gilgamer
gilgamer
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@Friendly_Blendette said:
I think mine takes the cake. I was blight on Lery there was 2 survivors left an immersed nea and a meg. I was rushing around and I see meg and the first thing she does is try to locker DS me(before the nerf). Now me being the petty little ######### I was and knowing they didnt know I had 3 stacks of devour waited and picked up bird watching as a hobby while the immersed nea to finish the gens to proc the adrenaline. As expected the most predictable adrenaline ever and trust me, it was the most satisfying thing to instadown her. The Nea might of escaped while I was going for a 4k challenge but I have 0 regrets
One time I was playing killer doing a mori challenge with doctor and a dude massively sandbagged their teammate so I saved him for last brought them to the hatch and mori'd them right next to it
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@Lord_Tony said:
nerf SWF then clown will be fine
how would you nerf SWF while not making it less fun for people who want to play with their friends?
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/245718/how-to-make-clown-more-viable-its-simple
That'd be too strong.
Clown is a Literal High B tier killer,
The only thing he needs truly is just one Extra Bottle and that's about it,
Nothin' too big. Nothin' too small,
he's still low tier
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Officially, no.
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It was bubba and BBQ is without a doubt my most used perk, plus I've been using Bubba a lot since his rework.
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Thats just lopro chains.
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@NekoTorvic said:
https://forum.deadbydaylight.com/en/discussion/comment/2141849#Comment_2141849
I prefer to stay away from perks because some perks genuinely seem like bandaid fixes to stuff that is problematic from the base game. Like the totem counter that they're adding to Small Game...why not just make that a default HUD element? It'd be so much better for everyone.
But yeah if it were a perk, you'd need to bump up the percentages to make it worth the slot.
I agree for the most part
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I've been of the opinion that they should do a blood hunt 1 weekend a month since I started this game and I still hold that opinion strongly, it would help boost newer players with the grind and give veterans some extra motivation.
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Tbh although I generally hate making things that should be base kit a perk but this sounds like a cool perk. Would have to buff the percentages slightly though.
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@Northener1907 said:
Survivors are just skins. So you just need get teachable perks from other survivors and then you can open on your main survivor. And this will be enough.
But killers are not skin. All of them different. And open all perks on all of them nearly imposible. So much grind you will need for that. This system is time eater and i think it is really need rework.
I dont know if i'd say unfair, too grindy definitely, but not unfair sure killers have to grind more but they also make way more on average, as well as BBQ being really ######### good.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2141532#Comment_2141532
I vividly remember using Thrill of the Hunt when I first started and thinking it was overpowered...
https://forum.deadbydaylight.com/en/discussion/comment/2141493#Comment_2141493
Both of these perks are very strong! But they do require a specific play style to get value and they're not very commonly used.
https://forum.deadbydaylight.com/en/discussion/comment/2141480#Comment_2141480
Now that I think about it I've never used any of Zarinas perks either 🤔
the only one i'd ever want to use is red herring but that perk takes a little too much setup for its effect
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The new MMR system they are gonna add to the game will likely make the game less fun for everybody
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I havent used a lot of perks, like monster shrine, poised, streetwise, hoarder, dead mans switch, blood favour or any of Quentin, felix, zarina, elodie, or yun jins perks.
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@Ryan489x said:
to make a long story short, I went up against a bully squad. I was prepared for it and accepted it. so I'm not angry in the least about that. I even still pipped with no kills so.
However in this match there were 3 separate times that I went for a grab and the game decided; nope you're going to swing instead meaning they both get away.
before anyone says anything, I wasn't camping, the team just decided to take the person off the hook 2 seconds after I put them on. or stood there as I was doing it, so I know what their plan was.
Grabbing is a core game mechanic, heck they even have archive challenges that ask you to do it three times.
Grabs have been broken for quite a while we all know this I'm just throwing my voice into the please fix grabs pile.
Had they worked like they were supposed to I would have had a better chance against a group of people whos soul goal was to make me rage quit. which I didn't.
especially if they're gonna keep putting in grab challenges into the archives, to this day the only killer challenge i've yet to complete in any tome was the get 2 grabs while using discordance in a single game
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blendettes, hate them
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Please please please do, ######### the twins.
I honestly think they are one of, if not the most poorly designed killer in the game currently.
They need a FULL rework on their power and until then I'm fine with band aid solutions to make them not as aids to play against.
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@EvilJoshy said:
Seeing as how survivors running small game will be able to tell how many totems are left. Could killer have a way of telling which hex totem is which? Say your running Devour Hope+Haunted Grounds. It would be nice if I could tell which totem to protect.
Would love that, probably wont happen.
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@zdw01 said:
Ok so I just went into a game with a ranger med kit with some good add ons and because i didnt want to lose them i used a white ward offering however the killer used franklins which basically made my white ward useless. Anyone else think white ward should make the item not drop on franklins or make it so you do not lose the item even after you die and franklins takes it?
No, I do not think that. You should never have a guaranteed 100% chance of not losing an item.
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@clarkexc said:
Before the All-Kill update, I found Blight's collision to be mostly fair (not perfect but it wasnt too bad) and I found myself playing him a ton.
After the update, he got so frustrating and clunky - you bounce off nothing, you slide right past objects you could hit before, they didn't even fix the objects that were previously broken (like cars). Like what was the ######### point?
But hey, at least hes 6'0 now.
I haven't seen anyone else complain about this, what do you lot think?
As someone who has played him extensively since he released, he's been my main since Billy's nerf, his collision feels nearly identical to the point where I wouldn't be surprised if they just forgot to put that fix into the update and just said they did.
