burt0r
burt0r
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@ZonkyWizard said:
https://forum.deadbydaylight.com/en/discussion/comment/1779812#Comment_1779812
What a happy ending
Nice necromancy (the thread is over half a year old).
To the topic I sometimes wish I their was an action for killer to simply shove the blocked survivor aside and go for the jerk. Would also help against bt bodyblocking ;P
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2378096#Comment_2378096
I meant 2 survivors, sorry.
Yeah that's still ultra annoying and something like afk notification after not doing anything but crouching and hiding for 5+ minutes would be helpful.
Something like if the don't do gen progress worth of several seconds non stop for 5+minutes, they get the afk crows or something.
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@Junylar said:
Something needs to be done with the hatch standoff when 2 players remain.
Ehm they don't exist anymore since killer can close hatch and no longer grab survivor out of the hatch?
I guess you mean the hatch hide and seek or something when the killer does not close the hatch and the last survivor opts for stealth or the last to survivor try to out immerse each other.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2378064#Comment_2378064
How do you counter Myers with endless T3? How do you counter Legion with wallhack and pallet auto-break? How do you counter Wraith with wallhack? When you are matched with those, the game is ruined from the start. DCing won't make it any more ruined.
I don't play any of those and still people DC in the first minute. So i don't see how any of those counter my argument that those people still ruin games for 4 others because of childish selfishness caused by the game not going their way in the first minute.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2377659#Comment_2377659
People don't ruin the game by DCing. When someone has to DC, even taking that 2-pip and no-BP penalty, it means the game is already ruined by something. People don't DC from a good and interesting game. Ruined game makes people DC, not the other way around.
Ah yes getting hit/downed first/subjectively too fast or the wrong map/killer really ruin the game in the first 30 seconds without seeing how either side plays.
I am a friendly farming killer and still i get DC in the first minute because someone couldn't take going down too fast or does not like the killer I am playing.
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(Disclaimer: Killer only player here that doesn't care about pips or kills but bp)
Nah sorry I think totems in general are not worth running most of the time. Often there is only a 20% chance to get it on one of the real good spawn points. And in the other 80% it is another objective to keep in mind beside 4-7 gens with respective progress plus the 4 survivor with different number of hooks to them. That is up to 11 objectives to keep in mind so i don't need a 12th. Plus most of the time dh only gets you one instadown and then it gets cleansed for the price of the time it takes the other survivor to find it. This could be seen as additional slowdown when optimistic but is still not worth substituting a better more consistently benefiting perk in my eyes.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2366615#Comment_2366615
I just roll with it. I have had many killers decide after a DC or suicide on hook who chill out and farm - ending up with 28k+ points easily. As a killer if someone DCs or suicides on hook...I take it easy on the survivors because I don't think others should have to suffer from someone else's temper tantrum and poor sportsmanship.
I normally do that too but after the umpteenth game of farming, aka waiting after I maxed 3 of 4 cathegories, it just gets tiresome.
Once it is clear that I, as the killer, will let them farm they often take ages to do that and I can't do anything really to end the trial if they don't want other being a jerk and kill them. Often I hit the gens or exit gate and they point and wave for something else even after 15 minutes+.
So i don't really farm anymore but play my now usual style of switching attention up to having all on death hook and then only injure them and let up with any pressure so they can heal and finish the rest of the gens. And I will open the gate for objective points for myself still :P
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I did the same as killer sometime when Moris where still a threat, i would use a shroud of separation and watch as some survivor disconnected.
About this topic, aren't there not only really Lightborn or Franklin's demise for killer to counter visible things on survivor? Or do people equip sloppy butcher against medkits? And in regards to gen slowdown I think killer would either play with or without it independent of the survivors load out.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2376268#Comment_2376268
Its simply Nonsense to be toxic to some random people who did nothing wrong in the first place. Someone who does this should not complain about getting teabagged for no reason, they are doing the same.
And from what Ruma (the op) said he didn't play toxic but is still treated that way. Which we have to take at face value since we have no method of proving them wrong.
This whole discussion about repaying aggression/toxic behaviour with the same is just a wheel turning around itself. An endless circle. Self-fullfilling prophecy. Whatever you want to call it.
