avilmask
avilmask
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- avilmask
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Comments
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@TunnelVision said:
I'm absolutely hating the 'Grab a survivor' challenge... I find grabs so hit or miss, even when im a stealth killer standing right behind them and do a standard hit instead of grab...
Don't even get me started on trap 4 people in traps....
I have a recipe for you: take a trapper with two bags. Collect all traps on a map in one place, like a shack or some building, don't do anything else, just rearm traps. Repeat until some survivors finally get a message and start derping around with you. Swing at a totem or at a gen and grab them when they do what you ask. Done. Traps done the same way. After this return a favor with pallet drops, blinds, etc.
Killers are way less responsive to survivors goofing around, for obvious and understandable reasons (interpreted as taunting or baiting), so don't expect the same thing working as a survivor.
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@TragicSolitude said:
The challenge I had the biggest problem with was the flashlight the killer twice in one match challenge. I never use flashlights, so I'm terrible trying to aim the thing. It's hard to aim without a reitcle when using a controller. Hell, it's hard with a reticle. I finally did complete the challenge, against a Demogorgon, go figure. I get the killer with no eyes and suddenly I'm spot on with aiming the flashlight.
I really wish the devs would stop with this "in one trial" stuff. I'm worried about what tome levels 3 and 4 hold in store. I don't feel that flashlighting a killer multiple times in one trial is a good challenge. I felt bad doing it, too. After I blinded the killer the second time, I went to a hook and pointed at it. I shouldn't feel like a dick just for trying to complete these challenges.
Strangely relatable. I felt like a douchebag trying to blind killers at pallets.
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It even was signified in PTB, now all hits taken near an injured survivor or when killer carries a downed survivor are considered to be protection hits.
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Also Oni have to slug or lose his power if he chose to hook. So there's a harsher trade-off.
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Then you come back to the hook and wait. I can dig it.
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She's completely fine, it's just dramatically less people now play or even want to play her. Before you at least heard something like "she's OP, but very hard to play!", and it was alluring. Now it's "she may be strong if you master her" which doesn't sound attractive at all. Is it really an acceptable effort/reward conversion?
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My favorite auto-aim hits are those where it makes so you headbutt a wall with survivor right BEHIND it, or stop in place at half of a lunge, with occasional "auto-aim" into a place where survivor WAS a moment ago. So I'm all on it.
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@PistolTimb said:
Patch 4.2.0
The Pig starts the match dead on the ground. You are free to do gens and escape.
See you in the fog.
Now-now, that's too extreme. Something like that: pig starts with a trap on her head. Each time a gen is powered, the trap activates and she has to find a key in one of the boxes, or die in 2:30 seconds. That should be fair enough.
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@Fibijean said:
Fortnite was not even close to being the first game to introduce a battle pass system. Pretty sure Valve takes the cake on that one.
That aside, the main reason why the challenges are limited to one at a time is the same reason why the Tome levels are timegated - to pace things out, and stop people from grinding through the entire thing in a matter of hours.
Personally, I like the fact that the game forces me to pace myself a bit - although I wasn't a fan of the concept at first, and even recommended they change it in the Archives PTB survey - because I know I don't have the self-control to do it on my own. If I could grind through multiple challenges at once, I would feel like I had to for efficiency's sake. But this way, I get to enjoy working my way through the Tome for longer.
I'll also add, on that note, that locking the challenges to one at a time actually limits the epidemic of people throwing games for challenges, rather than encouraging it. Right now, most people finish their challenge and then continue the game normally from that point on, or even try to integrate the challenge into their normal gameplay. If we could attempt multiple challenges in a single match, that's literally all anyone would be doing, and then normal gameplay would really go out the window.
Filler challenges aren't quite challenges though.
Mastery challenges may pass as something that you actually should commit to, and if you can do multiple of them in one game then cudos to you or those challenges sucked. Standard ones are time sinks that could as well be "play 5-10-15 matches" because of their nature and that you can't do them simultaneously. Damn, I WISH those challenges was just "play the game X times", but instead you have to create toxic situations trying to follow the path.
As a killer you can commit to a challenge in advance, as a survivor you must adapt to a situation (starting from lobby) and an archive often conflicts with objectives. If you see two people with flashlights, you can't switch your challenges from blinds to something else. 3 people keep rescuing each other and you're the only one left on gens? Pile up, because your challenge is to rescue 15 people! A guy is hooked and no one comes to rescue? Who cares, you have to finish 15 gens. Oh, you managed to stun a killer 5 times in a chase? Haha, too bad, you still have to do that archive challenge separately. I bet in next 14 matches when you take that challenge all killers gonna respect your pallets or just use their abilities to avoid them.
