burt0r
burt0r
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@justbecause said:
Butt dance, click click is what offends you? Grow thicker skin I'd say if u wanna enjoy this game
That's the same kind of advice as if I would say, don't take getting camped,tunneled or slugged personally.
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@IronKnight55 said:
It's probably because all of the toxic killers that love to tunnel, face camp, and slug survivors until they bleed out.
Yeah yeah the old chicken and egg problem.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/282510/why-is-every-survivor-so-toxic-now-a-days
Nothing but the end game chat and other offenses you get banned for are toxic, it doesn't matter what they do in game , even if you facecamp that survivor and nod the whole time you aren't toxic, and finishing gens is part of the game just because you show up as it pops and they don't let you kick it doesn't make them toxic.
Oh please don't come with semantics. It's all a form of mental Provokation and therefore BM (aka bad manners).
The killer ascertaining his "dominance" by nodding over a freshly downed survivor, rubbing in the helplessness of a hanging survivor by repeatedly hitting or survivor with their tbagging or flashlight clicking to show their superiority/feeling of safety against the meant to be threat/edge on a being they normally should lore wise be afraid of.
It all shows a certain kind of mentality behind the controls and is taken mostly in a negative way. (Since gestures that have no clear distinction for their several maybe intended uses but are connected to something negative are most often taken as such.)
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@Barbarossa2020 said:
Remember once you go up into a higher colour you can't go down.
So get to that iri 5 then just play your new killer, and most times when using a new character you need a million banked to spent to get some perks.
Reminder, grades and their colors have nothing to do with matchmaking anymore.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2519709#Comment_2519709
I feel the same. I’d be surprised if they hadn’t tweaked it at all, queue times seem more consistent for sure. Or maybe people’s scores normalised a bit over time so there’s a more even spread of players now.
I fear that they while implementing a new matchmaking criteria, kept the capped MMR ceiling aka formerly rank 1 and the widening of matchmaking when queues get too long which would ultimately make the change completely obsolete.
At some point the majority would end up at the ceiling and then lower MMR would again get matched with them to shorten queue times.
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@VonCrow said:
https://forum.deadbydaylight.com/en/discussion/comment/2519648#Comment_2519648
That's an interesting point, I'm not a number guy tbh, but wouldn't be worse if 4000 survivors were unable to find a game rather than 250 killers?
Killer queue is already kinda painfull (on Europe at least, can't find games in the morning, but at night I find games in 15 seconds).
That's the thing in the morning over 50% of player are either in school or at work making swf less likely so more survivor "mains" are willed to play killer while some killer "mains" also still play but both groups have to make do with the smaller amount of survivor ready thanks to the reasoning above.
And then you have evening/night time aka prime time when the biggest number of players is available and killer queue is close to instant which goes to show that overall the percentage of killer "mains" is less than the necessary 20% for the 4:1 ratio.
Also a fun fact is that most killer achievement in steam have a less than 10% completion rate showing even worse ratios. The most common killer achievement of playing a round with a full load out has a roughly 50% achieved rate while for example i managed to obtain the "hit 30 times with blight rush in public games" and that has a (i guess PC exclusive since it steam) has been done by hilarious 1,7%.
And that is not the only one. Here are some others (glowing achievements have been obtained by less than 10% of the global steam community)
Left to right: adept spirit (1,5%); adept pH (0,8%); 25 gen Fraps (2,5%); hook before first gen (12,1%); adept gf (1,2%); adept legion (1,5%) and adept nurse (1,9%).
For comparison the most obtained survivor adepts are meg at 8,6% and adept Claudette at 9,0%.
And for general information the most obtained achievement is "Zealous" (get more than 8k BP in one categorit) with 53% and "it wakes" (level a character to level 10) with 52,4%. Showing that close to half of all accounts owning the game have never really played and all percentages wouldve to be doubled to roughly represent the state of the active community.
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@Tsulan said:
You reached the sbmm rating where you only get matched against nurse, yes?