The only one to blame are the ones that actively act like this to completely innocent players, no matter the side of the community and both are not innocent but also not completely guilty at the same time.
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@Hannacia said:
https://us.v-cdn.net/6030815/uploads/2OESU5RS07RT/screenshot-5.png
https://us.v-cdn.net/6030815/uploads/KYTBE5PLMUAK/screenshot-6.png
https://us.v-cdn.net/6030815/uploads/KLX7IB6KYUSA/screenshot-7.png
yup yup...keep getting people like this. Why can't you guys just say GG and move along? or better yet don't say anything. Yeah i didnt kill anyone in that round i had a bad game. It does not give you the right to act like this.
Interestingly on euw in the evenings I don't get much after game talk at all. I play like op and mostly let everyone go after getting 8hooks and mostly max bp.
When I let them all go but got all my hooks aka I was probably better than them and was able to dictate the pace of the trial I get nothing.
But when they own me, for example that one confirmed swf two Saturdays ago in the event stomped me with no hooks and less than 10k bp (with 5 cakes mind you), then I get gg from all the survivor. Only when I might feel completely destroyed and down, then I get something and that only feels like edging the "loss" further in. Luckily I don't really care anymore and play only for the bp.
To the swf from then, they apologized after I told them that it was far from a good game for me, getting rushed, bodyblocked and overall stomped like that.
I know us "fair and fun" killer should not expect gratitude for playing according to the common code of conduct (no camping etc.) but it would sometimes be nice.
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@TerrorUnleashed said:
https://forum.deadbydaylight.com/en/discussion/comment/2374847#Comment_2374847
Yet, by that, you yourself are ignoring the fact this whole vicious cycle began with a handful of toxic Survivors? The wheel spins infinitely, my friend.
I would probably say that this is more of a chicken and egg thing where no one knows anymore which side started this "war" (Matrix anyone?).
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2375088#Comment_2375088
Then fix the game.
I shouldn't be at an enormous disadvantage for daring to not play on PC.
Console players have always been treated as second-class.
Ah yes sorry the second class with a whole range of system exclusive Titels like horizon zero dawn, blood Bourne, GTA V and others that took several years to be ported or not and even then sometimes with horrendous optimization in terms of visuals or controls.
While titles like cod, battlefield, fortnight, PUBG, overwatch and whatnot where (properly? I don't play on console) ported within less than half a decade.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2374971#Comment_2374971
What I want is for BHVR to fix their game. It's unlikely that they will.
In the mean time, I'd like to be able to choose to play against every platform.
If I want to play against them, I check a box, if I don't want to play against them, I don't.
That leaves the choice up to the individual and allows for greater variation in crossplay.
At best, it's much better than our current system. At worst, it's the same.
I'd really prefer to have the game fixed though.
Such a system would never work. ATM their are how many systems DBD is playable on?
PC, PS4, PS5, Xbox one, Xbox x, switch and I don't know if stadia is counted as a separate system.
That's at least 6 systems and you want people to be able to choose who they can play against? Then you would have to make individual queues for every possible combination of matchings and additional 6 for the off crossplay.
Way to go stretching the already not massive population paper thin and sending queues into overtime.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2374549#Comment_2374549
I just want to be able to pick and choose who I plqy against.
I don't really want to play against PC or Switch, it's unfair.
I don't mind playing against PS4 or Xbox players though.
Then what about PS4 and Xbox one against PS5 and Xbox x?
The different level of optimisation for those respective generations should also be a notable difference and disadvantage for the former.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2374202#Comment_2374202
how? killers are much faster in straight lines?
Much faster? Survivor run at 4m/s and standard killer at 4,6m/s. It takes 25 seconds to close a distance of 15meters and in this time 100 meter can be run by the survivor.
Of course the killer has to to try to cut them off and.the like but survivor have obstacles and perks to prolong those chases to increase the distance again.
In the end killer will probably always get the survivor thanks to the widely hated bloodlust, whose second and third tier could probably be scrapped at this point since most infinites are gone or breakable.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2374192#Comment_2374192
Camping is a strategy, confirmed by the devs.
Why do you think your opinions on what the devs intended to be in the game outweigh the devs' own statements?
