fulltonon
fulltonon
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@Mister_xD said:
i feel like the main reason they did this is so Impossible Skillcheck Doctor wont absolutely stomp new players, as this Perk in combination with that Killer and build could make it literally impossible for them to finish generators.
maybe we could make it so a generator this Perk got triggered on goes into a cooldown of, lets say 30 seconds, during which time Merciless Storm wont reactivate on it. that would allow it to reactivate on highly contested gens the Killer is trying to keep under lockdown, while it would allow newer players to finish the generators without instantly reactivating the Perk and getting screwed over again.
If you care about new players, remove skill check altogether, and there is plenty other problems too.
It's so strange their balancing decision is.
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I don't think having this kind of things does anything, there is no reason killers to choose this over normal que, and if you gonna use the killers from normal que there is no real reason to prioritize you in special que over someone in normal que, results in extremely long or outright infinite que time.
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@randonly said:
It is not a perk to be used alone (at least not on non-map pressure/fast killers/no TP - m1 killers)
if you use only the 3 new perks, its like play with an base killers (with no perks), which is bad
You don't evaluate and ask for buffs because of the 3 unique perks of each killer, but with the synergies they create with others perks, and yes Merciless Storm is a pretty strong perk with Tinkerer, Thrilling Tremors and others. But alone and with fast killers, the perk manages to be strong enough working at 90%. No more buffs needed.
What's strong about 90% tinkerer that happening only once and without undetectable...? I don't get it.
Also I don't see how it synergize with those two perks either, can you explain that to me?
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2840138#Comment_2840138
How can you get pop value when they can just wait out the 20 seconds and finish it as it's at 85% if they miss a skill check and you'd have to be able to get over the gen fast enough to apply pop.
20 seconds would be enough to get there and do a pop, and I said it should activate regardless of skill checks, basically making passive slowdown.
unlike deadlock, it will happen on every generators no matter what, so there is no way to circumvent this effect.
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What the ######### is this lmao
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2840115#Comment_2840115
Eh why would I run that over Deadlock, Deadmans/Pain Res. No point utterly useless ngl.
Because you will practically make every generators to take 100 seconds first time, you'll mix it with pop or something so you can regress it afterwards.
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It should block generator for 20 seconds after reaching 90% no matter what, but only happens once.
I think it'll be more useful this way.
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It's laughable, how can BHVR mess up so badly? what did they learned till today...?
It should be bug or something, because otherwise...
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I don't get this sarcasm.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2840083#Comment_2840083
Mmhmm. How precisely does taking it out of the rotation expedite it getting done? It's not like the devs siphon energy out of active maps in order to do their jobs.
I... don't know, maybe they found that map to be extremely out of average? like 80% escape rate or something? to the point killswitching it is mandatory?
But they said they will rework that map and killswitched it, that's a truth.
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@YOURFRIEND said:
I wonder what the map team is doing, actually lately?
They literally killswitched a map to do the rework.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/2840046#Comment_2840046
Again the killer is choosing. If you got to choose I wanna be up against a myer vs freddy vs random it would be different but the killer is actively choosing to be someone and play that someone in a way that gets them less BP. What you are suggesting being upset that Kate got more bloodpoints than you because she took "were going to live forever." The option was there but chose a different thing.
Every killer is unique just like survivors and killers, you won't think people should be punished for just playing killers/survivors, right? same thing.
I don't get what makes you think it's anything to do with survivors, I'm stating both side has pretty much same problem, punishing for something people has no control over it, there is no way to make BP inefficient killers to be same as BP efficient one, no choice, only way is to almost throw the game and farm it.
I'm not suggesting anything either, just stating how BHVR don't care about BP gains across the boards... are we still talking about same thing, at all?
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2840023#Comment_2840023
I don't know. It would be so boring to play on same maps again and again. I miss Haddonfield too, i know i hate myself.
