fulltonon
fulltonon
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Comments
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@Pepsidot said:
Wouldn't this perk prevent all survivors that would otherwise be hit out to be stuck? I personally already dislike the fact that Pinhead and The Twins can prevent survivors escaping with a mini bloodwarden so am against this idea. If you really want to stop DS at end game I suggest downing the survivor early and perhaps bringing Knock Out to make them move slower.
If anything I say no place within trial should be safe and every killer hit must be like pinhead, so no more wasting time in gate for no reason.
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Scariest thing is there is actually a hacker which boosts movement speed by 0.1m/s, I can't even know it happening!
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Survivors wasting their item slot with new cracker, wasting their offering slot for slowdown offering, I can only be happy as a killer.
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@Irisora said:
Idk if that is the change it needs but it definitely needs a tweak. Its broken in some killers, you will be repairing the same gen over an over like forever in most cases when you combine this with other perks like pain resonance for example.. and besides that its also boring af.
Actually it is more interactive than not using it as you have more time to heal, chase, and rescue during match.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2779829#Comment_2779829
It’s a bit strong for solo Que. When you have bad teammates who don’t do gens or objectives, it severely punishes the ones that do. Too many games where I’ve been working on one gen for what feels like 6 mins because Scourge Hook keeps kicking me off (trying to train myself not to repair when someone is picked up- getting better at it) or DMS kicking in when I have to go for a save or solve Pinhead’s box, or I’m in Tier 3 madness.
When I have teammates who actually do gens and we lose, I don’t mind. But when you have ambulance chasers running behind killers with their flashlights, it makes what used to be a frustrating experience, an infuriating one. I can’t tell you the last time I’ve had so many 4/5 gen losses in one week smh.
Times like these I wish I knew what killers are running Scourge/DMS in advance cause then I would equip the Boil Over build and send their ass to RPD lmao.
Everything is strong and good for solo Que because 80% of they suck and game is actually balanced around it, unlike voice comm which is just a cheating that is allowed for some reason.
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I don't see problem in this "nerf" tbh, I can just kill them anyway... right?
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@ASurvkillivorer said:
Why do I have a 60.5% escape rate over 500 matches as a solo survivor then? Seems it would be even higher if I was coordinating with a SWF no?
I'm pretty sure at that skill you can achieve 95% escape rate as SWF.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2781866#Comment_2781866
It basicly does the exact oposite.
It doesn't for 99.99% of killers, have you even read the description?
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2782631#Comment_2782631
Lets take key & hatch, Anti-Haemorrhagic Syringe nerfs back then? They are pink and they should be strong. Otherwise that's a waste of bloodpoints.
I disagree with you. Yeah, Irri add-ons should be strong but they should not be on broken statu. MDR is not gives any chance to survivor, it is lose or lose game.
Alchemist is purple btw.
Survivor perks, items and pretty much anything is generally lose or lose for killers though.
And yeah, I'm definitely on it as long as I can have old mori back!
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@Phasmamain said:
How about we nerf the strong perks?
Clearly not a choice, having more slowdown choices are much more fun and engaging, each with each own counter.
And do note game should be balanced around SWFs now, those perks are fine.
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@ThanksForDaily said:
Oh, they running these perks? Too bad.
90% of killers running the same 4 slowdowns without even bbq for points. I guess 4k or nothing.
And even then four gen pops pretty much every match, such power, much gen.
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@espooked said:
People say they are not having fun because they lose a lot. Make it fun by not caring if you win, that simple. This game requires no brain or effort what are we going to blame now?
I can easily secure 3k and almost guaranteed to have 2k if I try hardest with that facecamp king, but I'm not sure if that is fun.
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@FreddysMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2782555#Comment_2782555
I don’t know how people get kills camping it never works for me plus camping is boring. Unless you’ve got a tent 🤣
It only works with one hit killers or STBFL, at least it doesn't work with freddy... unless you have 8 stacks of STBFL and NOED activated.
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@Katie_met said:
Personally I'd argue for the most part that the game is survivor sided in a casual sense, however the game can become massively killer sided simply by camping. The camping and tunnelling mechanic makes the game killer sided imo since it's so easy to just use lethal, down a survivor a just camp at the hook all game. Even if the unhook happens and is coordinated, you probably got a few injures or even a down or maybe pushed the hooked survivor onto second, easily providing an opportunity to snowball.
So I would say a fair few aspects in this game are survivor sided, but the one mechanic of camping can easily favour the killer, which I think ultimately makes the game killer sided.
Don't forget you can take rancor for one additional kill and also use endgame perk to down one more survivor.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2780906#Comment_2780906
Unless you are convinced that you are playing 100% optimally with no way to improve in any way, shape or form, none of that shows anything against what I said.
