arslaN
arslaN
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/917439#Comment_917439
I'd probably have to disagree there. I think having a perk that rewards you for taking hits for other people has a place. It doesn't necessarily need to be meta, fitting into a niche build is perfectly fine. Sticking it in a build with Breakout can pay off nicely.
I could maybe get behind a slight buff, but I'd also like to see if protection hits could be improved a little more first. I've had a couple times where I didn't get a stack when I should have.
"Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored."
I think "from the injured state" limitation needs to go. You need to work hard to activate the perk but it can still be useless against certain killers.
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Even if it was only red rank survivors, that still doesn't tell us much because most red rank survivors aren't even good players.
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@Sylorknag said:
Does surveillance work with Surge?
Been thinking on a build for my Legion.
Surveillance/surge/pop/Thana
The idea is to waste little time as possible kicking gens, and when I do kick one is to regress a bit more with pop.
It does as far as I know.
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Because they are bad?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/916808#Comment_916808
I'm actually one of the few, despite hating DS, that it shouldn't be canceled if someone else goes down/gets hooked. DS is supposed to (primarily) be a defensive perk. It can't defend you if the opponent has full control of whether the defense is up or not.
One of the changes I've been suggesting is if you attempt the unhook action, DS gets disabled, whether you're successful or not. If you're unhooking a survivor after just being recently unhooked, you have no right to complain about being tunneled since you are making yourself a very active and high-priority target.
In this case, the Steve would try for the unhook. DS would be disabled, and then the Spirit would be able to grab him, therefore punishing him for a really bad play and not getting rewarded for it.
This allows survivors the conscious decision of knowing that if they go to perform the unhook, they are going to lose the remainder of their DS timer.
That seems like a better solution. I wouldn't be against this. I think the devs will eventually change ds, let's hope they don't make it useless by making it last 30 seconds or something.
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@BeanieBoyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/916774#Comment_916774
Sorry to interrupt, but that Steve on full health ain't going down quick. Especially if he has access to pallets and/or an infinite somewhere lol.
Well nvm then, I didn't realize he was fully healed.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/916774#Comment_916774
Yes. The killer should have known that the Steve who is fully healed by the way to back up away from the hook to lunge at them so they don't accidentally grab them, let them get the unhook, then smack them again, and then wait who knows how long extra for DS to wear off, to then be able to get the rehook.
That like -- how about we just don't allow that to be possible and actually punish it, instead of rewarding it?
What could be done to make it more fair then? People keep recommending ds should get disabled if someone else gets hooked but that doesn't feel like a solution to me. It would also allow killers like leatherface to camp more easily.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/916737#Comment_916737
This is why killers are so sick of DS.
https://www.youtube.com/watch?v=dpc6dcrH1NE&feature=emb_logo
If you honestly think that's fine, well, you have the patience of an absolute saint, I guess.
I mean yeah, that was kind of bs but this was a terrible play by the survivor and they should get downed again pretty quickly since they made so little distance in that time. It was also pretty obvious that they had ds and the killer could have downed him instead of grabbing him
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I don't play with NA players but most rank 1 survivors are also complete potatoes on PC, just like you described.
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I don't see any problems with the current system. This sounds like an unnecessary survivor nerf.
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/914762#Comment_914762
P3 is blendettes. You have to camp/Mori them.
Isn't this the blendette outfit?
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Did you pay money for that one addon?
If you don't like it then don't use it.
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90 degree flick is still possible according to the devs. Use the mouse, not the keys.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/911058#Comment_911058
Did they say there was going to be a third hotfix before the Mid-chapter patch? Because the sound bug is quite a deal at times and hurts killers.
They said the other fixes didn't make it into this hotfix in time. There are still many bugs in the game, they will most likely release another one next week.
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@Kenshin said:
sound is also not fixed yikers. but whatever, its only a problem for killers so who cares right?
Stop whining already .They are going to release another hotfix
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@Peanits said:
We did some changes in the hotfix today (notes can be found at the top of the screen). It should hopefully feel a little better on a controller now.
Unrelated to the topic but are you guys going to release another hotfix? I didn't see any fixes for the charge addons and wraith not having the speed boost after uncloaking.
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@OmegaXII said:
Something happened? I don't get it
New hotfix is coming. Forever freddy build got nerfed
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@Mr_K said:
Did something happen?
Freddys addons got nerfed
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No, she is definitely not weak.She is unenjoyable to play as now, that's my problem with her.
