drakolyr
drakolyr
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@Vetrathene said:
Does not mean you can't win, so please stop killing yourselves on your first hook, adjust your build, learn to loop, and things will be fine. They will be harder, but its not the end of the world. Its just finally time for playing survivor to actually be a challenge.
Well maybe that hits the spot for certain players, for solo q overall its just not true.
Solo Q is getting hang over now for a long time and this time, they dont even looked at it in the slightest.
Solo Q was always a little bit unfun with some selfish teammates, but right now its just worse.
I understand that things as killers are frustrating, but the developers could atleast bring also something for solo q. But they said, its not the main thing they are working on. Sadly.
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Oh, and the survivors and killers i leveled up are resetted again too.
I had some leveled up to atleast 40, and the levels are resetted from the last 2 days.
I understand that they need to grab something, but couldnt they atleast tell that i shouldnt prestige/level in the last 2 days?
Frustrating.
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Killers will find either way DH still OP or get a reality check and its not because of dead hard they lost... just sayin.
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Flashlight clicking and tbagging msut never be removed, its part of the basic framework.
Every day i see posts complaining about tbagging or flashlight clicking. Well ...
Even if it seems nerdy, tbagging and flashlight clicking is a mechanic that should never be revised or removed. That would simply be too much of an intrusion into the role of the survivor game.
Yes, it can be frustrating. But there are many situations where you just don't have a choice, and it doesn't matter if it's a semi-clicking or not. That's the way I look at it.
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@ACleverName4Me said:
That is a horrible idea. At what point is the killer allowed to WIN the game? You have perks to get back up off the ground on your own if you hate being slugged so much use them or learn to not go down as easy.
You know, technically da 2 escape and 2 death rate in a match is considered "balanced".
And winning in this game has a long range.
Always the arguments "dont make error, dont go down, your own fault" etc, while stating that killers shouldnt mess up in the first place.
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The thing also is.... technically 2 dead and 2 escapes are considered the perfect match.
You are not entitled to a 4k.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3048121#Comment_3048121
But it wastes time and you have to be psychologically tormented by survivors relentlessly tbagging you, mocking and utterly humiliating you by standing over the hatch as you approach and tbagging for like 2 seconds. It's horrible.
I only see HURR DURR SURVIVORS BAD CRY.
Honestly, both sides should have equally fun. I also got killers who dragged me to hatch, to close it in my face. While i was non toxic in match.
Open your horizon or play survivor too. Helps a lot. Its always 2 sides of a coin.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3047911#Comment_3047911
I really want the objective progressing between 2 sides go equally, to make the match tense and fun for everyone.
Everyone know if 1 survivor down at 4 Gen, its possible to be camped and kill the 2nd survivor with Noed. And as you said, 2 survivors with 2-3 Gen remaining is a certain lose to survivor, they will just hide to make the game extremely bore. And thats why survivors have to rush just incase camping happens.
I think 4K should be as rare as 0K. Increase objective for 4 survivors, but the more survivors die, the less objective needed to be done. That way, the Gen would not go too fast, and Killer will have to think twice before tunneling someone, and I do have a simple idea for that:
Gen required to power Gate = Alive survivor(s) + 2.
As 4 survivors alive, they have to finish 6 Gen. 3 survivors requires 5 Gen, 2 survivors requires 4 Gen. Which is, if there are 5 Gen done and 1 survivor die, the Gate is powered right after the Sacrifice finish.
I like your idea, but it should be 1.5 for 4 - 3 and 2 for 2 and 2 for 1 survivor.
Otherwise 1 survivor needs to do 3 gens eventually, which isnt possible if the killer patrols every gen.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3047963#Comment_3047963
Why? At least the hatch closing automatically speeds up the last 1v1 and makes sense. It should be in the killers favor. Remember that this is after the killer has already practically won. It's either that, or run around for 4 minutes while the other surv is slugged + killer standing over hatch for 5 more minutes to see if you do a gen or show up. Auto close means it's less likely killers will bother to slug for the 4k and waste everyones time. Win win.
https://forum.deadbydaylight.com/en/discussion/comment/3047975#Comment_3047975
Hatch was never fair, it's a good thing it was nerfed. Right now it only exists to throw survivors a bone to stay in a bad match, "You may get hatch though!". And that's fine, but you may as well let it auto close after 60 seconds. Speed things up a bit, prevent boring mexican standoffs.
