burt0r
burt0r
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@tfareyouthinking said:
https://forum.deadbydaylight.com/en/discussion/comment/1653910#Comment_1653910
Everyone I report hasn’t been baned. Ntm jumping through this many hoops just to actually report someone clearly shows that the report system in place is obviously a joke.
First: Not many report systems in games give you feedback on bans due to your report. None have to show you anything since it is meaningless and only feeds the ego of the reporter in the sense of "yeah I got that sob banned".
Second: This amount of "hoops" prevents people from report spamming which results in an automated report checking bot system like in league of legends which is even less reliable and vulnerable to false positive bans.
And additionally to my first point I know that you may be checking their profiles but who says that your reports where even ban worthy? There are already people on this forum who confirm that their report lead to bans, in most if not all cases about cheater.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1653836#Comment_1653836
Yes.
https://forum.deadbydaylight.com/en/discussion/comment/1653884#Comment_1653884
Read my PSA thread for an in-depth explanation: https://forum.deadbydaylight.com/en/discussion/195405/psa-how-to-properly-calculate-how-long-slowed-interactions-will-take#latest
Yeah I mixed up time reduction and slowing down of progress.
Just edited my comment when you commented me ;P
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1653684#Comment_1653684
20% - not 25% - is a difference of 20 seconds. If you think 20 seconds is OK, then the current PTB numbers are exactly what you want.
Isn't the time to complete a gen 80 seconds?
80 * 0,2 = 16
80 * 0,25 = 20
But I am probably missing some aspects in form of buff or rebuff since I don't play this game regularly anymore.
Edit: Ah forget it I mixed up time reduction with progress slow.
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@SnakeSound222 said:
I think the devs wanted that “monster” vibe with it. Unfortunately, this is the wrong game for that. Information plays a huge role in DBD, and Demo telling the Survivors everything it’s doing is really hurting it.
If they wanted a "monster vibe" they should make a monster that is able to traverse all obstacle at lower speed with a leap attack with medium cd.
See a monster roar on too of killer shack and leaping towards you over 40 meter would be terrifying.
Reminds me of the old game alien vs predator where the alien could crawl on all surfaces and pounce but was fragile against the weapons of the marines.
And of course I know that our dear devs, which can't get nurse to work bug free, wont be able to code something like this or even close into dbd and even less balance it.
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@WARW0LF said:
saying just leave is dumb af, i don't play like that, i want the team out and i want more points, you guys might be selfish and leave asap but i'm a team player
Just to use a often cited quote: from the devs point of view an average of 2k is seen as balance.
Just as the killer isn't supposed to 4k every game, so are survivor not supposed to escape with all 4.
Also I think that builds containing bloodwarden are meme builds that will most of the time not succeed and even less kill all remaining survivor due to egc.
The chance to run into one of those must be even lower than getting a friendly farm killer.
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@IshinSolarc said:
https://forum.deadbydaylight.com/en/discussion/comment/1650750#Comment_1650750
For me tunneling is literally following the same survivor to get him out of the game without caring for other survivors, which is what tunneling really is. Anything else is just cries in my opinion, in tournaments you can't tunnel, but if you hook another survivor, you can get back to the survivor you hooked already, so for me isn't tunneling just as it isn't in tournaments.
Exactly. A examplary scenario (in which the concept itself should NOT be applied) is at endgame with open doors.
One person is on hook and gets rescued by all other 3. Now the killer sees all 4 survivor, one injured and the rest healthy. He wants to only hit the already injured but the other 3 block him until he manages to surpass/bypass them to get the on he "tunnel( vision)ed" on. That is a premium example of tunneling.
The situation that is mostly concerned when people say tunneling is when a survivor gets unhooked in vision of the killer and get either instant downed or focused. But this scenario is only partially to blame on the killer and mostly on the survivor doing the unsafe rescue.
Two solutions to this were handed out by the devs in form of the perks "borrowed time" and "make your choice".