Simply because that's how chase works, you'll know mindgaming is more or less gamble and doesn't work against people who actually good, and looping is pretty much palette tour with no real way to improve.
And since any average SWF can casually crap average (or, little stronger than average) killers thanks to "legitimate" cheat tool called "voice comm", you can only win against people who is bad (unless you use actually decent killers or the bubba).
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Chasing nurse is pretty viable unless nurse has wall-hack, calling her "bad design" and "broken" is definitely not right.
I don't know how alchemist ring can be strong but beside that I think I agree with it.
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@Pulsar said:
If Survivor queues were shorter than 10 minutes, I almost wouldn't mind being tunneled out of the game in 4.
Oh well, that's what you get for making one side so miserable people don't want to play it.
But then actually fixing killers gonna make killer ques longer... Mmm.
And then, survivors who gets tunneled is pretty much miserable too as waiting 10 minutes and getting tunneled out in 5 minutes is definitely not that funny (or probably still more fun than sticking gens for 5 minutes and escaping), I wonder why this game is so popular now...
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@yeet said:
https://forum.deadbydaylight.com/en/discussion/comment/2782595#Comment_2782595
too bad survivor players would rather the devs keep nerf nerf nerfing until there's no killers left and they're sitting at the lobby screen wondering what happened
I mean that's just what it is now in my region.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2782591#Comment_2782591
And I bet that feels wonderful to you when you play as a surv
Definitely, I'll laugh maniacally when it happens, I could even think "oh cool, you are smart enough to tunnel the people who just lost DS".
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As a killer, I'd love to see DS removal and happily tunnel out you.
Oh wait, I will tunnel you out anyway even with DS.
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@bunnybydaylight said:
Honestly, the hatch changes really sucked, I think they should've nerfed it but not delete it entirely, I wish they'd change it back.
I say opposite, they should've deleted hatch entirely and reveal all survivors instead because that is literally nothing but a pity escape for a team who didn't succeed.
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@NemeanXIII said:
https://forum.deadbydaylight.com/en/discussion/comment/2782535#Comment_2782535
Hey hey keep that ######### to a minimum
Sorry, tunnel em.
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tunnel the ######### outta em, the skills are for it.
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@Thusly_Boned said:
I am in the Mountain West of the US, and I play a pretty even distribution of killer/survivor; my estimates:
Survivor queue is 4-5 minutes during the day, 5-10 in the evening, 10-15 late night.
Killer queue is 2-10 seconds day and evening, 20-60 seconds late night.
Pretty much the same for killer the entire time I have been playing DBD (2+ years), survivor has gotten markedly longer over the past few months. I have recently considered doing all my surv play on the weekend days, because I work M-F and daytime is the only time surv queues aren't brutal for me.
At this point, I am pretty convinced that people who say they have longer killer times than survivor times at literally any point are trying to gaslight the rest of us (kind of joking but not really).
In the old days where emblem were the MMR, there was a problem in killer ques at ash 1-4 tier, mostly due to lack of low level survivors.
I don't know if it is still there but people not playing killer much CAN have problem in killer que.
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Asia here, survivor takes 1 to 10 minutes and killers are pretty much always instant.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2782482#Comment_2782482
True that, but the add on is much better than i thought it was
It definitely is, but I mean if you compare to old vial which was literally a meme addon, any addon can be much better.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2782465#Comment_2782465
Scratch what i had said, just watched lilith omen's video on it and it is quite broken.
It's he what is broken, not add-on.
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I mean, that would be fun but sticking a killer to a survivor will definitely hit que time hard.
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1v1 of... what, killer vs killer and survivor vs survivor?
Well probably survivor vs survivor, because we don't have enough killers already and giving em another mode to play wouldn't be good idea.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2782118#Comment_2782118
Adrenaline Vial OP?!
I know it got buffed but it aint that good. It neuters your turning rate to the point where everything that made blight good is worse.
Well it is somewhat better now, but even then I think it will reduce the range you can hit with M2...
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I'd say 3 dead hard and a prove thyself is much bigger problem than bt and ds, at least you can counter those.
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@graveyard_7777 said:
4 Decisive Strikes is overkill if you ask me
Well at least anyone can be tunneled happily now.
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@espooked said:
https://forum.deadbydaylight.com/en/discussion/comment/2782425#Comment_2782425
no its just impossible when you are playing solo lol. i could give a sh!t if someone camps or tunnels, do what you gotta do. I don't even know why both that and boiled over made it to live servers, restrict them both. Just hope the people that complain about boiled over keep that energy with DMS
Eh, balancing around solos are backward now when they trying to buff solo survivors to SWF tier.
