darktrix
darktrix
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I will also add that EGC was created to significantly reduce situations of taking the game hostage - like when there is a lone survivor left and they choose to hide in the map for long periods wasting time. When the gens are done, the game is still going on and there are still multiple targets to have the opportunity to down, hook and 'defend', that is not taking the game hostage.
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Since the gates often spawn close together - it's an easy matter to patrol back and forth like before and just hit people off the gate to burn up time. Blood warden and NOED is likely to become even more powerful as the smart thing would be to slug as many as you can and hook one when gates open, The timer would of expired enough to make the probability good for a 4k due to EGC. Least with no timer survivors have a chance to recover the fallen and if the killer does open a gate there is an option to immediately escape. Now you want to put even more unearned pressure on survivors for successfully completing their gens and if NOED is in play give them little time to find and destroy it.
You get a generous amount of free kills due to EGC doing the work for you (and sometimes EGC turns out to be the better killer than the killer) and you want the chance at even more.
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@dbd_noob said:
I get the feeling that the DC epidemic has improved. I am playing in europe region red ranks and I i get a Survivor DC every 5 matches max. Killer DCs are even less frequent.
In contrast to my experience about 1/2 months ago, there was not a single match without at least one DC. So I am seeing an improvement to the situation. Am I the only one?
I second this - DCing has improved greatly from my perspective. There was a means to get around losing pips after DCing, but that was resolved to guarantee a 2 pip loss now. I feel that has something to do with it. DCing I see now are more protests to being camped or tunneled with a rare DC at the start due to killer selection.
People are more likely to kill themselves on the first hook now.
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@Dragonredking said:
https://forum.deadbydaylight.com/en/discussion/comment/554448#Comment_554448
You aren't a team?
SO you don't work together on the same goal?
Against the same ennemy?
Have you even played solo survivor more than just a few times? You would not even be saying that.
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@CaphnYT said:
https://forum.deadbydaylight.com/en/discussion/comment/558028#Comment_558028
Do you think I should be running urban with sprint burst though? They both have the same reason... evading the killer
That's you call if you want SB as insurance - cause stealth can suck unless you are a Blendette. You don't want to be close to a Bubba or a Billy, for example, if they find you.
You also want to watch out for the trap of always UEing everywhere to conserve the SB. I'm popping my SB off almost as soon as it's on cooldown every time I need to get someplace. UE for crossing open areas with little cover (good with mind games too), SB to get someplace fast or out of danger to a safer area.
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I'd consider Bond instead of Empathy - gives you so much information on what is happening in the area most important, the area close to you. Helps you avoid people bringing a chase your way, tells you if someone is making a save so you don't have to go all the way to the hook, and tells you if someone is already working on a gen. And they don't have to be injured for that.
With Bond you can also find someone fast to heal or get healed by, so self care you could even replace. Self care is nice in some situations, just know when to use it. Sometimes you have to make that vital play while injured because self care would eat up too much time. Adrenaline is a good pick for a replacement, but if you want the stealth theme - try Iron Will.
One of my builds I run UE and SB together, because that build is meant for altruism and to go into dangerous areas (or get out fast). UE comes in handy doing dangerous gens in dead zones and making saves vs. hag less painful. SB is good in case UE fails (which it often will).
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@drimmalor said:
I HATE jumpscares. If I'm playing against a Hag and trigger a random trap, I get so flustered and I can barely figure out where I need to go afterwards. Same can be said for Prayer Beads Spirit, she just appears next to you super loud and suddenly with no way to know beforehand.
Myers is less sudden and loud, same with Ghostface. They usually only jumpscare me if I run into them myself while they're stealthed.
Frustration isn't helped when you set off a hag trap and the game hi-jacks your camera to force you to look at the phantasm.
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@KillermainBTWm8 said:
Adds a new escape route but there is a .1% chance of it working and if it fails the entity kills you
So it's like EGC.
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Yes they did, hard to localize her lullaby or what direction it is coming from now. Heartbeat also seems faint until she gets you in a chase. There's already threads about it under bugs.
It's a pretty big buff to her right now, she can creep right on top of me because I keep hearing her coming from another direction.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/556343#Comment_556343
You're just wrong. Name one game that has a ranking system that doesn't balance towards the high ranks? LoL does it, Overwatch does it, Heroes does it, most people will balance towards it, as they should, and people should know that you have too learn too get better, not just whine and cry and get what they want because they don't know how too conserve pallets.