The best thing in my eyes is that slugging is as a tactic (especially mass slugging) is a product of survivor using the Perma Sabo "tactic". I remember the times when it was nearly impossible to hook any survivor because all but the basement hooks were broken and agitation and iron grasp where just as meta as gen slowdown is today.
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@scp_plsthx said:
https://forum.deadbydaylight.com/en/discussion/comment/2373888#Comment_2373888
Soccer is irl, dbd is not
The mentality for Teamplay should be the same and decent. But egocentrism is the name of the game here.
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@socalfusions said:
At the end of the day DBD is a game where toxic play is allowed and frequently practiced with notable examples being face camping, proxy camping, hard tunneling, last second key/item switch, tea bagging, etc. and my hot take is that no penalty DC is the closest thing BHVR can provide as an answer to these things. Tell me, how are they going to combat a face camping Bubba? It's literally uncounterable and should you be the poor soul that it unfortunate enough to go on the hook first then your gaming experience is simply not playing the game then dying. What's the solution? It's not Borrowed Time because he's got an add on that can swing more times than you can run with a speed boost after a hit. The solution is a no penalty DC. You're unable to play the match at all so instead of having to waste your precious time sitting on a hook you can DC and on to the next game, sure you can wait the hook timer out and buy your team some time to do gens but in all likely hood they will probably try to get you off hook and go down one by one in a rotating fashion. I never play out a match if I get face camped by a Bubba but I'll waste as much time as possible.
Yes and this glorious solution of no DC penalty only brings that not only in those hardcore situations but every small situation someone thinks that they are treated unfairly will dip out and at some point there will really be no trial without 1-4 DC.
Only when we really brake something, we willnotice how good we had it.
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Do: Play fair as killer, without tunneling, slugging or camping.
Don't: Expect to win much after green ranks.
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@scp_plsthx said:
https://forum.deadbydaylight.com/en/discussion/comment/2373575#Comment_2373575
Maybe don't play the game if you can only enjoy it by winning?
Funny that the same statement could be said to people disconnecting.
I would love if developer overall would implement some kind of feature that flags leaver just like the vac ban flag from steam and everybody could see that. (Of course after they somehow manage to separate ragequits from crashes)
Since you said that this is only a video game, this could lead to situations like friends no longer wanting to play with people since they know that they tend to ragequit. Neither in video games nor in real life does anyone want to play with a person prone to ragequitting and tempertantrums.
And this public flagging in lobbies would represent the bad reputation those people have earned themselves in their circle of friends (here visible since everybody is a random stranger) and then they can be shunned just like they would be in real life.
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What does it say about me that I really took a moment to substitute all symbols with numbers (hotdog = x) and just tried to remember some of the formulas in my head to solve it XD
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Just like Orion said. You both were just stubborn but the killers reason was only to grief you by ultimately destroying your item and therefore he was a jerk, nobody was really "holding the game hostage" but i would say the killer could be accounted for intended grieving.
@PalletsAndHooks said:
killer is holding game hostage; refused to close the hatch which is the only way progress game state based on what you described
I wouldn't call opting for the chase instead of closing the hatch "holding the game hostage" per se as the survivor could try to loop back to the hatch since it is still open.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2372153#Comment_2372153
I am still confused. 4 survivors for 1 killer main is ideal and presumably what the game is balanced around. How is that a coincidence? Surely that is exactly where the devs were intentionally trying to push it. Ha ha ha... Right?
Thinking at this point that the devs have any i fluence on the ratio between killer and survivor volunteers is at best idealistic if not wishful.
The only way they could even influence that is by showing estimated queue times depending on regions and awarding additional bp gains for the role demanding more people for the right ratio balance.
Killer will always be less attractive because most people know that even if they manage to climb to the top that survivor will at that level most often triumph. Also killer is the non stop active action role and therefore more stressing and tiresome. And killer is always the lone wolf role.
Survivor on the other hand has, given all it's downsides in solo, the option to play with friends and even use coms, beside normally friendly chatter, to help with the gameplay.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2372142#Comment_2372142
Try to think about it a bit more
Sorry I am going to solve the mystery for them.
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2371831#Comment_2371831
Not sure how a 4 to 1 ratio is a coincidence in a 4 v 1 game...
