burt0r
burt0r
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@DrDeepwound said:
I often troll flashlight survs by running Franklins, but bros, I have a new strategy that is working better.
Lately instead of Franklins, I have been runnin Lightborn if I see 2+ flashies in lobby and pretending to look up as if I am dodging the blinds, to make them think I can be blinded. However, this fools them and you can see them easily and hit them.
Last night I had an Adam trying to blind me all match, wasting all game doing nothing. I could not be blinded, yet he tried at least 10 times I guess LOLJust keep looking up or down as if you do not have Lightborn, and play the match. Totally got the 4k.
Lightborn bois, it is OP ;)
Another brother has found the glory of our lord and saviour. Amen
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Well last anniversary i had a game with 5 cakes and two survivor and me had only 8-11k point (the other two 15 and 18) and the game was done in roughly 5 minutes.
So while i sometimes read here that people on both sides complain about survivors rushing or killer camping while bps get burned i won't be surprised by it anymore and don't expect anyone to step on the brakes to make more BP.
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While i have to admit that bhvrs Chatfilter is broken in terms of what it censors, even non toxic stuff that makes normal messaging sometimes impossible without it looking like swearing, i have to ask, why do so many people feel the need to use their internet ego+anonymity and smack talk like there is no tomorrow and often in a way they would never dare in a face to face situation? Or if they would, should rethink their upbringing.
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All hail our lord and saviour Lightborn ๐
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All hail our lord and saviour Lightborn ๐
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2940885#Comment_2940885
Interesting attempt to move the goal posts. I'm specifically referring to the fact that there is a double standard in regards to what Survivor players do that make them "bad survivors" (basically nothing) and what Killers can do that make them "bad killers" (literally anything effective at killing).
I am not moving the goalpost.
Your statement in the first quote of mine was
And yet no one ever says doing X or Y is for "bad survivors"?
How come you never hear "Dead Hard is for bad Survivors" or "Brand New Parts are for bad Survivors" or "Flashlight saves are for bad Survivors?"
Why is this EXCLUSIVELY a one sided double standard?
And I just said that this statement is factively false.
@whycantIwin said:
- they act greedy because of this safe distance perk
- jail free card from a outplay
- allow them to reach a loop they don't deserve to reach
- pressing E = outplay
- sometimes ruin the killer attack even while holding m1 because of autoaim
- use exhaustion add-ons/perk so they can't use dead hard and they can't loop for more than 20 seconds
- complain about being exhausted in post chat from your perks/add-ons.
Dead hard is the most unhealtiest perk (was the second before ds nerf) and rewards mistakes and helps survivors who shouldn't even be able to loop you for this long because of this perk.
Such a perk shouldn't exist in the first place.
And before you start all saying, oh he got a bad game with 4 dead hards and lost, I won, I am just tired to see this perk being so overrated when it rewards bad plays from survivors.
@Gigante said:
Dead Hard is the most pathetic perk for survivors, the only condition for its use is being injured and you can use it as many times as you want while you're injured. At high ranks people don't even bother to heal themselves because they know they have a second chance at any time.
The mechanic of activating this perk should change, as the absurd amount of times the killer must deal with this perk dozens of times in the same match is ridiculous.
@GamerEzra said:
I use Dead Hard myself as well but in my opinion this perk rewards you for bad gameplay. If the killer makes a good play Dead Hard punishes the killer and rewards the survivor for making a mistake.
It feels super cheap in my opinion and rewards you for makiing a mistake and i don't think that's fair. Anyone else feels like this?
Here just 3 threads even making your argument their headline i found just by punching "bad survivor dead hard" into the forum search field.
And there are 254 pages of posts (on mobile).
So again i just adviced you that your statement "that no one ever talks about it" is utter bullshit and that double standards or nonetheless a thing on both sides.
Edit: and this was with the specifics for dead hard, so there is even more for flashlights and other stuff.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2940670#Comment_2940670
I mean, I've played the game since it came out. I know what the game's history looks like.
What you aren't understanding is that this is a critical time for the devs to do right with the community. So yeah, I'm gonna be a little optimistic about what they can do now, especially with the anniversary coming up. And guess what, if they don't do anything of substance and consequently kill the game, then I'll find a different game to play. It really isn't that serious.
Yeah i know, i played also since 2016 and have finally completely stopped this winter.
But i am less optimistic because if they wanted to do it they should've done it when they started to lose 50% of their peak playerbase on steam, maybe.
