dugman
dugman
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@selflessnea said:
The wrap around idea sounds terrible. It would be similar to how on midwich you really just need to hold w through the hallways.
I actually like playing Midwich as a killer, I don’t find survivors who hold W more difficult on that map than any other map to be honest. (Holding W is just generally a decent stalling strategy overall, I don’t find it any better on Midwich than other maps though.)
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@Moundshroud said:
Yep, this kind of map and an alien may be long overdue. However, the Entity and its Lore seems more Supernatural leaning than Science Fiction. Perhaps that is why they haven't done it yet.
Well on the flip side there’s plenty of examples of supernatural science fiction horror ranging from the great movie Event Horizon to the not so great Jason X. As long as the aesthetic is more like the thriller Alien than the action-oriented Aliens I think it could fit. You just have to lean into the theme of the Entity being a being that transcends dimensions and time.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673229#Comment_1673229
I didn’t say you needed 4 kills. I said you needed pips. If you want the highest possible score you need to get 4 kills and as many hooks as possible. I don’t think the game treating a new player different than one in higher ranks means that pips don’t mean you’ve won. Most games with ranks also do that. It takes longer to get higher and higher in rank. Dbd does this by making it harder to get pips the higher rank you are. I did say many think a 3-4k is a win. I never said I was one. You cannot rank up while losing. It’s contradictory lol
But you can rank up and lose if the survivors do better than you did. Just because you do well doesn’t mean you win. Also if pips mean you “win” it follows that it’s easier to “win” versus a given set of opponents when you are a brand new player than when you are an experienced player which doesn’t really make sense either. Why should you “win” more as a new player? Or if you derank because you haven’t played in a long time, and start gaining pips when you come back because you are lower rank but otherwise are playing the exact same games you always did, does it make sense that you “win more” after taking a hiatus? (And not because your opponents are worse, but rather because even against the same opponents you had before the threshold to gain a pip is lower after you’ve deranked). Heck, after a monthly derank every killer goes down a bracket and starts gaining pips pretty much immediately, but they’re all playing the same opponents they did the day before. Why would it make sense to say that all the killers across the board are “winning more now than yesterday”?
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673202#Comment_1673202
Yeah, I agree that the vagueness is dumb and I’m not saying you can’t have your own opinion of what winning is. If a 4k or something BP is a win to you I’m fine with that. Many people consider a win to be a 3-4k. I just think the fact that they added a ranking system and medal system means a win is to rank up and get as good of medals as possible. A 4k feels great, but I feel most like I’ve won after a game ends and I see 4 iri medals, 31-32k bloodpoints, and a 4k. That means I played the game and won in the way the devs intended. Ruthless even feels good. At the end of the day winning is whatever makes you feel like you’ve won. If you had a fun and fulfilling experience.
Again I’m not sure why you think I believe you need 4 kills to win. I already said personally I like measuring my own “wins” as a combination of kills and bloodpoints (3-4 kills is a win, 0-1 kills a loss, 2 kills a tie with bloodpoints the tiebreaker. And if the scores are close then it was a close game all around.) I don’t even bother slugging for the 4k personally, it’s pretty boring doing that.
I get that gaining a pip feels good, the game is saying you did well so great! And nobody likes being told the game is “disappointed” in them. My whole point is simply that as an objective measure of which side won the match relative to the other that pips aren’t a consistent metric because when you look at pips you get odd results where both sides “win” or “lose” or you can win one game when you’re new, do exactly the same things later and not win because now you’re “experienced”. And pips really don’t even directly tell you too much about how your opponents did relative to you either.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673189#Comment_1673189
Pips mean you played more than well. If you simply played well for your rank you’d safety pip and stay stagnant. It simply doesn’t make sense to say you can rank up and lose. It’s contradictory. In any other game you rank up when you win. It’s inherent in the idea of ranking up.
I agree, the ranking system is weird. And yes, it does mean that you can, as a killer, get no kills and have a survivor with the highest score but still gain a pip because the matchmaking system thinks “he played well enough for a new player that he should start being put in the deeper end of the pool.”
Again, I wish the devs would actually put in the game “Killer wins” or “Survivors win” instead of intentionally leaving everything ambiguous. It’s this vagueness that causes conflation between matchmaking and “winning” and how much bloodpoints matter or don’t versus kills.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673150#Comment_1673150
No. How can you lose and rank up? I didn’t ask how pipping worked. Pipping means you rank up. Why would you rank up if you lost? You could lose your way all the way up to rank 1. Makes sense.
