WeenieDog
WeenieDog
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- WeenieDog
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With the way survivors kill themselves on hook, I would of thought survivor queues were instant.
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I don't know if Claudette can compete with the raw stupidity of Nancy. The amount of times I've had a Nancy get found, then run up to unhook me in the killer's face has convinced me that all Nancy's are working with the killer.
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I mean, killers are harder to find for now, so I guess anyone will do.
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What's there to say? Dbd can be a very embittering game. No matter what role you play, someone in chat will always have something negative to say.
"Y r u camping?"
"Swfs r broken!"
"Crutch perks"
That's not including the dumb stuff you'll go through while in game
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All they need to do is not let it stack with belt/loop. You can get more value out of 5 regular hatchets than 1 insta-down hatchet.
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Unfortunately, it makes Adam more likely to become the obsession, but not guarantee him to be the obsession. I don't know why it's like that, but it is.
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Maybe muted I guess
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HEZAH BEAM!
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/1872598#Comment_1872598
But they always release two graphs. A general one and a red-ranks only.
A killer in the red ranks is usually smarter than most survivors in it btw, so I don’t see matchmaking being a problem here, cause that’s what they take into account when balancing the game.
I think it's natural to think that about red ranks but it's just not that hard to rank up in general. It's not about being good, but just going down a check list. There's also the issue that both sides are required to farm the opposition to some extent. A great killer/survivor wont rank up if they finish the game too quickly. I'm sure all of us can think if a time some posted something like "help! I ranked up too fast and I'm not having fun".
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/1872576#Comment_1872576
I highly doubt that is a problem in most of the matches. What I see most is potato survivors being demolished by killers, unless in a SWF.
I do get those games too, but I also have games where survivors give up and just focus on getting points instead of winning.
I just mean to say that any stats they give us dont matter because of the flawed matchmaking. If I gave a test to 5 year old and the same one to 25, BHVR would weigh them equally.
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/1872507#Comment_1872507
And what evidence do you have to support this claim?
A barely working matchmaking system is evidence enough.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1872388#Comment_1872388
Hm. Yeah, it only happened two times, pretty sure this will not happen a third time. /s
Yeah, they'd probably have to release tons of data and how they went about collecting it. Though many of us like to think ourselves staticians, many aren't.
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@BattleCast said:
Imho, no. Surge is perfectly fine the way it is now. The only thing I would even think about changing is the basic attack requirement, but we already know that’s not happening.
I've been using it on nurse lately in place of corrupt and I never realized how good it can be. I've been able to take chunks of gen time because the survivors couldn't tell which gens were put into regression, so they just let them.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1869310#Comment_1869310
Yes yes, it helps a lot but the more you relord overall the more time you waste also. That's why I think it can't ever be viable to throw bottles all the time to get better mobility when you then don't have bottles for chases. A lot of reloding is bad for clown even when it's faster then before.
I feel like that's with a lot of killers. You don't really want to spend all your power as spirit to get places or nurse blink.. well, unless you use recharge addons every game. You don't need to rev your chainsaw at every pallet. but I do agree that nothing much has really changed with clown. just a straight buff, but survivors are still going to pallet camp against him because that's all they can do.
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OP might be one them exhaustion clowns. RIP.
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@Ink_Eyes said:
Lots of killers lobby dodge a lot, I've seen small time streamers lobby dodge like 15 times in a row, because they didn't like the fact that the survivors had flashlights, or they had a key, or they suspected them of being a SWF team. Not only there's a shortage of killer players but the fact a lot of them lobby dodge a bunch of times makes queue times longer. Maybe they should not allow killers to know what items the survivors are carrying.
I wouldn't mind them locking the lobby so you couldn't leave if they just let me see who is and who isn't in swf together. I'd be more inclined to play it out if I could make preparations of what I was getting into before hand.
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In theory, it wouldn't be that silly because he can easily broken out of stealth.
In practice, the los mechanic barely works. I could be staring him dead in the face and the game tell me I'm hallucinating.
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Girl, I never take off ds. People tunnel and in some situations you have to do that to have a chance at winning.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1864784#Comment_1864784
2/3 games but then again I can't really say any other fraction because I barely put hours into the game anymore.
BHVR make DS unnecessary to run please. Put on your brainstorming caps and change something, v_v.
ANYTHINGGGGGG.
I definitely think that's something that needs to happen if want to slow down the game. If we want games that don't end in generators finishing in 2:30, we also have to address things that the killer can do to snowball as well. That means, slugging, camping, tunneling, tatics that anyone can do (and should at least learn to in current meta) that innately slow down the game has to be looked at.