I don't see this downward trend really stopping, especially since we don't know how much of that comes from which side or the veterans that pay both sides and therefore don't specifically know which actions to take to most efficiently stem the bleeding. Make the wrong demographic stronger and they lose even more and faster.
Also they have never had the delicate touch to not onesidedly influence the game instead of balancing both sides simultaneously, see Mori/key+hatch or ruin/DS. They wรคre always months/years apart instead of simultaneous.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2940690#Comment_2940690
I'm not fabricating the double standard at all. It's all over the place. Look at the sheer glut of Youtube videos and streamers that go on and on about the skilled plays done with Dead Hard. Those threads are here, too. People act like "strong" Survivor elements are "just part of the game, bro". Anything a Survivor does, literally ANYTHING, is dismissed as "just part of the game". But when a killer does it, it is either scummy, "for bad killers", or both.
I know that there is often a double standard regarding many things coming from both sides but your explicit point doesn't. Both sides have made that point in an argument. Just an advice so you don't get calle out for this specifically.
I even made another post in another thread about double standards of survivor being forced to use some of the meta perks and why that would be an argument for making them basekit but if you would confront them with the need of most killers for slowdown perks as the same kind of argument, it would be dismissed by them.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2940648#Comment_2940648
The only reason so many people play Feng in the first place is because of her insane amount of cosmetics. I am willing to bet money that if they gave survivors like Adam and Jeff cosmetics more frequently that more people would play them
Thats not how it works.
In any "game as a service"-game, be it DBD, lol or r6s they will always create skins according to the pick rate of characters and not the other way around.
Riot (league of legends devs, for everyone that doesn't know) have even officially said that if other characters get played more then and only then they would get more cosmetics.
Hence why popular female characters like ahri or lux are flooded with cosmetics (10+) and other old, old characters might still only have 1-3 because only dedicated players pick them.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2939700#Comment_2939700
Why is it any time a tactic exists for killers that works, it gets labeled as "for bad killers".
Tunnelling = bad killer.
Camping = bad killer.
Slugging = bad killer.
NOED = bad killer.
And yet no one ever says doing X or Y is for "bad survivors"?
How come you never hear "Dead Hard is for bad Survivors" or "Brand New Parts are for bad Survivors" or "Flashlight saves are for bad Survivors?"
Why is this EXCLUSIVELY a one sided double standard?
Lets not hyperbole too much.
There have been threads that were even roughly titled "this is why survivor with dead hard are bad" or the like.
The first part of your comment is correct with the unrelated blaming and shaming but the second half is just the frustration materialising in trying to create a double standard were (as a seldom exception) none is.
A real double standard is from all the people in this thread argumenting that "bt is only meta because all survivor feel forced to use it" but if you would confront them with the other side of "killers feeling forced to use gen slowdown coupled with being asked (if the devs do something extreme to camping/tunneling, forced) to go for the evenly spread 12 hooks, so make gen slowdown basekit" whcih then would probably get shot down with whatever argument.
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@[Deleted User] said:
Most killers should already be playing around BT.
Just like youโre already playing around DS. And dead hard. And unbreakable.
This does open a 5th perk slot, and that might seem scary. But we have no idea what the devs have in plan and how killers might be compensated.
"Might be compensated"
This sweet, naive optimism. ๐
I hope you don't forget that neither side has ever really been compensated for a buff to the respective other side. (Without having to first start a storm of outrage in all media)
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I let survivor go after 8 hooks and get tbagged in the exit for the whole 3 minutes, my attempts at last hits in the exit dodged and sometimes the usual GG ez in endgame chat. Not all in the same trial but a variation of the above more than enough of the time.
Do you expect anyone in the internet to be sincere or nice when we all are so conviniently anonymous and don't have to fear any persecution?
People are the worst in the internet.
And like others said, the killer might've been inexperienced and didn't catch up on you being generous instead of making a mistake like maybe many other survivor on their level do.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2939168#Comment_2939168
Lmaoooo ur seriously talking about grammar and s* on tbe internet? My guy get down your high horse Ill write as I damn well please . If you wanna cry about it feel free but thats about all u can do
No, i am not aiming at grammar or anything but damn if i take somebody that uses this stuff in a regular conversation (written or even worse, spoken) serious.
@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2939204#Comment_2939204
Well deserved lmao this aint no grammar school amirite
Also this, @Barbarossa2020 didn't approve or defend your use of slang but just advised the other forum user to not risk their account getting punished over this. ๐
People make even fun of it later in this thread by parodying it.