You can lose and rank up at low levels because the matchmaking system expects you to play badly at ranks 16-20 and not actually do anything productive. But you can be productive and still lose a match if the opponents simply outplay you. If I play well but my opponents also play well they have a good chance of winning. Pips only indicate that the game thinks you “played well” for your current rank, they say nothing though about whether your opponents also played at least as well as you did or whether and to what degree you accomplished the main goals of the games (i.e.scoring points and getting kills)
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I don’t care about the bloodpoint bonus of BBQ so Thrilling Tremors.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673139#Comment_1673139
Why would you lose and rank up?
You can rank up at low ranks simply by playing decently. You only need 9 total medal points out of a possible 16 to gain a pip at ranks 16-20. For reference that’s one Gold and three silver medals. You could easily get those medals simply by getting into enough chases, kicking enough gens and hooking a few survivors. I’m pretty sure you wouldn’t even need to kill anyone at all.
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The devs have literally never said that Pips mean you won or lost the match. Never. You keep trying to imply that they have but in fact they have stubbornly avoided wanting to give us any actual official winner or loser. There is no official winner or loser in this game, and that’s part of the problem. There are three different metrics for performance (kills/escapes, bloodpoints and pips) and the devs refuse to actually declare a winner and just want players to decide. This is the only competitive game I know that doesn’t declare a winner.
What they have done is said that ranks and pips are used for matchmaking. And that they are going to be replaced for matchmaking by the new MMR once its reenabled. And that they are keeping ranks in the game after that so they can leverage them eventually for other things (no details but probably extra bloodpoints or cosmetics for hitting higher ranks, who knows?)
So please stop trying to say the devs intend pips to be the way the game declares a winner. They’ve never said that.
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P.P.S. And there’s another example of how score makes more sense to indicate winner than Pips. Add-ons like Speed Limiter which make you play at a disadvantage but give you a score boost only make sense from a design perspective if the devs consider score to be victory points. Speed Limiter literally hurts you in terms of pips with zero benefit. But hypothetically it can increase your endgame score if you get hits with it during the match so it can, at least in principle, make up for putting you at a handicap assuming that score means something for determining the winner.
Why though would they have add-ons that make you worse but give you a score benefit if score didn’t mean anything?
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P.S. Pips also aren’t directly measured the same as score. They actually use slightly different metrics. Pips use the medal system points, not bloodscore. So for example, if you use Speed Limiter and get a bunch of bonus endgame bloodpoints for hits, it has no effect on your medals or pips.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673097#Comment_1673097
You know bloodscore and pips are directly linked? Right? If you get 28-32k bp you get merciless. You’re one of few who think whoever got the most blood points out of the five is the winner of the match. You can disagree and say what you personally believe Indicates a win, but pips are what dictate a win or not. You aren’t going to lose and rank up. You aren’t going to win and rank down. The more pips you have the more bp you’ll have.
Sorry 🤷♂️
You are overlooking that whether or not you gain a pip is tied directly to your current rank. You can literally get 30k and also Brutal Killer if you are a high rank killer.
If you honestly think pips dictate a win then answer these:
- Why can two identical matches have you win one match and lose another match based solely on where you are in matchmaking?
- Why can both survivors and the killer “win” by everybody gaining a pip?
- Why can you “lose” a match if you have a high score and 3 kills?
The only answer to these questions that makes sense is that pips are for matching up opponents of relatively equal skill. They’re for seeding purposes. If you gain a pip it just means the game wants to start putting you in a higher bracket.
And by the way you most definitely can lose a close match, only getting maybe one kill and not having the highest score in the match, and still gain a pip at low ranks. The pips are extremely easy to get in brown ranks compared to higher ranks.
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@TheCoolDBDGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1673003#Comment_1673003
Yeah, sadly, they need to implement Otzdarva's Community Patch and fix the numerous bugs with the spaghetti coding. :(
I want to love this game but i cant stand the grind and countless bugs and issues that make the game frustrating to play when i play killer and survivor.