Those games balance and they keep balancing all the time - it never ends...which means they never really reach balance, they just get something in the general area. Same here. Devs have their stats, they have their player input, they are making calls on what is an impossible task trying to hit a moving target, but they are trying.
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@iTz_KilLaZ_x said:
https://forum.deadbydaylight.com/en/discussion/comment/557957#Comment_557957
I just want them to add skill based killers like spirit. Nurse breaks the game but is fun to destroy survivors with. I want more killers who don't just run circles around pallets helplessly.
I'll vote up for that. When I loop it's because I'm given no other choice - either that or the hook, and the hook sucks.
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@iTz_KilLaZ_x said:
https://forum.deadbydaylight.com/en/discussion/comment/557918#Comment_557918
Any killer should do well against survivors who don't do those 3 things. But at red ranks, you'll find teams who do all 3...
And there is the problem with finding 'balance' in an asymmetrical game. So survivors get good and can do all three, so we buff killers to make that even harder (and really there are always going to be outliers from either side that transcend). This decimates the lower ranks who probably won't even last long enough to develop said skills. They say to hell with this, and the 1% elite is left supporting a team of devs.
What I'm getting at is if 4 people get together and are that good, it is like facing a god tier player who has mastered their killer. Do we suddenly make it tougher for one side? How many god tier survivors should you be able to kill no matter what?
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@MrsPiggyIsSoSneaky said:
Thinking about this again
No one complained about spirit at all after her release when she got the buff she needed, it was all about Legion, Plague and GhostFace now, nothing at all about spirit
But now after the fact that sounds are somewhat fix, people are complaining now...its like...spirit not being able to hear was "fair' but now that we can hear more clearly, she is now consider "OP"....
Really, there's always been some complaint about spirit in one thread or another since release. It was just bigger fires that came along that grabbed all the attention.
Much like how MoM was the big fire and when that diminished people went back to complaining about adrenaline and even the new DS.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/557897#Comment_557897
At best, it'd mitigate the problem and make survivors realize that if they actually play the game, they have a chance to win.
I can think of one reason: why should the BP I spend to acquire something that's meant to give me the upper hand benefit you?
Does the item suddenly stop giving you in the upper hand in making kills or escaping?
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@iTz_KilLaZ_x said:
https://forum.deadbydaylight.com/en/discussion/comment/557898#Comment_557898
What exactly can the doctor do against the best survivors who gen rush, loop well and don't fall for mind games? The doctor can hardly stop loops with his power since the survivor can just keep running. He can try to get a 3 gen strat but good survivors will not let that happen. If he does get that, it just stalls the game tremendously which is annoying. He's pretty much just an m1 killer with an annoying ability; not a deadly one.
Should a killer not 4k when faced with survivors who don't gen rush, can't loop well, and fall for mind games? What's the expected result every game?
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The biggest jump scare I ever got was when I opened a locker to restock hatchets - and a Quentin was inside. Those bug eyes suddenly staring into mine as my hand reached out and grabbed him, instead of a hatchet.
I think I dumped him on the ground and ran away.
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Exactly what I suggested in other threads - certain items, add ons and offerings change the difficulty significantly for one side or the other. So compare the two and the side behind should get a bonus in BP and emblems in proportion for going up against such odds.
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I was paying the other day and I didn't really care if i would play as killer or survivor, and i thought it might be cool to have an option where all 5 player join a match, and whoever gets to be the killer is chosen randomly.
Kind of how Friday the 13th did it - I would not mind that at all. Too many people are tucked away in their little corner comfort zones.
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@suffering23 said:
https://forum.deadbydaylight.com/en/discussion/comment/557242#Comment_557242
i always hear the grass move when i play her, i don't play against her as much as i'd like to to tell you if she does move it or not tho
That used to be the only mitigation to prayer beads - now that grass does not move, you absolutely cannot see or hear her. She just has to move around the gen until she collides with a survivor for an easy grab.
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Against plague - no one is healing.
That killer is single-handedly training whole groups of survivors to gen rush.
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@TRB124 said:
Prayer beads= Free gen grabs. No counter play other than wasting a perk slot for spine chill. Moving grass or crows don’t give her away.
I guess she still makes footsteps, but good luck hearing that over a gen.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/557324#Comment_557324
I'm just gonna say I think some people are on the forums more than they are playing the game.
Guilty - forums are more interesting.
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Ok now I know this is an online game so its not supposed to be mega scary lol but sometimes we do end up getting some jumpscare killers.
It's awesome until you see teammates get yanked off things for the 1000th time, cause every spirit I encounter seems to run prayer beads now. Scratched mirror Myers is not OP, but on certain maps he is pretty close to it.