And yes, while you can do as you please, i very well am above degrading my wording or behaviour just because I am anonymous in the internet. A lone "lol" here and there is okay but your excessive use of it is just cringeworthy in my eyes.
But hey, i am just another anonymous guy in the internet and you don't have to mind my opinion in any way, "bro".
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Uff, what a bunch of cringe. "Looool", "lmao", "bro", "my dude", "gramps", "my guy"
@drsoontm said:
Just a note: "lol" and "rofl" aren't punctuation.
This.
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Like i already suggested multiple times, a wall crawler like the aliens in the old game aliens vs predator 2 with the pounce.
But that would be heavily similar to demo but also would be an option to bring that mechanic back into the game for everyone to play without the need of the stranger things license.
The idea of using spiderlings or nets sound interesting though but i don't think they would combine multiple of those things because the killer would be overloaded with options and too hard to deal with for the average survivor.
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Trust in my Lord and saviour Lightborn and just play the round.
Maybe it's over in 5 minutes, maybe they troll around for 20 or they DC in 2 after seeing that they can't blind me.
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2934653#Comment_2934653
I guess we'll just have to agree to disagree. Perhaps we are just too different?
I understand that different people have different tolerance for social pressure and negative experiences, but I sincerely fail to understand how people behavior in an online community or game can have such an impact on a person's psyche (assuming this person has a life outside the internet) such as to actually change that person's personality.
I don't think I'm a person of particular mental fortitude or anything, but these things are just completely irrelevant for me.
Anyway, thanks for sharing your POV, as I can see now that something that might obvious or common place for me might be different for others around here.
Thats a wonderful attitude with how to confront other people's opinions and maybe to make things more clear, i come from a background of more or less intense mobbing from Grade 1 through 10 (German school system, it got better in grade 11-13) and am sometimes extremely sensitive towards antagonizing behaviour of groups against an individual. Because that what it most often feels like when you have for example multiple survivor blocking even your first hook attempt or tbagging in the exit gate.
I don't take such things personally anymore and am above such behaviour but understand and emphasize with every complaint on here about such behaviour.
I even played for survivors for the last 2 years to ease the burden of camping, tunneling and slugging.
I of course didn't farm and played like normal until all were on deathhook but without much positive feedback (to which i am of course not entitled) it gets hard keeping such playstyle and behaviour up over a long time. And the amounts of different Feedback are like often distributed similar to a bell curve with positive and negative (really toxic) feedback being the outliers but the main portion was often silence or GG more often after trials that ended in more or less crushing defeat but really seldom when i as the killer won.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2921212#Comment_2921212
And yet Killers still got Kills back then. And probably complained less than nowadays.
Maybe because killer back then we're also more brokenly strong in some parts and more importantly survivor weren't even half as efficient as they are today over such a broad part of the community?
Also i find it always funny when people (and the devs) say, killer is supposed to be more stressful. If killer is more stressful and doesn't have the privilege of playing together with friends as motivation AND many killer feel not powerful without immense effort, what incentive remains to play the role beside being able to play some iconic killer only to find out it feels like being helpless without insane amount of experience after a certain point?
It's like other team pvp games. I personally only play games like lol, r6s or overwatch with friends because it can feel awful to play those solo and getting creamed by premade groups.
In asymmetrical pvp games, the 1 never has that incentive so the gameplay has to feel engaging and rewarding enough to volunteer for that side and with increasing survivor efficiency and some directions the game took over the years that hasn't gotten better.
A group of people here, some of them even present in this thread, advocate that survivor have gotten nothing but nerfs (a false exaggeration) and yes survivor power level have been brought lower/closer to killer (at the same experience level) and why? Because the efficiency and experience of the survivor population as a whole has risen over the years like in every game.
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2934390#Comment_2934390
Yeah, sure. I get that. In real life no one wants to be a doormat.
But this is a videogame. The psychological effect of anything this anonymous bunch does should be minimal or non existant.
I'm not arguing against the idea to retaliate against the toxic players, everyone can do what they want, in simply arguing against using other people's miss behavior as an excuse to do the same and calling their fault that its "hard" to be nice.
It's not hard. It's just easy not to be nice.
And I would've to disagree with you. This might be only a video game and everyone is anonymous in behind an alias in the internet but humans are being that are able to feel and perceive empathy.
