Xbob42
Xbob42
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It takes 120 seconds to fully die on hook, that's enough time for the 3 other players to do one gen each, and then do a 2-1 split and probably get a 4th done as he's hooking a second person. If he continues to face camp, it's an easy escape for the remaining 2, assuming he's not facecamping because he sucks and you completed gens prior to the first facecamp.
Killers will depip every single time they do this, so good survivors will quickly outrank them.
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These kinds of moves, especially in the endgame, are really irritating. It's one thing to bodyblock as a team and risk someone actually going down. It's quite another to eat a free BT hit (which is fine) and then knowing that even if you hit that person a second time, you ain't gettin 'em.
I think I have an issue with bodyblocking being so strong to begin with. I like the idea of collision, but I think if I'm running super fast as blight, people should be shoved out of the way. The survivors can literally bodyblock me so bad I can't hit a wall to trigger a lethal rush. It just feels... wrong.
Anyway, I'd kinda like this. It could even serve as kind of a buff to BT, so you couldn't be caught in a corner or anything and could still try and confuse the killer.
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@konchok said:
I feel that pallets blocked by the perk should remain blocked until the hex is broken. In the case of undying any blocked pallets would become unblocked again. Balance wise, the cool-down could be increased by a bit.
At that point I'd be fine with it having like a 75 second cooldown, that would actually be worth running. High risk, high reward. Good incentive to cleanse that bad boy immediately, but also not so oppressive that the survivor can't just run to an area with strong windows or something rather than safe pallets. Would really reward map knowledge on both sides, and memorization on both sides of where pallets are blocked.
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@KingFrost said:
I like the idea that someone proposed that if you cleanse Undying, any revived Totems change back to dull totems.
I think this would be fine if the following conditions also applied, just off the top of my head, obviously numbers are placeholder:
- If the revived hex had no timer (like Ruin), its effect will continue to be applied for 60 seconds.
- If the revived hex had a timer (like Haunted Grounds) the timer will be halved and will continue to be applied until the halved timer expires.
- Token-based hexes will lose 1 token and then continue to be applied for 60 seconds. (Kind of a weird roundabout solution for getting Devour Hope down from Mori power, but not completely destroying lesser token-based Hexes like Huntress Lullaby.)
- If the hex was NOED, the killer instantly dies.
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I feel like it needs some sort of passive effect to make it worthy of actually being a hex. The effect can be powerful, but a lot of the time is totally wasted. Maybe once destroyed, breaking pallets builds tokens, and at 4 tokens your hex is put on a dull totem if one is available? I know that's a little different from a passive buff, and kind of overlaps with Undying, but I'm really struggling trying to think of something here.
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Focusing someone out of the game at 2 gens or something when all survivors alive isn't really tunneling, I think. Real tunneling is just following one person around the whole match and hooking them three times in a row, completely ignoring other survivors (or lashing out just enough to make them back off) and generally throwing the game to kill someone.
It is extremely important to get a kill before you're down to 2 gens, and failing to do so basically forces your hand.
In most cases, if you choose to continue playing super fair, it'll cost you quite badly. I should know, I go out of my way to play super fair, and when I can't secure those early kills by getting lots of hooks, I tend to lose much harder because I still refuse to "tunnel" most of the time. That changes once the gates are powered (even for me, all bets are off once all the gens are done, it's on you guys to get out at that point, you've gotten tons of bloodpoints and aren't going to depip) but at that point it's generally too late.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1650404#Comment_1650404
Nobody wants to hold M1 all game. The problem with this combo is it adds even more M1 holding. It doesn’t add any actual depth to the game, it’s just hold M1 on totems as well as gens. How will survivors ever adapt to this inscrutable new objective.
I think it might be interesting if cleansing the protected hex made like a bolt of lightning or something hit where it moves to, to motivate and inform the survivors. It would also give the killer awareness about which specific hex is at that location.
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I have no issues with some built-in anti-tunnel mechanics (as long as they're not too oppressive, the killer should still be able to get you, but have a harder time doing so) and, at least for me much more importantly, so long as once the gates are powered, all that ######### goes out the window. As far as I'm concerned, once the fifth gen is done, all bets are off. It should be a mad scramble for you to escape. Anything that can make it literally impossible to kill you (unless you're across the map from the gate) before you get through the doors should be gone.
That's mostly just for built-in mechanics, though. I mean, I personally don't think DS should work after the gates are open, but I don't think that kind of thing will ever be implemented. However, if a mechanic like this were built directly into every survivor's basekit, I absolutely think it should turn off once the gates are powered.
