Xbob42
Xbob42
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- Xbob42
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No real critiques, you did very well. I will say playing on a gamepad looks a little frustrating. The movement looks way less smooth and looks like it might make it difficult to follow survivors at times.
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@KurburBing said:
What is the last survivor supposed to do though? Replacing the hatch with something else would just make it work pretty much mechanically identical, I really think it’s unfair to remove the last survivor’s final chance to escape. There’s no way they are getting those gens done alone, and the exit gate won’t be possible 90% of the time either. I think hatch is okay. Whoever finds the hatch first wins basically.
however I don’t really like that the hatch is visible before there’s only one survivor left. You should have to possess a key to see it, otherwise it means when there’s two left, one usually distract’s the killer while the other looks for the hatch. Then one allows themself to die basically. It’s a little anti-climactic for the killer but I guess it’s not all bad considering one of the few things that’s nice about killer is the ability to stay to the end of the match every single time. And you get a kill. 3 out of 4 isn’t bad.
You know what it's called when you're the last survivor and there's 3 gens left? A loss. You lose.
Like when I'm the killer and all four survivors are healthy and they're all standing at the exit gate waiting to teabag when I show up. I don't get to magically kill one of them out of pity, I lost. I got my ass whooped. Boohoo.
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You think it would be too edge case if Blood Warden was: "After all five generators are complete, but before the exit gates are opened, hooking a survivor will block the exit gate switches for 40/50/60 seconds"?
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Do bones.
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I really need to get back to my "screenshot the post-game chat of every game where anyone says something" project. Just every single game for like maybe 200 games. Would like some other people to try it as well. I play mainly killer now and while I do see someone occasionally a bit salty, the vast majority of the time the end-game chat is either empty or "gg." If it's a really close and exciting match, people are more likely to talk afterwards, like this mostly Japanese team I went up against the other day, game was very close, 2 people dead, one on the hook, they manage a safe unhook and I believe use dead hard to evade me at the last second, where luckily for them the hatch had spawned. (The exit was nearby so the other one had bolted by now.) The end-game chat was "EZEZEZ" from one guy and "HOLY ######### GG" from the guy who escaped. The first guy had died a while back and I didn't really take offense as I thought it was kind of endearing, like to do that I bet he was really hyped watching the end.
That said, I gotta get back to it. I wonder if toxicity varies by region, time of day, etc.
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It's a little different with baby killers. A pity kill probably just makes it feel worse. It's better if you let them actually chase you and then "screw up" a few times. Don't do anything so dumb they develop bad habits, but maybe run a loop inefficiently or bump into a rock every now and then, y'know? I do the same thing with baby survivors sometimes, I might pretend not to notice them every once in a while, or take a wrong turn. Nothing to get them to think they're incredible because I don't want to make them think they're actually invisible or anything, but just a little extra chance here or there.
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This is some weird bait. The survivors AND the killers are awful but the killers are also 5x faster? Keep it consistent, man.
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@Aven_Fallen said:
There are also good Totem Spots, but nobody talks about them. Probably because Survivors dont complain about stuff like that on a constant basis like Killers do.
This is on Storehouse on one of the walls of the Storehouse. Without the Map, I would not have been able to find it:
https://us.v-cdn.net/6030815/uploads/RWB2IHI86YML/20200527221341-1.jpg
Totem Spots on new and reworked Maps are sometimes insane. In the end, Hex-Perks should be a risk/reward, you can have a Hex-Totem next to a Gen or so hidden that it does not get found for minutes.
I imagine nobody talks about the "good" spots because most survivors assume their idiot teammates were just blind (which is the case like 50% of the time) or, even more likely, they die and leave the match before it's over so, depending on the hex in question, they might not even be aware it happened. Alternatively, they found it... therefore probably didn't think it was some incredibly hard-to-find spot. If you can destroy a killer's entire perk slot, it should at least not be sitting out in the open right next to a generator. Which it is way more often than it should be.
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@TragicSolitude said:
Just don't hook anyone. Slug them until they bleed out. DS averted.
It's really not worth going through the bother of hooking survivors. Too much time wasted walking to hooks, possibly having to deal with sabo. I miss the BBQ points, but if you don't really need BP, then it doesn't matter.