That would mean faster queue times too, you know.
No, the killer did not win at this point. And thats the other point. Its a 50 vs 50 and killer shouldnt get a free buff. They already got advantage if they hook a survivor and can freely roam beforehand.
Its completly fair, the first one gets the hatch. If killer dont like to wait on the hatch, close it. Endgame collapse starts. If the survivor has a key, well he won.
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@MrMori said:
Make hatch auto close after 60 seconds and I'd be perfectly fine with it. Just sucks that survs can camp it to BM, which is frustrating, and killers can camp it to force the last surv to do gens, which is boring as hell.
I think making hatch auto close would drastically reduce slugging for the 4k.
Okay, after 60 Seconds hatch closes, but after 90 seconds the survivor automatic escapes. Good deal. Thx.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3047357#Comment_3047357
Us vs them isn't good at all. The problem though is that the teabagging Ghostface post was made by someone who has vigorously defended teabagging and annoying the Killer so that gives it less weight than a post from someone who hasn't done that.
Also, saying but Killers hit on hook! is whataboutism. It's toxic but is also BMing. People mention survivors more because Killer BM is not as common as survivor BM and, if you play both sides, you'll learn that survivors are overall more toxic even including the 4 to 1 ratio.
I'd also add that Killers hitting on hook can be seen as less offensive by some people but not by all since teabagging is literally a virtual simulation of a sexual act performed on an unwilling person (although some don't realize that) and flashlight clicking can set off headaches. Pointing and saying come get me with a gesture isn't complained about even a small fraction as much, because while it can be used to taunt, it doesn't have the same implications as the other two actions.
Toxic intentions are toxic intentions.
Also i disagree with the fact that i get more toxic killers since the past months than survivors. So its a thing that everyone experiences different.
And of course, since killers often defend their actions, even tho its toxic (i mean, just because the guy was annoying, doesnt make it better that you are toxic too...), is kinda meh.
And my point was, you cant say "PUNISH TBAGGING", when killer can do toxic things aswell and thats okay? Sorry no.
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@toxik_survivor said:
Eh not base kit. I think there should be a new medkit addon that does this
An addon for it would be actually pretty good. An iri medkit addon.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3047347#Comment_3047347
I made a post about being t-bagged by ghost face a week or so ago and a couple of the comments were saying it's ok because it's a killer doing it, the double standard is real, I think egos are too big so anything small like spam crouching sends them off the deep end.
Its always HURR DURR SURVIVOR BAD.
When us vs them isnt good at all.
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I mean, when tbagging should be punished, so should be hitting on hook, slugged and let you bleed out while you sit on the survivor, noding.
But since i see from killers many times "its a leggit strategy" so i use it now too.
Its a leggit strategy ingame, so the killer focuses it on you. At the exit gate, you get extra bloodpoints for it. If the killer camps you for it, then the other 3 teammates can escape etc.
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Camping and tunneling are both so unfun and the person on hook cant do anything about it. And still people will blame the person on the hook.
I mean i play a game where i cant do anything, just to be out of the match without anything in return. If atleast the fast tunneled/camped survivor would get a BP reward for staying the whole time on hook, then i wouldnt mind.
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@PaintedDeath said:
Just make it a perk, you can recover other dying survivors while dying. Done.
Yeah, exactly. That would be something.
I never said the slugging itself needs to go. I just want a little touch when 2 surivors are next to each other. If its a perk no problem.
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@ThatOneDemoPlayer said:
Getting 4man slugged shouldn't be possible if your team is good
Yeah, for SWF's.
Solo Q, as always, hears that argument and sees their teammates not thinking one second.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3036768#Comment_3036768
But it's NOT a free win. That's what you're failing to realize. YOU and your team messed up to all be in a close proximity at the same time. You messed up. The killer earned that by downing 4 people entirely...Nothing about it is free. Other then you thinking it should be free to get back up.