Flipping someone the bird, words, gestures, figures, body language, behaviour and much more and the intent behind those things is perceivable for humans.
Certain actions are socially coupled with different intentions and meanings and people are able and programmed to perceive them and react physically and psychologically in response if they want or not.
Someone calling you an a...hole is just air creating vibrations inside someone's throat but we all perceive it as an insult. Same with the word in writing, just a medium representing an intent behind it, that has been socially connected.
Tbagging and camping and so on can have different strategical meaning but the other side will always see a certain intent behind it and sometimes it is clear as day what that intent is.
Ignoring that and being the bigger person takes a not insignificant amount of mental fortitude and over time mental endurance and can be worn down over time with the feedback loop mentioned before.
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@Chaos999 said:
Toxic survivors don't make it hard to be nice. That's just an excuse people use to justify not being nice, because it's easier.
If you are nice, you do it because that's what you want, the other players behavior should have no inference on your own.
There is still the psychological aspect of positive/negative feedback loops.
No matter how nice a person someone is, if they only get scorn as feedback to their positive behaviour they won't continue with that and change in accordance to their surroundings.
For example if you bring pastry or cake everyday to your office or whatever and it is always met with critique or even displeasure then you won't do it after a certain point.
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Okay, let's see with 4,2 m/s speed on a basic M1 killer:
Window vault:
Survivor: 0,5 secondfast vault
killer: 1,5 second slow vault
Distance gained: 4m
Time needed for catch-up (running straight):
17,5 seconds
Distance traveled ( for example to the next window/pallet): 70 meters
Pallet (stun): 2s
Distance: 8m
Catch-up: 27,5s
Travel: 110 meter
Pallet (break): 2,6s
Distance: 10,4m
Catch-up: 32,3s
Travel: 129,2m
On-hit sprint: 2s at 6m/s for survivor
Distance: 3,6m
Catch-up: 16,5s
Travel: 66m
So even with a basic hit survivor stay ahead between hits (without even using pallets or window or a combination of both) for 60+ meter travel distance by just running straight with your suggestion.
What kind of noob do people have to be to need that much leeway to find the next pallet or window?
And those calculation already include bloodlust kicking in and increasing every 15seconds in chase.
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@TTV_Tempest63_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2931066#Comment_2931066
Nah thats bs still after the many ds nerfs is ds one of the most used perks in the game so not only you dont have any clue but also you say ds is dead which like i said its not true because in every match u have at least 1-2 people with ds
And you clearly don't get sarcasm or know the people you are quoting.
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@ThatOneDemoPlayer said:
In 8 Trails, CoH was brought into The Trial 3 times.
If my math is correct, which it probably isn't, then it has been used around 2% of the time.
What happened? CoH is still good.
I'm not complaining, less CoH is always good, but the Perk was nerfed from 'OP' to 'Very Good', so why'd it pretty much die?
Okay i tried to reconstruct your 8game/3times coh calculation and did you really just divide the amount of coh (3) you saw by the maximum number of survivor perks in those 8 games (8*16=128)?
Because with that i come up with 3/128=0,0234 => 2,3%
If that the case, damn is that a misleading and wrong statement that the perk is used only 2.3% of the time.
First of all you don't factor in that the perk can only be picked once per survivor, so the max amount of coh per trial is not 16 but 4.
So the correct value would be roughly 9,4% of all survivor in your games use the perk.
3/(4*8)=0,0938
And to make matters in this argument even more irrelevant, you only need this perk once in a trial as it works for the whole group even when only one survivor has it. It's not like dead hard or DS were everyone brings it for themselves and only can value for themselves.
Final point, you had (without the two edits) coh in 3 of 8 trial which means in 37,8% of your games for that test group.
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Like other already said, 90% of the roster are left to interpretation but behaviour had to make a big pr stunt out of declaring one character official as gay.
That's just the lamest kind of "look we are also hip, trendy and liberal" pr and just comes across as cheap and embarrassing.
The fact of pushing it into everyone's faces as some kind of new innovation which they expect praise for is the big problem. Like all the time when companies make it their big achievement when it should just be standard and not something to celebrate.
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Let's hold our horses with any bhvr promises.
They also promised last gen optimization and just stalled long enough to drop that entirely is my guess.
I wouldn't trust them to get this to work when the game is breaking every chapter on the main platforms.
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A spider killer that can crawl along walls and pounce like demo isn't such a stupid idea. Just incredibly broken and therefore unlikely.
