Volcz
Volcz
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247988#Comment_3247988
what is unhealthy about a perk that grants 10% regression and 25 seconds of incapacitated for downing a survivor after kicking a generator? Tru3 is defending the perk because he believes that survivors should not be able to complete the generator objective If they are unsuccessful at the chase. He states that as one of biggest problems in dbd for killer. He is defending eruption because the perk rewards the killer for being successful at the chase and gives incentive to go for what he will describe as playing for 12 hooks.
Your/Tru3's point would be valid if were talking SWF. Again, were talking about solo play. In solo play, you are on a team with 3 other strangers. No comms, no trust, no knowledge of how good or bad they are in a chase. You have to rely on your teammates BLINDLY. You have little to no information. You'd have to have complete Line of Sight on the person during the chase so you knew when to hop off a gen. Again that isn't likely because maps aren't a straight line, they're boxes with buildings, walls, windows, pallets, bushes, etc all filling that space.
He is defending Eruption POORLY and IGNORANTLY because he does not want to agree that a killer perk is bad for the health of the game. Its that simple. He claims to be objective and open for a 'discussion' but its very clear he isn't, as anyone objective and unbiased would admit faults in the game, regardless of what side it leans to. Also he doesn't play for hooks (he used to), he plays for kills now.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247960#Comment_3247960
The perk does have counter though. its called being successful at the chase. The main problem with killer is the killer could end multiple chases in 45 seconds throughout the entire match but still lose all 5 generator despite the survivor playing every chase incorrectly. Eruption rewards the killer for kicking generators and successfully ending chases to activate the perk. tru3 explained that in the stream. In many ways, he is right on the topic.
No it doesn't. Telling people not to go down is unrealistic. You're going to go down against good killers. I even said this. His reply was 'oh so I don't deserve to get any downs?' ...I never said you don't deserve to get a down. I said there's no counterplay for it as a solo player because its a horribly designed perk. I don't understand anyone who defends this perk. Its unhealthy for the game if 1 portion of the playerbase can't do anything about it. Again, saying 'dont get downed' is the most lazy response anyone can have to this perk. Just tell me you don't care/are biased as hell w/o telling me you are.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/3247960#Comment_3247960
While trying not to sound offensive, True has always been a very killer biased player.
Oh I know. I can usually just shrug or agree to disagree w/ him. But the topic on Eruption blew my mind. So killer biased he downplays real issues survivors have b/c he can't give them any leaway. & then his chat leaps to defend and I'm like ??? I had to get out of there today, lol.
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I was in True's stream today and people got on me for saying it was a horribly designed perk. They decided to blame it on the whole SWF vs Solo problem. I agreed noting SWF and Solo are night/day but by them saying that, they unknowingly were agreeing with me that it was fundamentally a horribly thought out and designed perk.
I asked True what the counterplay was for Eruption as a solo player and I kid you not, he said just don't get downed. I exitted the channel a few seconds later.
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Said it awhile ago. Its a greedy company and they blatantly show it. I stopped spending $$$ on them a long time ago. Wish more people woke up and realized this. Will never spend another cent on this game.
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No.
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@Ghoste said:
It's unfortunate that this build probably reduces your team's chance of escaping overall. No exhaustion (not counting Adren), no anti-tunnel, no healing, no gen speed.
It's a great build if your team throws the match early, though.
Thats the reason I started to run it. I will always put an effort into my team. But there's so many matches where I could have gotten out but didn't because either I decided to be altruistic and save my last teammate, which ended up with me dying as well or I just tried to find hatch before killer. Most of the time in these situations, whether you jump on a gate doesn't matter because the killer would be on you before you were done powering.
This build is specifically only for these situations. I want to get out or have a decent chance of getting out, when the death and loss is nearly guaranteed.
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@[Deleted User] said:
You can tweak this a little with Low Profile instead of Fixated. It gives you a 90 second window of no scratch marks while running when you're the last one standing.
MMR goes up on exit gate escapes only. Hatch is a null scoring event aka a tie more or less.
