dspaceman20
dspaceman20
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@JUSTDOITForTheLULZ said:
https://forum.deadbydaylight.com/en/discussion/comment/1733502#Comment_1733502
Nobody runs babysitter though. I love running it but they seem to always find the recently hooked survivor because they're proxy camping. I run BT with babysitter but I've never had a survivor actually survive when I saved them. So idk if you would call that an anti tunnel perk
I wonder what are some ways to buff babysitter?
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Maybe a perk that intentionally put yourself in harms way for the betterment of other survivors.
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Isn't there already another anti tunnel perk called babysitter?
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That way of thinking is a bit flawed. The fact that there is an obsession is good and needed in order to make the game fairer for the survivor. What do you think will happen if there is no obsession in the game? Most likely the killer is going to tunnel the survivor in order to get an edge over the survivor team. It goes without saying that the best way to win in this game is to screw over the opposing team and to do that they are going to tunnel a person to get them out of the match. If you think about it this is not just a rule for the game but also a rule for life. In life one of the best way to get what you want is to take it from others unjustly. Thats why we have laws in order to prevent that. You can't understand this concept for life but not for the game.
However an obsession allows the survivor to recover from being tunneled regardless is they have DS making it fair. The obsession mechanic is needed for fairer games.
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@mydogmax19 said:
Even if you get stunned with ds you can just turn around and down them again. I mean what's the big deal about ds anyways. I do it all the time. With pgtw survivors now have to redo their work and it becomes a tedious task to do generators after the 25% regression. In a way pgtw is more impactful than ds because of this reasoning. And also in my opinion the 45 seconds on pgtw didnt make a difference. I can go across an entire big map like crotus penn asylum and still have time to do a quick hit on someone and pop a generator.
Before DS gets changed it needs to be a good Anti Tunnel perk. As stated above the killer can still tunnel and down the survivor literally the second after being stunned.
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If I'm being honest I think it's fair to change the time the same as PGTW. (I'm a survivor main)
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1730727#Comment_1730727
It is not an exaggeration. Situation: killer is chasing survivor who is running to a pallet or window. Normally, the killer would catch up, but with dead hard, the survivor is guaranteed to make the window/vault. Depending on the structure, this can easily add 30 seconds + to a chase. This isn’t even mentioning killers like Nurse and Huntress, who essentially have their power deleted and require them to catch the survivor 3 times in one chase (once to injure, once to take dead hard, once to down). If you are using it for invincibility, you are doing it wrong.
Well now I'm really curious. What changes to dead hard should be made to make it more fair without making it totally useless?
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This is really good and elaborate. Seems like this is something they should implement.
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My rule is to limit the amount of meta perks I have in my build to 1 this allows the game to be more fair and I can experiment with different things to see what is useful or not.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1729341#Comment_1729341
Dead hard has literally no counters when used for distance. None. The only thing you can attempt is to go around the other side, but even that will only work on bad loops. If you don’t agree with this, you don’t understand the perk.
Dead Hard used for distance has no counters? Is that really true or are you exaggerating? I'm a survivor main so I'm open to the idea that I'm bias but can you provide an example of no counter.
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I'm glad they are changing the color. In order to make a more scary and intense game these maps need to be darker and grittier.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1729341#Comment_1729341
And this is where i bow out and am not even going to discuss this with you anymore. If you are one of those "It's fine if the game is unbalanced at high level play because average players..." person. No point in even discussing it. A game should ALWAYS be balanced around the capabilities of what can be done, not what is done by the average player. If you honestly believe that, then looking at those stats BHVR published we clearly need to buff nurse since she is below a 50% kill rate.
Whoa hold on a min I'm not saying it's fine the game is unbalanced. Where are you getting this average player nonsense from. I must have worded what I said weirdly because that's not what I ment to say.
I agree that this game heavily needs balancing. But I'm confused on what you mean by "A game should ALWAYS be balanced around the capabilities of what can be done, not what is done by the average player". Could you explain more on that?
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@Demogordon_Ramsay said:
I'm still dreaming of the day people realize that Dead Hard for distance is infinitely superior to Dead Hard for dodging.