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@lowiq said:
The problem is you don't know what type of killer you are up against.
There are killers that don't like chasing the same person, in this situation, the correct play would be to try to get the killer on you.
At the same time, there are killers that will have already decided they will tunnel, so you're better off doing a gen and hoping whoever you unhooked has DS.
In general, you should try to get the killers attention and if it's easy take a hit. If they ignore you, then you should immediately leave to work on a gen. There's no point in trying to force taking a hit.
But as I said, in that case the person is more valuable (and safer) on the hook rather than someone without BT coming to make a bad save. You're losing gen time and hook defense pressure for no reason. If you think they're going to tunnel, then the person on the hook will live longer just struggling.
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@Keyforone said:
https://forum.deadbydaylight.com/en/discussion/comment/1650404#Comment_1650404
What are you talking about? Undying and ruin rewards not defending your totems and being extremely oppressive. It is unbalanced for solo queue because its hard enough getting them to gens. You practically have to run the killer to the corner of the map or hold their hands if you want them to get done. If they do get found, they will run the killer for 15 seconds and somehow consume two pallets in that timeframe. Eventually, the killer will push you off your gen, and that concludes the match.
I dunno man, the idea of balancing the game around potatoes who can barely do the objective just seems like a shortcut to making the game miserable for competent players.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650308#Comment_1650308
https://forum.deadbydaylight.com/en/discussion/comment/1650311#Comment_1650311
I didn't mean an actual counter to totems. It would be really dumb of me to have made over 2,600 posts if I didn't even know all the perks in the game lol
I mean something to track how many totems are left in the trial. Just stick it on the left hand side just next to the number of generators left.
I think a global totem count for all 5 players would be great, as it has been suggested many times. Maybe on the survivor side you can't tell if one is lit until you either are under the effect of a hex (so if you let go of a gen and it reveals ruin is active, the totem icon on-screen lights up) or if a survivor gets within X meters of an active hex totem and it's in their field of view.
I also wouldn't be opposed to maybe moving the aura reveal to after the totem is finished, although I'd rather see totem icons for everyone first before trying to pursue a change like that. If all four survivors knew how many totems were left, I think even solo queues would get totems done a lot more reliably. As it stands, you typically get one person out trying to do hexes, which makes it rough, since they get revealed and the killer, if they spot it, is likely to come running. If multiple survivors are working on totems, that's a massive increase in pressure for the killer to protect totems, which has the added benefit of making patrols harder.
I think if survivors were more willing to engage (and communicate pre-game where possible) with totems, they'd find that the combination isn't quite as oppressive as it seems.
But as long as the majority of solo queue players continue to want to hold M1 on gens outside of chases, this combination will be far more powerful than it should be. Trust me, if you notice Ruin at the start of the match and all the survivors just put gens on hold (pretend corrupt intervention is up) and get immersed to kill totems, the vast majority of the time it'll be gone before 2 minutes has passed, and is gone for the rest of the match. Don't forget to destroy every dull totem you see as well. Bonus: You guarantee no NOED as well!
This is absolutely an area where I can see "what and see" being extremely important for balance, because I truly believe survivors will adapt very quickly the more they see it.
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I wouldn't be terribly upset if they moved the totem aura reading until after a totem was cleansed, rather than when a survivor gets near it. Then survivors get a little breathing room to actually do bones.
But that's still a kneejerk reaction, if all of the survivors in a match see ruin, they should all immediately begin looking for totems. They only take 14 seconds to cleanse, and the killer can't chase everyone at once, even with aura reveals. There's 4 survivors and 5 totems, if you can find and do 5 gens that take 90 seconds a piece, you can definitely find (up to, sometimes way less than) 5 totems and do them, too.
Although then maybe we can get into maybe changing keys to protective amulets that work like keys currently do, but can also be used to cleanse bones instantly, or at least super quickly, rather than for aura reading and hatch escapes.
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@LittilAvindar said:
https://forum.deadbydaylight.com/en/discussion/comment/1624026#Comment_1624026
You got it. It's called NOED. If you failed to kill everyone before the gens are all done, you still get a chance to roll around one-shooting and slugging everyone, or, you know, if you feel like hook-camping and then tunneling someone, you can wait a few seconds before picking them up. You play how you want, and we'll play how we want. If that is your strategy, then we'll strategize to counter it.
You know how appalled killers get when survivors complain about those "strategies?" Well, survivors get equally appalled when killers complain about our counters to those "strategies."
