danielmaster87
danielmaster87
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Comments
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3142008#Comment_3142008
The way it works now makes it possible to hold someone hostage
Both sides can already hold the game hostage at base. It's rare even though it happens. Why is this perk under so much scrutiny on the small chance that people use it to hold the game hostage? What's the killer doing in the meanwhile, working with the survivors who do this? No, they're gonna kill the rest of the survivors since it's a 3v1 and then the person on hook will die and be able to move on to another game.
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For once, I'm with the survivors. Let's see if sacrificing a perk slot will solve camping.
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@Veinslay said:
Yeah now SWF can sit and gen rush and give themselves 30+ extra seconds to rescue the guy when they wait until the last seconds to rescue him to crank gens. You can't force a 2nd hook state now. Very fair and balanced
That is a concern of mine. Again, SWF making something maybe not so game-breaking, game-breaking.
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@Dead_Harder said:
Pr is the only slow down i run. Its a lot worse than before as in its not also giving you free info but at least it does what its supposed to well.
I think they did a fine meta shake.
Pop is basically gone. Ruin is definitely gone. Eruption of all things is meta. Pretty awful gen regression perks like Cob and overcharge are seeing play.
I shifted basically entirely to aura reading builds and instead of corruption being meta on most of the killers i play now its a call between lethal pursuer of all things and corruption which is still good but not a no brainer.
They did an insanely good job at meta shake. 1 perk still being meta afterwards doesnt mean they didnt.
How was the info "free"?
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@dictep said:
Imagine as survivor doing a gen without touching it. That’s PR for killers
How do you figure that?
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@ByeByeQ said:
I run Agitation all the time because hook spawns can be really bad. It also makes Pain Resonance much more useable. Thrilling Tremors might not be strong but I love it with this combo.
That's interesting. Block the gens, even the almost finished ones, but in exchange you definitely hit the survivors who are working on a gen. I'll have to try it sometime.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3142034#Comment_3142034
That says more about trickster than if the perk is balanced. I feel that the regression that's applied with the perk is a bit overtuned with the other changes from the last major patch.
You'd like it to be more in line with Pop? 5% off the gen or so?
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@IlliterateGenocide said:
Eh, to me its already a balanced perk. rewards killers for down.
Cue "Just because you got a down doesn't mean you deserve a hook."
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@Sava18 said:
The information got removed but yeah It's the best gen regression compared to the rest. At least for me if I am running it It's because I don't want to kick gens, eruption, call of brine, overcharge is probably a lot better I just don't care to kick.
Pain Res is better than that overrated combo BECAUSE you don't have to kick a gen. If you kick a gen, you give the survivor who was working on it a lead, and then someone can gen tap to undo the potential regression. Pain Resonance is straight-up regression.
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@Shaped said:
I am asking because after a break I encounter it in majority of my surv games.
Shaking up the meta didn't worked quite well on that one huh?
It's meta because it's one of the only perks that gives killers something for hooking. Be glad you're seeing it instead of mass sluggers, because killers could easily do that instead.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3141831#Comment_3141831
This game does not need any more easy killers. Most of the are already extremely easy regardless of their skill ceiling and even then very few have a high skill ceiling.
As someone who mostly plays killer, that is so insulting. I haven't reached my killers' full potential, but still it's far from effortless to win with them. Trust me.
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There's every downfall imaginable to using his power. Do you not see how he can't hit you while cloaked, and he has to slow to a snail's pace to come out of cloak?
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3140914#Comment_3140914
Most of the time if the survivor has to resort to spinning you are in a great position to get a hit. Even if you miss, most of the time you will get the hit in the next few seconds. So 90% or more of the time you are still getting a hit. It creates an interesting interaction between the players, unlike if the hit is 100% guaranteed.
Get good. They did.
Sure, I'll get good. Let me just install my auto aim hack, and do the devs' jobs for them. /s
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3140743#Comment_3140743
So, the hitboxes changed how they worked, and therefore BHVR broke another promise.