How would you go about in changing it to be more fair?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1729366#Comment_1729366
They could do it a few different ways.
One way is giving the Exhausted debuff a negative. Something hypothetical like louder breathing while Exhausted.
Another route is not touching them at all and simply adding more counter play. IE more killers having Exhaustion addons or new Exhaustion causing perks/improving the current ones we have to be actually decent.
I wouldn't take either of these routes literally, but more as a general concept of the point I'm trying to make. In essence both these ideas would be looking to add potential risk or downside to running an Exhaustion perk. When you're picking your perks running an Exhaustion one would be a consideration where you're weighing the pros and cons or deciding if the possible downsides worked with your build. Currently there is zero reason you would ever not run an Exhaustion perk if you were wanting to actually win. To me that is a sign of flawed design if there is no decision to be made and it's just an auto pick.
I could see this being a good nerf.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1729344#Comment_1729344
"It's honestly irrelevant to your argument anyways."
I didn't bring it up.
"Give me the drawback of lightweight. "YoU HaVe tO rUN to Use It, tOP tIeR sUrviVors oNly waLk"."
Why are you even mentioning this? We've already gone over this. Not all perks have downsides to them.
"Even if botany knowledge was a 1% increase to healing, that's still an advantage from a perk with no drawbacks. The only cost is opportunity cost."
The cost here is by using the perk you are committing to healing more than if you didn't bring it. That is a cost.
I thought we were gonna agree to disagree? This is going no where.
Just to be curious how would you change it to make it more fair?
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1729086#Comment_1729086
Well, good survivors don't give a crap about anything until they're injured so...
I don't get what you mean.
But anyways objectively speaking being injured in the game is bad and therefore a downside.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1729269#Comment_1729269
Saying that its "not always the case" is not the argument. It is also "not always the case" with other exhaustion perks. The point is though, in optimal play, which is what we are talking about. You know, the people who are good at this game with 1k+ hours? The perk is extremely frustrating to play against when compared to other exhaustion perks. It is poor design, similar to the old ruin. It was extremely frustrating. And saying you have to be injured to use it, is not a downside. This meta of gen rushing half the time people don't even heal and just slam the gens, because you can.
A survivor can literally hold w, not loop, do nothing but hold w for both hits, and it'll take the killer a solid 30 seconds to down you. Adding in looping plus an extra dead hard is too much as it is.
I disagree, any person with 1k hours who plays the game optimal can be overpowered with just about any perk. If a killer has 1k hours and play the game optimal and they also have noed. thats a bit too much as well if you think about it. And before you counter by saying that noed had counters while dead hard doesn't that's wrong because dead hard also has counters.
Furthermore we shouldn't balance perks because some people play optimal with it. The problem your describing seems to stem from skill not the perk.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1729151#Comment_1729151
The difference is, the perk is typically used in a chase right? So all you do is loop normally, then when you inevitably get hit, now you have a dead hard. It's not like you have to go out of your to be injured at the start of a chase. You just use it normally as a chase progresses. Typically a killer will eventually hit you, it's just a matter of when. And the problem is that, unlike the other exhaustion perks, it restarts a chase and give you essentially an "extra life", You have to win 3 chases now instead of just 2 to down the survivor.
I'm sorry but thats not always the case. The fact that you get any good use out of it is basically a flip of a coin. It could potentially restart the chase it could not. We shouldn't ignore the cases when it doesn't work just for the cases it does.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1729184#Comment_1729184
"I think you being hyperbolic when using the term losing situation. That terms implies that its a perfect strategy that that always work 100 percent of the time when it can sometimes have the opposite effect."
The only time it's not working is player error. Otherwise yes, it is working every time if the person plays correctly. That said, even it wasn't 100% of the time that is irrelevant. That wouldn't change my point being accurate at all.
"And you can potentially argue that resilience is a second chance perks since it provides a buff to action speeds and also can extend chases if used well, which by your logic also provides a losing situation."
I could see that argument if it was substantial enough to matter in the chase. However, it's not. The effect is near placebo it's so small.