Game wise, it doesnt make sense that you cant do anything. Logical, people could help each other out.
Of course its earned for the killer, its already enough that you cant do anything on the ground. Also he could start hooking. Thats reward and also probably the intention behind it.
But most of the time, you cant do anything, its a game. You need to do atleast something.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3036772#Comment_3036772
I mean, it does makes sense in a way because if they don't do it you could stick to the gates and immediately start opening it when killer closed the hatch, resulting in escape.
It's similar to slugging last two person, feels pretty bad to take but actually just a "counter".
https://forum.deadbydaylight.com/en/discussion/comment/3036774#Comment_3036774
That also works too.
Yeah, i mean when a survivor stand there, its just tactic, cause he wants some more bloodpoints before leaving the match. Its just a tactic and not toxic.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3036768#Comment_3036768
Since unbreakable, exponential, no mither, and soul guard exists, slugging 4 people has NEVER been a free win.
Yeah, but then killers argue its not fair that they need a perk to kill totems, so why i need a perk to stand up again? Unbreakable also only works once.
@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3036768#Comment_3036768
Because slugging all 4 is not a free win, it is an earned win.
If all 4 go down, they made some bad mistakes and essentially lost the match.
Killer earned all 4 downs.
Its not the "death" state. Its the dying state. Its not dead. So not an earned win.
Also many nurses or blights for example slug and if they are good, its not that hard.
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Had many killers standing on the hatch and closing it in front of me.
There are always 2 sides of the coin...
Its already hard enough if the killer kills the 3th survivor and gets advantage of finding the hatch.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3036749#Comment_3036749
4 man slugging is pretty healthy though. The team deserves it if they mess up that much.
I bet if i say that DS is healthy in the endgame, cause the killer didnt triggered it during match, would be the same.
It shouldnt be a free win to slug 4 people.
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@Chocolate_Cosmos said:
I mean if we will use logic in video games balance we just simply say:
"Why not Killers just mori Survivors when they down them?" Or "How can Survivors even live when they are on that rusty nasty painfull hook in their chest?!"
Now back to the topic... I think it wouldn't be healthy change for the game.
Why not? 4 slugging isn't healthy either. And survivors needs their team. You would use your team.
@brokedownpalace said:
That's an interesting idea. I'd like to see it tested.
One thing I'd like to point out is that if you keep holding the recover button, even when you can't make any more progress, you don't get the idle crows.
Ah didnt know that, thanks!
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I sometimes have it in my build and it safed me many times from camping and being tunneled out of the game.
If the killer plays fair, i will not use it, doesnt matter its a waste of slot.
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@Triplehoo said:
Yes. And while we at it, Killers hits shouldn't injure the survivors. Actually, better yet, Killers shouldn't be able kill at all. And survivors should be able to to do all the gens in 30 seconds. And 32000 BP's all the time in every match.
And survivors should start on the hook, while killers can mori after 1 unhook. If survivors dont heal themself near hook in 2 secs, they go down again and will be automatic put back on hook.
Killers get then 128k BP, cause its 4 vs 1. And survivors bad. BAD!
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/331216/why-not-remove-grab-survivors-at-the-hook
Grabs are a fun game mechanic and punishes people for going for risky unhooks which you ideally should not do.
It only punishes solo q anyway, which is in a bad spot already.
@ShinobuSK said:
Healthy survivors shouldnt be able to be grabbed from hooks imo. It makes the obnoxious grab-unhook-not really scenarios
Exactly.
@Souplet said:
Only counter to hook swarm against m1 at the end of the game. So no.
With the new update you can recover faster and hit faster. Also there will be no DS at the end anymore.
Or maybe atleast, only let the grab be at the end game?
I think its just not justified if the killer camps the first surv and can directly grab it.
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I know that toxic behaviour might be annoying, but not every click or use of flashlight is automatic toxic.
Its a leggit strategy to get the attention from the killer with clicking or forcing them to hit you. At the end, survivors want to survive.