NOED still requires you to actually land hits. It doesn't kill the survivor even if you fail and miss them. DS straight up gives you a huge benefit that can't be reasonably countered (if Unbreakable and Soul Guard weren't a thing, it would be much less of an issue) and thus gives you a free "play like an idiot" card. NOED is definitely a crutch perk for when you're losing, but it doesn't just put the other team in timeout for you while you hit a single skillcheck. You have to continue to play the game in the intended manner to get any use out of it.
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@Mat_Sella said:
It's still 15 seconds more than it originally was, 90% of the time people immediately use Pop, if you needed the extra 15 seconds, somethings going wrong.
People will complain about literally anything
The only time you "immediately" use pop is if you down someone right next to a highly progressed generator (or you're just trying to get rid of pop) which means you're playing against potatoes. Once the survivors know you've got pop, they should be leading you to dead zones or less progressed gens when in chases.
The ones who needed the extra 15 seconds were slower killers. High mobility killers won't care one bit, but someone sticking their guns to Clown or Trapper or whatever are going to really feel the sting. It's just a direct nerf to killers with less map control, which are who you want to buff right now for greater killer variety.
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@SkeletalElite said:
If the download time was really what was stopping people from playing PTB more, they would just use steam to make a backup of live/PTB version so you can switch without a download. Takes a bit of time to do but if you plan on switching around it saves time. What really stops people is progress is meaningless on the PTB.
Both redownloading the game and making a backup are hassles. There should be no hassles. Getting into the PTB should be smooth and easy. No one should have to backup files or wait for downloads beyond the initial one, especially not to switch back to Live.
Yes, many won't play because of the lack of progression, but I personally completely stopped playing the Blight PTB after like 5 matches because of how tedious it was to switch back and forth.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1646916#Comment_1646916
Exactly, both sides complain about ridiculous things, I've also seen survivors complain about unrelenting, old bubba, old Freddy etc.
I will eventually see your average noob or some memelord make a thread about how babysitter is.
But the original point being made is that killers just complain about everything, which is always a nice quick and clean way to dismiss killer feedback, because they just cry about everything, right? You shouldn't listen to those guys, they'd even cry about babysitter! You only brought up killers, no mention of noobs or memelords or survivors, in order to dismiss complaints like this.
It's an inevitable point that someone will attempt to make in any thread where someone has a gripe about something like DS.
People should be able to voice their complaints without being summarily dismissed if their complaints aren't total nonsense and they're not brand new.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1646911#Comment_1646911
I mean, I have seen an unironic thread about how OP no mither is, and how all 4 survivors should start the trial downed, with a 1 time built in unbreakable, so I know it will happen eventually.
Yes, you seeing an occasional post by a new player or some memelord is the killer community.
@sluc16 said:
I mean seriously? No terror radius and impossible to hide from. And a ridiculous distance of 32 meters.
Might as well just let him kill everyone on first hook as well, match is over before it started.
Haha survivors will complain about anyyyything!
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1646820#Comment_1646820
Also, I'm going to come back to my reply from earlier in the near future, because mark my words, killers will find a way to complain about babysitter one day.
"haha killers don't like meta ridiculously powerful perks that means they'll complain about terrible perks too i am using very good logic"
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@EuphoricBliss35 said:
Scott: “whataboutisms - stop with it!!”
Scott in this video: “okay, this isn’t a whataboutism...(proceeds with a 11 minute whataboutism)”
His point about whataboutism was in terms of discussing game changes. i.e. every argument being shut down and not proceeding because of "what about X perk?!"
There is no argument here, they nerfed Pop. There is nothing to shut down, it happened. So now we can ask: What about DS?
Whataboutism isn't literally just asking the question "what about," it's using that as a distraction from an argument or question.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1645366#Comment_1645366
Yeah survivors who happen to have Soul Guard might get out of that sticky situation. Still A) A Hex is required. B) A heal is required.
Still doesn't justify how your ability to slug 'indefinitely' is not even a perk, It's a built-in mechanic. Imagine if the game was actually balanced like other games where killers aren't allowed to do that (RE) and where the game sends them back to where they spawned if they are on the ground for too long. Or if after sometime you are allowed to pick yourself up without a perk.
But go ahead and pop off about how survivors have everything.
Soul Guard is now guaranteed a meta perk. Because now that Pop is nerfed, guess which progression slowdown will be the new killer meta, as if it already wasn't? That's right, friend, Ruin/Undying! A hex combo that is a massive buff to Soul Guard by virtue of having a very high chance of staying up for much longer into a match and by being a meta perk.
