heal themselves on demand and wasting a bunch of time; even backtracking to a stashed medkit takes a lot of time.
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You don't need to pressure gens directly to get survivors off of gens. Downing and hooking survivors does that just the same. It's just gravy when you can remove a survivor from the game early.
I typically wouldn't head off a survivor near a dropped item because I like to spread hooks and have fun, but it's not a bad play either. Think Pig downing someone at a Jigsaw box. Like yes, on the one hand that person is not doing gens, but on the other hand they're vulnerable and a quick down and hook forces other survivors off of gens to assist them. It also gets them closer to death. Everything is perk/map/situation dependent, but it's not fair to dismiss this as a consistently bad play and the perk as consistently useless.
You have so much free time as a survivor who cares about 30 seconds? there are 3 other people and one killer. Its so unfair in the survivors favor its dumb.
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They need more then a QoL buff, they need a rework to have a power that actually lets them down with it like every other killer in the game.
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@Nathan13 said:
Considering how long it's taking for keys to get reworked maybe it means BHVR has a big plan for them. Maybe they're gonna get reworked harder than moris but we'll just have to wait for the information.
But why take more time on them? They are just as annoying as Moris where before, but they have been left at thier current power level for years now, and months after the Mori nerf.
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@syain said:
I don't think any reasonable person disagrees that keys need to be changed/removed. But I really struggle to understand why SWF is a problem. There's only so much communication can do for a group, people don't become unmindgameable gods because they're on discord with each other. Even when I'm not playing Nurse, my main, I have a hard time distinguishing a 4 man SWF from a decently organized solo queue team. Besides, most people play with friends to have fun, not to practice for competitive tournaments. Some SWFs are even easier to kill because of that.
Splitting queues like that would kill the game. Killers that are scared of the almighty swfs, which it seems are the majority, would obviously always opt for going against solo queuers, SWF's queue time would get too long and they would only go against 1/4 of the killer roster all the time, they would drop the game for something better, and it wouldn't take long for solo queuers to start quitting as well given that solo queue is provably the weakest role in the game.
Not all SWFs are almighty, but all SWFs cant ake or find a key and take the hatch if they are losing the game. There is no counterplay to this. And the fact is, this game is still running off a design that was not intended for voice communication. If they changed how the game worked and made it so that it voice communication in mind, then groups on comms would not be as much of a problem. It makes an already frustrating mechanic even more frustrating.
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@Phasmamain said:
Pretty sure you can squad up to play overwatch or league competitively
Also keys are being changed soon :)
Yes, but there it is 5v5, this is 1v4. What advantage does the killer have against survivors right now unless they are Nurse and Spirit, how break the way the game is normally played?
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@Pulsar said:
It took almost 4 years for Iri head to be nerfed.
It took 5 years for mori's to be in an acceptable position.
BHVR makes a lot of questionable decisions regarding balance, but saying they are Survivor sided is foolish.
Acceptable position? They are worthless. It takes more time to do a mori then to get someone to a hook. Its not acceptable, its a waste of my bloodweb now. Make them basekit for all killers the way they are now, and thats acceptable. Also I've been playing this game for awhile, and while they aren't as bad as they where, they have buffed survivors in one way and never reverted it or nerfed it. And that is after they changed thier hitboxes to be smaller then killers, and created the exploited (accepted exploits are still exploits) of looping.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2117534#Comment_2117534
Yeah keys have nothing to do with the map The Game and are in line for a rework, next
Edit: "Survivors are so cringe" killer main try again
"Are in line for a rework" Something I've been hearing for years and nothing has come of it. But Don't worry, Mori's have been nerfed twice in that time and are now worthless. And I doubt the keys will be nerfed to such an effect. Ohh, and they added infinites back in, but now you have breakable walls so you can remove it. You know, after a 3 second animation and one free loop on the survivors part.