Bt let's the unhooking survivor give a temporary shield to the rescuee, making them less attractive to focus but some killer will simply wait out the deep wound timer or the effect itself. (Btw this perk should be made dependent on killer vicinity not terror radius. For consistency)
Myc makes the rescuing survivor vulnerable to a one hit down, this time making both survivor equally focusable. Also myc is only active if the killer is at a certain distance distance to the hook (I think roughly the same as the bt trigger distance).
Both make the unhooked less and the unhooker more attractive as a potential target. But they are not base game and have to be in the load out of the respective party AND are not necessarily meta.
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@Xpljesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1647247#Comment_1647247
Not used these forums long enough to understand the comment.
First: Azame themselves are heavily more on the survivor side to the point of being biased. You can find them in most "nerf slinger, ph, spirit, ..." Threads about stuff being unfun or uncounterable.
Second: clickyclicky was one of a few hardcore "survivor mains" on this forum defending every killer nerf and demanding buffs.
I even asked myself if the account changed users going by this hard change in tone/opinion. But the reason for this change is also stated by them in this thread.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1651498#Comment_1651498
I remember a dev explicitly saying on their stream that the next patch that add-on was doneso, so I suspect there was an actual reason for the change not going through, whatever that was going to be.
Maybe but given their track record in terms of resolving speed they normally take half a year plus. In respect to the amount of bad stuff that is still in the game, this means they will probably take another 4 years to get it all out IF they don't keep introducing new problems themselves.
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The thing is it was never fixed and just got better from the borked killer matchmaking stuff.
Also crossplay inflated all rank pools thus making it easier for the game to match green with green and so on. But I think more and more people are opting out, for various reasons like different optimization/controls, which decreases the individual player pools and brings us back to the sloppy matchmaking we had before .
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1651405#Comment_1651405
I'm actually not personally asking for it, but this is 100% a case of whataboutism, and it's not helpful whatsoever.
There are already countless threads about the other topics in which devs have even responded and stated they're looking into most of them. People are allowed to ask for solutions to things they also feel are a big issue without being told 'what about this?'
Fun fact, the devs also said "they would look into it" about iri head huntress among other things a few YEARS back. So good luck with that statement from them.
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Ah okay thanks. I may play her but I seemingly don't know her XD might have to do with me not playing her more than a couple of games.
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@C3Tooth said:
- Start a trial as Jake near a Gen, seeing dark shirt David, I spam num2 to tell "come here, lets do Gen". 16m close, I realized it was the Shape.
- I saw 2 Bill with 2 Flashlight in lobby as Trapper, I get Franklin Demise. 2 Gen done real quick, then suddenly Bill1 trapped, I downed him and hook. Then Bill2 unhook him with BT. Though I ignore Bill1 and down Bill2, I pick up Bill2 and then Bill stand right before me, ready to flashlight save. He forgot he dropped flashlight, just to get hit again.
Ah I had something similar to 2. Dunno which killer but I think trapper, 2 dc midgame so I let the other two farm and do so myself. One david found a flashlight in a chest. I gave both a goodbye slap at the exit. The "problem", I forgot I put on Franklin's for the flashlights of the DC's. :/ Felt bad for the david and apologized, but hey the got 20k+ bp each.
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@xI_Fabi_Ix said:
The "Killers are the power roles" argument doesn't fit at all and is basically worthless.
Who even came up with that?
By your logic, killers should always get a 4k, because they are the power role, right? That's wrong.
The game should be balanced, not a power role on either side.
Power Role = Unbalance.
Ehm I know this comes a little late and I don't know if anyone already answered you since I am too lazy to check all 120 comments, but asymmetrical games are by definition the versing of a single player as the "power" role against a group of people as the "numbers" role.
Balance is achieved when the group can overcome the single by teamwork. This is the problem for most of not all asymmetrical games.
I can't even think from the top of my head of any asymmetrical that survived as long as dbd. Evolved,friday 13th and death garden for example are dead. (I know not for balancing but other issues.)
But the fact stands that dbd is maybe the only long lasting asymmetrical game and the balance between power and number role was an issue since release and probably will be forever especially with as vague winning conditions as in this game.