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I only get it when i go back to survivor screen. Then it shows up.
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I understand that the argument is "when we dont tunnel then..."
But i saw so many times killer tunnel at 5 gens.
It is a tactic, but a really unfun one. The one tunneled out gets nothing. And even cant play the game.
I'm all for adressing issues but tunneling (and camping) needs to get changes. Cause if killer get buffs for gens etc, they still will tunnel cause its an easy tactic.
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I have no problem removing brand new parts, if we remove irisdent addons from killers.
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@Kira4Evr said:
Ghost Face: Hooked and Downed survivors lose the ability to reveal him.
Deathslinger: Reduce his Terror Radius to 24 meters, and remove the sensitivity decrease.
Onryo: Fully Condemned survivors will suffer from the Exposed Status Effect.
Nurse: Give ger 9 Blinks :)
Nurse: Gets 9 Blinks, but before she can hit she atleast needs to minimum blink 5 times.
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Its funny, if the argument is used against killers, then you act up. Hypocrites are funny.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2954762#Comment_2954762
I wouldn’t say 99% of Survivors are bad, at least 10% of Survivors actually know how to play the game
Would say the same about camping and tunneling killers.
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With that logic, every tbagger, every Bully squad etc is playing to win and is a valiable tactic to play. Thx for clarifying.
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@ThatOneDemoPlayer said:
You're not supposed to wiggle off on your own, or even in a 2man.
The amount of time wiggling off wastes is so huge, that you should at least require 3 Survivors
Never said that you instantly should wiggle off. But for example if you bring another perk like boil over, there should be atleast a chance if one hook is gone.
And 2 meters from each other is just ridicoulus.
@Sumnox said:
That's why Saboing and Boil Over are virtually useless. And that's why Boil Over was virtually useless even when it got that huge buff. There is literally 300 hooks every 2 meters.
Exactly. Its way to much and makes even offerings not helpfull.
@Slowpeach said:
Considering that there are 4 survivors against 1 killer it is absolutely very possible and some teams do this they look to make hooking impossible which is an absolute joy to play against *sarcasm*. True as a solo player sabotaging is near useless aside getting bloodpoints for it. As a group though? Not so much.
I was contemplating making a topic on this very subject about whether some hooks are physically impossible to make and whether that is an issue or not. You can drop the survivor sure and go for somebody else but if this happens a lot... well...
Yes some maps have 2 or 3 potential hook locations from a given spot and sabotaging all of them even in a SWF is very difficult but then there's always bodyblocking. In some cases there is only one eligible hook and it's very obvious which one it is and between bodyblocking and sabotaging, it's quite possible that a hook is impossible even with only 3 survivors vs. 1 killer. There are even builds which ramp this up to 11.
It is only good if the 4 SWF is good cordinated. Apparant from that its too much.
Again, if you balance the game on good 4 SWF's then its terrible for everything else. But i get that its frustrating for killers. Then its probably also about bad map balancing in general.
@Slowpeach said:
Considering that there are 4 survivors against 1 killer it is absolutely very possible and some teams do this they look to make hooking impossible which is an absolute joy to play against *sarcasm*. True as a solo player sabotaging is near useless aside getting bloodpoints for it. As a group though? Not so much.
I was contemplating making a topic on this very subject about whether some hooks are physically impossible to make and whether that is an issue or not. You can drop the survivor sure and go for somebody else but if this happens a lot... well...
Yes some maps have 2 or 3 potential hook locations from a given spot and sabotaging all of them even in a SWF is very difficult but then there's always bodyblocking. In some cases there is only one eligible hook and it's very obvious which one it is and between bodyblocking and sabotaging, it's quite possible that a hook is impossible even with only 3 survivors vs. 1 killer. There are even builds which ramp this up to 11.
Exactly! It should balance in between. So if you actually sabotage or dont have a hook you get atleast with boil over a chance. And for normal gameplay it should have enough hooks in general.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2952323#Comment_2952323
I'm saying wiggling off on your own (Boil Over) or with the help of a single teammate is unfair, due to theassive time the Killer already sank.
