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brewingtea

brewingtea

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brewingtea
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  • Someone was REALLY paranoid about Asian stereotypes

  • > Much as killers need to dedicate a perk slot to countering boons.

    Yeah, boons is the new meta. I'm def wasting a perk slot to counter boons right now

    > being hysterical and hyperbolic over something that happened only a couple of times.

    Wait, are we talking about tunneling or teabagging?

  • @SuzuKR said:

    One side being immature does not excuse the other. Both sides need to grow up and handle things maturely. Whining is not it. Neither is suiciding on hook/DCing. Game balance does not excuse immaturity.

    I agree there's immaturity on both sides, but your suggestions of how to fix it (Stop whining. Stop suiciding.) are all things for Survivors to do... hmmm

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088209#Comment_3088209

    What a dumb "Us vs Them" take

    Just cause killers are on the opposing side doesn't mean they are playing a different game.

    If anything the killer interacts more with your soloq teammate then you do. When your teammate goes down you can only speculate what happened. The killer is the one who sees how a survivor DC's after getting mindgamed once. The killer is the one who sees your teammate sprint bursting into a rock for the entire duration and then kill themself on hook. The killer is the one who hears your teammate missing 5 skillchecks in a row.

    I didn't hear any complaints from you when survivors gave their opinion about CoH when it released.

    The irony of you calling killer mains biased while simultaneously saying they are not allowed to have a opionion about the game they are seeing with their own eyes is just sad.

    Yes soloq needs buffs, yes the latest patch swung the balance a bit too hard in the other direction but op makes a good point. A lot of survivor would get much further if they actually tried instead of throwing in the towel the second something goes wrong. It's painfully obvious a lot of players are not where they are suppose to be

    This is a good point. If you never play Survivor, do you know what the frustration is like? Not necessarily.

    But are you perhaps better educated on WHY the frustration exists in the first place...?

  • @feruis said:

    I play both roles, survivor being unplayable is massive overreacting by people who are not really good at the game.

    I play both roles, and I didn't see any issues prior to the patch when I played as Killer.

    So, if we agree that one person dodging the issue means the issue doesn't exist, do we use MY "It's fine." to revert the recent patch? Or do we use YOUR "It's fine." to keep it like it is?

    See the conundrum? It's part of the reason that "I'M not seeing any issue." is a really dumb argument

  • Maybe instead of giving a real-time Aura update, just have something light up when the killer is within a certain radius of the hook. That way, we can tell when it's safe to go for an unhook vs. stay on gens because they're camping

  • I 100% believe people when they say this

    I mean, how do you play around Iron Will?

    I'm a crappy newbie killer, and I don't think you need to worry about it any more, but I can give you pointers. What particular part of it were you struggling with?

  • If there's even a slight chance that the flashlight carrier will attempt to use it and get foiled by Lightborn, you have to run that perk. It's just too juicy to pass up

  • I think this is it.

    @SOULWARRIOR71K said:

    I've started to come across more and more swfs where the whole team has these equipped and at times it feels like chases are pointless because of how much time it takes to even catch up in the first place. It's as if people are doing their very best not to actually have to engage in real chases. Not sure how to actually work around this against teams who are effective at it. I'm also started to see this strategy paired with BNPs so gens are knocked out quickly in the background. Any tips?

    I think only the OP actually says anything other than, "These perks are easy to counter." but hey, I found it first

  • @Rokku_Rorru said:

    For me it's the how lag is rewarded with the new hit validation, laggy killers with the new changes makes it really hard to use any of the windows/pallets or anything when the killer is blatantly high ping.

    So tired of being hit by tap m1's from full lunge range, juking is becoming harder and harder, and new DH is impossible with since it's effect is shorter than its animation.

    effects that last 0.5s have no place in this horribly networked game.

    THIS

    The killer is 10 feet away from the pallet, better throw it now because I have to account for the time it takes to throw the pallet, the time it takes for them to get to the pallet, the fact that it's possible to get the stun and still get stabbed (so make sure you don't wait too long...), and good old-fashioned lag.

    Keeping all that in mind while being chased, be sure to time something you can't control so it happens in a 500ms window. If you can't manage that, you aren't "skilled"

    This isn't Rocket League at 240 fps and 2ms input delay. YOUR GAME HAS A SKILL FLOOR

  • @Nun_So_Vile said:

    Nothing any different to see here

    I appreciate when the devs stop by and give us their perspective


  • @Adjatha said:

    Why on earth are you running Head On instead of Borrowed Time, Kindred, or ANY exhaustion perk?

    I don't know what you're going for, but Quick & Quiet + Head On looks more like you wanted to spam locker stuns instead of actually doing something useful, like surviving.

    That wouldn't necessarily fix the 'camped on first hook' problem, but I mean come on. That's not a build to run unless you're SWF Comms to set up locker saves.