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Pre-EGC -- killer, solo, swf
Post-EGC -- solo, killer, swf
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@ElusivePukka said:
I mean.. based on the achievements on Steam: 3.8% of players get to rank 1 on survivor, 2.1% on killer. Only 9.4% of survivors get to rank 10, only 5.5% of killers too.
Dead by Daylight has had a 75,044 player peak. That means:
- 7054 Rank 10 or higher Survivors
- 4127 Rank 10 or higher Killers
And in those totals, only
- 2851 have ever reached Rank 1 as Survivor
- 1575 have ever reached Rank 1 as Killer
All this against, in that 75,044 total, 67990 people who have never reached rank 10 Survivor and 70917 who have never reached rank 10 Killer.
I'm comfortable saying we should rebalance around purple ranks, so people can push to be better, but expecting people to have to 'git guud' to the level of people in the top 1% of hours invested is a lil bit crazy.
I would of expected that to be much higher on the survivor side and this is probably taking data from before updates to make ranking more difficult. I also expect a decent amount of those rank 1's play both killer and survivor.
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There is only one escape - uninstall. :/
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Is it just me or does she no longer move the grass or scare crows when phasing? Freddy seems the same way.
If that is so, the only two things I would change is no collision with survivors while phasing...and those damned prayer beads.
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Prayer beads.
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Not hiding spots - line of sight breakers where you can mind game. A lot of maps just don't have them or if they do like they are weak. Of course you get those killers that do nothing but follow your scratch marks like a bloodhound. They don't mind game, the only thing that stalls them is a pallet in the face.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/548000#Comment_548000
So you were farmed and you believe the killer should be punished for a bad play on your team's part?
Edit: On Second Thought: Why were you so close to the hook at this point in the first place? You have the initial hit for you to start running off with weapon wipe. Them being chased and hit again. The animation of weapon wipe, pickup, walking back and hooking. Then they have to get close enough to you to start seeing the scratch marks again. To me it seems like you camp near where you got unhooked. Seems to me this can be solved with a perk that is fairly never used called Lightweight or the common Urban Evasion to get away quickly.
Solo survivor's aren't a 'team' we do not get to pick the other survivors to go in with and I certainly get punished for the bad play often costing my life. Killers love to blame survivors for everything - 'it's your fault because your team sucked' 'I'm going to camp you cause rando dude #2 used his insta heal on you' 'I got triggered because you ran in a circle more than once.'
Sick of this killer echo chamber and double standard where anything a killer uses at his disposal is fine and a 'strategy' while anything a survivor uses at his disposal is unfair and needs a nerf or flat out removal.
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I'm not waiting around for two minutes (or whatever) after the match starts waiting for a killer to setup.
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The ones that purposely steer the game toward a three gen strat are the most annoying. I don't like hour long matches.
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Survivor is being a gen jockey or a hook jockey, neither one is very interesting to play.
How many new players did we retain from the free weekends?
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While it probably needs a change, three safe hook rescues I am opposed and I do not use MoM. Reason being MoM users rushing the hook to get saves and competing with WGLF and Deliverance. I do not want to play with more hook hogs.
I do not have an idea on what else that condition could be, but I know I do not want safe unhooks to be one.
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@RoKrueger said:
No, the decorations are cool and they throw confetti when you hook a survivor or complete a generator! I like it!
I don't think they are that cool. I'm looking around and saying 'oh there's a gen' when it's actually just a hook with balloons on it.
And to add insult to injury every time I'm hooked there's a little party whistle and confetti tossed in the air over me. /sigh
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I think we can all agree to simply pretend this perk does not exist.
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The only reason I know an event is going on is because I constantly find crappy fireworks in chests with my Plunderer's perk when I really need, oh I don't know, something useful for my survival!
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/553509#Comment_553509
@Acromio you are so spot on about this! And you would add that both survivors and devs are aware that this an exploit but the devs are too afraid to nerf it.
But you can see how the devs are desperate about it, look how many killers they tried to create to counter looping,: huntress, Clown, spirit, plague all designed to try desperately to reduce looping.
It is such a problem in dbd that the only killers who are really strong have ways to seal with looping and have map pressure.
Think about hag, nurse, or spirit.
Survivors are responsible for this because they want to feel the hero of the story, "I'll take the aggro", it makes you feel like the protagonist of a film where you can defeat the evil enemy.
But this is unacceptable in a team based game where 1/4 of a team shoukd NEVER be able to match the single team member in a 1 vs 1.
