fulltonon
fulltonon
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2857026#Comment_2857026
I'm still...puzzled, as I'm not sure how someone could be that upset that Boil Over was changed.
Boil Over was just so abusive on certain maps.
And literally worthless in anywhere else.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2857027#Comment_2857027
I said unenjoyable, not unplayable, there’s a difference I’m not here to argue so please don’t be a smart aleck.
sure, I'll rephrase that with "isn't this game always unenjoyable for you regardless of situation?" then, apologies.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2856791#Comment_2856791
I never said I was leaving…. More so explaining how it’s become unenjoyable for me at least.
Isn't this game unplayable for you regardless of situation?
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O hi mileena.
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I take old mori and old noed.
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It works as tunnel slowdown perk, with this killers has to commit chase four times to kill a survivor NO MATTER WHAT.
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Because they can't do it without breaking the game, looking at you boilover.
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I thought it wasn't a thing in old day, a bug.
Also getting hit through windows IS intended mechanics, hell, you can stand in other side of windows and still get hit.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2856149#Comment_2856149
Stopping the survivors from doing generators is the bigger theme of the game. If you're gonna cheese a kill instead of pressuring gens then get fogged
Ghostface memento much?
"say cheese!" *gets a kill*
Kill is a kill, doesn't matter how it's done, killer is a killer and not genstomper.
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Hard counter to stealth is not a good design for sure, and some people rely on it too much.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2855919#Comment_2855919
There is a perverse problem in there. I don't "try-hard", by your definition. I don't like to kill beginners. I tend to play very nice against them. (I'm however a perfect bastard against the good ones.)
I'd only hook them twice, slug giving ample time for rescue, let them do gens and only kill half of them in the end (because there still need to be some danger else what's the point). However the MMR forces me to kill 3 relatively fast and give the last one hatch (because the hatch discards MMR updates). If I don't do it I keep getting beginners and that's no fun. I'm not a babysitter.
You are intentionally doing deranking for some reason, and also even 1k can actually raise your rank up depends on situation.
Also, finishing a match "fast" is detrimental for MMR afaik, you need to play longer to trick MMR system to think "it was a fair match".
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2855949#Comment_2855949
Really? Cause all I ever see when I soloQ is conflict among survivors. Sheesh.
That's just common thing in any "team based" PvP games.
people will blame ally, rather than opponent for some reason.
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"basement camping" is almost theme of the game, if you gonna punish it basement might as well not exist.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2856099#Comment_2856099
Sorry but i am no longer just so easily pleased with intentions when the fulfillment of the promise might take so long that the idea loses steam from the side of the devs just like for example early game slow down.
Promised to look into a method for that only to get scrapped on the way.
Hatch change promised soontm only to be the simplest change imaginable, just like Mori's.
Necessary accessibility changes like colorblind mode take ages and then get done asap after a PR disaster.
I have no faith in the devs anymore.
Will not disagree tbh, but eh just wait it gonna be better I guess.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2856042#Comment_2856042
Maybe there is some miscommunication going on here, but are you saying on a team you should be fighting against your fellow team mates? I don't follow how.
It's not that you should be, but it's pretty common to people to say "true enemy is bad team mate" in any kind of team-based games, and that is true.
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2855956#Comment_2855956
https://forum.deadbydaylight.com/en/discussion/comment/2855959#Comment_2855959
They are? Do you mean that icon thingy that's already in progress for half a year by now (iirc)?
This wouldn't fill me with hope or confidence when the devs need 6-12 MONTHS for something so insignificant never mind any big changes.
Icon or whatever, this is more or less proof of their intention, it may be enough or may not be enough but that itself is irrelevant, the fact they know it exists and trying to fix it is enough.
Literally every single thing takes time in this game, I don't know how or why, but it does.
Like they are trying to fix grind for god knows long, it's not there, but we know they are trying.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2855949#Comment_2855949
You sure about that? In SoloQ it's often me trying to survive my team mates and the killer.
I'm sure about it, your problems is exactly what happens in team based game.
@GreenDemo said:
No no, you've got a point.
"] nothing should be changed according to them, except solo q experience itself"
One instance of this I heard is they wanted to test new things for the ui, like if a teammate is working on a gen a minimalistic animation would show up around their character's icon signifying they are working on a gen (how the obession's entity sticks or fangs or whatever move a little when it's being chased). Why should they give a buff to people, even if a slight one, just because they are playing solo ? They still play with 3 other players in a team, just no voicechat and less coordiantion.
