fulltonon
fulltonon
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4.4 in general, they feel terribly slow in most maps.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2819305#Comment_2819305
Because you want to win
Actually, you win less with determined tunneling past 3 survivors.
Most survivors simply goes suicide when hooked as last two, so three survivors are minimum amount of survivors to actually farm hook count.
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@Zachcjjj said:
yeah im gonna be honest accusing people of hacking because they outplayed you and didnt do anything else thats sus is weirdo behaviour
I mean if they can speed up by 180% or join as another killer or wallhack or fly and throw hatchet everywhere, why do you think it doesn't exist.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2818092#Comment_2818092
It's actually 36 seconds iirc with all 4 Survivors
Not too far I guess.
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Black bar appears.
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@Icaurs said:
So let's split your topic into two points.
First the teabagging. Yes it is a legitimate strategy. Maintaining the killer's attention is important at times to ensure they are not pressuring generators. Is it annoying? Sure. But so is smacking a survivor on a hook, tea bagging as as pig/ scream. However in these situations the killer has nothing to gain by doing this, it is only done to taunt. At least with survivors you can argue that wanting to be chased is an actual strategy. In all honestly its a game and if you can't deal with people teabagging, maybe you just should not play online games.
Second no pallet should be safe? Completely disagree. Plenty of maps do not have the space for exclusively unsafe pallets, this would result in even more empty spaces then there already are and would artificially make you feel like you are better player then you are. Most killers have means of negating pallets and if you are finding yourself struggling, maybe you need to practice with killers that simply negate them.
100% safe palette as is is already making plenty of survivor players artificially better player than they are though, it's clearly a problem.
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@Sepex said:
I only run Oppression as a slowdown perk and it does me fine, one kick every 80 or so seconds.
I think whatever chase perk or even hex perk would work better than oppression.
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Didn't you know survivors are always the worst killer?
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@MikaelaWantsYourBoon said:
Why CoH is good perk?
Because all team is healing without need anyone else. They are self healing so fast and others are doing generator. So survivors are not wasting time for heal, all team have free med-kits. And this makes CoH so broken.
Is Self-Care good perk?
No. Survivors will waste so much time for heal. This is how Self-Care balanced. You are wasting so much time and this gives good time to killer for other survivors.
Making CoH free Self-Care would balance this perk?
Yes. Like i said, Self-Care is not good. CoH will work for all team for sure but survivors will waste more time for heal. And plus, CoH has small area. So survivors has to run this area for heal. So this is also time-wasting. So this is okey for killers. Survivor is healing long time, not on gen. Good!
Self care has same efficiency as healing others though.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2818984#Comment_2818984
I love this absolute Sith-like statement.
"Without exception".
No one ever does bones. NO EXCEPTIONS! No one ever opens chests. NO EXCEPTIONS!
What world do you live in?
Probably the world where survivors are good or something, I guess.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2819145#Comment_2819145
That's a complete misrepresentation of what I said. I said the game primarily favors player skill, and if both sides are highly skilled and don't make few errors then the secondary differences in the loadouts become more significant. Totally not the same thing as "play bad killers if you expect opponents to be worse than you."
You are saying you can only win against survivors when you are vastly stronger than them, unless you play actually decent killers who can compete with same skill level.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/311434/nicknames-for-the-artist
RavenClaw like In Harry Potter
More like ravenbeak as her crows don't have claw (at least in idle state)
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2819051#Comment_2819051
Who said anything about "playing badly"? Even good players make mistakes, and it doesn't take many small mistakes to decide a match. It's not an indication of bad game design, rather it's an indication the game is more skill based than decided by factors in the loadouts.
You literally said game favors better loadout and killers if both sides are equally skilled, basically "play bad killers if you expect opponent to be bad enough than you".
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I mean hiding is a skill.
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@cutiekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2819079#Comment_2819079
I agree with this, but still requiring 32 seconds to heal on your own if no one is here to help you heal is still helpful for the killer, this would balance it out for a while being like this
It's not helpful for killer, just not broken.
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I could go farther and call her caw girl.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2819052#Comment_2819052
Well it's more so that Nurse's power has no counterplay on paper
But when it's being controlled by a human that can make mistakes/be reacted to it's a different story.
I'm telling that she is forced to play guessing game if there is no LoS.
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@Brokenbones said:
Nurse has no counterplay if played perfectly
It's just nobody plays her pefectly.
I feel like if Artist truely had no counterplay everyone would be playing her
I don't think there is "perfect play" in rock paper scissors though.