"The only time it's not working is player error."
I'm sorry but thats wrong. I and many people on the forum can attest to this that it does not work 100% of the time and it not player error but an error with the servers.
"That said, even it wasn't 100% of the time that is irrelevant. That wouldn't change my point being accurate at all."
Actually it does change your point from being accurate. You claim that using dead hard doesn't produce a losing situation but logically speaking if something in the game doesn't work when its supposed to it creates a losing situation, which dead hard can produce that situation. Thus your claim is still hyperbolic.
"I could see that argument if it was substantial enough to matter in the chase. However, it's not. The effect is near placebo it's so small."
Thats not what were arguing though. We are taking about dear hard and resilience not having downsides even when injured, not how substantial of an impact it makes. Based on what was previously said it could still both dead hard and resilience are comparable.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1729151#Comment_1729151
Those aren't comparable because you're referring to not being able to use an effect to help you escape a chase but you don't need the perk to save you in a chase if you aren't already injured. IE being uninjured negates the need for the effect in the first place.
Your examples require you to be injured but they don't counteract themselves.
If your two examples were second chance effects then they would be comparable.
If you aren't injured you don't need a second chance. If you are injured you get the second chance. When is that ever a losing situation?
I think you being hyperbolic when using the term losing situation. That terms implies that its a perfect strategy that that always work 100 percent of the time when it can sometimes have the opposite effect.
And you can potentially argue that resilience is a second chance perks since it provides a buff to action speeds and also can extend chases if used well, which by your logic also provides a losing situation.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1729086#Comment_1729086
That isn't a downside. If you aren't injured then you don't need the perk in the first place. That leaves you in a win/win situation using it.
I Disagree that is a downside. By your logic resilience and this is not happening also have no downside either.
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I can attest to this. I made a post on DS a few days ago and some of the responses were questionable. To thr point were I determined they didn't read what I had to say at all and misinterpreted it. It seem like DS is a taboo topic.
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Dead hard does have a downside to running it. You have to be injured to be able to use it, which is not a favorable position to be in.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1728915#Comment_1728915
This would allow malfeasant players to ruin the game for 12 other players per day. :(
That's a possibility, however a system like this could cause people to be more cautious since they would have a very limited number of DC they are allowed with. And in the event that would happen they would be punished greatly with a penalty of 24 hours.
Also it could help take away unwanted penalties for things out of the players control. Like "oh the game crashed its ok because I have 2 more strikes left".
With this system the good seems to outweigh the bad.
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@Almo said:
Because, unfortunately, it is impossible to tell server-side whether the game crashed or the player pulled the plug.
As a long-time multi-player gamer, I know how bad this feels. Crashes get reported to us, and we prioritize looking for fixes for these issues. My apologies for the crashes you have experienced. But please know that we care and are working on fixing them.
Couldn't you just have a 3 strike system for DC and if they run out of strikes for the day they have a 24 hour penalty?
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@NoObzBoiYT said:
Make the stun 10 seconds so the survivor can run away.
No that's to much for the killer. I suggest just making it so that the survivor leaves no scratch marks or blood for the 5 seconds
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@Pipefish said:
https://forum.deadbydaylight.com/en/discussion/comment/1724913#Comment_1724913
3 according to OP's title
With a 40 second cooldown, that doesn't seem to fair?
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@[Deleted User] said:
Sprint Burst is fine but Dead Hard definitely should have tokens considering how braindead is just pressing E.
How many token should it have?
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Or why do we say things like small pp build. Let's stop being mean to people from running a specific build and just let people run what they want.
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Before you write off what I am going to say here me out first before. I am not arguing against changes to DS. Changes are needed to make it fair. My argument is that any changes to make DS in a anti tunnel perks will not be good because its not a good one to begin with. Literally the second after the stun is over the killer can follow your trail and proceed to tunnel you, thus DS has failed at its job of being an anti-tunnel perk and before any changes can made for it this problem has to also be fixed.
Please do NOT misinterpreted anything that I am saying here please. It makes you look ridiculous.