Maybe we should get sluzzy in here to defend their main killer for a change XD
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I ouldnt rule out that behaviour has played around with the matchmaking behind the scenes to accomodate lopsided queue times or something.
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Wonderful how half the commentators don't get the sarcasm from atleast the "I SAID ITS UNFUN GOING AGAINST NURSE!" Or decided to still answer seriously.
But yeah I would love to see the carnage if the devs would clean the slate by also further nerfing blight (with all his sliding of objects bugs. I had a fun game on swamp yesterday -.-) and nursery with all her bugs, to get rid of the s tier for killer and see the communities reactions.
I would expect something on the level of swf would be deleted/separated from solo and reaction from survivor.
It would be quite entertaining on the forums.
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@VonCrow said:
Survivors are not gonna get nerfed. If you think about it, you need 4 survivors in order to play a game, and just 1 killer. If we think about numbers and player base, its better to keep survivors happy, bc otherwise long queues would be even longer.
Only that that is logical wrong thinking. Lose 1000 players of both sides in 2 examples, if you set them up directly to each other 1000 survivor less means 250 killer would not get games. Lose 1000 killer and at the same time 4000 survivor won't get games.
Of course this is only from a statistical viewpoint and reality works different but in regards to queue times on average the loss of killer is 4 times worse than survivor given equal numbers lost.
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@VESSEL said:
https://forum.deadbydaylight.com/en/discussion/comment/2517650#Comment_2517650
don't know if that holds up because i think i was at a 80% win rate from my recorded matches between the 8th june and 18th july as mostly slinger and PH
I wouldn't expect this kind of performance if I were you since SBMMR was implemented and it seems overall killer have it harder. Especially when your killrates were that high then your MMR should put you straight up against hard opponents. So don't expect much fun without losing a whole bunch.
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Well things like these are the reason I am on this forum after the league of legends forums were shut down and I could no longer bask in the twisted argumentations of banned people why they were unfairly banned. The chats they posted often and their own delusions why they should not have been banned or their appeals that they changed were most entertaining.
(Btw does anybody know if there is a community build alternative by now? Not that i would expect the Same level of entertainment since people should know that devs would look into posts there even less )
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The most ironic thing is that if the whole community would embrace the "do bones"mentality on each totem they randomly find then the average time for cleansing all 5 would probably go down to roughly 20-30 seconds.
And to the aspect "why should I play around something that might not even be in play", killer already have to play around the assumption of roughly 5-10 perks and other things, like DS, BT, ub (or any get up perk), dh, head-on, potential flashlight saves, survivor close by when pickup at pallets or even niche things like power struggle. Killer never know if a survivor has any of that stuff until they get hit/dodged/denied by it and THEN have to remember the setup of 4 individuals.
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@BastardKing said:
I legit play survivor when I want to turn my brain off and win. Killer involves constant active thinking and decision making, survivor is just reactive, and due to the number of clues you get, if it's not a stealth killer, you don't really have to pay much attention. Skill checks are easy, loops are easy once you know them, countering all killer powers is easy if you have played that killer for long enough. Your objective is just holding M1. Your most powerful move is holding W. It's all just really easy.
The thing is they (i think someone confirmed they are a she but i will stick to they) have over 20k nurse teleport hits and another similar number on blight M2 hits. (Warning no first hand info, just from other commentators on this forum but credible ones like @Orion for example iirc. Sorry if not)
So they play the strongest killers to a degree that the game becomes easy/boring against anything but real hardcore/Tournament squads but thanks to either only playing non loop able killer or bad teammates suck at survivor and then complain that their top most played killer are hard on them in soloqueue.
I guess that is the source of their bias, top MMR on killer vs potatoe MMR on survivor and a screwed view on things thanks to that.
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Wouldn't surprise me when it only works on injuring and not downing.
But this still doesn't top my canceled locker pull in my eyes. They entered in my vision, i start the pull and the simply run away and I was stuck through the whole animation.
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/282073/so-what-would-be-your-limit-guys
Im already done with the game, now i dont play for points, ranks, kills or whatever, i just want their SALT, i want them to call me names on end game chat, i want them to die in miserable ways, i want them to comment on my profile and then try to add me on steam just to drop more SALT!