So basically, survivor challenges generate frustration!
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I'm mostly solo player (that's why I play killers more), and I think I'm going to play it quite a bit. The stupidiest thing about solo players is they don't know if they should come or stay on a gen, and this perk gonna help YOU as a solo play what to do when somebody is hooked.
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New killer is nuts. Any kind of slowdown perks will be terrifying on him. Can't wait to see his final form and how scary he gonna be.
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Only dropped, not "broken". You can't fix broken pallets, so it's not that bad. God pallet is top priority in breaking anyway.
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@thrawn3054 said:
I take it they're changing it to you only get the stun reduction if you aren't exhausted? If so I have to disagree with that change. The only reason it was good is because it opened up potential loops. If the stagger reduction was lessened while exhausted that would have been a fair change. Removing it completely will kill the perk.
>The only reason it was good is because it opened up potential loops
That was exact issue with this perk tho, and exactly why it was nerfed.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/848999#Comment_848999
You mean stealthy with all those Scratch Marks you are leaving when running away with your Speed Boost?
If it's from behind of a house, doesn't matter much since killer can't see through walls (and have a hard time watching through vaults over elevations). Also you don't have to run if you want to stay stealthy, boost applies to walking.
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I see tears of a person that can't afford playing 8 hours a day.
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No one mentions that jumping off now gonna be silent and you actually can stealthily get away with it?
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Deep wound probably gonna be changed so it doesn't count in chases as well.
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@StrodeWins said:
DS is currently very balanced. there are many counters, including slugging, unnerving presence, enduring, etc.
DS is perfectly fine as it is.
Enduring
It was changed half a year ago.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/848712#Comment_848712
I'm not trying to do anything other than flip what you said back onto you.
Yeah, flip of a flip. My statement just before've been that you should take it with a grain of slat when they say (me included) that they play (not) both sides. And trying to differ them will be an act of demagogy and hypocrisy. Only important part is "their opinion".
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/848100#Comment_848100
I don't believe you actually play both sides. You're just "saying" it.
See how that works? Most people play both sides to some degree or another. It doesn't matter if you don't believe them. That only shows that you're biased.
Believing or not doesn't change the opinion. My problem was with attempt to generalize "the actual proper group" which "know what's right for everyone". What you did there looks more like an attempt to mark my statement of belonging to said group as invalid because my opinion doesn't correlate with the only right one. "Oh your opinion isn't the same as ours means that you're biased therefore don't play both sides".
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I wish new map actually has variations. I'm tiered from all the same cornfields and junkyard.
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@Jejune said:
I will tell you why deactivating on hook would be stupid.
Let's say there is a camping killer, he hits another person twice before they can unhook you. The person who just unhooked you is now hooked. You lost your DS, now you are being tunneled.
Now lets say it would deactivate when another person get theirs activated.
Let's say there is a camping killer, he hits another person twice before they can unhook you.The person who just unhooked you is now hooked. Now you are being tunneled. While you are being chased someone with DS got unhooked. You lose your DS.
Except you're on another side of the map trying to heal or whatever, because hitting an unhooked person, picking them up and hooking them takes some time.
Only adjustment it needs is it shouldn't deactivate when you're in dying state.
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To make it more "mysterious" and give an element of "experimentation" keeping things fresh.
Or so just if numbers changed they don't have to change a description, I dono.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/848100#Comment_848100
Same logic can be applied to NOED.
Yep. No complains here.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/848085#Comment_848085
Lmao I mean, just read the latest comments and you will see 3 people that play both sides agreeing that it doesnt need nerfing. But I guess you decided to dismiss that.
People "say" they play both sides. I also I play more or less both sides and I disagree, but don't comment on a subject, because it's pointless. Well, I guess as I'm at it, DS allows you to be an idiot and get away with it. I dislike that. There must be something changed to discourage people from acting stupid on purpose.
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@MissBehavingX said:
I see that most of us that play both killer and survivor almost equally agree that DS is fine as it is.
I see that most of us that play both killer and survivor almost equally agree that DS is overperforming.
Demagogue much?
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/839225#Comment_839225
Oh no im being forced into sth that I DONT HAVE TO DO poor me
"If you want to drive a car, you're forced to pass driving exams for a license". You DON'T HAVE TO pass exams if you DON'T WANT to drive a car.
