danielmaster87
danielmaster87
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@SuzuKR said:
I don’t know why it’s a bad thing for a killer to try and get a 4K. Have you considered just not unhooking a teammate? Do you really need the 4 escape that bad? Why not just settle for 3?
Why wouldn’t it be disadvantageous for survivors? That’s literally the point. The killer already got 2 kills and downed a third. It is meant to be in their favor. Same way it is when gates are open and a killer has nobody on death hook.
Slugging for the 4K is counterplay to a hatch escape.
I recently made a thread on this topic, probably my last. Wish you woulda been there, dropping these truth bombs.
https://forum.deadbydaylight.com/en/discussion/343233/when-will-we-stop-punishing-killers-for-ending-the-game-naturally/p1
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How does it guarantee a kill? Look: If the killer's camping someone, 1 person takes the hit and runs, the other unhooks, and they all body block and get out. Now imagine with 3 people bombing hook. It's not killer sided at all.
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I hardly see them. If I do, they hit you on hook 1 time.
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Only since Eyrie? Where have you been?
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As long as it's in the game, Wesker can't be viable.
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@TheGentlemen said:
We've heard this about 99 times, BHVR very clearly doesn't care about Freddy and they haven't for a long time
He doesn't need a rework, he needs a revert in my opinion, his old power was unique and interesting opposed to boring and uninspired
So simply putting survivors to sleep before you can hit them somehow isn't boring and uninspired... but having dream snares, pallets, and teleportation is?
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Unfortunately it can't really change. If you introduced something like an auto-spend button, it would buy a bunch of stuff you don't want, as the entity devours the rest.
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It's taking into account all the bad survivors dragging the good ones down, so it's irrelevant. The escape rate should be nowhere near as low as it is.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3166936#Comment_3166936
-"How is that a bad turnout?"
VHS has three maps. I stopped playing after a few days but I will give it credit because I never played the same map 5 times in a row.
Thanks to this patch I have played RPD five times in a row. There are more than 20 realms so holy cow can we not have literally 95% of my games on RPD? I am not exaggerating when I say that almost every game I have played has been on RPD.
Sorry. I've had better luck with map variation than that. I go to RPD maybe twice in a row.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3165730#Comment_3165730
I don’t think it’s fair to call it a new map. It’s really just an old map with some alterations. Still confusing to navigate (both roles ). Still annoying to play as an m1 killer.
I don’t agree that it’s boring, just don’t want this to be a common theme with BHVR where they alter an old map and call it new and cut down on actually releasing new maps.
Another RE map would have been nice, but a big change to a current map is just as good as a new map. Even still, people are calling the game boring when we've got 3 new characters, 3 additional characters through cosmetics, and 9 new perks. How is that a bad turnout?
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3165978#Comment_3165978
See now you're trying to come to an entirely different conclusion about the perk nerfs. The devs themselves nerfed the perks Bec of the gen changes. That's all. The meta itself got gutted since all you needed to do on both sides to win is bring the strongest ish possible and go from there. Also you can't exactly speak for what survivors want. (That's called an assumption) So realistically, you're getting upset over literal rng unless you're referring to offerings force spawning hatch which I'll agree with you there.
The devs should have known that adding a mere 10 seconds to the gens wasn't going to make the current gen regression perks OP. I get that they wanted to shake up the meta, but they made pretty much every top killer perk a shadow of its former self, and the top survivor perks are still in use because they weren't destroyed like the killer ones. Gen regression is still dead, and second chance spam is still alive.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3166092#Comment_3166092
We are post-patch 6.1.0, remember?
Still not worth it. Survivors gen tapping has not changed.
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@The_Yosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3165611#Comment_3165611
Oh the travesty! Killers having to kick gens?!
Why waste the time?
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@dictep said:
Sorry, you’re a survivor. You don’t deserve good perks
Only the game breaking ones. Honestly, why are the devs so against a diverse killer OR survivor meta?
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@I_CAME said:
They just need to get rid of mmr entirely. I’m not sure what it even does other than make the queue longer. It clearly doesn’t work well when both survivors and killers are still putting massive winstreaks together.
We don't balance off win streaks. Streaks are ended by facing strong opponents.
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I would, but first I have to play Chris until I get mori'd by Wesker.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3165973#Comment_3165973
the secondary main character in RE:0 the game that Rebecca is playable in
It would make sense for him to be a skin for her, since James was a skin for Cheryl.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3165983#Comment_3165983
People think Weak = M1 killer.
for some reason its a new thing. People call trickster, Wesker and Legion an "M1 Killer" even if they all have a means to injure or even down with there power
To be fair, Legion is an M1 killer without his 5th hit down. He can injure everyone, but he can pretty much only down them with a regular old M1 using regular old mind games, which survivors know how to play around.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3165946#Comment_3165946
I wanna hear your opinion on The Survivor Agenda™.
It's not that much of a stretch. The survivor rule book is no joke. You can't post gameplay of tunneling or camping without someone "calling you out".
