WexlerWendigo
WexlerWendigo
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- WexlerWendigo
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Comments
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Yes, the grind is completely ridiculous for anyone other than unemployed billionaires. They haven’t made a single attempt at giving us more BP (other than the archives which are not enough). We should get 100k/day for logging in, we shouldn’t need an event for this. How are there NO login rewards other than XP?
Also, there are plenty of ways to revamp the blood web, and they haven’t changed it in years. They could easily get rid of perk tiers, so that you only need to buy a perk once on each character.
The grind gets worse and worse each chapter, how are new players supposed to ever catch up?
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We’ll make it, unbreakable, for the people, we’re gonna live forever, etc are all strong anti slugging perks. If a killer is able to slug multiple people, the survivors are doing bad, even without anti-slugging perks.
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Who knows, they take years to implement features they promise. See: rank rewards
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What issues are you facing?
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This is my favourite account, they’re really funny
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None of your points have swayed me from thinking it is much harder to deduce a Spirit’s add ons than other killers
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He’s not too strong, just boring to play against and the best counter is to bring a flashlight which lol
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Not worth the risk.
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I think his map pressure is the bigger issue than his chase, personally
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Ellie/Joel/Abby and a bloater from TLOU. Aloy is in Fortnite, so it’s possible.
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The Legion
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2252852#Comment_2252852
At least as far as we know. They could surprise us and simply turn the mmr + rank rewards on.
Don’t be surprised if they’ve had a partial MMR on already
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Face and Camp :)
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It’s so amazing that I don’t even care that it’s a set
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@Mikeyjanuary11 said:
So, the ranked rewards aren't coming this reset?
Nope.
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It’s Trapper for me, he’s very outdated, takes time to set up, and there’s no guarantee your traps will work as intended. Survivors can easily disarm them too, since it’s usually obvious that places such as shack will be trapped.
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Billy needs some add on help
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Plague has this on lock, I wouldn’t be mad if she got another tome before some other characters
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It’s stupid for both sides honestly.
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No regrets so far
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Picking up a survivor like that is not really optimal tbh. A DS there could cost you the game.
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Just do bones guys. Super efficient way to counter a perk that happens occasionally!
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Reminder that the person Tru3Ta1ent used as having counter play said she didn’t have reasonable counter play outside of competitive.
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It must be a really hard decision for them to give us extra blood points that equates to a couple levels on one character out of 50+... lol
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We’ll make it makes healing against legion worth it IMO, otherwise it’s a waste
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It doesn’t have anything to do with strength. The problem is outplaying a Spirit typically comes down to luck, and guessing where survivors have no information to make informed guesses.
She can literally stand still and get free hits, she’s ridiculously easy to pick up and win with at red ranks. This is super silly, compared to how much harder Blight and especially Nurse are. S tier killers are fine, easy killers are fine, but an easy S tier killer is not healthy for the meta. When Spirit gets nerfed, we will be left with many killers who don’t know how to play without her OP power and derank extremely fast. Same ######### happened with Freddy.
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They already have a passive phase mechanic that should continue when she’s phasing, but in reverse. Would make her so much more enjoyable, and a very simple solution.
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@TheClownIsKing said:
Steve’s perks get a bad rap. Babysitter is fine, it’s just misunderstood. It’s NOT meant to be an alternative to BT. It’s not an anti camp perk. Babysitter serves 2 purposes.
- Unless against a stealth killer, or one using Undetectable perks, Babysitter tells you it’s SAFE to heal at the hook or not. This is how Babysitter synergises with Second Wind. The info given isn’t disputable. It’s either safe to heal at the hook, or it isn’t because you can SEE the killer returning.
- If you can see the killer IS returning, then YOU are meant to be a diversion and draw the killer away. This is why YOUR aura is revealed. It gives the unhooked survivor with the limited period of no blood, and no scratch marks the best chance of getting away without a trace when you, the rescuer, have a great big visual “come get me” occurring.
If anything Camaraderie is his worst perk. Not because the effect itself is bad (it’s super handy when it does proc), it’s because when playing solo, nobody else knows you have it.
These are some really great points, and you’ve swayed me. Always more to learn about the application of perks!
