ba_tetsuo
ba_tetsuo
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- ba_tetsuo
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/496820#Comment_496820
You're missing my point. Those "sweet stealth" skills to open the gate takes more time than the EGC timers allows. It's impossible in most scenarios but it never used to be.
And yes, 1v1 against the killer IS WAY HARDER, but it is not impossible. Well, it used to be possible until the EGC timer ruined the end game.
Its still possible. It happens probably 1 out of 5 games for me, and those odds are higher than they should be tbh. If its 1v1, survivor should have like a 1% chance.
Opening a gate takes 20 seconds. EGC is 2 minutes, I regularly see 2-3 gens pop in 2 minutes. If you can't do a gate, then practice
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/496813#Comment_496813
The ONLY reason 1v1 is not viable is because of the timer. If there was no timer then the last survivor can out play the killer to escape. Not my fault most survivors are potatoes. All this does is encourage more SWF groups.
"If there was no timer then the last survivor can out play the killer to escape"
...Thats part of the problem. If the game is balanced around a 4v1, then a 1v1 should not be realistically possible. Your chances of 1v1ing a killer should be way lower than your chances of opening a gate during EGC.
If there's no timer. The killer patrols the last 3 gens for the end of eternity. You can literally hide in the corner and hold the game hostage, or the killer can find you, stay close enough to make sure you can't do anything, and also hold the game hostage.
The time is there to make sure that neither side can do that.
Once you're the last one left, its literally a race to find the hatch. Find it first. Use those sweet looping skills to loop the killer as you search.
Once the hatch is closed, use those sweet stealth skill to open a gate. If you cant complete 5 gens, find the hatch first, or get a gate open. You lost. No 4th chances
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So what you're saying is that you want to trade one free escape (hatch) for a different free escape (open door).
If you're in EGC as the last survivor, your team screwed up. There is no asymetrical multiplayer game were a 1v1 should be realistically possible. If you can 1v1 the killer easily, why is it a 4v1 game?
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@PatBrutal said:
Hello @BoredByDaylight
I understand that this can be frustrating for some players but I have some concerns about this.
Is this going to be too much for the killer to choose to play without survivors in a team/party? Imagine if the killer is dodging lobbies because of a SWF team and this group are not able to find any killer to play with because of that? This would be another issue but for these group no? (just to mention that this is my opinion and how I see things) everyone have a different opinion and perspective and that's okay too :)
But I understand your points, I will share your feedback about the SFW to our game designer to see what they think about that.
Thanks!
Have a great day/evening
According to the number posted by BHVR, the majority of SWF are 2 man teams, so limiting SWF to groups of 2 would impact a minority of survivors, and give the killer more balanced games.
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@Peanits If thats such a concern, then just lower his move speed during the cooldown.
Hell, I'd take a shorter stun duration for more slowdown during the stun any day, you can 100% math it out to be the exact same distance as the 4 second stun with a lower stun duration.
The problem isn't only how much ground you lose, its also knowing that every time I want to use my power, I'm going to have to stare at the ground for 4 seconds.
Also, one thing your numbers don't address. Thats the math if its in a straight line with no obstacles. What if the survivor jumps a window as FF ends? Now I have to either:
1) path around the window during the stun, wasting more time
or
2) stare at the window waiting to be able to hop it.
All of these nerfs were designed to make the killer more "fun to play", but you lowered vault speed, and increased time doing absolutely nothing, but staring at the ground.
Yea, vault speed sucks, and we all know that. Staring at the ground for 4 seconds every time you use your power sucks. We all know that.
Give legion a 1.3 second stun with no movement. This still gives the survivors the same ground covered
4 x 1.3 = 5.2
but lets the legion player get back into the game faster. Gives them the exact same numbers distance wise, but you don't have to re-path or stare at obstacles waiting for fatigue to end.
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Survivors are so used to looping being their only play style that when someone gets to ignore loops, they don't know what to do. Looping wasn't even a mechanic that was designed as a tool for survivors to use, it was an accidental incidental bug that became a feature.
This is why Enduring+spirit fury+bamboozle is such a strong combo. It forces survivors to do something other than mindlessly run in a circle, and most of them don't know how.
If it wasn't designed into the game, that means there are other methods of play that you just need to figure out.
Stealth is a huge thing that people ignore. I can't count how many times I've just stood still and crouched with the killer walking right be me, or how many times I've gone entire games as killer without seeing specific survivors at all.
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Simple fact is devs know voice adds too much power to survivors. They know buffing to match that power will overpower solo survivors. So they'd rather let a 5th of their player base suffer than address the issue
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Just make DCers play with each other.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/492267#Comment_492267
Is a checkmate in chess a free win?
ECG is more like a check. They still have the option to outmaneuver you, its just hard
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/492255#Comment_492255
There is a difference between killer sided and "braindead following the last survivor cuz no matter if I catch him or not, he will die for sure by hooking or EGC timer".
I have no issue if it's killer sided, I have an issue when situations appear and skill doesn't matter anymore.