I like Otz but some of the ideas he has in that patch are kind of dumb.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673085#Comment_1673085
Why would you get a pip to rank up... If you lost? Devs implemented pips to measure how well you did. The reliability of it doesn’t matter. Survivors also pipping doesn’t mean you didn’t win. Survivors don’t have to escape to win. Killers don’t have to 4k to win. Pips were added to measure how well you play the game in the ways the devs want you to play it. That means if you pip you won. You move up in ranks. Sorry guy. 🤷♂️
Why do you keep thinking I’m saying you need to 4k to win as killer? If anything I tend to think the player with the highest bloodscore is a much better indicator of the actual winner of the match. Bloodscores are based strictly on what happens in the match and don’t change based on artificial ranks outside the match, they’re way more consistent than pips. Or alternatively, I tend to go with 3-4 kills is a killer win, 0-1 kills is a loss and 2 kills is a close game with the highest bloodpoint score being the tie breaker.
Pips were not added to indicate a winner, they were added to replace how the game matches you against opponents. Brutal Killer means “maybe you won, maybe you lost, but either way we’re going to keep matching you against the same opponents”. Like I said, you can’t even declare a winner with pips since both sides can gain them simultaneously.
Sorry 🤷♂️
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P.S. I do kind of wish the developers had the game simply declare a winner. “Killer wins” or “Survivors win” or maybe “Draw” if they want draws. Leaving it ambiguous just leads to these dumb arguments about whether kills or bloodscore or pips or whatever are “wins”. Behaviour should just pick an official measurement to declare a winner and go with it, this is the only two sided competitive game I’ve seen that doesn’t declare a winner.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673067#Comment_1673067
If you pip you won. That’s how the game measures how well you did. If you want a 4k to be your measurement go for it, but pips are what measure if you won or not. Sorry my guy.
Sorry but you’re wrong. The game giving you a pip is not the game saying “you won” any more than the game not giving you a pip means the game is saying “you didn’t win”. Like I said, whether you win or lose a match, by any reasonable standard, is measured by what happened in the match. But pips are measured based on your ranks outside the match itself. Pips are a matchmaking tool.
Or Think of it this way, it’s possible for both the killer and most of the survivors to gain pips. It’s even possible I think for every player to gain a pip if everybody got hooked twice and it was a long match with a lot of chases and gen work back and forth and rescues. But obviously they didn’t all “win” the match. Either the killer or the survivors won, not both.
Pips measure mainly how active you were in the match and go up or down in large part based on whether th game thinks you can handle tougher opponents or should be paired against weaker ones. That’s all they do. Sorry guy. 🤷♂️
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I’ve never cared about rank in the first place. 🤷♂️
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I Googled “Joey Cosplay” for you. I’m not sure I see the resemblance but maybe this helps?
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@Kolonite said:
The goal is to get as high of a score as you possibly can. If you decide a 4k is a win for you that’s your prerogative, but the game considers wins pipping. Brutal killer is neutral. You didn’t do good, but you didn’t do bad enough score wise to take pips from you.
No, pips have nothing to do with “winning”. They’re an incredibly inconsistent measure of winning a match in fact. You can have literally identical matches against identical survivors with all the same events and kills and escapes and times but if you are currently Rank 10 you gain a pip and if you are rank 2 you lose a pip or gain no pip. It’s as if you played a game of tennis but after the game was over they asked you if you were Varsity or Professional before telling you if you won.
Gaining a pip isn’t winning, it’s the game saying it thinks it is matching you against opponents that aren’t as good as you are. That’s all it means. Brutal Killer just means the game thinks you and your opponents were a close match.
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The ranking system is just for matchmaking, that’s all it is. Brutal Killer is just the game saying you did what it expected you to do, no more and no less, so it’s going to keep you at similarly rated opponents. Anything better than Brutal Killer is just the game saying you did better than it expected so it’s going to start putting you against tougher survivors.
That’s all Brutal Killer means. It doesn’t mean you won or lost the match, it’s just telling you that for matchmaking purposes the game thinks you are going against roughly the right skill level of opponents. (And eventually when ranks are replaced for matchmaking entirely it won’t even be used for that. Just ignore ranks and pips altogether is my advice.)
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@ABannedCat said:
Sounds like something I would instant DC on as Nurse.
I guess it would be similar to Nurse of Midwich, if you know the map well you could probably have some decent short cuts by Blinking. If you don’t know it well then Plaid Flannel might be a saving grace.
I hate playing Nurse though, I just did a mission for her last night and every time I play her I just keep thinking how much I dislike how her stun works and how I should just leave her missions on my log so I never get a new one. Man, could she use a revamp!