That's only a solution in a world without unbreakable/soul guard. The synergy is off-the-charts at preventing a survivor from being hooked.
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@Ghouled_Mojo said:
I’ve gotten 25k BP in a match and gotten Entity Displeased.
The Killer rating system can really suck a lot of the buzz out of a good match right at the end. It doesn't mean anything, but it still bothers me, y'know?
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1592254#Comment_1592254
My poor Nan-chan, gone so soon😭😄
I never knew consoles could be hacked.
I don't know where the myth of consoles being these unhackable things began. Cheaters have existed in console games since they first went online. There's no magic security or anything.
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I don't care about cosmetics and I don't like grinding. Prestige is an intentional waste of time to take advantage of people who need a carrot to chase rather than just having a good time.
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I know this thread is half-joking because of that bad matchup, but I've been kind of considering this exact idea for a while now. Leave the MMR on, say it's off, and see what the playerbase says. Same with hit validation. See if community feedback is worth anything at all, or if people just reply based on their expectations.
Of course, that wouldn't account for the very swift change in match quality after several days of it only very slightly improving, so it's just a tinfoil hat theory that's likely not true, and BHVR isn't that competent anyway.
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@BabyDweetMain said:
The forums are majority killer mains. I've seen so many toxic cry baby entitled killer main posts who literally demand the devs to constantly nerf survivors even more. Its frustrating to read and it's pretty sad honestly.
Uh, I dunno if we use the same forum, but I see people crying about things on both sides every single day. Just right now we've got a thread asking "Why are killers allowed to do this?" with a video of a Pyramid Head not letting a team get a free safe unhook from a cage during the EGC, a thread asking why there's no punishment for killers when they slug, a thread asking why killers are allowed to grab survivors off of generators, another thread complaining about slugging, a thread saying that survivors should get boosted action speed when a killer is facecamping, a thread calling console killers toxic, and plenty more.
There is no shortage of salt regardless of where you plant your flag.
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The reason it doesn't happen to healthy survivors with vaulting is because the survivor is doing what they're supposed to be doing: Running away.
The reason it happens to healthy survivors on generators is because they're not doing what they're supposed to be doing: Running away.
If you actually let the killer get close enough to grab you while working on a generator, you have fundamentally messed up. You must always be alert and ready to move. Even if you see the killer a split second before he gets to you, once you stop touching the gen you're good to go.
And trust me, most killers hate generator grabs anyway because as has been said, they often result in us stuck in a grab animation for a survivor who's already running, so instead of a free down we don't even get a hit and the survivor has gained distance on us. It really sucks when it doesn't work. I'm working on a rift challenge to grab 6 survivors off generators and hoo boy it's progressing slowly. 4/6.
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@MadLordJack said:
There is a glaring issue that you have neglected to mention - You absolutely can deny Oni that initial hit, and is in fact how many of my Oni matches go.
All the survivors need to do, as with any other m1 killer, is drop pallets. In the majority of maps, even if they don't get the stun, they can make it to another pallet in the time it takes you to cirlce around and chase. No matter what, the Oni will get that first hit... But how much time will it cost?
I also want to say that who you find fun is just preference. I prefer Deathslinger to all of the other killers you mentioned, and I don't even play shooters.
I think I've played about 120ish matches with him since I got him, all in red ranks, and I don't think I've ever been denied a first hit for a substantial enough amount of time to somehow ruin my match. Anecdotal evidence to be sure, but that's really all any of us have. Sure, sometimes it takes a bit longer, but then I Fast & Furious: Tokyo Drift around the map and it doesn't go so well from there for the survivors.
I think being so used to the basic killers has made getting M1s a lot less of a strenuous task than it would otherwise be. The real scary part is the people who know how to bait the auto-aim in their favor. Still not sure what exactly they do, but it often ends up like they just turn to one side or the other very quickly and it forces me to hit a wall.
