YaiPa
YaiPa
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/1447546#Comment_1447546
If both killers camp and tunnel one person at a time, that still leaves 7 people to do gens.
I think you are worrying too much.
in a normal match, if 1 killer hard camps and tunnels 1 survivor, he gets 1/4 at best, survivors shouldn't worry that much right? except that tunneling and camping are the most bitched on topics of this forum.
@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1447546#Comment_1447546
can simply not acknowledge another hit until after the animation and hit phase from the first one
wouldn't change anything, the other killer can simply follow the survivor, since he doesn't get slowed nor stunned, and then down him.
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you can't have a 2v8 match. It will never happen, killers would just hard camp and hard tunnel. Loops would became impossible, since 1 killer can bodyblock pallets while the other chases. When someone is hooked they can just camp him to death, since if someone tries to get the trade he gets immediately downed with 2 consecutive hits, if someone saves with bt same thing, and same thing goes for ds.
it is impossible for a mode like this to work.
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little issue: the entire point of the rift is making it as grinding as possible, so that people spend real money.
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isn't this another "if you haven't tried out the ptb yet then you can't judge", right? because everybody called the nerf ages before the og ptb went live.
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survivors escape killer's grasps always a major momentum loss as killer. When you give the chance to survivors to use this ability offensively, whenever they want, then there's a big problem.
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stalking, when they don't know what power could it fit, they slap stalking.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1440963#Comment_1440963
Or.. Picture this. You use the mori without going out of your way to tunnel people off hook. That means you still get to apply pressure, cut the game by 2/3rds and guarantee yourself a 4k (3k if you give the Las guy a chance to find hatch, which is your choice). Don't pretend that you actually have to make any effort to achieve this. If you can't get 6 downs in a game, you have other problems
start the match, start looking for a survivor, you spot one at best after 20 seconds (3 gens are 25% completed). You chase for at least 40 seconds, and I'm being gentle considering exhaustion perks, chained loops, getting BHVR'd and so on, (3 gens are 75% completed). Let's say that hooking doesn't takes you time, you see 3 survivors with BBQ, and:
- head towards one, (15 seconds), 2 gens get completed, you're able to interrupt the survivor, chase him and maybe pop the gen. One survivor finish the 65%ish gen, while the other goes for the save. Now, 2 gens left, only one hook.
- decide to camp that one survivor. 3 gens get completed. Survivors can just complete the other 2 gens, while the hooked one goes into second state (since you have a mori, it doesn't really matter), maybe try for a save at the endgame, with bt and/or adrenaline.
it's mathematically impossible for a killer to win, if this lucky occurrence happens it's because most survivors are trash.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/1440963#Comment_1440963
You're putting in a lot of effort to make it sound like your free win is somehow a lesser evil than the other free win
If you can't keep up with gens on a 4-hook game you're either AFK or asleep
ok, the last sentence was enough stupid for me to continue the discussion.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1440947#Comment_1440947
4 Survivors have to do 5 gens before the hatch will appear, 1 Dead survivor means you have to do 4 gens, 2 Dead survivors means you have to do 3 gens, 3 Dead survivors means you need 2 gens done. You can't use a key until the match is pretty much over. Moris you can use right at the beginning of the match.
(I'm not advocating for either to be removed and I think both add to the game, rather than detract. I don't believe either should be removed or nerfed).
yes, understandable statement, if only gens speed (or rather survivors ability to work on multiple gens at the same time) wasn't ######### up. By the time you down one survivor at least 2 gens are completed and a third one is on the way.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/1440947#Comment_1440947
Yes, and without the mori, you'd be doing that 3 times instead of just once. You're saving a ton of time no matter the map or the pallet placement.
And survivors can already get a "free escape" by just hiding in a locker next to the hatch until the second to last guy dies. You don't need a key to get that kind of "free escape" but people don't do that because it doesn't feel like a win and you get no points.
you're saving a lot of time, that's for sure, but again, the first chase is always the longest, and after that you still down again the person. You're talking like in the mean time gens are magically blocked and time is stopped.
if you close the hatch survivor ratting for the escape are dead. with the key you can re-open it.
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6) dead hard for distance, aka the ultimate outplay.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/1440916#Comment_1440916
you say "AFTER a hook" like that takes an appreciable amount of effort. There is no wasted time taking someone out of the game before their second hook either, its actually a huge time saver. If you bring an ebony and don't 4k, you are horribly messing up.
"that takes an appreciable amount of effort", yeah it's called looping into jungle gyms, cow tree loop or fun house and dealing with exhaustion perks, what you think is the average chase time on most killers?
"If you bring an ebony and don't 4k, you are horribly messing up" that's exactly the point, with a mori you can mess up, while with a key you can just afk+left behind and you get a free escape.