It really won't be for me, there is no big difference in gameplay itself anyway.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/2840003#Comment_2840003
Memento killers get more bloodpoints for killing a survivor. You get 1000 BP for killing compared to the 700 for sacrificing (500 for the sacrafice and 200 for the hook). With regards to the chasing you get the bp for the length of time that youre in chase. There isnt a killer who cant achieve the maximum bloodpoints but this style does make it impossible to achieve for a survivor, who did not choose to go up against that killer, to get max. This isnt the same thing because of who is making the choice. I am stating a survivor should not get a bloodpoint handicap because of a killer's decision that the survivor had 0 influence on and has no counter to.
It's still same thing as all killers are different characters and you need to intentionally prolong matches to get all BP with certain killers, which is quite hard against anyone decent.
either way point still stands, BHVR doesn't care about BP gain.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2840016#Comment_2840016
So what is your point? We should not get any new map?
As long as they are not quite balanced, yes.
I'd rather play coal tower ad infinitum.
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do you want another RPD, the game or eerie? I definitely will not.
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Replace every palettes with meh windows, the way.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/2839976#Comment_2839976
But survivors cant choose who they go up against. The killer actively knows that if they play a killer a specific way it will cost them BP in the end.
not "playstyle" thing, I'm talking about killer itself.
One hit killers usually suffer from less chase BP, memento killers suffer from less hooks BP, there is killers who are suffering extremely scarce bp gains from power use, it hurts emblems too.
And look, survivors also suffer from matching against certain killers.
It tells us how they are not trying to balance BP gains, like at all.
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saying hard to say about her but declaring she is not underpowered seems contradicting.
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certain killers suffer from less BP too, guess BHVR doesn't care about those, like at all.
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"We can't really judge her strength because she is new".
Wait until people actually get higher MMR with her.
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Pretty sure people could use subtle cheats or something to find hatch, just like how people used stretced res.
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2837408#Comment_2837408
And yet killers are faster than survivors.
And yet survivors have smaller hitboxes than killers.
See, I can post off-topic petty complaints too~
https://forum.deadbydaylight.com/en/discussion/comment/2838061#Comment_2838061
If someone's exploiting, then you record and report, you silly goose.
The funny thing about playing killer is that you do control the chase, at least in broad strokes. If it looks like they're going to pull shannanigans, then yes, drop chase--or commit to having a good video full of evidence that you can submit.
https://forum.deadbydaylight.com/en/discussion/comment/2837331#Comment_2837331
If you are that incapable of managing your hooks, then yes, you should be running Agitation. If you're not idly mindful about which hooks you don't have as you play, then you're doing it wrong.
I'll grudgingly accept gripe about the potential of bully squads, but you're literally saying that you're so incapable of monitoring which hooks you're using/used that you're "forced" to not hook survivors. Incompetence is not good reasoning, friend.
... That sounded more accusing than intended. I understand that it's a hypothetical scenario and that you're not that bad at the game--I just had to get it all out--if you'll excuse me, I need to take more cold medication.
four people going to edge of the maps at the start,you can't control it.
dropping the chase does nothing because they will stay there.
See, hooks are so easy to manage in normal gameplay to the point it might as well not be removed and nothing would change, yet it opens up capability to troll and exploit.
What is the good reason to keep it, really.
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Yes, at least if it stacks with others.
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It's so ######### hard and I kind think it's fine.
it was like, 4m? which you will pass within 0.5sec.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2839393#Comment_2839393
In an asymmetrical game with luck, random generating, and people who can dictate the outcome FOR you, this is not possible.
Being camped to death on first hook, whether you run a killer for one gen or all 5, does not mean you have no skill and should face people new to the game. This kind of thinking is irrational and unhelpful to the game health, so I'm glad you don't have any say on balancing lol.
It's possible no matter what as this is PvP games.
There can be "skill gap" to the point you can win regardless of luck, random generating(isn't it luck), and people who can dictate the outcome for you, then you won't match (often) against them, that's good thing.