Then don't be in a position to be chased. Running in a circle isnt the only way to play
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/492227#Comment_492227
But the old hatch standoff when the survivor had the control was not okay right? Then u were crying and couldn't accept not to kill the last survivor right? U r such an hypocrite and don't care about fair gameplay and healthy balance. U just want to push your bias.
The only problem with the hatch stand off was that it was indefinite if neither side budged. I've literally afked during a stand off, watched an episode of Steven Universe, and came back and they were still there.
If the killer has already killed 3 people, then the last survivor better be damn good at surviving. If it gets down to 1v1, of course it should be killer sided. Killer is the power role. Thats how the power role works.
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EGC 1v1 solution: Deal with it. You have 3 chances to escape:
1: Do Gens
2: Find Hatch
3: Sneak the door open
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Bring Moris, master nurse, tunnel, camp, slug the last surv for EGC.
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"We have things that haven't been leaked"
Why tf would they put that on the schedule? New surv/map wouldn't be on the schedule even if it existed.
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Just swap to PC. You can block IPs to not get matched with people
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@HazeHound said:
@ba_tetsuo It is literally only objective in game to do gens, what do you expect man?
Survivors have to do gens, killer can camp or tunnel but doesn't have to. That's the difference.
Of course by doing gens efficiently (1 person per gen) and ignoring totems they deny themselves tons of points. 1250 solo gen, more than 3000 for everyone working together, per gen.
Smart stealth is also more efficient than looping, but then you have no boldness points.
Survivors are in control most of the time and if they refuse to punish camping or tunneling killer by just leaving him with 1kill, almost no points and assured depip its on them. As long as it works because of survivors misplays the camping and tunneling will be there.
You could 75% each gen before you finish any. There are 7 gens in the game. You don't have to focus one down before moving on to the next.
Survivors are the only objective killers have. Focusing one is more efficient than spreading their attention around, especially if the other 3 are overly altruistic.
Also, survivors have a secondary objective. Totems. This would also cut down on the NOED complaints.
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I typically run Gen aura perks, Ruin, and Distressing.
So, Surveillance, Discordance, Ruin, Distressing is my typical build.
Since you cant see survivors using the power, the first 2 let you know roughly where they are 99% of the time. Ruin is ruin. I use distressing because survivors can't hear you phase if they're in your TR. The bigger the TR, the less chance they hear you.
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Tunneling is no worse than Gen Rushing. Change my mind
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Very simple. If I know you to be a very good survivor by past interactions, I'm going to try to take you out first. Nothing Personal.
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Eh, Suck it up. Its 4 minutes max, its a cool animation, and killers have been dealing with survivors doing it for longer than most of us have been playing this game.
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@Peanits said:
Please do. Reporting them saves a chat log for our ACMs to review. I can say from experience that they do work and we have banned plenty of people for chat abuse. Like you mentioned, there is a line. We wouldn't ban someone for something like "lol ez noob killer", only for things that are excessive. Each report is reviewed individually, so it's definitely worth reporting.
I would love if DBD implemented something like Overwatch and League of Legends. In those, when your report results in action, you get a pop up letting you know a recent report resulted in action, without telling who you reported, or when.
Reporting kind of feels like screaming into the void currently. Knowing your report resulted in action, even if you don't know who or when, adds weight to reporting.
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Proc MoM, slug the unhook, then go after the MoMy's boy
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You forgot about respecting the 4%
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We could just.... shorten the timer. :D
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@PickCollins said:
@ba_tetsuo is it a correct assumption to say you support stealth play then?
And as for @Skemooo I don't think you fully grasp how skillful being stealthy is. Especially when you stop to consider all the anti stealth perks in the game that exist vs how weak and low in variety a lot of stealth based perks are. Playing stealth isn't easy. And it's very nerve wracking since you sacrifice a lot of chase and loop potential to get ur evader medal.
Plus borderline every stealth build needs Urban Evasion, which forces you to only be able to be creative with 3 perk slots vs 4
Yea, I 100% support stealth play @PickCollins
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I 100% believe this should be the way it is. Looping was originally an unintended mechanic, and if people just wanna run in circles all game, Nascar does make video games.
The game should definitely reward intelligent play over running in circles.
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@TheBean said:
If you stand on the hatch you can prevent the other side from interacting with it.
Killer can prevent the survivor from jumping in.. and the survivor can stop the killer from closing it.
Wrong. You can 100% close the hatch if a survivor is standing on it. I have done it to many a teabagging survivor
Its only a matter of who presses the button first.
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Every time I've hit a survivor through a pallet is because they get greedy and go for an extra loop. Just accept the loop is dead, pallet, and run to the next circle
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I'mma be real with you champ, if its a 1v1 situation, regardless of number of gens down, you just win unless the survivor gets VERY luck with hatch spawn. Like, the trade off of a 1% chance of not getting your 4k is worth EVERY other benefit of EGC.
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No overcharge is a considerably harder skill check for an immediate regression %. This would just be two things:
Normal check as soon as the gen is touched
Missed checks result in regression as if the killer had kicked it, until the next successful skill check.
The difference here is that it would penalize tap and run shenanigans, without affecting the normal game flow.