How many kills is a win for the killer and is a escape per se or only a group escape a win for survivors is mostly subjective and reason for arguments even with the given average from the devs.
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Not really an epic but more funny moment. My first or second game on death slinger. Map was yamaoka and the trail was well under way.
In one of the half high wall tiles I shoot at a meg (I think) scratching her butt with the harpoon but she manages to dodge. Mentally I prepare to reload and continue chase but the chain does not come back. Suddenly I realise I got one on my line and pull a hidden blendette out of a bush. I completely didn't notice her and was totally surprised at first why I couldn't continue the chase.
A missed shot landing on a hidden survivor and me at first not realising it. XD
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1640133#Comment_1640133
Let me elaborate why Iron Will and/or Calm Spirit would be terrible for Plague if they were changed to counter coughing/puking.
- She cannot mindgame with her power. She’s so damn tall, and easily visible. This is intentional design so that survivors stand a small chance when Plague has Corrupt Purge. This means she cannot mindgame loops very well at all. She also cannot fake her power like other killers to trick survivors and immediately go in for a hit. Even stacking her strongest reduced cool down add ons still won’t let her do this. But what she DOES have is that survivors cannot juke her when infected/sick because she can always hear where they’re going. If Iron Will and/or Calm Spirit took that away that would be beyond broken. She would be facing survivors that she BOTH cannot mindgame and have great difficulty tracking, meaning the survivors one hit state is meaningless. Even with your example with Doc, he still has restraint add ons, and can deny vaults and pallets with well timed shocks.
- Iron Will against any other killer still allows the survivor the freedom to heal themselves or be healed by others when they want/need to, without the risk of that INCREASING the killers power. Against Plague, remaining sick/broken whilst still remaining silent (if the perks did this) would greatly reduce the incentive for survivors to cleanse, and nullifies the whole purpose of her power: risk vs risk. There will be no need to risk corrupting fountains against a killer that is easy to track, and is easy to juke.
The whole point of vs Plague is the survivor deciding which risk they’re willing to take. Do they deny Corrupt Purge? If so they need to accept that they cannot hide or juke her and will go down in one hit. Or is stealth far more important, at the risk of if they’re spotted while she has CP they might be in a lot of trouble.
Isn't she also a 110 killer because of her ranged power?
So if survivor have less incentive to cleanse, resulting in a non-lethal power combined with less movement speed and weak to no mindgame.
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@Nazeef13 said:
Good survivors can usually handle it.
I think the issue here is that average/below average survivors, against average/below average killer with ruin/undying will almost always get wiped.
The skill required to successfully play against the build is unproportionately higher than the skill required to successfully use the build. Simply put, that balance is probably leading to some killers being "boosted"
Nice, so ruin does not only not filter out inexperienced survivor from high ranks but even boost same inexperienced killer up there, so it can be a potatoes salad on both sides XD
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@RizeAki said:
I mean atleast the killer meta changes unlike survivor which has stayed the same for 4 years
Ah no I think there were some other metals since launch. First was speed self heal (if I remember correctly), then came the sabo meta with perma-broken hooks (btw I think this was the time slugging became prominent) and after that were still the exhaustion perks, especially balanced landing with its no cd passive. They were all overpowering and got nerfed for a reason.
No idea why behavior didn't keep up with this. /s
Edit: "Helpful" autocorrect -.-
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@Thatgurl_again said:
https://forum.deadbydaylight.com/en/discussion/comment/1638352#Comment_1638352
Yea but the killer has the same info
Only if they look at each other. Survivor can look all they want and simply turn away once the killer seems to look in their direction.
@Thatgurl_again said:
https://forum.deadbydaylight.com/en/discussion/comment/1638378#Comment_1638378
I mean killers also mori off of first hook to not care for survivors fun
Funny how this is the counter argument for everything. I play only killer, even try to avoid high cost offerings etc in the bloodweb to level more efficient and never use those things, since from my luck and experience when I do for a daily I get hit by one of those sparse death squats.
I still get hit by many things from the other side that are unfun.