Sure, those 2 things are the difference between solo q and swf, but if you feel like you really need vc and coordination, just play with a buddy or a group. Again, sure it's not always avaible, but if you don't enjoy the game otherwise then only play with your buddy / friends.
Why? because, it doesn't really affect SWF, it's not like killers aren't dealing them already, buffing solo doesn't really hurt anyone.
If there is so big of a gap between solo and swf, the data will be skewed and true balance can't be achieved, they should try to remove it.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2855832#Comment_2855832
Its not about escaping, it's about wanting to play the game you queued for
That contradicts with giving up and suiciding.
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"Too strong" when any SWF can easily deal with him.
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@jesterkind said:
That's not really the point of shrinking the gap between the two. Not actively balancing around SoloQ is fine, it's even a great idea, but actively making things worse for them is a bad idea. Not everyone is able to play in a SWF, and that's fine- they deserve to have fun too, even if they're at a slight disadvantage.
So, what do you do? Well, you don't start balancing around SoloQ because then things get way too powerful for SWF. The devs have decided that they should be trying to make the two as similar as possible instead, and that's absolutely the right move; make them far more similar and then balance around both at once.
Well yes, that's probably the reason why I made this thread in GD instead of feedback, they are trying to fix problem itself, instead of trying to balancing anything else around a problem, which is soloq.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2853836#Comment_2853836
You missed her entire point.
- Killers wanted slower gen speeds.
- The developers gave killers slower gen speeds by adding a secondary objective (Boon Totems)
- Survivors are only going to do secondary objectives if it's in the Survivors interest to do them. Hence, CoH has to be better than Self Care or survivors will not do them. (No one in upper levels of play uses Self Care because it's not good, it's a noob trap).
- If CoH is nerfed, gen speeds will get done faster because survivors will stop blessing totems and stop healing.
It's the exact same thing that happened to Chests. Chests use to be a secondary objective but after keys were nerfed, Chests and Chest perks became essentially "dead perks". Gen speeds increased because everyone just ignores chests now.
Probably we have to go punishment way I guess, those two secondary objectives are almost akin to win button, aka main objective.
Like, if side objective give you advantage which makes generators more efficient, what's the point of it? it's basically main objective with different skin.
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balancing is hard.
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@Dionysus42 said:
It isn't a team game, it's 4 1v1s. Hence the MMR.
It's certainly not, game is always survivors vs killer, there is a way to team up with your friend, and there is no real conflict between each survivors.
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Well whatever the logic you gonna throw at them, campers gonna camp, no exception.
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@Nikatara69 said:
https://forum.deadbydaylight.com/en/discussion/314689/adding-a-stamina-mechanic-for-the-survivors
OK, why not to add stamina to killers??? Fair exhaustion, when they jump from high instead of hit???
if we gonna add dead hard to killers, that could make game interesting.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2855552#Comment_2855552
But if you facecamp me you wont get any BP either and you wont learn the game go by the 15 sec rule... if you dont get a pallet or a hit within 15 seconds you did something wrong and always think can i achieve something in these 15 sec if yes go for it if no break chase
25% bonus BP is BIG.
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My camping capability has vastly improved since I decide to camp 24/7, 2k guaranteed and 3k is not rare.
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Please don't die, it will increase kill rate and thus very harmful for killers.
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@Khelendrose2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854394#Comment_2854394
No. The point of MMR is to measure skill for matchmaking purposes. It is not about try-Harding. The problem is the measurement is wrong. Kills and escapes are not a measure of skill by any means. As has been shown, you can afk and get 3 to 4k, but actually trying to pressure gens, and out maneuver a group to get the same results requires skill.
It is ALL about try-harding, people who take more kills are always people who try hard, it doesn't measure how "good" people are, it measure how desperate they are at achieving kills/escapes.
The point of SBMM is separating people who playing game casually/normally, to people who desperate enough to bring anything possible to achieve their goal.
You are missing the entire point of system.