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@HP150 said:
Right. Why stop at 5 seconds? If DS is activated then the Killer should be forced to stand a corner of the map while facing the wall for the entirety of the match so that he can think about what he has done wrong. How dare a Killer even think to pick up a survivor who might have DS (never mind that there is no way of knowing if you are picking up someone who has DS active outside of shear memory; no hook stage indicator for unhooked survivors. And god help you if the survivors have similar names / cosmetics).
You missed my point. Which is ok because I don't think i did a good job at explaining it. See the other comments with other people for a better explanation.
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@Seiko300 said:
I disagree. Simply put, if it wasn't as effective as it is it wouldn't be anywhere nearly as widely used as it is, nobody denies it's a meta perk and some survivors even go so far as to assert that DS is absolutely "necessary" to run.
If it didn't do it's job well, or at least well enough then none of this would be true, but it is true and I hardly think that's really even something can argue about. It's true that DS is meta, and it's true that it's a mainstay survivor perk that never leaves some players loadouts because it is deemed "necessary".
The argument that "it only works once, therefore it's not as good as anyone says it is" is something the community has already covered like a well oiled machine. It simply does not hold up, neither on its own, and it especially doesn't hold up when you factor SWF into the mix which presents a whole new set of factors into the mix that make it even worse.
"The lesser known problem with DS" is really just a roundabout way of claiming DS isn't a good perk, and therefore it shouldn't be nerfed or changed. Which again, I'll restate, the changes (unbiased) people are asking for is a true rework, one that cements DS's role as an anti-tunnel perk and improves upon it in such a way that it more accurately fulfills that role but in exchange ONLY that role and absolutely nothing more and nothing less. In more clear terms: DS should get something, it should be made better, in exchange for the restrictions that are often discussed in many circles of the community in regards to DS. I myself alongside many others have suggested that the skillcheck difficulty could be reduced, the timer could be extended to be longer, or even that the timer stops while you are being chased.
DS has a purpose, regardless of the "ambiguity" that certain individuals claim it goes about accomplishing that purpose, it's an anti-tunnel perk, let it be an anti-tunnel perk, but nothing more. The changes most reasonable people seek in regards to DS are entirely warranted and for a long time now at that.
Make no mistake im all for changes to the perk to make it a better anti-tunnel perk. I agree that it can be too powerful l, but what im saying is that before something can be done about it we have to make it a better anti tunneling perk, which in my opinion its not.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1723316#Comment_1723316
So what would you suggest?
Well i would suggest that during the stun the survivor leaves not pools of blood or scratch marks so that they could get away and recover. Isn’t that reasonable?
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Can anyone inform me if what I'm saying is confusing, I feel people aren't getting my point
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1723277#Comment_1723277
The perk existing is a deterant of tunneling, and just because you have it equiped doesnt mean you should be immortal or something. What more would you have this perk do?
I don't want the perk to do much. I feel that the perk has not done its job of an anti-tunnel perk if the killer literally after the stun can follow your trail to chase and down you to take you out the game. The stun is often time not enough time to get away safely.
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@Seiko300 said:
I disagree. Simply put, if it wasn't as effective as it is it wouldn't be anywhere nearly as widely used as it is, nobody denies it's a meta perk and some survivors even go so far as to assert that DS is absolutely "necessary" to run.
If it didn't do it's job well, or at least well enough then none of this would be true, but it is true and I hardly think that's really even something can argue about. It's true that DS is meta, and it's true that it's a mainstay survivor perk that never leaves some players loadouts because it is deemed "necessary".
The argument that "it only works once, therefore it's not as good as anyone says it is" is something the community has already covered like a well oiled machine. It simply does not hold up, neither on its own, and it especially doesn't hold up when you factor SWF into the mix which presents a whole new set of factors into the mix that make it even worse.
"The lesser known problem with DS" is really just a roundabout way of claiming DS isn't a good perk, and therefore it shouldn't be nerfed or changed. Which again, I'll restate, the changes (unbiased) people are asking for is a true rework, one that cements DS's role as an anti-tunnel perk and improves upon it in such a way that it more accurately fulfills that role but in exchange ONLY that role and absolutely nothing more and nothing less. In more clear terms: DS should get something, it should be made better, in exchange for the restrictions that are often discussed in many circles of the community in regards to DS. I myself alongside many others have suggested that the skillcheck difficulty could be reduced, the timer could be extended to be longer, or even that the timer stops while you are being chased.