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I’d be down for a Medusa killer who causes negative effects on survivors that look at her. Something like
- While a survivor is looking at Medusa a Horrifying Visage bar builds up charges at the rate of one per second. While not looking at Medusa the bar begins regressing at a rate of one charge per two seconds after a two second delay.
- If there is any energy on the bar the survivor is Hindered
- If the bar has at least 1 charge then the survivor is Blind
- If the bar has at least 2 charges then the survivor is Oblivious
- If the bar has at least 3 charges then the survivor is Exposed
- If the bar has at least 4 charges then the survivor is Broken
- If the bar has at least 5 charges the survivor is Immobile
- The bar can hold up to 6 total charges
So basically the survivors want to avoid being able to see the Medusa as much as possible while of course evading her in chases. The specific conditions and numbers I gave above are just spitballing it to show the concept.
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@gatsby said:
Blight frequently hits the same area multiple times which drains his charges and gives him no distance. It's like getting stuck but worse because the game takes away your power meter.
I think they need to change him so that everything within maybe 2m of his last slam loses collision just to prevent this. If that's even realistically possible to code, that is
There is a one second window after you slam into an object in which you can sidestep and turn however you like to avoid hitting an obstacle on your Lethal Rush. If you are hitting the same object multiple times it’s normally because you didn’t reorient yourself in that time.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1670162#Comment_1670162
The developers said, "holding the game hostage" to avoid being too specific, and several circumstances fall within "will the game end at some point in the future even if a player takes this action?" that are would be considered taking the game hostage.
In a scenario where a killer slugs all four survivors and lets them bleed out, none of the survivors (save Unbreakable, which is meant to give survivors more tools against killers slugging for hooks and was not made to prevent this situation) have any course of action other than to wait out the (noticeably lengthy) timer, meaning survivors have no way of completing their objective and the killer is refusing to do his/hers, which is clearly kill the survivors through sacrifice (save a mori). Hatch arguments are out of the question if the killer simply follows the least bled out survivor on the ground to prevent him/her from finding hatch.
Not hooking anyone creates a situation where four other players cannot complete their objective while the killer chooses not to complete his/hers, and that's holding the game hostage, i.e. preventing the game from progressing and/or ending in any kind of timely manner.
No one slugs survivors to death without attempting to hook them with the reason, "there, I've done my goal!" No, that person is simply out to abuse the game mechanics that prevent players from ending the game in a loss or progressing the game toward a win while giving others an unpleasant time. Survivors could also do this kind of hostage situation before the EGC was introduced and just hang around indefinitely. That was also considered holding the game hostage even though probably at some point the killer could find them.
In short: yes, it is reportable (much like jaywalking but with ill-intent). Is it the devs top concern? No. Will you get banned for it? Probably not if you don't do it often enough. But don't make the mistake of thinking it's fine and dandy rain or shine.
You are not using the correct definition of “holding the game hostage”. Holding the game hostage refers to preventing the game from being able to end. As in for example the killer somehow blocking survivors in such a way that the endgame timer can’t start. Simply slugging survivors and letting them bleed out is allowed though because the game will end naturally when that happens.
But feel free to search around and verify what I’m saying is correct, no reason you have to take my word for it.
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I said it before and I'll say it again - DC bans can't come back fast enough.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1671684#Comment_1671684
That's exactly the point. A DbD bot does not have the intellect to make that a good human survivor needs to, and can therefore screw up a really good three (hu)man survivor team.
- Do I go for the unhook against a camping killer? Wait for the killer to leave, or sit and let my teammate go to the struggle phase?
- Should I go into a locker to avoid BBQ's aura-reading?
- I am across the map of a hooked survivor with Kindred active. Should I also go to the hook even though another teammate is closeby?
And on and on. On top of this, they fail skill checks regularly. I also believe it removes any perks the human player had, rendering them further useless. The amount of times they've screwed me over on mobile far outweighs the instances they've helped. Like I said: unless you've experienced it yourself on mobile, you really have no place to be commenting on it.
But you have to consider the opportunity cost of having a bot that makes a mistake and the resulting gamestate compared to what the gamestate would have been with just three survivors. Even with a failed skill check, for example, they're still adding to the net progress of the gen, albeit at a slower pace than a human player. And a killer chasing a bot means they're not chasing a human survivor, so even if the bot isn't as good as a human at chases it's still a net benefit.