Oh and you won't get 3 or 4k every match, if you were to actually afk you will get to bottom of MMR because probability of kills are actually really low.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2854738#Comment_2854738
I think "teams" is a good point. If ur solo queue or even playing with one other person they will not win against a high level nurse
Probably we should remove soloq then? because game balance doesn't work for them, they are always bad team no matter what and no killers should be balanced around guaranteed bad team I suppose?
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Stop playing soloq, here best counter for her.
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@sizzlingmario4 said:
I would advocate for raising the DC penalty if not for cheating/hostage taking being as big of a problem as it is.
Just implement surrender after 20 minutes of a match and raise DC penalty by a large margin.
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Imagine pissing someone off by playing D tier killer.
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Plague is so ######### slow.
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It's funny how people do this despite all the que time bullshit and DC penalty, I mean at least suicide on hook so you will not get penalty?
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@Piruluk said:
I dont understand the logic behind these decisions
Blight is overplayed, and in good hands close to be unbeatable, while his addons also top tier.
if "close to be unbeatable in good hand" is the problem, survivors will not deserve to have anything meaningful.
Having strong addon is fine.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2854665#Comment_2854665
I agree. DCB is a bit bs especially with MDR.
I'm honestly impressed by people who use DCB and MDR at same time, they can utilize small circle of 4m radius with 9.8m movement speed and call it "bs".
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Nurse is never been a strong killer in BHVR's eye, nothing is holding others back.
True problem that holding low tier killers/perks back, is unbelievable incompetence of overwhelming majority of survivors.
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I think 10 seconds stamina with 1 seconds recharge would be more interesting and fair.
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@Percival_nxs said:
https://forum.deadbydaylight.com/en/discussion/comment/2854411#Comment_2854411
I am a main killer but I play a lot of survivor also, with comms and without comms.
I think I have around 1300h of survivor gameplay.
I just think playing against the Nurse is not much fun.
fine then, fun is subjective I suppose.
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@Percival_nxs said:
https://forum.deadbydaylight.com/en/discussion/314574/the-nurse-hate
Honestly, around the time she was disabled it was better as far as I'm concerned. The very fact that you knew you were not going to run into a slugging main nurse with Infectious fright was something peaceful. Especially in maps like Midwich. I prefer 100 times to go up against a Blight. And I speak as a main killer who also uses the Nurse.
That's probably because you are main killer, which has less experience with survivors.
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@Khelendrose2020 said:
AFK Pig is pure skill, by MMR standards. Load up NOED and Rancor and you easily can get 2-3 kills. Kills=skills according to MMR. (Sarcasm, for those who can't tell.)
Unfortunately, afk Pig gets results. I don't know if I could run it as I find it boring and lacking in any effort.
If pig try hard for kills that much, it's ACTUALLY skilled play.
The point of MMR is to separate extreme tryhard and anyone else.
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@C3Tooth said:
Pinhead is the only Killer that very effective at tunneling because of the side objective (the Box).
Once 1st hook happens: 1 being tunneled, 1 follow to help, 1 on the box instead of Gen, 1 on Gen. Thats 50% slower Gen progressing.
As a killer who plays fair, Pinhead is a great design for me. But he's the proof that as long as tunneling & camping still exist, adding another objective on survivor is free 4K for tryhard Killers.
But then if he doesn't tunnel, it's literally 100% slower gen because 1 hook, 1 chase, 1 help and 1 box.
He is one of few killers that is more effective without tunneling.
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@Crowman said:
Dead Hard needs to provide some distance since just having I-Frames would do nothing. A killer swings through you, but is still on top of you. You're going down unless you are right next to a pallet.
I think it would be pretty hard to straight nerf Dead Hard, because the issue is that both dodging a swing and squeezing out a bit of extra distance provide the same value. Dead Harding a swing near nothing is just going to get you downed so dodging a swing still needs a pallet or vault like dead harding for distance does.
Meaning Dead Hard needs to be changed in a way that it gives less distance when not dodging a hit and more distance when dodging a hit.
Just make it so dead hard to give speed boost when you properly "dodge" hits with I-frame.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854338#Comment_2854338
Not based on data, that's just my opinion.
The speed addons when stacked make his speed extremely high on the later rushes and not only make his speed more unpredictable as it changes on every rush, but also reduces a survivor's potential reaction time. Base blight is always the same speed. Tbh, these addons might be fine if they didn't stack, but basically no other speed-modifier addons in the game work that way so that'd be a weird exception to make.