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@dugman said:
I think Doctor is my favorite killer at the moment. I love his tracking and his Shock is solid at vaults and pallets. I also seem to do pretty decently with Pig and stealth killers in general, I think? (Hard to tell since I don't track stats. Most recent game though was a 12 hook 4 kill with Scratch Mirror Meyers on Eyrie, so that was fun! 😄)
I also can't stand playing Nurse, she's the only killer I refuse to play. Staring at her feet all game is super annoying.
As far as the other big name killer, Blight, I like Blight but I'm not that great with him because I don't play him regularly so my timing is bad on hitting with his Rushes. But even then in terms of getting around the map quickly and catching up to survivors after a hit or pallet drop he's still fun.
Honestly I think there's too much focus on the forums sometimes on "balance issues" when in reality balance discrepancies are far outweighed by misplays in the great majority of games. Missing a hit, not seeing a hiding survivor, running a bad path at a loop, not breaking off a chase when you should switch targets, not staying on a target when you should go for the down, all those sorts of things are WAY more impactful than the balance items people complain about constantly. Perks being better or worse than one another really only comes into play when you've got equally highly skilled players facing each other who make mistakes rarely. If nobody is making errors then that's when things like Blight being better than Clown really start making a bigger difference. But if you're a really good killer in general, and you face average survivors, it doesn't matter what killer or load out you use, you'll probably win. And vice versa, a mediocre killer won't win even with a top notch load out and killer if the survivors are all significantly better players.
Anyway, just my hot take on that topic.
I think game has balance problem if you need to expect others to play badly just so you can play bad killers.
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The Caw.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2818933#Comment_2818933
3 times? I see her a lot. I've played against her countless times. I've seen how good players use her. She is super strong and boring. I definitely think she's gonna get some well-deserved nerfs.
Ah yes, "boring"
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2818974#Comment_2818974
Yeah, cause EVERY survivor is out to make your life miserable
And actually yes again, four survivors being free causes gens done in literal 5 minutes, no exception.
Like, what else beside generators survivors gonna do? do they break bones? open chest? wandering around for no reason? NO survivors do that, it's always chase or unhook or generator or heal, there is no inefficiency.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2818952#Comment_2818952
Great, so that's BS for that one survivor
Sacrifice for an actually fun game, kekw
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If there is no counter, she should have at least 80% kill rate or something, but strangely she don't.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2818895#Comment_2818895
I'm not responding after this but you create the 4 gen situation you don't wait until it gets there to start trying to do what I'm saying it's fine if you don't believe me we can agree to disagree all I know is it works for me and I'm sure plenty of other people as well when they notice the game going bad as a weak killer but that's fine you do whatever you want and believe whatever you want I'm done arguing
Cool, but if survivors are fighting 4gen BEFORE actual 4gen, it's obvious failure of them.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2695529#Comment_2695529
So what? As soon as you sacrifice someone, you become mr spread hooks evenly? At that point, just tunnel everyone out
Actually yes, because that way I do get more pips.
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@ReikoMori said:
Not much would change for killers as by and large most killers don't run noed. Disabling CoH would just show that indeed people not having a healing safety net means they will go down more often, doesn't require much of thought to show that. Unbreakable isn't as common as people think it is so not much will change.
The only thing that might change is survivor stats related to DH and DS. Though you can already figure out what will happen, there will be an uptick in people getting hooked and killed and chases will be relatively shorter on average. Then again people will just go back to using the other perks that would give them similar effects and not much would change. People would go back to using sprint burst to bait the first swing rather than DS to bait the second. Chase will be extended a similar amount of time just from the start rather than in the middle.
DS being turned off just means people have to rely on teammates to make effective plays. It they have one or two decent teammates who know how to take its and flashlight blind/flashbang then other than a slight slowdown in game progress not much really changes.
DH is not used to bait hit, it's used to get to third loops with it's distance, basically one more health state.
SB can't do that.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2818842#Comment_2818842
No I'm afraid you're wrong gens aren't always far apart and I'm not committing to that injuring boost my job is to make sure the gens dont get done and I'll employ a hit and go strategy to stall the game and you will 9/10 times catch someone injured on a gen and get a hook from it along with forcing them to acknowledge that if they don't finish one of the gens I'm protecting they'll be in a bad spot come endgame, but I only employ this strat if I feel I can't compete in a normal setting but it works for me and like I said I can't remember that last time I got less than 2 kills with either clown or wraith , believe me or don't believe me I really don't care to be honest I'm not gonna argue with you over what should be common sense game knowledge the only way I have to worry about what you're saying is if I braindead chase someone as one of those killers and overcommit while ignoring gens
If there is more than 4 people alive at 3 gen situation, killers always lose even if gens are close.