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@chieften333 said:
It's hard to say at the moment. It's baffling how DS hasn't been changed given the devs have expressed interest in it. As well as the fact it's easily abusable when coupled with unbreakable.
Yet undying, which is reliant on good totem RNG. Can be removed from the match when found. Which can be accomplished with the help of maps, or two perks. In a hex centric meta I have no idea why no one would run those, then complain that undying/ruin is too strong.
I hope the devs have a plan for it, but it's hard to say when they never tell us anything of substance.
I'd say it's because if their stats. It may have a low global use rate and then there's the 60 percent kill rate at red ranks at its lowest. Doesn't mean it isn't broken in some situations and their lack of meaningful matchmaking doesn't help either.
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@Mikeadatrix said:
Babysitter, I'm happy Second Wind is getting tweaks but god Steve's perks are hilariously bad.
Man, when I first read it I though it would a neat anti tunnel perk. But in practice, it barely does anything. Most of the time, they were downed anyway. Just use ds unfortunatley imo.
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Girl, right now, for me Elodie is the new Nancy. The girl is in her own world doing god knows what in lockers. Straight trolls in human form.
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One liners are kind of cool, but not after 800 times and more often then not would be like "please shut up, I'm trying to listen out to where the survivors went"
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The least they could so is remove them from chests for the time being.
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Ugh. Please, I do not like this ghost story. It's absolutely bone chilling. Plus, you might attract...
*looks around and leans over to whisper*
Swfs.
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I felt like the DG devs did listen to the community. The execution though... were not on the mark, but they did try. Like the crate surfing Dash problem. Instead of nerfing his perk that let him interact with crates faster, they just nerfed his sprint speed boost for some reason.
But if there's one thing i wont forget is how they refused to take a club to that over bloated inquisitor and instead buffing him with seemingly every chance they got.
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I remember when hex perks were a risk thing. Something that wasn't supposed to be consistent in the first place and if you wanted that, you'd run perks that couldn't be taken away from you.
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- " Any time a Hex totem is cleansed, it will replace the Hex: Undying totem. Hex: Undying is then deactivated. This ensures that the first totem cleansed is never your other Hex perk."
I assume no, but who knows?
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Isn't this against the whole name and shame thing? You don't even have any evidence to show that they did anything at all.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1857472#Comment_1857472
Absolutely not. That is way too easy. You'd see it almost every game.
I know. Pull someone off a hook and heal them. 2/3 stacks already.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1857850#Comment_1857850
Even harder to knock someone out with Freddy's knife glove lol
While we're here:
why can doctor apply sloppy butcher with a blunt weapon? It should only work on bladed weapons. Pls change it.
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The art team has always been the hard carry of this project.
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Basement has always been a frightening place. That why it's important to know where the basement is (and there's only 2 places it can spawn on most maps) and not go down near it.
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@maderr said:
This game has taken a road that can't be viable for asymetrical gaming. I still play it because i have friends to play with but if it was not the case i would stop right away.
Most killers are ok BUT perks are dumb and change too much the way to play the game.
All survivors are clone and can equip all perks, removing all the goal of a team with complementary build (exemple a healer, a runner, a saver and a gen rusher).
Evolve was a game with way better teamplay mechanic. Unfortunately the game didn't encounter the success it deserved but it was miles ahead DbD. But the press stomp (unjustified) killed it.
To summurize it :
You had a monster that had to kill 4 hunters.
In a team, each hunter was from a different class : a trapper, a dmg dealer, a healer and a support.
Trapper had to catch the monster and to slow it down.
Dmg dealer had to deal dmg
Healer had to heal and had a secondary power (like creating weak points on the monster)
Support had to support the team (either cloak them, either shield them)
And the team needed to create a synergie to survive and kill the monster. No one could survive without the support's and healer's job, no one could dmg the monster without it being trapped and being stomped by the dmg dealer etc... One mistake and the monster won the game. With no mistake on both side it was a 50/50 chance of winning. The teamplay was beyond everything you know in the multiplayer game history. You can check some gameplay on youtube.
There were perks also, perks that gave small bonuses but nothing game changing. Nothing as strong as NOED or Ruin/Undying or DS/Unbreakable.
When we compare DbD, we clearly see that the teamplay features are weak, there is nothing but this : being two on a gen, unhooking, bodyblocking, being two to heal. Other things like flashlight/pallet saves are so rare that i don't call this teamplay.
So yes, DbD is not a team game, it's a 1 v 4xindividuals game. All 4 survivors can play for him/her self 99% of the time. Why ? Mostly because most perks are teachable, same for killers, all perks are teachable, most killers have the same build... And perks are globally way too strong.
personally, I think the lack of role is to dbd's benefit. Solo evolve was easily some of the worst gameplay I've ever had. If you had a trapper that didn't know how to trap, gg. A medic or support that didn't conserve fuel, gg. I do agree that teamplay in Evolve felt really good, but it also felt (to me at least) that it was strictly a "play with your friends" game. I feel like if dbd was balanced strictly around the swf death squads, it would end like Evolve. Dead.