Because they are not talking about the survivor to killer ratio in a trial but the amount of people from the community queueing up for the respective role being coincidentally also a 4:1 ratio ATM. In some region, with or without crossplay, on some system and at some time of the day.
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Not how they ARE but how they WERE before the implementation of crossplay.
I remember people also saying that it was close to unbearable as survivor on console.
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@Tsulan said:
The event is nearing its end. So queues go back to normal.
Which means killers will become instant and survivors will have to wait 5 to 10 minutes.
What I am more curious about is how the number of daily active players will change. It increased to 100k on steam thanks to the combination of the re chapter and the event. It already went back down to average 60k.
Will it stay that way or go down back to 40-50k? Or even go below thanks to the performance problems on Not topnotch systems similar to last gen consoles.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2371574#Comment_2371574
Regarding the number of crowns collected so far, as well as the highest number of players on Steam, the console playerbase is at least twice as big.
But they never opt PC out of crossplay since the biggest reason for them to add crossplay in the first place, was to lessen the PC players queue times.
Also explains why platforms don't have their own logos, PC players don't need it. Just to know if they are console or not is enough for them.
Wasn't console also if not even more plagued by queue issues? I remember that survivor queues on console were horrendous according to posts before crossplay.
Also irc killer queue went from good too amazing thanks to the bigger influx of more survivors than killer (relatively) coming from console.
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@ShinobuSK said:
EU region, rank 6 killer, rank 3 survivor.
Since friday, my killer queues are slowly going back to normal, instead of brutal 8min since RE chapter, its 3min and less now. Survivor is still fast.
I play always in the afternoon after the work and hopefully killer queues will go down even more, cause I need to practice Blight
Thank you. This is a comprehensible summary of data.
Not like always this "But from my experience it is totally different maybe because I also play on the other side of the moon but won't mention that."
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Sorry that I have to say this time and time again.
WHEN YOU DISCUSS QUEUE TIMES, PLEASE ALSO MENTION YOUR REGION AND TIME OF DAY YOUR ARE PLAYING!
These have an impact and are needed to have a proper discussion.
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Damn you really HAD to go there and make a us vs them mirror post?
As a new thread, when the same meme mirror post was already done in the other thread?
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They should simply additionally award stacks for "charges" equal to a full gen or a full heal. So when you manage to heal a full health state even in different heals you get a stack to circumvent the killer disrupting every time.
This would also circumvent the limit of stacks and everybody playing ineffective (hook diving) for a stack.
Also yes to the stacks for totem cleanses and killer stuns.
But you don't need to increase the amount of stacks while lowering their individual value. Just keep it at 25% and 4 stacks.
To be honest I don't think that anybody from the killer "mains" would mind this as it won't have any impact on their games while the survivor would get a reliable and consistent way to get stacks.
But at the same time give killer stacks for disconnecting survivor so they can't deny them out of spite or something please.
Also as a bonus to the other effect maybe add some form of aura read on survivor in dying state to help the healing aspect of the perk. Maybe with a range limit and let it be effect with oblivious from knockout and stuff so the killer can't complain too much.
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@KingFrost said:
Some people aren't disconnecting. Last gen are being kicked. So don't assume people are just quitting. The game is quitting on some people.
The sheer increase in frequency of the DC AFTER the penalty was turned off is a good indicator that it is way more than the hardware issues of last gens.
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@GuyFawx said:
https://forum.deadbydaylight.com/en/discussion/comment/2369607#Comment_2369607
Replacing a dced player with a bot is merely replacing an idiot with an even bigger idiot if the bot is not smart enough. Personally i dont think bots is the answer
A bot would still work as a form of distractiing the killer away from the remaining survivor and a source of bp and emblem points for everybody.
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@meatisadelicacy said:
I don't know why people are still bothering to make posts complaining about DCs when it's temporary.
Because temporary things from behaviour have a very vague definition of "temporary", given some of the long-lived bugs and problems in this game.
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@ThiccBudhha said:
There isn't really much of a difference than just suiciding on hook which, I won't lie, I will do if I want out of a game for whatever reason. The big difference is I get to keep my BP and experience. But I still "ruined" the game for others. When I am leaving, game was already ruined for me. So I could care less to be honest.