With looking gone we could finally balance all killers and remove nonsense like omega blinks and insta saws
I'm not a fan of looping, but the game gives no any other reliable means to defend yourself. Stealth is laughable (getting more so with every update along with some killers will adjust their graphics to make finding survivors even easier) and mind games/losing the killer need some degree of luck to work with scratchmarks/blood/ever louder grunts present.
However eliminating looping and having the slaughterfest that follows until the devs figure out how to balance killers in response, will result in a literal die off of the survivor population. They have written themselves into a corner.
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I prestige just to get rid of that message.
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@Zarathos said:
Temple of puragation is solid as a map minus it being a GIANT MAP. If the map size wasnt so ridiclous. Just give it the old swamp map treatment reduce its size so pallets will be less but more accessible. Alas dbd team tend to grasp these concepts slowly considering the past 3 maps were giant maps that require a billly/spirit/nurse to gen pressure
And when they do shrink them billy/spirit/nurse dominate even more.
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Probably to keep people from throwing random pebbles every 45 seconds.
Maybe a token system might be better - 3 uses no requirements?
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@Science_Guy said:
I always play solo and my games have been roughly the same as always. Sometimes you get idiots, sometimes you don't.
Yes, I do think that after the pipping changes, the better survivors seem to no longer stay in the purple/green ranks and as a result purple/green matches can be more annoying. But it comes and goes.
Ranking to red doesn't help avoid that either. With this matchmaking it is common to be lumped in with purples and greens all the time. And for the record there are a lot of red idiots too - legacy or P3 does not matter, those are some of the biggest idiots I have ever seen.
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I believe the actual figure is closer to 1.6 escapes these days.
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Even if it was optional the novelty would wear off pretty quick after you keep getting owned by the killer match after match. They still move faster than you, you still leave scratch marks/blood, and now you just crippled your ability to mind game. While the killer gets a nice view of you and where they are going, you have to watch where you are going all the time or get stuck on the numerous items that clutter the map.
I feel they would get tired of it pretty quick after being easy hooks.
But on the plus side it would be much easier to moonwalk...
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It encourages the Legion to use their stealth detection notifications after they hit someone to change targets and spread the pain, rather than just focus down the one they just hit. They could still focus on them of course, but then they risk losing them because of no scratch marks or blood while the nearby notifications are far more enticing.
If you could see scratch marks and blood then get rid of the detection notifications of others are in the terror radius.
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@HazeHound said:
Not smart enough.
I tackled this issue many times, but people just refuse to do totems (cleansing all 5 prolongs game by 20 seconds... totally not worth it...) and then complain about noed. Which is underpowered af actually.
For one solos (or even 2 man swf who cannot communicate with each other) unless each look themselves for all five or evidence of all five, are never sure all the totems are destroyed. In these cases it is NOT worth it to go searching through an entire map for a perk that the killer probably does not even have. And that is 20 seconds just working on the totem, you are not factoring in the time it takes to move through the map with an active killer around and find them.
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Can someone point me to source material where it states that "it's survivors job to waste the killers time".
In a way if they get chased - it is. Every second they spend distracting you is another second the rest of the survivors are doing the main objective - gens in order to escape.
You need to not take the bait and hit them where it counts.
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Should not assume toxic survivors play only survivor either. There are toxic killer mains who play survivor. They are more than happy to throw a match in the gas and false flag toxicity from either side
You can get that mob mentality with survivors, there are four of them and if one or more feel wronged or whatever during a match it just takes one to voice it.
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@scorpio said:
https://forum.deadbydaylight.com/en/discussion/comment/552000#Comment_552000
Survivors don’t need killers? I wonder if you’ll feel the same way when the devs piss the killer players off so much that eventually most of them quit the game or just quit killer, and survivor lobby times jump up to 30-60 minutes to play against a Nurse every time. GL HF though!
Also they didn’t say he wasn’t broken before, they said he has been nerfed a lot and some of the drawbacks he had before the nerf are no longer necessary because his power is not as strong.
Well he's not entirely wrong - EGC is doing quite well killing survivors, sometimes even better than the killer.
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@Pierpalle said:
Name me another game where you lose when you are winning. I'm all ears.
@Rex_Huin I play at rank 4 both killer and survivor and they're not rare at all.
You may not use mori but you are not the only killer. Plenty of others do use it and it doesn't feel good getting mori'ed by a tunneling killer 3 minutes into the match either. So I have no sympathy for killers who feel cheated due to keys.