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Rework both
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I remember it now that you mention it. I haven't seen this tile in a very, very long time. It probably got removed a few months ago. I wonder why they decided to remove it though.
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He was already adjusted. The ptb version was much more powerful.
He felt a bit overwhelming to me at first but I'm fine with him now. You learn how to play against him after a while, have some patience.
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@Rivyn said:
Tru3 had a playthrough with him. I don't think he explicitly said Wraith is top tier, just that he isn't as low as people rank him. But then again, I recall him saying Wraith is near the bottom a few months back because he can't end chases quickly enough against a solid team. So, grain of salt.
He said wraith was the 3rd or 4th best killer in the game and he was better than hillbilly.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/910254#Comment_910254
At least survivors know it and have a choice, unlike killers had when they paird low rank killers vs that rank 20 survivor with his 3 red rank pals.
Ranks are gone from lobbies so you don't have a choice to avoid rank 20 teammates anymore.
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Unfortunately, that is working as intended. Those rank 20s were probably playing with the rank 7 survivor and the game can match you with them after the recent matchmaking changes.
For example, if you are in a swf group with rank 20 teammates as a rank 1 survivor, the game will search for a rank 1 killer.
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I think the activation conditions need a buff rather than the perk's effect.
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4 Decisive strikes. Lasts for 4 minutes and stuns the killer for 20 seconds.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/906691#Comment_906691
Personally I've re-capped my FPS because I've experienced bugs specifically because of it. One example I can think of was a few months ago when entering the basement as a survivor caused you to not be able to leave. And it was confirmed it only happened if you had uncapped FPS.
I feel like messing with the .ini files in this game is just asking for bugs haha.
I remember that bug lol. I was playing with uncapped fps at that time. I recapped it and played like that for a long time. I decided to uncap it again recently, it's been going well so far.
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@mistar_z said:
https://forum.deadbydaylight.com/en/discussion/comment/906487#Comment_906487
AA would really be inside the game option already, it was so annoying having to go into the files.
V stuff would be nice too but I believe actions are tied to fps so they might have done that for those reasons.
I'm currently playing with unlocked fps and had no issues so far.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/905725#Comment_905725
Yeah cause that also includes killers who dc :>
Also those stats don't mean a whole lot without additional info to it. That is why they also sad don't draw conclusions from it.
I agree. I said that because the OP was saying that dc's were included.
@xllxENIGMAxllx said:
https://forum.deadbydaylight.com/en/discussion/comment/905725#Comment_905725
My fault make me laugh. i never get 5 genned but if i tunnel the chase yes he would happen for sure. And please don't bother reply because those loops have no counter so bamboozle argument or drop chase argument is irrevelant against strong team.
I will also add if survivors were all strong this game we'll be back to the dark ages. Most survivors red ranks included are not that good that's why this game is still standing. I'm grateful for that but we should all be thankful to Nurse without her the game will be dead and forgotten.
The only uncounterable loops are loops like the ironworks of misery and the disturbed ward windows. The basic jungle gyms are counterable. When they are placed right next to other strong loops, like the killer shack, they become a bit too powerful but I wouldn't say they are uncounterable.
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@xllxENIGMAxllx said:
@Jukenobi Bamboozle don't even counter most of those loops because there is windows in each side. plus yes i drop chase very often and you know what another survivor do the same.
https://forum.deadbydaylight.com/en/discussion/comment/905518#Comment_905518
People like you don't understand the point and it's better that none of you reply, if is for saying this kind of BS. Loops shouldn't be an infinite they should be here to survive not being safe for 5 gens like it or not.
https://forum.deadbydaylight.com/en/discussion/comment/905552#Comment_905552
Only badham and hawkings isn't.
https://forum.deadbydaylight.com/en/discussion/comment/905489#Comment_905489
Survive yes, looping killers for oblivion no !. Loops shouldn't be connected and reduce the skill by a lot. It's like telling me that haddonfield infinite loop is the most balanced on the game. I don't know what rank you are but me i'm rank 1. I know how to play man, i know when to drop chase killers shouldn't feel the need to drop the chase because some maps strong connected design.
https://forum.deadbydaylight.com/en/discussion/comment/905497#Comment_905497
Macmillan are most the one with three connected tiles. Suffocation Pit is the most painful map.
https://forum.deadbydaylight.com/en/discussion/comment/905558#Comment_905558
If you feel that is normal you are probably a survivor main. There is no point for you to comment. The game is not even balanced for a 50% escape/kill. Most of the data devs give us are wrong. Many include DC and suicide.
