WesCravenFan
WesCravenFan
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@Seanzu said:
Hold W / Push Forward on your stick and push them out.
Survivors in the exit gate have effectively won except for some niche circumstances depending on the killer, why should they be punished? Killers are punished for camping because the game is currently on-going and it's anyones chance to make or break the trial, the comparison makes no sense.
You have not won until you have left.
SO LEAVE.
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Blight is absolute bullcrap. I don't understand why he's even in the game. I cannot fathom why people think he is fun to play against. Pure misery. I'd rather face a Nurse.
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Cosmetic crediblity went out the window with the Dwight in a Box and it's never coming back.
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When I tunnel it is purely for personal reasons.
You ticked me off.
Things that get you tunneled:
- Head On
- Flashlights
- Dead Hard
- Being Feng
- Being Nea
- Elf Dwight
- Teabagging
- Doing moonwalking 360s after pallet stuns
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3238456#Comment_3238456
I agree that Nemesis could use some buffing, like making it so you can't heal if you're infected or if you're infected for a prolonged period you lose a health state. But zombies are just BS. Killers should never be able to stop you from doing a generator or block a loop without using a perk slot. Zombies are just cheap
Pinhead literally does this with his box.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3237692#Comment_3237692
Well it's 10 seconds PER GEN. Killers go crazy about proof thyself. It adds AT MOST 6 seconds and requires multiple people to be on a single gen (so if killer comes, someone will not get that window). 10s per gen IS A LOT
Those gens are not staggered though.
10 seconds done by three gens at the SAME time is still.... 10 seconds. Not 30.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3237608#Comment_3237608
Maybe before 6.1. After 6.1 it is common to down a survivor before any gen finishes.
Maybe you haven't played the game recently, but 3 gens in 1st chase is outlier (still possible, but far from common thing). Same thing as having 1 kill before 1st completed gen is an outlier (but that can happen too)
6.1 added ten seconds to gens. TEN. SECONDS. People need to stop acting like they added five minutes.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3237345#Comment_3237345
This assumes perfect knowledge of what is and will be happening (something even SWF does not have) and 0 travel time. This is just not realistic. And it was tried out that this is not realistic. Otzdarva prooved it in 6.1 (so before reassurence) where he took facecamping canibal (and with canibal you have indication that there will only be facecamping) several games. He was always able to camp to death 2 survivors before the gates were powered (so you can't loose at this point - it's already secured draw). And then there is NOED time for very probable 3rd kill.
Meaning you are forced to bring reassurence or face possibility of certain team loss. It's the same as you needing to bring BT (making it one of most used perks) before 6.1 otherwise you would probably farm your teammate into next hook within 10s of unhook.
This is not realistic? It's extremely common to lose 3 gens before the first kill. I don't know what video game you are playing. Against a really good team of survivors you can lose 3 gens before the first HOOK.
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@Dr_Emarald said:
Half the changes he wants relate to 2 things
Camping and Maps. Instead of changing the killers, BHVR should focus on changing those systems in the first place if they're that problematic. Otherwise MOST of the other changes are alright.
Otherwise the only killer I feel warranted to go full fledge "This is what should actually be changed" is huntress due to me maining her. I could respond for every killer, but I think those that main them would have better opinions and thoughts on those changes than me.
Iridescent head should be changed to "insta-down from 32 meters away" to encourage snipes and getting good at the killer, no penalty for running the addon.
The camping issue would relate more to camping as a whole, and a global mechanic would be more useful than changing huntress. Although oak haft should probably be nerfed for more variety in addons, or made base (that would make her to strong in my eyes).
I do not agree with making soldiers puttee basekit, due to that being you messing up 5 times and getting value. A killer should not able to get value after messing up with their power and over-using it.
I also believe rusty head should be changed/removed, due to begrimed head doing the same thing + extra.
Weighted head needs to be extended or completely reworked for being her worse addon imo. The value is just non-existent.
Glowing concoction and soldiers puttee should swap rarities. I don't understand how missing 5 times for value is better than 5 seconds of aura reading (possible 7 with lethal).
I don't see it as "getting value" at all.
It's not a reward.
It means that if your power turns off (which is what having zero hatchets IS), you lose the 5% movement penalty.
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I am 100% against his suggestions to shut off killer powers. I absolutely hate the idea of "Oh you are near the hook? Your power turns off".
