emptyCups
emptyCups
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1068329#Comment_1068329
This is what I mean by excuses. Theres always excuses.
Are you saying people should be expected to play perfectly with zero mistakes?
Do killers make mistakes in missing survivors right in front of their eyes? mistakes in committing to a 5 gen chase? mistakes in chasing survivors into strong areas away from gens? mistakes from focusing too hard (tunneling) one survivor and ignoring the rest? mistakes on approaching loops the wrong way or constantly changing direction thus dragging out the loops?
See theres always an excuse but you could argue the same for the killer side.
I see what you mean about excuses and I want to get away from my own experiences as much as possible and
my apologies.
To answer you I'd go to point number 1 and and 5 that survivors dont often make skillcheck mistakes, and that the window of mistakes for each side is vast.
35 seconds for an objective on killer is a tight tight window and even one mistake can cost him that objective while a mistake on survivor objectives can be covered and split among the other 3.
Pretend the killer makes a 30 second mistake and a single survivor makes a 30 second mistake. The killer looses 30 seconds and an objective. 3 survivors take 10 seconds longer and the mistake is made up for.
In perfect ideal games my argument is its survivor sided. In mistake riddled games my argument is the killer as vastly less room for error and its survivor sided
Let me ask you this, in my long winded OP if taken as true are those advantages enough to agree that its survivor sided ?
With either yes or no to that are there any points I made you disagree with.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1068344#Comment_1068344
red ranks killers still win. Theres always an excuse but it's never the case.
"Red rank killers still win"
ok... yeah, but do they win because the survivors failed all the second chance perks and played poorly ?
How long does a rank one killer stay rank do killers stay in red rank long or do they float in and out constantly trying to stay because survivors DC and make then depip?
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@clubby891 said:
What is your definition of "Survivor-sided"?
In favor of. Making them an Easier gameplay experience or making killers weak by comparison and more difficult to play
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@Accullla said:
The game is not killer or survivor sided. The issue is that it's too easy to pip on both sides, so people over-estimate their skill and when they lose against a better opponent they blame the game. Of course there's a bunch of RNG mixed in, but RNG favours survivors as often as it favours killers.
If I understand you, your saying that the ranking system makes it too easy to advance so people aren't placed in even matches making it difficult to gauge the games balance.
I can agree with that. Correct me if I'm wrong
Please explain what you mean by RNG and how much it effects team balance ?
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1068313#Comment_1068313
Killers kill more than survivors escape.
50% kill rate or whatever you wanna make up
could mean 3 players get 4-k and 3 players get 0-K.
And awnser me this do they die because they made mistakes in stealth to get found, mistakes in chase to get hit, and then mistakes as team to not get a save?
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@ClickyClicky said:
It’s objectively killer sided. The stats and data prove this.
How.
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I'd count the gate as an objective making it 1/6th
So gens are 80seconds each plus 20 for the gate so each survivor is responsible for 105 seconds of an objective or 7 minutes for the group. AT BASE
So it all comes down to this 35 seconds for chase, a down and a hook is expected for a killer each time. 12 times with no mistakes to get a 4k win. Dispite how the last guy gets free hatch
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1067780#Comment_1067780
A husk system would have to be carefully implemented as there's plenty of ways it could in some way go wrong.
It's one thing if it can be left on the ground for the full bleedout duration, then the other survivor knows there's no point in picking them up and plan accordingly. But the actual "the killer can hook them even if they DC" part many people want could lead to some issues if not implemented carefully.
If it doesn't wiggle, immortal backpack that gives the killer as much time as they want to find the other survivor if it's 1v1 at that point. Just carry them around and drop when you find the other survivor. If they do wiggle, same thing - they wouldn't be in dying state anymore and would again be an immortal anti-hatch ... thing.
Oh boi I hope so.
If survivors DC hurt the survivors more maybe they would do it less then just to screw the killer because it's funny.
The only way this game gets any fixes is if survivors want it lol
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1066824#Comment_1066824
NOED has turned thousands of 0ks into quick and sudden 4ks over the course of the years. Therefore it's as much of a 2nd chance as a perk can be regardless of whether it can be cleansed or not. It's called second chance and not second guarantee for a reason. No one says a chance WILL get you something - only that there's a POSSIBILITY to get something. As for Adrenaline it doesn't turn 4ks into 0ks. At least I've never experienced such a scenario in 3 years of playing mostly killer at any rank. Not one single time. Therefore bad comparison in my opinion even if Adrenaline has the same potential. It's just not likely to have the same impact on average especially if we're talking about a bunch of solo survivors who can't pop Adrenaline coordinatedly.
Think what you want anyways. It's fine to have different opinions.
LMAO the gates are on and everyone died ? Hahaha they can just walk out that's not noed's fault they could have walked out any time.
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@JarMa13 said:
Because killers are already so OP that it wouldn't be fair.
Is there a survivor perk that allows only 4 gens to trigger exit gates?
This game is designed so killers have such a huge advantage that killing survivors is inevitable. The goal then, is for survivors to fix gens and escape before that eventual, inevitable kill occurs.
