danielmaster87
danielmaster87
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Comments
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Keep everything in the bottom and give survivors an individual hook counter. A general hook counter tells us nothing.
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@TAG said:
This makes Undying + Devour Hope a lot spicier.
No it doesn't.
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@gibblywibblywoo said:
"down to nothing". Lol it has more utility than it did originally now. If you're still an actually good killer getting hooks survivors will be wasting time trying to find it and not doing gens. And now Devour can be used in conjuction with it.
God this forum us going to be a steaming pile for the next few weeks. I knew this would happen with Undying. Too many killers using it as training wheels and overrelying on it.
You called old Ruin training wheels. Ruin/Undying is less effective than old Ruin and you're still calling it training wheels. Therefore, anything that slows gens is training wheels.
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I've stopped lobby dodging.
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It needs to have deactivate conditions or something. I'm tired of hooking someone else and then getting DS'd.
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She's a very latency dependent killer.
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@Antrapace said:
I have ZERO need for a hook counter when I’m playing killer, on the off chance the game has gone to #########, the sound of pinging generators is enough to tell me I’m in trouble! An onscreen counter will not help in the slightest.
But it would. There's been so many games where it's down to the wire and I've hooked so many people I'm like, "Is this guy dead yet? No. Is this guy dead yet? No." I'd like to know, because otherwise I'll end up hooking everyone twice and everyone will escape on dead hook.
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That's what I would suggest as well.
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I love it.
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This is a more general statement, but the devs need to be more proactive in their perk changes. Every patch, there should be a few perks from both sides that get small change like a numbers tweak, and then ones that get more comprehensive changes. It's my suggestion since I'm always scrolling through pages and pages of useless perks like Bitter Murmur, just to find the few useful/OP perks like Adrenaline. A grind fix isn't enough. If a perk is going to be in the game, it needs to be useful. If it's useless, you buff it. If it's too useful, you nerf it.
I would nerf Adrenaline to not work with closing the hatch, or activate at all if you're already exhausted. And for Bitter Murmur, I'd go with your suggestion because it would have at least some niche use, otherwise it's exclusively a Huntress perk.
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Here, here!
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I've heard this joke too many times today. Devour Hope will has never been and will never be meta. Undying was, and will never be again. You might as well run Hex Retribution instead. It's an equally wasted perk slot for you.
Now we go back to Pop and Corrupt, not because it's strong but because it's the next best thing.
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As they've mentioned above, it won't work.
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I don't know how the perk made it to live, or how it's still in its current state. It's like the devs don't know how SWF affects the game.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1861247#Comment_1861247
https://forum.deadbydaylight.com/en/discussion/comment/1861241#Comment_1861241
Ur trying to say though that something which has NO impact on the game and ONLY changes the way somethign looks should be removed? Meanwhile there are genuine issues with people affecting gameplay through toxic behaviour such as bleeding people out and forcing people out of games, hiding forever and holding games hostages, but the real issue is someone peforming a crouch animation repeatedly, which does nothing but stir up moody killers?
Like I said, nobody is making the point to remove tbagging. We're just appalled that a developer treats tbagging so casually. I've asked for them to denounce the practice. Instead, they've just encouraged it with that statement. That's the point we're trying to explain.
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It's not entirely survivor sided, but it mostly is. It makes last patch's rebalancing look god tier.
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It's pretty obvious. Survivors running away from strong loops, because they know you'd have set a trap there. Survivors moving left and right as you're trying to aim at them with a hatchet or a spear. Survivors running towards you as you're phasing or blinking. You'll know if they know how to play against your killer.
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@brokedownpalace said:
Cue the outrage!
This is gonna sound pretty wild but did you know in Apex Legends the devs hired actors to voice taunts you can use whenever you want in the game?! You can even equip a taunt to play when you kill someone else!!
Did you know in Clash Royale the devs created emotes of characters crying or raging or laughing?!