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@MeVsYouOfficial said:
https://forum.deadbydaylight.com/en/discussion/comment/2110062#Comment_2110062
Honestly I disagree, but you're right, there are no rules against it. I just lose respect for you as a player if you hard face camp or only go after 1 player to Mori them or something, lol. It's not your job for other players to have fun, but you're knowingly making it less fun by doing this, especially when you explain it this way. Hey, play how you want as long as you're not breaking any rules, but everyone is entitled to their opinion.
Mori's are useless now. And don't worry, I lose respect for anyone who plays in SWF. And yes I know some people do it just to play with friends, but its still an unfair advantage in a game designed with lack of communication in mind.
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@[Deleted User] said:
I mean....they are literally buffing and adjusting a handful of survivor perks right now; and one of them is controversial it might be too good.
Odds are more will be buffed or adjusted next update too.
However more perks are going to come out that are "meh" faster than ones become decent lol.
How come they are not buffing more killer perks? Survivors are plenty powerful, killers need some love on the perk side.
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Its not that tunneling is so bad, its just that survivors don't like not having 60 seconds of immunity. If you had time to do anything that deactivated DS, your not being tunneled.
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@FrostySeal said:
Not everything in this game needs counterplay. Some things will just be unfair, and you'll have to accept it.
I disagree, everything should have counter play on both sides.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2098646#Comment_2098646
Nice necro.
No, it wasn't effective. If I want the killer to fear ds, I could aswell bring another obsession perk that will actually have an effect.
Then DS in a way, is still effective. The fear of DS, even if you don't have it, is making it a strong perk. Which means its one of the only perks that can affect a game that it isn't even IN. Like, damn.
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@Shenshen said:
https://forum.deadbydaylight.com/en/discussion/comment/2098631#Comment_2098631
And what exactly do you have in mind when you talk about recompensation? in my opinion everything would lead to be a punishment for SWF's and we can't to that. I understand your frustration but this would be unfair. We can't nerf SWF, we can't buff all killers to be on the level of an SWF because solo survivors would be screwed over. Not every SWF can utilize all of this information and if people are bad at the game in general, they are still bad on comms. I know it's easier to rank up on comms but that doesn't justify punishing people who want toplay with their friends. You said you don't want people to not play together but your "recompensation" would lead to it.
I agree its a tough thing, and I honestly am not sure what to do about, mostly just the desire to do something about it. And right now SWF is a punishment to killers. And poor solo queue survivors are caught in the middle I agree. At the very least let the killers know who was in SWF after the game so you have a better gauge of how you did vs what might have been because of the abuse of communication outside the game. And maybe some extra shards for playing against SWF groups based upon the size of the group in question.
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@[Deleted User] said:
Gen tapping shouldn't even be a thing in the first place.
This! It should take at least 1.5 seconds of interaction with a generator before gen regression will not resume.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/2084235#Comment_2084235
One of them was an easier fix than the other. Patience, they'll figure it out eventually.
If keys aren't as Worthless as Mori's are now then its not really going to be fair. And I don't think it will be.
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@Pukenplag said:
So everyone has been complaining how tunneling has increased after the ds nerf. But then run ds, no? Well, not exactly. And here is why:
Since ds is no longer God Mode, people run it less, so the killer sees there is no obsession so he tunnels. Then you take ds but now he sees the obsession and no longer tunnels. Now ds is a useless perk slot, since you will never get to use it as you are not tunneled.
See what I mean? TL;DR : No obsession, no ds so tunnel. You have ds, there is an obession so the killer no longer tunnels and now ds doesn't have any benefits so you have a wasted perk slot.
If the killer dosen't tunnel you because someone has DS, then its affecting how they play the game, and isn't worthless. It has bought you more time because of the fear of it. That is damn worth it.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2098555#Comment_2098555
And they bring infinites back (looking at you, Groaning Storehouse). Where is the "tactical" aspect?
"Oh, so you don't want to deal with the same infinite loops from 2016-2019ish? Well, then go waste your time and break that wall!!"
Yep. I don't understand the mentality and thought process of BHVR.