That is dumb. That makes no sense. It also leads to looping around hooks, which we already established was bad.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3236567#Comment_3236567
If you camp stage because you grabbed. You will camp more. That's 3 stages, 2 survivors at 1 spot and the other 2 needing to both go save. If you get another grab, that's 1 alive survivor (probably out of 3, because time ran out on 1st hooked at this point). So even if survivors recover somehow (and they won't if it's bubba - that's why I mentioned him), they will just not be able to do gens. 2 hook grabs is almost guaranteed killer win when you play out the game and killer is dedicated camper with 2 working brain cells
I camp person A.
Team does 3 gens.
Person A dies.
The Killer now has to find, chase, down, and hook a second Survivor when he is already 30+ seconds deep into the last 2 gens popping.
This is not a 3K scenario.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3236055#Comment_3236055
Oh but it is. Because you camped one full stage (possibly more) and got another via grab. If you get 2 grabs like this, the game is almost guaranteed to be killer's win (3k at minimum). Especially if it's bubba - so recovery from this is even harder
Bubba has nothing to do with hook grabbing. He's using an M2 power.
Your math is bad, too.
If I camp someone to NEAR DEATH, and then you trade hooks... my kill count is currently.... 0.
If they then escape and leave you my kill count is.... 1
Not sure how you got 3 from that.
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I did learn the hard way that getting in a locker with Inner Healing just removes the deep wounds effect. Sadge.
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So this came up last night. I was playing Ash on Yamoaka. We were facing a nurse. I was doing a gen in a corner, and Nurse came over to stop me. She got a hit in, but I lost her in a tile. There was a Circle of Healing up in the opposing corner of the map. I ran through four tiles, staying out of line of sight, followed the far left wall, got into the circle, healed, and then ran back to my gen.
Do you have ANY idea how long that took me out of the game? Easily over a minute and a half - the length of time to do a gen from zero to completion.
I could have healed in less than half the time without leaving my gen just by bringing Self-Care.
You are sacrificing a lot of time in exchange for extending it to the team. A fair trade.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3235307#Comment_3235307
Good. Most survivors straight up give up or DC once this happens. As a killer, it feels bad, because then I don't get a real match after that. As a survivor it feels extremely bad, because now I'm going to lose no matter what I do.
Survivors are not responsible for the behavior of Killers.
Killers are not responsible for the behavior of Survivors.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3235307#Comment_3235307
Why should a killer entitled to ensure the person on the hook is unable to be saved just because they got lucky and pressed m1 at the right time.
Grabs are literally no different to end game DS or end game OTR. A copout that gurantees results. With this change hook grabs still gives you another hook state but it's not a gurantee of results.
Yes the person on the hook gets away from the hook, and are immediately replaced by the person who went for the unhook.
This is a compromise that addresses the primary counter argument against removing grabs on healthy survivors entirely That being multi person saves can be guranteed escapes without the threat of a grab, this is not the case with this system.
I don't want a compromise. I want that person dead. I picked that person for a reason. This would let a Survivor be an absolute horrible person in game to the killer, and he knows he can get away at the end with no counterplay from the killer because his buddy can just hook swap.
That's a hard no.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3235307#Comment_3235307
Correct and desired. Killer camping a survivor should not win the game by having single good chase and lucky grab. This is 0 skill interaction noob play (by this I mean killer with 100hrs can easily win such a game against survivors with 3k hours - all he needs are 1 or 2 lucky grabs and hard facecamp - ideally with iri huntress, trickster or bubba) that should get discouraged instead of being supported.
You don't "win the game" because you camped ONE person to death.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3235245#Comment_3235245
It does not, a hook trade is an interaction that favors the killer.
Yes, it does. Read what I said again.
THIS GUARANTEES AN UNHOOK.
In this scenario, no matter what, the person on the hook gets away.
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This completely removes the threat of hook bombing entirely. This guarantees an unhook the second you press M1.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/3235149#Comment_3235149
Same <3. I play for points more than escapes...
And my time is more valuable than waiting for 2minutes when I can just leave through an open gate...
Your time. YOUR TIME.
The fallacy of your argument is the assumption of how you would use it. But anytime you make a fundamental change to the game you need to ask how the lowest common denominator would use it. There are people that pay money NOW to buy cheats to hold killers hostage. You think people wouldn't that FOR FREE?
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233787#Comment_3233787
No im just saying basekit BT is negated as well as Off the recors if they hit you immediately atfter being unhooked and once they do that they can just down you and put you back on the hook to continue camping and theres not much the survivor can do
Yes, you can not unhook a Survivor when the killer is so close to the hook he can reach out and touch it.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3232217#Comment_3232217
That still hardly matters against a tunneling killer, especially if they have STBFL on
It doesn't matter how many features they add, there will always people that try to pull that "still hardly matters" card.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230923#Comment_3230923
I don't think these people play Hag.
