ermsy
ermsy
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The only thing that makes killer easy are potato survivors. If all survivors are competent then killer being difficult is an understatement.
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@domai36 said:
I couldn't watch it with sound and I skipped some parts, but I think the OP played reasonably well. We are missing a lot of information, and outside of the very first hook, it does appear the killer was mostly camping the rest of the game - as leatherfaces are known to do from time to time. Because of this, the decision to focus on gens was probably the correct one, even if it may have been by accident (or maybe not, who am I judge).
Watching someone play without any proper aura reading perks is painful though. How do you get an accurate read on the state of the match if you're just running gens the whole time? You're putting a lot of burden (and trust) in your teammates to do the reconnaissance for you. I would personally poke my head around a couple more times than you do, just to get a feel for what's going on.
I think your decisions ended up working out for the best, though how much of that is down to luck is hard to say. Maybe you're just really good at subtlely reading the flow of a match from afar?
The leatherface didn't camp until the very end of the game, and at that point it was understandable. He saw both survivors at the exit gate with BBQ so decided to just confirm his 2k.
I don't think op did anything wrong, he focused on gens and made sure they were done but this forced the other survivors to use up all their hooks and recourses saving each other and when it came time for him to be saveed...they were both on death hook against a leatherface.
So imo the op was feeling a little entitled in that situation. I'm guessing he wanted another survivor to sacrifice themselves to save him but that's just unrealistic especially in solo.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1218077#Comment_1218077
Your joking right? Pls tell me your joking
Well no...what should the killer had done in the end game? Or the other two survivors?
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This seems fine, sure you ended up dying due to unfortunate circumstances but I don't think anyone played badly.
The leatherface didn't camp until the end of the game and he probably saw the other survivors opening the exit gate with BBQ and assumed that it was already 99ed. So I guess he was happy to just confirm his 2k, I don't think it's scummy to camp at this late stage of the game.
The survivors were both on death hooks so coming for the save would have been suicide especially against a leatherface and would have probably led to at least a 3k.
Either way this game imo doesn't justify being toxic.
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On the forums both sides are very vocal, for every "stop nerfing survivors, killers are op" post there is another "game is survivor sided".
In the game itself, survivors tend to be more toxic at least in terms of messaging and harasment online and this is due to mob mentality. A group on a single page against a single person is more likely to act in antisocial ways.
And this reflects on my personal experience, I get quite a few messages after a game when I play as killer but very rarely receive one when I play as a survivor.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1210720#Comment_1210720
But if you look at the changes over the past year...
Start with EGC
killers complained survivors would wait at the gates and never leave. Thus EGC was born to stop that. Good for killer.
Killers complained the hatch was survivor sided. Granted it was. Then they switched it to be killer sided. It had to be one or the other but they put it in that direction for the killer.
When these changes came in they wanted to make the Exit Gates 15 seconds so survivors had a chance but killers complained and it was reverted to 20 seconds. The amount of times those extra 5 seconds would have let me escape...
Meanwhile survivors still get slugged and left to bleed out. Nothing changes about that. They change something to improve killers experience but not survivors.
Killers complained about OoO especially swf. So they change killers so that stealth killers aren’t affected. Good for killers but they changed Kindred too so that now Ghostface and Wraith can camp to their hearts content and never be revealed.
Killers complained about instaheals and they got nerfed to the point that they aren’t really special anymore. Toolboxes got nerfed too to the point of being worthless. Yeah it helps the games balance as these stacked could be OP before however nothing is done on the killer side. You can still stack ultra rare add ons, NOED and an ebony and play as toxic as you want.
The maps have been problematic for a while and that’s reflected in the killrate/survival rate. Coldwind maps were bad for killer, Hawkins bad for survivor. What happens? All the coldwind maps get touched up but Hawkins remains a death zone even though statistically it was more unbalanced than any coldwind map.