Does this make your argument invalid? No, but I am sick and tired of always hearing the same melody that does not even apply to many of us. Rant over.
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@goatslinger said:
I think it's just something to ######### about. The same way so many killers think SWF is just impossible to beat and ruins the game. As a killer I don't mind object at all. If the team knowing where you are makes it so you can't get kills then you need to work on your skill. The only time I feel it's completely broken is against Freddy. Other than that it's fine.
I wouldn't say swf is impossible to beat since they are most of the time overly altruistic and predictable.
It is just the fact that by simply going in lobby together they get the POTENTIAL of 5 to 10 information perks via comms.
I watched some old videos of a german YouTuber and his buddies. They are cold potatoes concerning this game in grey ranks but even they managed to win more than enough against killers. At ranks where if the survivor have no clue, the killer is immensely favored.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1638909#Comment_1638909
The numbers I gave are just placeholders, they can be adjusted up or down to balance the buff up. Just lower them if they’re too powerul.
Ah no I didn't mean these values in particular but the concept of your suggestion.
If the trade-off is changed from information vs information to information vs progress power than I would imagine that tunneling the obsession in case of this perk would rise to insane levels. And even when the obsession user is the best looper in the team, he won't get any value out of the perk itself except the tunnel target on his back.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1638895#Comment_1638895
Object usage has increased since Midwich I feel.
It got out how broken it was on that map and it seems a lot of people discovered how broken it was in general on any map. Its been far more common the past few months than ever before.
Remember the time when all survs ran sabo and the hook stayed down.
Ah fun times /s
Another example when game mechanics got broken once one sides got the hang of abusing it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/193740/why-do-killers-hate-object-of-obsession
This is an odd one.
In isolation, it's fine. It's a high risk/high reward item at an individual level.
However, when dropped into a 4 man SWF, you've got a very minor risk with a massive reward, as your party will essentially know where the killer is at all times.
Just like most things that had to be nerfed over the years since the devs didn't think about their potential when used on/by all 4 survivor/in a swf.
Examples that come instantly to mind would be perma sabotaged hooks, bnp, self heal and so on. If one of the 4 survivor did one of those it was okay but as soon as all did it it broke the balance
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/193740/why-do-killers-hate-object-of-obsession
The difference between being on comms with Object of Obsession and without it is that, even though people will make call outs either way, there is a significantly increased chance of the SWF knowing exactly where the killer is pretty much all the time with it versus only knowing exactly where they are about half or 2/3 the time without it. For example, without Object you're not likely to actually see the killer if they're behind walls and obstacles on the way somewhere, but with Object that doesn't matter and you see them regardless.
There's a reason, after all, that so many swfs have at least one player using Object of Obsession - its effectiveness is greatly enhanced by being able to relay that information instantly to everybody else. In a solo group it's still a decent perk, but in a swf it can be kind of broken.
Fortunately I think it's one of the only perks that is fundamentally better in a swf than solo. So maybe someday they'll revamp it so it's still good solo but not actually better than that in a swf. For instance, rather than the survivor seeing the killer's aura, they could receive a strong buff to their action speed by taking on the risk of the killer being able to see their aura and hunt them down more easily. If the killer could see the Object's aura as usual, and the Object got, say, a 20-30% speed bonus on gen repair, healing, hook rescue and vaults that would probably be a perk worth considering using despite the killer finding you more often, but that sort of solo-style buff wouldn't be made way stronger while on comms.
Personally I don't "hate" Object of Obsession, I just think it has a balance disparity between solo and swf groups that the devs should probably address at some point.
This would probably increase tunnel on the OoO user to infinity.
Now they are annoying to unfun, then they would be broken strong.
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@Clevite said:
Anyone else hear the old Jerry Springer tag line?
"Take care of yourself, and each other."
Thanks for the post, but that is all I can hear.
Quite similar but I have the voice of a female factorio YouTuber by the name of katherineofsky in my head. She uses the same catchphrase to end her videos.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1633159#Comment_1633159
Yeah but those games also don't have hundreds of bugs that don't get fixed and constant balance issues that never get looked into.