100%.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231070#Comment_3231070
Killers have perks to reduce genrushing, and since decisive strike was obliterated, survivors don't have perks to reduce tunneling (since the killer can immediately hit them to remove OTR from play)
Basekit BT.
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@Mollinator72 said:
As much as I love playing DBD, I'm getting sick to death of killers babysitting hooks after I've been hooked, it's happening almost every game now, why do people play as the killer if they are to lazy to go hunting for survivors, DBD very much favours the killer as they get much better perks than us, why can't you penalise the killers for camping at hooks and also tunnelling injured survivors, given us at least some kind of sporting chance! If they camp at hooks for a period of time, then they should lose the use of their weapon for a time, and constant tunnellers should get their speed reduced, just A suggestion!
As much as I love playing DBD, I'm getting sick to death of survivors babysitting generators after I've been getting on a gen, it's happening almost every game now, why do people play as the survivor if they are to lazy to go hunting for other gens?, DBD very much favours the survivor as they get much more teammates that than us, why can't you penalise the survivors for camping at gens and also tunnelling almost finished gens, given us at least some kind of sporting chance! If they camp at gens for a period of time, then they should lose the use of their perks for a time, and constant tunnellers should get their speed reduced, just A suggestion!
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It's needed or she has no anti-loop, which is the point.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3230923#Comment_3230923
Then just have it apply hindered instead. I like to look at where I'm going, you know?
No.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230923#Comment_3230923
Something supposed to be that way does not excuse bad design. Imagine buying a water hose and you attract it and turn it on and it has a bunch of holes and they tell you no its ok thats how it's designed. You wouldn't be like oh ok if it's designed that way then ok. No that's a terrible design and you would want your money back.
It is not bad design. It's messing you up. IT IS MEANT TO MESS YOU UP.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230891#Comment_3230891
Which makes more sense then running towards it. Idk about you but if something jumps out the ground looking like the hag I'm going to keep running not start running towards it. You could argue you would look to it but that doesn't excuse ripping the camera that way along with the player.
It does excuse it. It is SUPPOSED to delay you. That's the point of the trap.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230708#Comment_3230708
If it is it needs to not be it's very disorienting.
That is the point. Otherwise you would just keep running straight.
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I was pretty upset about it.
You don't get to "try something different" in movie #3 of a trilogy. You try something different at the START of a trilogy.
The whole movie was lackluster.
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"What I do know is that there is no 'in-game' punishment for a killer playing in a way that is considered "boring" or "unfun". "
Nor should there be. The killer is not here to entertain you. He is here to kill you.
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@Mooks said:
Not gonna work. Language barrier, people without mics or not wanting to use it shouldn’t be punished for it. Annoying background noises, annoying players. This will make soloq even worse than it is now.
first we need action indicators and a basic ping system and see how that improves soloq experience.
How does choosing not to use a mic as a feature you already don't have a punishment?
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I would be happy to see it removed from the game entirely, but to say it hasn't been affected by the meta is simply untrue.
Before, as Killer, I could expect to see two or more Dead Hards in EVERY SINGLE GAME. I had to assume every single person I chased had it, and most did, and it got them way too many free escapes to pallets and windows.
I think I've eaten maybe 10 or 12 such Dead Hards since the change over.
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@lagosta said:
Too much of her power-budget was allocated to the instant kill mechanic. She is in the same tier as Myers and his tombstones in that regard. Unlike PH, that does require previous hooks, they can derail a match pretty fast so long as they kill a single survivor is eliminated.
She needs a rework, but not just changing numbers.
I feel like that is a poor comparison.
Myers just has to get close and press M1.
Sadako actually has to get you on the ground, and Condemnation comes with no special effects to help with a chase to get you on said ground.
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I see the gameplay cops are out again.
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A Classic Nightmare on Elm Street chapter with OG Freddy and Robert Englund voice lines.
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The solution is to git gud.
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226803#Comment_3226803
For what it's worth, I definitely understand your frustration. It's not just this game, and not just this specific mechanic. It certainly seems like there is a new industry-wide standard in the era of live-service gaming: ship them out broken, patch them up later. A number of high-profile flops have made some developers a little reluctant to release projects too early, but it hasn't stopped other companies from pushing other titles out the door when they probably needed another month or two of attention in order to be street date ready. And you're right - people are becoming complacent and accepting of this kind of attitude from big game labels. It's absolutely a concerning trend.
