Weederick
Weederick
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1294222#Comment_1294222
🤦♂️ i give up. Later after youve had some coffee or something go back and read everything Ive said. Im not going to keep repeating myself.
Im not offended, its just really dumb to call everything you dont like boring which is what I see a lot of
You're not believing me that people actually play this way. Whatever...
To elaborate...again.... it may be a dumb strat to 3-gen early. It may be counterable. It may not be optimal. But i mean exactly that. That is a 3-gen. And if you're not doing that, i wouldn't consider you playstyle 3-genning and thus you are not boring.
??
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1294052#Comment_1294052
Yeah but once again, nobody does that. Nobody walks in a circle around 3 gens starting right at the start of a match. And if they do then that should be pretty easy to counter. I explained to you earlier why that was dumb. Did you read it?
It happens very rarely and i would call that 3-genning. If you dont play that way, then idk why you feel offended about my statement that its boring. Because i only mean these guys whose main strategy is 3-genning. Pick 3 gens, make sure they dont get done.
If you have other plans in the early game and maybe check for a potential 3-gen setup after a few gens and hooks are done, that is not 3-genning to me but normal gameplay.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1293990#Comment_1293990
Yeah but I was responding to your assertion that its boring because theres no interaction between the survivors and the killers in the early game because the killer is only patrolling those three gens, im saying thats dumb and nobody does that.
Outside of that youre just complaining that its boring because the killer is using a strategy that you werent smart enough to combat early game and screwed yourself.
Let me make this even simpler. Killers dont care what you find fun or boring. Its a dumb argument to expect the killer to make sure you have fun in game. If you find camping/tunneling/3 genning/freddy/doc and whatever else in this game boring, go play something else. I hear Civ 6 is free on the Epic Store. Enjoy
You obviously didnt read. You cant combat commited 3-gen early on. Its the same gameplay with 3 gens as with 7 gens, if you ignore the other 4 gens. Which is what i call 3-genning.
Didnt mean to step on your feet. You do yours, i just find it among the boring and lame strategies in dbd. Like stacking 4 second chances and looping infinites while teabagging and clicking flashlights. They also dont care about your fun as a killer. Do whatever you want, but dont be selfrighteous and act like people shouldn't have an opinion on it. Ebony moris, Keys, 4x second chances, tunnelcamping, 3 gens, op addons etc... all things people have a strong opinion on. IDC if you think it shouldnt be that way
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1293941#Comment_1293941
My point was, just because there is a 3 gen (even if the killer was trying to get one) doesnt mean the killer spent the entire match only walking around those 3 gens. Thats stupid, nobody does that.
Now once youre in the 3 gen, yeah you chase someone off. If their dumb enough to run right around the area you chase them, if not you remove 1 or 2 pallets and go back. Thats the game, especially with trap dependant killers.
I dont mind random 3-gen setups appearing, because survivors didnt skip gens. No one has issues with that, since its the survivors fault.
It all depends how early you start protecting those 3 gens. If you keep track from the start till the end, then yes, i would call that 3-genning. There's no difference in gameplay. There's a killer always denying you doing the same 3 gens and willing to break chases to protect them.
@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1293941#Comment_1293941
That's a fairly one-sided way of looking at it.
Not only do the survivors have a hand in setting up the situation, they're also playing in the same stalemate. The killer isn't under any obligation to run off to nowhere and let survivors finish the gens any more than the survivors are obligated to let the killer hit them.
They have a hand in setting up their gens, unless the killer protects 3 gens from the start. If it randomly ends in a 3-gen setup, its the survivors fault, since they could've skipped gens. But a killer can also patrol the 3-gen setup from the start, making sure none of them gets done. The typical Overcharge Doctor, dropping chases to kick the 3-gen over and over. Because survivors dont have a hand in that situation, its a forced 3-gen later on.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1293912#Comment_1293912
That would be a really stupid thing for a killer to do. Youre not winning a 3 gen with only 1 or 2 hooks under your belt. I dont think ive ever even seen a killer do that before. So it must be pretty rare.
The way you do it is every hook you go back to your 3 gen and check on it. Even playing trapper or hag i dont only walk in circles around 3 gens
I've seen it recently from newer killers. Had to play against 3-gens twice last night and while its beatable, its really unfun and uninteractive. Protecting 3 gens later on is normal. I meant the players who would always break the chase and return to their precious 3 gen. Maybe look for free hits, but then straight back to the gen. What feels like holding the game hostage, because he only prevents survivor from finishing the objective and doesn't care about his own. Until boredom kicks in, but the killer is stubborn for 30 more minutes and ready to invest the time.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1292618#Comment_1292618
Because its hard? Why is it everything the killer does to make the game more difficult on survivors is "boring?"