All of these combined, wel Tru3 put up a video the other day. Sure you can say it was just a Trapper but still, brings ultra rare add ons, NOED and an ebony, plays like a twat and leaves the last one on the ground until just before bleed out constantly setting traps in front of him. Killers can be dicks as much as they want it seems.
Killers tunnel and camp and its always excused by some cocky sod as “its just killers being efficient ;)”, well survivors looping all game is just survivors trying to be efficient at surviving. Sure both sucked but what happens? God loops get fixed and maps get tile changes. Those changes were good for killer Im not disagreeing that they needed to happen eventually but what a surprise that once again they go out of their way to improve killer gameplay but not survivor.
Basically its not about nerfs or buffs. Its about the fact that the devs have worked to improve the killer experience but survivor is just as miserable as ever. “Oh look here’s another Freddy with his best add ons, NOED and an ebony. Oh look hes just tunneling people straight off hook again.” Such fun gameplay.
It's true that survivors have gotten alot of nerfs but that is normal, if one side is too powerful then it makes sense to Nerf them.
And it's not like survivors have exclusively been nerfed recently. Killers have had a few nerfs as well and will probably receive a few more.
Only caring about one side shows you are ridiculously biased to one side over the other and it hurts your credibility.
Imo 90% of all the nerfs and changes were justified.
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@CJ46 said:
Why do survivors keep getting nerfed and killers are saying things like "try play against red ranks" i may only be a rank 9 killer but i've played against full lobby of red rank survivors countless times, most of the times sfw, and i never get less then a 2k, usually a 3k with the 4th person getting hatch, like seriously hitboxes are broke af and people get hit across the map and you're removing good loops ? i don't get what the devs are doing, stop saying this new update will "balance the game" because in reality killers are too OP as it is especially with specific builds. what killers are OP ? I'll tell you, doctor, freddy, myers (with infinite tier 3 or insta mori) and specific builds they can be even better, even deathslinger is up for debate because of hitboxes. :D i can hear the killer mains typing already
What would you change to balance the game?
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Pig trap lasting all 4 jigsaw boxes and killing the survivor is closest thing I think. Time being gained and free kill.
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Multiple toolboxes can finish a gen ridiculously fast. Useful in 3 gen situations, but I guess you have to save them.
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I think Ormond just beats it but Haddonfield is still one of the worst maps.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1166971#Comment_1166971
Watch tournament games. Skilled killer are in a good spot as well.
Lol this game isn't suited for tournaments.
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I get that the killer is low rank but...he did down someone within a reasonable time and 3 gens got done in that time.
Sure the lack of pressure after that is due to the killers lack of experience but I feel alot of killers would of had to have given up the first 3 gens in that scenario.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1160154#Comment_1160154
That's not realistic tho. Huntress has a windup time which doesn't allow her to rapid fire throw the hatchets because survivors take the windup time to break LOS. Additionally, Huntress can waste MASSIVE amount of time reloading at lockers. Some maps have lockers far apart from each other
Why isn't it? I get that huntress has a wind up but slinger doesn't have rapid fire either so my point still stands. And generally 5 hatchets is enough for a good huntress to down a survivor so getting hatchets inbetween downs isn't unreasonable. not to mention the combo she has which slinger needs an additional perk to mimic.
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@TheRockstarKnight said:
For the first, there are times where you can hit Survivors with the Corrupt Purge but not infect them. They'll react like they're being hit, but not actually gain infection thanks to latency.
I've launched a full stream of puke into a Survivor and not infected them at all. It's not a bug or the devs' fault, just one of the joys of dedicated servers.
For the second, it's intended that she loses her power completely whenever she's stunned with a pallet. Just a pallet, Head On and DS have no effect.
I don't really know why, but that's how it is.
As a counter question have you had any problems playing Plague OP since Deathslinger was released? I've been disconnected twice while charging my Corrupt Purge. Wasn't sure if it was a me thing or a Plague thing, as she's had similar bugs in the past.
