darktrix
darktrix
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- darktrix
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1804079#Comment_1804079
People run BNPs a lot more since the toolbox nerf.
That's because they made toolboxes suck so bad that BNP (which sucked before toolbox nerf) is actually the best add-on you can bring now.
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You should unlock them - perks sometimes get changed and they may suck less some day.
Empathy is actually pretty good. Calm Spirit isn't bad either with all the killer make the survivor scream perks they've added and it is awesome against Doctor. Technician is pretty good for when you are actually drunk while playing and don't want to blow gens - you can also purposely blow a gen with Freddy to wake up and not worry about alerting him.
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It makes them feel a better after a frustrating game that they have at least a little control over when they go out.
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Wow looks like it got fixed, thanks!
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Guess you'll just have to make due with the wide as hell empty areas and dead zones they have on those maps now.
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If you don't ever plan on purchasing the survivor/killer with their perk on the shrine (in this case Adam) - I recommend getting the perk. Even if it is a trash one they do rework perks some times.
For solo q Deliverance is somewhat useful - if you can manage to make that safe save before you get hooked. Particularly strong being solo cause sometimes - they just leave you too long on the hook and it's also nice for getting yourself off the hook if you are far away or in the basement. You don't impact the momentum of the others survivors.
That said you don't have to yank yourself off a hook immediately - be chill about it and wait for the right time. The right time is not in the face of a fellow survivor just as they are bout to save you unless they are a dumb survivor and brought the killer in tow. Then hell yeah jump off that hook and get some distance from the fool.
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The last straw for me will probably end up being these map 'reworks'.
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They also changed the appearance of totems to make them blend in more.
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It's not all toxic, sometimes survivors congratulate or give kudos to each other (or even the killer) for good plays.
Sorry, you cannot be part of that - you said you had a means to close it, no reason ruin it completely for others.
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Speaking of no pallets here is view of a gen in one of the corners - below that a view of the same gen further away.
All that empty area - and there are zero pallets here. I checked and no chases came through here to destroy them. The closest pallets are at the shack and that wall to the right in the distance, both a good mile away from the gen if the killer comes calling. This is not an isolated thing.
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Ormond feels fine - it is a lot less laggy.
The autohaven maps I despise now - I just want to hurry the gens so as to get off those maps (or get myself killed).
They are open and empty looking - far too sanitized and the entire ground looks like it is made of concrete.
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Twice the campage!
Charlotte can just camp while Victor just pressures the map - easy 4k every time.
And forget about ever escaping end game collapse.
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I think they look like poorly maintained aisles at a costco.
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@akumaks13 said:
There is nothing to do, the map is empty, there are no pallets and the few that there are are unsafe
Least it is not as laggy as before. Yeah - on the redone maps (just played Azarov's) and there are many wide open spaces and dead zones now.
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@Hoodied said:
I only play Killer and SWF (I hate solo queue) and I will respond cause of one reason, I can
We do it cause if we kobe’d in front of you, we are quite literally affecting the game the same way in the end of the game as if we didn’t kobe. Because 2 survivors are on gens and the other 2 are at the hook, you changed the game in absolutely NO WAY except one gets more BP than the other
Except you wasted the time of the guy coming to save you putting him as risk, and he got nothing in return. So he may still be a bit PO'ed about when it comes time you really do need a save.
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It's a bad habit - and yes if they kobe in front of me after I traveled across the map to save them, then they are on their own for the rest of the game. I won't even bother healing them after or later as they obviously don't need me to assist them. Same goes for those Deliverance turkeys that jump off the hook in your face.
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It's a good perk in the right hands - there just aren't many right hands.
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1766314#Comment_1766314
In all fairness, they should have had their eye on DS, it’s been changed so many times and still been the worst thing to exist in what, 4 years?
They don't have their eye on tunneling either, so that's why I call it one problem to balance another.
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I slap it on when I play drunk.
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Because they want to test the effects of bloodlust on current maps. They don't want to test DS.