Ohohoho YES, thats what im looking for, sweet pain and suffering, i guess i should be playing pin head more frequently, but i prefer pyramid head XD
I always wanted to try this. I play friendly and don't kill anyone and have been subjectively indoctrinated to not use some specific perks but i have to try to play one whole evening with noed next to my ever present bbq.
I am really curious how many people will call me out for using it, kills or not. Normally i get nothing in after game chat, neither props more salt/hate. Mostly only GG's when they stomped me after getting one or two hooks tops.
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@Advorsus said:
If you actually read the patch notes, it says they're changing the add-ons that mostly never get played because they're so weak. Why would they take the only add-ons that get played, the strong ones, and get rid of them. You're just assuming that because they nerfed spirit that they're nerfing everyone's add-ons.
TBH I don't think they'll touch the scratch mirror or the tuft of hair add-ons for Myers, cause they get used a lot. They'll probably change is other purple mirror and the yellow and brown add-ons that affect the tier 2 stuff.
But right now it's all speculation and not worth getting worked up over. We don't even know if all of the spirit changes are gonna stick past the ptb.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/SRZMCXMMSGRQ/announcement.png
We’re back with another Developer Update, a series of posts outlining some of the upcoming changes to Dead by Daylight. You read that title correctly, this is part one; there’s so much to cover this time around that we couldn’t fit it all in one post. (And the writer passed out halfway through typing this.)
Killer Updates
https://us.v-cdn.net/6030815/uploads/10MY7H7HUVMF/bannertrapper.png
The Trapper
Starting things off with a bang (or rather, a snap), we’ve made a series of small changes to The Trapper.
Did you know that the number of bear traps that spawn on the map is random? That’s right, each trial will spawn between 4-6 bear traps at random. Now you can take this interesting little fact and completely forget about it because that’s no longer how it works: now, 6 traps will always spawn (not including the traps you load in carrying). This takes away some of the random element in playing The Trapper and makes each match feel more consistent.
Having more traps is great and all, but wouldn’t it be nice to carry more than one without add-ons? We sure think so. The Trapper will now be able to carry—and start with—two bear traps by default. This will help you get up and running quicker without relying on add-ons. The Trapper’s bag add-ons have been adjusted or repurposed accordingly.
Finally, on the subject of add-ons, we’ve done a pass on some of his least used add-ons and either increased their effects, removed their downsides, or gave them new effects entirely.
https://us.v-cdn.net/6030815/uploads/X0ZSX42FN75L/trapperaddons.png
https://us.v-cdn.net/6030815/uploads/C7DBLEUF4P6F/patchnotesdividersmolwhite.png
https://us.v-cdn.net/6030815/uploads/N8FDR460T3Q2/bannerspirit.png
The Spirit
The Spirit has been a strong Killer since her release, and with that in mind, we’ve made some changes that aim to increase her skill ceiling whilst also giving Survivors some counterplay.
When close to The Spirit’s husk, Survivors will not receive any indication that The Spirit is phase walking. Originally this was intended to be a fun mind game (“Is she using her power, or is she faking it?”), though in practice, it often doesn’t feel that way. This lack of feedback forces you to make a guess and hope it pays off, which can be great when it works out in your favour, but can also feel awful when it doesn’t.
To add more skill into The Spirit’s counterplay, we’re making two changes:
- Any Survivor within 24m of The Spirit will now hear a directional phase sound. This lets you know whether or not she is phasing and also gives you a rough idea of which direction she’s coming from.
- The Spirit’s footsteps will now kick up dust while she is phasing. Keen Survivors may be able to pinpoint where she is, but tall grass and other obstacles may make it difficult.
These two changes aim to add more skill into playing as and against The Spirit and reduce the reliance on ‘coin flips’ (where you make a guess and hope it pays off).