I play on ps4 so it might be different but I've not had issues with dcing.
This latency issue has really put a damper on the plague for me. Just trying to infected everyone as quick as possible, I hear their reaction and go for someone else. It takes me a couple of seconds to realise that it didn't count.
Would be nice if they mentioned that she lost her power like that in the description.
Anyhow thanks for the info.
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We must not be playing the same game. I find playing survivor quite relaxing.
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PS4 eu
Killer is less than 30 seconds
Survivor between 5-10 minutes
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Any footage of this bug? I'm not familiar with it.
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Had a survivor leave me on the hook to die, I messaged him to found out why. Turns out it was because I got to the chest before him.
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@magmamuncher said:
Ever since this killer came to the game I can’t ever have fun.
His ability seems so overpowered only because of how frequently he can shoot it.
I can dodge his shot but then guess what? 3 seconds laters he can immediately shoot me again. There’s no point in even trying to dodge his shots as he can just shoot you again in a matter of seconds.
Just make it so after reloading he has to wait something like 8 seconds to shoot again. Make it so his shots actually have to count just like huntress’ hatchets have to count seeing as you only have 5 of them (at base) and you have to waste time finding a locker to reload them.
Every poop you go to he’ll just shoot over and slowly manoeuvre around and then smack you. You can’t even pallet stun him as he’ll just respect it and shoot you as there’s no penalty for missing shots other than waiting 3 seconds.
I can’t do my pallet stun archive at all because of this bs.
Make it so the deathslinger actually needs to hit his shot and not just spam it.
So your issue is how often he can shoot? At base how often can the huntress throw her hatchets?
I'm sure the huntress can throw all 5 of her hatchets before the slinger can shoot 5 times.
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@Demogordon_Ramsay said:
That's not even the best part. Think about it.
Look at all the breakable walls on the saloon: The shack wall, the jungle gym wall, that one window wall in the corner of the map, and the four or five walls in the main building. Of all those walls, the shack wall and window wall are the only ones that the Killer isn't essentially forced to break. The jungle gym with the wall not only has a pallet, but it also has TWO windows, one of which is a god window until the wall is broken. As for the saloon, the walls placed next to windows once more make them completely unmindgamable, Ironworks-level of safe, and the ones that aren't need to be broken to facilitate uncongested movement through the building.
So, all in all, most of the walls are effectively pre-dropped pallets that turn windows into god loops until the Killer wastes time breaking them. Do you know what that means?
That's right, ladies and gentlemen! The addition of breakable walls, the most anticipated and hyped-up Killer buff of the century, a feature that were making people say this was the single best patch for Killers in a long time, has so far proven to be almost exclusively a NERF to Killers!
Oh, Bee-Aych-Vee-Are! You and your amazing balance team sure do crack me up!
Will have to see how breakable walls are implemented into already existing maps. If they add extra windows to jungle gyms and buildings etc then I'll agree with you.
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If noed didn't exist then sure we could have more totems...but noed is a thing.
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@PBsamichShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1145321#Comment_1145321
Footage of the lobby crashing or of me playing killer?
Of you playing.
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@PBsamichShoe said:
I play mostly survivor seeing as how the lobby always crashes when I try to play killer ever since the dedicated servers for console went down.
I truly don't understand how people who play killer can complain. The game is inherently built to make the killer superior to the survivors. Even the game's back story with the whole entity thing is biased towards the killer experience. I mean as far as story goes the entity doesn't snatch people up to torment the sadistic killers with a game of cat and mouse.
When the dedicated servers were up and I was able to play as killer I found it to be every bit as NOT challenging as I would have imagined it to be after having played survivor for like 3k hours.
As an example when playing as killer I abided by the following self-imposed rules from my experience of what made playing survivor totally NOT fun.
