YOURFRIEND
YOURFRIEND
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Your numbers are all over the place. I agree that situational awareness needs a buff but doubling the range is excessive. 40m would probably work. You want to more than triple the spine chill repair bonus? God help the killer that tries approaching a half finished gen with three survivors with that perk and prove thyself. It's getting done in their face. Then the next. Then the next. You're removing what little counterplay bitter murmur has, for some reason. It's already a great perk for killers that can capitalize on that info.
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This is a lot to get through but I'm just gonna say equating boons and pentimento is goofy as hell. One is reliant on survivors cleansing a totem and the other can be done by survivors at any time, at will. You can have four boons pop up simultaneously but that can never happen as killer because the killer has zero agency whether or not they get to rekindle a totem.
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Tunnel out the up the ante user or just lose. God help you if every survivor brings it.
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They would never sell animation packs and then let you turn them off. The purpose of cosmetics is to show that you have them. If you can't show them off, they don't have any value.
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Circle of healing. I don't think any killer perks bother me.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3269394#Comment_3269394
You missed the point AGAIN. I am complaining about killer mains that say survivors are able to remove unfun stuff from the game, when clearly it's the other way around. And I gave you quite a number of examples, where killer's (understandanle) request is granted, yet facecamping is legitimate tactics that can very easily net you 2+ kills for literal years now.
Also the game is no longer balanced, because killer's - contrary to what @Ssajbambusa said do have devs ears and survivors get their request granted only very occasionally (but thanks for basekit BT).
If killers did not have devs ears all the time, then target killrate would be fair 50% instead of unfair 60% and rare killer's game breaking issues would not be such a priority over standard, widespread issues survivors have.
What's this unwarranted victim complex do for you, exactly? Pretending like the devs care about "sides" without seeing the game as a whole is demonstrably false.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/355141/0-4s-blind-save-buffer-for-what-reason
If you read it to the end, you would see they changed it from client to server validation - meaning it's not buff or nerf. It's neutral change moved to server for the sole reason to be more visually fair to both sides.
https://forum.deadbydaylight.com/en/discussion/comment/3269086#Comment_3269086
Oh so survivors removed 2/3 of pallets from all maps, made a lot of loops harder to use (like shack now has only 1 window), removed perma sabotages of hooks or trapper traps, increased gen times from 60s to 90s, nerfed BNP, nerfed instaheals, shortened on hit cd, shorter sprint after hit, shorter pallet breaking, nerfed hatch, ....
All this because it's survivors who non-stop cry on this forum and it's never killers. Wake up already. Survivors were nerfed so many times, that Q waiting times swapped even if incentives are 99% of time on survivor's side - because killer's managed to somehow illogically convince devs 60% kill rate is in some dimension fair play
Incidentally killer queues are back to where they were before that terrible no good bad patch. 50-100% killer incentive after 8pm. That's pretty dire if you consider how heavily weighted the incentive is toward survivor, seeing as how they need 1 killer for every 4 survivors.
Fact of the matter is, that stuff needed to be changed. Killer was an actively hostile experience and still is to a lesser degree nowadays. Twenty minute queues on the most popular role(survivor) is a good way to kill your game real quick. They needed to be reigned in.
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Nearly doubled the blind buffer. Absolutely ridiculous.
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These changes do nothing to address Knight's biggest flaw: the best way to play him is as a discount artist. In fact they enforce it. Disappointing.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/3268537#Comment_3268537
No because they are right and I am glad to see others are calling this absolutely broken ######### out. It cannot continue like this
It's tiresome. Solo bad easy updoots.
Dead by daylight has the exact same issues every team game has. Namely that your team is comprised of human beings with their own desires and will. They do not do the stuff you want them to do or that you think is best, leading to frustration. Nothing is ever going to change this unless solo queue whiners get the ability to mind control and micromanage their teammates actions. If that miraculously happened they'd end up playing a very stale, rote game that they'd get tired of very quickly.
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VHS is fundamentally flawed. By making it so that survivors can kill the killer, they made playing killer vastly unpleasant to play as. All teens do in that game is corner up, ambush and bully the killer. When your nascent online game has 20 minute queues for the most popular role and the other role is actively hostile it's probably not going to last long.
