dont_ask_me_again
dont_ask_me_again
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@humanbeing1704 said:
https://us.v-cdn.net/6030815/uploads/322/UJ5C0BGIIXV4.jpeg
the hell does a tremendous mangled status effect mean isn't every mangled the same
Mangled applies gen-slow/heal slowing etc
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If you go on notifications on any post - first page... scroll up to the top it says where the post was posted (i.e. general discussions) as a work-around for now :P
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/925525#Comment_925525
Thats the thing you don't actually need team work in DBD but it can be used if one wishes too. Hook saves can be coordinated even in solo with guestures but most players are out for there own needs and use the other for points or to help them escape its an entirely different mindset and why many players lead the killer to others to save their own skin. The game gives players a choice about working together or not, saving others or not, risking yourself or letting them die. It's the whole concept help of other or don't.
In RS6 you must keep an eye on what's happening in the match. Take defending you need to know where each person is as one going down leaves that area exposed for the attackers to break through and needs another to cover it. Without team work you are less likely to win as that how it is designed to be. Someone having a role means yes you know who to go to or what you need. It's the same in any game such as that.
Knowing what someone has before hand doesn't tell you anything as this game has no roles. If anything it would just tell you there is a possibility but even if one person had BT they aren't ever guranteed to get a save. Why should the others let them? What do they gain from that? In reality its nothing and they actually lose more.
I'm not enabling anything that's simply clutching at straws. You keep saying little remarks which are so far detached form the truth. I simply don't agree to change something due to some using it wrongly when it punishes the ones who use it as intended a lot more.
Some will always troll or look out for themselves in this game regardless of what you give them. People sandbag others, tap heal, tbag other on hook, refuse to unhook, lead the killer to others, make noise to alert the killer etc etc its how the game is and nothing will change how people wish to play as this is a casual game which many just take way to seriously.
If you think seeing perks at the start will make people know things you are so wrong. It would be much more beneficial to see someone has DS when say they are slugged. If they have BT when you are hooked by changing their aura. Knowing from the start doesn't give the same info as someone on comms saying "I still have DS to use" to have that info on the fly needs to be something shown to solo when they are in a position to use it or else there is still a gap.
Do you honestly want all that to be in the game?
You’d just show the DS highlighted or not + the timer etc... exactly everything your teammate seems in the match. You’d see the 60 second timer trickle down.
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I’d rather be slugged than hooked... I might be able to get away.
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i think it could be a good perk if combo’ed with another perk that has the same concept... you tank a hit for free for doing x where people are likely to be around...
one idea is making it so wake up let’s you tank a hit if you open the exit gate... you can imagine teammates might be near here - so if you got 2 protection hits earlier in the game you can tank 2 coming up (kinda end-gamey build).
Like the perk is at a good power level where it’s at... it’s just that it probably needs synergy perks to become a thing.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/925302#Comment_925302
RS6 is an entirely different game as I stated in my last post where teamwork is needed as you win or lose as one.
Info can be good but it can also have adverse effects like I said the ranks in lobby caused too much dodging. If someone comes into game with WGLF and/or BT/we'll make it yes you know it's a save build and they will go for them but will it stop you from also making them or simply expect them to make them all the time? You are already notified when they have certain perks after actions which never done anything to change the gap. What makes you think knowing before hand would change that?
DBD is a game where you aren't actually a team in the same vain as other games you are a set of players with a common goal and what you do is more about choice than needing too as you can win or escape while everyone else dies. The others outcome doesn't change you own with how the game is setup.
You need teamwork in this game (that’s balanced around swf vs killer) aswell as rainbow 6 siege - all to some extent and R6S enables that more for solo-quers as they give more info... the difference in that game is - there’s more info given... KNOW’ing there’s a doc is essentially like knowing what perks are in play in that game.
You can still play how you want even if you see teammates perks... obviously solos can’t try good teamwork if the information is suppressed in the first place.
You can’t dodge if the perks are shown in the match and really the game is rated 18 or w/e depending on country... let the community be able to hold itself up in social matters.
People build game-sense after enough time... I ranted about lion earlier... I’m actually seeing soloquers use lion pretty well recently despite his huge nerfs... nothing amazingly strong but the odd wonder play can go far.
