Xerge
Xerge
About
- Username
- Xerge
- Joined
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Comments
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I would simply remove great skill check bonus and make gen regression a thing even without ruin or pop, not as significant as the regression applied by those perks, but something in between.
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I learned playing survivor by playing killer a lot, you can also try watching streamers. You just need to get used to the map layout to know the location of pallets, windows and such, it takes a lot of practice. You'll also get better with hex skill checks the more you play.
I suggest you always run decisive strike to avoid tunneling and We'll make to heal others faster.
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My guess it's a lack of killers. I am also a red rank and I keep facing green rank killers over and over again.
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I'm just avoiding kicking gens and running endgame perks; noed and rancor. So far I'm doing good with Oni, got a few 4ks even before all gens are done. Imagine that.
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For me Oni becomes dangerous once he hooks someone, enters blood rage (I think that's what is called) and proxy camps the hooked person or leaves for a while to return immediatly trying to slug whoever goes for the save and also slug the survivor who got unhooked. His power lasts long enough to reach the second stage of the sacrifice or die on hook if you have been already hooked before. I am having a hard time on figuring out how to save from the hook against him.
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I don't care about rank anymore. I'd rather get a 4k and black pip or depip than waste my time farming with survivors to pip.
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I'm gonna tell you what genrush is, it's boring as ######### from both perspectives.
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Survivors should be able to get hatchets from the locker and use trapper's traps against him too.
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@Mister_Holdout said:
Don't agree, locker protection is fine imo.
It should deactivate if you get fully healed, touch a generator, or rescue another survivor. Because at that point you aren't getting tunneled.
That sounds good, I'll take it.
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Ds has not only become an anti-tunnel perk, but also an anti-slug perk and that's a good thing. Although I would admit that the perk needs to be reworked.
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You can do a gen before some killers can even reach it. Applying pressure is not an option in this case, but you could also say it's a map design problem.
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I also thought that ds should deactivate once another survivor is hooked, but sometimes it's the only thing that can save you from bad team mates and unsafe unhooks.
So, now I think it should deactivate when you heal or start working on a gen or opening the exit gates.
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Hopefully not before they fix god windows and genrush.
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It's not accurate to say the chase is 1vs1, you can bodyblock, use a flashlight and mess with scratchmarks to interfere with a chase.
Anyway, game should be balanced around 4vs1. @Blueberry already gave some valid arguments.
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I agree, keys need to go. They are just a free escape to whoever is holding the key, even when you don't get any gens done.
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If I don't find the totem after running around the whole map I just go for the save.
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Like others have said; it should deactivate when you are fully healed or start working on a gen.
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I used to play two or three matches as killer on a regular basis, sometimes even 5, but now I only play one match as killer per day.
Once I get to the red ranks playing killer is much more stressful and frustrating than playing survivor, this is the main reason why I only play one match as killer per day now and it's also the main reason why I don't really care about rank anymore.
Maybe I am not the only one?
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They really need to fix the dedicated servers.
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The problem I have with the current state of ds is that survivors are able to rush their objective while the killers can't. That doesn't sound balanced to me.
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@Blackburne said:
https://forum.deadbydaylight.com/en/discussion/comment/842841#Comment_842841
I've been rank 5 before the reset, now I'm on 14 and it's seriously bad.
But when I was on 5 I've still had people play like potatoes, which left me wondering how the hell they ever got past green ranks.
For real tho. I almost always am the last guy alive. When 2 guys are dead I find myself constantly saving my remaining teammate only for him to run exactly in the killers direction, or barely hiding around the hook to self care while not realizing that the killer is already next to them again.
How do people find it so difficult to hide effectively, or atleast run to windows/pallets.
Having regular bruhh moments right now.
Sometimes you get matched with a purple or red rank survivor playing swf with his rank 15 friends and that's when things don't that well for me.
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@Blackburne said:
https://forum.deadbydaylight.com/en/discussion/comment/842539#Comment_842539
give my team more time to do gens
Everytime I run bond or empathy and I loop the killer, potatoes just sit around doing absolutely jack ######### until I'm downed. What's this trend of watching chases happen only to give the killers free hits once he carries me to the hook and then go for unsafe unhooks?
Or me taking a hit for another survivor only for them to stop and stand still as if everything was alright. Bond makes you see things you wish you didn't 9 times out of 10.
Edit: If you run across the map to self care after every hit you might aswell just go afk at the start of the round. When I get chased for 2 minutes and not a single gen pops I seriously wonder what these people are doing.
I'm on the green/purple/red ranks and I rarely see this. But since rank reset I've played with a few yellow ranks that seem to have no clue what they're doing.
Honestly, I find that pipping as survivor is not complicated, you don't need to escape and once I reach the purple ranks I rarely play with potatoes.
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I think We'll male it is a must.
I always run DS to give my team more time to do gens if I get tunneled.
Dead Hard to make the chases take a little longer and also give my team more time to do gens.
I save the fourth slot to run whatever perk I might find useful; bond, balanced landing, BT, Prove thyself, etc. It's the only slot I change every match.