And you don't need a "heal" for Soul Guard to let you eat a free hit, at least now how you seem to be implying. You can pick yourself up off the ground unlimited times as long as a hex is active, which counts as a heal. So the killer literally can't hook you or slug you without eating a massive penalty. For doing what he's supposed to do. Even killer "equivalents" like Dragon's Grip make a single (25% of the team) survivor exposed for 60 seconds. It doesn't automatically put you in the dying state or anything. The Killer still has to come and actually hit you to take advantage of it, and if you're already injured the only thing he gets out of it is the scream, which is totally busted.
DS on its own is very strong, DS with Unbreakable and now Soul Guard is just completely farcical.
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I wonder what other damned if you do, damned if you don't, lose-lose situation the devs could possibly address... Hmm...
HMMMMMMMMMMMM...
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As someone who came back to DBD specifically to try out Pyramid Head, I found him very boring. He's much less fun than other killers. I can't see this change being anything other than a net nerf, though. Unless you're in a hallway or have the reaction time of a jar of pickles, it really doesn't matter how low the cooldown on the ranged attack is, because it has such an unbelievable telegraph (and the further away you are from PH, the longer you have to move out of the way, since it hits in chunks) that it makes it very impractical to use in chases where you can't guarantee a hit.
I imagine this will open up more opportunities to hit survivors through walls with less punishment for missing, but I dunno... I feel like he needs a bigger change. I posted on the suggestion forum a while back that I think if he could move faster while on his own trails in exchange for doubling the timer of whatever segment he's on disappear, it could really open him up for some better map control and more creative use of the trails. On top of that, if he got a minor boost to aim speed and/or M2 attack activation delay reduction while on trails, that could be fun.
I don't think PH was anything other than a boring killer before this, and after this I think he's just going to be a boring killer that's weaker but can sometimes make a cool through-the-wall attack a bit more reliably. I'd love for them to do more with his trails, which are unique and have so much potential.
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@Science_Guy said:
Or, maybe... they realized 60 seconds for a perk you can use on-demand 11 times in a game may be excessive in a way 60 seconds for a perk you can use once per match is not.
This post reveals one thing about the OP: salt.
Ah yes, the "on-demand" Pop, where you have to chase a survivor and down them, then hook them, and then hope you're near a gen worth popping, because only a total dingus would waste a bunch of time crossing the map just to look for a gen to pop.
This magical Pop that regresses a single gen 20 seconds (if a single survivor is repairing it) after the killer has to actually hook someone, travel to the gen and spend a few seconds kicking it. Throwing away pressure for chases in order to get a bit of regression, totally the same as DS, which instead of rewarding you for playing well, rewards you for getting caught after a recent unhook. And instead of causing a minor inconvenience for what is usually 25% of the survivor team, the killer is solo and so eating a DS (or playing around it and hoping they're not running Unbreakable, or worse, Soul Guard) eats up 100% of the team's time for a bare minimum of 20 seconds unless the survivor is literally the worst survivor on the planet.
Lord forbid they rub their brain cells together and make it to an actual tile and you have to redo the chase or drop it entirely, not only wasting time from the stun, but the entirety of the previous chase and down. All while the 3 other survivors continue progressing towards their goal. Just like the 3 other survivors continuing to progress towards their goal when you're using Pop. This is the issue of one team having 4 people and one having a single person, you can't just equate these things in terms of X seconds, because one person wasting 10 seconds of the killer's time is far more valuable than the killer wasting 10 seconds of a single survivor's time. That's why being able to pressure multiple people at once is so valuable.
Undying/Ruin it is, boys. Enjoy the bones!
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@MrLimonka said:
Literally unplayable. Uninstalling right now.
I never said it was a big deal, I just think it's very BHVR to write three words and spell one of them wrong. 🙃
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Who the hell was even complaining about pop? It encouraged the killer to go search through the available gens to find one to kick, which even if you knew exactly which gen and got there quickly, you're still giving up pressure on the hook (you know, DoN'T TunNEl Me OfF THE HooK) unless the survivor was an dingus and went down literally right next to the gen you were gonna pop, in which case you deserve whatever happened because at that point you either got massively outplayed or sabotaged your own chances by screwing up massively.
Funnily enough, Pop will be just as strong as ever in its most oppressive state: When the Killer is getting lots of hooks while there's few generators left.