Play Killer with those tiles connected with a strong team then come back and tell me how you feel.
There are no infinites in the game anymore. If you get ran around for 5 gens then it is absolutely your fault.
Those stats also don't include DC's. They stated this many times already.
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No spiders please
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I only like the surge one.
Most of the other ones are unnecessary and some of them are terrible.
That enduring makes head on, an already situational and weak perk, completely useless. Also makes DS useless.
Unrelenting combined with STBFL would be broken. We don't need that machine gun build again.
Nurses, ruin, thanataphobia, bamboozle, sloppy are already fine.
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"Bullying with moonwalking"
What?
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Pig's stun noise is the cutest thing in the world
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@wydyadoit said:
https://forum.deadbydaylight.com/en/discussion/comment/903420#Comment_903420
i didn't realize as survivors you were supposed to have fun losing against a killer?
okay maybe that's a bit harsh to put it that way, but the fun of a survivor should be outwitting your killer - not being rewarded with joy and excitement from failure?
and make no mistake - getting hit is a failure. if you're getting hit because you lost the chase then you're a failure for losing the chase? if you get hit because you're body blocking then your teammate is a failure for losing the chase and you're bearing the brunt of their weight.
if you're getting downed and then your ally's lack of awareness causes them to also get downed... well that's just the game punishing greed and lack of awareness is it not?
the concept of slugging - downing everyone then hooking them - is a tactic that rewards the killer for winning chases quickly and punishes altruistic actions by survivors. it's a form of baiting. it grants bloodpoints in brutality and awards malicious points for emblems. It's a literal gameplay mechanic that is designed into the core of what it means to be a killer.
with that in mind i disagree with your assessment that oni should not exist because he can slug people. there are counters to slugging both in strategy and in build. there are counters to counter slugging. there are counters to counter counter slugging and so on.
the fact that players get upset when the killer or survivor plays non-traditional is laughable and can be reduced down to the equivalent of someone blaming their opponent for not playing fair because there was a rule somewhere they'd never heard of. it's honestly just a lack of flexibility on the player's part and a bitterness that this supposed "always works in every scenario" build and strategy they've developed actually doesn't work in all scenarios.
18 killers each with 3 perks a piece and 12 basic perks. If you can do combinations that equates up to 720,720 combinations of perks times 18 different killers and you get a little under 13 million combinations.
there are 22 survivors with 3 perks and 14 additional perks. that means 1,581,580 combinations in sets of 4. since survivors don't have any innate difference the 34.75 million different combinations of kits don't matter because survivors are pretty much all identical once you get past perks. Even so you have 1.5 million combinations of perks.
and these numbers don't equate for add-ons or items.
i'm sorry - but if you can't figure out a build to counter slugging... then either A you're bad or B survivors are focused too hard on rushing generators and running away which makes the entire community of survivors bad as a whole.
If we consider every gameplay mechanic from both sides i think it's fair to say that there are some gaps in the perk system.
to quote a forum post on steam
https://steamcommunity.com/app/381210/discussions/0/1496741765122347463/
The nurse is a prime example of a character that was designed around slugging and slugging is and was a tactic that is supported by the developers.
But let's just do some gameplay theory for a moment and come up with a build that counters slugging.
no mither, unbreakable, flip-flop, and tenacity.
wow. look at all that hard work i put into coming up with a build that counters slugging.
it's not that it's not fun. it's that people refuse to play this game with a brain. let's say you want to play the game, but don't want to commit 4 perks to anti-slugging. okay. then instead of both no mither and unbreakable just bring unbreakable. or just bring flip flop and tenacity. the choices are endless. bring left behind if you think you can find the hatch while downed.
there are several mechanics in this game. to rule that 1 mechanic is unfun is subjective. even if a large majority of players ruled that slugging is unfun it's an integral part of the game's overall design. it forces choices that otherwise would not be necessary. imagine instead if getting hit 2 times made you automatically teleport to a hook? would that be fun and engaging gameplay? no. imagine if you automatically died if you get hit 5 times instead of getting downed? would that be fun and engaging gameplay? arguably no. at that point it'd be a chase simulator.
part of this problem stems from the fact that the community is afraid of change. especially at higher ranks where killers are monsters and survivors are even more so. all competitive multiplayer games suffer this issue of "how soon is too soon for change" league of legends, rainbow six siege, for honor, rocket league, dota, call of duty, halo, etc. all these games suffer from this controversial, but necessary aspect. high level players and professional streamers get locked into grinding away at a game to become skilled, but how can one become skilled if the game is always changing? flexibility and research are skills that we should promote. If someone wants to make a living trying to be the best they should at least have to put some effort into it. how much effort is debatable.