Basically?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3226211#Comment_3226211
Because it always has been and it being a thing does not make flashlights even remotely OP, its a weak addition to an item that is very easy for killers to play around. The movement of DBD is a staple of the game, you remember what happened when they changed survivor movement, this game is slowly losing what gave it its genuine DBD feel.
I know this user is banned, but I want to respond anyway:
Just because something has "always been in the game" is not a valid argument to keep something in the game. The point of a flashlight from a design standpoint has NEVER been to aid in player movement.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3226174#Comment_3226174
Entertainment is usually reason why people play games?
But it isn't the killer's job to provide it.
He is not your birthday clown.
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Why should doing a 360 be part of using a flashlight?
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Never ceases to amaze me how people think Killers are here to entertain you.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225373#Comment_3225373
I don't even blame you, it's such a BS perk. Wouldn't be surprised if next update BHVR makes it so survivors have perma expose effect and exit gates don't even open anymore lmao.
Did you seriously just compare dropping your little toolbox with being EXPOSED?
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3224675#Comment_3224675
Still waiting on your source citations, good sir. 😉
Also, I thought I'd posted a copy of the above video to this thread, but I don't see it here now, so I'm putting it up again. Consider it proof of concept. Watch and learn.
Oh, and technically speaking, you could consider each match as a minigame, since they tend to be short in duration and there is no long-term campaign to play out.
No, mini-games are games inside the game. Trials of Dead By Daylight are the core game.
Also, you don't get to cite "hard evidence" by just linking a random video without context and expecting someone to sit through an unknown number of minutes to reach a point.
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3224507#Comment_3224507
Party game
A multiplayer game, usually consisting of a series of short minigames, that can be easily played in a social setting.
Source: wiktionary.org
A game that is designed for large groups of people and emphasizes social interaction, creativity, and/or volubility.
Source: boardgamegeek.com
Party games focus on play sessions with a group of players. Party games are focused more on social interaction. Party games usually have simple controls and allow for easy drop-in and out so that everyone can enjoy them.
Source: mobygames.com
Note that none of these three definitions mention competitive play as a vital characteristic. Now you will be good enough to cite your source stating that Dead by Daylight was designed and developed specifically for competitive play, won't you? There's a good boy.
Holy crap literally none of those apply to Dead By Daylight.
#1: Dead By Daylight is not a series of "minigames", regardless of your opinion of skill checks.
#2: Four is not "large".
#3: This game is not "focused on social interaction".
Dead By Daylight is competitive because you literally have four plays COMPETING against another player. You just want the word "competitive" to mean "tournament level". A junior high baseball game is "competitive", and it doesn't stop being that way because it doesn't have a leaderboard.
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3223744#Comment_3223744
Actually it's not a load of bull. "Party game" is a blanket term for any game consisting of multiple participants played solely for the fun and enjoyment of everyone involved.
Dead by Daylight is survival horror. Survival horror has never been a competitive genre. People play survival horror for the purpose of experiencing the scares and the tension horror creates within a safe setting. In other words, we play them for FUN.
You know what you will not find anywhere in Dead by Daylight? Leaderboards. No updates from Behaviour to display the Best Killer Main and Survivor Main of the Week on our main menu. No list of the Top Ten Highest-Scoring Swfs. You know why?
Because: It's. Not. A. Competition.
""Party game" is a blanket term for any game consisting of multiple participants played solely for the fun and enjoyment of everyone involved."
Source?
Cause again, this sounds like a bullscrap term made up by players, not developers.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3223677#Comment_3223677
Sorry but if you think FL is not the weakest item then it speaks for itself that you are not very skilled killer.
Has nothing to do with skill.
Keys and maps objectively do less than flashlights.
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3223708#Comment_3223708
Well, it ain't Modern Warfare, either.
No, it isn't.
I just want to know where this "It's a party game!" rhetoric started. Because people wield that phrase like it's a design intention, and I can find literally nothing to prove that. Not one forum post, not one dev stream, not one tweet. Nothing.
It's almost like it's a load of bull that people completely made up. Funny.
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@Superbeasto1974 said:
I feel very strongly that they should make separate lobbies for casual players and swfs. Dbd is supposed to be a party game, but it's been hijacked by the competitive element found in most other multi-player games, and that makes it less enjoyable for those of us who don't want or feel the need to be alphas and just want to have fun.
Someday I hope to find this mythical citation from the developers that EVER claimed this was a "party game".