It was their mistake to say it wasn't intended. They said that in response to negative feedback, not because it wasn't what they intended. The projectile dodging being really hard might not have been part of their plan, but maybe that's just a wake up call to how easy dodging is. Huntress throws a hatchets slightly to the right? Don't even have to dodge, complete miss. Huntress throws it at you? Twitch at the last second and it misses. Same goes with Deathlinger, Victor, Plague vomit, any ranged attack you can think of. Y'all are using BHVR's "broken promises" as an excuse to not have to make an argument against the animations. They allowed killers to lunge and actually get a hit, and y'all think that's a bad thing.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3140741#Comment_3140741
To be fair, once they spin you, they start throwing to do it again. So I do not mind too much. If survivors capitalized on whatever advantage state they created, it would be annoying. But hey, if they want to laugh in exchange for a hook... I will take that trade every time.
No, they don't throw the game spinning if it works. Remember, survivors are probably already in advantage 90% of the time, so they can mess around all they want with spinning. They didn't have to use a pallet or anything to evade your attack. They just saw they were about to get hit or go down, they spin their stick while looking up at the sky or something, and suddenly your chase is extended by 2-10 seconds depending on how many times they pull it off. Sometimes the game gives it to them 2-3 times in a row. And sometimes they're able to get to somewhere safe because you missed. They're not throwing anything.
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@leafninja said:
https://forum.deadbydaylight.com/en/discussion/comment/3140732#Comment_3140732
Well that's the reward of actually pulling it off, gaining distance. It be stupid if they didn't get something from pulling it off. I do agree with u on the auto dead hard still being a thing tho.
They found a way before and they will again. There's a hack that lets a survivor complete 5 gens and blink out the exit instantly. You think an auto-Dead Hard is too complex for them?
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3140743#Comment_3140743
What do you want to happen? If the killer gets in range they should get a hit 100% of the time?
That's really boring.
Also old spinning was way worse than it is now.
Uh, yes? They should still have to press the attack button, but they should get the hit if they're close enough. Don't you think all this is a little ridiculous? The game always forces killers to hit the body blocking survivor instead of the one that they want when they go for a lunge and it gives them a short one because the blocker is closer. And yet when you lunge at point-blank range, the game allows you to overshoot the survivor with your lunge? All I ask is for a little bit of consistency, which 360ing denies.
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It's not that it isn't an issue. It's that unless you're going against Leatherface, it's not "uncounterable."
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3063046#Comment_3063046
Spinning is actually more ez to pull off on controller than on M&K.
Also whats next? Killers asking for the survivors to begin the trial with all 4 survivors spawned on hooks with a 4% chance to escape to actually play the game?
I could attest to that. I've spun killers many times with my controller.
What I can't attest to is that ridiculous straw man. There has been nothing said on this forum that has even come close to that.
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@Freddy96 said:
Spinning is not a bug, spinning is as a bug as moonwalking as killer is. If it is so hard for you to counter a spinning survivor do like pc newbie killers and just stand still without lunging
But why should we have to do that? What other game, besides F13th because it sucks, forces you to wait out a melee-range hit so that your target is 'actually' in melee range? It's just stupid.
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@Mat_Sella said:
Bruh, spins are super easy. Lunge at max range and if they spin at all you instantly land the hit
They don't do that. If they see you're too far, they keep running and you whiff.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3063034#Comment_3063034
If I remember, the outcry was because people were promised that nothing would change. Hitboxes would still function as normal and all would remain good in the world. Then the update hit and hitboxes did not function in the same way and thus there was yet another outcry about more broken promises which, combined with an awful desync, just made for a terrible gameplay experience.
No, the hitboxes did function properly, for the first time in a long time. Survivors could no longer just spin their joystick and reliably deny a killer their rightful attack. Removing the animations entirely and going back the old ones was complete overkill.
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@Mert_MK said:
https://forum.deadbydaylight.com/en/discussion/comment/3063034#Comment_3063034
Mandy herself said before that it was unintended because you could barely dodge projectiles with it.
If spinning ever were to get adressed (which it obviously shouldn't bc it's such a non issue) killer mains would demand that survivors shouldn't be able to sprint anymore right after.
That's moving the goal post. We're not asking that survivors shouldn't be able to sprint. We're asking why players with thousands of hours like myself are still getting spun multiple times in a match? Is it really still our skill at question? And yeah, people can have their cheap laughs about it: "You got spun, bruh!" but that doesn't mean that we're bad at killer. They're using that premise to dodge discussing this issue.
