YOURFRIEND
YOURFRIEND
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The whip is a free hit where you would otherwise have not gotten one, so no. Nemesus is quite good and popular.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2850517#Comment_2850517
We did not. In fact, we've said the exact opposite: We do not consider it a fix to the grind in the slightest, it's an improvement to grade rewards, nothing else.
https://forum.deadbydaylight.com/en/discussion/comment/2850459#Comment_2850459
I can also confirm that we don't see it as something that encourages people to play more. A certain amount of grinding, sure, it can give you a goal to work towards and keep you interested. But if it becomes too much, then the goal feels unattainable and you lose interest in trying to achieve it.
To the original topic: It's too early to share details now, but we have a massive grind reduction in the works. I'm looking forward to the day we're finally able to share it with everyone.
Ooof. I rarely get got that hard.
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@GoshJosh said:
You have to see how ridiculous it would be if it applied all gen kicking perks to up to four generators at once. It’s actually an underrated perk in my opinion. A little bit smaller cool down would be fine. Maybe 60 seconds, but definitely nothing below 45 seconds.
Decent survivors just hit the skill checks. It's pointless. The cooldown could be far lower and it would simply go from terrible to mediocre.
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The activation speed is absolutely prohibitive.
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I have a hard time playing killer when I haven't been drinking a bit.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2850517#Comment_2850517
Didn't they say the exact opposite in the last QnA? I might be mixing that up with a different bloodpoints thing, but I'm pretty sure they explicitly said rank reset rewards were not intended as a grind solution.
They did not say it was a solution, but that they hoped it would be helpful. Peanits says it, I believe.
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@jesterkind said:
I don't think rank reset goals were supposed to be a solution to the grind, I think they're supposed to be the game's progression system to give you a reason to care about grades.
As for what their ideas are, I don't think we've been given any examples just yet.
They explicitly stated it's supposed to ameliorate the grind to a degree.
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@jesterkind said:
I think that's a little unfair. People wanted more of these events before, and now we're getting more of these events it's suddenly a 'transparent PR ploy'.
It probably has the added side bonus of being a good PR move, but I think it's a little premature to assume that was the sole intent.
Ah yes, their listening to this long-standing request just happens to coincide with them losing players and a new chapter hardly bumping the numbers at all.
If that's what makes them jump into gear, then perhaps they'll start addressing other older concerns, such as the new player grind. And maybe a newer one like their extremely primitive MMR system.
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@Sirris said:
So 3rd party software cheaters tend to avoid bans...a lot. Now we finally have something easy we can do to prevent wall + speedhacks and we're not kill switching it?
So a bug that can crash your game caused by wake up? Removed it. A hard-to-recreate Nurse bug? Have fun seeing ONLY Blight at high mmr. Grabs are already buggy. I have 400+ hrs on Nurse and have gotten post blink grabs twice. Either the grab wouldn't happen because grabs are garbage or they would...move? I don't disagree with removing her until it was fixed, but some cosistency would be nice. I had played her multiple times just before she was switched off with 0 issues.
But wall hacks and perma speedboost? Fine. All good. Totally not exploitable and doesn't need fixing. I mean it's not like people who use 3rd party cheats get banned all that often anyways, given that I've gone against the same ones multiple times. I stopped reporting them at this point.
Infinite on Badham? It's fine. I guess I'll just DC at the offering screen since I'm getting offered there constantly.
Also delete CoH thanks.
Once everyone gets bored of Sadako, killer players are gonna drop like flies (again). The one stat they'll never tell us in Q&As is the killer to survivor ratio.
Eventually I'm gonna get tired of seeing this game collecting dust on my desktop and uninstall but I keep hoping it will get better. Please get better! This game could be so good if it was given some QoL and game health updates rather than focusing on new releases. There is so much going with interesting game mechanics, a neat niche, and licenses for so many horror icons. Please listen to the community and give the game the love it deserves.
