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What? No. That's absurd and would make hexes mandatory.
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@Blueberry said:
If y'all get 4 slugged at 5 gens y'all either had to play extremely bad, multiple times or the killer is just significantly better than all of you. That should not be happening.
In other words y'all needed to have your mmr lowered. The killer probably thought the same thing.
Three yalls in one post. Interesting stuff.
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Absolutely pointless. Nobody would run anything but Circle.
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@BabyCameron10 said:
YES, and Cruel Limits. Make it map wide
Tying it to the terror radius makes sense thematically.
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These are certainly very creative and interesting. Worth a thought after several survivor perks are base.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2643735#Comment_2643735
According to Steam, it is currently the third most-played game at the moment (with #1 and 2 being CS:GO and Dota 2 respectively). Take that as you will.
I'll be damned. So it is. I wonder what the appeal is? Looks like a bog standard MMO to me with crippling glitches.
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@ManOMaker said:
https://forum.deadbydaylight.com/en/discussion/295230/stranger-things-will-come-back-in-the-future
We don’t know about that, I mean, Amazon made a game and its like the third most popular game on steam rn.
Pretty sure it's bleeding players like crazy from all the hilarious bugs
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Fearmonger is literally a buff for Sprint burst. Free 99% whenever I tap a gen? Yes please thank you.
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I am in the exact same boat. Dunno what I'm gonna do when it's off gamepass. God knows I don't want to actually own anything in the windows store.
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"I love playing as the doctor but also think he belongs in D-tier"
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I'm fine with this. The sedentary meta was one of the positives about this game, it kept power creep at bay. With boons and the artist it seems like we're in it now.
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@EQWashu said:
In regards to Cross Progression on the Switch, an announcement was made earlier this week: https://forum.deadbydaylight.com/en/discussion/293817/switch-cross-progression-update#latest
I'm afraid there is no further information at this time on if/ when cross progression will happen on any other platforms.
Cross progression between epic, steam and switch.
But not Xbox store or the console itself? Absolutely bizzare
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@Danyonetta said:
There already is one. Its called Thrill of the Hunt.
You mean the hex the gets broken at the beginning of the match? Nah. That's not a counter.
I also don't agree with perks to counter them. Totems just need to be breakable. Perks to counter broken perks is a band aid.
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@Seraphor said:
They're never going to make a perk basekit guys.
There are better methods out there that don't need to be so extreme.
For example: an unhooked survivor has no collision for 5 seconds, similar to a survivor whose just been hit.
You think turning a survivor into an invincible ghost is better than having Endurance for a few seconds? Wild.
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@Junylar said:
According to the queue times during daytime - nope, playing as killer is still popular, much more popular than playing as survivor.
My experience is that around 10pm est survivor q starts to take around 4-6 minutes and I switch to killer as that time for instant queues.
Last month or so the survivor queues have been getting very slow at 7-8pm instead. It sucks cuz that's when I play with my friends.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2630236#Comment_2630236
If you read my previous comment I was absolutely all for limiting the use of boons, just not to once per trial.
Though I absolutely wouldn't mind buffing Inner Strength, which Pentimento actually does. So that's always nice
3 blessings per survivor is twelve snuffings. It is technically a limitation, but one that won't ever matter.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2630216#Comment_2630216
With 4 people who could potentially use boons, also factoring in people who cleanse totems for challenges/inner strength. Then totems which spawn in bad places to boon too. A lot of people don't like one time use perks.
DS and UB are not counted because their effects are felt throughout every game, even if a survivor doesn't have the perk equipped. People are naturally wary of slugging or tunneling due to these perks possibly being in the trial.
Again, there are five totems. The fact that other people, at times, cleanse totems doesn't change the fact that you're going to get more than one use out of the perk in the vast majority of games.
It's funny you mention inner strength. A far weaker perk that also has a maximum of five uses per match. Why's that limitation fair for inner strength but not for boons?
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@GoodBoyKaru said:
Honestly due to their limited range of effects I don't think many people would use them, if they were a one time use perk.
Limited uses I can get behind. Like each boon has 1/2/3 tokens and each time you bless it consumes a token from every boon perk you have equipped, for example. That'd help tone them down, add in some resource management to them (do I use it early to deny early game pressure or do I use it late game to help prevent the pressure point of no return), and in general promote healthier skillful gameplay and interactions where the survivors are not on generators.