I run a similar build. It's still sometimes safer to go for hatch depending on the killer. Take the tie with Left Behind or play the gates with Sole Survivor/Wake Up.
Yea might throw that in actually. Have you seen this Edgar?
https://www.youtube.com/watch?v=UsV2fBv0UOkINSANELY entertaining. Low Profile is so good!!
p.s This video is what inspired me to switch things up. Thanks Bill.
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@HoodedWildKard said:
Feels like killer endgame perks would mess this up. No way out for sure would bring the killer down on you and lock you out of getting out, always messes up a solo gate escape. Very cool, imaginative build though. I usually just run left behind and hope for the best, maybe bring a hatch offering and a key sometimes.
I've actually ran into a few killers running NWO. Yea its very strong. Will definitely hurt this build. However none of them have killed me so far even with NWO. The main thing I focused on is being unpredictable. With the EGC going on, they'll likely patrol both gates until they get LoS on me. And everytime thats happened, I've had the gate already at 80%+ and full health state so I can take a hit and still open the gate + get out.
Experimenting with this build has really surprised me with the results!
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@sizzlingmario4 said:
Wake Up does stack with Sole Survivor even if the gens weren’t finished.
Gate opening times:
Default: 20
Wake Up: 16
Sole Survivor: 13.33
Wake Up + Sole Survivor: 11.43
Thank you! Very good info. Will keep in mind. So awesome.
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@Pulsar said:
1.) Yes, I believe Sole Survivor does stack with Wake Up. Iirc, it takes 12 seconds to open the Gate.
2.) Yes, as far as we know, it doesn't matter when you escape from the Gates, only that you do. If you exit the Trial through those doors, you gain MMR. If you get out through Hatch, there is no change to your MMR.
Awesome! Boosts my spirits since I was a little worried it was all in vain haha.
Thanks for the quick and straight reply, Puls.
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I mean I've been in matches where the killer asks or accuses/insults me about being SWF when I always run solo. I do hope a change comes as well.
I sort of feel bad for killers that do this because their ego clearly takes a hit to the point they have to ask/accuse. But its also conveniently a compliment since you played so well/were so coordinated that the killer can't fathom you being on your own and just playing well or being a great teammate. I get it though, a lot of people do say they're solo when they are SWF. But I'm sure there's also a healthy amount of those people who were telling the truth and killer just didn't want to believe them, lol.
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Easily Tombstone piece.
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@Akumakaji said:
Best exit gates interaction I ever had a with Pyramidhead. I interrupted the cheeky heal at the gates and dove between the survivors gathered there, but caught none.
Turning around a Feng stood directly in front of me and gave me a somewhat polite t-bag (2 quick ones, not the full machine-gun t-bag) and then tried to run past me.
As she was wounded I downed her and she crawled past me. But, being chad Pyramidhead I noticed the "Final Judgement" prompt and pressed it. Feng crossed the barrier into safety, but I was already locked in animation and prolly executed her behind the finish line.
Maybe it was bugged, maybe it was a strange once in a million interaction and animation lock? But we both had a good laugh in the post game chat about it.
That exact scenario happened to me as Feng. I also main Feng and I was pretty stunned it counted as a kill in the end-lobby screen. Might of been me, no cap lol.
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Maybe they're newer players and not great in chases? Some people take longer than others to learn things. Everyone learns at a different pace. Also if this is such a big issue to you and want guaranteed solid teammates every match, then get an SWF group going. Otherwise, gotta accept it as you are pugging 3 randoms.
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No..stop it. Now.
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@Canas said:
I see survivors with absurdly high prestige levels almost every lobby, like level 70-100. If those aren't clear indicators of cheating then I really don't know. Anyway, I rather dodge than face this type of survivor. They're either a hacker or an extreme sweatlord which is equally unpleasant to play against.
Tell me you don't play/grind a lot without telling me.
Just today, during the Light the Fog charity stream event, Matthew Santoro showed up with his P100 Dwight. Guess he should have been banned from the game right there and then, damn that cheater!