Camping is boring
Tunneling is boring
Freddy is boring
Doc is boring
3 genning is boring
Can you enlighten us all on what in this game isnt boring? Is it running around in circles for 3 minutes? Is that fun?
3-genning is really boring. If it happens randomly, fine, survivors fault. But if a killer only defends and kicks 3 gens all game. Thats as boring as it gets. No chases, no interaction. Just 5 people waiting forever for the other side to make a mistake. Boooooring.
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@CantDeadHarder said:
https://forum.deadbydaylight.com/en/discussion/comment/1293283#Comment_1293283
But just because a side is stronger doesn't mean people should shut you down for ideas for said side.
For the sake of argument, let's say killers are objectively OP, they win most of the games, their perks and powers are op, etc.
Now you are picking up a survivor and can't help notice that it took you 15 seconds to pick up one survivor, that's way too long and an get boring to do, so you go on the forums and suggest the animation to get sped up.
Before you know it a whole bunch of survivor mains will respond to your idea with some snarky things to say
"git gud"
"killers cry about everything"
"killers are op and yet you still want more"
the list goes on.
What I'm trying to get at here is that some ideas that come from survivors aren't really game breaking but rather just Quality of Life adjustments, or just making certain perks or mechanics better and worth using. But because killers (not all killers ofc <3) see survivors as the "oppressors" they dismiss any idea that comes out of your mouth because you "have it good" already, and I don't find that fair.
It all depends on the ideas. If something is annoying or unbalanced, i'd support a change. As a survivor, DS is kinda needed to prevent a fast tunnelfest and an easy loss. But as a killer, if everyone has DS and jumps in lockers, you're screwed and it doesn't make any sense. So while DS's purpose is good, the locker mechanic needs changing.
I could even get behind the argument to make DS and NOED basekit to fix unhealthy gameplay. Doing totems gives you a knife to activate DS. Doing all totems deactives NOED. The secondary totem objective helps against genrush, the found knives help against tunneling.
I believe there's a lot of players playing both sides who sound more like a killermain, because killers have more to talk about. Having almost 20 killers whose players are all asking for buffs, while survivor is just one role which mains problems are bad matchmaking and tunnelcamping.
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They sounded like they got Jason.
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The top look spromising, like Hag over Billy, but i'd switch some of the lower tiers around. The killer reworks for freddy and doc turned out pretty strong.
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Lucky Break from 180s to infinite duration. Brutal strength from 20% to 25%.
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lmao YES
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1286287#Comment_1286287
Ah okay, that's fair. Though it effectively gives downed Survivor immunity to be picked back up again since it pauses if you get downed.
Yep, I feel like jumping in lockers for immunity and slugging until DS runs out are not intended mechanics. They just happen to work, but they're pretty lame for both sides and a clean anti-tunneling perk would be better.
Though while writing this, i imagine you can constantly run in front of the killer and force the DS this way, if the timer pauses in dying state.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1286255#Comment_1286255
Then the Killer just needs to moonwalk for 7 seconds. Because moonwalking is not a "chase".
Its not bound to a chase. Its the same as Deep Wounds, where you keep running to pause the timer. Its probably the least cheesable way, since you can't moonwalk or manipulate your terrorradius.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1286214#Comment_1286214
Does the perk stun for 7 seconds OR can the perk only activate within 7 seconds?
It only activates within 7 seconds, but that timer stops. The stuntime can stay, its a strong but deserved stun.
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Decisive Strike: Lasts for 7 seconds, but the timer stops while running and in the dying state. Prevents immunity in lockers as well as slugging to tunnel around the DS.
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We all spawned on a 3-person gen, so i meme'd around and went into a nearby locker as dwight. The wraith saw it and uncloaks in front of me and i slow vaulted out. He grabbed me, threw me on the ground and mori'd me in front of everyone just few seconds into the round.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/1279551#Comment_1279551
Quick question cuz I am big dumb, what is anti-aliasing and how do I turn it off?
Its a hidden graphic setting that smoothes out edges. Usually things look better, but for dbd it obscures a lot of details and make things look blurry, while eating some fps.
To disable it, go to: C:\Users\User name\AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor\Engine.ini
open engine.ini and copy paste following lines in:
[/script/engine.streamingsettings]
r.DefaultFeature.AntiAliasing=0
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It will only be used to dodge killers, since you can dodge survivors already.