My point, though, wasn't that Oni has no weakness, it was more that the other killers feel almost unfinished in comparison. He has a good variety of bonuses to his power and the way he interacts with the world after interacting with the survivors is interesting. He feels like a real power role, whereas sometimes when I'm playing Trapper and someone falls into the perfect trap and then escapes on their first attempt when I'm like 3 seconds away and gets to a loop I'm just like... ugh. Feels like to get to the same kind of relative power level the Trapper would need to be able to literally throw his traps to locations, where they're set up automatically after a few seconds or something crazy like that.
My point also isn't that the base killers are super weak, either, obviously I've won plenty of games with them and even did my last 3 ranks to rank 1 on the Clown of all killers, so I don't think any killer is so weak they're broken, but it feels like Oni came from a different timeline or something where design philosophy for killers was different.
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You should get a buff to repair speed that gets more powerful the longer you're in a chase, and it lasts until the next time you work on a gen. Then they could make the repair times longer while at the same time making them shorter for people who learn to play the fun part of the game. I guess some folks out there have fun being all stealthy, but this wouldn't really change that much.
Just a fun thought, probably wouldn't work too well as people would be fighting each other to get the killer to chase them.
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Sounds like For the People would've come in handy in this situation, as well as Dead Hard for the person in the cage. Styptic Agent as well. If no one had any of those, oh well. ######### happens.
And he did a dance because he probably thought it was funny that you guys were ready to leave with no kills while at the same time rage quitting the second things take a turn. Do you know how many times, when the survivors open the exit gates, they sit inside so they can teabag before they leave? So close to every single time that it might as well be every single time. There's nothing I can do, literally NOTHING, when they stand on the edge inside the exit gate. If I hit them, they fall outside of the trial and escape. They do it simply to gloat about winning.
Was the dance necessary? Nah, but neither is the incessant and endless teabagging done by 99% of survivors. Even if they don't do it on every single pallet (although some do even for this) they will almost all do it at the exit gates.
I think it's all pretty tacky, but I don't fault the guy for being happy he was able to get something out of that mess. Sometimes you lose and the other team gloats. Gotta deal with it like we all do.
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Funnily enough, I encountered and reported what I believe to be my first cheaters today.
And from what I could tell, it was a full Xbox group (globe icon, but spaces in the name) and if it was cheating, it was the weirdest cheating I've ever seen.
So, match starts. A poor guy spawns like 30 yards from me, not even behind anything. Probably one of the unluckiest spawns I've ever seen. I go over and hit him immediately, it seems like he hasn't even loaded in fully yet or maybe isn't at his game. He starts running after the hit, though. He runs about 15 feet and my Tinkerer pops. If you don't know, Tinkerer makes you undetectable when a generator hits 70%, as well as notifying you of which generator is at 70%, the generator pops almost instantly after the Tinkerer notification. The generator is actually right in front of me, and this dude is running towards it, but I can't quite see everything around it. I get there less than 2 seconds later and see some REALLY faint scratch marks, the dude stops and points for some reason, there's no one ANYWHERE by the gen, and it's a big open field in the direction he's pointing, with no big line of sight blockers or anything, not for quite a while at least. Maybe they're just stealthy or something.
That said, I am flabbergasted, as we're literally seconds into the match. I don't assume much at this point, I imagine with the right perks and 3 BNPs, you could pop a gen that fast no problem. Weird to use them on the first gen, but no biggie. Also weird that 3 of them popping a gen pretty much in my line of sight and clearly sprinting since there WERE scratch marks wouldn't result in me seeing anybody, but again, no biggie. Weird stuff happens, sometimes you think one thing is happening when they did something entirely different.
I down him a few seconds later, he was in a dead zone so he didn't make it very far, that gen didn't have much around it. A hook is very close by. I hook him.
Tinkerer pops twice. Two separate gens, literally across the map.
I'm playing Oni, and at this point I've only landed that initial hit for blood orbs and the guy hasn't dropped very many extra yet, so I start hoofing it.
As soon as I start going, the dude is unhooked. I turn around, and there are two teammates there, healing him. But... that's 3 people. And I just saw two Tinkerer pops across the map... Not "nearly at the same time," at almost the damn same frame. And the second I turn to go to them, two people are suddenly unhooking and healing this dude. At this point I'm tremendously confused. The dude again starts pointing, I don't know at what. I hit one of the people, and now have enough to pop blood fury. I pop it and they run out of my line of sight behind a wall while I'm in the animation. I start a demon rush and get around the wall and... nothing. We're still in that same open area. They're just... gone.