- I literally set a timer at the beginning of the match. If I came across any survivors in the first 2 minutes I would not hit them , hook them, or down them. The only circumstance under which I would M1 hit them is if they didn't flee from my presence if they saw me in those first two minutes.
- No camping the hook.
- No tunneling anyone. After 45 seconds of chasing someone I basically looked for an opportunity to break pursuit. Maybe by going in the direction of where someone was pallet vaulting or if someone popped a gen or if I saw another survivor during the chase.
- No basement hooks.
Even following these rules with no add ons and only one perk I still had to TRY not to kill all survivors or at least get 20k BP at the end of the match.
I played as every killer except for the following:
Legion
Clown
Demogorgon
Oni
Plague
Spirit
Huntress
Leatherface
The only one out of all the killers I played as that I thought was a bit challenging was the Pig, at least until I figured out how to user her lunge attack properly.
As a killer even without any add ons or perks you are:
Invincible
Faster than survivors and you gain speed the longer you are in pursuit of them
The only one in the match who can attack
Know where all the gens are
Play as survivor for a hundred hours or so and you can easily see how much more challenging it is. The only reason I can see why it is this way is because the devs rely on killers to host the match. The killers wield a lot of power because the game relies on them to be there because the game is asymmetrical. No one cares if survivors complain because it doesn't matter if a survivor rage quits a game but if a killer does then the match is over.
That's my $.02
Could you post some footage of this? I am genuinely curious.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1143712#Comment_1143712
Woosh
that sound you heard was this joke and reference going over your head.
Watch Samination's DBD parody videos, and you'll get it.
Second, check who you're responding to there spastic, I said nothing in my post about DS, I literally posted a joke.
Also as everyone has already said, this post says nothing new, and a quick forum search would have showed the oodles of threads on this subject, you're boring, bland, and unoriginal, and this thread accomplishes nothing. I award you no points, and may god have mercy on your soul.
If you want to counter NOED, which you should get more accustomed to thanks to the loss of old Hex:Ruin killers are acutely aware survivors have begun routinely ignoring totems much more often now in favor of gen rushing, then learn to do bones. Run small game, bring a map, or just take a lap and bang em out for extra BP. The idea that NOED is somehow OP when it can be countered by either cleansing all five totems, cleansing NOED when it lights up at endgame before going for the hooksave on the person who was downed by it, or just ignoring it, letting the killer have his cheap 1k and de-pip, and just escaping, shows you aren't capable of the basic thought to play the game well enough to solve your own basic problems, so no the developers shouldn't be solving it for you.
https://forum.deadbydaylight.com/en/discussion/comment/1143717#Comment_1143717
Honestly I don't have an issue with DS as a perk in and of itself, I have problems with two things, it's duration and that no killer action can cancel it.
DS is supposed to function as an anti-tunneling perk, combine it with unbreakable and it's anti-tunneling and anti-slugging. The problem lies in that for 60 seconds the survivor knows they are immune to getting hooked and at worst will get slugged, meaning their friend can pick them up or they can unbreakable. This gets even worse when survivors put themselves in lockers next to gens leaving a killer with three choices, none of them are good.
1) Take the grab, eat the DS.
2) Leave them, while they proceed to immediately work on a gen.
3) Waste time trying to bait them out and then slug, which still may not stop them from just getting up and resuming the generator.
Honestly if DS de-activated when another person was hooked that would be enough, the whole goal is anti-tunneling right? By definition if I hooked you, then hooked someone else, I have not tunneled you.
i don't really have a problem with noed or ds. but like you said ds has the potential to be abused which is when i have a problem with. and when there is a game mechanic that can be abused, players will abuse it.
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I'd gladly remove noed from the game if DS went with it.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1143581#Comment_1143581
You cant do it in one go, because you need 5 sacrifices.
oh i was thinking of the one where you need 2 sacrifices in 1 game.
sorry about that.
