fulltonon
fulltonon
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Considering how statistics are pretty much about newbie-level skills, it surely would decrease kill rates.
But not as impactful as total removal of tunneling/camping.
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I don't get all those "boring" talks, just venting or something?
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@Deadeye said:
tbh I never heard anyone complain about hooks being destroyed. And destroying basement hooks would be redundant as there are 4 of them. So what?
Where did you get the information that it is to avoid camping? Killers camp the survivor, not the hook. Doesn't matter which hook they are on
And I seriously don't think that "hook management" is something hard to do. You pick up survivors often enough to get an idea of hook spawning. If after 5-6 hooks and the first sacrifice "all of a sudden" you notice that you cant hook the next survivor, then you messed up way earlier. And honestly I never faced a "lets force a hook deadzone" squad so far
If it's not hard to do, what's the point of it's existence beside it allows survivors to do some boring abuse?
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It's all about matching with potatoes and there is plenty.
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Yes? killers leaving is also healthy for game, eventually bhvr has to do something.
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@going88mph said:
Artist - Easy
There is a reason survivors hate her. She is a strong killer who can shut down loops and have consistent information, but has counterplays. I enjoy her sound effects, zoning, and design. I wish she had better cosmetics but that's neither here nor there. In short range, dire crows can injure a health state, which often shortly shuts down loops. The Artist is probably one of the lowest risk highest reward killers, which is fantastic for new players! Just be prepared for some salt.. 😥
Artist - Hard
She has so much potential but still she is not so strong by itself, you need to understand how structures works, and how map works, or, understanding the concept of "looping" could be hard as is.
She is as low risk as blight, but without speed bonus, basically she is like blight but harder.
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There is no reliable expose perks, are you talking about perk design in general?
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option to survive against killer without any windows or palettes or even an wall/rock shouldn't exist, that makes DbD a 1v1 game.
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Killer perks with cooldown in general, most of those are plain unnecessary.
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literal wreckerball.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2835014#Comment_2835014
killer can just defend the noed totem.
Next time, maybe try hide your bias.
Then they aren't camping, what's the problem you have?
just rescue him, open gate and escape.
Killers can't defend hooks and totems and gates at same time, and survivors are the one who decide where they go down, if they hooked closer to NOED, that's on them and it won't happen for 99% of times anyway.
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@WesCravenFan said:
Why do people play the "no brain cells" card because Killers play in a way that WORKS?
When they lost, opponent has no brain cells because they are so mad.
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There is no reason to reduce tunneling, only facecamping is problem in their mind.
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Seems like a time with DH and CoH.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2834859#Comment_2834859
It doesn't activate when you open the gate, it activates when the last gen is complete or the hatch is closed. I already explained why "do bones" is not fair or practical counterplay.
That's why you can break NOED without fear of EGC, consider it as a good thing.
If you don't want to know where the bones are, problem is on you.
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No.
Because it is pointless to do anyway, there is not enough players to properly use MMR.
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meanwhile count hatch escape as kills for killer emblems too.
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@fernandosilveirasc said:
https://forum.deadbydaylight.com/en/discussion/comment/2834854#Comment_2834854
Ok lets take your point of view and say it is punishing survivor's mistake.
1- what was the mistake? Not searching the map for 5 dull totems? And what if they did search but weren't able to find it? Should they just keep running arround and get picked out 1 by one? Its not like totems have a bat signal on them.
2- Is the punishment fair? Can a perma exposed, usually acompannied by a timer and a facecamp be considered a fair punishment?
You assumed gate was open, which was clearly a mistake.
And you assumed survivors to not counter hexes, not even remember where it spawns, which is also clearly a mistake.
And then you assumed over-altruism of survivors to give killers 4k, which is also certainly a mistake.
Oh and in the end, you assumed survivors to NOT play SWF, which is, biggest mistake they can make.