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She isn't extremely loud, I like her figure and I don't feel 'clunky' running around like I do on other characters like David or Jane. Her lore is perfect for me too, she's a competitive & intense gamer. Her perks are okay, not really a big selling point to me like Meg's was. Her cosmetics are nice as well.
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@sizzlingmario4 said:
Well hopefully that means they fixed the frequent crashes.
As much as I hate to say it, it should only be turned back on once that has been addressed.
Nothings been fixed, still happening.
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@Config said:
No. Eruption is fine, maybe they should improve solo, but the perk itself is ok.
Perk is not fine.
When a perk has no counterplay for a massive majority of the playerbase (soloQ), no that is not healthy.
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Its a horrible feeling. Especially when you've ran the killer majority of the time + brought Kindred. Made me stop bringing Kindred, lol.
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Will be honest. I don't report because I know it does nothing.
The only thing that is able to be reviewed is the end-game chat & pre game chat. The system doesn't capture anything else. What happens in a match is unknown. The only way you can catch hackers or cheaters is with valid video proof and unless you're a streamer or content creator, its incredibly unlikely you'll be recording your matches. Thats why so many cheaters go unbanned for so long, some last months before anything happens to them. The report system is god awful and relying on people to show 'proof' due to how awful it is, is not healthy for any 'report' system.
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I mean its pretty safe to assume its solo que. Most people that buy and boot this game up for the first time, do so alone.
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This is just my opinion but -
I think in general this gaming community is very ..soft. People get offended by every little thing the killer or survivor does. This game doesn't even hold a candle to truly toxic games, one of them being Valo for example.
I get it, some people get irritated by teabags or flashlight clicking, etc. But to be bothered by in-game mechanics? To the point where you either rage or throw the game going for 1 select person & camping them once you finally get them.
I don't really agree with most of this community's regard to toxicity. People love to exaggerate and come to the forums blasting this 'toxicity' but unless specific situations have occurred (like end-game insults, or in-game sabotage, etc) I don't really think its as bad as many other more competitive games.
Try going on Valorant as a brand new player, see the difference lol.
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@NyneLyvez said:
So
sorry
everyone
i
joined
the
Marines after
high
school
So
i didn’t
memo.
and
this
was
my
first
post.
soooooo sorrrrryyyyyyy
on a real note if you came here to complain about spacing. I probably don’t even want to know you anyway lol.
Thats fine. No one is going to force you to change it and you can continue with your lil temper tantrum. Just like we aren't going to even bother reading that. Have a good day.
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Billy, Hag, Twins in that order
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3186370#Comment_3186370
I literally just explained how thats not how it is, but sure. Again, its operating under the assumption that survivors objectives are in any way at odds with one another, when they aren't at all. It gets used as an excuse for people to play selfish or make stupid plays all the time, but it is not in your best interests as you are not in opposition with one another in any way based on the game's design. The only exception to that would be when two people are holding each other hostage waiting for the other to die so they can go for hatch, which is exactly the type of standoff that BHVR has tried removing from the game multiple times (funny how they usually involve the hatch, btw.)
The PTB is a great reason for why it doesn't work. PTB is supposed to be for actual feedback and statistics, and it is abysmal at both. It is basically just a preview taste for upcoming DLC at this point, and stuff like wesker's collision is a great recent example of how bad feedback and bad reactions intersect. The only good the userbase does at playtesting is finding how to break stuff as much as possible, like when CoH was allowed to stack and overlap, survivors could stack 5 (I think it ended up being that many, didn't count) endurance effects in a row, and so on. Its basically a last second "I hope we didn't overlook anything big" dry run where the userbase has no progression or penalties to really worry about, not an actual controlled test environment.
I think you might have misunderstood my ragequit comment, i was talking about if it was tested and then removed. People ragequit constantly to ruin games "out of protest" ever since Legion's PTB. It ebbs and flows but there are people who try to ruin everyone's game over changes they don't like, even just specific killers existing. It was adding to the point of why you can't really introduce and then remove things like that, because the userbase simply isn't mature enough to handle your decision after the test.