That is the game.
When I hear killers complain I get so confused. Are we playing the same _? In addition to the game being absurdly killer advantaged, killers are almost always toxic jerks who use their advantage to bully other players, ruin everyone's fun, and just be all around dbags.
I usually get 4k unless I let them go. I have had a few matches where survivors fix gens so fast I'm astonished, but they usually are absolutely massacred so badly that I feel guilty about being so OP.
But I also wonder if killers have unrealistic expectations.
How it SHOULD BE IS:
Sometimes you get 4k. SOMETIMES, you get NONE. Sometimes 1,2, or 3 and you average out at 2 kills per match.
THAT is a successful match.
If 4k every time is your goal, you will feel it's unfair.
Altho. That's possible, too if you practice. I always get 4k.
You are very very very misguided in your thinking if you believe this game isnt extremely survivors sided
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I'll speak for console because instant killer que vs 15minute survivors que tells the story like this...
NOONE WANTS TO PLAY KILLER
If there are 4 times survivors for every killer... then the matches would be instant for both...
But its such a horrible experience to be killer I cant imagine why anyone would choose it until they buff the roll
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Depends on how surrender works. But if it can be used it to prevent survivors from gaining points its gonna get used ALOT.
If theres no real penalty for it other then derank, I'd abuse it to derank back to 20 every month.
Honestly I can see people using it every time they loose... or tunneling for 2k then conceding so the stats balance
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@bloodshot said:
Killers should get what ever BP they already get but if a survivor is tunneled they should at least safety pip
No.
No rewards for being caught
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White noise 2 had Ai and that game was very close to this one.
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I can eliminate tunneling with one simple trick
Quote me and reply to find out
Number 3 will surprise you
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I can eliminate camping with one simple trick
Quote me and reply to find out
Number 3 will surprise you
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I stand by what I said
The solution to randoms is to make freinds. Its not hard I have at least 100 on my list
You have NO IDEA how often someone DC and when I'm the killer. First down, dont want to be hooked, ect ect they WONT face the sacrifice. Its every game. Every game. DC for the hatch or DC when they get hit. I even saw one earlier who flashlight stunned me twice hit me with a pallet and then when I grabbed them on the window they left. Its maddening
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Or...
Dont get caught by the killer ?
Your not entitled to 3 lives. Live ur first one to it's best
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1063513#Comment_1063513
He means the remainings surviviors, not the ones DCing
Remaining survivors should he heavily punished when teammates DC like preventing the hatch from spawning and loss of bloodpoints.
Survivors who DC themselves should be perma banned.
Everyone. Absolutely everyone should be upset when someone D/C it seriously ruins the match for everyone.
And if I invested 20mins to wait for a match and 3-4 matches to grind for good add ons amd offerings only to be wasted because someone D/C and fcked the game. Hell no. Single worst problem dbd has.
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No.
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Buff killers or I wont play killer again
It's that simple
If I can almost always win on survivors but I get bullied and taunted as killer ? Nah pass. I can do gens and leave with my team in 4minutes or less
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I like
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@DetailedDetriment said:
Here's how I think it works...
As survivor:
1 survivor dc=1 gen to be completed in-game
2 survivor dc=3 gens to be completed + safety pip
3 survivor dc=4 gens to be completed + single pip
Killer dc=safety, single, or double pip depending on the match length.
As killer:
1 survivor dc=5K BP
2 survivor dc=10K BP + safety pip
3 survivor dc=15K BP + single pip
4 survivor dc=20K BP + double pip
No.
Dont reward survivors for DC they will do it more often.
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@Skulldugged said:
https://forum.deadbydaylight.com/en/discussion/comment/1061009#Comment_1061009
I really like the idea of the lights, I think that's a subtle and interesting way to change up the game.
Not sure I understand what you're saying with the dust clouds (like I can't visualize it), but I would like a mechanic that punishes running a little more. I know you can be tracked with the scratches and all that, but I dunno...it feels like a huge part of gen rushing is that everyone just runs all the time. It could help pace games a little if there was something in addition to scratches. I main survivor and I don't really want to just run from one gen to the next the whole time.
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So with a full meta build on the best killer
By a top raided streamer Who used scummy tactics
And the survivors didnt even give a real chase or loop at all.
Insane amounts of pressure, never relaxed for a second. Did everything he could stressed fully I might add. And still couldn't get the 4k.
This is what they want killers to be like ?
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Yes.
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Wowowow all these survivors entitled
Wish they would ban anyone who D/C
Game would be better off without all of you
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Offerings could effect
number of totems
Could affect the lights above gens brighter or missing
Could trap chests causing aura on search or damage on open
Dust clouds on map that either help hide or help know when survivors last past based on settled. Things that make them think twice about running when not in a chase
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/1060726#Comment_1060726
Okay now imagine a world where you have all those aura reading perks, all those informations about how the map generated and a third person view. You seem to focus too much on the other side advantage rather than acknoweldging your own.
The game is heavily incredibly weighted In favor of survivors by game mechanics.
