bjorksnas
bjorksnas
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233145#Comment_3233145
The DC’s were the worst it’s ever been in my games (even before the penalty was added). I don’t think it has anything to do with being too scared to play... I think it’s more about not having fun. Certain killers, add-ons and play styles can be too strong at times, especially for solo players.
Not to mention the stacking of gen slowdown perks on already strong killers. It’s busted and makes the game unfun. They need to take a look at why so many people leave games.
Unfortunately since dbd doesn't know what it wants to be this is too much of a multi sided issue to have a single simple answer, is it bad that x is too much for y when then it would be not enough for z on top of y not ever being able to be z but z can be y depending on the situation something like that is just too much for a game without clear direction
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People dcing against killers they don't like isn't a wake up call its a cop out that they are too scared to actually play the game they signed up to play
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Because its a latency thing and if they decided one way or the other people would be mad so its a weird inbetween
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I mean you can just do a gen at double speed which is kinda nuts but it doesn't really matter in most matches because people either don't have it, don't use it because they are doing something else or don't want to waste their items. But if you have everything and a group to do it in it is just a free win
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@kizuati said:
I've heard this sentiment a lot since 6.1.0 stats have released and me/some other folk were baffled at how anyone thought these stats were good.
So like,why the hell do you think it should be the power role? This isn't a lore accurate singleplayer experience of The Fog where Killers kill 90% of Survivors. This is a multiplayer asym game that should strive for a 50% escape/kill rate. You dont screw over one of the sides gameplays just for the sake of "mah horror". Horror is not a real aspect of this game. Take a look at ######### Wesker at the least and tell me this game is supposed to be real scary. This is supposed to be a fun multiplayer game with mild horror elements that go away more and more the longer you play.
The sentiment that Killers are "murder machines and should be feared" is silly at best,stupid and dangerous for the game's balance at most. I genuinely dont understand why the people who think Killer should be a power role play this game. It's multiplayer. If you want a power role.please play a singleplayer game.
They strive for 60% because matches are generally snowball based and more or less all or nothing, so it lets them give both sides a decent chance to snowball into a win but also lets them include mechanics like the hatch
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3215828#Comment_3215828
I think individiual killer incentives should be a thing but solely based on MMR and you could switch between them. I dont think we should band aid killer designs being unfun and low played with BPs.
https://forum.deadbydaylight.com/en/discussion/comment/3215845#Comment_3215845
It wouldnt at all if it's dynamically adjusted
(mine isn't a question towards your point its a question towards the point of someone who says more incentives to play the needed role will just make queues worse)
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@MikaelaWantsYourBoon said:
250% is so much and it would create issues with queue times. 100% bonus is good enough to make people play other role.
how could increased benefits create issues with queue times?
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why not just make all items global for survivors
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@Alcuin said:
There's not a shooter game that this can be compared to. Either they don't allow for one-shot downs, including snipers, or they require enough skill to justify a one-shot down. With DBD, if a ranged attack requires skill, it receives complaints. Huntress can't have realistic hitboxes because too many would complain. She's gotta keep he beachballs. Same thing with Wesker. His hitbox is too difficult, it has to be fixed. Why doesn't this include a nerf to balance his now easy-to-use power, i.e. Why does he still have a one-shot ability?
"Use the spray". And get rid of his aura-reading, yes. If a killer has a one-shot ability, get rid of that killer's ability to read auras. This includes Bubba, Billy, Myers, Ghostface, etc.
You have 12 uses per trial of a spray that makes it not happen and the buff was made because it just wasn't working when the hitbox was that small, it was even smaller than the collision box so you could slide off survivors instead of grabbing them, also no auras for instadown is a weird thing to add but also no
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202002#Comment_3202002
The Oni example showed 3 downs yielded a maximum of 24 power seconds, which gives 21 total seconds to pick the first person back up from a 3 power down. In the theoretical worst case scenario Oni still had the time to pick up all 3 survivors.
The Starstruck example of 0/29.99 was the best example for your case. I was being generous to your assertion that hitting 2 people means you can't pick up either. Then in the perfect scenario where you are saying it isn't possible to pickup it shows the exact opposite.