I forgot about the killer: survivor ratio thing. Yeah, the number fluctuates from time to time, but averages exist, Patrick-San. Pretty clumsy dodging.
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Killers are set dressing for survivors to play with. They don't consider killer players as active, thinking beings that they have to look out for. That's why killers receive on average far more nerfs than survivors.
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Yeah it sucks. I own Demogorgon on the steam version, I picked it up for 5 bux but I'm locked into the gamepass version.
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I play mostly killer and I've always loved haddonfield. It's like a little slasher movie diorama. Feels alive in a way other maps kind of don't.
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You can't be serious. It's a mediocre verging on bad perk. Even if you fail the skill checks just leave the blocked gen and do another one or wait out the block.
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It actually feels way better than you'd expect. Gotten to to a fair few vaults I wouldn't have otherwise.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2840080#Comment_2840080
They literally killswitched a map to do the rework.
Mmhmm. How precisely does taking it out of the rotation expedite it getting done? It's not like the devs siphon energy out of active maps in order to do their jobs.
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The trailer was a long time ago. Irrelevant nowadays imo. I think most people that enjoy legion currently enjoy their gameplay and just want minor buffs/QoL improvements.
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I wonder what the map team is doing, actually lately?
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Nobody cares about squiddy game
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There's dozens of ways you could take it.
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@Star99er said:
https://forum.deadbydaylight.com/en/discussion/comment/2837831#Comment_2837831
It seems like they’re already tackling that.
https://twitter.com/leaksdbd/status/1499780086282825729?s=21
Ah yes. Bribe people to play killer instead of making the killer experience even slightly less hostile. Pathetic.
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Make the killer experience less hostile, get more killer players and this problem will resolve itself.
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Just sick of knowing every survivor has it, every game, and still having to hug their ass until they decide to press E. It's just tiresome.
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Yeah I think they stealth downgrade textures to improve console performance.
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Nah, it was a little much. It's still pretty good.
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Infinitely replaceable God loops are a problem for obvious reasons
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Yall know elden ring is a thing for like a month, right?
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Well the topic title is absolutely untrue. Unless you have a very strange and loose definition of "camping".
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You have to assume every single survivor has it, every time you go for a down. It's very obnoxious.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2824342#Comment_2824342
I'd say proxy camping is, but actually staring right into the survivor's baby blues whole they hang out? Your denying yourself visual information by having the body of the survivor centered in your sight. Unless you're playing bubba, the slight speed advantage towards would be saviours just isn't worth the lost information on where they are, imo.
That is precisely what they did during the most recent swish tourney. Unless you think going six meters away from the hook is proxy and not face camping. I'd qualify it as facecamping, since the effect is identical.
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@OldHunterLight said:
Without being rude, one of the problems I see is that some killers aren't as good as they think they are, nothing wrong with being bad in a videogame but they will never improve if all certain killers do is facecamp.
Another problem that I see for survivors is these days, DS is a must because of the relentless tunnel.
Facecamping is the optimal strategy most of the time, like it or not. Unless you think tourney players are bad at the game?
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Nothing? I always have fun playing survivor. People complain about solo queue but most of the time it doesn't bother me. The only real issue is the queue times otherwise I'd never play killer.
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It's true. I like running blood echo/fearmonger on legion with the green pin so survs stay injured for longer than ten seconds. Survivors just fall to pieces without dead hard.
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Iron will makes me feel like I'm cheating when I run it.
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Could someone please explain to me where the bottles were buffed?
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@YOURFRIEND said:
The bad hitreg is too frustrating for me to play as her.
You've never seen someone scream like they're infected and then they're just not? Really?
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Please no perks to counter broken perks. It's awful game design.
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The bad hitreg is too frustrating for me to play as her.
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The writer of the book or someone on their team said they wanted her to be elegant.