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If you don't want to get tunneled, run DS. If you don't want people getting camped, run BT. If you have time to work on a gen, break a totem, heal, or really anything that isn't running from the killer after getting unhooked, you are not being tunneled.
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@gibblywibblywoo said:
Could be many things.
It's apparent from these forums that a significant portion of kills still find it too hard.
Bored (my reason, I just don't find it very fun anymore. They haven't innovated chases at all, no new mechanics for both sides. Just new, mediocre killer powers that are existing killer hybrids)
They don't like the pressure of being the 1 Vs the 4. This is pretty common, some players get performance anxiety when its all on them.
And finally, you can't play killer with your friends. That's a big one. Game are more fun with friends that why SWF is so popular.
This
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@Shenshen said:
https://forum.deadbydaylight.com/en/discussion/comment/2098497#Comment_2098497
It is "overused" because most players are survivors and just want to play with their friends? and SWF is not cheating. It is supported by the devs and they even have an official discord where people...you know, play together? SWF can't get nerfed and people shouldn't be punished because they want to play with their friends. Most Squads aren't even that good and most of the time you can't even tell if they're a 4-man or not. I don't think we need the extra information, just play the lobby as every other one. I got scared to face people with other 1500+ hours but as it turns out, they just play like every other survivor most of the time. Just play the game.
My complaint isn't because people want to play together. In any other game it wouldn't bother me, because those games are designed for teams to share information together. This game is not. And while I don't want people to not play together, I want some recompense for it as the solo player. Even people playing casual will let things slip if they are on comms. Information like if the killer is chasing them, if they are not, and various other little things that add up but aren't purposeful. If the devs would make it so the killer would get something to help mitigate this problem, I would be all for it. But SWF was added in a rush while they where being reveiw bombed, and they've never really taken the time to make Killer players have something to counteract it, even after all of these years.
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@LazyPayday said:
It was a good idea in theory. The problem being is the devs made this new mechanic and though "why don't we put this literally everywhere" when it was completely unnecessary. Now the devs only know how to make infinites that can be destroyed by breakable walls, they don't know how to place them so that there are major pros and cons to destroying them that the killer has to weigh to determine whether not it's worth breaking.
Exactly. Its an interesting mechanic that is being HORRIBLY implemented.
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@Phasmamain said:
And water is wet we all know tbh
Sure, but if it dosen't get repeated then the Devs will continue to think they are fine and continue to add them to older maps, making the entire game a horrible frustration for killers...again.
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@GeneralV said:
Worry not, the rework shall fix it:
-Breakable Walls that create infinites
-Safe pallets everywhere
-Broken windows
It will be a very balanced map :)
Yeah...that's what I'm worried about. Gods I hate breakable walls. "They're tactical" And by tactical they mean time wasters on top of safe and unmindegameable pallets.
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The start of the game had its problems for certain. Infinites where awful, self care was OP as hell. Hook sabo lasted all game. Pallets littered the landscape. Traps could be saboed. But...hook hang time was only 30 seconds per stage instead of a full minute. So survivors would die quicker. Of course for survivors that meant camping was even more annoying. SWF didn't exist, and that was just a positive for everyone. :D Survivor hitboxes where the same size as killers, so looping wasn't a thing. And pallets didn't hit a killer till midway through the animation, so trades where a lot more common if a survivor was out of position. It was a different time, but honestly it wasn't all bad. I think the game right now is in a better place mostly, but there are some things I miss from back then.
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@MadLordJack said:
Buffing solo's is more important than buffing killers. Killers can choose to play Nurse or Spirit. Solo players can choose to... Magically become the kind of person that isn't fazed be terrible teammates, no co-ordination, constant death and generally impossible trials.
Not all killers want to play Nurse or Spirit.
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@I_am_Negan said:
It's not meant to help you get more kills it's to end the match. If you don't want them 99 open them yourself. If the survivor dancer party bothers you don't go to the exit gates.
No, without complaints nothing gets changed. Sure it can get annoying and tedious, but if people never complained, we would still be in shitsville as a species.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2098491#Comment_2098491
Removing the map from the game will make my life so much better.