MLGA was used to dodge certain killers or killers who win. Doctor? Banned. Spirit? Banned. Good nurse? Banned. Lost a mindgame? Banned. Looked in my direction while i was hooked? Banned!
I can see the use of it, but i see much more potential for abuse.
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Flashlights are balanced. Its hard to get saves and mostly preventable by the killer. They have to get really close when you start the pickup, so they're usually exposing themselves to a free hit. And they're not doing gens. Instaflashes were broken, but since then, they're manageable.
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Spawning with a mate on a gen and they urban evasion away.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/1279249#Comment_1279249
Ah, I know those parts, I just need to get a feel for it. I wanna be someone who can try help settle toxicity between both sides and make it to purple or red ranks cuz I know that in between ranks you get different types of people. Sure I'll have that toxic SWF group here and there, but I won't let that stop me from improving which is why I wanted the tips, because most survivors (I've met quite a few good ones) are sweaty try hards using insults like "baby killer" "gg ez" stuff like that. Plus I feel like this could help settle my anger issues by testing my limits, I get over petty things, but I need to learn my limits of how much I can take so I know when I'll need to take a break. Survivor side doesn't do that for me.
Rough road ahead. Good luck. Turn up your headset volume as much as tolerable (I have it on 74/100). Sounds are your echolocation wallhacks. Have graphics on low. Turn off Anti aliasing. If your hardware allows, add lines for up to 120 fps. Perkwise, Pop is imo the strongest killerperk. Corrupt is up there as well, both are very helpful to slow the genrush at higher ranks. Dont get tilted, which is all too easy as killer.
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1278880#Comment_1278880
Agreed, as I only play solo queue self-care is mandatory.
I run Self-Care/Kindred/WGLF/Botany Knowledge or Dead Hard
If you don't need BP you can switch WGLF with something else. It makes it so I don't have to rely on my team, but I can also support them if needed.
Yep have the same build but with iron will over wglf. Kindred gives all the info solo queuers need and botany turns you into a healer, generating free value whenever you heal. Very handy and lazy build
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1278858#Comment_1278858
I didn't know that you could cancel it in that way. And people tend to hate Self-Care. For a time one of my builds was Balanced Landing, Self-Care, Botany Knowledge and Decisive Strike so that I could run and heal back up after. It was pretty effectively actually.
Yes it is. It got a really bad reputation after the healing nerf and now many are screaming at selfcare users for no reason. I keep going back to selfcare + botany, because i genuinely find it strong. Inner strength + sprint burst is the sweaty contender.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1278765#Comment_1278765
Ummmm, because they held me there by still healing? Why else would I blame them for NOT LETTING ME RUN AWAY. And I am talking about healing under hook mostly. I don't really find many killers who use Nurse's Calling.
Healing under hook is a pretty common strategy, as it's a point where both players know where each other is and it wastes less time. I still run Self-Care for moments where we are separated, though. And, yes, I don't like to stay injured even though my current build has Resilience. I just 99 the healing.
You can cancel their healing by running. Its been implemented extra for those situations. Usually its better to heal at a safe place. Healing under the hook is a death invite, unless you see the killer is chasing another survivor far away and unlikely to return. If you hear terrorradius while healing under the hook, you are already dead.
Btw im a selfcare user too, no need to justify it. Selfcare + Botany is a super efficient combo. Its all about when to heal and priorities.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1278710#Comment_1278710
Yeah, I don't unhook unless it's 90% safe.
I'm talking more about the times where I'm the unlucky guy who gets targeted. It's the reason that I started running DS. There have also been times where a killer is closer than we expect, they're healing me, the killer returns and all of a sudden I'm back on the ground because my teammate can't take an audio hint. It comes back to a question I find myself asking a lot in this game, and that's "why should I be punished for something my idiot team did/didn't do?"
Why blame your teammate in that situation? You are the injured, you choose the place to heal. He's just following you as a healbot. Plan further ahead, how likely is the killer gonna come back. How far will he hear when he patrols back, how far is out of range for nurses calling. Is someone already getting chased, so we can heal under the hook. Or if it comes down to tunneling you, how can i waste the most time and where should i be healing so i can guarantee to make it to a loop.
You will slowly develop a "safe playstyle" this way and become unfavourable to tunnel. Some survivors are so obnoxiously distant at all times, its never worth starting a chase with them. They are usually kept for last and thus not beeing tunneled.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1277806#Comment_1277806
Yes it is. But if that's how you want to justify it, then go ahead.
And I did say 9/10 times THEY DIDN'T LOOK. It could also be applied to other phrases such as "I couldn't be bothered", but the point is that you were close to a hook, meaning either they're getting farmed, or you're patrolling in the area or a high mobility killer coming back and saw me easily going "Easy target", rather than taking an extra 2 seconds to check the immediate area.