And that's not even counting all the people who will just switch over to Ruin/Undying because it's less of a headache, but that was called braindead or whatever in a big thread the other day. Congrats, the perk nobody complained about got a big nerf which will in turn make the "braindead" build that much more probable in each match.
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Did I mention that if the "can't move" overlaps with a lunge, I think it disables your ability to hit survivors? No video evidence, so it'll have to be tested, but I just had it happen last match. Lunged at a guy, cane swung right through him (no dead hard, he was just walking casually as he didn't expect me) and then I couldn't move until I recovered.
Felt bad, man.
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When I first started I saw everyone crouching at the exit gates and figured it was just how the survivors all celebrated escaping with each other, so I'd do it too. I had never before encountered ranged teabagging, since in most games you teabag by crouching over the corpse of your enemy.
I've had to use my nearly drained flashlight as a clicky distraction a few times to lure a killer off of an injured teammate during the EGC, which I'm sure the killer understood was my tactic rather than going "HA HA YOU LOSE" which I find gross, gloating just makes you seem like a child. There is no need to gloat.
I'm sure I've accidentally tunneled a few times as killer in matches where the survivors look the same, and didn't realize it until afterwards. In one match against a TTV guy he threw a pebble at me near a hooked teammate, which amused me (I almost never see pebbles) so I turned around and left him alone. On his stream, he intentionally didn't unhook the guy because I left, considering it a fair trade.
Unfortunately, there was a second survivor who was wearing an identical outfit, who I thought was him, so I left that survivor alone for a bit (I'm sure every killer is different if they consider "offerings" at all, but for me it means I'll go easy on you for a little bit, not the entire match or anything, I'm sure plenty will just slap ya silly regardless) and then ran into him, who I then thought was the survivor I just left alone, I kept getting them mixed up and killed the TTV by mistake early on since he was on death hook. I legit didn't even know until I watched his stream after, then I felt bad, since every time I let them get away with a little of this or a little of that it was the entirely wrong person.
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"It's anti-tunnel!"
*Suggest buffs that would make it the best anti-tunnel perk in existence*
"That would make it worthless!"
Hmm...
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Anyone who thinks DS can't have a huge impact on the outcome of the game is insane. It being a one-time use doesn't make it weak. It completely changes how any and all skilled killers play the entirety of the game from the moment the first unhook happens until the end of the match. Eating a DS can shift the momentum tremendously as it undoes an entire chase, eating multiple decisive strikes can utterly wreck you. Leaving the survivor slugged is a huge risk because of unbreakable and now soul guard, which is going to be used even MORE than it already is because anyone still running pop is now being unintentionally encouraged to swap over to ruin/undying.
So you can't hook, you can't slug unless you want to hover over a downed person for the better part of a minute and let the rest of the team run away with the match... but yeah, it's no biggie. Just a weak little one-time use perk with a suuuuuper hard skillcheck that people miss like, totally every single day, despite the fact that unlike other skillchecks that are randomly timed surprises with exterior pressure to heighten the tension, this one happens at the exact same time when picked up and you literally can't do anything except the skillcheck, so missing it means you should probably just uninstall because there was quite literally nothing else for you to do.
Pop, on the other hand... Lead the killer far away from progressed gens. That way they waste a ton of time going back to one they actually want to kick. Wow, they kicked it! 20 whole seconds if one person repairs it. Except there's a team of 4 people, so 20 seconds regression on a single gen isn't a huge deal unless you're letting them chain-kick and it's the end of the game, and this change does absolutely nothing to change that version of pop, which is when it's at its most oppressive.
RIP low mobility killers, you've just had your options reduced dramatically with pop. My Blight continues to not give a #########, because I can down the entire team and still make it back in time for a 45 second pop. Keep on nerfing slow killers so no one ever plays them! Good stuff.
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The game should be receiving core changes to buff teamwork and nerf solo shenanigans. Note I didn't say solo play or solo queues, just doing stuff all on your own in a match. Already the best strat in the game if the survivor team wants to survive is just to split up across the map and do gens solo, and if it's a real good team, just ignore the person on the hook entirely. Altruism is essentially a trap and being near other survivors enables snowballing.
Even working on generators together is often worse because there's a penalty to it. A penalty for working together! You need a perk to cancel out this penalty, it's ridiculous. That doesn't mean there's no benefits to teamwork, of course. A good sabotage or some body blocks can put in some real work at clutch moments, but for the vast majority of the match, it's basically just the killer chasing someone, and anyone not being chased just sitting on a gen.