And game braking bugs like being stuck ARE a reason to dc. Not balance issues, since most people start trials, despite knowing them, expecting to get to play with a full team and it sucks in dbd as much as the other mentioned games when people DC.
And I would even go as far as support the idea of seperate queues for people that are willing to dc for just not having "fun" and not minding other people DC, so they can leave each other.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1631837#Comment_1631837
God you reach so much it's pathetic dude. Stop trying to draw conclusions cause you're twisting words and that's why I'm stopping this debate. You're pulling things out of your ass to push your narrative and you're constant "company always right, it's da rules, must obey" ass kissing is getting annoying. There are valid reasons people want to or need to disconnect. If the devs made a rule to say Hey no disconnecting, then they should remove the leave match button. The rule IS stupid. That doesn't mean I think the game itself is. You're reaching and the fact people are upvoting your comments just shows how dumb some of this community actually is.
"Its in the game so it's fair" Do you always just sit there and take it? Like seriously? You ARE allowed to not like things implemented in the game. If people don't complain about how bad things are, devs will never fix them and make the game better. I'm so happy keys and moris are being reworked cause they sucked. But people like you would probably flip ######### at people who complain about that too cause iTs In ThE gAmE.
The dc penalty as it stands is dumb. It just is. That's not a good or valid way to punish your players. Taking their ability away to play the game is a stupid design and it simply doesn't even work. People don't care. They'll log off or play another game. A COMPANY SHOULDN'T BE ENCOURAGING THAT. That's why it's dumb. You probably know nothing about business but that's a sure way to kill one.
@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1631957#Comment_1631957
This is how I know you are missing my point. I'm not saying it's not a rule. I know that. Thanks for repeating everyone else. My issue is that it's a dumb rule and it needs to be changed. They need to get realistic and realize locking people out of playing their game only encourages people to stop playing all together and play other games. Dbd is killing itself but y'all don't care. You can't be bothered to use common sense and open your eyes because iTs ThE rUlEs.
Strange that league of legends, rocket league, rainbow six siege and multiple other team based PvP games (without a system to restock teamsizes a la battlefield) have a timeout penalty for leaving games and are not dying because of that.
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@maderr said:
If you don't tunnel, the DS is then useless for the survivors, unless the last one alive in some circomstances. But however, i have a question for you, how do survivors counter :
- pink mori
- make your choice
- one shot hatchets
- infinite Myers' P3
- haunted ground
etc...
They don't have anything to counter this... =)
Just to humour you.
Point 1 and 3 are a few of the most complained things from the game here on the forum (when no recent problem takes topspot) and the vocal majority of neither side thinks that they are healthy and have to be reworked/removed.
Point 2 is the only incentive from the devs on Killerside to diminish tunneling and has conditions you can work around. (Yes, I know ,unhook in the killers tr which is unadvisable but then bt would counter again.)
Point 4 needs so much time against survivor that know not to feed Mikey that it is possible to have all gens done by that point. Even more so on indoor maps.
Point 5 is the only one where I can't think of something from the top of my head during lunch break except don't do bone or don't get caught but those are dumb. Due to undying totems have become more popular again. But the advice would maybe be dont do bones when no distinct hex is up since lit totems can't spawn noed?
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Damn I just looked at the concept arts and boy would this legion skin be good to make killer emotes. 😁😭😡😝 1 to 4 would have been real nice.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/discussion/comment/1625554#Comment_1625554
Being sensitive about something pressing Control on their keyboards
lol
You know that not the action itself but the intention (even only an assumed one) behind that is what makes the impression?
A group of tbagging survivor in the exit for example seems for some like nothing more than the equivalent of a groups of kids in the schoolyard pointing fingers and making fun of the nerd/fat kid/whatever mobbing victim of the class. And yes this is only a subjective view on the matter when the survivor maybe only want to butt dance to get the killer to hit them out or not.
But what's important here is the message that makes it to the other side.
I for example WAS the bullied kid in school, first because of better grades later because I made for an entertaining victim, it seemed. I obtained a thick skin like you say but I still remember how somebodys action CAN "hurt" others.