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Totem spawns should be changed, but survivors should not have a ui telling them there's a hex active and what the hex is.
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Generators should have a skill check as soon as you touch them, so the touch and run method results in a missed skill check.
Missing a skill check should result in regression until the next successful check.
These two changes would go far in slowing gens down enough for most killers to apply pressure, while still not being overbearing to survivors.
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Honestly, I'd like to see this as a compensation buff:
As long as the exit gates are not powered, traps activate as soon as they're placed on the survivor.
This also has the added benefit of stopping survivors from 99%ing gens, removing the trap, then leaving.
It also makes the traps a threat RIGHT NOW, as opposed to eventually
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Honestly, I'd like to see this as a compensation buff:
As long as the exit gates are not powered, traps activate as soon as they're placed on the survivor.
This also has the added benefit of stopping survivors from 99%ing gens, removing the trap, then leaving.
It also makes the traps a threat RIGHT NOW, as opposed to eventually
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Myers, Pig, Legion, and depending on the build, spirit as well.
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I find distressing a good perk on Spirit and Doc. The larger your terror radius, the better your power.
For Doc, it increases the range that survivors gain madness.
For Spirit, if you have a larger terror radius, they're less likely to hear you phase as it doesnt make a sound if they're in your radius.
General Loadouts for me are:
Doc - Distressing, Terrifying Presence, Ruin, Overcharge. This has the added ability of making skill checks extremely hard when combine with your power.
Spirit - Distressing, Ruin, Surveillance, Stridor. Large terror radius means they don't hear you phase. Surveillance lets you track when survivors go back to gens that you've kicked, letting you phase back and potentially get a grab.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/481254#Comment_481254
The Pig isn't doing too poorly at the moment. Since the update, she is currently the fifth deadliest killer across all platforms with a fairly high kill rate. We're going to keep watching for feedback, but it does seem like she's doing pretty well.
So a killer who isn't top tier gets a straight nerf with no compensatory buff, but thats fine because low ranks do decent with her anyway. Whats her play/success rate in red ranks?
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Yup. If the killer is on the hatch, the killer wins. I'd assume this is to stop survivors from BMing on the hatch.
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@Tru3Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/478508#Comment_478508
Theres a difference gens are the main objective for survivor you cannot directly say that survivor do this cuz its our only objective to finish the match meanwhile killers theyre main objective its to kill all 4 survivors and not this "strategy or valid thing" if you hook someone you should go and find another survivor thats why bbq exist
We have 4 survivors to kill. You have 5 gens to kill. I don't see you peeling off a gen to do another. Tunneling the first survivor is the most efficient strategy. Your fun is not my concern.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/479477#Comment_479477
Nothing has been confirmed for changing insta-heals yet. It might seem like a waste at first, but all things considered, if that first chase lasts a decent amount (at least 80 seconds), that's a quick three generators right away. If that guy goes down and a second guy saves with a styptic and MoM, all they'd have to do is stall for another 80 seconds or so and the remaining two survivors could get the last two generators. It's got a real potential to snowball out of control if it's too easy to use early on.
"if that first chase lasts a decent amount (at least 80 seconds), that's a quick three generators right away."
When are we gonna address that?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/479477#Comment_479477
Nothing has been confirmed for changing insta-heals yet. It might seem like a waste at first, but all things considered, if that first chase lasts a decent amount (at least 80 seconds), that's a quick three generators right away. If that guy goes down and a second guy saves with a styptic and MoM, all they'd have to do is stall for another 80 seconds or so and the remaining two survivors could get the last two generators. It's got a real potential to snowball out of control if it's too easy to use early on.
"if that first chase lasts a decent amount (at least 80 seconds), that's a quick three generators right away."
When are we gonna address that?
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@GenSim12345 said:
I wouldn't really call the changes a really good change, more like underwhelming. Its necassary to change aperk with little counterplay yes, but the changes they said they are testing internally (assuming its final version) really looks lackluster, more or less meant for survivors whom are trying to be the distraction type, maybe the type that runs borrowed time and/or WGLF?
You say that like its a bad thing. No perk should be an uncounterable catch all "I goofed, good thing I have a get out of jail free card"
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Pig currently has no map pressure, no way to quickly end chases, and you removed the most efficient way to play her.
Normally when someone nerfs something to compensate for a game mechanic change, the nerfed character receives a compensation buff. What does pig get?
Since you're so dead-set on making her use traps mid game, could we get a buff there?
Maybe some kind of penalty when survivors search boxes? Rule set no 2 base? Have her scream happen at the end of the lunge instead of the beginning? Like, you kicked a low tier killer even further down without so much as a "Thanks for all the fish"
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Hey guys.
Survivors.
Old friend old pal.
I got something to tell you...
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@lasombra1979 said:
Devs: Ok, we are looking at a few possible changes to MoM. Here is one of several possibilities.
Survivors who only run meta perks:
If this aint the truth
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I’m so ready for MoMy’s boy tears
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We can punish tunnelers when we punish genrushing. Till then, 2 hooks and a mori before I touch another survivor
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Bring a mori every game.