There are plenty of people who play at various levels who think no comms is perfectly fine. You're allowed to be one of the ones who disagrees, but you're also not the one who needs to rebalance and rewrite all of the code in the game to change away from that. Maybe DBD2 will have comms built in, but it would be a horrendously bad idea to have to rewrite the entire game to balance around it now. Or are you suggesting half the game get made obsolete and worthless regardless of the change? Or patchwork adjust a few things and leave the rest? BHVR made their bed when they decided to put SWF in and make them a single queue without separating them or giving any way of opting in or out, and there are much less invasive adjustments that can be done to alleviate the issue. That said, player skill (read: not just mechanical, mental and strategic most importantly) can more than compensate for the majority of the game as intended. People seem to forget that you're supposed to get games that you have little to no chance of winning based purely on how the game is designed around averages: There are just too many aspects designed to change the game rules around giving you a massive advantage, be they perks, addons, swf, or killers themselves. Its a big part of why solo queue complaints fall on deaf ears to me, its people assuming that they are supposed to win every single game they play well, which is anathema to DBD itself.
The last comment im not really going to address more than the fact you focused on what swf has that you don't, ignored the technicalities involved that I spelled out for you, and instead you tried to imply ignorance on my behalf to try to discredit my explanation. If you honestly don't understand how giving players info at basekit with visual representation is different than swf's having to constantly communicate that info to each other, I don't think I'm going to be able to get much more through (and I don't mean that as an insult, btw.)
But it is how it is. Otherwise you wouldn't have people immediately leaving the second gates get powered. They don't have to be at odds with one another, they just have no incentive to get out with their 'teammates'. They aren't rewarded more for it and thats why so many players don't care to help each other or even progress the game, because in the end, the only thing that matters is they escape. You may disagree with that all you want, but unless you're playing with friends and trying your best to get out together, it just aint a reality in solo que.
PTB can work, its shown to have worked (where they've seen the feedback, taken it and applied changes because of it) and whether or not we agree on if it does work or not doesn't matter. Its still the only place we can test VC on, without affecting live servers. And if you're acting like people won't hit the forums with valid feedback (yes some emotional) and the staff won't read it, Idk what to tell ya.
Just because you're scared or worried about how some entitled and immature people take a decision to remove a tool that was specified to be only for a limited time & experimental/data collection purposes, isn't warrant enough not to try it in the first place and see for yourself. There are also a lot of people who will not riot or throw a temper tantrum about it, but I guess we ignore the other side of it and just focus on all the hypothetical negatives right?
People do not ragequit constantly to ruin games "out of protest" in regards to Legion's PTB. People ragequit for all sorts of stupid reasons and tying it down to one little category that is barely even a point just to fit your narrative when all it is, really is an assumption, because you don't know for certain why each and every person 'ragequits' or d/c's.
You're right, I'm not the coder. I'm the player. And if you're also telling me it takes 5+ years to write in voice chat or even a version of it for it to be tested out on the PTB, then we can agree to stop talking here. I'm not suggesting that at all, but if you don't want to use voice chat and/or you don't have a microphone, that isn't my problem. Are you suggesting that because some people don't want to use voice chat and/or don't have microphones, that tool not be made accessible to the people who do want to use it? In terms of BHVR and SWF, yes what they did was fundamentally stupid and its incredibly tough to wiggle out of without them taking grand risks, which they just aren't willing to experiment with.