Also dude, just look at Aaron’s play’s recent video with BT... you’re enabling that douche play... he even says in the video title “OP?”.
And sorry but I’d rather have encounters like in that vid with the random which was a beautiful and awesome moment (which stuff like that comes now and then) than something like on dbd with the douche rushing to me with BT farming to get ez rank 1 sandbagging their teammates emblems.
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It’s the BT’s player dream and BVHR has nothing against it. Move along.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/924704#Comment_924704
For whatever reason you are near that hook as a killer the person on that hook deserve to have a chance to get away because he has no control when or how he gets unhooked. It is up to the other surviviors and the killers. And yes if you trigger the BT the chances are pretty high you are at least tunneling the person otherwise why would he procs the BT in first place. If you have seen scratches that means you would see the other survivor so just go after him ? I've seen a lot of people like you here who are trying to brute force some nonsense very often but they never look at the whole picture. If you have been a survivor main as you claim you should know very well how that feels when you get unhooked and tunneled and why BT is needed. If you haven't - then I think it is fair to say you haven't played a survivor much /aka you are lying there/... and I think everyone here would agree. It is just something very common to see as a solo survivor ...
The threat of DS is reason for why killers wouldn’t pick them up and go for the unhooker... the killer doesn’t deserve to lose momentum because of hook-rushers.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/925191#Comment_925191
Seeing solo perks makes no difference to what a solo wishes to use. They chose what fits their playstyle. Only swf coordinate perks to an extent to suit how they wish to play as a unit. All that would happen if people could see perks would be lobby dodging and ridicule due to others thinking they are running ones they feel not worth it.
Seeing perks doesn't change how someone wishes to play its a fallacy.
Solos can never be buffed to swf level anyone can see that. There is no amount of info that one can see which gives the same amount of knowledge as actually knowing.
Kindred at base also doesn't help as much some think as players still want to save for the points as solo. You are expecting people to play as one instead of how they wish too. Sorry that just doesn't happen or hook farming wouldn't be a thing at all for example.
For solo to be at swf level they would have to know so much more info auch as where the killer is on the map if one person knows. See where a totem, chest, gen is when another does. Know what pallets have been used on the map. Know what windows have spawned on certain maps. What gens are being/have been worked on and how far they have been progressed and that's just naming a few.
Could you imagine how mundane that then becomes? Knwoing every single thing that is happening. Swf have fun doing this as they are chatting and cutting up with friends where as solo it would be like going through the motions.
Here’s the video... happened yesterday... no voice comms or chat... I knew there was a doc on the team from the pre-load screen... you wonder if you could get healed... you kinda have an intuitive guess with enough experience... he actually went under me which only I could provide a hole for him to heal:
https://youtu.be/vAlCoBEHv28You under-estimate experienced solo-quers - when they’re given some even mild info... info goes a long way.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/925191#Comment_925191
Seeing solo perks makes no difference to what a solo wishes to use. They chose what fits their playstyle. Only swf coordinate perks to an extent to suit how they wish to play as a unit. All that would happen if people could see perks would be lobby dodging and ridicule due to others thinking they are running ones they feel not worth it.
Seeing perks doesn't change how someone wishes to play its a fallacy.
Solos can never be buffed to swf level anyone can see that. There is no amount of info that one can see which gives the same amount of knowledge as actually knowing.
Kindred at base also doesn't help as much some think as players still want to save for the points as solo. You are expecting people to play as one instead of how they wish too. Sorry that just doesn't happen or hook farming wouldn't be a thing at all for example.
For solo to be at swf level they would have to know so much more info auch as where the killer is on the map if one person knows. See where a totem, chest, gen is when another does. Know what pallets have been used on the map. Know what windows have spawned on certain maps. What gens are being/have been worked on and how far they have been progressed and that's just naming a few.
Could you imagine how mundane that then becomes? Knwoing every single thing that is happening. Swf have fun doing this as they are chatting and cutting up with friends where as solo it would be like going through the motions.
Seeing who has BT would let people know who can save who... infact... bear with me I’m going to upload a clip onto youtube showing you a “solo-que moment” I had on R6S. I literally thought to myself “only solo-quers would understand this”.