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@Xord said:
Balanced landing is already strong, its only problem is that some maps do not have heights and therefore make the perk entirely useless. The perk is fine by itself, it's map design that should include heights.
Smash Hit has a similiar design problem, it just won't work against certain killers.
In addition, I'd give back the 1s to dead hard and make it a non exhaustion perk, with a separate cooldown. Playing around DH as killer makes it 100% unlikely to ever get a DH hit.
I see you want dead hard to be on 4/4 survivors, instead of the paltry 3/4 we have currently.
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Blah blah blah solo bad. You ever get sick of seeing the same thing over and over and over?
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@Yoshirama said:
This happened to me twice in the same map (dead saloon)
The first one was a dredge and the second one was a hag, they didn’t chase us, they just wanted to protect the 3 gen and it was awful that both time we let them to kills us because the match was so boring and it was taking so long.
is not the killer playing smart, they just like to hostage the game until the other side just give up
Literally just do a gen within their three gen.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3267584#Comment_3267584
Empathy does not tell you when the killer is going to hit that surv, or if the injured surv you are watching is being chased at all. And if the killer has an insta-down mechanic is worthless.
You are still making clueless guesses.
Well no, it's an information perk. It's not perfect but it gives you valuable information. If you're aware then you know where the chase is happening and what resources are available to the survivor there. You can see the survivor drop a pallet and see whether or not they're looping it and make an educated guess where they're going to go down. It's just game awareness. It's not perfect, but nothing in DBD is. If you had absolute information at all times it'd be a rather sterile experience.
This sort of thinking is an endemic flaw in survivor players. They don't want to adjust their gameplay. They don't want to split up vs. Legion, they don't want to break line of sight vs nurse, they don't want to backtrack vs. Spirit. They just want to loop the same tiles the same way between holding m1 every game. Sometimes you have to think about stuff. Sometimes you have to do things differently. This is not a flaw in the game, it is a feature that keeps it fresh.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3267590#Comment_3267590
On the upside, a pesto panini sounds delicious ! =D
I wasn't mad or anything when I got back. Just confused. Like aren't they bored? What are they getting out of this scenario?
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267584#Comment_3267584
Running a perk just so you can possibly counter Eruption is not a solution just like shattered hope is not a real solution to boons.
Run x perk to maybe counter x perk is not really a fix.
Perks counter perks and killers. I dunno what to tell you, that's just how the game is. You tailor your build to counter stuff you particularly don't like.
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@Aven_Fallen said:
It is on the internet, it must be true...
Well, yes. This sort of thing absolutely happens. I've done the same thing and gone and cooked a full pesto panini and poured a fresh beer and came back(20? Mins) and they still hadn't left. This has happened to me a handful of times. It's absurd. Laughable.
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Ruin was the most tedious perk ever. Don't get to play the game until you find two totems. If it were still a thing it'd be paired with penti for full nightmare mode.
Don't like eruption? Run empathy. You can guess when your teammate is about to go down with a decent degree of accuracy.
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PC players on steam can do that. Nvidia filters don't work on other versions of the game.
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They're all reskinned trapper machete. When you look at lunges always keep that in mind.
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It was really cool and thematic. I wish they'd given him some other flavor to compensate for it
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It's fine. It's still a good perk. I use it with dead hard. If the killer finds me thru iron will then I still have dead hard as a conditional get out of jail free card and the exhaustion caveat doesn't matter. Iron will already served it's purpose.
People just got accustomed to an utterly busted crutch perk for years.
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@Gandor said:
It is situationally possible even if quite expensive :D
If I liked the killer and am about to leave - to salute him, I give him my item (usually brown or yellow medkit). For this reason I have more green and purple medkits then browns
No one would ever use a bow for anything but BM. This community isn't built for it.
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@skylarka said:
I strongly disagree. The Twins are extremely powerful and extremely fun to play once you figure them out. I only started playing them last week and got my Adept achievement the second day I was playing them because they were just so strong. You have SO MUCH map control if you play them right.
Please leave Charlotte and everyone's best baby brother Victor alone! They are now my main killer and I love and adore them.
Nobody is saying they're not strong. Of course they're strong. The problem is that everything they do is slow and clunky. Switching from Charlotte to victor takes ages. Survivors can just run away with your power. You cannot make Victor respawn at will. All the inconveniences add up to an unpleasant experience.