And I'll comment on things I feel like commenting on, thanks.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1671668#Comment_1671668
I think a killer who can swing around the map would be cool too,like throw a rope or chain at a ledge then swing back and forth, let go and launch you across the map.
Venom/Carnage DLC confirmed
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@rickyray101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1671483#Comment_1671483
The only thing that can counter that a little bit is distortion. Honestly that perk needs a buff since killers run BBQ with hex undying which makes hex ruin the pain in the ass before they reworked it all over again! Hex Undying needs a nerf!
I don't know if Hex Undying needs a nerf per se. Outside of the Undying + Ruin combo you're probably not going to see too much of Undying really. So if they ever do determine this Undying + Ruin combo is a little overpowered they should do a more surgical change that specifically impacts just that combo and not Undying overall. (One possibility would be to change Ruin to start with a number of tokens on it equal to the number of dull totems on the map and have its regression strength be proportional to the number of tokens. That way if Undying brings Ruin back it comes back at minimal strength.)
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@GoshJosh said:
Please no. If they are anything like the DbD mobile bots, they are more of a hindrance than a help. I'm not going to sit here typing out an essay explaining why, but if you go play DbD mobile and experience the bots there yourself, you will agree with me.
I find it hard to believe that a bot that plays "ok but not well" would be worse than having literally no survivor at all. Sure there are some exceptions where maybe the bot finishes a gen you were hoping would stay at 90% to avoid a 3 gen situation, but on the whole simply having another body doing gens and healing other survivors is a plus.
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Issues with the Jeepers Creepers director aside, the other problem with a flying killer is that, if I remember right, the devs mentioned that they did try various types of flying killers and ran into serious balance and technical issues. For instance, in an outdoor map being able to flying up and see over all the obstacles would be a pretty huge advantage. And on the flip side being able to fly in an indoor map with ceilings like The Game or Hawkins or Leri's wouldn't be very useful.
Don't get me wrong, I'd love to see a flying killer if they can figure out how to make it work, that would be awesome! I'm just pessimistic it will ever happen.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1671563#Comment_1671563
That was something I probably shoulda specified, yeah. In a 'casual' queue, SWF would be disabled. Might be too harsh, I don't know. SWF is a really hard thing to balance.
That would never fly, literally over half the games have a 2-, 3- or 4-person swf. Being able to play with your friends is a huge part of the game.
I think as long as the new matchmaking system properly increases the ratings of groups that include swfs that would help keep them facing relativelu tougher killers than the all solo groups face. No need for a separate queue that would introduce a bunch of other problems like splitting the playerbase and balancing differently for the different queues, etc.
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Yeah, good jukes can be a bit frustrating. If possible do close range tap attacks instead of lunges, the quick attack has a wider arc that it can hit so is less likely to be sidestepped. Lunges have a longer range but a narrower angle of attack and the survivor can see you charging up the lunge and sidestep it if they’re quick. Save your lunges mainly for when the survivor is obviously going for a vault or pallet to hit them before they get there without worrying as much about a sidestep.
Also consider giving Shadowborn a try, having a wider field of view helps keep track of survivors trying to juke or 360 you. It does take a perk slot though so if you can hit them without it that’s obviously better, but what are perks if not for helping shore up a weak spot in your game or making your game feel less frustrating?
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Generally speaking I think thematically a killer who is an avatar of The Entity would be pretty cool. Basically having him able to passively or actively block pallets or vaults or generators or have entity tendrils reach up to hinder survivors could be pretty cool. Obviously the devil is in the details so to speak but as a broad idea I’d be down for something like that.
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It’s exactly this sort of thing that makes me like Deerstalker as a fourth perk. It saves a surprising amount of time finding slugged survivors that have either crawled away or that you kind of forgot where you downed them. Plus it helps you keep an eye on them to see if another survivor is coming over to heal them. Basically when I find myself frequently slugging I’ll throw this on as the last perk, it’s pretty great.
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@MadLordJack said:
Wait, really? You're actually being serious? Well, I'm going to begin by saying watch some OhTofu Iri head, where he barely pays attention to the game whilst playing his worst killer and regularly missing. And, by the way, 4king all the way home.