Haha, yeah. But its an iconic map they paid money to get into the game. Which also might be why they refuse to change it, because they might have to pay more licensing fees to change it. I think dropping it would be the healthier choice, but BHVR only randomly makes choices for the health of the game.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2097697#Comment_2097697
This would just upset killers more seeing how often they get stomped by a two man with two randoms lmao.
Or reveal just how broken and overused SWF is? I would rather know if I got actually outplayed or if it was just people on comms cheating.
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@GannTM said:
I feel like I get that map way too much when I play killer. It’s like this game hates me and know how much this map is the bane of my existence.
I just got it twice in a row because two different groups of survivors burned an offering. Just take the offering out of the bloodweb, remove it from the game, and I would be happier. I would still rather just see the map get fixed all together. And actually fixed, not Crotus Penn asylum *fixed*
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DS is an actual anti tunnel perk now. Sorry that as a survivor you consider tunneling to be any interaction with you after getting unhooked?
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I don't like either of those either, but I will gladly take them over Haddonfield.
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Its an actual anti tunnel perk now instead of 60 seconds of invincibility. You start contributing to the game again or get healed, and the killer can no longer be tunneling you.
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His power encourages him to camp. Otherwise he really doesn't have much else going on.
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@CriticalWeasel said:
https://forum.deadbydaylight.com/en/discussion/comment/1946107#Comment_1946107
Yes movement and exaggeration is important in animation but this update really improves the animations by feeling more fluid and less stiff. I know you realism isn’t the point of movement but honestly I always hated how slow I was running for how dramatic I am looking while running. But I gotta say I’m going to miss old of those old meme animations.
They look a lot more stiff to me. And had.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1947443#Comment_1947443
I think what everyone is trying to say is that old animations aren't ideal, but surely are better than the new ones in terms of gameplay. Aesthetically both aren't great, at all.
No, I think the new animations look like trash. They are not realistic, and they are certainly not aesthetically pleasing. They fail at both.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1947390#Comment_1947390
There is nothing to "exploit" about aim dressing. If 360ing is hard to counter on consoles then they should focus on fixing it on there instead of getting rid of it entirely. If you get 360'd as a PC killer then it is %100 your fault.
There is plenty to exploit about aim dressing. It literally forced your screen and swing in a direction instead of where you want to aim. It’s a bad system that should never have been in the game.
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I agree that the new animations look horrible. It’s not universally agreed, but I am one of those who think they look like trash.
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Old
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1944955#Comment_1944955
Woah one of these things are easier to do than the other. Lol
What does ease have to do with it? I thought we where talking about annoying playstyles we don't like?
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Yep, it’s honestly impressive the level of incompetence you can go to when every latch you release bad bugs, that the last 3 updates have been noticeably worse then any others. And continuing to try and force terrible UI and awful animations down our throats isn’t doing them any favors.
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As a killer main, I want the old animations back. They looked nicer and they where more emotive. These ones just look inhuman and awful.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1941556#Comment_1941556
Yep,it's really just to boost their data.
Quite sad honestly,but what do you expect at this point 🤷♂️
Yep, they are trying to mask the dissatisfaction with boosted statistics. We will see how it is after the event is over.
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Yeah, this patch is a travesty, and any self respecting company that broke the game this much would revert it back to an old patch. Then they would work on the new content and release it in an actualy playable state. But BHVR is waaaaaay too stubborn for that.
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Its there to generate hype. Of course, if it doesn't and people are pissed, BHVR will just ignore it. So really it serves no purpose.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1940046#Comment_1940046
sunk cost fallacy
the idea that a company or organization is more likely to continue with a project if they have already invested a lot of money, time, or effort in it, even when continuing is not the best thing to do
Source: https://dictionary.cambridge.org/dictionary/english/sunk-cost-fallacy
A prime example.
Yep. The problem in a nutshell. Any company who had reasonable people in charge would revert an update that broke the game this badly, and then work on fixing the problems in the background. But BHVR is far too stubborn for that.