I always use the old game alien vs Predator 2 and it's alien wall crawling ability for comparison.
It would be cool to be able to climb on the outside of high buildings in outdoor maps and pounce across half the map. It would be quite a "jumpscare" but also overlap quite heavily with demo, which might not be that much of a problem since they lost the licence.
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Some people on the forum say that the ini file has been made unchangeable client side and the deactivated Antialiasing is on again and can't be turned off.
According to others here, this leads to some blurryness at lower graphic settings.
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@mustdogen said:
For the god please.
I am waiting here like nearly 20mins to find a killer to play with.
When you punish a killer by penalties you are punish four survivors in the same time.
Please!give them some other punishment instead of that penalties.
I have to admit that's one of the funniest takes on "no DC penalty please" that i have ever read.
But it does seem logical and from that point if view, if survivor queue times are longer than 5 minutes, it seems that the occasional killer ragequit with 5 minute penalty is really more punishing for survivor than the killer themselves XD
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@Hunkulese said:
https://forum.deadbydaylight.com/en/discussion/comment/2924742#Comment_2924742
What? Queue times are fine if you play during normal hours. Queue times are longer at night because you need four survivors and one killer for every match. There are far fewer people playing.
Maybe also mention region and the exact times you define as normal?
In eu peak times would be between 6pm and 1am and then there is a surplus on survivors and they have to wait atleast a few minutes in queue. Which means there are TOO MANY survivor for NOT ENOUGH killer.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2924813#Comment_2924813
What were you trying to achieve with this post
The same you did with yours...a laugh.
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2923912#Comment_2923912
I mean killers have soo many gen slowing perks... but you have fun being the toxic problem
But they can still only equip 4 at maximum, so having 10+ slow down perks doesn't really mean much and a good portion doesn't even work together.
And it remains a 4 vs 1, which means 4 survivor can overcome 4 slowdown perks while killer have to fight up to 4 extra chance perks PER PERSON, meaning up to 16 extra chances.
@kaneyboy said:
I watch soo many streamers who spread out their hooks and manage to get 4ks... i mean are you all saying you need to tunnel to get a kill? (:
Ah yes, the old double standard. Advocating for the average casual survivor and on the other hand using people that play this game for a living as an argument.
Either compare streamer to coordinated 4 people swf or casual vs casual. Using streamer vs casual is and was never a good argument.
@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2923827#Comment_2923827
and then killers being really toxic in end game chat- just adds to the cherry on top :D
And it still remains a fact that survivor, due to their higher number and the psychological effect of herd mentality are way more prone to be toxic in end game chat.
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@xBlitzAce1989x said:
https://forum.deadbydaylight.com/en/discussion/comment/2920385#Comment_2920385
LOL I don't even bother with them unless I'm trying to end the match. I don't go near those Survivors at that point simply because they want the Killer there so they can teabag or just leave if you try to hit them. I don't go near the gate if it's open because many of them standing there just want a reaction from the Killer. Don't give them the satisfaction.
You can't win with those people. They also take you not coming to the gate as a form of reaction and think to themselves that they made you pout and not come. They will feel accomplished either way.
But you are right because this way they at least waste 3 minutes of their own time while i am afk getting a drink or whatever aka using it wisely.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2913039#Comment_2913039
I mean, it's helped me when I'm playing casual, figuring out who to hook next when not killing anyone
And how so?
It doesn't show who you hooked already, just how many hookstates are already eliminated.
Example:
3/12 could mean you one hooked survivor a,b and c or that survivor a is dead or someone went to second state and another one is hooked for the first time.
8/12: all survivor are on death hook or two are dead and one on deathhook with the last one never hooked.
Mix that with duplicate character, even worse with the same outfit and it helps you jack if you don't pay attention and keep each survivors hook states in mind.
Not really relaxing if the goal is to kill no one or at least first bring everyone to deathhook before starting to kill.
But good for you i guess if it did somehow.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2913255#Comment_2913255
Going around and breaking pallets or walls is a good idea. Though I don't agree with people just afking in a corner or waiting for 2 full minutes till they leave. I'd far rather get the game over and done with and move on. You'll forget about the game quicker if you do that.
It's a mindset thing. They might not be waiting to t-bag the killer and be toxic. Could be a challenge or point thing.
Like your saying imagine being proud of showing superiority in a video game but I'd also say why care so much about a videogame? It's tough I know but you gotta push then out and move on.