As always, killers can only chase one survivors at a time, if they truly "played good" and killer "played poorly" there is four survivors, with hooked one there will be three, killers has to choose between camp or patrol, and even if he chooses to patrol, he has to chase someone to get a down, there will be enough time to break bones or rescue a hooked survivor.
At worst, killer secures a kill, at best, all four survivors escape.
It only works against bad survivors unless killers play good until there.
"perma expose" is not a thing because it is not permanent, timer is their own mistake and a facecamp makes everything easy.
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I don't think BHVR is competent enough to properly balance those things out, PLEASE no.
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@[Deleted User] said:
I just find it unfun to deal with because it has high reward and to prevent it you need to cleanse 5 dull totems and no other perk requires that level of counterplay. There are like 100 perks now you can't expect people to spend this amount of time trying to prevent this 1 perk. It's understandable why people get annoyed by it.
Just don't open the gate and do a bone is a thing.
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@fernandosilveirasc said:
Somthings have to be taken into consideration when you are evaluating NOED.
1- When is the hex up
2- How often do survivors run hex counter based builds
3- How deserving are the results given by the perk
And a lot more actually. But let's start with the first. When the hex is up.
1 - Most of the times NOED is runned, you find out when a gate is fully opened, because most killers that run NOED are just plain bad players. So that makes running a map to search for a hex, time limited, and it's not that easy to find some totems. Also most of the times with a hook camp, which is also a bad player default thing to do. So you get a surprise hex, in endgame, with limited time to fix the problem. So your best bet is just leaving, which is bad for everyone basically.
If the hex is up since the beggining of the match, that would make it way more fair.
2- On the hex counter build, if you have a SWF that are running a competitive team, you might have a hex counter build and NOED will never be an issue. But how often will a random team have that? Basically never, so the hex is gonna go up, and its going to stay up 90% of the time.
3- How deserving of the results is the player? I see a lot of player loop a killer for 3 gens, survive either with 1 hook or hookless to the endgame agains a really bad killer who basically does nothing throughout a match, just to in the end, get 1 hit, camp a hook and usually turn a 4E into a 4K because of autruism.
All that combined, kind of makes the whole match meaningless.
I'm pretty sure thera are tons of suggestions to fix NOED, and probably any of them would fix the problem. Make it spawn since the start of the match, make it stackable (1 hook, 1 stack, 1 exposed hit), make it time based (60 seconds of exposed and its over) and on and on and on.
Right now, its just a perk to be run by bad players to feel good about theirselfs while sucking badly at the game.
I'm mostly a killer player, but I learned quickly that NOED and Camping is just a douchebag play.
I mean, that actually seems like a perk that punish survivor's mistakes, not something that rewards poor play of killers.
Basically, extremely fair, if anything, could be the only truly fair perk that you can play around.
Most perks in this game is literally uncounterable, you can't stop gen regression from pop or whatever, you can't stop lithe or whatever from activating, and so on.
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IIRC dev is the one who said this game as party game.
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Imagine a killer who does not even exists in field but instead killing survivors with small units, some kind of magics and objects in top down view.
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Don't get seen.
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BHVR is too serious and players are also too serious to properly play or make this game, it's the thing.
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Why intentionally remove context.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2834281#Comment_2834281
I won't go into details now, but there are enough facts to prove it, and facts don't lie. That is why this discussion is pointless
*insert exact same sentence here as it can go other way around*
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@Plsfix369 said:
WRAITH IS BROKEN AND OP IN THE LOW MMR AND SHOULD BE DISABLED IN LOW MMR
There i said it and I'm not backing down, that ######### killer has claimed me more matches than a good nurse or a blight did, NO SKILL INVOLVED.
"Toxic" wraiths are your Average Tunnel Lords and HOOK CAMPERS, They might not be able to defeat a good team in high mmr but they sure can do a lot of damage against average players and by average players I mean bumbling noobs who just pre drops all pallets and dies on the first 10-20 seconds of a chase.