Neither of my examples accounted for more normal scenarios, because I could use the extreme opposite example in your favor to help your point and still prove you wrong. I was doing the opposite of you, I gave your assertion every possible conceit I could and still proved it false.
The only person wasting anyone's time here is you for repeatedly lying and claiming those falsehoods are truth.
Thats if they are in a pile under basement hook, time to pick up and hook is ~4 seconds plus transport
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201678#Comment_3201678
If a survivor wants a self-pickup, they should have to use a perk for it. Infinite use? That’s so busted it requires being permanently Broken (or there being a Hex up). Not suitable? Then a one-time single use.
Well yea I don't agree with free infinite use thats why I think the time should be dynamic, have some kind of penalties or such, in a team based game doing something all by yourself shouldn't be free
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@SuzuKR said:
A static not ever because an infinite self pick up shouldn’t be basekit.
Well thats where the idea of dynamic value comes in, maybe the penalty is so great you can just barely squeeze in another pick up before bleed out so the next time you go down its ~5 seconds from death (so killer can still get hook value)
or maybe its so high that without perks you can't get more than 1 basekit pickup
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I remember hillbilly used to not lose their charge instantly from being stunned up until update 4.1.1 (or 4.1.2) instead it would decrease at the set rate and you could hold m2 again to use the residual charge (it also benefited from enduring and bubba got it for that one small window since they copied his charge to be billys charge)
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3195944#Comment_3195944
terrible attitude but okay
not everyone can have a good attitude if they did there wouldn't be good attitudes there would just be attitude
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to each their own
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3195743#Comment_3195743
gamer this is not a team
"Even if its a not a 4 man perfect sweat squad the killer doesn't know that"
The killer doesn't know and gets no indication of if its a team or not so they can play in whatever way and respond to the state of the match any way they want, there is no need to hold back because they should have known what they can't know, from a killers perspective until this point in a match, they have 2 hooks, they lost 2 gens against survivors who brought map offerings so it could be a swf and they are playing how they deem fit to respond to the situation
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Even if its a not a 4 man perfect sweat squad the killer doesn't know that, they are just mad they got 2 gens for 2 hooks and decided to stop playing in a conventional way vs a team of survivors who brought map offerings
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3194992#Comment_3194992
Now you see the difference. 2% in very limited area with sound cue about source that can be destroyed (if realized that this source does indeed give that 2% speed) is something very different then perma-speed-boost going from 0 to 11% (but OK - 8% because anything about that does not matter any more). With 8% perma-boost, you no longer even need to use your ability on standard 115% killer - there are no mind games. You just die. And this can be easily seen when you try to loop wesker while fully infected (the effect is numerically very similar - even if not that bad, but very close to it)
To argue the point - with the way how ping fluctuates I am pretty sure that dark theory will be useless for 95% of DBD players even if it was buffed to 4% speed boost (because of limited area effect and because ping would give higher (dis)advantage than the actual active perk - but some "cracked" people on very good internet could possibly make that one additional vault thanks to the perk maybe).
https://forum.deadbydaylight.com/en/discussion/comment/3194997#Comment_3194997
Ah. Smash hit with even worse effect. Well... I haven't seen anybody use current smash hit so why would we want to add this perk into game? To have yet another dead perk next to buckle up? :)
it would change accordingly now that its in the category of perk it should be in
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If it extends a stun it should be an exhaustion perk
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Should survivor speed ups be limited, capped heal speeds, capped gen perk and item interaction so that only 1 gen perk works at a time.
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We wanted something cooler but they just went for no extra hatchets, why they don't want to change it idk.
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Yea ive seen it and done it during the ptb, its just more prevalent now because the grab box has a decent size again so it can be used again. Most effective use will be turning towards dead zones for free 2 hits
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cutting off loops only work on non interconnected loops, if they start leaving a husk to cut off the loop simply leave and if you are at a loop always try to loop towards the inside of the map as if it were a pallet on the edge of the map, they are still an m1 killer so the balance is that they have almost no mobility in a chase and decent at best utility
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Nope, I will play how I want because of how it makes me feel not because of how it might potentially make someone upset when its broadly considered a kind gesture
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@saltmineinaction said:
Ever since the huge perk changements, the amount of tunneling, slugging and camping as increased a lot to the amount that every single game is like that...