A point many forget when they think they are only having fun, while it may be on the costs of anothers.
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Seems like one of the cases where I would drop the game and camp the slug until they die or dc.
Normally I would never dc or care to camp but the last time survivor tried to abuse a fat-shaming spot was the only time I dc'ed from a game.
I can deal with flashlight clicking or tbagging idiots but once you actively try to abuse something, you get the boot.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/discussion/comment/1624729#Comment_1624729
Using a perk isnt scummy ???
*Cough* NOED cough
But honestly both sides proclaim certain perk usage as toxic or scummy. Like someone said there are no right answer in an asymmetrical PvP game, more so on the internet.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/discussion/comment/1625077#Comment_1625077
It's not about survivors cacking their pants everything a heartbeat ticks in their ears! It's about appeasing the Entity.
Look at the Emblem system. There is a lot more than just killing survivors. There is keeping them off generators, hurting and chasing them. Not just the kill.
But killers are forgetting that.
Maybe because having to divide your attention to all that on 4 people at the same time is stressful (the most often heard "killer is harder" complaint).
So reducing their numbers became a priority over enjoying those aspects. Maybe also because survivor got more and more tools to prolong or avoid those things like being chase or hurt over the years. But please let's not start another killer vs surv and their respective perks argument.
I don't even play this game regularly anymore and just for fun in middle ranks. My goal is to get bp while providing the survs with an opposition they can fear/enjoy. I go for 8 spread hooks and if they still didn't manage to get 5 gens I will slowly start to kill them on after another without being overly oppressive to let them get the doors. Last surv gets hatch if they were not useless or toxic/cocky most of the game/after they noticed I play semi-nice.
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@Caz2018 said:
https://forum.deadbydaylight.com/discussion/comment/1625114#Comment_1625114
That's a good point and easy to forget to include. One forum I used to use had a signature slot, we could include stuff like this which really helped when you were trying to offer advice to other players.
Exactly. My old clan forum even head a slot for games played and so on. I made a thread but it stayed empty.
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@TragicSolitude said:
https://forum.deadbydaylight.com/discussion/comment/1624849#Comment_1624849
I would love it if they added in ways to torture survivors before killing them, but you can't set fire to them or chop off limbs or even take a moment to tear out an unnecessary organ. The game doesn't give killers much to do. Spine Chill doesn't let stealth killers have fun with jump scares. I can't even spend the whole match entertaining myself with the killer's power because the power either spends most of its time in cool down or the cool down just breaks the flow; either way, I often forget whatever killer I'm playing can do anything other than swing their weapon.
Sticking survivors on hooks is a really boring mechanic, an uninteresting animation made worse by that really loud annoying scream, but even more boring is a slugged survivor crawling around on the ground.
I look forward to the day when there is a game that lets me take on the role of a vicious murderer. Until then, I guess I'm playing DbD.
Friday 13th would've been a game for you then. Squashing counselors heads, drowning the in toilets, roasting in fireplaces, shanking through beds or insides cabinets, stacking heads on spears and many more I don't know. Sadly it died due to licencing problems.
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@MrLimonka said:
Isn't that the point of perks? To hinder the killer to prevent them from performing too well? Jesus Christ.
By your logic Pop is also a perk that punishes well-performing survivors. Is that good? Yes, that's the point of the perk...
And no, the DS not-going down in a chase is a bad idea that will be exploited. Remember legion, and moonwalking to not be in a chase so deep wounds would go down? Yeah.
While I agree that this could be exploited if it doesn't get made proximity sensitive instead of tr but the exploit by moonwalking would most probably not really work here.
Because the legion moonwalk was done with deep wounds and their bleed out timer at which end the survivor would lose a health state. When the timer of ds runs out against a moonwalker nothing happens but that the killer didn't get bloodlust and the survivor can keep running and so on to make distance. They don't have to mend to avoid going down, so no incentive to stand still after a certain amount of time which was the point of the exploit.