I don’t share your view and most people don’t agree with the platitude “solos can’t be buffed to SWF level”... it’s an excuse for no change.
I don’t mind seeing other teammates perks nor a kindred that doesn’t expose the killer... this is a 4v1 game and has been balanced accordingly so. What I’d hate is to wall-hack the killer etc removing that mystery... what wouldn’t bother me is knowing my team can work together.
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@Aceonfire said:
https://forum.deadbydaylight.com/en/discussion/comment/924775#Comment_924775
Since the change to kindred I've been running it non stop for the last week or 2. I've never noticed just how proxy/campy killers really are.
From my experience in red ranks, a majority of all killers who don't have any real mobility, camp and proxy. I honestly think it's because they don't have confidence in locating another survivor and don't feel like looking / patrolling the gens.
So, now we have a start to locating the possible root of the problem. Killers have tracking problems locating other survivors, and instantly have an incentive to stay near the hook.
Instead of changing BT/DS, how about giving a better incentive than a minor adustment to bp's and the few perks which only trigger if you're far enough away (which is realistically still in proxy range), how about something like BBQ built in. How about it last longer and require a counter perk like distortion to hide aura's, not lockers. How about the min range of BBQ be lowered so the overly altruistic survivor's who stay close to farm can be the ones who take the heat, rather than the killer being called a proxy/camper etc. If all 3 survivors want to rush to the hook right away then camping and proxy is the only thing the killer can do and rightfully so.
Obviously there are ton's of issues on high mobility killers with the above changes to BBQ. Maybe killers need to be grouped by mobility, and have that being a deciding factor for built in BBQ..i dunno.
Constantly doing minor changes / nerfs / buffs to individual perks to address the problems with both abusing BT/DS/Camping/Proxy is not going to get to a solution for the base problem and that's having a reason to completely leave the area.
Solos shouldn’t be down a perk just to be closer to SWF.
Small changes across the board actually address issues whereas large changes create new imbalances.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/925060#Comment_925060
What then happens is it becomes and swf only perk as the chances of four solo users having it are slim to none. If it becomes a needed perk then you lose variety and I may as well become a base perk for all survivors.
The only issue I see is it negates some of how you wish to play but that is what it's intended to do after all. Risk v reward you down some and some have BT so you can't. Making it a choice to hit then with the possibility.
It's much like many perks.
Spirit fury which rewards a hit after breaking two pallets if a survivor wants to try and stun. Risk v reward.
Haunted grounds remove the totem risk one hit down. Risk v reward.
Choices aren't bad and not knowing creates many different plays.
You don't know if they have BT so will always risk hitting them which is just how it is.
It doesn’t become an “SWF only” perk for sure if solos could see their teammates perks and even get basekit (survivor aura only) kindred... like-wise killer gets bbq aura base-kit...
Now you see that BT is the reason why the devs won’t buff solos and start fixing the game properly so solos can actually be buffed and not bandaided with a skill-less perk (which are far stronger in swf - the pros at r6s begged for lion to get nerfed for a reason even if it was “balanced” for solos). It’s not even fun to run the perk... no one should be forced to take it. And SWF abuses it immensely compared to solos - solos sandbag their teammates if anything very often so no - the current state is anti-solo.
And you get that braindead teammate who believes they deserve all the saves because they have BT which sandbags the smarter players from getting their altruism emblem.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/923905#Comment_923905
100% when oni came out he cried that he had no counterplay now hes crying that they nerfed him to the ground I dont get this person
Scott never said remove the flick past 90 with any further change... the devs did further changes... so that’s why he has a problem now.
Hopefully whatever the devs are further doing fixes everything.
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They won’t nerf her... she’s back of the line... least picked killer with a decent win-rate next to bubba... they need not touch her until so many problems with the games are fixed like swf-solo gap, game length time and whatever else I can’t think of right now.
I can imagine when all the problems are solved she’d be changed to be some less campy but given more chase potential. That’s about it.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/924974#Comment_924974
If it was actual in game mehanic yes i would say it could do with possible changes.
Since its a perk and a choice then no it doesn't need changes as it does what it is designed too.