Taunting is a part of almost every online multi-player game ever made. Can't handle it? Play Solitaire. Though that smug look on the Jack of Spades' face might send you right over the edge
Y'all are so petty, I swear. All y'all do is make toxicity out to be a non-issue and say "Just don't get offended so easily". The first time or two someone is a jerk to us in this game, they get a pass because they're just a random jerk. When it's a daily occurrence, something is wrong. I'd say that evil is literally thriving if that it the case, and it is. People behaving like that is not acceptable, and while we can't stop them from doing it, we can't just pretend that it is normal. What you're telling the victims is "you're the problem". You just don't do that to someone.
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@FreakPrince said:
2021 and people still get mad about teabagging, such fragile egos...
It has nothing to do with egos. It has to do with not wanting someone to be a piece of ######### to us for no good reason.
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@DBD78 said:
He's gonna get facecamped isn't he?
And then a patch is gonna come out later: "The hook timer is paused while the killer is face camping."
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@Withered8 said:
I can't believe people are going to this extreme lengths to find things to criticise about this midchapter. OH NO survivors can press a crouch button still and do an animation which upsets me! games unplayable.
Not what we said.
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@GlamourousLeviathan said:
I really have no problem of teabagging being a thing, but a dev just saying that is basically raising a flag saying that is not only ok to taunt other people in a toxic way but is also encouraged.
Exactly.
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@konchok said:
The guy literally just makes animations that have 0 effect on the game. He was assigned the task of making the crouching animation look better and he did. Geezus people .
But it's the way he treated the concept of tbagging. "It's an everyday occurrence! No problem! In fact, if you're not doing it to other players, you should be!" And if that's the video that got released, the rest of the devs saw nothing wrong with it either. Very troubling times we're in.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1860430#Comment_1860430
Let's be real though, it's usually used as a taunt and we all know that.
Apparently not all of us know that, because countless people have told me "Tbagging is toxic? Whatever do you mean? I use it as a friendly gesture!" They know exactly what they're doing and they try to play innocent. It's pretty disgusting.
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@Antrapace said:
Could have easily coded in an animation for a thumbs up, seems like the universal thanks for around the world.
Naw man. Moving a finger from resting position to upwards? Too hard to implement. /s
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"Toxicity is encouraged" confirmed.
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Dead Hard unhealthy? That's ironic. It is a free health state after all.
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/218023/more-ways-killer-powers-can-assist-survivors
Imagine! You can throw Antidote bottles that way that won't let survivors use it, or not throw them at all, if you wish.
Devs reduced Reload time, buffed addons, added a new (optional) tool for you to get a survivor, if you use it SMART.
BUT YOU STILL BITCHING!
Yes we are, because this rework is not what any of us were looking for. The OP's parodies are no longer so far fetched. That's how insulting the rework is, that we have to make comedy out of it to stop ourselves from blowing our tops in anger and disbelief.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1859766#Comment_1859766
I've had a lot of luck with pop, oppression and corrupt. For the first part of the game if you use them it will regress all the gens that are not affected by corrupt; and later on when there are only a few gens left anyways it will affect them all with one kick.
Your 4th slot is still STBFL or w/e your main perk is.
Unlike ruin you can't cleanse oppression.
I came to the realization that perks that require you to kick gens are bad. If someone is on the gen and you have to kick it before going after them, you're giving them a huge lead and they'll probably make it to a safe loop. That's why I only use stuff like Surge and Ruin to regress gens.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1859724#Comment_1859724
When people complain about Ruin/Undying/Tinkerer, it’s not the Undetectable status that they find problematic. It’s that the killer is notified every time a gen is nearly done, which allows them to chase survivors off the gen for easy regression with Ruin. Not saying whether these complaints are justified or not, but Spine Chill does absolutely nothing to address people’s issues.
But that's what those perks are supposed to do: reward the killer for pressuring gens. He can't stop every gen as it's about to be completed, either because more than 1 gen is about to be done or he's in a chase he can't afford to drop. Ruin/Undying/Tinkerer is strong but it's not the "use these perks and you can't lose" type of combo.