Additionally, we’ve done a pass on some of The Spirit’s add-ons to bring them more in line and make the lesser used add-ons more appealing. Like The Trapper, some of these changes are small tweaks while others are completely new effects.
https://us.v-cdn.net/6030815/uploads/9S7JHZV184C9/spiritaddons.png
https://us.v-cdn.net/6030815/uploads/8YTMVQWM5ZD8/patchnotesdivider.png
https://us.v-cdn.net/6030815/uploads/AW12ROXVLTQ8/banneraddons.png
Killer Add-ons Update
What does moderately mean? How much more is tremendously compared to considerably? If you ever found yourself in this situation, you’re not alone. We used descriptive words like these to keep descriptions simple, but they end up causing just as much confusion since it’s not immediately clear how much they’re doing. With that in mind, we have done a pass on all Killer add-ons to list their exact effects. We plan to extend this to the rest of the game—Items, perks, etc.—in the future.
On top of that, Killer add-ons that apply a status effect will now have a brief description of what that status effect does.
While our designers were going through hundreds of Killer add-ons one by one to update their descriptions, they also noted down a few for changes as well. There’s far too many to list here, but we’ve changed some add-ons for the following Killers:
- The Hillbilly
- The Nurse
- The Shape
- The Hag
- The Oni
- The Blight
- The Wraith
- The Pig
- The Ghost Face
These changes focus mostly on unused add-ons, or add-ons that are too weak/powerful.
https://us.v-cdn.net/6030815/uploads/2EHO2W1OON09/patchnotesdivider.png
https://us.v-cdn.net/6030815/uploads/JMS35MSSKPNS/bannerperks.png
Perks Updates
Variety is the spice of life, and incidentally, Dead by Daylight matches too. In an ongoing effort to give you more options to choose from, we’re updating a huge list of perks. Without further ado, let’s run through some of them quickly:
Vigil
Nice and simple: We’re increasing the recovery rate from 10/15/20% to 20/25/30%. Additionally, Vigil will now increase the recovery rate of the Broken, Exposed, and Oblivious status effects as well (where applicable). In short, more situations where it’s useful, and even faster recovery too.
Babysitter/Guardian
Another small tweak: The rescued Survivor will now receive a speed boost for 4/6/8 seconds in addition to not leaving Scratch Marks or Pools of Blood. The aura reading duration has also been doubled.
For the People
For the People can create some amazing moments, but the trade-off of being Broken can make it very risky to justify using. We’re decreasing the duration of the Broken status effect from 110/100/90 seconds to 80/70/60 seconds.
Hex: Retribution
Previously, Hex: Retribution would only make a Survivor Oblivious if they cleansed a dull totem. Now, interacting with any kind of totem will make them Oblivious. Additionally, we’ve increased the aura reading duration once a hex totem is cleansed to 15 seconds.
Hex: Blood Favor
This perk shipped with very safe conditions so it didn’t get out of control. Upon reflection, we feel comfortable with removing some of these restrictions. Hex: Blood Favor will no longer have a cooldown, and will also activate upon successful Special Attacks as well.
Hex: The Third Seal
Just like the above, we’ve added Special Attacks to Hex: Third Seal as well. This should make the perk more practical on Killers that focus more on dealing damage with their power.
Hex: Thrill of the Hunt
With Boon perks making their way to the game (more on this soon!), we decided to give Thrill of the Hunt some love by extending the speed penalty from Cleansing to Blessing as well.
https://us.v-cdn.net/6030815/uploads/UBSSKAL0J967/patchnotesdivider.png
Item & Character Kill Switch
Last but not least, let’s talk about a game health feature: The Item & Character Kill Switch. With over 50 playable characters and their cosmetics, nearly 200 perks and hundreds more add-ons and offerings in the game, sometimes things do break. Rarely, things will break in a way that makes them exploitable, and that can make the next week or two before a fix really rough.
Enter the Kill Switch. (It’s actually a lot nicer than it sounds!)
The Kill Switch allows us to disable anything that’s causing an issue without needing an update. When something breaks and becomes exploitable, we switch it off until it is fixed. This is something we’ve been able to do with maps for a while now to great effect. Disabled items & characters will be clearly marked and cannot be selected.