BT used to eb one time use the problem is that it didn't help with camping and one person using it means one save was possible.
Not everyone uses the perk and just because some may use it as it wasn't intended doesn't mean it should the changed.
If your argument could hold water it would need to be the same for many things such as slugging itself. That punishes a person for simply being farmed or due to the killers discretion and not allowing them to engage in gameplay.
It's amazing how one thinks a stray they wish to use should be always possible. No strat should always work as there should always be option or choices which need to be made. It's how the game changes each time and why not everyone runs BT or DS. That's a myth and one used by those that simply want to use strats which the devs themselves design something to help with.
I never once leant on the 1v1 situation its actually strange to even mention that as your point isn't valid. People who hook rush risk losing more as they are putting themselves in harms way, giving the killer more time and losing points elsewhere. There is no guarantee to pip just by hook rushing.
DS once worked as an anti-tunnel perk (people claimed they used it because of this) that assumed the survivor had good will... then it actually got turned into an anti-tunnel perk because it could be abused. No different to what’s been asked for BT. Limited usage so it’s used smartly... only having 1 each use between 4 players means the killer gets half the benefit of the doubt as would the survivor. Which’d be fair.
The fact is you can’t assume good will for one side of the equation and not the other.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/924903#Comment_924903
Why does this have anything to do with this silly survivor rulebook thing?
No one says you cant play how you want too as its your own choice but if those choices activate something the devs put in the game then that is solely on you.
It's why I already stated the same in regards to NOED. A perk which no one knows the killer has and is hated by some survivor without realising that it only activates due to them not taking 14s to do a totem they walk past. Again a choice they made with how to play.
I am being objective as I stated your opinion is valid on how you wish to play. I also stated mine is also. Being objective is about understanding why the perk was designed and how you can also stop its activation. There is no set way to play and its only our own choices which make something seem stronger than it is.
The person not being objective is yourself as by your own works you think only one strat should be possible which is being able to slug the one unhooked.
I see your assuming again to try and fit a false narrative. I very rarely use BT if ever as I don't hook rush. I'm a safe player who choses when and if to save when its clear. Just because I don't use it doesn't mean I can't see what its designed for.
dude you want the perk to mechanically punish killers for denying hook rushers emblems...
no your narrative is simple... if the killer is near the hook they shouldn’t punish hook rushers.
If you didn’t use BT you’d see no problem with the change... if BT was one time use it’d be used cleverly - i.e. when the killer isn’t near the hook and used in a dire situation.
You lean too much into the 1v1 mindset forgetting it’s 1v4. You need to see the balance of both and realise a single survivor shouldn’t be able to play hero at all the hooks or freely hit rank 1 without punishment for running a perk at the expense of teammates misery.
Your “opinion” is currently and falsely status quo and it needs to change for the reasons I gave... you haven’t gave any valid defense but said the alternative is just an opinion... a sign of a lost argument.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/924775#Comment_924775
That is not for you to decide because you feel its fair on a side you wish to play.
If someone doesn't have BT slug them by all means but never statw its needed or findemental to the game as thats just your opinion. If someone does have BT then you yourself activated it with the choice you alone made.
Just because you feel you need to play in a set way doesn't mean that is the only way and it should be a usable strat every single time.
In your example if there is no BT then the person could be just put straight back on the hook. This is why BT was designed to help with that scenario and give someone a chance against certain strats players used. It's change was also done to promote going after the one who unhooked.
By how you view this it seems it activates quite often versus yourself which can only mean two things. You don't really leave the hook area and always go after the one unhooked first or you have more farmed hooks than I've ever seen and go after the one unhooked first. That's fine and how you wish to play but the choice you are making is why it's strong versus your play style and your play style is why the perk itself was actually designed so not too strong or broken but in fact just working as intended.
I like how not following the survivor rule-book is an opinion but the survivor rule-book isn’t an opinion. That the entity isn’t a ref between killer and survivors... that the survivor rule-book is bible... killers are guilty until proven innocent and bad survivors are innocent.
You don’t know if they have BT or not... that’s the point. If anything as killer - if someone gets BT’ed I’m forced to tunnel them and I won’t let the hook rusher pip to the best of my ability.