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So long as I can opt out of it.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3263608#Comment_3263608
this is intended behavior. Otherwise sound would be permanent wall hack for both sides (so no mindgames)
The audio occlusion is undeniably buggy
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An extra 60s for survivors to sit on gens with no reason to save seems like a really good idea
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I cannot fathom caring about pips or emblems. I don't even know the criteria for either. I just skip ahead to the builds my opponents were using and queue next. It doesn't matter.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261194#Comment_3261194
I would go as far that only people that don't have access to a lot of perks use huntress lullaby. The perk is just plain bad.
The comparison to colorphobia is a bit unfair though. The perks work in a very different way. Lullaby works everywhere, but is a hex perk. Colour does not need stacks. Completely different. The only thing that makes sense to talk about here is - why if they are both in about same strength does one require being hex and the other does not? I think lullaby could lift it's hex status and be very good perk on it's own.
However given that people create builds that complement each other, colourphobia + lullaby on doctor would be actually way too much. This would require an additional new condition - like lullaby works only on generators or something.
Impossible skill check doctor is not a thing. It doesn't work. If lullaby isn't deleted within twenty seconds of the match starting then it's gone after it gets a single stack.
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I hate posts like this. It's just another flavor of bemoaning "tunneling and camping" without any conception of that that is to the OP.
Like what is tunneling and camping to you? There's no frame of reference. I've met many survivors who consider the killer existing on the map as tunneling and camping. Doesn't mean anything.
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The obvious solution is to have it so the survivors have to only complete three gens to win. Then when the game is over in four minutes the entity picks up the survivors and gently deposits them inside the gate where the killer is also deposited. The killer's m1 and powers are disabled and they are trapped within the gate with the survivors while they bag and point at leisure until they decide to leave. It's only fair to those filthy toxic killer mains.
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Depends on the opponents. Map offering? I'm playing as hard as possible. Bagging and pointing after a pallet drop? Playing as hard as possible. I won't return BM but I'm also going to try my hardest to prevent you from winning.
No map offering, survivors being cute, I'll play very casually and just let the match be whatever.
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I really really hated old ruin. Don't get to play the game till you get rid of the totem. No thank you.
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Nobody cares about pups.
Or at least, they shouldn't .
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Some people genuinely only care about winning. It's weird.
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My killer queues are back to where they were before 6.10 or whatever it was. +50-100% on killer after 9pm. Which is funny considering how the bonus is weighted toward survivor. Survivors have adjusted and can bring powerful items more consistently than ever.
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What does pay to break meta even mean? Are you implying pay to win? That term already exists. Suggest using it for clarity.
Also you're wrong. Wesker is what? High B, low A tier? Sadako is garbage outside condemned cheese.
Most killer mechanics are permutations of stuff already in the game. If you've played the game you just apply that stuff to the new killers. It's really not difficult to figure out what they do from context clues in the game.
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Wasting dev bandwidth on the auto mori thing was such a boondoggle. So many killers and perks need adjustment that I cannot fathom working on a system nobody asked for
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The game as dredge is a new level of misery if you aren't willing to hard tunnel.
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/3257529#Comment_3257529
I mean artist takes health states away from range yet us 115
Don't forget that she can also pressure the entire map!!!
Yeah, I think she should be 110% as well. Incredibly oppressive killer.
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Well you can warp to it immediately after the unhook.
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It's uhhh. Because he's a killer that takes health states from range. Comparing him to killers that merely inconvenience survivors from range is rather disingenuous.
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You did it. You buffed blight, for some bizzare reason. Well done.
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Lol. "Killer community"
Sick rant tho. You got any solutions for this problem that you put yourself in?
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It's a cool idea thematically (I believe you've posted it before?) But I feel like it might be too strong.
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I wish they'd never released that information. Nobody apparently read any of the caveats attached to it, that just saw a number and never stopped clutching their pearls since.
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I have literally never seen anyone run this. If you're really hellbent on tunneling you can do it without waiting around the hook, hitting someone with a chain and waiting for them to break out of it.
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People like you decry every killer that you can't just loop endlessly as "unfun"
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Dunno about your idea, but I desperately wish she'd get balance pass.