Can there be done something about besides the basekit haste & endurance effect? Every single game teammates dc over the tunneling one by one.
Playing like this isnt fun for anybody and just drives people away from playing again. Change perks vack or make sure for more basekit things to prevent camping, tunneling and slugging. This is ridiculous at the moment.
If youre a killer that has this playstyle, please know that you are absolutely horrible and ruining the game for every person that plays survivor. This is how people become toxic.
its just not toxic people play to win since there isn't much else to do in dbd
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On pc I do a lot of my turns using q and e (effectively high controller sensitivity) as long as you pre-flick you can do just as well as most pc players, unfortunately some of the snappier movement will be unavailable to you but you can always make do without it with good positioning
blights hit has 90 degrees of mobility with no pre flick meaning you can hit within an 180 degree cone, once you master that you can also use the 90 degrees pre flick before you start an attack and stack the effects to get close to 180 degrees of attack mobility over the course of the attack, to not instantly bump on some objects make sure to look down a bit before preflicking but this is all mostly after you master the 90 degree basics
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3167001#Comment_3167001
Meanwhile, it costs zero perk slots for the killer to camp.
Survivors would need to waste at least two slots. 1 person having it is not enough if they're the one on the hook.
killers can do 5 things, tunnel, slug, camp, hook, and chase to create pressure, trading perk slots to completely the ways killers create pressure is the entire point of survivor builds but being able to shut 1 down for 1 perk for free multi use and no drawbacks just isn't the way it should be
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3167624#Comment_3167624
Gens were slowed to 90s each. Camping was left untouched.
basekit camping was left untouched, perkwise reassurance is pretty good
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Honestly I think the hitbox should be 45 since it covers his entire model but have less forward range, grabbing people on those corners or way in front of him is kinda iffy but making it so everyone you physically passthrough is grabbed sounds perfect
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3166973#Comment_3166973
The killer shouldn't be camping when there are gens still left to defend.
If the killer camps at endgame, there are no gens to boost. Balanced.
so not balanced got it, yea ill be honest I don't think survivors need a free win perk if the killer is "camping" since it does indeed affect outside of that on top of require nothing but 1 survivor to use it out of their teams 16 perks
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/3166706#Comment_3166706
I've been in three games so far where my adrenaline was countered by Terminus.. rendering it useless... which like it's whatever.. I can swap it out if needed... but I don't like the idea of "have this perk JUST IN CASE it'll help :D"
well of course people are gonna run the new perks right after the update, just change your build accordingly and go back after the usage of the new perks die down
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@Nos37 said:
Double the range, hide the white aura and sacrifice meter from the killer, and boost gen repair speed while the perk is active.
so how would it be fair then
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/3165701#Comment_3165701
Only the Commodious and Event toolboxes. Unless you're running one of those, your toolbox probably isn't doing much for you.
then just remove the skillchecks from commodious and event toolboxes so you can't stack hyper focus off them or just make hyperfocus not work with toolboxes
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3165257#Comment_3165257
You are blaming the wrong mechanic. Toolboxes are problem here, not perk.
Toolboxes needs to be reworked.
they need a rework again?
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/344322/new-nurse-buff-actually-crazy-bug
Ah yes, the classic camp and tunnel at 4 gens strat as nurse with blink and recharge add-ons. Also neat
removing 0.25 seconds off fatigue? truly toxic
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@OpalescentHare said:
https://forum.deadbydaylight.com/en/discussion/comment/3161775#Comment_3161775
Thanks for responding to the other persons comment with more details. Your report makes way more sense to me than how I was reading you first wrote. Since you said he was dropping them, I thought you meant he would be carrying/grabbing survivors to a hook, then being forced to drop them by uneven terrain. Like the game was forcing Wesker to either slug or keep refilling survivors up each time it forced you to drop.
That all said, I thought he was doing this (not grabbing properly with his me) because of connectivity issues on either killer or survivor side. Like it was meant to be a grab, but then the server didn't validate it so the survivor carries on like normal. So guess my assumption was off.