Runners get cocky. They make mistakes over time. Stealth players don't.
If the unhookers stealths after an unhook, he's basically killing his teammate. If you dont actively take the heat while you're fine, ofc your injured, screaming, bleeding, closer-to-sacrifice teammate is a good target. What do you expect there. If you want to stop tunneling, you have to learn to how to bait after an unhook. Act like a dumbass free hit, spread scratchmarks everywhere, be the first the killers sees, crouchwalk in his LoS and split in a different direction. You gotta act like a tasty snack for the killer, not disappear and complain in the bushes why the killer is tunneling the other guy.
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Sprintburst is the strongest. I rarely use exhaustion perks, but sprint burst is soo efficient with how often it procs and how many things you can do with it.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1275489#Comment_1275489
I used to think this. Then I realized this would have one very bad side effect for killers: It'd make hex perks absolutely worthless. Totems would be a secondary objective, and therefore more likely for Hex Totems to be cleansed early. Especially sneaky ones like Devour Hope (which I'd take over NoED every day of the week.
Hm... thats a fair point. They would get eaten up while survivors are looking for dulls to cleanse noed. On the other hand, if they're looking for totems and ignoring gens, you're benefitting as killer (general speaking). If they do gens (a la genrush) then they dont have more time to find hex totems than they would have now. They still have to choose how they spend their time. Gens or totems. I'd be fine with that tradeoff, if doing totems was really valuable enough to compete with genrushing.
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I would go even further... and make noed basekit with a totemcounter. It fits the EGC, its a thrilling time as survivor (atleast for me, noed/exposed is the only really exciting time) and it would get rid of the perk noed, which i've never liked. Not knowing wether there is noed, wether you waste time doing dull totems and how many totems are left. It just aint worth doing bones. But i like the phase no one escapes death. Iconic and i wouldn't mind if it became part of the basegame.
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@LetsPlayTogether said:
There are no made up rules. Killers are crybabies, and this forum is especially killer biased. Survivors just argue against a daily level frustration. But nevermind, i dont think players at these forums are able to comprehend the differences.
You comprehend half of the game if you dont understand killers daily level frustration.
There's babies on both sides and you can immediately tell when someone doesnt understand the other sides point.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1275196#Comment_1275196
So basically every time killers post on forum they tell lies to make it look like its hard for killers. If a survivor then shows how embarrassing these comments are, they get scammed. Pretty good job so far.
Its not about killer vs survivormains. Its a strong leftover loop, i'd call it fair criticism to mention it, since devs are reworking tiles atm. And central bus window is one of the stronger windows overall and i'd rather have it changed, since its a heavy time sink.
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Bloodlust has no place in this game apart from bandaid-fixing infinites. When they're done with map reworks, it can go aswell. Its an antiskill mechanic, but necessary for those windows.
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@LetsPlayTogether said:
The bus is a strong loop but never ever an infinite. Learn how to play loops.
The central window was considered an infinite before windowblockers. Technically its still one, since you can infinite it without windowblockers.
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Totembound perks for survivors? I really like that idea. Why only bind killerperks to totems.
Innerstrength is a free heal, earned by doing a totem. Earning second chance perks by doing totems would solve a couple of problems with them, like stacking 15 second chances over the team and give totems some real value.
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Plague: Doesn't lose corrupt purge when pallet stunned.
Demogorgon: He can teleport to portals from anywhere.
Trapper: Carry more traps by default.
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First minute of each game, the gens are blocked. Sacrifice times are 30% longer.
I liked Deathgardens concept of an early stealthphase. It would reward stealth skills, stop the dreaded 3 gen pop after the first chase and in return, its harder to tunnelcamp someone early.
Agree on kindred basekit. That would help massively in the solo/swf-gap.
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Oni is a blast. Apart from nurse, he feels the most powerful killer in his demonform. If you ever wondered how strong billy was at the peak of his power. Its literally onis demonform, billy with arrowkeys and flick. If you're bored of weak killers and want a power spike, Oni is a good boi.
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Haven't seen many yet (Landed haddonfield 3x times in a row as killer and went survivor).
Ironworks looked good, doesn't seem to be infinitable. I'l just trust that the other reworked windows are fine.
There are still a lot of structures left. The haddonfield/springwood basement is still an infinite, haddonfield itself.
But overall, the patch feels good. Just keep working on maps and tilebalance and its a good direction.
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Camping with haunted grounds, corrupt intervention, noed and bitter murmur.