Then the weird part happens. All of this was strange, but the strangest part is I see a sound notification, dunno what for, and I see a dude escape. I didn't really check the items before the match but I was so certain they didn't have a key. Whatever, I can still probably make it there in time.
A second or two after the first guy escapes, the entire rest of the team escapes at once. When escaping through a hatch, each person has to jump through, one at a time. As far as I know it's impossible to have three people escape at the exact same moment. Maybe if you all hit the button on the exact same frame or something?
Keep in mind, all four people were still alive, and despite my Tinkerer notifications, they only finished the first gen. I think maybe a second one might've gotten finished at some point? In any case, I'm pretty sure the hatch is only supposed to spawn for a full team if they finish all five gens, and they didn't even complete 3.
In my report I made it clear that they MIGHT be cheating because I have no idea, maybe they somehow glitched behind a wall or the hatch broke or something. But that really bizarre behavior before that makes me pretty sure there was some funny business going on.
And yes, I checked everyone's items after the match. No map, no key. I believe there was a single flashlight and I think a brown toolbox? Other two didn't bring anything. So I guess technically they could've found a purple or pink key in a chest, and then maybe the hatch glitched and spawned early? There's way too many coincidences for me to just let it go.
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Unless it's a Bubba, 2 healthy people should in most cases be able to work together to always get a safe unhook. You're in a team, using teamwork is vastly superior to having to change the entire game so one person can safely unhook someone when being facecamped.
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You have a team. Utilize it.
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I pretty much run Shadowborn on every killer no matter what. That wider FOV is both nice to have so it doesn't feel like I'm running around while looking through binoculars, and also it's just straight up more information 100% of the time. It is never not useful.
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The optimization of that thread out of existence is about as close as you're gonna get to BHVR fixing this game on consoles.
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@NuclearBurrito said:
Bug != Shadow nerf
Well most companies patch out bugs on a weekly, sometimes multiples-times-per-week basis. Any bug in DBD might as well be a shadow nerf or buff or whatever, because it's gonna be there for a loooong ######### time. A decent company would've had the literally gamebreaking (as in it unfairly ends matches) hill bug hotfixed out the same day, maybe two. We just have to wait for the next big update because whatever ######### bizarro world update schedule BHVR is on isn't in line with the rest of reality where that kind of stuff is unacceptable.
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You're not really being hit "through" the pallet, on the Killer's screen you haven't even thrown it yet. Don't worry, we miss just as many hits for a similar reason when you drop pallets.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1587117#Comment_1587117
Actually, Peanit's said that it wasn't anti-tunnel and that the entire concept had been invented by the community. Of course, I have yet to see a comment about the literal statement on its anti-tunnel nature that a Dev had said earlier.
Well, not quite. That's not at all what Peanits said. Peanits said it wasn't purely anti-tunnel. Somehow people construed that simple sentence to mean it wasn't anti-tunnel at all. As we can see from the ****GAME DESIGNER'S**** own mouth, it was indeed not just anti-tunnel. It was also anti-farm. So both statements are clearly true from both staff members. There's no conflict between what they said. The thing is, Peanits missed the point that Killers talking about DS are obviously not concerned with the anti-farm part.
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Ah, but you see, just because the game designer clearly stated its dual purpose of protecting you from being tunneled and from being farmed by your teammates and Peanits later said it wasn't just anti-tunnel (because farming and tunneling are not the same thing) that also means that it's whatever you want it to be and is totally accomplishing its really vague goal of... uhh. You know. DEFINITELY NOT THE THINGS THE GAME DESIGNER SAID. Because it's not about those. It's about uhh... You know. It's not even really a top 5 survivor perk if you think about it. I run Saboteur instead. And Hope.
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"Q: What led to the decision to put the timer or Decisive Strike?
A: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed"
So the game designer says it's to protect you from being tunneled/farmed, but the community says that's not what it is because... they know more than the game designer, I guess?