I don't think she'll hit survivors or carry them to the hook. I think it'll have a static effect when she strikes the survivor, but no movement from her. I think she'll either teleport people to hooks or bypass the mechanic entirely somehow.
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@NinthPixel said:
I use lots of yellow bottle as a Clown main. Purple is good in small loops but Yellow works magic in killer shack and larger spaces.
Combining bottles?
Perhaps, slam the yellow and purple together into a pre-thrown pallet to make it slowly melt away.
I use yellow bottles as a clown main hardly at all. The activation time is absolutely prohibitive. Good survivors see the white cloud and either leave the loop or just drop whatever pallet they're on. Then you're out a bottle and faster while you uhhhhh .... Break a pallet? It's not useful stuff.
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I very much prefer Sprint burst to dead hard. I've never gotten validated on sprint burst, I don't have to wait out Sprint burst for a year before hitting a survivor, I've never had a successful mind game been outplayed by Sprint burst.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/310407/balancing-hook-campers
Or they could fix the game so the majority of killers don't camp. When I started the only time to worry about camping was ranks 10 or above (roughly). Now anyone and everyone no matter what ranks/MMR is camping there asses off. Seems to me a bigger issue is at hand.
The majority? Please. The hyperbole is completely unnecessary.
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@BoriskyTheFox said:
I would like to see killer meta nerfs. Evryone knows how unfun it is to go against perks that makes doing gens impossible.
What perks make doing gens impossible? I'd love to know so I can run them.
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Whoa. Latency? In my video game? Impossible.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2803527#Comment_2803527
Hostage Doctor absolutely exists and he is better at defending a three gen because he can sit in his 3 gen and constantly put people in madness 3 in addition to taking free hits while never leaving the three gen or actually trying to down survivors that dont give it to him for free. Typically a hostage doctor will use ruin and defend a 3 gen with their ruin in the center. Time spent healing and snapping out of it means that the gens regress more than they are able to repair and of course the doctor is defending his ruin as well
Altneratively they will use overcharge and unnerving and constantly kick gens and an unnerving overcharge skill check is actually difficult enough that survivors who aren't super experienced will actually miss them more often than they hit them, especially since doctor skill checks wiggle and can be not centered.
Ive personally played against a hostage doctor who lost 4 gens in like 3 minutes only to 3 gen the last 3 so hard that the match went on for another 30 minutes (during that time he only got like 3 hooks) and once that last gen finally got done he DCd (this was before DC penalties too). Needless to say I reported him and he was banned
Oh. I've done this before. Eventually the survs figure out how to hit overcharge unnerving skill checks and it loses it's potency. Or if you miss one dude with static blast, one time, you lose a lot of your stall. Mine was on yamaoka and I could see every gen from on top of the main structure. I was just trying to play a dumb build I thought it, didn't know it was a whole thing.
Game took about fifteen minutes. Pretty sure I won.
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Isn't this stuff just like..... incredibly low effort creepypasta? Or am I missing something?
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Uhhhh. Here it is. Gold star for you. Great job.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2803780#Comment_2803780
Just a technical point, but your mend bar does decrease during a chase when you aren’t running, such as when you vault or drop a pallet. It’s rare but I’ve killed a few people with Legion just by following them and making them vault and drop pallets over and over.
No you haven't unless you're running Frank's mix tape. Or if you have, it's cost you five gens by the time they're down.
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I think if coulrophobia lingered for a good amount of time after the survivor was clear of the terror radius it would be better. I mean, circle of healing still makes it obsolete, but better.
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*me, repairing a gen while a zombie vibrates into a tree half a foot away*
This is fine.
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@Mandy said:
Things like this have been discussed - the whole timer issue, for a variety of reasons - survivors hiding and not doing anything, 3 gen Doctors etc. I don't believe a decision has been made on whether to implement one or not but it is something that has been discussed and the developers are aware that this can be an issue.
..... What is a three gen doctor? He's not better at defending a three gen than anyone else.