There are five totems in a given map.
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@Mandy said:
We did a lot of giveaways on Friday, on the forums, on Discord and on Twitter. As far as I'm aware, we've no plans to do any further giveaways prior to the content leaving the store next week.
My favorite part was how 80% of those were immediately swept up by bots and resold. I sat around for a few hours trying to snag one and just gave up.
It was a nice thought, though.
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Nope. Just let me break the bones.
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This will never happen. Please stop equating boons to hexes and trying to get equivalent treatment for them.
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Honestly the most efficient thing to do is capitalize on your first chase by tunneling someone out of the game. It's the only reliable way to apply pressure anymore.
Whether or not you've feel comfortable playing that way is another matter entirely.
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If the killer is hitting the rescuer rather than the rescuee, they are obviously not tunneling as they're going after someone else.
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I do not run hex perks and I do not care about hex perks. The comparison between them and boons is disingenuous and flimsy. They're different things entirely and should have no interaction beyond the additional blessing time.
They being said boons are utterly broken and hamstring much of killer gameplay. The killer needs a definitive reward for using valuable time to snuff a boon. Just let the totem break.
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@MrSlime2020 said:
I like how I just disconnected from one match today and instantly had a 24 hour matchmaking ban. This is just why the penalty should just get removed. Now I see why I strongly dislike this game in it's current state. Like excuse me if I want to leave one game if I'm constantly getting tunneled off the hook. No penalties given to the killers, I see how balanced this game really is.
Literally just look at your phone for a couple of minutes. A video game should not be tilting you this hard.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2619843#Comment_2619843
I mean tbf I’ve heard OhTofu complain about Dead Hard and he’s definitely not a bad killer.
I've seen him, Otz and others whiff on dead hards. It affects everyone.
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Because absolutely no one would play the competitive mode without some very very good incentives.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2625407#Comment_2625407
Just like Pinhead and Twins.
I never saw anyone say this. I did however see many threads bemoaning WEAKEST KILLER IN THE GAME on their release. Just ridiculous bombastic stuff that was categorically false.
That the consensus is the she's quite strong is telling. Because she is.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2625684#Comment_2625684
Again, the point here is to preserve the core idea for boon totems and help achieve the potential counterplay, not to make them an annoying chore the killer tries to get out of the way as quickly as possible and that the survivors get limited use from. The timesink wouldn't be worth it if the killer can permanently break it.
That idea is a nonstarter here.
https://forum.deadbydaylight.com/en/discussion/comment/2625698#Comment_2625698
That's not a problem with boon totems, that is boon totems. If the current effects are too strong to be limitlessly available, then those effects should be nerfed, because that back-and-forth is clearly what the mechanic is supposed to be adding to the game.
It's uniquely frustrating that people seem incapable of separating the overall mechanic of boon totems from the effect of the boon perks. They're independent factors- one or both can be tweaked to achieve the intended goal.
The core concept is a safe zone for survivors to ignore half the tools a killer has at their disposal. Making it a limited resource linked to the number of totems in a trial makes it commiserate with all the other tools survivors have to go mitigate aura reading and damage states. The core concept is still there, but when a killer snuffs a totem it depletes a survivor resource and gives them tacit pressure. Makes the action worth something.
Putting a single survivors perk on cooldown is nothing. It's the equivalent of making them sprint burst or dead hard without the immediate threat of a down. There are still 2-3 active boons while this one is on cooldown. Your idea is undoubtedly a nerf, but it is a pointless one. Much like how the blindness effect on mindbreaker was a pointless buff. Accomplishes nothing.
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Easily A tier. She's got a lot going on.
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I don't even care anymore. A global boon that adds 25% bonus progress to all generators when a gen is completed. A boon that gives the killer hindered status within it's range which is extended to 32m. A boon that makes pallets take 100% longer to break. A boon that doubles the duration of stuns/blinds so that swfs can have even more easy games.
They better be brushing up their killer bots/killer incentives. It's getting ridiculous.
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I really do think she should be 110ms. She does quite a lot.
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Literally just let me destroy the totem. I don't run hex perks, I don't care about noed. Just let me break the thing.
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@jesterkind said:
Well, they actually tested it four(?) times and the latter two tests went really well, so that's not strictly accurate to say that they tried it and it failed once.