Long story short, it's easy to land shots as Huntress. Really, really easy. Just get moderately close and charge your hatchet and there's nothing to be done. However, normally a survivor can use that speed burst to make it to a much safer area. Naturally, a good huntress would probably stil down them relatively quick, but it's hard to be a good Huntress and even then the survivors do have a little counterplay.
And then you have Iri head build, which takes that away completly AND gives you 3 chances to one-shot. And, on top of that, it is the easiest and strongest 1-shot add-on by far. There is absolutely no comparison, every other add-on has some serious requirements. Iri head has none.
Minor point but Iri Head only gives you one shot. It’s only when you combine it with the Purple add-on for extra hatchets that you get 3. I mentioned above I think if Iri said “you can only carry one hatchet regardless of other add-ons” it would definitely help. (Tofu did try that out by the way too, running just the Iri Head by itself and having only one shot. It was still a really good add-on but he did spend quite a lot of extra time reloading every single shot which mitigated a good chunk of the brokeness of it.)
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@Venoxxie said:
It was a good system though. They do need to fix it.
However, like Luzi said, it is not currently on. They've gone through and turned it on and off numerous times, it's off right now because people are able to abuse it by disconnecting someone else and forcing them into having the penalty I believe.
I know a lot of people hated the system because they felt they should be allowed to DC but I personally wish it was fixed and returned. Those who DC clearly don't like the game and it's "Why are you even playing then if you're not having fun?" People don't seem to realize that other games exist if they aren't enjoying DbD...
The people who think they should be allowed to DC are welcome to play other games if the ban comes back. Good riddance.
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DC penalty can't come back fast enough. And I also wouldn't mind if they brought over the bots from the mobile version to replace people who dc. But yeah, ever since they shut the DC ban off it's gotten out of control.
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Nurse is by far my least favorite killer. Why I would every want to play Stare-at-my-feet simulator is beyond me.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1669776#Comment_1669776
Actually what I’ve been running on Doc is Overcharge, Dragons Grip, MYC, Iron Maiden.
I’m a little surprised you aren’t using Pop instead of Overcharge given your Clown affinity. 🙂
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To be fair, Iridescent Head -by itself- isn't all that bad. Yes it's an instant down but, on its own, you only can carry one hatchet at a time. So after you throw you have to go to a locker to reload every single hatchet. It's still a decent perk even then, but having to reload every shot does slow you down.
What is overpowered is Iridescent Head PLUS the purple add-on that gives you two extra hatchets. Having 3 instant down shots in your pocket at a time makes it much more effective.
Personally I like the idea someone had of changing Iri Head to say "you can only carry 1 hatchet regardless of other add-ons". I think that might be enough to bring Iri Head down from the fairly overpowering state it has in that Iri+2 extras combo.
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@FrootLoops said:
killing all 4 survivors is not the entire goal as killer. I imagine that your BP and emblems are not great with that play style. If you don't get multiple hooks on each survivor, multiple chases, and aren't kicking things/using your power much in a match the rewards are going to show that you did poorly.
from the survivor perspective it makes the game extremely unfun and frustrating and will lead to them abandoning the game entirely, which is harmful to the health of the game.
so all in all I would say that slugging everyone is a losing strategy. sure you get the kills but you are driving away fellow players for little reward. can't play king of the hill if you are the only one that wants to play
Slugging everyone isn't a losing strategy, assuming you're going by endgame score or total kills or some combination of the two, provided that the survivors have lower scores than you in the process. If I score 18k as a killer by slugging all the survivors, and they only score 10-15k each, then I still win the match. It's just a low scoring game all around.
Personally I don't do the "slug everyone and never hook" strategy because I think it's more fun hooking people than just letting everybody bleed out the whole match. But I wouldn't call that strategy ineffective, in fact it might even be more effective in some respects than hooking survivors over and over. And slugging is an intentional part of the game, as evidenced by certain perks and add-ons and killer abilities that emphasize slugging.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1670075#Comment_1670075
Never hooking survivors is* reportable. If you make an effort to at least hook one survivor once everyone is incapacitated, then it's not reportable. Your goal as killer is to sacrifice survivors to the Entity by using whatever tactics necessary. Mori's are permission slips to not do that. If you aren't sacrificing survivors, you aren't performing your goal. It's the same thing if a survivor always runs straight to the killer and then a hook and gets him/herself killed straight away in every match.
*99.9% sure
Not hooking people isn't reportable. It won't score you as many points as hooking survivors, and it is kind of boring if you're on the ground that long, but slugging and never hooking is definitely not bannable provided it's not preventing the game from ever ending.