Also, maybe this is just me, but it's hard as hell to actually get grabs, doubly so with the unreliable servers. There should be no defense against a grab. DS should just yeet itself off your screen if you get grabbed.
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God I wish I could get into games with you guys who can't find bones. I really like Huntress' Lullaby even though it's considered very weak, getting 5 stacks and hearing constant explosions is hilarious to me. But I'd say in about 90% of games it'll be cleansed instantly, along with anything I use to defend or stall it, like Thrill of the Hunt, which means I can waste two perk slots often accomplishing basically nothing. I'm not even looking forward to Undying that much with my precious Lullaby because you lose all your tokens, instead of just like half or something.
Of course, NOED is a little different since it goes to a dull totem, but still, I see cleansed dull bones every match as well. I'd love to be able to run "bad" Hexes like Lullaby a little more safely without feeling like an idiot for bringing it. Would actually love if some of them like Lullaby would just get an extra token for every remaining totem not being used by a different Perk, and would get weaker with each cleanse, rather than building up power over the match. At least that way it'd last a bit longer and get some good initial early game delay that could still be countered by people just hitting their skillchecks.
I realize this is all me just complaining about wanting to use a bad Hex, but it's sooo fun when it works!
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The problem is all the perks work off percentages so you have information overload anyway. But then an information drought elsewhere.
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Uh... I can clearly hear her still running in the same direction she was running when she vaulted the window. Are you wearing headphones? You're checking the wrong direction. She had Dance With Me and just ran in a straight line. No perks is almost 100% of the time a bug, I see it multiple times per day.
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If I see an OoO in my game, I will make that match as miserable as possible for that person. I don't and can't know if you're in a SWF group, but under rank 5 you should know that OoO puts a big target on you. It's basically a giant middle finger to the Killer whether you intend it to be or not, and so it will usually get a response in kind. While you don't see it ran too often (probably because people know it paints a big target on them and want to have fun games) you will eventually run into an SWF running it and boy oh boy aren't those matches something special.
I might get irritated at a team full of DS+Unbreakable or other meta perks, or a bunch of Blendettes or flashlight heroes doing their thing, but I still play the game as I normally do, sometimes people do irritating things in games to help their chances at winning. That's fine, whatever. But seeing that OoO at the beginning of a match really just sets off something different in my brain. Maybe if the damn thing showed me your entire team for free like it shows you my entire team then I wouldn't mind so much. Or maybe if SWF wasn't a thing. But that much info that you can convey to people who can use it for free with no downside is just tremendously borked.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1586057#Comment_1586057
play a game as a survivor and you'll see why hatch exists. If you don't want to - imagine your 3 teammates died and there's 3 gens left. Like you said "you lose". But what do you do? Stand still and wait to die? That's boring and stupid, and if that happened often you wouldn't bother playing survivor. Hide and seek with the killer? That's boring and stupid for them, just walking over the entire map checking lockers. Solution? Hatch. It's exciting for both players. You're not punished if a survivor finds the hatch - you still won per your definition.
But take that same concept from the Killer perspective. The survivors stomp you into the ground and get the gates open with everyone healthy, you are absolutely obliterated.
There is zero chance of victory, zero chance of even a 1k. I can't find the hatch, close it, and then it randomly gives me a pity kill. When I lose, I lose. And the survivors can stand there teabagging at the gate as long as they want until I come slap them out, and doing so can take multiple hits, and for some reason downing them right at the edge flings them to safety, so it's basically just them taunting you.
But you reverse the scenario and survivors need a hatch so they don't feel so bad about losing. Gotta have a free victory condition even if you were destroyed in the match.
Yes, you're reliant on random teammates, but the Killer is as well. SWF with comms isn't a fear that survivors have because the Killer is always solo.
It just feels off when (part of) one side gets a pity victory condition.
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You ever run double No Mither and then realize the Killer is an Oni?
...it wasn't pretty. Especially since they all spawned together and I found them almost instantly. Was a nice refresher after getting dunked on several games in a row since I'm still new to Oni! And my perks are what they are because that's pretty much all I got worth using at this point.