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@YuisPinkBob said:
For me it would be:
Meg: Sprint Burst - I know it's one of the best exhaustion perks but for me personally, I don't like using it and vastly prefer Quick & Quiet and Adrenaline. They fit my playstyle more and work with my usual build.
Claudette: Botany Knowledge - I just think it's the least helpful. It's usually only beneficial when ran with something else or when a med-kit is brought in. I don't think it's worth a perk slot, unless the build is dedicated to healing.
Dwight: Leader - Although Leader can still be very useful at times, it is often the least helpful of Dwight's three teachables.
Jake: Calm Spirit - I think that Calm Spirit is useless if I'm honest. I'd never run it. Saboteur and Iron Will are far superior in my opinion.
Nea: Urban Evasion - This was close between Urban Evasion and Street Wise, if I'm honest. I think that Street Wise is just a bit more helpful across the board whereas Urban Evasion is only really helpful against a Hag. Plus a lot of people who run Urban Evasion seem to play scared and never make saves ever.
Bill: Left Behind - I think this one is self-explanatory. It's kind of pointless, especially when compared with his other teachables.
David: We're Gonna Live Forever - Honestly, I considered putting No Mither but it can be useful in the right builds. The reason I went with We're Gonna Live Forever is because I don't see it used ever and I feel like there are other, better perks you could run that speed up healing. The only thing it's good for is bloodpoints but I'd just rather run an offering than waste a perk slot.
Laurie: Object of Obsession - Purely because it was nerfed into the ground. It's not useful anymore.
Ace: Up The Ante - Slightly more luck is not that helpful unless everyone is running Up The Ante. So it is just not worth it. Open-Handed and Ace In The Hole are way more helpful.
Feng: Technician - Once you've got some game experience, you can usually hit skillchecks so it's not really needed.
Quentin: Vigil - This was a toss-up between Vigil and Wake Up!. They're both not super helpful and are rarely used. The reason I didn't put Wake Up! is because it can be used to counter Remember Me whereas Vigil will only be helpful if you are near another survivor and they are affected by something (which is less likely unless you are running after a survivor that is being chased).
Tapp: Detective's Hunch - His other perks are just more useful in my opinion. After playing the game for a while you begin to learn where generators and totems are likely to spawn so do not really need it anymore.
Kate: Windows of Opportunity - much like Detective's Hunch, with more game experience, you being to learn where windows and pallets are so it's not that useful. This compared to Boil Over and Dance With Me, with both of them being very useful in particular builds (this especially being the case for Dance With Me).
Adam: Autodidact - It's just useless. It takes so long to come into play that you might as well have not ran it in the first place. Diversion may be a bit of a joke but at least it's fun and can be occasionally useful. Deliverance is clearly his best perk.
Jeff: Breakdown - Honestly it's not a terrible perk, it's just the worst of the bunch. I feel like it was only made to try and prevent tunnelling straight off the hook, but hook spread out would still allow the killer to hook them elsewhere.
Jane: Poised - It's just a bit pointless. It's not worth a perk slot. There are better perks that hide scratch marks or reduce their duration.
Ash: Mettle of Man - Before it's nerf, I would have said it is his best perk. Now it's so situational that it never comes into play. At least with Buckle Up and Flip-Flop they can be occasionally helpful. Honestly, I don't like any of his perks.
Nancy: Better Together - Fixated and Inner Strength are clearly more helpful. That's it.
Steve: Babysitter - It's not that useful. Although it can help your teammate, it puts you at a disadvantage and its benefits don't even last that long. Second Wind and Camaraderie are way better.
Yui: Lucky Break - This one was hard because I love Yui and actually quite like all of her perks. I only picked Lucky Break because it doesn't fit my playstyle and can only be used once but I do believe that it can be really good in certain builds.
Zarina: Red Herring - It's just not that helpful. I think it's a bigger waste of time to touch a gen and then go find a locker just to create a notification for the killer, who may or may not go to it.
Cheryl: Repressed Alliance - I wasn't sure whether to put Blood Pact instead because it is kind of situational, but now with the fact that there is an obsession every game it is more helpful. I just think that Repressed Alliance takes too long to be useful and most killers will just wait it out if they want to regress the generator. Plus many killers run Ruin so it would be completely pointless in those games.