Beyond that: The idea that MMR should be based on hooks is completely laughable, that would never work for exceedingly obvious reasons. Basing the system on whether you win or lose is perfectly reasonable, I just think more nuance should go into it- having your MMR lower by a lesser amount if you got a really good emblem score but still lost, for instance, would probably fix the current edge case problems with the system straight away.
As a final point, I want to mention that this system doesn't reward anything. It's not a progression system- you shouldn't be trying to get "max points" from any given match or whatever. There's no reason to want to get "high MMR" other than to have balanced games, and the only way to achieve balanced games is to just play normally. If you sweat a lot for 4Ks, you'll get survivors who can handle that, and if you play more casually for eight hooks and fun, engaging chases, you'll be paired with survivors who (at least in theory) will be better suited to that.
The system isn't perfect but it's an excellent step in the right direction.
Do you ever do anything but act apologetic for the devs? It's sad.
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@AssassinZodiac said:
I actually like MMR system. I would prefer it be based more off the emblems than just escapes and kills though.
I wish they would add a ranked play and quick play option to help keep sweaty tryhards away from purely casual players. Also add a leaderboard and let us see our and the opponents mmr rating. Along with rewards for reaching top 1000, top 500 and top 100 players.
That way there is an actual reward for nonstop sweaty, some times unwinnable matches as killer. Right now there is absolutely no point in trying if it only means more frustrating matches.
You like the MMR system, but want it to work off entirely different criteria? Okay then.
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It's pretty wild that Blood Echo has a cooldown.
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Overnerfed hatch. Overnerfed Moris.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2622409#Comment_2622409
But that is essentially the first part of my suggestion. So that a snuffed totem cannot be blessed again. Or do you mean you want to break a dull totem as killer?
Gotta break the totem. There needs to be a way to let survivors know visually that the totem is not a bless target anymore.
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No to hex reactivation. I don't like hexes, I don't want to have to use them to counter boons. Just let me break the damn totem.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2622369#Comment_2622369
Nah the people with the data, the devs, will know the true answer.
Raw data without perspective is worse than worthless. It's actively harmful to act upon.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2622182#Comment_2622182
Buy doesn't fun come with when the game is balanced?
Not necessarily. You could take away every killer's power and make them all base MS, base terror radius killers, remove every perk from the game and it would be more balanced than it is now. It would not be more fun. Balance is not synonymous with fun. Watching blizzard systematically butcher every hero in overwatch for the sake of "balance" has taught me this.
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No, I want it to be fun first and foremost. Balance is irrelevant
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2620191#Comment_2620191
I see you with your skill only with the help of such critical bugs and win?
At no point did I claim to be good at the video game. What's your point?
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2620212#Comment_2620212
No lol I have had a killer slug and bleeding out with 4 gens left....................so did they outplay or just was one of those?
Yes. They did. They still had to get the appropriate hits on survivors and maintain pressure. I don't see how the number of gens remaining is relevant to the slug mechanic.
Is is sweaty? Yes. Do I do it? No. But it is a thing in the game and it lasts at most four minutes. Not a big deal in the grand scheme of things.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2620194#Comment_2620194
So you are saying a killer deserves after camp/tunel a 4k slug kill? okay
Well, yes. They applied outplayed each survivor at least twice and successfully prevented the remaining ones from picking up the slugs. It's not easy on a killer with little snowball.
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I get you wanna be vindictive to killers cuz this behavior annoys you, but it's not the right way to go about it.
It should give survivors a stacking bp distraction bonus when the killer stays within a certain radius of the hook. Up to 15k or so. Compensation for basically not being able to play the game and taking the bite out of those situations when a teammate decides to loop the killer near your hook.
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I agree completely. It should have an icon to show it's active, the range increased a bit and work both ways.
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@kglsale said:
https://forum.deadbydaylight.com/en/discussion/comment/2617575#Comment_2617575
thank you, that helped, you all helped me, understanding this mmr system. with the fact that members of this community feel that if you are camped and tunneled they need to "play better". telling people they need to "play better" which is really just telling someone that they are a bad player. A total judgment without even playing with said person.
with that belief and this mmr system, it is time to find a new game to play with my friends as dead by daylight has lost all fun for me and my friends
Are you running boons? Recently if I can identify what players are running boons I'll try and focus on them so they don't have time to bless/are dead. The game just gets much much more tolerable when they're gone.
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Boons counter half the stuff killer can do. What else is new?