Alchemist's Ring is bad design. Blight's fatigue + power recovery time normally gives the survivor ample time to get to a position after a hit where they have a chance to juke the blight. Alch Ring removes the recovery time entirely and only leaves the fatigue which isn't very long, and holding W doesn't work against him due to the nature of his power.
Compound 33 also has very little counterplay. Survivor throws a pallet, and even if they get the stun you zone them (if you need to) and break the pallet with a 1.5 second cooldown then almost immediately rush at the survivor again at 230% speed while they're also running 3% slower, as you only need to recharge 1 token after the pallet break instead of 2 like you normally would. And on top of all that it can be used as a mini-whispers as you get a score event for hindering someone. Overall this addon is pretty ridiculous and in the right hands there's pretty much no getting away from it.
And btw, they can nerf all of these, and Blight will still be an S tier killer as long as they leave his basekit alone. And his basekit doesn't need to be nerfed at all.
Speed addons makes him extremely faster, but he is fast as is and I don't see it as problem.
Alchemist's ring is... well I don't know, fatigue is generally enough to deal with him most of the time, and you have to hit survivors to activate it, I don't see any strength in it but then I don't affected by any changes brought to it, so I don't know.
Compound 33 has as many counter play as breaking palettes normally, 2.5 seconds or 1.5 seconds results is more or less same, just faster, killers are generally meant to be "no getting away" and with right hands every survivors will be forced to chose between hit or dead zone by blight, regardless of addons, and using it as "mini whispers" is pretty unpractical as range is short enough.
Doesn't matter it's strong or not, making addons worthless literally makes game boring, this game is centered around BPs and removing the point of BP for killer is not something plausible.
Every addons should be strong, or even busted if it's an iri addon, as long as competent survivors with iri addon/items can deal with it... which is very much possible in current situation.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854242#Comment_2854242
Blighted Rat, Blighted Crow, Alchemist's Ring, and Compound 33 are all overpowered (especially when stacking the first two). I think Iri Tag is actually fine though.
"overpowered" by how?
Is there any statistical data or comparing it to something else, that can be standard of balancing?
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@Zachcjjj said:
simply kill the person going for the save it really isnt that hard. Saying theres nothing you can do is such caveman logic like oh survivor go in locker me have to grab survivor. No just kill the person waiting behind the wall
So you can kill the survivors in a locker now? that's really interesting, how you do that without grabbing them?
Or you don't know what locker tech is?
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If we consider fun factor we have to remove killer attack cooldown from the game, slash slash you dead wow fun such satisfaction.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2854315#Comment_2854315
nah a terrible blight can delete pallets for free while also slowing the survivor down making them gain no distance which in turn makes bump logic so incredibly easy
Slowing effect is really small and doesn't "make them gain no distance", it makes them gain less distance but the chances are they can still make it to another loop, and if they can't it's no different for no addon.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2854304#Comment_2854304
But Sprint Burst is the better Perk. I guess most people simply dont want to bother with walking instead of running sometimes, but it is not hard at all to keep your Sprint Burst at 99 or be off Exhaustion when you are at a Gen. And Sprint Burst makes every area a safe area. This does not apply to DH, if you are not near a Pallet or Window when you use DH, it is useless, because the i-Frames extend the chase only by 1 second. But with Sprint Burst, you can have nothing nearby or sit on a Gen until the very last second and the Killer is basically right on top of you and you will get away.
Also, people really need to stop thinking that players fail when they use DH. When I used DH, I did not cover up any mistakes, I played greedy because the Perk allowed me to do so. If a Survivor runs an extra Loop due to DH, this is because DH allows them to do this, not because they miscalculated.
The Survivors who make mistakes are those who use DH in an open field or DH against a wall, those are not an issue, despite using DH. But the good Survivors dont make mistakes with DH, they make plays because DH enables them.
https://forum.deadbydaylight.com/en/discussion/comment/2854306#Comment_2854306
No Perk in the game requires Skill.
If it's better than DH people use it, it's not any harder or easier than DH to utilize.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/314590/blight-is-fine
c33 and alc ring are op no question. c33 literally just makes chases braindead and takes no skill alc ring you atleast have to hit rushes but thats not exactly hard
c33 doesn't make chase any less skill than usual chase, it just makes it faster while doing exactly same thing.