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@Caz2018 said:
https://forum.deadbydaylight.com/discussion/comment/1625086#Comment_1625086
I'm on PS4 so that wouldn't work for me. All we can do is shake the control sticks to try and move off but it' not always very effective, but they can still keep grabbing and pin you back in place. It took me a few attempts to get some distance to prevent the grab long enough that I could get into cover.
Ah sorry didn't know. How do you sprint on console, L3 like most other games?
And this again proves my point that this forum needs some form of context of the members and what they play on and where they play from.
So many discussion leads to misunderstandings or point have no meaning depending on what and where on the globe you are playing.
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I remember reading a few days ago on this forum that when you hold shift or something that they can't force you into being healed? Someone would need to confirm this.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/discussion/comment/1624766#Comment_1624766
My problem isn't the motivation itself, just how people value it so highly that they stop having fun because of it. Efficiency is fine, but in a game where you take on the role of a vicious murderer who's purpose is to torture before a kill, I don't see why kills should be the only part that we as killers focus on.
And yes, I could have added more Survivor perks like Botany as healing helps slow downs and extends chases but I thought the point was made.
Firstly to the topic, I don't care about ds outside of egc. I don't tunnel or camp and when I get stabbed I eat it and move on (but the earlier the better -.-).
To your comment, what is left beside killing the opposition by now. To torture or terrorize? Survivor stopped being "scared" of the killer in maybe year 2 since this games' release.
I don't feel intimidating or scary when I play killer (only btw). Mostly you feel like the slightly faster fat kid trying to tap someone while playing catch after successfully plying hide and seek.
The immersion as killer is long gone thanks maybe due to the addition of magical immunities to hits and whatnot. But they are necessary to make this game fair since the motive of immersion was slowly replaced with the goal of action.
Atleast that was my impression of the game design at release, to be a playable horror movie from both sides. The survivor had to do everything to hide from the killer to avoid certain death and try to rescue already found survivors. The killer should feel like the all powerful monster from the movies.
But that couldn't work over long-term, so they had to adjustso that the game didn't die in its early stages and we end with the gameplay we have now, which is less horror movie "hide and seek" but more "you're it".
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It's always amazing how some people encounter consequitive cheaters while I have seen maybe a dozen in all my years of gaming experience most of them in cod.
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@[Deleted User] said:
This was asked time and time again, emotes for both sides.
I can assure you, 80% of the time, emotes would be abused by the toxic player base. Even then, if it's not toxic, that doesn't mean one side can't misinterpret their meaning.
Amen to both points.
Toxic people will use everything and the kitchen sink to express their mentality.
And I see it everytime as a killer main. The survivor just tbagging and I most often can't see if it is meant toxic or just as a sign of approval. Waving and pointing sometimes help, but rarely since they can also be seen/used as taunting.
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@KeredDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1612606#Comment_1612606
Toxic no matter how you do it, and also for sure boring. Just ruins the game for survivors and killers tbh, like as a killer I go out of my way to avoid tunneling and camping or being an ######### because I understand how annoying that ######### is.
I do that too to avoid making a game, where I don't care about the outcome anymore (I don't care about kills but bp), unfun for the other party.
But I don't judge other people for doing it in the scenarios I mentioned because it can make sense there. Just as a comment on your handling on opinions that don't follow your own.
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To join the club I would say camping in general is not toxic but always boring. You have to differentiate. 5 gen first down face camping is most definitely more prone to be called toxic but hard camping multiple people in the basement or a hooked survivor during egc is simply efficiency towards the secondary killer objective and not toxic.
Toxicity is always an intention independent to the gameplay. Killer smacking survivor continuesly on hook or letting all 4 bleed out on the floor, survivor teabagging and flashlight clicking in the exit, bodyblocking and so on are toxic. They are done with an intention that isn't progressing the gameplay but are simply done to taunt or insult the opposition.
You mentioned league of legends. Dying many times in a match there is also not toxic but running down mid INTENTIONALLY dying aka feeding is toxic. Just like toxic chat, rage quitting or trolling.