I didn't ignore the technicalities, you tried to make them seem more than they are to fit the narrative you're pushing. I didn't imply ignorance at all, I simply brought up how good/strong SWFs don't have an issue with 'discordance' or multiple people yelling things out (since they are very used to it) and can hear what they need to hear. Again I never said those two were the same - info at basekit w/ visual rep vs SWF communicating that info, so IDK why you keep bringing that up.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3186245#Comment_3186245
That 1v1v1v1v1 comment is so flawed i'm still amazed they even made it. the 4 have the same objective, so they are not "vs" each other. If there was only allowed to be one survivor per match? maybe. But their goal is not mutually exclusive nor is it at odds with each other, so they are not in opposition in any way other than whether they want to sandbag or troll each other to boost their own chances unnecessarily. Its an extremely bad take on their own design.
https://forum.deadbydaylight.com/en/discussion/comment/3186271#Comment_3186271
The "harm" is that they have been a balancing outlier that has made the game unable to be properly balanced for ages. You also can't really try things like that out because then you will face massive backlash if you decide to take them away. And if you think people are ragequitting at the drop of a hat now? The average player can't even provide clear feedback without getting emotional as it is, all they would be doing is forcing themselves to roll it out for real.
And like ive said multiple times, many aspects of the game are designed specifically around NOT having access to communication. You're leaning pretty hard on that current year argument when this game refuses to even put in an FoV slider which I can literally go back and adjust in games like Doom and Quake. Not only that, but people can opt out because they don't want to communicate nor hear what their teammates have to say, and that will ALWAYS be a valid reason to not make it mandatory in game design.
And once again, you're going for the "SWF can do it, i want it too!" without considering either the implications or the false equivalence. SWFs don't get aura perks for free, they get similar info as aura perks through communication specifically without needing to use perk slots. They don't get full auras because one person has them, they have one person who can relay that information instead. There is a very big difference, especially since multiple people talking at once creates discordance. Its also part of the reason why SWFs that are organized designate people for different roles, so that one person can focus on information and coordination while the others work in tandem. Up to 4 people being able to relay that information to each other is NOT the same as all 4 having all of that information at all times.
I agree, it is flawed and bad design but its how it is. Its why you see from time to time, those survivor 'teammates' who leave the first second they can, when you've just ran the killer for 3 gens and got first hooked w/ Kindred up.
This is where I disagree with you. Of course they can try things out, thats the whole reason of experimenting on PTB and seeing if its healthy for the game or there needs to be tweaks made. They could also provide a caution or note to PTB users that these changes aren't final and no way indicates that VC would be coming to the live versions of the game. Massive backlash? They get a ton of that as it is, for changes they do or do not make, that the community thinks they should. Again, if they pointed out this is just for experimenting and data collection, I don't see where any valid backlash would come from, besides unrealistic and entitled people.
Why would people ragequit MORE with voice chat, especially in an experimental phase on PTB that they knowingly launched into? I mean, I've seen valid and objective feedback from people regarding perks, killers, animations, etc so whats to make me think people wouldn't be able to give reasonable feedback about voice chat?
Yes and its time to step away from the whole 'we dont want players to have comms!' approach because it doesn't work. Its been evidenced for years that solo que has been awful because we are so far behind in balance in comparison to SWFs. And considering most new players are solo, not SWFs, they will get turned away from this game even more since they can't communicate coupled with little to no game knowledge. A FoV slider in this game when there's a perk for it? How dare you! Yes so give those people who want to opt out the ability to opt out. If you want to keep playing your matches with 0 comms, go for it. But leave VC in the game for the people who want to try using it. You're acting like VC shouldn't be implemented because some people won't use it. That isn't a reason not to have VC in the game. I don't care if you don't want to use it, there will be many many people who will.
SWF's can provide all that info from those info perks in less than 15 seconds to their team. They don't have to run any of those info perks to get that information to their teammates. Exactly, they have someone relay the info. So they don't have to run the perks. Whereas a solo player does have to run those perks to get that same info. If you've ever been in a strong/organized SWF, you'll know discordance does not do much. You'll likely still hear what you need to hear. You'll also know a strong/organized SWF doesn't bring these info gathering perks, although what you say is true where people get assigned diifferent roles, its not like 1 person is chosen and forced to bring info gathering perks, they 99% of the time all run very strong/meta perks. I also never said relaying info is the same as 4 people having that info at all times so I don't know where that came from.