Felix: Visionary - It's easily his worst perk. It's just Deja Vu but worse.
Elodie: Power Struggle - This one was hard because I like all of her perks but I feel that Power Struggle is often the least helpful. It's extremely situational since most killers avoid walking through pallets when carrying a survivor. Plus it requires a certain amount of wiggle progression, making it even harder to use.
Yun-Jin: Self-Preservation - I like all of Yun-Jin's perks and by no means do I think that Self-Preservation is a bad perk, I actually like that it's quite selfish. I just think that it's the least useful in gameplay overall when compared to the other two (however in the right build it would be great).
Jill: Blast Mine - I think all of Jill's perks are interesting and could be useful. Blast Mine just takes the longest to come into effect and be helpful.
Leon: Bite The Bullet - I'd rather run Iron Will. Plus Flashbang and Rookie Spirit seem more useful.
As someone who thinks windows of opportunity is one of the best perks for solo queue, it hurts to see it seen as worse than boil over
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@GoodBoyKaru said:
id argue that jill's healing perk is worse than blast mine:
- it can only be used twice in a match
- it's useless against plague and legion
while blast mine, even if it may take a moment to activate, forces a killer to damage a generator twice. it's countered by ruin but it's really useful for that little factor- if you know the killer has pop you can force them to waste 7-8 seconds stood still, which is massive. if you hold w from the moment they start to kick the gen that's 28-32m of distance you've just gained on a killer.
I’m biased since it seems like a perk that would be really useful for solo queue + brown medkit
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@SalmonDean said:
The ones I don’t agree with:
Claudette: Empathy is the worst.
Nea: Streetwise is the worst.
Quentin: Pharmacy is the worst.
Adam: Deliverance is the worst.
Felix: Built to Last is the worst.
Elodie: Power Struggle is the worst.
Jill: Resurgence is the worst.
I’d honestly love to hear an explanation of why deliverance is better than Adam’s two other perks, I’m intrigued
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Survivors are risking bringing perks that do nothing if a killer doesn’t use hex totems.
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I don’t like Deathslinger, Legion, Wraith, Freddy, Spirit, or Hag. The rest I don’t really mind but those five are pretty awful.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2250233#Comment_2250233
Can You define for me the difference in punishment for a survivor going down after a minute or two compared to one that is downed after a few seconds?
I simply don't get what a face camping bubba has to do with a survivor doing well in any form.
If a survivor is going down in two seconds, they’re probably not going to pip at red rank anyway. This is hurting players who are actually good at the chase.
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@Yogerman1997 said:
https://forum.deadbydaylight.com/en/discussion/comment/2250470#Comment_2250470
Well, if all the gens are done, killer don't have a why to leave the hook area.
Doing that is letting them unhook and go to the exit door for free.
While camping that guy you atleast secure 1 kill, and maybe two if someone decide to unhook alone.
But hey, is not like is impossible to unhook a camped survivor.
You only need another survivor who take the first hit / unhook him after you take the hit.
If you guys are unable to do a cooperative save is not the killer fault.
If you need to consistently stand still at the hook to get a kill, you’re in the wrong rank.
I agree, killers don’t have a reason to leave the area, but not leaving the area isn’t the same as standing still.
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The stopping the timer probably wouldn’t be practical, unfortunately. The BT deliverance I agree with though, and have advocated for before. The perk isn’t OP right now, so that slight change would help.
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Autohaven and swamp lighting are really bad. Hopefully swamp gets a massive rework soon, it honestly should’ve had one already.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2250470#Comment_2250470
PH cages affect proxy'ing.
You'd have to code one hell of a system and tbh I don't think BHVR is capable of it
Ultimately, that’s just technological limitations. Regardless, I stand by my point that it shouldn’t be a feature in the game to be able to stand still.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2250453#Comment_2250453
There are situations where you need to camp
There are none when you need to stand still directly at the hook. Not once have I advocated against proxy camping.
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I don’t think it would if the time to move was increased from the cages. If it was around 20 seconds, survivors would have a hard time abusing it.