    "Why is everyone using Dead Hard? You deserve to lose if you all insist on using this crutch."

    [DH gets nerfed]

    "Why isn't everyone using BT/Kindred? You deserve to lose if you all refuse to use this crutch."

  • Has anyone asked the devs what they think "camping" or "tunneling" actually is? I'm not sure they know, and we might could clear this up with a clarification

  • Killers don't have "second chance" perks because, if they miss their first swing, and they want to try a second time, they just go catch up and do it.

    Survivors have "second chance" perks because, if they miss a pallet throw, and they want to try a second time, they can't because they're on the ground.

    So maybe being able to name examples of the latter, but not the former, doesn't really mean anything

  • Lol, they should send out one of their surveys, now. I can't imagine why they don't...

  • We don't need any of these, the game is balanced now

  • Hey, hey, maybe keep that on the dl

    Don't want Distortion to get TOO popular. As soon as a perk hits the top of that chart, it's a goner, as we know

  • Doing this would have had absolutely no effect on the outcome of a single match I've played since the update.

  • If the "You won't lose anything!" was going to be a lie, they could have given us a bit more of a heads-up

  • I hate when I'm running for the exit and the killer is close enough that I can't stop for the 1s it would take to tap the Exit Gates, but I have enough distance that I would have made it to the exit otherwise. You know, that very specific, very slender window of bad luck? Yeah, I'm restructuring my entire endgame strategy around that.

    I've gotten burned going aipf with AA, too, but that doesn't mean I'm going to stop doing it...

  • Mori that no-offering POS


  • @MilManson said:

    So as a survivor main you should be able to just run over the traps with no downsides as soon as she places them?

    I think making the camera move and forcing you to run in a random direction is an underused mechanic that should be expanded to more killers and items (since it's totally fair)

    Flashlight hits the killer's back? He turns around to face the survivor.

    Disarm one of the traps? He turns and faces it automatically.

    I think this could open up a whole new avenue for balancing! We should make that something that happens in every match, on both sides, and see how long it takes you guys to start complaining about it

    After all, we wouldn't a killer to be able to just ignore a flashlight in the back with NO DOWNSIDES, right?

  • I think a "Forfeit" vote would solve a lot of problems. If I saw that all of my teammates wanted to bail because RPD is awful, I'd rather have the option of compromising on a few matches than getting blindsided by some dbag who decided FOR THE TEAM that this match wasn't worth THEIR precious time

  • No killer's power should ever allow them to one-shot multiple survivors in a single action. No, I don't think this nerf requires any balancing on the survivor side. (It's not like all of that anti-Bubba meta is just going to become OP now...)

    I think that would be a good start.

  • Wait, they said they were going to make the map harder for survivors and then THEY DID THAT??????

    Lol, I hope someone got fired for that blunder

    --

    But seriously, it's a horrible map UNLESS you're against Trapper. Every direction breaks LOS, so you can't herd them towards your traps. Hell, they'd probably WELCOME a trap or 2 out in the corn, so they have a few landmarks to navigate by...

  • I was playing against a Leatherface, and we got the last generator done, and then, bam, NOED

    Now, all of a sudden, Bubba can take you down in ONE shot???????????

  • Being put into a position where you can't use your power for the rest of the match isn't fun.

    "Yeah, but those are no-win-situations!"

    Oh, good point. I was just going to say, the one thing that would make walking around fun would be if nothing I did mattered and I had to watch while the winning team tbags me, too

  • @Tostapane said:

    nah

    It DOES kind of look like a nian! Good catch!

  • It really depends on the killer. I could see Sadako or Huntress being strategic, but Mikey stab happy now

    edit: stay in character

  • I did the math, and he's right. If you represent the bp loss as a percentage of every single bp you've ever earned, from all sources in history, it will make the percentage smaller.

  • @Akumakaji said:

    The hatch is actually a non-interactable object the whole game. While the hatch is invisible, your character will still rise a lil, but noticable, bit when running over the hatch; that survivor might have just discovered the hatch earlier that game and thus returned, when the situation turned dire.

    I also heard that, if you're standing where the hatch will spawn, you can't do things like heal yourself

    So if you're REALLY observant, it is possible

  • I'm not saying they *should* add voice chat. I mean, the stats do prove that SWF win more than solo-Qers, so anyone trying to Koolaid Man "BUT THE BALANCING!" into the room can safely be ignored like some companies do with inconvenient numbers...

    No, what cracks me up is the idea that BHVR's employees are simultaneously A) too dumb to add a feature without breaking everything, and B) geniuses when it comes to game balance, to the point where it's 100% perfect as it is, but not such geniuses that they'd EVER be able to replicate their success after going thru such an enormous change like... giving an existing feature to some extra people

    I mean, it could be true. It's just a weird scenario to hold in your head as the explanation to why Videogame Daddy can't give us nice things.