DS has a purpose, regardless of the "ambiguity" that certain individuals claim it goes about accomplishing that purpose, it's an anti-tunnel perk, let it be an anti-tunnel perk, but nothing more. The changes most reasonable people seek in regards to DS are entirely warranted and for a long time now at that.
My argument isn't that its used once and not effective. My argument is that after it has been used thr killer can still immediately tunnel you after their stun is over. Quite simply the stun is not enough time for the killer to follow your trail again tunnel you. Which is why I say it's not a very good anti tunneling perk.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1723257#Comment_1723257
When its used offensely is typically when people dont get much out of it. Often times a killer will just slug you out of the fear you MIGHT have DS, giving you some protection both after your first and 2nd hooks without even actually having to use it. If you FORCE the DS (or use it offensely as you put it), the killer no longer has any reason to avoid tunneling you for the rest of the match and will do more than just slug you if they down ya after your next unhook.
Still its unfair that after I used DS on a tunneling killer and after their stun was over they still proceeded to tunnel me. There isn't enough time to get away safely, which is why I say its not a good anti tunnel perk.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/202907/the-lesser-know-problem-with-ds
DS is a great anti tunnel perk wdym. If a killer tunnels you he has to either wait 60 seconds each time you get unhooked, on top of any chases you put up, or eat the DS to basically give you another life.
I've wanted to nerf DS's anti tunnel ability, cause when you're at 1 gen left (because maps and gen speeds are still absurd), you basically have no option but to get someone out of the game quickly by camping or tunneling. Of which DS screws you over and camping isn't that effective unless the survivors screw up.
Making DS better at anti tunnel buffs SWF SWAT teams, which is something you do NOT want to do.
I'm Talking about the cases in which its used and doesn't doo much. It not a good anti tunnel perk because after its used the killer has nothing to stop them from tunneling you. Which is not fair and cause people to use it offensively.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/202894/best-ds-change-that-s-fair
The issue with that is the killer can still tunnel, somewhat. If you get farmed off-hook, and the killer manages to down someone else (Maybe like Bubba for example), they can just hook that other person than hook you immediately.
I always thought DS should work like this.
DS now has a timer of 30 seconds. If you are being chased, or are downed within that 30 seconds the timer pauses. If you are picked up during this time, hitting a skillcheck with stun the killer for four seconds. This perk immediately deactivates when you are fully healed, if you start repairing a generator, heal another survivor, or cleanse a totem.
This way, it's an actual anti-tunnel perk.
Not many people seem to be aware of this but there is another problem with the perk. Its not a good anti tunnel perk. There have been many times when I have used DS and stunned the killer but they continued to tunnel me. Its not a good deterrence to killers that has their mind set on killing their target.
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I don't really get any awards for prestiging so its pointless. Its gust a waste of hardwork of getting all my perks and add ons
I also have event items so I'm not prestiging any time soon
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I will always be an advocate for some kind of messaging system for console to take part in. I wanna be able to talk with other people from other platforms.
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@SupaSlay3r20 said:
The dc penalty is in place to stop you from playing matches and ruining other people's games because of you leaving. If your crashing every other game, then their really isn't a reason for you to continue to tey to play the game.
Well are their situations in which DC should happen without a penalty?
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@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1718754#Comment_1718754
Yeah because I'm sure it will work out nicely just like hit validation, dedicated servers, the ruin Nerf and hillbilly rework. Oh yeah and the DC penalty which does nothing but force me into a 3v1 when one of my teammates Rage Quit or force me to play one of the excruciating unbalanced Maps repeatedly. Fix the hacker problems and all of the bugs. Then add a disconnection penalty. I'm sorry but I don't trust MMR with how the current ranking system performs and how the dedicated servers have been performing. Especially when we don't know how the MMR will work and it will punish people who play the game frequently by giving them nothing but the sweatiest and most boring matches against the same Killers or survivors repeatedly. It will also hurt queue times. Get rid of the ranking aspect of this game entirely. Just have point-scoring categories and throw everyone together. People need to stop acting like this is a tournament competitive game. It's a casual game.