What this means to you: When that one thing breaks and people start to abuse it, you won’t have to play against it for a week or two until there’s a fix.
With that, we’ll give you a break from reading for today. But we’re just getting started. There’s a lot more to cover, so come back Monday for part 2.
The Dead by Daylight team
These changes focus mostly on unused add-ons, or add-ons that are too weak/powerful.
You were saying?
And I guess by too powerful they are once again going by either "over performing" or high pick rates because data.
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@Baby_Victor said:
It’s stupid. Every game has people that don’t want to ‘earn’ the accomplishment of the challenge but cheat for it. Those people always exist so I only mentally look down on you, not despise you or nothing. Cheating on your academic tests, petty stealing, or working together with the opposition to earn accolades that you don’t deserve, none of it really personally effects me but it still something to frown upon~
Hahaha this is hilarious, comparing real world effort and accomplishments with the monotonous grind in a video game.
Op didn't say anything about cheesing steam achievements or the like but taking it easy on the grind and playing friendly.
(Yeah hard farming without playing normal is a drag since it takes ages for a trial to finish)
And to the topic i don't care if it's seen as wrong or my opponents get annoyed by it. I play for my own fun and relaxation so i will do jack to try hard in this game. Half of the people talk about this game as casual so i will play casual to my own rules and play normal, hook everybody twice (while trying not to Kill anyone) and then goof around until they finally manage to get those gens running (or kill them if I am in the mood for it). And if I get stomped? Why should I care, i get my daily/rift challenges done and then smooth sailing from me.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2518166#Comment_2518166
The title is very specific: "PROVE ME WRONG". Id doesn't say: describe me how you feel. You surely know the difference, right?
If you feel it's rude to point out that you are off topic, I don't know what to say to you.
I really hate this lazy "prove me wrong" type of threads. They never provide proof themselves but only denounce anything going against their opinion.
You also. You didn't give any proof in your og post and I until this comment haven't seen you proving anything from your opinion and only shot down others.
Again the laziest for of discussion.
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Well i guess behaviour couldn't let go of matchmaking filter broadening after certain queue times again.
Just like the thing I read on here (so no guarantee for credibility) that SBMMR is capped.
Those are old problems with rank based matchmaking and if they kept those in then SBMMR is bound to fail just like the old.
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@Ouro said:
Whats the point of having ranks if you don't get placed with others that are close to my rank?
This is the 4th game so far and every game has been abysmal because they don't seem to know what to do.
Before this new update I have never been placed with newbies unless I played with a friend who is of their same rank.
And how do you know just by rank that they where up to your skill?
Because there was a red 1 next to their name?
Rank 1 was not an indicator of skill but time invested. Play this game enough and don't suck on average (aka a little more than 50% pip rate) and you will inevitably end there. That was the problem with ranked based matchmaking and will still be the problem with a caped MMR. Even the average potatoes will reach there over time if the have the aforementioned even 51% "win rate".
Now with a hopefully working elo you won't get to play versus potatoes anymore as higher skilled player so they don't get thrashed.
Will you then get harder matches on average? Yeah of course but all the people you won easily against don't have to endure getting stomped anymore and that is what SBMMR is for.
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Damn i really love your art style, it's so cute 😍.
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Well i can take this time to either check profiles (btw killer and night time only player so my queues are less than a minute).
But it's funny when people whine about not being able to play for 2 minutes while getting camped or 4 when slugged but way over 50% of the time i have to first wait 1 minute in the lobby and then again 3 minutes at the end when people without reason (aka already full healed and noone on hook or in chase) decide to not leave without an audience. I don't really care as that gives me time to spam my ability, break left over pallets or walls or find the hatch for extra BP but the irony in terms of pure time waste is quite funny.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2515805#Comment_2515805
It’s more that you post several threads per day talking about how killer is ######### and weak and unfun and you’ve switched to survivor and/or are taking a break from the game, but it just doesn’t seem very believable. If you were that disgruntled and on the verge of quitting you wouldn’t post so many threads whining about survivors IMO.