  • >devs think [knowing where the killer is] is too strong [BUT ONLY when that information comes from Kindred... getting the exact same info from Discord is NOT imbalanced]

    I don't think the devs... think

  • @sulaiman said:

    While i am a survivor main, i used to play killer too, but have recently stopped.

    The issues for me as killer where:

    matchmaking, but this is bad for survivors as well.

    swf.

    The mori-nerf took away my ability to handle swf, i have no way to opt out on playing vs them, thats why i stopped playing killer.

    Also, playing killer is often more binary than playing survivor.

    If i play survivor with potatoes, and i escape, it feels like a win. If we have a team that works great, even if i die and the others escape, it feels like a win (it was a sacrifice to get all others out, for excample). And then there are the "balanced" games, where the killer gets two survivors after 10 hooks, and the other 2 escape.

    As killer it feels much more like you either get trashed because you just cant keep up, or you steamroll the other team. Those close matches were more rare when i played killer. (but i wasnt a very good killer anyway).

    This. You either clown on them and get a 4k, or they all walk out unhooked.

    I think this is because, as a killer, your success inherently compounds itself. Getting a stab is going to cause the survivor to cry out and bleed, making subsequent hits easier to get. Hooks force the other players to rescue, which gets you more hooks. An early kill makes all subsequent objectives harder (or even impossible) to get.

    But as a survivor, getting a gen done doesn't make the others any easier to do. In fact, depending on where they're located, it could make the remaining ones HARDER. And god help you if it was the final one and you just activated NOED...

    So survivors are forced to play very conservative and boring to prevent the killer from getting any momentum

    re: toxicity

    There's just as much toxicity on both sides, but you see 4x as many survivors per match, so they are 4x as toxic.

    Plus, it's kind of the killer's JOB to be toxic. You are literally trying to stop the other players from having fun.

    I wouldn't even complain if they just gave better BP rewards. I should never get a 4k and earn less than the full 32,000. ######### the categories, I got the job done. If killers are 4x as important to the game's future, they should be rewarded 4x as much. (Survivors, in contrast, can contribute differing amounts to the objectives, so simply "escaping" shouldn't guarantee you max pts or anything...)

  • >Like this is my genuine curiosity

    Well, a lot of people don't know that he can't injure you until he bumps into something. There's nothing on-screen to indicate what kind of "Rush" he's using, and the description of his power is awful. (How many "Rush tokens" does he start with? How many can he carry? He long does he gets for each "Rush" before he has to Slam something? How long is the fatigue if he misses? How fast are the Rushes? How fast do the tokens recharge? Can you use one as soon as you get it, or do you have to wait for all X of them to come back before you can use any?)

    Turning radius isn't even MENTIONED. Guess I'm supposed to just sit there and let every new killer hit me the first several times I face 'em so I can watch their approach, see the ratio of their forward movement to their rotation speed, and internalize that in real time just in case it was important against this particular adversary.

    Not to pick on Blight... the game does a terrible job explaining what's going on against all but a few killers. (Do some have no terror radius? Or require line of sight? Or can teleport between lockers? Gosh, they didn't mention any of that in the trapper tutorial...) Some kind of "Practice Arena" is desperately needed in this game.

    Until they address that, it's really not hard to figure out why players struggle. The game can be fair, but as a survivor, you have to go OUT OF YOUR WAY to make it so.

    New killer? Ok, I have to learn a whole new set of strats and lose against them over and over until I figure it out

    Killer main? No change

  • I think the traps should be impossible to disarm! Also, you should trigger them by walking anywhere within 3 feet of them, they should be pitch black (without having to use the Tar add-on) AND they should be zero height so they're impossible to see, they should change the survivor camera angle so people can't run away, they should instantly teleport you to the trap when it's triggered, and you should be able to carry 10 of them from the very start without having to pick up any during the match at all.

    But I guess that would be over-powered (if one killer was able to do all of that)

  • @thrawn3054 said:

    If you're scoring less as the killer it's means you're a pretty bad killer. You'll have the odd match where it happens, but it should never be consistent.

    I'll never get tired of watching people argue against something that would directly benefit them (e.g. more BP) because there might be someone, somewhere, who gets something they don't deserve as much as we do

  • @Mandy said:

    We did say "nearly 40 perks" in the Anniversary broadcast and the blog posts....39 is extremely close to 40

    ...unless you're on a dating app. Then there are no two numbers further apart.

  • Who's going to be ready to go with looping strats when that killer escapes from your local facility IRL, tho?

    Not such a "waste of time" then, is it?

  • Free BP and cute pics? Yes plz

  • They desperately need a "Practice Mode" in this game. Heck, just turn off the AI in the tutorials and you're halfway done!

    Your idea is good, but they don't even need to go that far. There's much lower hanging fruit...

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