I think it's a very critical issue that needs to be resolved at a fundamental level. Enough with the band-aid fixes or letting perks be quasi-answers to things. But I bet they're scared stiff to change anything that deep about the game.
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@CalamityJane said:
"Tremendously increase the chance" does not mean "Guarantees."
Actually I'm pretty sure it does guarantee it unless another offering counters it. At least for realm offerings. They have a modifier of 9999 which I believe is a 100% chance to send you to whatever realm is on the offering. This used to be listed on the wiki, but it looks like they changed it from % to modifier amount, or maybe I was looking at a different wiki.
I'm not sure if hatch/basement offerings operate on a different system (since they have a modifier of 1) but every single time I've used one on a map that could support that type of offering, it has worked, so I assume it's also 100% given no conflicts in map or other offerings.
This is part of the problem of using vague descriptors like "tremendously" when in some cases it is actually a guarantee.
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I didn't know you could heal other survivors without a medkit for like 2 weeks.
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I have never felt any stress while playing solo survivor. There's no expectations, no ties to anyone, no obligations. You basically do whatever the hell you want and if you die, oh well, on to the next game. I find killer drastically more stressful, even when I'm very comfortable with it, because you are there until the end of every single game since you can't die (unless you DC, in which case you were still there to the end) and every mistake is your entire team making a mistake. It's all on you, literally everything. You can't rely on anyone for help, and you can't blame your failure on anyone else. You can't dip out early, you're committed.
All that while adhering to the survivor rulebook on what isn't "boring" or whatever. Meanwhile as survivor you're never offering your body up to the hook so they get at least a 1k, meanwhile it's pretty normal to give hatch to the last survivor. For some reason you're often a better "teammate" to a survivor when you're the killer. Thinking on it, it's really bizarre. I wonder if all that developed because of the social dynamic of there being far more survivors than killers, so there's a social pressure to not be ostracized by them, even if only by a small amount.
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Spine Chill has counterplay, so I do not hate it.
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Thanks for the help guys. I'm gonna keep trying. I really like her conceptually but have been struggling to put her power to good use in practice, but hopefully I'll do a little better now!
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@CalamityJane said:
I've never understood this gameplay of swinging the camera as fast as possible while puking.
Purge is like throwing multiple hatchets at once, and each one applies a little bit of sickness. By flicking around like that you're guaranteeing that two thirds or more of all your vomit is certainly going to miss.
If you ask me, from how quick that upchuck was, with how many times it vibrated left and right, you just caused all of the "hatchets" to miss even though she was visually touched by the particle effect connecting them.
You've just described why playing as the Plague sucks. The entire point of the stream of vomit is that you should (and are smart to) do things like swing the camera like that. If the power worked properly (i.e. you get touched, you're hit) then only fools wouldn't swing the camera. It prevents dodging and dramatically increases the likelihood of hitting, especially with the lag time on moving your camera and the stream following it when trying to shoot in a straighter line.
But it's not just that. I hit a survivor on Lery's earlier with vile purge, she screamed, and I turned around to patrol a gen since it was still early match. I look at the survivor icons and literally no one was sick. She had the friggin' REACTION to being infected but it didn't actually infect her. Completely ridiculous.
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I've been slowly making my way through each killer to get them all to 50 and get them all every perk (don't care about prestige) and I gotta say... I've gone through Pyramid Head, Hag, Billy, Bubba, Blight, Wraith, Trapper, Huntress, Demo, Spirit, Oni, Gunslinger, Nurse, Doctor, Clown and Pig, and I've done the worst with the Plague BY FAR. Most of these other killers I've picked up within a few matches. The Plague just feels like a Huntress who has to rely on RNG and survivors being idiots to get anything done.
Which is a shame, because I like how freeform her vomit arcs are, (what a sentence...) which is something we rarely see in DBD. You can get pretty creative with it. But only if the survivor is camping a pallet or on a really short loop. Or sometimes you can get up through a window onto a gen and surprise people. In general though, the projectile speed is hilariously slow, the charge-up slow shouldn't even exist (for VP, corrupted purge should definitely slow you) and the fact that if you try to do quick taps it both slows you and cancels the power rather than either shooting a small amount or just giving your speed back instantly after the cancel is insanely frustrating.
She feels broken in multiple small ways, a couple really big ways. She needs a longer range and a faster projectile speed, and maybe the infection needs to work kind of like a reverse bear trap, but instead of killing you it'll down you after a long time, something to incentivize you to actually cleanse it. Or if that's too much, maybe it adds a random debuff that'll only get removed by cleansing. Oops, you went blind, now you can't see auras. Whoops, you can't fast vault anymore. Oh dear, now you don't hear skillcheck warnings. Oh you've gone all game without cleansing despite being sick the entire time, have some inverted controls.