So no, DMS nerfs aren't needed.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2782425#Comment_2782425
Well, COH reduces genrushing
It doesn't, since it buffs healing tremendously, net free time survivors get is always positive.
Snuffing it out is actually net negative for killers too, in reality, it helps genrushing and that's why everyone runs it.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2772704#Comment_2772704
US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM US VS THEM
More like US VS DEV
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2782406#Comment_2782406
Lethal to immediately put pressure on the survivor(s) of his choice, BBQ to immediately teleport to survivors on/near gens after a hook, and teleport ability to get in range for DH tokens.
Seems fine to me even without gen slowdown perks.
Definitely not fine, freddy is more or less M1 killer and he don't have any innate slowdown, quick chase ability or map wide pressure.
while chasing first survivor for 40 seconds or so (which is pretty much mandatory btw thanks to pursuer) devour hope gonna be cleansed and at least a gen gonna pop, after that you are pretty much no perk m1 killer which only has dream palettes as his power... I can't believe he got 2k with it, that's unbelievable performance for such build I think.
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@espooked said:
Yep nerf dead mans switch too. Give both those perks activation limits
Err, you finally got a perk that reduces camping/tunneling and want to nerf it now?
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Sooo... I have to slug 3 instead of 2 now?
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I'm not sure if this killer gonna be that strong or not, I mean it's like pretty much plague with her addon.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2782311#Comment_2782311
They still waste time.
There is a way to be scummy and NOT waste time.
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Definitely no one forget about CoH, if anything, that nerf is biggest mockery in patch note and repeatedly complained about.
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And do note they can't lose it in any way, literally unbeatable and uncounterable.
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@thrawn3054 said:
Unless you play scummy BT and DS make no difference. As for DH, yeah fair enough to be annoyed with that.
If you play scummy enough BT and DS makes no difference too.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2781651#Comment_2781651
Nah. Killers dont have to tunnel, camp and slug. But sadly most killer players think thats necessary cause they just do what some streamers say without any second thought. so survivor have to use these perks in order to be able to just properly play the game. Killers dont have such an issue at all. survivors cant hinder a killer from playing. noed is just trainings wheels. gives you a game changer for no input when the games is basically lost. and again bad players play it cause some streamers say its necessary and its trainig wheels for nothing. and they will never get better with playing in such braindead ways.
Killers don't have to not tunnel, camp and slug neither, but they found it effective and ended up doing it anyway.
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But then you gonna notice if you really want just "winning", going rancor facecamp bubba was the way.
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@xxshyguyxx said:
https://forum.deadbydaylight.com/en/discussion/comment/2782140#Comment_2782140
It actually shows the opposite. If anything, putting 4 competent players against even the best killer only shows just how hard the killers really have it. It shows how much killers struggle against all those perks that in my opinion unfairly aid them and give them many chances even though they lose at that chase.
I watched a competent killer 1k a match as pre nerfed wraith when he still had the built in windstorm boost, and 0k against them as twins and spirit.
The killer lost bc they kept helping eachother. Without the aid from their friends they wouldn't have made it out. It was the dead hard, borrowed time, and speed healing that did it.
Not the skill.
That's why I'm so confused why they say it's a competition. No offense to oracle, there good players.... but... I mean... it's just the typical stuff we see everyday from alot of others using their perks to aid them and teamwork that coms and swfs bring to the game
The killer cannot simply compete against all those stacked bonuses survivors get.
It's physically impossible. That's the design to the game.
Killers bank on mistakes for wins. And competent players make less of those mistakes.
Well not saying it shows how they are strong, but more like how top of top can try to defeat absolute odds and somewhat deal with it.
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K, I'm on the way for it.
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@Aneurysm said:
To summarise some of your points:
Reason for maining blight: he's one of the few viable killers. No one else can hold their own against the elite swfs I go against daily, and also the occasional group of megheads who I'm going to slug at 5 gens (I'm sorry, MMR is making me play sweaty, it's out of my hands at this point)
Alternative reason for maining blight: because he's busted af. He lacks meaningful counterplay like running in a straight line for as long as possible, or running round in a circle for as long as possible
Anyway my reason for maining blight: rush hit connects = dopamine go brrrr
I mean just going another side of rock is pretty much enough counterplay to blight most of time, and if you do so he has to act like usual m1 killer which gets stunned by palette anyway.
I don't get where those "blight no counter" gang came from.
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That's not enough to compensate for turn rate reduction.
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DbD comp scene is all about how nasty and scary killers can be I think.