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@kate_best_girl said:
Im sorry but its not a punishment on survivors for not doing totems its literally just a reward for a killer who performs bad. Its only a clutch perk made for 1k end game face camps and thats really it. If it stopped being a hex and actually took effort and something for the killer to activate it it would be great but all it does is give you a kill for free :/ I keep seeing people say "Well just cleanse totems!" Okay well I'd like to present the argument of when someone jumps into a locker with DS just open the locker! It gets rid of DS and you don't have to wait 60 seconds to chase that survivor again! Both wasting time to cleanse totems on a chance the killer is running a perk is a huge waste of time and could cost you a game same as a locker DS could so why is one perfectly fine but the other is a huge detrimental problem that the entire community must rally against?
does that mean you admit that ds needs to be changed?
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You could try wraith with all seeing add-on coupled with noed and bloodwarden. I was able to do it in one go with this build.
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try having your friend do the invite, could be your internet connections.
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i've not read all of it yet, but botany knowledge might be too strong
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@nicnc82 said:
Camping is trashy and makes anyone who does it trash, period. I do play both sides. I NEVER camp no matter what the other side does. Unless there are other survivors around the hook, I'm going to leave and go look for others and stop gens. If I'm chasing someone and the hooked survivor gets rescued, I'm not going back to that hook. I will go back if they get saved and I havent found someone, but even then I'm going to go after the savior and not the unhooked. Unless the on unhooked is still near the area and I see no one else. Depends on what I'm trying to do if I'll slug the second to last survivor. Sometimes I'll just go on and hook and if the last one gets the hatch then oh well. I usually get 3 and 4k games, almost always at lease a 2k. I'm a rank 5 and play against mostly red and purple ranks. I just dont see the point in trying to make the game a horrible experience for others by slugging and taking them out the game so quick. Ad survivor, I only bodyblock to try and help a teammate if he's being carried. I don't use flashlights and I will throw a pallet down if I know it can by me a little more time. I will teabag to try and get the killer's attention only of he's been tunneling a teammate for so long or he's played douchy all game then I will at the gates. I do run keys sometimes. And as a killer, I don't get mad about keys being used and feel they don't need a nerf. I failed as a killer if they got to use it.
thats nice and all but doesn't seem relevant to the discussion.
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it is just a matter of either eating the ds or letting them get on with it. the next 40 seconds you will be playing without sound essentially but there isn't much you can do about it.
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im not saying that killer entitlement doesn't exist but survivor entitlement is more common but sometimes its not their fault. i think that some of it comes from lack of information, the killer experiences everything that happens in the match as they are always involved. a survivor however only partially sees what is going on, even in scotts video this is the case.
the survivor doesn't know what scott is doing, all he sees is that scott shows up near the basement as he was running for the rescue thus concludes that he must be camping. sure this can be attributed to that survivors low skill level but the point still stands.
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@Reborn2020 said:
https://us.v-cdn.net/6030815/uploads/015/3AOWWHXS1A5I.png
4ked against 3 man swf. All swf members have over 1 000 hours and there s one solo player with 150h.
They struggled to fix 2 gens by the way thanks to "nerfed" ruin.
But i guess those survivors just did some mistakes which led them to total destruction.
if the survivor group has a weak link then its not that hard to win as a killer. in your example there was a clear weak link.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/135323/why-are-alot-of-killer-mains-so-mean
So coming from a killer main who's been rank 1 both before and after the changes to Hex: Ruin.
First off many killer complaints are met with the same toxicity from survivor mains, to pretend this issue only goes in one direction is laughable. Second looking at your username I'm not entirely sure this isn't bait, but hell, I typed this already.
So survivor complaints on the forums anyway are usually dismissed because they are scattershot and tend to just be "X perk was frustrating me in the last game so now I'm going to rant about it". I mean we have a post up here right now complaining about infectious fright, a perk literally countered by either calm spirit, splitting up, or just hiding if you get revealed as the perk doesn't even show auras. Hell we had a thread last night complaining about Franklin's demise? Really?