That is my opinion and feel free to call me what you like. For me you are just a faceless name I will probably never encounter closer than right this moment and forget by tomorrow.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1608888#Comment_1608888
They DC because a killer with a brain wouldn't be bringing the only shroud they have, that really only helps survivors. No killer wants the survivors spread out. Survivor queues tend to be pretty long these days. You'll have to excuse them for waiting 10 minutes and not wanting to deal with that crap, lol
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1610299#Comment_1610299
A killer with a brain would be taking advantage of predictable behavior. For example, survivors killing themselves on the first hook because they suspect a Mori when it's really a Shroud that actually helps them.
Just my two cents.
I always forget that written sarcasm and irony may be misunderstood just like I can't get a correct read on your comment @SloppyKnockout . Is this also meant sarcastic like mine or serious? Since mine was more of a joke.
But I really did use some shrouds to bait dc but maybe 1 or 2 years ago in mid ranks with sadly impressive success of several survivor leaving during loading screen.
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@NursesBootie said:
Remove the cooldown and keep it a hex or remove the hex and keep the cooldown.
A hex perk with a cooldown. Let that sink in.
Cooldowns on everything are trendy /s
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One of the funniest aspects is that undying is an indirect nerf to noed since there is less of a chance for an unlit totem to be left standing after 5 gens.
Edit: Of course I know that running those 2 together with maybe a third hex doesn't make much sense.
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@GrimmReaper said:
Really that's how your queues are? Feels the complete opposite for me.
They still depend on platform in relation to crossplay on or off, region and time of day you are playing but noone makes the effort to give this additional information while making their queue times an argument on this forum.
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@SloppyKnockout said:
There's only 2 hidden offerings (technically 4 if you count 3 moris) for killers. Mori and shroud. No killer should be playing the shroud. In NO way should a killer ever want survivors to spawn separated. The shrouds should honestly be flipped between survivor and killer. If you're bringing a mori into the game, honestly, you're bringing in something broken and you should expect people not to want to deal with it after the wait time they just dealt with in queue.
No pls ease don't take my dc bait away from me.
I have no killer on P3 and hence try to avoid 7k bp costs but sometimes have to take a shroud and I personally find it really funny when I load into a game with less than 4 people and just make it a semi obvious farm round. Only topped by the dc waiting in after game to be salty while everyone else got a hefty amount of bp.
Edit:Not funny in general to load into a 3 men game but when people idiotically dc from an unturned offering. 3 out of 4 of these things are not even op.
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I personally give the last survivor most often the hatch depending on how hard/stressful the game was. The longer the less likely it is for the last survivor to get out since the got emblem- and bloodpoints to pip.
Also like ringwinning says, it is often a superiority thing when the killer knows he could ascertain dominance he will maybe let the last go.
In general if the killer really just camps the hatch like an idiot just 99 some gens and pop them fast. Either the killer will leave the hatch and give you the opportunity to go for it or he will close it and by that activate the doors. Since you should know where the hatch is, if you know that the killer is camping it, you go for the more distant door or try and hope for a successful mindgame and try the closer door. This comes down to a 50/50 of which door the killer goes to first.
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The thing is general buffs like this would open up the gap between solo and swf even further.
If the time for 1 hook stage is longer than a normal gen, no swf would even bother going for a fast unhook. Right now they have to coordinate atleast a little so they don't all do gens but one or two go for the save.
If course it would punish camping killer but all normal killer the same.
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@GoodLookinCookin said:
https://forum.deadbydaylight.com/en/discussion/comment/1608243#Comment_1608243
I agree to an extent, but I find survivor boring most of the time and killer stressful or frustrating most of the time
That seems to be the natural problem for asymmetrical games in general.
The single "power role" player gets stressed trying to keep the herd in control while the "number role" player either have problems being in focus of the opponent and if not get bored.
I don't even no many big asymmetrical title being played right now. Just a few near dead indie games and all the other titles that died over time with evolved being one of the most prominent (But that was also a problem with an ea-like greedy developer/publisher) or Friday 13th (but I heard this died more because of license problems).