Perks only barely mitigate it and even then killers only get 4 slots where survivors get 12 every game so...
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1060347#Comment_1060347
thats why killers have a perk that helps with that. Use it.
They dont.
And I shouldn't have to run perks on something that should be basekit anyway
I need my perks to have successful build
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They could do things like lock the camera angle so survivors cant have 36o drone view advantage
But they wont.
Light pole needs to be removed yes
And I would put natura regression on all gens and exit gates but make it slight.
As well as powering up the killer kick to knock 10%-15% off as base
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1059585#Comment_1059585
Full spectrum or like red/green? Cause that would be interesting to adjust my tv to be essentially playing in grey scale or washed out/undersaturated.
I only have half the colors, but the ones I'm missing dont look gray they just look like a lighter version of the one next to it.
So yellow and pink are the same, and red and purple are the same If that makes sense
So yes turn on grayscale lol
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1059432#Comment_1059432
Leaving a survivor on the ground means ds did its job and it came into play by giving them a chance to be picked up
Picking up a survivor with ds means ds came into play as they will jump off your shoulder.
A single survivor running ds automatically gives the other 3 survivors ds because the killer has no information to determine if they have it or not.
DS comes into play the second a single survivor equips it.
The only way to prevent BT is to magically get 32m away from the hook before the guy hiding in the bush rips them off the hook.
Using BT within 32m of the killer instantly puts it into play even if the killer doesn't chase because they know there is no point.
Waiting out the BT timer still serves its purpose because it is long enough to reach pallets or god window and allows the survivor to stall more time while everyone else holds m1 on gens.
Dead hard, when used correctly for distance to extend chases and reach pallets they they should not be able to get to can't be prevented by the killer.
I am sorry, but even good killers can't prevent second chance perks coming into play.
YES YES YES YES
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Second chance perks as killer...
Like, if a survivors second chance perk is something that let's you escape the killers grasp AFTER you've failed. DS
1.)You failed to hide
2.) Got hit twice
3.) Failed to escape the chase
4.) Failed to be safely unhooked.
5 ) failed to hide after being unhooked
6.) Failed ur next chase.
You now get free 60sec to be immune with DS
Everyone in comments is so against killer second chances lol. Where do you want a second chance @underlord99 ?
If I generator is completed after you've failed to protect it you should get the second chance to turn it completely back off.
If a survivor rescues someone from the hook you've failed to sacrifice them you should get a second chance and they should be stunned
If a killer fails a chase he gets instant bloodlust 3 upon starting his next to second chance catch up ?
Those are second chance perks for killers like the ones survivors have.
To auto block the hatch to survivors who haven't completed any generators
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1059425#Comment_1059425
How are half of them second chance perks?
NOED: Play the entire game with 3 perks, for a power spike at the end of the game. This is is a power spike perk, not a second chance perk.
Blood Warden: Play the entire game with 3 perks, for a power spike at the end of the game. This is is a power spike perk, not a second chance perk.
Remember Me: Play the entire game with 3 perks, for a potential power spike at the end of the game. This is is a power spike perk, not a second chance perk (and a crappy one)
Fire Up: Crap early game for slightly less crap late game. Another trade-off perk. Not a second chance perk.
Make Your Choice: How is this a second chance perk?
Barbecue & Chili: Not a second chance perk
Rancor: Will give you this one.
Nemesis: Not a second chance perk.
Whisperers: ???????
Edit: Oh, he's been banned now. What a shame. I'll never get my answer now. :(
RIP
No real loss
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Can both survivors and killers have the same POV
and the same number of objectives?
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You cant slug, Camp, Or tunnel
Every survivors is somehow entitled to 3 lives but not right in a row. They need 9 hooks as a team in a row THEN anyone can be removed from play. But we only have 3 minutes to do so before the gens are done as killers. And the last person gets the hatch for free
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I play this way as well
And I'm colorblind.
Dare you to go one match as killer like this
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It's funny how much speed is the main factor for how good a killer is
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No.
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Ahh yes more killer nerfs
Just what the game needs
To drive more players away
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Aaahhh yes I'd very much like to run all around till I see someone and then get so excited my immortal monster would slow down to chase.
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Game is survivor sided
I'm not playing killer again till they make it less awful
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If you ever played white noise 2
That would give you an idea
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@Colton147 said:
Moris.
3 moris
One only works on the last, who's either gone or out the hatch. So doesnt matter.
Other two require hooks beforehand so that assumes you let anyone off the hook.
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Meg
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@ZoneDymo said:
I know, who cares about points? but honestly I feel a killer should not get rewarded for tunneling, if you hook the same survivor 3 times in a row, that should heavily cost you bp and your emblem for that category imo
Ok survivors should get less points for... unsafe hooks.
Multiple gens.
Opening both gates
Flashlight stuns
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You'd be better off letting everyone escape on killer while you watch netflix
Open the gate so you get the points and they dont. Use wraith and dont uncloak so they de pip.
You can be toxic like this and help produce stats that favor your opinion and still gain shards and player lvl and bp