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@icedrake402 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186188#Comment_3186188
The reason I have no interest in using comms is because I have no interest in a torrent of verbal slurry being poured in my ear by enraged fourteen year olds who apparently all have carnal knowledge of my mother.
Y'know, like literally every other game that has voice comms.
Toxicity occurs in every game. Individual mutes can fix that. Assuming you're just going to get immature kids as teammates who hurl F grade insults towards you every game is part of the problem.
Those other games you mentioned are pretty successful for having those voice comms.
I'll name a few; Overwatch, Rainbow Six Siege, Valorant, Call of Duty, hell even Evolve Stage 2 had voice comms.
While yes, toxicity can occur in any game that has voice comms, they can also strengthen the teamwork/coordination of a team. And acting like voice comms will only be negative when again, we have had 0 data to draw on & only share hypotheticals, is just counter productive.
I'm sure a lot of people who are against the idea of VC would try it out as well. The problem is, BHVR hasn't cared or even toyed with the thought of trying it out. So the VC debate rages on, zzz.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3186188#Comment_3186188
You have to balance around comms if you provide them with the expectation they will be used more often than not. That means you would be designing things to disadvantage people that don't use them specifically, or designing them around no comms knowingly giving people who use them a distinct advantage. Its one thing to allow it through other means, but directly implimenting it is directly sanctioning it: you arent allowed to ignore the elephant in the room any more because you pointed it out.
Also in regards to the perks, survivors don't need them. Perks for survivor are literally centered around either boosting your strengths or covering your weaknesses, none of them are required and none of the survivors have unique traits or abilities that they synergize with or against. They are literally your personal choice for how you want to improve your chances. Its not even addressing stuff like accessibility options being tied to them, its just wanting to be able to have more than 4 perks. Make Your Choice.
SWFs already use them, so whats the harm in letting solo players use those same tools or at the very LEAST, try it out? The biggest gripe I have with the VC debate is how after all these years, we still have NEVER had an experimental phase on the PTB or any real data to draw from, people just bring up hypotheticals all the time and this could have all been laid to rest awhile ago if they ever even bothered to toy with the idea of VC. If it didn't work out and proved to worsen matches or be hurtful to DbD, then disable it and move on.
Again, its 2022. If you don't want to use VC or don't have a microphone, thats entirely on that individual person. This whole 'people not using it' shouldn't even be a factor in the debate. If you don't want to use voice chat for whatever reason, thats on you. If I want to use voice comms with my 3 other solo teammates and even 1 of them decide to use it, its still a win. Because thats still better than the situation we've been in for YEARS.
Right, I don't think we need perks. But when you start saying 'hey you got all these info perks', it means very little considering every solo player knows SWFs get all those perks w/o having to even run them. And bringing solo survivors in line or even somewhat closer to SWF is what most of us want.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/3185885#Comment_3185885
I honestly don't understand why they haven't given survivors the ability to see their perks in lobby. Its only fair. We can see your items in your hand. Why not let survivors see each others perks, I mean its a team game. Why it hasn't happened yet is kinda weird.
Well its really not a team game though.
Its a 1v1v1v1v1. The choice to help your teammates & use teamwork to get out or hide all game and play selfishly is up to you. You're not obligated to help anyone. Also being able to see survivor's build will give you ideas of how they play or at the very least, you'll assume. Ex. seeing a survivor with Sole Survivor, Wake Up, Adrenaline & Self Aware. And this could affect lobby/match quality since people will dodge a lot more.
Its like dodging a lobby when you see a fresh survivor at lvl1. Like no thanks. Maybe they're insane players and just getting on a new character, but am I willing to take that chance? Nah.
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Grats, this was the first season in over a year (at least) where I didn't care to grind cause it wasn't worth my mental health and the frustration that definitely ramped up. Kudos to all the people who stuck through though.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3185942#Comment_3185942
The game was never designed for comms, despite allowing them through third party software. Allowing them at base creates its own balancing issues, especially in regards to those who opt out. The thing about requests for those, pings, automated messages, etc is that you already have more than enough perks that can due the jobs of those things, and well at that. Kindred and Windows are extremely undervalued for the info they provide to solos, as well as Empathy, Bond, Aftercare, and even Alert.