so to answer your statement of "slugging potential in killer design" it's because it's an integral part of the game. if you don't enjoy it that's fine. personally? i don't enjoy killers with stalk features as a survivor because it makes it impossible for me as a solo player to win when some yeehee is running around trying to make big boi plays for his twitch stream. I also don't enjoy survivors that refuse to be healed because that's annoying as hell. I bring empathy for a reason and people just keep walking around trying to benefit from this is not happening or self care when it's high risk low reward. But they're not about to take those features out either.
Wow, that's a long post.
I don't have a problem with the slugging mechanic, slugging isn't wrong, it's a legitimate strat and there are counters for it. I'm not denying these things at all.
I just don't like it when they design killers that excel at unfun game mechanics. Perfect example of this is leatherface. He isn't particularly strong in chases. What he does best is camping and no one enjoys getting camped. It's just a bad design choice in my opinion. Slugging isn't nearly as bad as getting camped but I still think they should avoid designing killers this way.
That being said, I think the Oni is fine right now and I don't really mind going against him.
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I M M E R S I O N
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Yes they are and I think every charge addon is bugged right now. My flashlight batteries didn't do anything and I've heard that toolbox charge addons don't do anything as well.
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Playing as him is really fun, probably the most fun I've ever had with any killer but I don't understand why they thought designing a killer with insane slugging potential was a good idea. Nobody enjoys getting constantly getting slugged.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/901319#Comment_901319
You're right. It doesn't necessarily mean that, but in this instance it does.
Moris are balanced and rarely seen, plus its actually harmful to the killer regarding rank as it hurts their emblems. Killers actually have to work to get moris now. Keys on-the-other-hand can turn a 4k into a 0k, which isn't justified at all.
Moris are absolutely not balanced (and not really rare at all).They are the definition of overpowered, along with keys.
It hurts both the killer and survivor in terms of ranks, but who really cares about ranks?
Hook one person, tunnel them off hook immediately and there you go, easy kill. Totally worked hard for that. If you count that as working for it, then survivors also have to work to use their keys.
Moris can also turn 0K's to 4KS very easily. What is your point with that?
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@thesuicidefox said:
YOU. ARE. NOT. SUPPOSED. TO. KNOW. WHEN. SHE. IS. PHASE. WALKING.
Seriously stop asking. You would completely gut her if that was a thing.
Would it really gut her though? She was bugged before and you could tell when she was phasing, it didn't really make that much of a difference then tbh.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/900343#Comment_900343
So you get to use DS only twice a week and yet you find it worth a perkslot.. sounds like a lie to me. DS is just a crutch still just like noed
No, I'm really am serious. I am thinking about taking it off, many of my friends already did. I played with DS all day today , got to use it once and the killer could have easily avoided that.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/110938/when-moris-is-gonna-be-reworked
survivors dont have insta flashlights, insta heal, insta brand new part.
ok, kills also no longer have insta mori... they dont need to be nerfed further
Just because they got nerfed once doesn't mean they are fine now
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The killer should always have the advantage in a chase but I don't agree with people saying that chases should be short and you aren't trying to win. Chases are pretty much the only enjoyable part of the game and this game will die if they make them short.
If you keep outplaying the killer, you deserve to have long chases and if you outplay the survivors as killers then you should be able to end chases fast.
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Yeah, it's so much better than the original map but they really need to brighten it up. I play on low settings with brightness filters and it's still really dark.
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Many good killers have already adapted to ds and they never let you use it. I probably used DS twice this entire week and I bring it every single match. I suggest you do the same and adapt. It's really not that hard to avoid DS.
Unless they do something else to punish camping/tunneling, DS is fine.
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You should get used to that my friend. It basically happens to me every match.
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Yes, you are.
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Working with the opposite team to gain an advantage or grief teammates.
Pretty sure this sort of behaviour is bannable. Not perma ban but a temporary ban according to the devs.
It's also really sad to see people blaming OP.
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@Waldbeere said:
If I see purple green or even yellow ranks in my team I want to be able to dodge
That's the reason why it's not coming back. You increase the queue times for other players.
What is the point of the ranking system if I'm still going to play with new players at the top rank? You can't blame anyone for not wanting to play a 3v1 match. If the matchmaking system wasn't a mess right now we wouldn't need this.