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Also, they already have an anti-camping mechanic in the game for PH’s cages. A similar system being implemented, perhaps with a longer time for the survivor to move wouldn’t weaken regular killers, but stop the standing still.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2250416#Comment_2250416
It is relevant.
The answer is, of course, that there aren't enough Killers.
This is because of a disparity where Killers can be good against Solo's but AWFUL against Duo's or above.
Solo Survivor needs to be buffed with information and most Killers will need buffs after that.
Even then, Killer is much more emotionally and mentally exhausting, but those changes would help queue times and in turn, result in less frustrated players feeding into a toxic system.
It’s relevant to discussing queue times, yes, but I don’t think it has any relevance to facecamping.
I agree that solo survivor should be buffed, personally I think if kindred was basekit, as I have argued for in the past, it would be even.
I agree that a lot of killers need buffs. I would happily accept and advocate buffs for Legion, Pig, Trapper, Myers, Trickster, Clown, Hillbilly and Ghost Face. Freddy’s base kit is fine, but his add ons need buffed. If they were doing this, they’d also need to remove some of the outdated add ons these killers have, such as tombstone piece for Myers and Pig add ons that make it impossible for players to check every box before dying.
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You’re not playing competitive, this is like having stretched res in a casual game.
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It’s unfortunately necessary. If a survivor is blind, without the bubble, they wouldn’t know where their teammate is hooked which would be a disaster.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2250406#Comment_2250406
And why are queue's so long for Survivor?
Irrelevant to the discussion at hand. As I said, I am not SWF so anything regarding that has nothing to do with me. Solo survivor is weaker than killer, or at the very worst, even.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2250334#Comment_2250334
500 hours is sort of new, definitely not brand new but not super experienced either.
You clearly had a bad game and need time to cool off. You refuse to consider any other points and are completely missing the bigger picture.
This isn’t me having an issue, the games recently were my teammates being facecamped, it’s not fair or fun after waiting forever in the queue.
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@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2250198#Comment_2250198
thats not what taking the game hostage is
Already addressed this point multiple times, read the thread. ‘Taking the game hostage’ is a subjective area that was set by BHVR, and I can debate it, as can you agree W/ it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2250308#Comment_2250308
Otz is just a guy.
I've had the complete opposite experience. Facecamping is an instant loss for any Killer. 3 gens pop for 1 Kill.
This is a classic new player issue. There's no harm nor shame in admitting that.
Most experienced Survivors do not have issues with Facecamping Killers
Doesn’t matter how many hours you have in the game, you can’t magically get yourself off the hook with a facecamping killer. The other survivors will have waited 10 minutes in a queue to just sit on gens all game. Also, a lot of survivors, including myself don’t want our team to have a miserable experience with a killer who has somehow reached red rank despite having no idea how to play.
Otz clearly isn’t a new player, and neither am I. I have 500 hours in the game, and yes I’m sure others will have more, but that certainly isn’t ‘new’. We can be good at the game and still think facecamping is an issue.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2250300#Comment_2250300
They already de-pip and Survivors can easily 2E if not 3E.
Why do you want to punish new/bad players so much?
Because this isn’t an issue with new players. This is happening frequently at red ranks. I agree, it’s complicated and we need to be mindful of newer players, but killers at red rank should know better. It’s quite common for games to have a code of ethics for players to agree to, and this should be looked into for DBD.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2250246#Comment_2250246
It is upon you, the one who wants change, to provide proof for your claims.
BHVR has consistently said tunneling, camping and slugging are a part of the game.
You want the rules to change based off of your own subjective feelings, not based off of any evidence I suspect.
If so, can we ban doing 3 gens in under 4 minutes? It's toxic and unfair to Killers as it denies them emblem points. :)
Killers have a huge amount of perks to prevent gens popping early, so the comparison doesn’t really work. SWF gen rushing I’m not going to discuss, because as I said above, has nothing to do with me. I play solo queue, and occasionally casual duo.
Never said anything about slugging, camping or tunnelling (at least not when the tunnelling isn’t after a facecamp). Slugging is one of the fairest mechanics in the game. I feel like you’re trying to skew my words, and portray me as an unreasonable survivor main, when I’m literally just advocating for more punishments for killers who stand still.