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awful. Clown's slowdown doesn't increase if you throw more bottles and it's not a real counter, it's something one specific killer can try to do, but it's not super good. The rework it's even worse, since skill checks are RNG, the skill zone is randomly generated, meaning that it would be only luck based. Also, this solution may make DS completely useless, while the real rework should make it a real anti-tunneling perk.
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mori:
- instakill a survivor AFTER a hook (which means you have to down someone first);
- can be used on every survivor;
- is an offering, hence it can be used only before the match, hence survivors can prepare themselves before;
- if the match goes very well and you don't use the mori, you basically waste it;
- counters major meta perks but requires hard tunneling, potentially wasting you much time.
key:
- can open the hatch, multiple times;
- let escape every survivor through the hatch, even with only one key;
- you can literally do nothing and still get a free escape, because hatch spawns NO MATTER WHAT;
- if the match goes very well and you brought the key, you get to keep it if you escape;
- can be found in chests during the match, giving you an immense power the killer couldn't prepare before to face.
seems pretty clear to me.
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I mean, if you're fine waiting 4 minutes on the floor just to feel superior over an already lost match, good for you.
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/1437244#Comment_1437244
https://forum.deadbydaylight.com/en/discussion/comment/1436247#Comment_1436247
2 killers is strong but so is 6 Survivors and 6 gens. If you think about it, killers can only really target 1 survivor at a time NOT including slugging. With 2 killers, that leaves 4 survivors on the loose. Though I agree that it wouldn't be easy for survivors to escape. It's definitely doable, specially with SWF.
You can argue that 1 killer can patrol hooked survivors and 1 killer patrols gens but even at that, it wouldn't workout. Gens would be popped left and right specially with only 6 gens.
https://forum.deadbydaylight.com/en/discussion/comment/1437090#Comment_1437090
https://forum.deadbydaylight.com/en/discussion/comment/1437071#Comment_1437071
Of course! Maps would absolutely need to be increased by at least twice its size. 6 survivors would fill up the map and a extra killer would be even more hectic. I also think each map should add 2 more pallets and one more T and L loop or shack.
In terms of the maps, the ones I chose are best imo just because of it's size and design.
no, just read a thread about people complaining about tunneling. Killers do not care about losing pips or losing games. Even if the whole team escapes that one survivor will ######### about it. also looping would be a mess with 2 killers.
accept it, it's a huge issued idea, which wouldn't be possible unless major gameplay changes.
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now that DC penalty have been removed on PC, the issue just get bigger.
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awful idea, extremely unbalanced. Y'all cry about camping and tunneling, think what would happened with 2 killer that could actually make camping and tunneling uncounterable.
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survivors were trash (we didn't even have to see the ranks), Oni got an easy hit due to Yui and Quentin sandbag (plus Yui dropped the pallet after being hit, green rank move), everybody was in a deadzone when Oni went berserker and nobody had meta perks.
when gens are repaired in extremely fast times there's nothing a killer can do, because he can't split into 4 entities and pressure 4 survivors together, while in these cases survivors are just trash.
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they need to add a secondary objective, not totems which obviously don't matter most of the times.
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it would be a very good way to slam another killer into the trashcan, probably making Freddy the only high tier killer still playable.
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second chances perks are actually very strong. The killer's role is so hard that you can lose in a matter of seconds because someone used unbreakable, ds or dh. And the strongest thing of them all is that second chances stack, creating a handful of situations where killer can literally do nothing but accept that there's nothing to do.
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billy nerf will lead more people to approach towards braindead killers like spirit and Freddy.
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no, it could be super abused, considering how easy is to get iridescent benevolence. Killers can get cucked by emblems too, if survivors DC or escape through hatch.
ultimately, if you keep giving free pip saves, people are gonna end up in red ranks, causing a great player base loss in loss ranks.
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no, both became equally boring to play. With nurse you have to always wait for your blinks to recharge, you can't use 2 blinks to scout survivors and roam in the map, in chase you have to slowly walk. With billy you have to always look at your cooldown bar, you can basically use your chainsaw 2 times in rapid succession (which is why now infectious fright is useless on billy). They removed any skill in these killers by forcing an unnecessary cooldown; devs do not want us to play killer efficiently and use their power to full potential.
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no way you're really complaining for roughly 500 bloodpoints. Plus survivors already get stupid boosts like "obsession killed".
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there's nothing we can do against it they camp
there's nothing we can do against it they camp
there's nothing we can do against it they camp
there's nothing we can do against it they camp
- there's nothing we can do against it they camp
there's nothing we can do against it they camp
- there's nothing we can do against it they camp
there's nothing we can do against it they camp
there's nothing we can do against it they camp
there's nothing we can do against it they camp
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because ds, bt, sprint burst and unbreakable are survivor perks.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1428370#Comment_1428370
"3rd person camera abuse" .. that's a new one.
yes if you still live in 2017.