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@Hex_Ignored said:
Funny thing is, way back when the new survivor animations where introduced, the devs added a turning animation to stop survivors form literally snapping their ankles in order to turn in an instant. As you can probably imagine, the outcry from spinners was so loud that those animations were removed.
They set the game back 5 years when they did that. Spinning into the killer's body, yet simultaneously causing them to miss, is objectively game breaking. It needed to go for a long time. But no, we can't fix that because "mah spin tech!" and "these animations look bad!" I'm surprised they didn't ask for a juice box as well.
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@leafninja said:
https://forum.deadbydaylight.com/en/discussion/comment/3139968#Comment_3139968
That's the point. To prevent from getting hit is what the perk is suppose to do. Which is not game breaking. Using it for distance was. Now anytime someone uses it against me and actually pulls it off I'm like great timing dude. Hell one survivor was able to pull it off 3 time against me in one match. Which was awesome in my opinion.
But it's not due to expert timing most of the time, is it? They get a free DH the first time, and then we wait it out the next time they use it, unless they option select at a pallet/window. I'll bet auto-Dead Hard still works with it. The point is that you still can't lunge as killer, because this perk is common enough to where you can't, and survivors get free Dead Hard mind games by spinning into you or you being forced to wait for the same reason: the perk exists. And now that they get Endurance instead of just making the killer miss, they can do it in a dead zone as the killer is swinging and use their sprint burst to get somewhere safe. It is used for distance, and it might be stronger than before.
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I've never understood the complaints to this degree about Doctor. The only reason he'd be boring to play as is when you shock a survivor like 8 times at a loop and haven't even gained enough distance on them to hit them. Y'all act like he's this inescapable killer on the same level as Nurse and Blight, even though Blight I'd argue isn't inescapable. His Static Blast to find you isn't that devastating, because he still has to walk to you and if you think he's coming your way, you're free to hold forward. And that's his only 4v1, btw: A long cooldown ability that makes people within range go up 1 Madness tier and scream.
He has shocks that can block you from vaulting or dropping a pallet. So what? By the time he catches up to you and downs you, a gen will easily have been done. You can be tricky or just plain efficient with your movement to make him miss a shock, in which case he lost distance by slowing down to use his power and got nothing for it. You can drop the pallet or vault the window early so he doesn't even have the chance to use his power. You can drop the pallet from the wrong side so you don't get locked in as he comes around the other way.
If he shocks you enough, you go into Tier 3 Madness, which can create a false red stain and Doctor illusions, but as long as you're occasionally looking at him and listening to his loud mouth breathing, you'll know where he is. If there's fake pallets, you probably know which ones you've used anyway, or can look at the broken pallet debris on the ground, or simply see if he tries to shock you before you get to it. Also, him using his power over and over like that means he can't gain Bloodlust.
I don't know what people see in him to say that he's OP. "He's not OP, just annoying." Then why complain? Try playing as him yourself. Once you get out of the Noobville city limits, you're gonna get beat by gen efficiency like any other killer. He's add-on dependent, his ability doesn't do damage, its range sucks, and it doesn't even work half the time.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3137837#Comment_3137837
If you lose to a Perma T3 Myers, you or your team MASSIVELY misplayed. It takes such a monumental amount of Evil to hit T3 that you should EASILY be able to finish all the gens and escape before he reaches it
Hold your horses. It's not THAT difficult to get to infinite Tier 3 if you have a stalking add-on. You can easily get there before the gens are done.
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@ColonGlock said:
Paying attention to pips or "losses" is not good for mental health. Go with the flow. What will be will be.
Just like the ox that pulls the cart, the wind cannot overcome a mountain.
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At least 5. There was 1 night on the old ranking system where I was like "I'm not going to stop playing until I get 1 win!" I didn't win that night and I went to bed.
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This is ridiculous. "It's ONLY 5 seconds of Endurance AND Haste" without even using any perks. How did y'all play this game before, exactly?
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You can't.