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@28_stabs said:
As Doc, lol, you dont have one-shot add-ons, nor map pressure.. wait a minute- Congratulations, you just proved that m1 killers are perfectly fine and ez. Also, he did it without mori. Yes, killers are the easiest game mode. Time to delete Spirit, Nurse, all one-shot killers. Leave only Wraith and Doc. :^)
I still struggle sometimes trying to figure out what the universally accepted opinion of an "M1" killer is. Spirit and Nurse can rely entirely on M1 to deal damage, but are very powerful. If it's about powers helping in chases, however, then the Doctor wouldn't be an M1 killer because he can shut down a loop in seconds.
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As a Killer, I can tell you that good loopers are generally not the thing I am most worried about. Generally it's stealthy players who are very focused. Stealth is a million times more effective than looping, provided you're good at it and the killer isn't using something that reveals your location often. You can pretty much guarantee a chase will end with a hit or a down if you persist long enough (although you often shouldn't) -- searching for a stealthy boy might waste a lot of time and result in absolutely nothing. The bigger the map and the more crap in it, the harder it is to flush people out.
Luckily, high-level stealth is something I seem to rarely encounter, so I'll take good loopers any day.
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I just wish when survivors opened the exit gates, regardless of platform, they'd just ######### leave already. Don't hang around forcing me to come slap you out. There's no reason to waste everyone's time so you can do a few teabags. If everyone is safely out, GO.
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I think they tend to do it because it can be a lot harder to actually secure kills on console with the awful performance and getting spun real easily. That, combined with the utter hate they get in their inboxes, they probably feel like having anything resembling mercy is a fool's errand.
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This is fine by me so long as survivors can no longer use someone on a hook to body block my attacks.
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"You won't get hit by it if you don't tunnel"
"Get rid of it early"
Hmm, Jim, how would I get rid of it early? What method might I employ to make sure a DS is baited out early game? So I need to tunnel to purposely get hit by it and lose a ton of pressure because that's preferable to having it active in the end-game where it's literally a free escape.
Seems legit.
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I don't really follow dev streams or anything so I'm not really sure what you're talking about. But as it stands it kind of feels like some of her add-ons are trash by virtue of feeling really cheap. That is, I believe things that are too good are also trash. People get really upset when you run iri head or exhaust hatchets. I'd rather have them be replaced by something that doesn't make it feel like I'm playing easy mode. More creative, less raw power.
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I go out of my way to play fair and never tunnel/camp people (sans after 5th gen, you can't afford to play nice that close to the end, as you're already in a losing position most of the time) but if I see OoO, I'm removing you from the game as soon as possible. Don't run that #########.
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As someone who's been playing a lot of Killer lately, I approve of any attempt to get people to run garbage like Saboteur instead of perks that can turn games around like DS.
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@GoodBoyKaru said:
There are four survivors in each match. It wouldn't kill you to chase another.
Survivors have unbreakable? Cool, make them waste it.
Survivors jump in a locker? Waste their DS then keep tunneling or wait it out.
It's really not that hard, chief. The only time it's an issue is endgame.
I think the issue is that DS has a very unbalanced power curve. That power curve rises exponentially based on a few factors:
- Whether or not the player also has unreakable (I guess you could sort of apply the same think to Unbreakable, but it's far less useful on its own than DS)
- How good the team as a whole is (obviously most perks are stronger the better the team, what I mean is that DS becomes game-winning with a better team, which is crazy strong for a perk)
- How many people on the team have DS
- How many people on the team have unbreakable with DS
- DS' power spikes to god-tier levels once the gens are done. If the gate is open or at 99% and you're anywhere NEAR it with DS active, you are literally unkillable unless you miss your easy skillcheck, and it's easy because unlike other skillchecks in the game there's no outside pressure, nothing to interrupt you, you can't do anything EXCEPT the skillcheck, so missing it should only happen to new players who choke hard. This is easily a worst-case scenario for DS not just tipping the balance of the game, but utterly destroying it. It is, however, also the least likely time to see it, so it's not so bad most of the time.
A potato or even a middling team will end up in DS mostly just being a mild irritant. But the plays and playstyles afforded to highly skilled players is way out of line with any other perks in the game. Good players don't "waste" unbreakable or DS; they win with it.