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@RamblinRango said:
You can literally just not use the antidote, completely ignore it and now this update has just gave Clown a faster reload and add-on pass
Faster reload? I guess I missed that, because I watched Tru3's reaction and he simply glossed over it. I still don't agree with even the possibility that a survivor gets a speedup from a killer's ability. I guess I will just ignore it if I don't find it useful.
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@Sonzaishinai said:
I don't understand why so many people think they will throw the speed boost at the survivors. The idea is that you throw between you and the survivor so you get the speedboost and they don't.
If you allow the survivor to get the speed boost you just f'ed up
My problem is that it's even a possibility, in any capacity. That would be like if Pyramid Head's trails sped him up, but also the survivors. I'm against mechanics in this game that give you as well as your opponents an advantage. It makes no sense.
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Ruin/Undying was even weaker than old Ruin, and still got nerfed.
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@[Deleted User] said:
Remember that if players are not confident in throwing the Antidote, they can just play current Clown using only the Tonic.
My problem is: why add something if it's not useful? Speed Limiter is there, but I'm never gonna use it because it literally weakens your power, so why is it in the game?
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@TheMythicalCat said:
If you want to go that route:
NOED: You lose all gens? Free insta-downs
Bloodwarden: Gates are open and you hook someone? No one can leave and they're probably #########
Enduring: You get stunned? Don't worry, it hardly matters
Spirit Fury: You get stunned? Goodbye pallet
Nemesis: You get stunned? They're your obsession now, you see their aura, and they can't hear your terror radius
Pop Goes the Weasel: Gen going too fast? Just ######### remove a quarter of it
Undying: Totem gets cleansed early? No it didn't, it's already back
Killers do have second chance perks.
You're complaining about Spirit Fury/Enduring and Nemesis?
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@tenoresax said:
I mean, we've got NOED and Blood Warden I guess
Those perks are countered as easily as breathing.
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I've stopped using gen defense on Trapper entirely, except Corrupt. If there's zero point in defending the gens, and I can't get any use out of my gen regression perks, I'll just do without. NOED is looking awfully tempting to equip.
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@Speshul_Kitten said:
Hopefully it’s a surprise change just like the Mori’s
It won't be. I'm calling it now.
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@Liqhtninq said:
Ruin & Undying paired with Tinkerer was way more troublesome than DS.
It's funny that people complain about Undetectable perks like Tinkerer. Just run Spine Chill!
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1857465#Comment_1857465
So, Killer Mains are always claiming that they stopped or will stop playing and that this is the reason for long queue times, but if Survivors would stop playing because they cannot play with their friends anymore, it is entitlement? Ok.
I'm not saying the killers aren't entitled for straight up quitting the game, but I think they have way more reason to than survivors. It's a 1v4, so you would think that the killer is powerful enough to justify it being a 1v4. But the point remains: if you keep the killer role as stressful as it is, less people are gonna play killer and you'll have a lopsided role ratio.
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I like killers giving me hatch, because I usually don't. It hasn't happened recently, but I know the next instance is right around the corner.
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@[Deleted User] said:
Killer for me tonight has been about 5 - 15 seconds?
That's what it used to be for me. Now it's usually 1 minute or less. So you can understand my frustration, because of the disparity between my normal que times and then today's que times.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1857865#Comment_1857865
It definitely makes me jaded that's for sure. I used to be a big fan of giving hatch, helping people maximize their points if someone DCs, etc.....but then I get one of those groups....and then people like that again and again....all with DS/Unbreakable down the screen complaining about PoP or something as well.