I can’t lose momentum as killer. I will re-hook to punish one way or another but what’s stupid is that the hook divers aren’t punished.
Sorry but you’re not being objective in the slightest... I presented how you don’t need BT in the game just DS... it’s not an opinion - what is an opinion is your belief that killers shouldn’t punish hook rushers.
Obviously you main BT so you feel attacked... and can’t be reasoned with. Any person being rational see’s the flaws with the perk.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/924704#Comment_924704
I never said they were always camping as I also said they could have been farmed.
If one stays around the hook for no reason while the others are far away it is camping plain and simple.
The fact still remains BT can only ever activate if you are close enough to trigger it and hit the person being unhooked.
If you go after the uncooked then BT itself can never be activated. Yes there is nothing wrong with hitting that person but it is a risk you take knowing BT is an option.
It's the exact same with NOED if players don't do totems they can't really complain about it activating but they do.
Being trusted means nothing when it comes to common sense when looking at something objectively.
I do play killer and have done since 2016 and never fall foul of BT as I don't tunnel or camp. I became better at the game but not doing the above and actually applying pressure to more survivors. I play Trapper, Hag, Billy, Leatherface and Huntress mainly and do very well thank you.
I do find it funny when people use the argument of "you must not play at red ranks" just because they can do better than others without using a strat many feel needed.
If camping had never been an issue BT would not have been put in the game.
“Killer can you go to the opposite end of the map and count to 10 please”
The killer is a killer and not your friend but someone trying to kill you under the entities rules... that’s something that’s fundamental to the game... all that’s needed to be done is that the survivor who got farmed was given the fair chance to get up... they’ll have 60 seconds (32-40 to be picked up) - that’s more than enough time... if the killer is able to come back and pick them up - put them back on... that’s hard luck... that’s the same amount of time as missing a stage on the hook which there is no blame to the killer but the other survivors not picking up the downed person.
Yeah I’ve played survivor since 2016... granted I was salty/mis-understood decisions killers made earlier on especially given how survivors were way more op back then... but then I learnt you can be good enough to play survivor without band-aids/crutches given how strong survivors already are... you can use stealth, pressure, and jukes to be resourceful enough to get the save you needed to. The only thing that can’t be countered is a face-camping bubba but that’s part of his power. If leatherface says no - do gens then you win. If they do that over 100 games... you won’t be doing that for 100 games like them... let them get bored of it.
And last time I saw a face-camping bubba was when people were getting the jake faces early on... doesn’t happen anymore unless someone wants a change in how a match gets played/curious how fast gens can go/testing how effective camping is without BT/DS.
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I’m gonna be sad when all ultra-rare items/add-ons are worthless... oh wait.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/924617#Comment_924617
Technically if BT triggers you are in essense camping which the perk is designed to help with or the person has been farmed off the hook. BT can be negated but it's about choices.
First choice is go after the unhooker as BT can only activate if you hit the one unhooked.
Secondly hit the one unhooked as they still need to mend taking them off gens for a small time and then chase the unhooker.
If they are farmed then the over person isn't on a gen while running to do it. If you are camping when no one is close and don't leave and its activated then its worked as intended.
The perk itself is designed in a way to not give the killer another free down just for them being close to the hook. It can be looked at as overly strong if you camp or tunnel but if you don't then it's really a dead perk in essense.
“Technically if BT triggers you are in essence camping” - this is an entirely false claim. We spoke before how you can be see a survivor’s scratch-marks to the hook and follow them. Plenty of mainstream twitch streamers have pointed this out and are basically at-least nearly all in consensus that what the survivor does with BT is bad play.
I just provided how DS controls the behaviour of killers and BT doesn’t.
The survivor who gets slugged off a hook isn’t losing anything - no harm done... so what’s wrong with that exactly?
I’m amazed you’re a “trusted” member if you being this juvenile to suggest that the killer near the hook under any circumstance = camping.
If you have ever tested the effectiveness of camping - you’d know you could only camp 2 survivors by the time gens are done... BT doesn’t need to work 8 times which steps into punishing fair killers rather than campers.