Killers bring perks for slowdown and survivors should also get something out of their perk like boil over. Its not unfair.
@dugman said:
P.S. I got curious so I checked out the trivia numbers
- Maps have one hook per three tiles. A typical map has about 155 tiles so that’s about 50 hooks, so you end up with very roughly a 7x7 grid of hooks scattered across the map.
- A single level map is normally about 100x100 meters more or less. So if you lay down a grid of hooks as above on that the average distance between them is about 12.5 meters.
- The Purple survivor hook offerings increase the minimum distance between hooks by 1 meter (effectively spreading that grid out into a larger portion of the overall map.) So the hooks are something like 8% farther apart per survivor offering (and those offerings do stack, you can definitely notice it when all four survivors use them!) On the slip side the killer’s offering decreases the minimum distance by 3.5 meters so that’s also pretty noticeable.
Maybe it would be better if it isn't stackable but the normal offering gives more than 8%? So everyone benefits and not only SWF's. I guess that would be fairer for killers aswell.
@Zozzy said:
You already have 50 chances and voice chat. why do you deserve to wiggle off after the killer catches you?
There are already problems with hooks on some maps. You can create entire dead zones just because you sacrificed one survivor, and you better believe survivors exploit it, when don't they exploit bad game design? (SWF, Haddonfield fences, map offerings)
Because wiggle off is a gameplay mechanic. Killers say that to tunneling and camping aswell (which i find unfair in some cases). So why not?
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@ThiccBudhha said:
I would still face camp even if it gave the survivor more blood points, to be real with you. I am sorry you got the teammates you got, truly, I am. If it makes you feel any better, the ones who farm their homies are usually my next target as they demonstrated they are likely not a great player.
Who said that the killer wouldnt camp as much? Its just for the survivor who couldnt do anything. If you actually get something out of it, more players dont mind the camp in the first place.
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Honestly, i just think it needs some tweaks.
For example:
- A big sound applies in the endgame when NOED is activated, without hit
- Or when the first hit strikes after endgame, then it activates and you see it. But the first hit isn't an instant down.
- For a Hex Totem, its instant rewarding with something huge. How about we get stacks like No Way Out or others?
That would be a lot better.
ALso why i dont like the perk, it rewards camping and slugging huge at the end. Which are just not fun and shouldnt be rewarded tbh.
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There are multiple reasons for it:
- Safe someone from the hook is objective
- They think its not fun to let someone die on the hook
- They didnt know
- They didnt saw him
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I didnt got the information how you got there.
You didnt mentioned your killer.
I'm honest, when endgame happens and you think its unfair that you dont get the kill, maybe you should have done better in the match?
Being tunneled out isnt fun either (or in my opinion fair) and for anti tunneling you got these perks. That most say that they tunnel because of that... i dont believe you.
You shouldnt look just at the worst situation, you should look at the match as a whole.
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There is no voice chat ingame.
... you cant disable Discord or other talk programs.
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I only think they need to fix the impossible hooks like RPD.
Besides that, the perk is fine. Even if its annoying.
For me Noed etc is also annoying.
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Well i know it sucks, but if this is tacking hostage, then bleeding out is aswell.
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Okay there are multiple answers to that:
- It was changed because of Accessibility. Also needless to say, that the wiggle often didnt work as intended, when the button didnt registred at all.
- I feel on some maps the hooks are way to close to each other. Litterly 2 meters. So in my opinion, thats a reason for the rationality.
- Without the 1 sec, the skillcheck would be pointless for the sake of skill. Also you need to hit EVERY great skillcheck to get the full potential, did you saw how fast the wiggle Skillcheck is? I think its about hitting 12 or more Great Skillchecks fast.
Also its not about % its about 1 sec. Shouldnt compare %.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2752123#Comment_2752123
Again, i just think most killer mains here, dont want their free kill go
And I think most Survivor mains just want to delay Killers for 2 minutes out of spite. See how blanket statements don't do crap?
Everyone has said why it was changed. The actual reasoning behind the change. And you plug your ears and go 'Lalala! It's because Killer mains are selfish! LALALALA!'