Hey someone has to be the sluzzy equivalent for killers.
Lord tony either gave up or was banned and unlike sluzzy not only for a month.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2516359#Comment_2516359
Except they actually said the oposite, they said nerfing moris was easy enough to think of to make the change relatively fast and keys on the other hand needed time to figure and test exactly what and how they wanted them to work.
And that's the key point: "how they (the devs) wanted them to work."
People in the community came up with the also easy fix for hatch spawn requirements set to either "all gens done" or "only one survivor left" in the first week after the mori changes 9 months ago.
And with the change above it would even still be the same possibility to obtain the achievement for 4 escapes via hatch since that already can only be done with active gates. But 2/3 men escapes at 1/2 gens left to be done (when killer start to be in control) would be gone.
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@RaSavage42 said:
Let's be honest Gen tapping is a thing that'll be in the game forever
All it does is stop regression... that's all
It doesn't progress the Gen so if you do see it... don't get upset keep playing the match
You know that stopped regress is indirect prevented additional necessary progress?
So yes one tap during a chase is worth additional progress for every second of prevented regress.
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Let's all just hope that nothing on the level of Billy's "black grease" add-ons finds its way into the game again.
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I am sitting here crossing everything I can in hope that the person(s) in charge of the addon "purge" do not include the guy(s) that came up with Billy's "black grease" addon for more "fun" interactions.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2513884#Comment_2513884
Trapper was never meant to traverse the whole map and chase survivors. He is a territorial killer, like hag.
Only that one has all her traps always available and even reloading without any effort while the other now has 2 but still needs to traverse the whole map to pick up the rest OR uses his new purple addon to set their web ONCE and when that part of the map is done so is the killer and can go afk.
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They announced that she gets a directional whooshing sound when phasing (unclear if it is like wraiths bell and only happens for the transition or permanent during phase) and she will have dust getting kicked up while she is invisible plus they tweak some add-ons (the best and worst, they mentioned) from a bunch of killers including spirit.
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Well at least they are going to buff some hex effects so they are more useful before getting cleansed /s
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Bbq. Just imagining the grind without perks or offerings like that 😱➡️💀
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Well hex perks remain hey perks and therefore a complete gamble and not worth to run for me. There is already enough rng so i don't need to add another coin toss to it.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2514337#Comment_2514337
The Iri addons reset traps after 30s and injure healthy Survivors that disarm. Very good combo to permanently block a god window.
Yeah thought so but how does that help with the new trapper bag not being completely useless or counterproductive? Yeah you can potentially block 6 spots but once the survivor know they will just avoid those and trapper becomes a basic M1.
And btw needing a pink addon to make a purple work is kind of stupid.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2514318#Comment_2514318
Not necessarily. One of the advantages of bringing both Trapper iridescent addons is that they can be placed in obvious places. Like forever blocking killshack window.
Isn't the new trapper bag only purple and not pink?
I don't have both effects in mind ATM but how does 30 sec auto reset really help when they know to simply avoid six spots?
If I remember correctly the other is downing by trap and also you can't equip 3 add-ons.
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Is the directional phasing sound only for going into invisibility or also when she moves around?
I kind of don't get it just from the text.
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So i understand the new trapper bag correctly that while you get all your traps instant, you can't replace them once they are set?
Doesn't that make this addon a counterproductive one when survivor know where your traps setup is either by stripping into it once (less of a problem for the survivor after the change to the escape mechanic) or they see you set them up like they did already when they followed trapper?
Also if I am correct isn't that also another change benefitting swf with comms more than solo when they can communicate trappers setup and he can't change it?
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514119#Comment_2514119
why so negative you guys have been begging and pleading for trapper to start with extra traps and now we got it base kit we don’t need the addon anymore and now everyone’s complaining like that wasn’t the change he needed. ######### hypocrites
I am not really seeing the change as negative but damn if this change has the same impact as the nerfs they dished out.
Also I personally would've buffed him further by starting his traps as primed at the beginning of the trial so they aren't completely useless until he traversed the whole map for them and then set them up somewhere, meanwhile the first 3-4 gens popped.