You need to play killer at red ranks... M1 killers and the like because I don’t think you do. I also main survivor btw.
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@Peanits said:
Balanced Landing could be used to turn some loops into infinites, which is something we want to avoid. Typically you wouldn't use the stagger reduction from Balanced Landing more than once in a chase unless you were taking advantage of one of those loops.
As for Decisive Strike, if you have to wait a full 60 seconds, that's because you're tunneling someone immediately off the hook. The perk is designed to prevent that, so of course it's going to be very punishing. If you had chased someone else and returned, their timer will be almost up and you'll be able to wait it out in under 10 seconds. It's fairly easy to avoid.
Borrowed Time, I'll let y'all debate that all you want. Again, it can be mostly avoided by not going for the same guy and instead hitting the unhooker. If you hit them before they get the unhook, you can hit them again right after they finish the unhook and you'll still have someone on the hook in the end.
BL really could use some hills and high surfaces on maps that lack them.
DS could be given more negatives while keeping the perk doing what it does... like getting broken status for 60 seconds after using DS is just one idea/example.
BT needs to be reworked to a 1 time use and the hook tech should come back... it’d be better if there’s mind-games at hooks rather than perks insisting the outcome. 4 DS’s can potentially waste 80 seconds of the killers time (assuming the killer takes 40 seconds to get the next survivor)... 4 BT’s (when only 2 are needed to do this not 4) however can waste anything from 120 seconds (waiting 15 seconds 8 times) to 40 seconds per new chase... the counter-play to hook rushers is to immediately slug the person that got unhooked then chase and hook the hook rusher...
why would you re-pickup the person that immediately got unhooked when they can DS you?...
because there isn’t always an obsession in the game and DS can be negated if the downed person is right under the hook - those need fixing than needing BT which’d have no real excuse to be as strong as it is which it basically functions as a free save or free time-waste. Killer’s need some pressure at hooks and BT absolutely shreds that.
Edit: the reason for the killer needing to slug the person who got farmed off the hook - if you as the killer let them go/make a habit of this... they’re going to run away and go on a gen... that means 3 people on gens while you chase the person who farmed them... that’s 50% more pressure than before for free which isn’t fair for the killer. The first hook is the hardest and now they have to restart.
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That’d mean banning a lot of new players in a sense... since many just kobe and kill themselves.
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Another one: Kill David, Jake, Tapp and Feng in that order.
(you have to hope you even get them)
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/922883#Comment_922883
Unhook yourself twice in a single trial
Pallet Stun the killer with every pallet on the map.
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Level 10 be like... tank 4 hits for teammates with the perk no mither.
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What I do is - put ruin on... when it’s 1v1 find the survivor.... bring them to ruin... grab them if they start breaking it then give them the hatch for their trouble lol.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/921776#Comment_921776
I didn't contest that. I just said it didn't matter because it's not hard to spin and hit them anyways even though it's not currently like that.
What I DID contest is hitting though obstacles such as solid walls. There might be a bug to that effect but it definitely wasn't a serious mechanic outside of windows.
Well I mean like any minor opening to the survivor’s hitbox if said survivor is using a surface to potentially block a hit... the killer has to aim above that currently but back then it just locked in as a hit.
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Want to know how to de-incentive this? Don’t make noed work when the hatch closes :P they’re waiting for a gen to be done then close the hatch and go to that gen mostly.
don’t make adren work either.
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@Fibijean said:
It's not really necessary. You don't need pinpoint accuracy, the hitboxes are the size of Mars.
It makes a tonne of difference and not just on huntress... I loaded one up the other day to see how my performance changed on nurse and yeah makes long range blinks faster to do. It should be basekit on all killers and survivors should have some indication of the center too.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/921651#Comment_921651
Killers could never hit though objects unless you are talking about windows or specific bugged situations. And 360ing isn't something you should expect to save you anyways.
Distance has always been how you avoid getting hit, and removing infinites didn't change that. The only difference is that now it's possible for a non-potato Survivor to fail.