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3165962#Comment_3165962
Harder, but not impossible, because of the quick charge time.
Wesker doesn't have that. He's an M1 Killer at basically every single tile in the game
No, he can use his power at certain tiles. He's weak, but not as weak as y'all are saying. How is he M1? All he needs is a few qol changes to his power.
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3165946#Comment_3165946
K but youre trying to make an apples to oranges comparison. You're comparing literal rng that can spawn the "free escape" in front of the killer to perk changes that were only nerfed because of the added seconds on the gens. And really, the nerfs aren't even as bad as you guys make them out to be.
It's not that much of a stretch. Survivors like getting escapes, especially through hatch which is free. So they want more free stuff to help them escape, so instead of playing around Pop and Pain Res and all this other stuff, the devs will just change it for them. The Pop nerf from 60 seconds to 45 was ridiculous enough, now it's gonna take off like 5% of a gen depending on the progress. That's not balance; that's just ridiculous.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3165774#Comment_3165774
position yourself in loops awkwardly just to avoid his grab, reminiscent of how you'd play against Blight or Nurse.
How do you have to "position yourself awkwardly"?
His Power is extremely easy to dodge because of the small hit-box. Even if it was bigger, his charge time is so slow, his Power is unusable at anything other than a 4 lane or T/L wall.
2 tiles M1 Killers can get hits on somewhat reliably
Okay, let's take the Demogorgon comparison. He can definitely get you in straight areas like shack and 4-walls. It's just that it gets harder when it's a rock loop or something silly like that.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/3165922#Comment_3165922
Well, it's an indoor map for starters (mostly). You really want me to explain why indoor maps are bad for players who can't communicate?
No, because there's not much to say. A call out on whether the killer's upstairs or downstairs can change within seconds since there are multiple ways up and down. Other than that, I guess you can't see killers through walls, but SWF doesn't change that. If you hear the TR getting louder, the killer's probably coming closer. It's not that hard.
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3156694#Comment_3156694
You don't really have a right to call out other people for having a fragile ego if the idea of a hatch escape angers you so much you create a whole thread in the forums to complain about it.
People hatch escaping doesn't hurt my ego. It just denied my points and partially my win. What other game out there says, "Sorry, you're not allowed to make more points than this"? But I think the hatch is very much responsible for survivor entitlement in this game. The game gives them a free escape for playing bad, so now they expect that, and they're gonna expect the devs to balance the game so that it becomes a reality. Pop Nerf, Pain Res nerf, Wraith nerf, Pinhead nerf. We've seen it play out.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/3165722#Comment_3165722
Mmm no, I've got more than "map bad." New RPD isn't any better for a solo Survivor.
What makes a solo player worse on that map? Can't players function outside of SWF?
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I don't like to say "skill issue" because talk is cheap. It's formulated arguments that actually take effort and have substance.
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I was disappointed with the cosmetics in that we didn't get OG Nemesis and we didn't get a more RE1 Remaster-looking RE1 Jill, although Capcom's redesign of her in RE3 Remake is probably the biggest factor in that. In sum, I wanted these:
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@Ghoste said:
The game has been standardized to a degree. Killers can only be so different in so many ways.
And how! People complain that all the new killers are supposedly copies of others, saying stuff like "We haven't had an original killer since Huntress" but surely they understand the limits of the game? You can't make anything too crazy or else the killer will be game breaking, which is what they accuse new killers of being anyway.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3165774#Comment_3165774
In regard to point 1, what good team can't co-ordinate 6x chests with 2x uses for a grand total of 12 first aid spray uses?(
Honestly your point interested me so did some math.
100 infection required to fully infect and get insta down.
20 charge initial infection + 20 charge on grab.
.8 infection rate naturally.
If you down any survivor with 2 slams you will be at 60/100 charges. At a rate of .8 charge per second that means 40/.8 = 50 seconds to first aid spray(4 + 5 to search and apply = a 9 second investment once you find a chest). Weskers infection is so low threat/non-threatening you have to be extremely bad/have throwing teammates to run out of first aid sprays(6 * total chest * 2 per use = 12 total first aid spray usages).
Keep in mind the above is the best case scenario for Wesker ignoring tunneling. If Wesker only lands one hit it will be 60/.8 = 75 seconds before becoming fully infected.
With the math above I think it proves that unless the Wesker is extremely hard tunneling you should easily be able to heal infection even if you were double slammed(if we assume triple slamming that would be 20/.8 = 25 seconds to find and use first aid(this scenario is arguably the rarest, you healed after getting unhooked and were caught out again before applying first aid)
for point 2 Blight and Nurse have almost thousands of more interesting permutations of the use of their power than a small linear dash with an extremely tight window(1 second) + secondary linear dash with perhaps the smallest hitbox in game.
It's very likely that his grab's hitbox will be buffed. Not my opinion, but I've heard that him having Hindered as well as his instadown from full infection makes him OP.