And sorry but while one new/repurposed addon with the 2 second reset is kind of nice, the new trapper bag is quite useless, get all traps at the beginning at the cost of being unable to rechange your setup so survivor know where your traps are either after getting trapped once or by seeing you place it (Btw also a change further elevating swf over solo especially with comms).
Not really going to say anything about spirit since I stopped playing her when it became a stigma and led to survivor instant DC no matter the playstyle. But i guess they potentially gave her the billy treatment with this upcoming changes.
And yay? Some hex effects are applicable with M2 instead of only M1, a cooldown removed (from one of the most restricted perks in the game) and toth slightly buffed to make it more attractive next to undying while hexes themselves are still wasted perkslots like before given the ease with which they can be found and cleansed before the killer might even have the chances to get to them or do anything.
And I cant make a comment about the addon pass since there are no details ATM.
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Probably exactly that is the problem ATM. Those two are old rift skins (don't know about the other 2) and maybe that resulted in some code problems remaining from the time they were taken out of the game after the rift and the code still blocks them ATM?
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@Chilli_man2400 said:
oh yeah they are survivor biased it’s not like they buffed trapper and finally gave him his 2 traps by default and buffed Blood favor third seal and retribution! Wow so biased
Well i didn't read the concrete potential patch notes but damn that's really something. /S
Trapper gets ONE extra trap (with the still applicable downsides mentioned above) and three whole HEXES got buffed, you know those things that get found often by accident next to spawns/gens or in main loops. Well if that isn't something.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2509528#Comment_2509528
Gonna be real that build screams anything but chill
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2509544#Comment_2509544
Jokes on you the killer was a streamer and said that WE were the tryhards and he was just chilling
Well from my pov both sides ran meta galore so i guess good job by the matchmaking.
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Nah, not really my job to change someone else's opinion of something.
Damn how i hate this lazy argument: "I think something something, so I dare you to change my mind". Most often without giving any reason why those people have these opinions themselves because they simply want the easy route of counterarguing other peoples reasons.
Not that i am interested in the reasons or arguments of the op, i simply hate this empty , lazy and provocative argument "change my mind".
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So first of all max MMR players don't like playing other max MMR players but not max player should be fine getting matched against them in the old system?
Also at first you say the game is rng reliant and getting the matchmaking made into a fixed point is killing the game and then say they should balance around rng without atleast one fix point?
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2505469#Comment_2505469
You think its niche to down a survivor before their DS is up after they've been healed? I do it constantly as Nurse/Trapper/Doc/Bubba etc etc. It's not even close to niche lol
The niche part was about your specific trapper example, which i guess is an attempt at an excuse to dissuade the notion that you didn't tunnel.
To your point of those other killers, healing a survivor without any perks or items takes 16 seconds for one health state, leaving 44 seconds to find and hit this survivor twice which should be enough or less than 10 seconds remaining on their DS without instadowns. So playing around it should not be that big of a problem.
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It is somehow funny how always those google translated posts have the hard to read format.
Edit:Harder to read at least on mobile.
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Maybe because your reason was already correct, to stop single tap griefijg by other survivors and your trapper scenario being so niche that they can't make it a pivot point for this overall change?
Also if you remember them being the last one hooked in less than a minute, why not simply down them with a hit instead of grabbing them out of you trap and leave them slugged?
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Damn the elitism in this post is hilarious.
But to answer your ridiculous formulated question. Survivor queue on console in general were horrendous because the amount of killer players was way below the needed 20%. So they created the crossplay feature to let console have part in the significantly bigger killer player pool on PC, which at that time also had the longer queue times in respect to survivor exclusively on PC.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2504701#Comment_2504701
They also said they were having an early game slowdown period two years ago.
Hey they did. Nemesis perk "lethal persuer" is probably what's left of that idea. /S
I mean this sarcastically but i wouldn't be surprised if I would be right in the money with this idea and lose all hope in behaviour that they don't keep trying to solve all of the problems the community brings up by perks.