Well things like those take time to put It in a acceptable place. I feel we need MMR because people are still complaining and annoyed with the current matchmaking. We shouldn't be stuck with a system like this.
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@GoodBoyKaru said:
I have some reasons, one of which is probably exclsuive only to me.
- His reveal mechanic is buggy as #########, and even when he's CLEARLY in the centre of my screen without my character model in the way I can't reveal him but when he's on the very edge I can? It doesn't work.
- Most of the ghostface's I've met are absolute #########. They can and will sit there tbagging your corpse if you so much as dare to even think about doing a generator, saving a teammate, throwing a pallet, or cleansing a totem. Then they'll hook you and continue to tbag, or will activate stealth just before you get saved to stop a BT proc, and then tunnel you relentlessly, tbagging you afterwards. It's the antithesis of fun, like, what did I do to you? I'm sorry for existing on this planet.
- He's a smaller character, with a small weapon, which means he suffers from Freddy Syndrome, and even though I know his lunge is the same length as everyone else it doesn't stop the hits looking any less bullshit.
- The final game I ever got to play of DBD ever with my now dead ex-bf was vs a camping, tunneling, tbagging Ghostface on coal tower, who hated me and Cheers because we were in a swf (fairly obvious we were since he was called "CheersTC" and I was "CheersTC's Boyfriend and Bodyguard"). Trying not to break down is hard enough right now, but then you add in the same killer who'd sit there and tbag and camp and tunnel us both and this one, single, specific killer will, honestly and genuinely, cause me to have a ######### mental breakdown and I will sit there sobbing.
That's why I hate this ######### stupid, awful, god-forsaken ######### of a killer.
Thank you , you basically summed up everything I hate about this killer. If I had the opportunity to choose which killer we should get rid of, it would be Ghostface.
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Might I suggest getting deliverance. It helps when you have useless teammates who won't get you.
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Sometimes I don't wanna complain about other players because I have made questionable game decisions that would make other have a bad solo experience.
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Wait what?
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I agree it can be annoying. I feel they should do what DBD mobile do and separate the perks into different categories.
Or make a like and dislike system. Where you would like your favorite perks and it be in the 1st page of the perks
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I think she is fine for the most part. The only thing unfair about her is the fact that she could block the jigsaw boxes and prevent you from getting it off your head. She should not be able to do that.
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@Bullettimegod said:
So... imma be that guy and defend moris because im tired of posts like this.
Moris skip 1 hook state. Is it fair? Ehh.... is it needed? Sometimes. Is it fun? Depends on your outlook.
As any killer player knows time is against the killer. Killers cant be 4 places at once. Also it feels like the reworked maps are surv sided. It sounds like an l2p issue, and maybe it is, but moris help reduce thr amount of survs to buy the killer time esp since he cant be 4 places at once.
With all the informations survivors have. And all the second chance perks. A good portion of the time, Esp on maps like ormond or red forest, a killer fan fall behind very quickly and never catch up.
Point is, moris as much as people dont like them are a necessary evil. Just like keys are.
I would disagree with you a bit. moris are a bit overpowered because it can greatly reduce the time needed for killers to win the game often time with little to no effort, this is especially true in the early game.
Sure killers can’t be in 4 places at once however in order to fix that all they need to do is tunnel a survivor out the match in order to get a big advantage. Only being able to handle 3 people at once is better then 4. If this happens in the early game the match is basically over for survivors the amount of gens that need to be finished doesn't account for the immediate loss of a teammates.
Another reason they are overpowered is because they can completely bypass second chance perks. A survivor can have all the second chance perks they want but it won't matter because the killer has a mori to easily kill them and make it useless.
In conclusion I can see your points bit still moris can eliminate a lot of the work the killer needs in order to get a win making them overpowered.