The biggest thing I'm concerned about is how clunky he feels in that when you want to Virulent bound, whether you're using it once or both times, it doesn't come out when you want it to. It's too slow. And when you vault something with it and slow to a snail's pace? It's like a teleport killer, because the survivor gains as much distance on you as you do on them. All this, I gathered from playing my first 2 matches with him, which I had not played before I made my first comment.
So for the most part I agree with you that he's underwhelming and buggy, but surely once all of those are worked out, he's gonna be a solid A tier like I've said from the beginning.
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How is it meh? What his power does is it forces you to 1) have to cure yourself or risk instadown, and 2) position yourself in loops awkwardly just to avoid his grab, reminiscent of how you'd play against Blight or Nurse.
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Your killers have time to patrol gens? Must be nice. But no, Prove Thyself is probably more versatile.
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So it's boring because we got a new map and a new killer?
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3165649#Comment_3165649
RPD is ridiculously survivor sided. What are you talking about?
They don't care. All they've got is "map bad".
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The survivors don't have to leave you. Literally, if you make it alive to endgame, all they have to do is body block. Or if you're on hook, they hook bomb and body block. It doesn't take 3 survivors either. Just 1 or 2 will do. It's a guaranteed 4-man out. People are just scared to do it for fear that they won't survive, because if they don't, their MMR goes down and they stay in MMR hell.
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@SuzuKR said:
Hatch is a non-issue because slugging for 4K exists as a counter.
Well then people can't complain about slugging for the 4k.
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Why do you say it's useless? Does it not pause the survivor's timer for 30 seconds when someone activates it?
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There's a lot to complain about.
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Bloodlust is fine.
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@Biscuits said:
I think if we first dealt with how easy it is to slug for the 4k, you would have a lot less people trying to hide in a 2v1 situation.
How is it easy?
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3162972#Comment_3162972
It's not bad map design, aside from the god pallets.
Are you a BHVR map designer? You sound awfully like BHVR with how terrible all the recent maps have been.
There's been problems with all of them. They're all survivor sided if you ask me, so me saying that plus actually thinking that god pallets are a bad thing, I don't know how you think I'm a BHVR map designer. All I said was that the bad map isn't unplayable like everyone is acting like it is.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3162693#Comment_3162693
Because it´s look theme based on Resident Evil? and I am not a particular fan of the Resident Evil games? Can we do Super Mario next?
You're talking about Resident Evil as if it's something really silly like Fortnite or Among Us. I get that it has some moments like that, but then what do you think of Silent Hill? These games are very dark and very horror overall, and fit the theme that DBD has.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3162885#Comment_3162885
adapt to what? bad map design????
It's not bad map design, aside from the god pallets. The god window in the east office is no longer a god window, unless the pallet is dropped, because of the new hole in the wall. There's a lot of new holes which help massively with ease of access to all the different areas of the map. It should be less confusing, not more. I don't know why it's being complained about so much.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3162825#Comment_3162825
good news: it's still awful to play on for both sides! they removed a section of the map to make it smaller and so decided to make it larger again and then added dead ends where there weren't any before. it's still a steaming pile of horseshit to deal with on both sides and i will still advocate to get it completely deleted
Well good luck with that. Everyone else is going to adapt.
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But does it damage people?
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I'm just wondering what the perk does now, because survivors already get Haste off hook.
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They should at least explain why it doesn't work together.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/3159652#Comment_3159652
IDK what you're even talking about over here. What do those 2 perks have to do with anything?
COB is active for 60 seconds. It always comes into play since the gen will either be regressed heavily or you will know someone is working on it.
Same thing with Overcharge especially if paired with COB. Assuming an actual 60 seconds went by without interuption. You got a MASSIVE benefit from it.
How is that comparable? You will get use out of those 2 perks every single time you use them. Blast Mine you were lucky to get use out of 30% of the time. Now it is another scrap pile perk that you will never get use out of.
No, what he said is valid. Survivors want to complain about "unbeatable" Overcharge/Call Of Brine, but they don't want to run the perk that punishes the killer the most for kicking gens. You get "massive" benefit from those perks only after you get Blast Mine stunned, and if the survivors don't come behind and start working on the gen again. What survivors got massive benefit out of was a perk that outclassed Better Together in every way, because it gave a cross-map aura AND it has the blinding/stunning the killer part attached as a bonus. And you could just put it on a gen that would be finished 2 seconds later, and it would save it for you.
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@ThatOneDemoPlayer said:
I don't think people are actually having fun with him. He's a weak, unoriginal mess. Kinda like that other RE Killer we got
How are they unoriginal? What other killers have a medium ranged attack, or a command grab?
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Can y'all give it a week? It's seriously not that bad. Like old RPD, just learn the map and it won't be as bad. I can see killers complaining because there was/still are god pallets. But survivors, you could have it so easy if you would just learn the map instead of complaining. How do you get THAT lost?
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Exactly. The killer will be reluctant to chase others because they're looking for you specifically. So basically you're helping your team simply by staying alive. If you're healthy, you can probably still push a gen in a far corner. But as soon the killer gets you, it's a 3v1 for everyone else.