They have had their eye on bloodlust for a long time and just want to see how they are doing on map design.
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@Aneurysm said:
I know these issues are pretty much known to everyone but since starting to play on steam as well as ps4 you get a much better idea of what they're supposed to endure. Apart from a few matches where I've been matched with noobs I'm going against red and purple survivors with 1000s of hours, and full perk sets -which is fine with me, obviously a bit more engaging than killing beginners although ideally I'd have something a bit more to throw back at them apart from tier 1 spies and tier 1 bloodhound-
but how many new players drawn to the killer role are going to stick around if they're just going to be a punching bag match after match? I get that matchmaking is probably always going to be terrible, possibly even with MMR. But give new players something. A more advanced tutorial, a training area (everyone wants one and if you could try out new killers and perks there you'd probably increase sales), a warning or BP boost when their lobby is full of reds, a way to unlock some free perks from the shrine, idk but you should give them something.
I always feel like saying something to the effect 'You kids have no idea how easy you have it these days! When I started killer we had vacuum pallets, insta heals, and decisive strike that worked after just being downed. Plus we had to walk uphill in the snow to get to every hook!'
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/1765065#Comment_1765065
You really think viable buffs to weaker killers will happen because of this? I must say your optimism is amazing. Good on you
Three years running with optimism - I have a feeling this next year is it!
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Cowardly.
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If they never take off the band-aid they don't know how bad the injury is. You want buffs to weaker killers? This is a first step.
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Well to see how bad it was, just finished playing eight killer games back to back - two each on huntress, pig, spirit, legion.
Currently rank 4 - haven't touched killer since last rank reset..
4 - 4k
3 - 3k (and I let the last one go each time)
1 - 1k with spirit on autoheaven. Would of been 2k, but I forgot the hatch reopens on last survivor so a slug escaped.
Probably is bad for killers like wraith and trapper I imagine - but I just never play them.
Matchmaking still sucks - but the instant queue is nice.
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I love indoor maps - as killer and survivor. They give off the horror vibe of trapped survivors to me that running around outdoors does not.
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@Parallax said:
Prestige doesn't really mean that a player is good at the game, it just means they play a lot. I have even seen legacy players make questionable plays.
Some of the biggest potatoes I have seen wore legacy.
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I'm sure everyone will miss you.
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He chews through pallets way too fast. You have to throw them or get downed, there's no juking his chainsaw.
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I dunno, for the same reason we cannot simply step or jump over them.
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I'll exclusively play killer this weekend.
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Here's something else to ponder - those toxic survivors...do you really think all of them aren't toxic killers as well?
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Whenever I see posts like this I reserve my opinion since it only one side giving their story. Camping, ebony mori, what else did you do that was toxic and you expect them to return love for it?
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I think tokens should be increased to at least four. Since Distortion came out they keep adding aura reads, the worst being Undying when you just wander too close to a totem you did not see and there goes a token.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1760554#Comment_1760554
But how long should we wait for this kind of problem? It's been years and still nothing.
Because tunneling is still a problem - so they have created one problem to balance the other problem.
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I can already tell you what will happen - an open season with severe rise in tunneling. Why, because many killers are bad at the game and tunneling is so easy and effective for them.
It already happened in a recent update where DS has an ineffective stun time versus certain killers where they could just turn around and knock the down the survivor immediately. I would say it would be even worse if it didn't work at all.
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1758648#Comment_1758648
You don't even need to walk up to the killer and give them a hit for free, if you just run away with the injured survivor (behind them) and protect them from the killer and give them the chance to get away then you've done your job.
Survivors will complain that killers tunnel despite giving them no option BUT to tunnel.
And just like how someone joked about it in this thread, when I suggested for the healthy survivor to protect the injured teammate, I got the ''omg another killer expecting survivors to just hook them for free''
Which is like ???
This annoys the hell out of me when another survivor just follows behind thinking they are protecting me. No you are just letting the killer chase both of us for free. If he tunnels me I can take care of myself - but don't give him reason to keep following both of us. Pick a different a direction and run that way to draw his attention.