You'll notice killer complaints across the board tend to be very uniform, which is why people give more credence to them. The most popular being.
1) Map design, particularly Ormond and Crotus Penn. Gigantic maps are pretty much safety pip at best for killers now due to lack of early game generator slowdown due to the changes to Hex: Ruin.
2) Generators popping early game immediately putting killers on the back foot and scrambling to even safety pip, going back to problem one and the lack of ruin, maps being so large it's entirely common to finish one short chase, do a hook, and watch 1-2 generators pop. This now puts the killer in a position where they have accomplished 1/12th of their goals, while the survivors have completed 1-2/5 of theirs.
Killers call survivors toxic and survivors call killers toxic, this is nothing new in a pvp style game community, particularly one with asymmetrical PVP, but to pretend it's all going in one direction is just silly.
I completely agree with this, there is an equal amount of salt and toxicity in the forums from both killer and survivor.
Survivors moan about camping and tunnelling and will get responses like "git gud", don't get caught in the first place", "oh you must be rank ##" etc
Killers moan about gens going too fast and they're met with "git gud", "pressure the gens, it's not that hard", "oh you must be rank ##" etc
You get the point, but as above post said ignoring one side and pointing the finger at another is just plain silly.
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@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/1142663#Comment_1142663
Pwyf allows the killer to guarantee catch you. rancor guarantees a kill if timed correctly. If your obsession proves to be bad at looping you think the killer is not going to take advantage and be on them the whole match?
But I wasn't responding to how these things are like tunnelling I was stating reasons you are targeted as the obsession.
A killer targeting you at the end of the match but leaving you alone for the other 90% of the match isnt really something to complain about. Beside with rancor you know in advance that the killer has it and can play accordingly
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@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/1140832#Comment_1140832
The killers obsession perks like pwyf, rancor when you know the gen is going to pop, but mostly tunnel the obsession when the killer didn't bring a obsession perk. To get rid of the ds.
The only thing I want is for ds to not have such a strong end game so killers aren't tunnelling early to counter it.
Or else let me not be the obsession without having to bring a key. The ds tunnelling is not a game I'm interested in playing
If the unique wedding ring was a item instead of an add-on and it came with no lose on death add-on the unique wedding ring would make sense. But as a key add-on it just doesn't.
I'm confused, how does pwyf or rancor promote tunnelling? If anything nearly all killer obsession promotes avoiding the obsession until late game.
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Most groups of survivors have a weak link or two and that allows you to win those games and get a 3k/4k but once in a while you do get reminded how outclassed you can be and it's those games that stick to the mind.
Most people won't remember games that they did well on but will remember games that they got destroyed.
I remember one game I completely got outclassed in, the gens went by fast and all the survivors were top Loopers, throw in flashlights and head-ons on top of it. I wanted to end the game but they 99 the last gen and and ran around me in shack. Eventually they left when I finally killed one but it was a bad experience.
Granted this is rare and the majority of times I do well but once again this is thanks to one or two potatoes and bad matchmaking.
It's very rare I get a 3k/4k and felt I deserved it. The majority of times it's because someone suicides, DC's, sandbags each other, farm each other, is low ranked etc.
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@AlsendDrake said:
https://forum.deadbydaylight.com/en/discussion/comment/1140845#Comment_1140845
And even Remember Me now loses half stacks on obsession death iirc.
If you're the obsession, killer usually wants you to be the last one standing.
I didn't know that, when did that happen?
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It's nice to see kindred used alot, it's my favorite survivor perk.
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I think all killer obsession perks apart from one promotes leaving the obsession alive until the end of the match.
Remember me would be the only one where you'd want to tunnel the obsession.
Also just because the survivor is the obsession doesn't necessarily mean that they have DS.