You could literally be behind the killer... he’d swing and you’d get hit. Everything connected back then automatically :P
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@NuclearBurrito said:
If it were true that Killers throughout the game have been getting nerfed more than Survivors and that Survivors have been buffed more than Killers then it logically follows that if we go back in time Survivors should be weaker and weaker the further back we go.
https://www.youtube.com/watch?v=Q1fkX3H84SE&t=229s
Thus in order for that to be true the Survivors in this video must be far weaker than Survivors are now in terms of what the mechanics allows them to do compared to the Killer at the time.
Since this is clearly not the case it's just a matter of quantifying what changes makes this so and why it had this effect.
My theory (which is easy to verify by just looking at patch notes) is that the big core gameplay changes were all in the Killers favor, while the majority of Killer nerfs were outside of the core mechanics.
For example some core gameplay mechanics that have changed since 2016:
- Medium vaults added
- Entity blockers will now block windows after 3 vaults
- Killer vaulting is faster
- Pallet breaking is faster
- Generator regression implemented
- Generators now take 20 extra seconds to repair
- The end game collapse was added
- The Hatch can now be closed
- Bloodlust added
Those are all the ones I can think of off the top of my head. Meanwhile I can't think of any changes to the core mechanics that were in the Survivors favor except for the hatch always spawning for the final Survivor.
I'm sure you can come up with plenty of Killer nerfs period, but if we restrict ourselves to just the core mechanics it's pretty obvious how and why Killers are stronger now than before.
That doesn't mean a lot of Killers don't need buffs, it just means that the claim that Killers have been getting weaker is demonstrably false.
People criticise infinites (which they should have been gone) but the way killer’s had a 360 auto-aim... it was the only way to avoid getting hit back then xd.
The killer basically hit the survivor no matter the direction they were in/obstacle in the way if they got just close enough to the survivor.
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Combine it with Campbell's Last Breath
Edit: Nvm it says after a successful hit.
That’s one it could combo with :P
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/920916#Comment_920916
If you switch between them frequently they are "mainS" :)
A main to me is truly which you’d pick if you had to decide (so like either one of the 2)... that’s just me though
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Nea because small character model that isn’t as loud as feng. I don’t feel like claudette’s fair to play :P
If people are naming 2 survivors... are you sure they’re then a “main” ?
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/920731#Comment_920731
That works against green rank killers, maybe. Like the so called "window-tech", absolutely useless at high ranks.
They all do work but at red rank probably once in the match.
And that BT trick is gonna work at any rank... the survivor on the hook is a complete meat shield.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/920593#Comment_920593
Why is it when I see these survivor mains in their SWF groups playing, they always go against the shittiest killers? Like, is their self esteem really that low that they need flex that they can bully players with like 1/10th of their playtime, who are already at an disadvantage?
Like i got nothing against Aaron - he’s just showing what can be done since the change... I’m on about the devs choices rn.
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Btw OP their name is Scott Jund.
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They hate myers with tombstone.
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@Maj33y said:
@dont_ask_me_again Quentin Needs a Plastic Surgeon if anything at all .
Vigil is fine as it is .
It makes exhustion perks go from 45 Seconds to 35 seconds I believe . If it gets buffed . Game will be broken with Sprint Burst and Dead hard activating during chases .
It’s 40 seconds to 32 seconds...
@anarchy753 said:
Vigil should be buffed by affecting more statuses.
For one thing EXPOSED isn't affected. Yes, there are exposed effects that work from the killer side, like EWIII should not be lowered, but when it is a timed debuff like Iron Maiden, Make Your Choice, and Haunted Grounds, Vigil should lower that.
Additionally, I think it should affect infinite debuffs. You get mangled and that effect lasts until healed? With Vigil maybe it caps at 60-120 seconds before disappearing.
The issue with Vigil is that it doesn't affect anything common, or that you actually want lowered. Everything is either endless duration or not covered by the perk at all.
And no, Vigil should never recover exhaustion while running.
This is great but also make it do 25% rather than 20% imo.
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They even buffed BT...
https://youtu.be/PZ8ntmZ8WtQbit toxic to buff that perk over and over again and punish people for not bringing it :/
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Did you say nerf Quentin again?
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Slug them and nod head back n forth.
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On survivor side:
SWF, BT, DS, Adren in hatch game, Generators, Keys with SWF.