Being camped to death on first hook after 5 gens DOES mean you have less skill than that killer, there is plenty of chance to get out of sight, there is a way to not be caught in first place too.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2839380#Comment_2839380
Yeah sure, if the requirements for ranking weren't so laughably basic, which was the entire first thing I said in my post.
I can be camped to death on first hook multiple matches in a row, and because I died every time, start facing baby killers. I have 3k hours in the game. I have no business looping a baby killer for 5 gens without getting hit once. That isn't an accurate skill based ranking.
Your situation only tells that this system is working perfectly.
So you can't win against good players and can win against bad players, I don't see what's wrong with it.
Any games does work like that, you will win till you can't, you will lose till you can't.
Your skill is somewhere between those campers and those babies.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/2839297#Comment_2839297
Then 300 games in a row against Iri 1 genrush squads will teach them a lesson, won't it?
It would, they learn they has to FACECAMP HARDER with ALL the facecamping perks, facecamping killers and facecamping addons.
Resulting cannibal to join the high MMR gang.
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I don't think it does matter because those facecamp killers are usually have maxed out MMR, people are altruistic and sometime outright suicide when they got camped.
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@scenekiller said:
My post is all based on personal experience, so take what you will from it.
I'm a solo queue survivor most of the time. I started this game right around the time Stranger Things came out. This was before a lot of changes, but significantly, before SBMM. It's my belief that "S"BMM (it requires no skill whatsoever) is the reason that the community has become worse.
The need to play like a "tryhard" is directly proportionate to the implementation of SBMM. Because of how rudimentary the requirements are for your skill rank, most people have to play in completely different ways than they would have previously. This has made the game fundamentally less enjoyable overall for everyone other than the best SWFs. You "rank" up in skill, you face tryhard squads and sweaty killers. You "rank" down in skill, you face baby killers AND baby teammates who don't know what they're doing to help the team.
To be fair, there are a lot of issues besides this one, of course. But nothing is as glaringly detrimental to the game in my eyes as SBMM. I haven't played in months because of it, and I'd be willing to bet there are a lot of players who feel the same.
If you rank up in skill, you are tryhard player and should be matched with them (because otherwise it will be bullying baby killers/squads) and if you rank down in skill, you should face baby survs and killers because you are baby player.
I don't see what's wrong with it, really.
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I've never seen "game is balancing around pros grrrr", if anything, plenty of people mocked BHVR for changing twins based on so called "high MMR" when pretty much everything is balanced around "average" players.
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@ukenicky said:
Sadly there are no perks that help with face camping which is why killers are doing that much more lately. They know it guarantees them a kill, then they just go and do it to the next person and pair this with NOED, No Way Out, Deadlock etc.
And before anyone says Kinship (Camaraderie) please, that's only usable on comms in a coordinated team. Honestly wish they'd buff Kinship so that it punishes dedicated face campers more and incentivizes them to leave the hook because this current meta of face camping has made me quit the game.
...what, kindled is only be used for non-comm teams.
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Yeah DC penalty is definitely pointless for survivors because they can easily stop playing by suicide.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2838855#Comment_2838855
???
Are we all just ignoring the Condemned mechanic as well as her insane map mobility via TV teleporting?
As much as I love stealth as killer I'm not expecting her to just be completely silent and invisible that's unrealistic. There has to be audio cues of some kind, especially when she has other elements present in her kit. The lullaby may be counterintuitive to a stealth oriented playstyle but she seems like a Jack of all trades similar to Pig (Except with amazing map pressure and mobility).
"insane map mobility" with 100 seconds cooldown and condemned mechanic still can be easily removed since it's still 3 less condemned progress.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2838909#Comment_2838909
I am seeing this perk so rare, even Smash Hit is more popular than Balanced Landing. Because perk is so situational and you can not even sometimes.
Situational but since it interacts with maps can easily be broken, kinda like why perks that mess with wiggling/struggling shouldn't be buffed.