Slugging with knockout and infectious fright against pubs.
Stacking massive slowdown either way.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1268653#Comment_1268653
It really isn’t an insult, the fact that they’re making things better makes a lot of people happy. I know as a killer I am happy for those changes.
The changes are great. I meant the way they handled infinite windows after release. If they took it seriously, they could have designed buildings without ones and fixed the early ones. Its preventable, lets be real.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1268314#Comment_1268314
So it doesn’t matter that it was fixed? I know I’m personally happy for the balance changes they add.
Its an insult to every killermain that they've kept it for almost 4 years. Thats how i feel about it tbh.
Its about ######### time describes it better than beeing happy about it.
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They have to understand why tunneling is so strong and balance the whole genrush vs killrush meta around a longer game. If they increased gen and sacrifice times by 20%, the chase time has less of an impact.
Its not about removing camping, but balancing it, so players dont naturally start to camp to win the game. Imagine if it was simply more efficient to patrol gens and play fair, tryhards would automatically camp less. But the way how strong 1vs3 is and how fast you can remove a survivor, you can always fall back to that strat. Genrush and tunnelcamp is too strong, they need to buff alternatives
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1268254#Comment_1268254
“Its a highranked killer problem” God loops weren’t a low ranked swf problem or low ranked killer problem, they were a high ranked killer problem. Judging from that, I’d say they do care about high ranked killer problems.
It took them 3,5 years to START fixing infinites.
If there's anything telling you, that someone doesnt care about something, its not doing anything for years about it.
Money was only spent for survivor qol in the first years. Killers were literally irrelevant.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1268207#Comment_1268207
They came out and said SWF was always intended, people also used to dodge lobbie to be queued together, do you really think people would stick around if they had to constantly dodge lobbie and hopefully get paired as a 4 man? I don't think so, forced solo would be hell, killer is the easiest it's ever been, killers 4Kd 3 years ago, and it's only gotten easier to do so.
Swf should have never happened. They should've sticked to their design philosophy. They designed a game around solo players not knowing what others do.
Now rank 1 is full of 4-swfs with second chance loadouts, because behaviour doesnt balance around them.
Safe to say, the complains about swf should be taken seriously. But the devs wont do anything about it. Its a higranked killer problem, who cares. Lowranked 4-swfs are more important.
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Defending infinites in 2020? Making up stories of shadow palletnerfs?
Glad nothing changed, lets see how good this game could've been
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Remove kobes and make struggle automatic. So noobs and derankers cant kill themselves.
Maaaybe Kindred builtin or something similar. Something to help against tunnelcampers, since solos suck at playing around hooks.
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Balanced noobstomper. He separates the wheat from the chaff in the chase
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Its been 4 years, they're the most common topic and essentially nothing has been done. All of their bandaid fixes are specifically tuned, that they make no difference in gameplay. At this point, i have given up on this game. You cant even spend a single dime on the balance team to fix your oldest, fundamental problem. Then live with a dying killer community
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1174842#Comment_1174842
You CONSISTENTLY say "This is my opinion and I believe its true', I don't think you have ever offered anything beyond cheap comments and superficial burns.
Try and offer something more, because when people talk about 'critical thinking' those that respond with cheap derogatory comments don't have it.
Try, even just once, to rationalise your opinion beyond 'cause I say so'
Just so I can stop laughing at you.
I like your rational and insightful answer
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@KokoCurry said:
The game is Survivor sided when you get paired with skilled Survivor players.
The same goes for the game being Killer sided - when you get paired with a skilled Killer player.
Overall, it truly is the Killer who has ultimate control of the game. Whether they slug, camp, tunnel, bring a mori, want to do the EGC/NOED + Blood Warden combo.
- As a Killer, I feel "helpless" about 20% to 30% of the time.
- As a Survivor, I feel helpless about 50% to 75% of the time.
When I say helpless, I mean that no matter how focused I am, I am just getting outplayed (owned). The outcry and overall negative attitude of Killer mains is disturbing and really unfair for players and the Devs alike.
When you pair highskilled survivors against highskilled killers, the survivors win most of the time.
Thus the game is survivorsided.
Its not about who makes the bigger list or who cries the hardest. Its about genrushing the killer in 4 minutes with twenty second chances and winning over 9/10 matches. Easily. Its simply the highest powerlevel in this game. And its an uncontested strategy that works since release.
You need toptier killers with good addons and probably a Mori to contest that and you're still disadvantaged. You may have insane snowball with your build, but you only have 1-2 minute of playtime to make the plays before the gens are too far progressed.