On killer’s side:
Bloodlust in some maps (with mind game pallets - the desired direction for the game), Spirit Fury, Nemesis on bubba, Noed in hatch game, Moris, Ruin’s also a bad concept gamewise as it slaughters low rank survivors and is RnG for the killer to win at high ranks.
I think the problems are pretty even tbh counting 6 each side.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/920200#Comment_920200
They no longer affect the speed others heal you
That it? That’s not too big a deal tbh. Never really understood why it did and kinda found it harder to 99% health lol.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/920145#Comment_920145
Well, then do us a favor and go play The Culling or H1Z1. Attitudes like that, whining, and overnerfing/overbalancing everything killed those games.
Your analogies don't apply because this a *casual, arcade style, asymmetrical slasher horror video game*. It's in no way realistic, and balance is completely up in the air. There is nothing wrong with having rare, overpowered things in games like this. I could understand your point of view if this was a competitive game, but it's not. You just take it too seriously and are set on killing the fun for everyone.
For someone who’s “casual” you don’t seem it...
Actually I was someone who defended this game to remain casual than go competitive (which devs thought of) cuz it’d invite hackers and stuff... could go competitive way in the future but should stay casual until the game is built from the group up entirely.
Moris are generally op to a point they’re super annoying.
I was in favour of keeping ultra-rare add-ons for killer/survivor strong though.
Like what do survivors have if killers have mori offerings exactly?
You don’t really care about anyone’s fun but your own tbh.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/920112#Comment_920112
I don't think entitled means what you think it means. I now know what I am dealing with. OOF.
Every game has balance. EVERY game does, yes. You're right on that - but there IS such thing as OVERBALANCE.
Nope, balance is binary (is or isn’t). There’s close or distant sure... but there’s absolutely nothing wrong with something being balanced. Certainly “overbalance” doesn’t exist.
That’s like saying scales can measure a negative weight or something to say overbalance is a thing.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/920079#Comment_920079
Ranking system or not, this game is casual. The devs state it is, therefore it is. If you take it too seriously, that's your own problem. If it wasn't, ranks wouldn't reset every month, and there would be meaning to the ranks. Just so happens, you can achieve red rank survivor by literally playing more. It doesn't take a lot.
It's not a matter of "throwing all balance out the window". The game is the most balanced it has ever been. That doesn't mean you have to overnerf and overbalance everything. Overbalance IS a thing. I hope to god BHVR doesn't listen to all this entitled dribble, cause that's what it is. A bunch of super sweaty players who take the game too seriously and want everything that is a threat nerfed into the ground. Listening to the community too much is what killed games like The Culling, and H1Z1; and I think the devs know that you and most of the people complaining relentlessly about these things *that aren't even close to happening often enough to be an epidemic* are just a vocal minority, and nothing more.
Dude, your comment makes zero sense from what mine stated. Other people want to play the game casually as much as you and if they don’t find mori’s fun... that’s you being entitled if that doesn’t matter to you... that’s why every game has balance casual or not.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/920063#Comment_920063
"Pretty much means" - what ranks are you playing at? What killers are you playing against? I've been mori'd once in the last month, by a Pig, and she hardly tunneled. Hell, when I see a mori, I WANT that. I want to be mori'd. Being mori'd is fun. Apparently fun is something you're not looking for in a *video game*. Please stop trying to ruin the fun for the casual ones, aka the ones the game is designed for.
I'm gonna go out on a limb here and say the arguments here are, if not manufactured completely, 100% exaggerated.
Casual means a lack of true ranking system with stats and mmr etc...
It doesn’t mean throw all concept of balance out the window as any game that’s done that has failed.
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A key will probably mean 1 or sometimes 2 escapes... an ivory mori or ebony mori pretty much means the first person is tunneled out the game fast and the other survivors are likely not going to handle the lost man-power and all die resulting in a 4k for the killer.
When it’s 3v1 you just slug... I don’t agree keys and moris are evenly comparable at all - unless it’s swf with a key.
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I love Wreckers yard as killer just like I love the game because there are no land marks on these maps except “in the middle” which is fantastic for limiting info between SWF. Technically haddonfield fits this abit also... the more that be limited the better.
But yeah rework Ormond.