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@WheresTheGate said:
Equipping DS has never made sense to me. I've nicknamed it Die Soon. The majority of killers seem to take it quite personally and tunnel you for using it.
Guess what - they also tunnel you if you don't use it.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754961#Comment_1754961
Given those statistics include first hook suicides and DC games its hard to take those stats seriously.
A survivor DCing in a game pretty much dooms their 3 teammates to death so even without the DC itself counting as a kill it still gives a 75% KR.
Also before you say about "what if the killer DCS" if the killer players DC at the same proportional rate aka 1/4th as much then its still heavily inflates the KR
4 survivor DCing across 4 games dooms 12 teammates.
1 killer DC only gives 4 survivors an escape.
DC games cause KR hyperinflation.
They don't count DCs - they throw those games out. As for hook suicides - I thought that's what killers wanted, easy games.
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No. It's something I can fire up fast to play without caring, and I like collecting shards.
That's about it.
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@thisisntmax said:
I totally agree! Looping is an outdated mindset for those, both killer and survivor, who refuse to adapt. Extraordinarily designed killers such as Rin, Caleb, and even our lovely Lisa can counteract that, but more needs to be done. There needs to be a shift to a more stealthy way of playing DBD; the way the devs originally intended. We need more survivors urbaning, lightweighting, quick and quieting and iron willing!
The ironic part is that looping is a result of adapting. With killers being faster, tending to race back to the hook, and stealth being a joke to all but maybe blendettes - looping is really all they got. What else is there to keep survivors off the hook long enough to even do gens - nothing really.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1750207#Comment_1750207
You miss the point. It doesn’t matter if you carry small game. Especially if you’re in solo queue, by the time you break all the totems even if you knew the exact location of every single one of them, nobody will have repaired anything and everybody will be either dead or on death hook with 5 generators left.
Then everybody in that case absolutely sucks in chases.
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Even if they removed the timer completely Lucky Break is generally useless.
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1) High probability they will never see this.
2) They probably forgot your name two minutes after the match.
3) Stop being a delicate flower just because someone taps a button a few times.
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@aregularplayer said:
ds is badly designed and everybody knows how to fix it: remove its timer, make it inactivate when survivor fully healed or when survivor starts doing gens. BUT bhvr thinks its ok to let SWF abuse it to rush gens and end games in 3, 4 mins...
I would also add that there should always be an obsession regardless of perks. Then a group of survivors can opt to not take DS at all and not give a signal to the killer they have a free pass to tunnel at will.
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Camp and tunnel a lot do you?
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@SirHamed said:
https://forum.deadbydaylight.com/en/discussion/comment/1724200#Comment_1724200
Camraderie would be so much better if it allowed you to pause another teammate’s timer who may not have the perk in addition to what it currently does. Similar to how kindred works.
Now that might be useful, even if it gives the killer a serious tell when the struggle timer just stops.
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Wow there are so many...
Monstrous Shrine - sure it's bad. Killer perks overall just seem badly designed...vary too wildly from useless to giving too much.
Mettle of Man after the rework - sucks royal. Three protection hits is hard enough, then it gives the killer an aura read on top of it. No thanks.
We're Going to Live Forever dropped off my list as there is actually a perk component to it rather than just encouraging bad plays.
No Mither - might actually consider this a perk if grunts of pain were reduced 100%. Having the injured music playing all the time is also stupidly annoying.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1725040#Comment_1725040
yes, and they are on almost all fences.
As a survivor I could never go through them. They have collision for everyone now.
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If you ran the old Thanatophobia along with Sloppy Butcher, all it did was convince your average survivors to forget healing and rush your gens even harder.
By buffing the gen slowing and eliminate the healing debuff...they are more likely to waste that 30 some seconds healing each other rather than doubling up and pounding out your gens faster.
So, I guess it depends on the beholder if that is better or worse.