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@Deadeye said:
@MPUK don't really wanna join your fancy conversation, but you somehow throw in points randomly and biased, I just have to comment to show how tunnel visioned that seems to me.
"abuse" is not only @ermsy wording, that is quite commonly used in this forum regarding bugs and perks used for an advantage that should not be in place.
"A scummy survivor tactic? Because they are using a single use perk?" So a single use Mori is fine? And single use is not justifying anything, if it is simply too strong. Initial BNPs were single use and finished a gen instantly. Game breaker. Period. DS is not that strong, but it definitely can flip the coin.
The argument with queue times: you really want to justify bad perk design with queue times? Keeping survivors in the trial as long as possible because they have to wait longer? Like, all survivors should best escape, the killer can jump from one ######### match to the next without queue time. Really, that are two different topics.
You make pretty many assumptions on what other people say and are allowed to or not. Just saying. Many post from you are pretty generalizing. Btw there are not only "mains" bitching on the opposing side. There are also survivor mains saying "Instaheals needed to go" and 50/50 players complaining on both sides. Just as example.
Instaheals were not nerfed because killer mains were crying, they reverted a complete chase, which means, if you commit to the chase, there will be another around 30 seconds gone at least which means there is another gen probably done. If you quit the chase, you just wasted the time that you put into the chase. Same outcome.
Nah, you've tagged in now. I'm done lol
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@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1139685#Comment_1139685
You are calling working together as a team to make sure more people are on their feet is "scummy" because it isn't helping you get people down. Standing still next to a hook is boring and game ruining. Tunnelling is very much the same, sacrificing the killer's game in order to remove fun for someone else. Again, scummy.
It isn't an anti-camp perk. Yes that is the majority of its use but at no point does it state this perk will only trigger if you are camping and survivors can only use it if you are camping. It is terror radius related and your terror radius was by the survivor being unhooked.
It isn't the fact that the team is working together that is the problem. It's the use of a 60 second invincibility to achieve it. What is the killer suppose to do in that situation?
I don't know why you can't comprehend the difference.
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@supersonic853 said:
I dont personally come across ds that often moreso i get hit by bt all the time. (I main impossible skillcheck doctor) goodluck hitting a ds that is 60% smaller (then again people hit unnerving presence overcharge somehow so i still do get hit even with UP).
What perks and add-ons do you use for that build? I've never tried it.
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@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1139589#Comment_1139589
Being 100% honest. No, I don't see anything scummy about what has happened in that scenario. You're moaning about a team working together.
The person body blocked to protect the person you hit before they unhooked them so it is protecting that first person(Rescuer) and their team from having a survivor down. Back to the scenario - you didn't have to hit them but you did because they blocked you, which is fine and it triggered BT. I'm not sure how you could lose the rescuer when being distracted for a second when hitting the person with BT though, but if you struggle to see someone then that's your issue.
You chased them to a locker and they have jumped in and you have to deal with DS. Do you have to deal with it? They're already in deep wound and they aren't running if they are in that locker, so wait for them to drop and leave them on the floor. Easy.
I assume you also class healthy survivors lining up behind an injured survivor on the way to the exit gate as scummy too?
You don't see anything scummy at all? Yes the person bodyblocked to protect the rescuer using an anti-camp perk...did I camp? No. The same survivor forced my attention towards them and went into the locker just so I can eat a DS...did i tunnel? No.
Granted in this scenario you are right, you can wait for the survivor due to deep wound as long as they don't have inner strength and/or headon but if they did have those perks as well then your in a lose/lose scenario.
Either way it's hypocritical to think these kinds of strategies are ok but camping and tunnelling isn't. Then again you also think it's ok for survivors to play scummy anyway.
Lining up behind a survivor isn't scummy.
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I don't use monstrous shrine often but when I do the survivors alway manage to Kobe.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1139053#Comment_1139053
It isn't a lie. Completing generators is your main objective. You get rewarded for completing all of said objective. At the end of the day, the chances of you actually not doing the objective and being rewarded is slim to none. Because at that point, if you aren't contributing to the objective it's basically a 3v1. It's basically just NOED but reversed. Both perks are entirely fine.