Also its worth noting you only addressed the positives and negatives for your proposed change specifically for survivors: Its a pvp game. Every change to one side affects another, and things like basekit comms would hurt stealth killers even more than they already have been. CoH alone still hurts them disproportionately to this day, even with all of its nerfs, simply because it is a concept that nullifies most of the strengths their kits are designed around. Its always important to consider all aspects of changes and their affects on both sides before attempting to put them in the game, but especially when concerning basekit.
Just because people DECIDE to opt out of voice doesn't mean VC wouldn't improve the match quality for the people who do decide to use it.
If you can't use voice because you don't have a headset or microphone, well its 2022. That isn't a valid excuse to not bring VC to DbD. You can go buy one for very cheap, but again this is a YOU problem.
While you bring up a fair point of other perks giving very useful info to teammates, the idea & recommendation of having to bring those perks is null and dull. When in comparison to SWF, they get all that info just through comms, essentially letting them bring more 'meta' or powerful perks. While yes, we have those perks to help with info, by no means is that a rational solution to this topic because like I said, forcing solo players to bring certain perks for that info, means they lose out on some more useful or powerful perks they'd likely bring instead.
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You can also bait the script by M1ing the air next to them so their script thinks they are in danger and activates.
Besides the scripts/auto DH, its perfectly fine. That person in that clip timed the hit perfectly and deserved to get out.
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@DemonDaddy said:
Solo survivor is in a good place balance wise, it's matchmaking that needs to be addressed.
Joking right?
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@Sonzaishinai said:
The hatch doesn't exactly "spawn" into the game
It's just invisible. So if you walk over it there is a small bumb
If you don't pay attention to it you'll probably won't notice but if you know about it you can find the hatch that way before it becomes visible
This. Its in the match at 5 gens, its just not visually able to be seen. As a killer, you can still bump into it during the match, make a mental note where it is, and come back to it at end-game. However without the bump, its more or less a guessing game.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3175611#Comment_3175611
The evidence says the exact opposite. As they're approaching the pallet, look at where the pallet meets the floor. Look at the middle of the pallet and how it aligns with the markings on the floor. Then, when they drops it, you should be able to clearly see that they're standing to the right of the middle.
When I have more time tomorrow I'll post some annotated images, if people are still struggling with this.
No it doesn't. Go to 0:32. Pause it right there. He is almost on the opposite side of that pallet (not entirely) but look at his standing position next to that hospital bed. He is almost at the foot of it. The pallet comes down & reaches the end of the hospital bed (a tad bit further) and you're going to tell me that wasn't a blatant teleport? I'd say he was favoring the side opposite of Bubba at 0:32, clearly more towards the side of the pallet he wanted to throw from, and got moved back to Bubba's side because the game didn't think he was fully on the other side. Which okay, technically you're right. He wasn't entirely on the other side. But if I'm watching this and I gotta decide which side he was more likely on, it'd be the opposite side. Not Bubba's. Not bout struggling with anything, I just don't agree with ya bud.
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Probably Trapper. He's just a deranged lunatic with traps and a thirst to kill. Not unkillable.
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Everyone acting like he didn't get teleported to the other side w/ video evidence, lol.
'you were in the middle'
'you should have gone out more'
If you had to pick a side of the pallet he was on, you'd say he was on Bubba's huh?
Yea I'll agree, maybe he wasn't completely outside of the pallet on the other side, but he definitely wasn't on Bubba's side of the pallet. Very clear teleport back to Bubba's side.
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I mean OP isn't wrong guys. The only real way to play around Eruption is having comms.
If you want to hurt solo que players, run it. There is very little counter play to it if you are solo. There's no way you will know the exact moment your teammate will go down in chase unless they let you know. Pretty awful perk design TBH, don't know how it made it off PTB in its current state, especially when so many people play solo. But hey, here we are.