Idk about validation since I always have a stable connection (maybe the video example was validation idk) but I noticed it happened in mount ormond resort because there was a pair of shoes at the loop that I carried them over and subsequently dropped them because of like in the video
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3163350#Comment_3163350
So now I have to run Self-Care, Botany AND Bite The Bullet for 1 perk? That doesn't seem fair. I'm not saying nerf the healing speed. The skill check speed is just too high. You get regression from a missed skill check, you get super slow heals AND you get a notification when they miss that skill check from 1 perk just because of the speed alone.
They are running 3 perks in your example, if its just the 1 perk just don't heal in terror radius
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3163327#Comment_3163327
I'll do that when the person who is getting tunneled out on 5 gens gets a breather and we have to hope and pray that a 4'oclock skill check does not give our location away before the person gets tunneled the rest of the way out of the match for a fun 3 vs 1 since at that speed, good luck indeed.
use bite the bullet (and autodidact to turn their more skillchecks into faster heals)
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Just hit the skillchecks
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@Mystix said:
I went against him last night no addons on nothing when he was hitting a Survivor he made everyone injured? That a bug? Hacker?
I get the passive aggressiveness as if you were in the right but clearly you just didn't understand it, I'm not saying if he grabs a survivor with his power and hits them against an object then lets them go because they were healthy, i'm not saying when he uses his dash grabs someone and when he doesn't slam them into an object he throws them, im saying you grab a survivor with the power, and then drop them (without slamming them, damaging them, or throwing them) just straight up grab the survivor and instantly dropping them and getting almost nothing out of it because of slightly uneven terrain not cliffs or ledges, just uneven terrain for any reason
and just in case that doesn't make sense heres a clip I stole from someone else that shows it
https://youtu.be/x91MgOKLcdM?t=40 -
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3161210#Comment_3161210
Okay I'm kinda sick of people calling him an m1 killer. The fact that he can damage or even instadown with his power instantly makes him NOT an m1 killer
He would be able to if the hitbox existed
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The perk is fine since to get value outside of its primary use you need to build around it even if you give up only 1 more perk slots half of your build centered around auras means less gen perks which is a good thing
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~10% refers to the inaccuracy of the value the negative was already implied by the text I wouldn't want to cram it all on the number and go ~-10% because that would look weird
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map was too big for dbd, so they reduced its size by ~10%
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They made it usable again so people are using the niche perk on the 1 killer that its decent on
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Ways to address camping
remove it and buff killers accordingly
leave it
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@Jivetalkin13 said:
Assuming you can't have two of the same killers on a team together, what two killers would work well together in a 2v8?
My picks....
Plague and Dredge
Trapper and Blight
Freddy and Hillbilly
Legion and Oni
oni and a surprising amount of other killers
oni and legion
oni and plague
oni and wraith
oni and myers
oni and pig
oni and onion (I never learned their name)
basically oni + stealth killer or easy injure killer = real gamer hours
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@Alen_Starkly said:
https://forum.deadbydaylight.com/en/discussion/comment/3153056#Comment_3153056
"help a lot when hook trading against a camping killer "
You missed the bold part. ;)
if the bold part was all it was gonna be used for I would have included the bold part ;)
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"help a lot when hook trading" as in remove it completely make it beneficial for the survivors and let them run in and do it willy nilly
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3151606#Comment_3151606
Because if there is someone on hook and you get 60s timer, you are guaranteed to find someone (or get hook state). With no way out you might have survs wait it out in lockers and you never finding anyone.
https://forum.deadbydaylight.com/en/discussion/comment/3151622#Comment_3151622
90s full gen freeze (this is potentially 3 gens worth of time 90s chase w 1 hard-tunnel-visioned surv while 3 survs are NOT doing generator each). This is waaaay too OP for a single perk.
https://forum.deadbydaylight.com/en/discussion/comment/3151613#Comment_3151613
Ok true enough. My reaction was more to the lines of artist actially has 1 bad perk of those 3. Which i think is not bad considering all the other perks/killers/survivors
you don't get the 90s if you are hard tunneling 1 survivor and if you wait for all 4 hooks before hard tunneling 1 survivor that seems like an awful long time to wait, also 90 seconds isn't much considering corrupt is 120, and deadlock is 30 on every gen and dead mans switch is 30 on every hook