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In my opinion Buckle up does need a rework, It would be nice if you could heal survivors on the dying state much faster with it, something similar to we'll make it.
But before you buff survivors; get rid of the god windows please. Thanks.
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One thing I've noticed is that genrushers do not heal. Maybe you could slowndown gen speed if you are repairing while being injured and/or put smaller skillchecks, but the devs would have to rework resilience and such.
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You can always just dodge for now. From what I've seen 3 and 2 man swf is much more common that a 4 man.
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I like the idea, but I think I'd make it basekit and the speed buff should be different for each killer; slower killers could have a 10% buff while other killers just 4%. You should be able to see the buff on their stats and give it a nice name; something like "Thrill speed", I don't know. Just an idea.
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The solution to SWF is KWF, they should match SWF against people playing KWF. I'd like to see that happen, just imagine the nerfs for the players playing KWF. You think they would let two killers play together without nerfing them? They wouldn't, because killers are the power role... right?
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She does look cute staring at you through a window like that. Too bad we won't have those tense moments anymore.
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Wouldn't this interfere a little with Pop?
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My guess is that they all deranked to own the low ranks, relax and chill staying away from the red ranks.
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Too bad. I was planning on getting that outfit as soon as it got out, thanks for posting!
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/831148#Comment_831148
I think what they mean by that is that a player can get banned for tunneling you to death repeatedly in different matches with the only porpuse of being annoying to you and not because he is trying to win, pip or black pip. It's some kind of harassment.
What I'm saying is that the conditional is clear; "in order to ruin their game experience", not everyone who camps or tunnels you has the intention of ruining your experience, even if being camped or tunneled can be annoying. There are many things that can be annoying in this game, but that's not an indication that they are doing it in order to ruin your experience.
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@Venoxxie said:
What about griefing though? It says under Temp Bans (idc if its temporary, it's still some sort of ban) "Targeting specific users repeatedly in order to ruin their game experience" I, personally, would say this CAN fall under camping/tunneling (can doesn't mean always should though).
For example:
If I'm being facecamping/hardcore proxy camped until death, that is ruining my game experience. Idk what BHVR thinks but I cannot play the game and have any type of fun by sitting on hook until I die.
So even though I don't because it's 'not allowed' I really have the urge to report when stuff like that happens.
There are some cases though that are not actually camping. For example:
If a teammate tries to come for the save but the killer notices, they don't have to let the person save. Or if the killer saw scratch marks nearby after hooking me, that's fine if they wanna look around.
But this is just one example of many.
I think what they mean by that is that a player can get banned for tunneling you to death repeatedly in different matches with the only porpuse of being annoying to you and not because he is trying to win, pip or black pip. It's some kind of harassment.
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Posted the same twice, sorry. My bad.
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Maybe, but the devs would have to make sure to make an emote that fits each killer's personality, which isn't easy to do, specially with the licensed killers.
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Hillbilly.
I never feel safe when I'm being chased by Billy.
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Freddy of course.
Dream pallets are hilarious and his ability to teleport and mind game with his teleportation ability is one of the best ways to pressure the gens and toy with survivors to keep them away fron the gens and to make them give away their position.
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We should also have a mode called Kill With your friend, so you can team up with another killer to kill a swf team. Wouldn't that be cool?
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In my opinion his slowdown add ons make the game really tedious. I understand you could see them as a solution to the genrush problem, but like a lot of players have already said; it's boring to press m1 and do skillchecks for more than 2 minutes. That's why we need a secondary objective.
In the meantime I guess he is fine, just boring to go against when he is running slowdown add ons and on top of that thana and sloppy butcher.
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Fist thing I would do is get rid of the loop at the Ironworks of Misery, get rid of the loop at the coal tower and get rid of the really strong the loops on coldwind farms.
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Springwood, but there's a weird window there that has to go.
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I would also like to see new moris for Freddy, specially the Freddy Snake that can eat you alive.
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it's funny how Ruin can ruin the killer too.
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@SilentSpectre said:
That would make moris literally useless.
Not really, you could potentially avoid a ds and get someone out of the match faster.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/828830#Comment_828830
Even still, in your examples they're all nearly a thing once a chase with one person has ended. Now a new interaction begins (trying to flashlight save, etc).
Also don't focus too diligently on "individual." its more accurate to say "the personal experience vs the game as a whole"
Even still, if I'm correct and you're refering to chases, it seems to me that you are limiting "the personal experience" to a chase, when there's also part in which the killer has to pick you up, part in which you have to struggle the part in which you finally get hooked. Wouldn't you consider those also a part of the "personal experience" you have with the killer? Because I would. And if you admit those are also part of your experience with the killer what I said before is still relevant.
I would have no problem in only focusing on the chase if flashlight saves, bodyblocking and those things didn't exist and wouldn't interfere with the personal experience of each survivor, but they do.
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I understand what you mean when you say "Individual interactions", you are refering to chases, but there are pallet saves, flashlight saves, bodyblocking, hook sabotaging, coordinated or not coordinated head ons on swf, etc. The other players can also interact with the killer during those so called "individual interactions". So I don't think you can really balance the game solely on so called "individual interactions" under these circumstances.