Okay, that last one is obviously just me joking and being sadistic, if someone's sick the entire match that ain't a shortcoming of the Plague, but I do believe the rest of the issues to be quite serious problems with her current design.
She's not unredeemable, but right now she needs a lot of work. I want to play more killers! I think it's more interesting for everyone when more killers are good! But Plague just isn't right now.
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Imagine being thoroughly destroyed by inanimate objects like totems.
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Oh my, what a spicy take.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1639777#Comment_1639777
Sounds like BBQ, Undying, Whispers, Nurses Calling, I'm All Ears, Infectious Freight, several other perks.....Blight's addons...
lol, this post is great. When people who obviously have never spent more than 10 minutes playing killer bring up this kind of BS. "Look at all these perks where you have to actually do something or be within a certain range and you might spot a survivor for 2-6 seconds! It's totally the same as me being able to literally look in the killer's direction and see exactly what they're doing for as long as I want, and looking away so they lose tracking on me so I can hide somewhere else!"
Me being able to see the killer, who is solo, vs the killer sometimes being able to see 1-3 people, depending on circumstances and location of survivors. Toootally the same thing, guys. Never mind the hilariously easy counter to BBQ of hiding behind a generator whose aura PERFECTLY blocks yours. Blight's Add-Ons are the biggest issue out of all of those and they're already about to get nerfed into oblivion, while somehow OoO has been buffed so the killer doesn't even have to be looking in your direction anymore, meaning if he's turned right you can reveal him entirely without him even knowing it.
They should flip it around so that you see the killer's aura (from any distance, including through blindness) if they're looking in your direction. Then the perk can provide even MORE information to the user but the killer gets counterplay potential and can work around it if they're smart.
Or have it charge tokens or something. Maybe give it a red bar like all killer powers have been getting.
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I usually just use it as an opportunity to see the game from the survivor's point of view to see where I made mistakes.
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Anti-hag gameplay: Sprint all over where you think her traps are and make her rebuild her entire web, then let the next person do it after you get unhooked!
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My bigger issue is I'm often looking at my other screen during matchmaking because it can take a while to actually find a match, wait for everyone to (not) ready up, wait for the load time that's way longer than a game like this should be even on an SSD (My initial assumption would be it's waiting for the HDD people to load in, but that doesn't gel with the many matches as killer I've found someone who was "afk" but only for a few seconds... maybe they just got back to their game?) etc, I usually don't even look at my main screen again until I see the camera panning around my killer.
So I typically have no idea what items were brought. This makes it a real surprise when all four people have flashlights or something. So key escapes always completely blindside me because I'm too lazy to look at the lobby.
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@DrKnockers05 said:
https://forum.deadbydaylight.com/en/discussion/comment/1638223#Comment_1638223
Hey, I'm happy to grind a little bit. Relish a bit of challenge. But it's pretty extreme in DbD in its current form. Lots of really good ideas in this thread alone they could incorporate to make it just a little bit easier and even a tad bit more fun. There's a simple double XP/Fragments weekend, an XP boost if you purchase the paid track, reducing the XP needed for a shard, removing or replacing the charms with Iridescent Shards.
Hell, with that new Redeem Code feature, they could offer Fragments in that. Even just one of those suggestions would make a positive difference.
I'm not. I do not find grinding to be anything other than a tedious way to keep me playing a game that I should want to play because I find it fun. I do not find it challenging, because most of the time it's just time consuming. The few challenges that actually provide a challenge are basically "lower your odds of winning running this meme build," which is fine, I guess, although everything sure gets repeated a lot each tome.
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@ringwinning said:
Same question honestly. I would have thought they would like it since it's a trade off right? Both can see each other's auras.
This is untrue for several reasons:
- You get to see the killer's entire "team," that is: the killer. The killer gets to see 1/4th of your team.
- When you get to see the killer and reveal your own aura is 100% on YOUR terms. If it was when the killer looked in your direction, it might be more balanced, because it would have some counterplay like spine chill. Still OP, but manageable.
- Since it's on your terms, half the time or more, the killer won't even see your aura because they might be looking in another direction. You will see the killer 100% of the time, while it is almost guaranteed the killer will see your aura in return less than 100%. If you position yourself correctly, they might see your aura pretty much never.