I just hope that anyone with this mentality NEVER expects ANYTHING from ANYONE else in this game and don't dare to complain, when they themselves have the obvious tendency to leave on a subjective whim. Neither when other survivor DC because the game was "ruined" for them nor killer doing the same.
Damn I hate this mentality of "I don't have fun so let's make it the same for everybody else. I (am the only one that) payed for this game so i have special privileges and even more so when I invested more money in skins".
This is a fricking multiplayer game. If your own fun is the most important thing then go play a solo player game.
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Clicking and checking the flexibility of your knees? You want my attention?
Nah sorry, that behaviour gets the complete ignoring treatment. I play with the other three and if I should kill them (normally I don't kill anyone), then you can watch me go afk. I have better stuff to do than watching someone either being cocky or annoying. And either I chase them down and they get salty like normally or they are that good and I waste my time. But giving them nothing is really satisfying.
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Because hooks and hook states are the only non reversable resource the killer has. Healthstates can just be healed just like gen regress can be reprogressed. Done gens are the equivalent.
And for your example of last year, that game has a time limit and instant kill spots. Do you want those in DBD?
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Another question: is there any kind of necessity to talk smack? Is this some kind of basic need for people? An ego boost for people that win or don't like to lose in a video game?
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They were my home (10-12) until the reset bug and since then I chill around in yellow (15-17) and since.i don't try to kill anyone and just go for my 4 bbq stacks with 8hooks,.i don't really rank up coupled with playing this game once per week/2 weeks.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2362951#Comment_2362951
Yes there is, a lot of people want to give the killer more points and when they get hit next to other survivors, they get a protection score, and a WGLF stack if they have it. Taking a hit at the exit gate can often be the different between safety pipping and pipping.
And just like i commented earlier the same amount of people want to shame the killer one last time by feinting this and either dodge or even deadhard over the exit line.
And just like always bad memories stick longer and stronger so many killer are fed up with playing into this scheme.
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@WexlerWendigo said:
There are reasons to wait at the gate.
Not when all survivor stand there in full health ;)
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@Hannacia said:
I really have to ask...why do you survivors wait at the exit gate until the timer is almost gone? Why not just go out...When i play killer im not coming to the exit gates to watch you buttdance and be toxic ill stand somewhere waiting for the game to end..so why cant you just go out?
50% because not every killer is like you and me and looks for pallets to brake or gets a drink RL and they will get their chance to gloat.
50% because they genuinely wait to give/get some more points out of this trial since they are now safe.
Disclaimer: Used percentages may vary heavily.
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They were capped at a million because in the first year or two DBD data was handled client side and some idiots modified their files for billions of bp.
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@SocialRespect007 said:
in my opinion killer role is easy compare to survivor, also survivor without a 4men squad right now is absolutely bad.
killers who complain in 2021 just need to work on their skill and improve instead of complain since killers are easier than ever.
Please, you said in another thread that you have 6k hours in this game. Not everyone has the time to nolife this game to get to your level.
You sound just like sluzzy who also had several thousand hours on killer but couldn't see the problem from a lower standpoint anymore.
And before you tell me that anyone can get as good as you, so can every survivor get better and look for a 4 men to team up to have the coordination. The potential is there on both sides. And also from my experience, swf of any size is already the wider standard, at least in the evenings 80% 2/3 mens plus solo and 15-20% undetermined and 0-5% 4 mens.
Edit: The biggest problem in thsi game is not the balancing first but the matchmaking.
You as a player (i think you even said killer main in the other thread) get matched against the whole potpourri of red rank survivor which if we compare them to league of legends ranks is everything from silver up to master (just to cap it there).
Your 6k hours put you into the master category only topped by the people that would play this game professionally and you still get matched down with silver. Of course the killer side would seem unbelievably easy when in 70-80% of your games you don't get matched with 4 men swf with equal amounts of experience/skill/whatever.
This game can only really be balanced when there are some fixed points to reference anything around.
This would mean all killer would need the same potential/lethality, solo and swf would need to be brought to the same level and matchmaking would need to match people of rather equal skill. Then we could really talk about balancing anything but that is too much work for behaviour and we will probably never see it work.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2361613#Comment_2361613
Yea I think comparing these two things is utterly ridiculous but whatever helps you see the evil in t-bagging I guess.