Maybe but i for example got bullied from second through 10 grade and had enough. I am 33 now and am just petty enough that i prefer to let them waste their own time while i fetch something new to drink, go to the toilet or switch my attention to YouTube on my second screen.
And for the challenge/point thing, i did that in the past but it developed more and more in to little twerps that dead hard or dodge at the last second and neither care for my challenges nor points nor do they often even have a shred of respect and I am too old for that #########. The off chance of some nice survivor isn't worth it anymore.
Well come to the sixth year of DBD were most have learned how to be max efficient and are bored enough to seek excitement from less social sources in the game.
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@CashelP14 said:
As much as you hate it, just go push the survivors out. It only takes 15 seconds to hit out all the survivors waiting at the door. If you have STBFL it's even quicker.
Not all survivors are there waiting to t-bag you. Some survivors have reasons for wanting you to hit them out.
Hit them out? Half of them dead hard or dodge to deny even that. Not worth anymore to even try.
It's a lose/lose for the killer most of them time. Either feed their ego and show up at the exit and push them out while the enjoy showing off their "superiority" IN A VIDEO GAME (imagine being proud of that) or don't go there and they think they "broke" the killer or whatever.
Option 2 is still better since you can use it to farm more devious bp via power spamming, or break pallets/walls or and that's the best kicker, just let them waste their own time boasting to each other or whatever and use that time for something productive or entertaining.
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Hahahahaha i still love this ๐
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2913070#Comment_2913070
Oh, so killers deserve a pity 4k after camping and tunneling out one survivor at a time, applying 0 pressure to gens, until two survivors have been sacrificed, and then slugging the 3rd until they find the 4th..?
Good job moving the goalpost/changing to a specific scenario, but no, the equivalent to hatch would be if all 4 survivor are alive during eg and some mechanic would give the killer the chance to get one pity kill and to not upset survivor it would need to be excluding tunneling or camping.
Something to circumvent the normal gameplay scenario like hatch makes repairing generators and opening the gates obsolete for the survivor and doesn't requirtle a perk.
Of course the survivor would need to have the option to shut down that mechanic like a killer can close hatch.
Edit: Ah also, since i never addressed your topic itself, i hope you also advocate for something in killerside when 3 survivor with multiple second chance perks try their damn est to rescue their buddy from the hook instead of letting the killer have their on kill as this would be the inverted scenario of the killer doing their damn est to get the 4k by slugging and you ask for help against that.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2913078#Comment_2913078
You mean Rancor?
And what if you don't have your obsession in reach?
And no, i mean something free that can be obtained without even doing anything and without any drawbacks like hatch.
Even NOED has the drawback of playing with 3 of 4 perks all game.
With hatch you can hide and outlive all your teammates and escape with barely more than 5k BP but still rather unearned, maybe for FINDING the hatch but otherwise? Meh.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2913071#Comment_2913071
They wouldn't be more able to 1v1. Dead Hard's better for that than Boil Over, and unless the killer slugs them for 40 seconds before picking them up, both perks cannot be used together.
It is still more... More situations where the survivor can the deny the killer everything just on their own. Until now only driving chase but then also until right before the hook.
Dh is so frustrating because the killer already has to invest 2 chases worth of time and then gets denied for nothing.
And if BO would be made into just another second chance exhaustion perk thats reliable that's even more frustrating because the killer also invested time to pick up and carry however far to a hook only to lose it all again.
It doesn't really matter that it wouldn't synergies with dh (an even insane lookout), it would by itself do the same and waste potentially even more time than dh.
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@ThatOneDemoPlayer said:
Survivors don't really need Perks to get a pity escape after losing
I am still waiting on a similar mechanic for the killer to easily get one kill if all survivor are alive during eg. Of course without camping during eg since survivor are still allergic to most if not all forms of defending a kill.
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@Nos37 said:
Title.
It lets the perk do what it was meant to do, but not back-to-back, run to the same corner or second floor repeatedly abuseable.
The perk gets more value and becomes less obnoxious.
And how would you consider boil over to be "strong"?
Reliably making killer unable to hook survivor? Aka making the survivor even more able to 1v1 a killer in a 1v4?
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Well looking at keys after the Mori change it took them a year for a lazy basic spawn rule change. Same with Mori's itself, took them 1,5-2 years iirc to just change the variable in the code that regulated the number of necessary hooks.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2912955#Comment_2912955
MMR has nothing to do with people playing Meta-Perks.