- Your actions as the person running OoO are by default gonna be pretty limited and predictable: You're gonna be on the other side of the map, working on a gen, ready to start your marathon the second the killer gets anywhere near you. The killer, on the other hand, will have a lot of specific stuff they're doing that they do not want communicated to the entire opposing team. Coming in around angles moonwalking to dodge spine chill, laying traps, which gens they're patrolling, the path they're taking through a building, whether they're mindgaming at a loop, etc. Almost everything about a killer is built around surprising or tricking survivors, at least at the higher end. OoO completely obliterates that and makes it extremely unfun.
I try as hard as possible to play as fairly as possible, even if it might cost me wins occasionally. I just think the game is more satsifying and more fun this way. I don't camp or tunnel (sans gates being powered, gotta get those altruism hooks), even smol pp builds, or ultra smol pp builds with soulguard thrown in. But if you bring this trash perk into one of my games I will eventually down you (I have yet to come across an OoO who could keep alive after being chased the entire game, though I haven't had any Midwich ones yet.) and watch you bleed out on the floor. I don't care if you're solo or just unlocked the perk or going for Adept or any of that, I don't have access to any of that information beforehand. So my first assumption will always be you're trying to ruin the match or be irritating. And I will happily let everyone else walk out as long as you understand my displeasure at seeing this perk.
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Only video games could introduce the utterly ridiculous concept of paying for something and then having to grind like a madman to actually get what you paid for.
Imagine if you had to do this nonsense for every cosmetic in the shop. Pay $25 for your legendary Oni skin but hurry! You've only got 20 days to grind 150 shards or you don't get it! CLOCK'S TICKIN' ######### GET TO WORK ON THIS VIDEO GAME YOU PLAY FOR FUN!
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Yes, I'm absolutely furious. Just fully devastated by a child's logic.
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@catnip18 said:
https://forum.deadbydaylight.com/en/discussion/comment/1634725#Comment_1634725
If the killer has to slug to prevent the last person from getting the hatch they weren't paying attention to where the hatch was during the game. If im on the ground for 60 seconds i DC, not wasting three minutes more enabling a bad killer because the killer wasn't paying attention. I'm sorry you have to generalize so much though to make yourself feel better, can tell this has happened to you enough so I hope you learn to pay attention to the hatch in the future, might help reduce some of your salt.
lol, if there's 3 gens left then the hatch doesn't spawn. Guess how many gens are generally left when a team gets stomped this hard?
Also, you're missing the point entirely, so maybe take a remedial reading class, because the entire point of the DC BS is that if the killer tries to hook you, you DC, which instantly opens the hatch, so even if you know where it is and are 10 feet away, the other survivor can just plop right on in.
Jesus, some people can't even follow the entire point of the discussion.
Also, get slugged.
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Apparently out of all the red rank strats, a lot of survivors haven't heard of this titanbrain counter to pop: If the killer pops your gen, don't just tap it immediately. I've never ran corrupt and don't even have it unlocked, but pop I ran until Undying came out and I can tell you there's no sight sweeter than popping a gen and instantly seeing it tapped when the survivors are still in danger. You're literally letting me pop it again. Remember, a killer can't kick a regressing gen.
So if you get popped, hide for a second, make sure the killer actually goes away, and when you've got the all-clear, you can get back on it. If the killer immediately enters another chase, or worse, hooks right next to the gen and pops, BE PATIENT. Don't just unhook and get back on the gen, don't just tap it and hide again. If they have another pop ready, you want them to come to this gen, see it's regressing, and leave. Pop's on a timer so they're not gonna stick around for too long. Once they leave, you're almost always in the clear, and if they fake this out even once, then you know to just move on to another gen.
Unless you think no one will be around for a while, then tapping and hiding is fine, since it's still overall better than regressing for a really long time. Basically you have to observe how the killer plays and remember the limitations of killer interactions with generators. You're still going to have to deal with pops, but you'll do significantly less damage to your chances of survival if you assess the situation first before acting.
You can also split up and do gens, assuming enough people are alive. That's the counter to like, literally every killer and every perk in the game. That kind of split gen pressure is agonizing as a killer. A little harder with randoms, but you'd be surprised how much people will obey a simple pointing emote.
As for corrupt, going full immersive is a very easy counter assuming you're not awful at hiding. Like I said, I don't have it, but in general I have a ton of trouble finding survivors who are playing stealthy, doubly so when a ticking clock is adding pressure to get anything done. I imagine corrupt would just turn me into a potato who chokes at the early game.