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Hey, this is this and that is that. You said "make something good". If it promotes stupid playstyle it's just "make something". What do you think people gonna do if there will be a challenge to drop a pallet on killers head in 20 different trials? They will drop a pallet and suicide immediately. Because:
- they're on a clock and have to finish challenges before archives are over;
- they can accept only one challenge at a time, and can't cover multiple challenges to no be stressed about time;
- sometimes they're forced to use something they strongly dislike and want to finish the trial ASAP;
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@Galklife said:
@snake5510 yea thats why there was a lot of things devs made with good mindset but forgot how their community will use it (best example is last years hallow blight event, when survs after doing 2nd obj were dying on 1st hook) make sth good -> community will make so it will look like trash
That's what you get for adding grindy challenges.
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It depends. Killer challenges encourage them to be friendly and display that they're farming. All "do the thing in the same trial" challenges I did first try by just swinging my weapon in a direction I want survivors go for a challenge and then let them do whatever they want or ask me to do.
Well, that's not quite how I'm supposed to do them, of course, but hey, I don't remember ever grabbing anybody from a gen since dedicated servers came live. I even often miss locker and pallets grabs (with animation started).
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/838853#Comment_838853
Thats doesnt differ from the actual way, cause nobody knows where she is phasing. Obviously its better for her, cause she can mindgame them assuming she is an a chase, while she is going for someone else on a gen.
Aaah, whole hate around spirit is actually because no one can tell if she's phasing or not in CHASES.
Like, what? Using prayer beads to M1 people at 110% speed???
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/838818#Comment_838818
How could it be a bluff breaker? Before you heard nothing and nobody knew she was coming. Now all hear a sound, but still nobody knows where she is going. Still the same outcome for survivors, just if theyre cautious enough they wont get grabbed for free (which was why it was changed, cause it was a free grab for killers), even though you could have gentapped before to minimize a free grab. Also to be absolutely safe now, you have to let loose of the gen, which is time stall for the killer, if all survs on the map stop doing anything to hide.
In chase. If you start phasing person gonna know that, because he will be told that you do (by coms at least).
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@MeatBycicle said:
Nurse is still very very viable and performing well at red ranks with good nurses.
Change was supposed to make her less powerful, not harder to play.
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New prayer beads Is also a clear bluff breaker against SWFs. I mean, any group bigger than 1 with coms. Otherwise I don't have any strong opinions on new changes. Except that amulet nerf gonna bake that add-on a piling up garbage due to too stiff penalty.
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I disagree only with amulet nerf. I mean, the slow down part. It gonna give a benefit that has slightly higher value than green add-on, but also a huge downside. It's nurse's purple add-ons all over again, that was considered to be worse than their lower rarity version.
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/838763#Comment_838763
Regardless it still needed a change. SWF or not.
True. Insta-heals needed it too, and they got it. And it turned into worst wave of games dbd seen in a while.
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@ASAPTurtle said:
Thanks I want to go back to rank 20 anyway C:. But seriously, the new prayer beads is not that bad. People are just using it so often now is because it's there only thing that used to get them 4K's with Spirit.
Problem is "hey, she's phasing!" through discord, and you know now, that you should jump over a pallet. If you play against swf, this add-on is a shot into own foot.
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@PeenutsButt3r said:
I stopped reading at this one:
https://forum.deadbydaylight.com/en/discussion/comment/838675#Comment_838675
"Chases are open to abuse by survivors with infinites". Literatelly stop tunneling and go for other ones instead of eating all the pallets in the game, I never get a chase of more than 2 minutes without downing one as a killer. As a decent survivor player, I mostly go down at least once per match.
"And cross your fingers that your next survivor is actually a potato". Chases are open to abuse by ANY survivors, not only that one you chase at a moment. You see a guy ran to infinite, switch and watch, how your next target runs to the same infinite. Say "hi" to broken window loops.
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@Avariku said:
I would have been against this... but after facing swf after swf since the reset... I busted out my spirit and I'm burning through my beads.
tried playing nice and got relentlessly teabagged, body-blocked, and messaged (to BM) after every game. That's apparently what I get for playing hag and pig without meta perks.
for the first time ever I'm going all out on every survivor, sparing only the occasional non-toxic rando that is unfortunate enough to get a match with me.