He's such a menace in the low mmr even if i loop him for 5 gens I ALWAYS EXPECT HE HAS NOED CHILLING IN HIS BACK POCKET. Cause we all know Wraith + Instadown = Free kills against bad players.
I don't care if a Wraith tunnels me cause I expect him to atleast lose 3-5 gens doing so, but if he tunnels my teammates and facecamps them i already know its a lost game and i'm just gonna wait till the hatch spawns cause I'm not gonna finish 5 gens alone with 2 bots in my team.
He's the reason I know SBMM is BUSTED, I get paired with bad players so much that even if I unhook them with BT, Guardian and use For the people while they have active DS and me bodyblocking, I only need to do is wait 30 seconds just to see them get hooked back up again.
Low mmr survivors should be disabled because everything is broken against them tbh.
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Imagine thinking wraiths aren't weak killer.
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@PNgamer said:
This game is not survivor sided, that´s not true. Sry
This is wrong too.
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Game is definitely survivor sided but not the perks are problem.
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At least it's favorable for killers... or is it.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2834245#Comment_2834245
I'm not gonna hide all match and escape with a few BPS, that's the most boring thing a survivor could do.
I mean, you have to choose your MMR or fun, at least in this game.
I don't see anything strange there... people who avoid tunneling/camping all the time is surely less "skilled" than people who do.
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Yes.
Hiding is superior option, as long as you can actually manage to do so.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2834235#Comment_2834235
But if I outrun the killer for 5 gens and die than it wasn't a skilled play according to Patrick.
Because it isn't, game's objective is to survive, not chase.
If you outrun killer for 5 gens but somehow can't outrun killers until you escape, it's not contributing anything to your survival, thus will not be considered a skill.
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@Nathan13 said:
I don't know why they even call if skill based matchmaking.
Because MMR is based on skill, is it working for matchmaking is another problem.
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By what means can you call it "overkill", please explain with logical thinking and whatever kind of math?
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SC is only bad because players are bad, perk itself is fairly balanced, unlike CoH.
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I don't get SBMM doomsayers because it's just not working due to lack of players.
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It's not like it matters as most maps are just broken.
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Remove DS from the game, now this will be extremely killer sided.
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@SuzuKR said:
Does the ST in STT stand for Sluzzy Two?
Sluzzy is more smart and less baity.
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Another mindgame possibility, I guess.
Name myself "legion lover" and actually play nurse.
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@thefallenloser said:
The game isn’t built around first person for survivors. It’d be miserable.
Anything can be fun when people actually try to play the game for fun.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2833952#Comment_2833952
If it's allowed then why not take advantage of it? Sorry, I don't want to play Yui, but lobbying is the only time I remember to level her up
With that logic, anyone can DC before game starts, it's allowed after all.
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@GuyFawx said:
To be fair you should just always expect it and not leave the match. It takes practice 4king and if you always lobby dodge the harder teams you will never get better. Yes its unfair but flashlights do have a limited use and walls are your friends. Just learn how to handle toxic survivors and play toxic yourself if you have too its never going to go away as players typically are practicing their techniques. I will be honest tho toxicity is really only in the mid rank lvls. Ive seen it briefly in ash and never in iri and thats not to say it doesnt exist in all ranks its just your more like to gen genrushed rather than anything else. Personally 4 toolboxes is scarier than 4 flashlights because your most likely going against a sabo squad that avoids the basement. One thing is to always do a patrol before a pickup and make sure they are isolated.
It's not harder teams, if anything, those people tend to be much weaker, they are just toxic and petty.
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Survivors only gets told git gud when they say something like "nerf trickster too strong in chase nooooooo" and it's pretty legit.
Killers realistically can't say those kind of stupidity, not much they can "git gud" to deal with problems they have... unlike survivors.
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Anti-hooking capability shouldn't be more than guessing game.
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David, DH is survivor counterpart of blink.