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awful perk. Survivors have control over the loop, basically because 3rd person camera abuse, safe spot and cracks in the walls. This means that a killer has no advantage whatsoever in knowing where there's a pallet. Ultimately you should always remember which pallets you've broken.
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smart. So they can not change anything in the PTB because "nobody complained", ahahahahahhaha.
btw if that's true, than your thread will get deleted too and you'll get a warning. Because that's how things seems to go when somebody points out these kinds of stuff.
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apex muffler's trash, just for the reasons you said. Wasting 3 perks to get maybe one stealth instadown if survivors are out of position it's not efficient.
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drop stridor, in a game where sounds work you shouldn't need it. Sloppy to disincentivize healing, ruin (or pop) because you need some kind of slowdown and she does a good job with ruin (but is always a hex). bbq is good everywhere, monitor has its sense while I don't really understand enduring, unless some niche plays where you get stunned and you can instantly phase.
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of course. Didn't you see what was their main goal when nerfing nurse? She could use her power at FULL potential, both map pressure, map traveling and chase ending. Right now you either use billy to travel or to instadown, it's not possible to do both at the same time.
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yeah, they really don't know how to create add-ons.
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the last actual changes done from a PTB were spirit's and ghostface's one, but just because those killers were legit trash in the PTB. But yeah, the only thing I see devs changing it's that stupid yamaoka light.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1424216#Comment_1424216
Uhmm.. You realize curving is braindead easy on console, don't you?
this is not exactly what I meant, but nice flex
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1424200#Comment_1424200
In my experiecne, Xbox, he was fun to play as and against... They actually said the same if I remember correctly... This change came just cause survs were complaining about being face camped by BAD BILLIE USERS... And that's not common... at least not for me... I am non sided red ranks both sides in case anyone wondered.
I mean, console players can't experience Q and E billy, which was what made him very strong. It was really fun, but as I always said, Billy (along with Freddy, Doc, maybe plague) was the noob destroyer, the most hated killer. It was obvious they would have nerf him.
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let's remember that devs were happy on how billy was performing, ._.
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@Ghoste said:
To piggyback off this thread, I'd like to call attention to prestige Nea as well.
https://us.v-cdn.net/6030815/uploads/1CDV1N53021T/nea-prestige.jpg
There is no blood at all on her arms or her beanie.
Please BHVR, add more blood to all prestige cosmetics.
that's clearly a super old pic.
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every survivor has the same hitboxes, so it wouldn't change anything, if David can't fit in a small gap, neither can Nancy, Feng or Meg. The same goes for the space discussion, the only thing different is that he's gonna get spotted easier.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1422347#Comment_1422347
Ideally something like if you're chainsawing as Leatherface, all the corn you run through gets cut down. It's not really an interaction like breaking pallets or walls, but just chainsawing automatically shreds through corn in your path.
so it would be a niche interaction some killers would get, while others wouldn't? But the main issue remains: it wouldn't be optimal, you may be cutting all the corn at the start of the match, while losing 2 gens or you could do it to track a survivor you've just lost and you know is near, but again, it wouldn't be that good.
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nobody cares about blood points, people want to win. This idea would get instantly rejected, as every survivor main would get upset because you didn't do anything about it, you just created the consolation prize.
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would kinda be a waste of time. I mean, how much corn would you be able to cut in one action? How long would it take? These kind of mechanics, like breakable walls, where you need to do something before actually doing something to stop the survivors are very hindering for killers.
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Soul Guard, unbreakable, borrowed time, ds, decent teammates. Certain killers have much more basement potential, huntress is one of them, when 2 people are in the basement (depending on the game state) there is literally no reason not to camp, especially with high basement potential killers.
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we all know SWF is an issue, we all know that SWF is basically cheating, since the core idea of the survivor gameplay was being unaware of what other people were doing, but what can you do about it? You can't punish people if they want to play with their friends, you can't remove SWF because (just like people used to do in the early days of DbD) survivors are just gonna keep lobby dodging until they get matched with their friends. Splitting the game into casual and competitive mode wouldn't work either: you would split the community, making matchmaking even worse than now and most likely nobody would deliberately play against SWF.
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you're right. I'm pretty sure devs are riding this "toxic game fame" DbD gained, you know Ace's troll skins, well most of the newer skins actually...
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I think that around the period charms were leaked, some guy interviewed Cote and he talked about (and showed) a Haddonfield rework.
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insidious was meant to jumpscare, and it's actually only good to get an easy hook once with bubba while keeping someone on the hook (if you're not facing swf). If you want to waste time and use it at a generator you can, just, maybe if you can afford to waste so much time it's not because insidious is somewhat a good perk.
I don't know why it has not been reworked, it's trash at high ranks and it destroys low ranks, where nobody does gens and don't know most perks.
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it's just sad that they didn't thought of it when releasing bunny Feng, which was a skin that people wanted for so long and it was actually kinda bad.