Then suddenly it's like, fine, next game I take STBF, Sloppy, Third seal and knock out and an honing stone with serrated jaws and a map offering for a small tight map as trapper; and just leave everyone to die of bleedout. (Only having mercy if everyone is floored and exhausted unbreakables)
Crawl for me >:O
Again, I personally don't like doing that. Revenge does not taste as sweet when it's against randoms that were unaffiliated with the last group. I would bring a stronger build so you don't get squashed like in the previous match, but there's no need to be toxic with it. I rarely give hatch, and it depends on my mood, but my recent philosophy towards not giving hatch is "I'm not giving you a 2nd chance, because hatch's existence was your 2nd chance." If you had a sweaty game, nobody can blame you for not giving someone a pity escape.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1857840#Comment_1857840
So I guess even though I was the MVP of the team I have to be the one sacrificed? That's messed up
It is messed up, but I accepted that a while back. Then I started getting mad for the opposite reasons. I wanted as many people to get out as possible, but some of them just aren't worth it. They'll get rescued by you and do not much at all for the team, causing your altruistic action to be in vain. Sometimes you have to play selfish to escape, even if it means leaving teammates behind. I would suggest you to care about escaping more when you have a tome challenge or daily that requires it, and that way the rest of the games are just a matter of playing well and having fun regardless of if you died or not.
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@[Deleted User] said:
I mean, less and less killer players are bothering to play normal games honestly. More bubba's just face camp lately I find as well.
The abuse killers get from survivors keeps going up; so their give a damn keeps going down equally.
I literally just had a game where I could have camped/tunnelled someone out of the game clearly for example- but I was like that's enough and I backed off for a bit to give them a shot; no problem they got them up and that person was going to get out. No problem my loss; but they all start t-bagging me at the gate and running out only right when I go to take a swing so I hit the wall- and making me do that every single time- and then shoot off in post game chat. (This is with a low tier killer, no BS perks, like nothing...)
So I mean; if we treat people that way when they are playing by our rules- what motivation does anyone have to follow what rules survivors decide are "boring"? I mean if they are going to be harrassed even MORE if they are a less powerful killer; if they are going to be mocked for holding off on an easy camp- why wouldn't they start doing otherwise?
The community collectively encourages all the things it dislikes.
Yeah I don't get people saying stuff like "how are you red rank?" when you're playing Trapper or Clown or something WITHOUT meta perks. Reverse psychology I guess. But when they ridicule you for playing in a fun way, it makes you want to play in a less fun way just to get the win. They don't even realize the consequences of their actions. My best suggestion is to find the builds that are in-between fun and meta. Take Ruin/Undying and let the other 2 perks be Hangman's and Cruel Limits or something. Or you could go full fun build or full meta build. It's your choice.
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I know how you feel, but honestly solos are too easy most of the time. You may have to play different against SWF like dropping chases often and slugging more, but if you can do those things it's not that much harder than going against 4 good solos. If it's a toxic SWF, get over it and let them have their fun because we all know they're nobodies.
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@Trashmaster said:
FPS really doesn't matter much, if you get above 30 the game runs fine. Though great skillchecks become pretty hard to time
It matters a lot actually. Games these days should run at 60 fps, so when they can't even do 30 they become borderline unplayable. Because the frame rate will actually skew your skill like it does in this game.
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I'm fine with Ruin/Undying until the killer has it up ALL GAME. Because you know I'd never have it up that long. Undying makes Ruin slightly stronger, but it's still the same old "gone within the first 2 minutes" perk on average.
I would rather have Ruin/Undying than some other forms of killer pressure. If the killer is getting rewarded for pressuring survivors off gens, which is what Ruin does, he can't also be camping or tunneling. That's how Ruin works.
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There's multiple instances of this game not rewarding excellent play. Like you said, killers in theory are always gonna get at least 1 unfortunate person because the person either dies on hook or get hook traded, unless body blocking and protection hits are involved. With killers the most common slap in the face is hooking 1 or 2 people and then getting DS'd by someone else.
I'm guessing you pipped though? Nobody does that well against Spirit without accumulating lots of points.
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No more joke add-ons! Most of the ones that are supposed to be serious add-ons are memey as it is!