You're wrong. That's it. The facts are in the thread, and it's not 'selfish Killer mains.'
The funny thing is, your statement can also be said about your "facts".
Also, i think it always was like this. Dont think it was changed at all.
Oh and dont forget, opinions are opinions. Stop crying about mine. It stays the same. I just discuss in a FORUM which is for discussing.
Personally attacking is just blantly proofing that you cant discuss at all. Have a nice day!
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2750203#Comment_2750203
Survivors used to have normal hook states for that final hook. You know what happened 99.99% of the time?
They just struggled on the hook as long as possible to BM the Killer & keep them stuck in the match. They did not escape. They were not on hooks near a gate (and let's face it; if you're final hook; the Killer can carry you away from the gate because no one is around to bodyblock or flashlight save). Every kobe was met with a smack & rehook.
You're asking for the return of a BM mechanic solely for those incredibly niche moments where you have the right perks and the right hook and the gate is open. That's...what? 1 game in 70?
No.
With your logic here, you act like its just 0.00001%
But tbh, we have many many new perks.
Again, i just think most killer mains here, dont want their free kill go. I accept that.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2750203#Comment_2750203
It's one of those things where, in a perfect world, a survivor would always try to escape and then either die or get away.
This is not a perfect world, and what most survivors did/would do is simply wait it out to BM the killer.
Want to know how I know this?
How often do survivors just leave the game, and how often do they hang around in the exit gates to teabag?
Exactly, they wait at the exit gate, ignore the one on hook and get forced leave.
While this person on the hook now has the chance to go away if this happens. But the game forces you out with instant killing you - and it doesnt skip that much, you still need to see the animations as a survivor.
I just think, whats the matter?
If its that easy to hook again, then it doesnt matter for the killer. - Otherwise i just think some fear that they dont get their free kill.
If its that frustrating for the survivor getting insta downed again - then some will not do it anyway and just die.
But give the people a chance who want too.
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I agree, it should still have a chance.
There are so many perks and good loopers that there is a chance, even when the killer is camping.
@AngyKiller said:
Why are we upset over this? Seriously.
Ok, if you're the last Survivor; you are not getting away. The Killer literally has nowhere else to be. You kobe off the hook? He just smacks you, waits 60 seconds for DS, and puts you back up.
There's literally 0 reasons to let you try kobeing, because you're not getting away. It's a waste of time to do anything but kill the Survivor.
He smacks, needs to wait 60 seconds? Well if the exit is next to the hook, you are gone.
If you have dead hard, you can loop again or run to the exit.
Its a waste of time? Maybe for the killer, cause he doesnt get a free hookstate to skip.
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305138/unfair-last-survivor-insta-death-on-hook
The reason is that, almost every time, all that happened was that the killer and survivor would need to wait the entire duration doing nothing for the last survivor to croak.
The outside case where you freed yourself wasn't worth it - because the majority of survivors didn't bother trying. They just made the killer wait it out to be BM.
If you are the only survivor left ingame, and you get hooked - you die. Because even if you got loose, the killer would still catch you and get you again.
There are plenty of cases where it can be worth.
For the perks mentioned above excepted, you can also:
- If the killer forces others out, you can have deliverance
- You get away, before the killer reaches you again
For example.
And for the most part, its not a waste of time, its just more BP for both sides, even if the killers catches again.
No reason to be upset, but i think its quite unfair that someone who outlasted doesnt get a second chance, even if its little.
@SonicOffline said:
I literally stopped reading after the first line/question.
The answer is so it doesn't waste MY time as the killer.
Funny that you only think about yourself, as a killer.
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@Chilli_man2400 said:
so Here’s how the perk would be
Press the action button to preform a dash forward, during this time you cannot be blinded or stunned. This perk has a cooldown of 80/70/60 seconds.
Well before the "buff" it would look like this:
You dash forward, survivors stun you regardless and you got exhausted on your perk.
... yes Dead hard had this moments.
I agree overall they should fix it for both sides. Atleast the validation should feel fair.