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I don't think height requirement is a problem? it can activate on that rock plate thing, and that is pretty low height I think.
less stagger is also not NEEDED, as you will gain distance with or without it.
I feel biggest strength of this perk is rarity itself anyway, buffing it gonna flood games with this perk (at least for a while) and would be less effective.
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I'm all in for balance health chapter, not for bug fixing.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2837416#Comment_2837416
I do get where you are coming from but they did indeed also good changes. You cannot say the hatch, key, ds, insta heals changes wherent good?
To be fair, introducing those things were a mistake, correction for mistake is surely good but...
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@Sheldor said:
LOL. Play survivor as a solo player just ONCE.
Killers got so pampered that you simply wont make it out 9 out of 10 games.
The game has become ultra boring for non SWF players.
Play killer without a perk just once.
"Just don't take advantage that is not hard to get so your game will be harder" doesn't seems right.
It's like saying "just try to not use palette/windows/perks for once as a swf, you will lose so it means game is not favored swf".
So strange, right?
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as we always said, survivors are strongest killers.
They are what makes killers to have more than 50% kill rates on average... not other way around.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2838824#Comment_2838824
If this was true then console and pc would be the same. Console blight is the intended design while pc blight still benefits from the speed of a mouse and other things.
You clearly have your opinion and biases but you can't deny that it is really bs that you can be on the other side of a log and the blight can just run up one side, 180 and hit you without having to bump. I had this happen on lerys. I ran through a doorway and the blight ran up the coridoor and 180'd through the door without bumping and hit me on the other side.
That's literally a problem with object itself and no one can really fix it.
It hurts blight too.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2837619#Comment_2837619
If someone says 'watch the winrate pile up', the term 'viable' is an understatement.
If you're expecting to 4K every match, the issue is your perception of balance, not the actual balance.
Actually, what killers expecting is 2k 2e with various strategies to use.
Not physically impossible 0k games or logically impossible (to lose) 4k games.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2837619#Comment_2837619
That's not what I'm saying, the problem with making statements like "this game is survivor sided" is that, depending on the killer you play, they can either be completely true, or completely false. This issue isn't black and white, it's a matter of poor balance, and if you want this game to be balanced, then you picked quite possibly the worst game for that.
Nurse and blight is only tie with survivors of same knowledge level, and anything else is certainly survivor sided.
It's pure black.
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always been, and always will be.
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100% bonus bp basekit for everyone.
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Distance is much stronger effect than i-frame as killers has no counter against it, it will increase chase duration no matter what.
I don't think adding another strong effect on top of it is a good idea.
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@dudette said:
dEaD hArD iS tOo Op
What about stop a chase with a survivor who clearly knows how to loop, as this post gives me the idea you get outlooped and get mad cause you lose game over chasing one survivor. Just gotta know what chases are worth it. Stop swinging or playing slower killers
What do you do against four survivors who use dead hard when they lose a mind game, effectively making them three health state survivors.
Expecting enemy teams to do obvious mistake/have incompetent player is most strange things to do in PvP games, you should expect full stacked overlord teams all the time.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2837166#Comment_2837166
Look I'm sorry but a perk that's only good against bad people and/or solo queue due to information deficit is objectively terribly designed and deserves a rework 🤸
Information deficit is what needs reworking and they are working on.
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Stack in a gen and you will finish that within 40 seconds, split it up and killer can't regress all those within time.
If one of survivors died and you 3 gen'd, I'd say you've lost a game already.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2837352#Comment_2837352
Don't survivors technically earn adrenaline by doing all the gens? The killer on the inverse earns noed...by all the gens being done? Kinda counterproductive since the goals not to let the gens be completed (hence the arguement noed rewards failure while adrenaline rewards you completing your objective)
Adrenaline is certainly not a good example of NoED counterpart, there is plenty of perks that activates when injured, hooked(unhooked) or missing a skill check.