Though, I remember evolve having some bugs that made things worst for first timers when it came out. Like jet packs not working correctly when you scale cliffs, you would waste fuel climbing it, when it wasn't supposed to making the chases feel slow and leading to the whole "walking simulator" feelings. and Wraith abduction being bugged into doing double instances of damage letting her insta-gib people, something they only discovered in stage 2.. after they nerfed her already.
Idk, dbd feels like it's too easy for it to feel like garbage for each side with the slightest change sometimes.
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Survivor is hard?
Randoms can be frustrating, but its not hard.
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@exp0zed said:
Consoles are far from lovely. They are made cheap. Graphics are sad and the auto aiming features are even sadder. The consoles cheapness also passes on to any games released on console. It would've cost more to implement a chat feature in game. Sorry you will nevaaaaaaa... own a PC evaaaaaaa... Millennial
I mean ... you dont have to buy some incredibly marked up prebuilt alienware pc. And you really shouldn't either.
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I just quickly want to give a shout out to the nancy that was just lying underneath her hooked teammate so I couldn't pick her up. Guess I'm just going to face camp you cheryl, sorry.
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Freddy's just got that reach, man. Just straight-up able to pull you into dimensions where it was a grab/hit.
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https://youtu.be/WXbh4jwENSw?t=2091@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/1852896#Comment_1852896
That's incredibly false
it's at 34:52. But what that means exactly, I dont know and Tbf, this video is old (It was around the deathslinger era).
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@Zagrid said:
The data that they use to make changes based on killers is from the top 1% of killer players.
If they made survivor changes based on the top 1% of survivors, well there would certainly be more survivor nerfs than what we are seeing.
But to be honest I don't think we need survivor nerfs. We need a solo player buffs.
Bring solo survivors up to the level of an SWF team. Then buff all the killers accordingly. Then every survivor would have the tools to succeed if they work together.
I doubt they'll do that because according to their stats, swfs dont have that much of a higher success rate than solos.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1852104#Comment_1852104
The killers overall objective is to get 4 kills.Doesn't matter how he gets them.
The survivors overall objective is to repair all 5 generators and escape.
What makes you think that the killer is supposed to get 12 hooks in order to fulfill their objective?
Thats what I was thinking. Unless they mean from a emblem standpoint, and the pips system is weird for both sides.
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Nurse. Some hits that feel like they should connect don't, and some that feel like they shouldn't connect do.
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Isn't soul guard that thing And in a ruin/undying meta?
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Because they didn't want things to be exclusive but were handing out limited time codes during the holidays recently.
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True that you can take hits while they are carrying a survivor but why? 1 bodyblock isn't enough to do anything to help the team, and is more so in favor of the killer. Imo, it just doesn't give consistent value in comparison to other perks, though +1 health state is really strong.
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I usually switch killers every rank reset. Now I'm trying out the only killer I've always avoided, Nurse.
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@ukenicky said:
A problem I've been seeing very often lately is killers (In higher ranks) camping until someone reaches stage 2.
I know killer players preach that camping always equals survivors winning but that's only if the survivors split up and maximize gen rush which doesn't always happen or it results in a nasty 3 gen scenario.
A killer who camps someone until they hit stage 2 and then goes to pressure gens is really disappointing for so many reasons because it's still scummy. When you factor in slowdown it makes this strategy even more viable. And if you try to go for the save what's stopping them from forcing a trade and then camping that person until stage 2? After a certain point, survivors know they HAVE to save one another but it feels bad when you can't do it if someone is being camped hard, they'll be tunneled without BT or you just straight up trade.
It's kind of bs that people's answer to this is "just do gens and let your teammate struggle if they're being camped" like this is the kind of stuff that makes me wish there was a base camaraderie effect for killers who camp a hooked survivor purposely just to get them to stage 2 so they die on hook.
But whatever, it's a "valid strategy".
There are sometimes when I'll do that. But only in games where survivors are really great about making the most of the 60 second hook stages. They do 40s of a gen before they save. It's a smart thing to do, and I do it to, but the counter to me is just to confirm the stage and then go back to normal game play.
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I dont really mind if people try hard. The only thing that bothers me is when they yell at you for giving it right back at them.
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Then why is legion on the list? if you think Charlotte and Freddy are gross, just say it. Don't lie to them.
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Corrupt and infectious are easily two amazing perks.