Did you even read the whole post or did you just skim through it. I agree that if you are the one that completed the gens then yes you've earned it but if you are being chased, are downed or on the hook...you're not on a gen ergo you are not completing the objective thus didn't earn it, somebody else earned it for you.
That's why it's halve true that it rewards you for completing your objective.
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@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1139468#Comment_1139468
Except being hit with DS is 5 seconds, not an entire generator being undone. So your idea is completely different to the actuality of what DS currently is.
I didn't say that a survivor couldn't do scummy tactics because they have been in a queue. I said they can't really do anything "scummy" because nothing removes the killer from the game within a minute or so. The killer gets a full game no matter what. A survivor if they ate unlucky can be grabbed off a gen and put on a hook within 30 seconds and either never gmcomenoff that hook or when they do the killer that has stood next to them the whole time tunnels the ######### out of them in a desperate attempt to ruin their game.
You have given no evidence of what a scummy survivor play is but it seems to be using their perks in a way that you and other killer mains don't want them used? Yet those survivors aren't allowed to tell you how to use yours.
Instaheals being nerfed was an over the top action brought on by killer mains crying. Toolbox nerf another over the top action brought on by killer mains crying. As for the nurse, I never really use her on PC but on console I still use her in red ranks and don't have much of an issue so the changes didn't really bother me.
The iridescent head is irritating yes but like I said, I just shrug it off and get on with the game. I don't post endlessly on here crying at my PC about how an iridescent head has destroyed the game for me and how I will quit unless they are changed. That's the kind of reaction a killer main has to every single thing.
RUIN GOT CHANGED, I QUIT!!!! etc etc.
The fact is people who play one half of the game are in no position to ######### and moan about what the other side has as they never see it from the other side. They just want the game to be easier for them because they want to win. "I shouldn't have to make a decision at a locker when I'm tunnelling someone, I should just be able to put that person back on the hook because I want to win"
Sorry I misunderstood, it's ok for a survivor to play scummy because they might not get a full game but a killer will. Ok gotcha...
You never asked for an example of scummy survivor play but I'm happy to provide you with one. In this scenario you've already hooked a survivor, you go off to find another one. You run into one and he's running towards the hook, you smack him and he speeds away and gets the unhook. You have two choices, go for the rescuer or rescuee, in this scenario your not playing scummy so you go for the rescuer. The survivor that got unhooked has started to bodyblock you as you try your best to ignore him but the rescuer is getting away, finaly you smack the rescuee and he has bt. You've lost the other survivor so you go after the rescuee but he jumps in the locker...no you have to deal with DS even though you had no intention to deal with it...does any of that sounds scummy to you?
I play both sides and although I do favor killer, I've experienced survivor enough to know how it feels to be camped and tunnelled etc
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Killers don't have any one time perks so in that regard you are right. I could probably think of one though...how bout "the first gen that gets completed gets regressed by 100% instead" It would be stupidly powerful but it's a one time use so it's ok right?
I never said killers that camp and tunnel wasnt scummy...in fact I described it as a scummy tactic.
So you are essentially saying that because survivors need to queue for 10 minutes, that makes it ok for them to use scummy tactics?...otherwise why bring it up?
And finally even you have something in this game you'd like to change and I'm not here to just say "deal with it, it's in the game", I'd listen to you without assuming the worst. Changes happen all the time in this game and they are for the better.
Nurse got changed due to how powerful she was, insta-heals got nerfed for the same reason, ruin Nerf, the upcoming toolbox nerfs and the list goes on. Regardless of it being a killer or survivor mechanic.
And now DS is in the discussion and a constructive reply would be more appreciative, I don't want to completely change it. I simply want stop it being used in a scummy manner.