Obviously it's a hotly contested issue and an argument like "well good teams will use it way better" will likely fall on deaf ears because they will assume that's how everything in the game works, but my larger point is that the power scale with DS on its own can get crazy high, you toss unbreakable in the mix and it's almost comically stupid to take anything else. It can result in what amounts to multiple extra hook states, and renders the end of the match virtually unwinnable for the killer, sometimes even un-1k-able.
I think it's just as much of a problem as moris or keys, but is much more prominent because you can just have it permanently on. It doesn't get consumed like an offering or item. You can have it every match. If games were a bit longer, DS wouldn't be such a powerhouse. People don't run it to avoid getting tunneled. Tunneling isn't some major issue in higher-end games, people use it because it's incredibly effective at undoing mistakes and even being used offensively to essentially punish the killer for playing well. The "counter" to it is to ignore survivors and lose pressure, or to eat it and basically undo an entire chase as the stun is long enough to create a ton of distance to start the whole song and dance over again.
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@Zozzy said:
They don't even listen to their own fog whisperers (cosmetic peddlers) so why would they?
The dev's think they are right and their ideas are the be all and end all, and nothing will change that.
Remember, clown has hidden potential that we just haven't discovered yet.
I hate it when devs do ######### like that. Reminds me of Absolute Virtue in Final Fantasy XI. The boss that you may recall guilds spending multiple days (literal days, not "fight for a bit and go to sleep" but "rotate people out for dozens and dozens of hours") fighting and still losing to. The devs put out some vague ass video that was supposed to be a hint, but I think, actually, lemme just quote the wiki:
"Absolute Virtue is notorious for being the longest running NM that remained undefeated by players through legitimate means. This added to the unpopularity of the development team at the time, because any method deemed unacceptable by them would be removed from the game. The methods to curb Absolute Virtue's difficulty were officially revealed when the development team released a video with hints on how to defeat it in 2008, nearly three years after the battle was introduced. The video was heavily criticized for being too vague, and said method posted was quickly patched. Absolute Virtue had, on several occasions, been fought and held by linkshells for over 30 hours trying to defeat it, to no avail.
In response to a wave of bad press surrounding another HNM, Pandemonium Warden, Square Enix reduced the difficulty of Absolute Virtue in late 2008. Its HP total was dropped from an approximate 100,000 to around 66,000, and its stats were significantly lowered. A time limit of two hours was also imposed."
If no one's figured out the "hidden potential" of the Clown, after years and literally millions of players... maybe it's time to drop a hint, or maybe he doesn't have any hidden potential and it's just an excuse and it's okay to be wrong sometimes.
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What do the positive reviews even do? Is there a place to see them?
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If you think you're "flexing" on anyone with this, I can see why you're relying on DS to not die as you dash to a locker after getting thrashed.
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@Breque said:
This will not change to much will just change that
New player will be #########
and experient palyers will not care about that because if i gen tap and the guy have overcharged i dont have problems in doing an skill checks while in chase
Theoretically this skillcheck would work like normal skillchecks and not overcharge's weird busted skillcheck. That is, if you touch the gen and immediately let go, the gen explodes and regresses. If you could still do the skillcheck while moving that would be really dumb and make no sense.
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1578356#Comment_1578356
Aw sorry... jus got confirmation.
There was a dev stream earlier in the year where they announced that Trapper wouldn’t have to pick up his traps to reset them. I thought ppl were saying the new feature was players could jus press the button and the trap would appear where the red trap outline is w/o the animation happening of Trapper physically bending down and setting the trap. Kinda like insta trap-setting.
That would be super helpful tho!
Aww, I got all excited. That would indeed be extremely helpful. Wouldn't make much sense, but maybe he has entity tentacles helping him out!
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1578121#Comment_1578121
Sure. All fine about the gen kicking issue. I was focussing on "for some reason the gen takes like 4x longer to regress". The reason is that faster regression would be too powerful as you can see on Ruin, which is a Hex perk for a reason. If Ruin would just save you the time to kick gens, it would be way less valuable and not worth being a Hex perk. That's why you (at least I) almost never see tier 1 or tier 2 Ruin.
Ah, I see what you're saying.