"someone injured on a gen" doesn't happen because they know they have advantage, survivors always heal on somewhere and come back.
If you don't go for down, four survivors always healthy and can progress generators by spreading out and healing in somewhere, if you go for down, there is enough time to finish up a gen by focusing on it.
Killers can't chase four people at once, and it take some seconds like 10 or so to just patrolling gens even if they are close, killers don't have enough regression to actually "stall" generators in that situation because they can't have ruin or pop when they are defending generators.
And this is without prove thyself or BNP/toolbox in mind.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2818809#Comment_2818809
Well you can believe what you want I really don't care I've faced sweat squads and 4kd, No sometimes there isn't enough time but most of the time when I recognize that I'll immediately find the four closest gens and protect them without overcommitting to a chase and I always come away with kills I can't remember the last time I got less than a 2k in this game
You literally can not defend closer gens unless you are one hit killer, thanks to injuring boost.
You need to kill a survivor AND keep the gen closer to win with M1 killers, which is impossible.
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@The_Krapper said:
The two killers I play that are considered weak in high MMR are wraith and clown , I do pretty well with both of them but I actually main as nurse, but where she was killswitched I've been playing pyramid head, oni and pinhead more often
If you can do well with weak killers, the chances are you aren't really matching with tryhard sweat squad.
There is no time to actually "do well" with all those M1 killers.
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I do play them anyway but I don't see "fun" in breaking palette 100 times to let gen done in 3 hook or so.
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Imagine actually chasing survivors when that's the most time inefficient way to play.
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Just take rancor and mori in front of all other survivors, ez salt.
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Just gather up and do one gen so it will be finished in 30 seconds.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2817965#Comment_2817965
It takes less than 6 seconds to heal yourself without a medkit with CoH….
What CoH are you talking about, it should take something like 18seconds.
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I think it would work fine, it's not like it matters much if you commit to a chase anyway, and injure should be something actually pressuring, instead of current just heal it right away meta.
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@Lynxx said:
Because average to mediocre killers wouldn't get any kills is why.
I think if game necessitate tunneling/camping just for ONE kill for average players, it should be fixed.
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I've counted multiple times with timer, and most matches are under 8 minutes... win or lose, doesn't matter, everyone has to work extremely quick.
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I thought it's about killer stealth, which is pretty funny way to play but extremely weak.
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Despite the fact we have survivors who can't even fast vault, strangely new players won't get matched against them.
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@HagathaSimmons said:
60 secs is…quite a long time. I hate CoH but for this suggestion to be considered bring to time down to 20 sec (equivalent to the hem syringe).
75% bonus healing from others, 20 sec passive heal, disable self healing without a medkit.
and just to make it not so meh with the nerf, auras of injured survivors within the boon radius are seen by other survivors within 40 meters
Infinite 20 second healing is what it does right now, but with self-care.
You are making a BUFF for it, not a nerf.
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@IlliterateGenocide said:
Save the best for last. at full stacks is 35-40% i think
Why can't we have both, for the 70% cooldown reduction.
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@pseudechis said:
Look infinites and really safe pallets are problematic but not because of "tea bagging"
Lets call it what it really is button mashing, someone mashes buttons on their gear and I'm meant to feel bad... good luck with that.
Tea bagging can't hurt you unless you let it, just look at it this way the other player isn't taunting you, they are pooping themselves in fear and can't run just yet.
In fact maybe tea bagging should be called pants filling.
I had a bunch of survivors pants filling themselves at the exit gates someone get them a diaper.
If you are easily offended you are easily manipulated don't let the pants filler goad you into chasing them, find their weak buddy instead and tunnel him into oblivion once its 3 v 1 the genuine pants filling can begin.
Its not personal just business is my moto.
The problem is the fact they are literally on safe spot killers can't do anything at.
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The fact tunneling and camping is the only viable option at the higher ranks is certainly a problem.
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I don't think traps works for boons though, since one boons inherit all the effects and can be relit indefinite amount of times.
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Boon: Do your work
Survivors not working on gen for more than 40 second while not in chase will be exposed and revealed.
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It's 100% survivor's fault if they are getting more than one kills by NOED, it's literally impossible.
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More or less, I'm thinking game is designed to be frustrating.
Since only thing it matters is hit and miss and there won't be a skill factor like many action games/shooter games, just playing game is already frustrating as is (palette vault blah blah dead hard blah blah hitbox blah blah), combine it with BM of other side and there goes the super toxicity.
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If you consider super long que time as dead, playing as survivor is pretty much dead game.