I put my hag away after every reset, lol. There always will be a guy that gonna follow you around and trigger your every trap at safe distance, so you turn into walking 110% speed killer for a whole match.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/838571#Comment_838571
Nerf the OP killers means everyone will play balanced killers, buff the weaker killers doesn't mean people will stop playing the strongest killer.
Right, nerfing the strongest killer also doesn't mean that weaker killers gonna be played more. Unless nerf is so hard the strongest killer gets to the same level as weak killers.
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/838617#Comment_838617
I think the DC screwed them over.
Ironical that DCd person also was the highest rank. My guess that it wasn't on purpose?
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Yep, I think that he can stealth at full speed is a mistake, his movement speed should be the same as Myers in t1, and crouching speed the same as Pig. Also crouching transition should be longer. And his CD add-ons are overused, people don't even stalk anymore because of them. Those add-ons should restore some fixed amout of ability when ghostface stalks people, not just "because"!
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Technically 3 blink nurse still exists.
And that's not quite amount of blinks that let nurse stay on top of everyone. It was range and blinking speed.
Also team of 4 survivors with toolboxes looked more intimidating that 4 survivors with medkits, and still do.
But yeah, I can see what you mean.
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I use insidious similar to the demogorgon guy. During phasing, you're not considered moving, so you lose TR while phasing. It allows to make sneak attacks / confuse survivors.
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@xZeroStrike said:
https://forum.deadbydaylight.com/en/discussion/comment/834326#Comment_834326
Setups like these don't exactly prove a point. She wasn't in a position a survivor would normally be in, and you definitely weren't, and you were catching up (albeit, I will admit, slowly (Additionally, you would have caught up faster if you started moving while charging your first blink, and if you used a second blink at the start, as this second blink didn't need to charge then.)).
In an actual game scenario, she'd be closer to map boundaries and also, most likely, surrounded by objects, preventing a scenario like this in the first place..
Plus, she'd have been an easy kill after she hit the wall. (Map boundaries are another reason "running straight" doesn't work, you'll have to take a turn at some point.)
Surv on a video didn't move until nurse blinked, that's why nurse didn't move until she blinked.
Nurse caught up to a surv only when he bumped into a wall.
Nurse had no time to wait for second blink to recover (it would be 1 more second after each blink and 1 more second for surv to make distance).
Surv could just keep running along a wall, in the video surv just stopped in place. Even if nurse would be able to hit a surv by cutting the angle (for this surv should do completely nothing in response, ofc, don't forget that nurse had 0 blinks after final one), whole chase would be reset after 1 hit (post-hit exhaustion, speed boost for a surv).
So, from your words, in order for a nurse to catch a surv she should block them against a wall, corners and obsticals, which mostly FOV blockers that supposed to be nurse's weakness. Fixing problems with more problems, I see. You really caught the spirit of dev changes lately. Let's include there that after last PTB sounds are broken and often disappear when behind walls and obstacles, and nurse relies heavily on sounds.
Thanks, your response is very questionable.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/832465#Comment_832465
Never close enough to score a hit?
Want me to show you more videos?
A killer such as the nurse that can ignore all defences a surivior has by using her blinks. It only make sense that she relies on her blink instead of movement speed to get a surivior.
Yeah. Uses rare range add-on. Have a better video?
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/831066#Comment_831066
Who hates Lery's? That's one of the best maps in the game!
Huntress mains.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/831292#Comment_831292
You understand that the nurse blink has a large distance in which they can keep up or even surpass a surivior, right? To say even when she blinks she can't keep up with a surivior is very untrue and you must not be experience with her to be saying that.
She can get close, but never close enough to score a hit. Are you satisfied now? For a killer catching up means getting a hit, not breathing at their neck.
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It's the same as "getting 4 kills" (what usually would be understood as moris) and 5 sacrifices (what usually would mean sacrifice kills). Basically, very bad phrasing. "completely repairing" means "participating in finishing repairing").
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@dnj510 said:
@DaGreenBolt @NoShinyPony Nope. Assumptions are assumptions and that's where our opinions differ. Really, I just wanted to say some constructive criticism on their playstyle and end it with a "gg". For better or worse, most players want no incoming messages so it kind of sucks, and to me it's annoying and cowardly.
Overall, I said what I said, I shared the details of my match with you guys, thanks for reading, and now it's done. On to the next post ?.
Most killers already sick of "gg camper tunneler" messages. Unless you didn't want to mention the part, where he camped, of course. Disabling messages is a sign of a killer player caring about his sanity.