(For example, if a killer is intentionally leaving survivors on the ground and picking them up and dropping them over and over and over just to extend the game well beyond the normal bleed out times that would be reportable. But simply leaving survivors to bleed out is legal.)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1669776#Comment_1669776
Which of those 4 perks gives you Undetectable?
Lol, never mind, I must have been thinking of Trail of Torment.
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I could see maybe Pop, Overcharge, Unnerving Presence and Dragon's Grip on Doctor? (Except that Unnerving Presence doesn't work while you're Undetectable.)
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@PigAtier said:
Ask yourself how strong Nurse or Spirit are with exposing perks.
You rarely see them using them because they are very inconsistent and you give up perk slots that actually help you win the game.
Haunted Grounds is very consistent, I almost always get at least one exposed hit out of it, especially in this current “cleanse totems ASAP” climate.
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I almost always use yellow and green Bloodpoint offerings since you typically get one or two per bloodweb. I hardly ever use brown, so the blueprints have no impact on me at least.
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Most killers don’t have ranged attacks or lunges, so I’m guessing you’re only interested in the ones that do (e.g. Freddy just hits with basic attacks)
Huntress - It’s very hard if not impossible to dodge a thrown hatchet. You can see her winding up and go for cover but actually dodging a hatchet that’s in the air is tricky
Deathslinger - Same as above. It’s also tricky to see that he’s about to shoot. On the other hand the shot isn’t a guaranteed down from across pallets, etc, and takes 5 seconds to reel in so that works against him.
Nurse - Can’t actually dodge her blink attack, you can see she is getting ready to blink though and juke to hopefully avoid where she planned to blink to.
Demo - The Shred can be dodged, at least at longer range.
Pyramid Head - Shot can be dodged, you can see the rectangle it’s going to hit and sidestep out of it if you’re quick enough
Blight - Lethal Rush can be sidestepped
Clown - Gas cloud can’t be sidestepped if the bottle lands at your feet, it’s too wide an area
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@Ihatelife said:
Did you guys even read what I said? What are u all? A broken record? Let me explain this to you all very easily:
I said that political stuff shouldn't take bigger priority over the game itself.
It doesn’t. As stated above the company showing solidarity against systemic police abuse of minorities or against sexual discrimination has zero impact on game development. This is similar to the disingenuous argument when people complain that NFL players should not have a moment of silence for these causes at the start of a game because it somehow means they’re not “playing the game”.
Also the argument that Black Lives Matter implies it’s “not fair” is ignoring the implied “Too”, as in the movement is arguing that “Black Lives Matter Too”, not “Only Black Lives Matter”. They are arguing for fair treatment for a group that experiences unfair treatment, not for unfair treatment for the majority.
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I’m a killer main so I’ll go with my three least favorite killers to play
3) Hillbilly. I like his map mobility, that’s great. But I hate using his chainsaw to get hits, it just always feels awkward compared to Bubba’s chainsaw. And now with Blight I can enjoy having even better map mobility than Hillbilly. So every time I play Hillbilly I just think I’d rather be playing one of those two instead.
2) Huntress. Generally speaking I enjoy melee attacks as a playstyle in this game more than ranged and of the four characters that have ranged attacks Huntress is my least favorite. It’s mainly because of the combination of being 110% movement (which I don’t enjoy) and because I just find the charge up on her hatchets to be a little irritating. Don’t get me wrong, she’s great at hitting survivors over pallets and doing a 1-2 combo to knock down healthy survivors, but in terms of playstyle I think Deathslinger with his quick shots and reloading on the fly is just a bit more fun.
1) Nurse. Easily my least favorite killer, I hate playing her. Staring at the ground literally every 5-10 seconds while moving super slowly between blink attacks is excruciatingly annoying. I totally understand her potential to be really powerful but have zero interest in bothering to get to that point. She definitely could use a revamp to make her actually be fun to play. One thing that could help would be let her at least keep her head up and look around between Blinks and if that makes her a little too powerful then slow her blink refresh slightly to compensate. And honestly her Plaid Flannel add-on could probably just be part of her base ability, that way new Nurse players wouldn’t have to give up an add-on slot to see where they’re teleporting and it would be a way to help mitigate some of the occasional terrain glitches where Nurse gets blocked by oddball terrain.