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I also feel that I just can't catch up to survivors some matches. Bloodlust seems to kick in so late as well.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3136768#Comment_3136768
When stuns have a wider FoV than the actual player. genius.
That is absolutely the case. I'm constantly getting flashlight blinded by survivors I can't even see.
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@Nirgendwohin said:
i noticed some weird jumps in gen repair speed when i sit togherer on a gen. like brand new parts but without a toolbox.
Could the other person have Overzealous or Deja Vu?
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I guess they never learned from old Haddonfield.
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If it was something like "Get 4 safe unhooks and then escape", then I'd understand. What you're showing is easy challenges.
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It still prevents killers from lunging, which is game breaking, just not being able to use 1 of your 2 methods of attack.
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They should be. Some people I don't see all game until the end. They'll definitely benefit from the perk.
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Pain Res, STBFL, Plaything, Pentimento.
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@ChurchofPig said:
Pinhead would like a word. Yes I agree Hag is awful in solo queue, however I'd argue Pinhead is just as bad. In solo queue you have to assume whether or not someone is going for the box. More often than not, if you aren't going for the box no one is going for the box. So the options against Pinhead becomes, you have the box, you deal with chain hunts, or Pinhead has the box. That is straight up awful and annoying. Maybe it's only my experience against Pinhead in solo queue, but I'd rather face Hag than Pinhead any day of the week if I'm in solo queue.
I think it's a myth that Hag and Pinhead are way harder to beat as solos. Literally just play well and play smart as usual. If your teammates get you killed, that's not the killer's problem.
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Sees a bunch of no-prestige survivors. "Look at all this fresh meat!"
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I constantly get Swamp map, The Game, and Lery's as him. It's so annoying. Literally any other maps, I'm fine.
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I used to think she was like D tier. Then I started getting those direct bird hits and predictions to get hits through walls and across maps, including shotgun strats. She's A tier. It sucks to face holding W people, but you can shoot birds across maps/through walls to where they're running, because eventually they're gonna have to come into your bird's sights. She's not viable at top level, but she comes close.
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@HugTheHag said:
If killer could open the door at any point during the game, killer could start EGC.
These situations with 2 remaining survivors are, in my experience, almost always two separate survivors knowing there is no way to do the remaining gens and hoping the other gets caught first, so that they may have hatch. It's not with the intention of trolling or griefing.
When this happens in my games, I generally end up as the one who does the grown-up thing and goes to find killer so that they can kill me and end the game. It's ######### and tanks mmy mmr, but otherwise the game could last any amount of time. Despite that, I do respect the right of people not to want to get caught in a desperate situation.
If killer could start EGC, it would spare everyone some time.
This is an idea I forgot I had. Killers should be able to open the doors even before 5 gens are done. I actually had people disagreeing with me, saying that "Killers shouldn't be able to end the game early", probably afraid of Bloodwarden plays or something.
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They don't want to progress the game? Show their auras permanently. That's their punishment.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3137814#Comment_3137814
A perk should not completely counter another perk or a killer in general. Undetectable is just that undetectable, as it stands now are useless against a team using SpineChill.
So you'd agree that Iron Will shouldn't be what it is because it counters Spirit?
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@Pulsar said:
It's objectively more skillful to 2 hook everyone than to tunnel someone out at 5 gens.
It's incredibly unfun for the player in question and it really isn't needed at most levels of play. People just use it as a crutch a lot of the time.
Is it really skillful though if you're just refusing to use a more effective/consistent strategy that will help you? It's strange when applied to any other context.
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@ByeByeQ said:
It might be the worst strategy but if I can 2 hook everyone before killing them all I certainly feel like I had a good round where I accomplished something rather than taking the easy way out.
But you can't even do that a lot of the time. Are you seeing these gens?
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3138509#Comment_3138509
What are you talking about I always see at least one post or argument saying soloQ is dead.....
They overemphasized it in that patch though. Making it seem like only 4-man SWF could beat killers.
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@Darkwraith13 said:
I still believe they should re-work breakdown to permanently destroy the first hook you’re unhooked from. Kind of like shattered hope for killers that would be breakdown for survivors.
Bad idea. Killer should be able to hook survivors. They can already just make a safe zone where there's no hooks.