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- You're hook farming. If you know he's playing like that, buy as much time and don't be as predictable. There are other things to do in the game besides immediately go for an unhook.
- You mentioned hooks being super close to one another. Why didn't any of you run the killer to a dead zone or other area of the map to create a bigger gap between hooks so going back & forth would be more difficult/time consuming?
- If he's able to just go back and forth like that, its usually because the killer banks on you saving/predicting you being altruistic and not doing gens.
- You can also bodyblock for certain hits if you were really concerned with your teammates being killed early. Might not save them but can buy them time to get distance and for you to immediately hop on a gen.
- Nothing wrong with tunneling, its a valid strategy and survivors need to stop complaining about it. The fact is, killers don't care about your fun and if tunneling = secures a win, especially a weak teammate who is a horrible runner, why do you think the killer should ignore that?
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Ehh, no big deal honestly. Does it hurt your pride? I really don't care if you teabag. Most of the time, I'm trying to just get better at a certain killer so I'm not going to know every little trick (ex. Blight).
It also depends on context of the situation.
I specifically started running a pretty..well, I guess you can call it selfish but its an end-game build, tailored towards me being the last one alive. Now I know what you're thinking (he just lets his team die) but no I don't. I play the game like usual and I don't teabag during it. The ONLY time I'll ever teabag is when I power a gate (with Sole Survivor & Wake Up, Adrenaline to heal me when killer closes hatch). Cause I mean..I earned that. And I know the killer damn well didn't expect me to open a gate within 5-8 seconds. I don't do it to shove it in the killer's face, more of a 'Hey you did well but I bet you didn't count on me getting out, especially with you slugging the 3rd survivor to bait and kill me'.
I don't know man. I think a lot of people that play this game are complete snowflakes and take things too seriously. Oh no teabagging! My whole session is ruined & now I'm in a bad mood!
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/345427/reassurance-having-no-sound-feels-really-bad
I created a bug report for it. I swear it had an activation sound before today's patch.
You are right, it did.
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My Meg was a 9 on update (my former main) and my Feng (current main) was I think a 5 or 6, now 12.
I've seen people in the high 60s-80s though.
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This is why you don't just jump on gens in one area. People need to take risks and work on the more important gens, and usually the best chance of that is at the very start of the game when the pressure hasn't started yet. You can't blame a killer for realizing your mistake and using it against you.
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The 'buffs' are apparently slated for mid-late 2023 from what I recall. I don't know why it'd take them that long to address solo que but hey its BHVR. Typical.
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No you aren't. You did what a lot of people would do. People calling you an a**hole act like you're supposed to play by some survivor rulebook. They decided to hide by hook, you knew they were hiding by hook, so you had no reason to leave since you knew gen progress wasn't happening.
Just like in end game when 1 person is hooked right as the gates get powered, so the killer decides to secure that 1 kill or try to.
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That was actually a really fun event. Probably one of their better ones. I'd welcome it back anytime w/ additional fixes of course.
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If you're tired of RPD, start burning map offerings. Thats what I'm doing. I aint goin back onto that map anytime soon, lol.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3167645#Comment_3167645
I don't think I've ever once gotten to use her Condemned Mori. It seems basically useless. Like when I first played her, I teleported TV to TV like Nightcrawler on cocaine because I specifically wanted to Condemn someone but never had it work.
If Condemned felt like it did anything I'd think she is higher on the list but as the killer I've never gotten to use it and as a survivor, I've never once had to even sweat about it.
Not true. Its not useless. You just aren't playing her right/bringing the wrong load out. Like I said, the #1 EU Sadako Otz brought onto his stream recently, basically proved this was false as he's been on a 60 win streak (possibly higher now since that was like a week ago). Check out the vod and catch some tips. Dude went against a 200 win streak 4man SWF to see how well he'd do and he still put up a decent fight (SWF won ofc).
She isn't horrible. There are a lot of other killers you will struggle to get win streaks on. And the fact someone is able to do a 60+ win streak on Sadako says enough.