I really dont get why players now complain about the other side bringing strong Perks, the same was the case when we had Rank-based Matchmaking. The builds did not change at all, just different Slowdown-Perks on the Killers side and CoH on the Survivors side. Those are the only changes, which would have happened anyway.
Dont forget the huge amount of mismatches since everyone managed to get to red ranks skilled or not leading to a mix of hard and easy games on both sides. Only that the easy games for the one side where a horrible stomp on the other and people tend to forget this by a form of nostalgia effect or looking back through rose tinted glasses.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/319800/swf-why-is-a-problem
This has been discussed many many times, with all sorts of potential changes given.
With more than half of all survs in at least a two-man SWF, it is too much of the playerbase to eliminate SWF. The devs have said many times using comms is not cheating, even encouraging it with their own dedicated Discord area. They have also resisted splitting up the queues, and debuffing groups with things like penalties to repair or heal etc, or even warning killers they're about to face a SWF.
What the devs have been doing in recent months is bit by bit giving solo survs access to more information and possible coordination, with the ultimate goal of it not mattering if they're on comms or not. Whether this is the best approach, or even possible at all, is hotly debated.
Ehat i fear even more is that this approach is done with the same glacial paced mindset as for example the separate Mori/key changes and the long time between them.
If the devs make the same approach here and are successful in elevating solo to swf level without further buffing the latter but then take the same long time to balance killer accordingly because they "have to see how this influences things" for months then i see the game really dying with the killer population feeling even more left in the dirt and quitting.
But i myself are just a spectator now, interested in seeing if bhvr learns from their mistakes or not. But i don't have high hopes.
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@IlliterateGenocide said:
I am fine with the counter we have right now.
Not if you want to play casual relaxed for 8 hooks, not kill anyone and have to keep in mind who got left going to second stage and who just got hooked twice.
But i guess playing casual relaxed (and joking around) is reserved for survivor and their swf (not your words but the general feel i often get in such discussions from people)
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@[Deleted User] said:
Winning or losing no longer matters so there is no need for counterplay.
Oh for the love of... Are you really starting to post your crap in other threads now because grades get removed and mmr is hidden?
Okay i was to bored to post in your thread but please tell me, why do people play games like Fortnite, PUBG, apex, fall guys or other games without ranked mode or some kind of online "street cred" representation or why aren't normal modes in games like r6s, lol, ow, RL and so on not dead if gaming without them is pointless?
It can't be because the majority plays games because they just have fun playing them, no you have to get something to show for it and feel some form of accomplishment from a freaking video game.
If that's all the reason to play, grow up. You can be challenger in whatever game you want but without making it your career and making a living from it, it's "worthless" except for having fun.
And don't come me with your Sportteam analogy. They get payed for it, or hope to get scouted into the payed pro leagues.
DBD is even too rng for a real eSports scene.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2912894#Comment_2912894
Some of the best stuff is free, and some of the best stuff is paid. Objectively. Not even sure why this is a debate, people on here talk trash about the game and the devs, but when you say that it is pay to win, everyone dusts off their armor.
Speaking of which, can we get a Knight killer? Would be pog and apparently quite relatable.
"The dullahan"
But i guess it would be quite problematic selling head cosmetic with him.
OR they carry their head under the left arm and use it to bash in breakable walls or pallets XD that would be hilarious.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2912093#Comment_2912093
It's absolutely less stressful to kill less skilled survivors.
Yeah i said that, doesn't change that the other two instances aren't.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2911992#Comment_2911992
Seems like the 4 survivors fun wont matter as long killer mains are happy.
You know that this "cap" works both ways so high MMR 4men swf will also steamroll more mid MMR killer?
Guess not since it would tarnish your delusional picture.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2911869#Comment_2911869
It does sound like the developers are going to be sacrificing mid-level players to high level killers so the matches will not be as stressful for high level killers, doesn't it.
Then again, that's the complaints I'm seeing on these forums. Matches are too stressful for high level killers and need to be less stressful. So I guess the way to solve that is to give them easy 4ks.
The game is stressful for all killer across the board thanks to being the more micromanaging, nonstop action/concentration role, if the matchup is equal or favouring survivors. No one would say that it's stressful to kill less skilled survivor.
So that problem is still not solved at all. And please don't come me with everyone saying that they are at high MMR, we both know that most don't know and just say that to emphasize their claims "legitimacy" on both sides.