Yeah maybe because it is (of course presumably) done with the same intent.
In Korea the "I got your nose" gesture with the thumb between index and middle finger and in parts of Ireland the victory V gesture are the equivalent of flipping someone off.
And while you might not mind these gestures themself (since they mean something else in your culture) they are still meant as flipping the other one off.
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I stopped caring for rank or kills in year 2 or 3 and only play for the 4 stacks of bbq and 8hooks to give the survivor a tense experience.
I appreciate the gesture way more than the kill or points themselves. Them showing the willingness to give the pity kill is more worth than the action itself and my few hundred bp is less worth than their 5k.
Also since I play "fair", completely without camping or tunneling, I only hope for no sass aka tbagging and so on from the other side (i excluded slugging because I have to slug at least one at a time after 8 hooks or either go afk or still kill them, which I do only when I go for adept achievements/dailies/rift challenges).
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@BlackRabies said:
Playing any horror game it loses all is fear factor after playing it enough. My first several DBD games I remember playing it was really scary then after a month just wasn't scary at all any more.
Not just DBD many other horror franchise have the same problem Dead Space probably best example first game was terrifying cause it was new. Second game also great, but a little predictable. Third game really notice it being more action than horror since since everyone knows what to expect so can't get that same fear factor first 2 had.
@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2356960#Comment_2356960
God Dead Space really takes me back. I remember I was doing impossible mode, being super careful about everything. Then you notice that the necromorphs ONLY travel through vents... and uh.. you just run in and out of the room and shoot them in the back.
Damn I wanted to bring the same example XD
I for example am a big scaredy cat and normally don't like horror but i loved the atmosphere from the first two dead space games (never played the third after seeing part of a let's play and it seems like having devolved into a pure third person shooter).
But after playing it for the umpteenth time even that lost its thrill. I still enjoy the atmosphere but damn if it isn't really scary anymore (maybe the return to the ship in the second game still XD).
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As an, up till now, killer only player (still have to find the motivation for solo survivor, after 5 years XD) i hate flashlight clicker and/or tbagger most.
I try to be one of the killer that does not play for the kills but 8 hooks and "fair" play for the survivor and then come those (as wraith from samination calls them) snots.
But i already found the best treatment for them, completely ignoring them. You want my attention? Nah, no chase from me. I don't have the motivation/desire to find out if you are rightfully this confident in your looping and makes me chase you for 5 gens or just an idiot that goes down in less than 10 seconds.
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I don't think people complain because it is hard to play against but rather frustrating caused by the on demand nature of the perk.
Dead hard is the only on demand exhaustion perks. Balanced landing needs a drop, lithe a vault und Sprintbürste to not run until activation. The first two need the survivor to plan ahead with their patching to get the speed boost and sprint burst is either activated immediately or the survivor has to 99 their exhaustion and be able to keep it that way until the burst is needed which also takes skill and concentration. Dead hard (for distance) on the other hand is similar to death slingers instant shot, always available and right in the face of the opposition.
Of course the "dodging a hit" aspect takes skill in form of timing but gets more than enough screwed by latency. And before anybody comes again with "sprint burst has a longer speed buff", like i said in most cases sb has to be either hold for on demand or used instantly for full effect.
Now a killer can instantly decide to drop the chase and.let the survivor "waste" the sb (they still got away but the killer didn't waste much time). With dead hard the killer has to first invest time for a chase for the first injure Hit and then a second chase for the down. Some penguin mentioned that the killer could also simply brake off the chase after the survivor successfully used dead hard for distance but that means that something close to a minute was wasted to get the survivor just injured against no time wasted by making them sb away.
I don't care either way but this is my take on why people don't like dead hard so much and why it is the most run exhaustion perk overall.
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@GoshJosh said:
It’s a bogus perk with no counter play or feedback, punishes a survivor for simply trying to use an item for its intended purpose. There’s no other perk like it in the game, should be nerfed/reworked.
All of the survivor perks that were thought to counter specific killers were changed; why is a perk targeting one specific item still okay?
Ehm calm spirit and iron will would like a word with you. Both don't have any counterplay or feedback and if I am not wrong calm spirit still hard counters doc, infectious fright and spies from the shadows, right?