For awhile after the update it seemed to feel worse but then I realized that I was still hitting invisible hitboxes if I tried to rush in a narrow area to quickly, I still slipped off the same objects, and he still has his stupid bug where if you activate a lunge at the last second you can move during his exhaustion animation.
Really the only thing they seemed to change was his height which don't get me wrong has made it a million times easier to track survivors.
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Don't think I've ever gone against the twins on Hawkins
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Pretty simple answer for this
Killer have rancor = being obsession bad
Killer not have rancor = being obsession not bad.
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@RbLen said:
Ascension has released a video arguing for keeping the j-flick on Blight as a feature as it is healthy for the game. I agree it should be left as it is in game and not deleted. Discuss your opinions on his arguments wether you agree or disagree. BHVR please keep the J flick in the game.
Edit: If you are not even going to listen to the arguments, do not post please. Golden rule, do to others as you want others to do to you.
My only real problem with j-flicking is it requires specific hardware to do so. Not everyone has a dpi switch at the ready, and the exploit is just straight up impossible to do on console which is a little unfair for the maybe 2 good blight players not on PC. Plus Blight is already strong enough he shouldn't be able to hit a full 180 around a corner.
I love blight hes my current main and i've abstained from even attempting j-flicking as I feel in most cases you could have achieved the same effect through more skillful play without the need to crutch on an exploit and yes it IS an exploit, blight wasn't meant to have such a large turning radius and you can only do so by hot switching your DPI to levels the vast majority of players would find unplayable.
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@CornHub said:
When someone gets unhooked & you want to go for the rescuer, but the person is bodyblocking because they have BT. What are some counters to this besides waiting out the 15s as people who do this sometimes have ds.
No pre-unhook tactics like "just grab the person" or prevent the unhooking from even happening please
There isn't really and I don't think there's really meant to be, BT serves as a safe unhook perk and it does that job very well sometimes too well but with the mid chapter, although its current killer specific counters will be gone its duration is taking a 3 second hit, a pretty fair change in all honesty.
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at the highest level with the top 5% of players on both sides with a swf in comms and everyone knows what they are doing yes you are probably right, but and that's a huge but, in the large majority of matches that's not happening and on average killers kill more then survivors survive.
Is it because the game is killer sided? absolutely not, its more because solo queue in this game is abysmal with almost zero ways to properly communicate with your teammates outside of 2 vague emotes and a handful of perks that just lets you know what your other teammates are doing through aura reading of some kind.
In a perfect world where every match was fair and all the maps and perks were balanced and swf and solo queue were brought as close to each other as possible, then for every kill that happens another survivor escapes. Thats never gonna happen though since a perfectly balanced competitive multiplayer game has never been made and I sure as hell doubt bhvr is gonna be the first company to do it.
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@Phasmamain said:
These are the best survivors on comms though. Normal SWF or solos is definitely winnable playing nice
idk if I'd say best but they're definitely really good and would stomp most killers.
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i barely read any of it, trickster in particular is just so flipping long. I looked at it on the PTB and scrolled down and lost any motivation I might've had to read it.
The only recent killer who's lore I have read was blights
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@mihalis00 said:
Borrowed time is the most bs perk I've ever seen.Its pretty much like having ds but unlimited times.Today I was playing a game where I was chasing a player I hit him once then he unhooked right in front of me, then I hooked him then the girl he unhooked, unhooked him and I hit them both and they BOTH had bt.Who tf thinks of making a perk like that??This game is 100% survivor sided and they need to change that.I have to deal with dumb perk every single game.Fix it.
bro it lasts 15 seconds about to be 12 calm down try thinking about it like this if you hit a survivor with BT they can do anything but run till they mend
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2139316#Comment_2139316
It's honestly worse seeing all the killers winning because of their perks. Ruin, Tinkerer, BBQ, Undying, Corrupt every game.
yep cause survivors have no crutches they rely on, nope, none at all
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2139294#Comment_2139294
Red, unfortunately.
that is pretty unfortunate that you've played enough to get carried to red ranks and still think these things
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2138216#Comment_2138216
Yes I am. Killers like Spirit, Billy, Blight, Nurse, Huntress and the others don't need perks at all to win because they are so strong. All of these perks are just enabling god mode on a broken killer.
What rank are you?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2138150#Comment_2138150
The meta on the killer side is a free win and it needs nerfing. It's totally broken.
Wait do you actually mean the ######### you're spewing
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@gamerscrybecauseofme said:
I got straight back into the swing of dead by daylight. Loving how everything looks so much better than it did last time I played. I see matchmaking is still terrible, pallets are still broken and hit boxes change with each second. None of this is why I am posting.
I play both sides of the game, I lean more towards killer, as solo survivor is distressing and SWF makes the killer look really bad.
What have the devs done to decisive strike? As in, the why? I wasn't a user of DS before my break, but I am now. I played from rank 20 to rank 4 and in all those games, 3 of them I wasn't immediately tunneled off hook or before I got a chance to be healed. Then I see it, the devs completely gutted DS to the point where survivors don't use it, so killers have got no deterrent from tunneling anymore. Why would the devs do that? Just to mitigate an extremely unlikely scenario where a killer can chase and hit survivors at least 3 times only to be hit with DS? Despite the obvious skill a killer needs to display to be able to do all that in under 60 seconds, you still went ahead and nurfed it anyway.
OK, sure 2nd chance perks are real touchy subject for killers, the old "we are being punished for being efficient" or "we are being punished for completing our objectives" but, when there's plenty of exposure perks, make your choice, starstruck, haunted grounds, NOED, devour hope, dragons grip, rancor not sure of there's more with other killers I haven't got yet. Not to mention there's 4 killers that have an instadown attack and one that can instantly kill survivors the first time they see him.
You devs really need to think more about your decisions and what the actual affects of your changes will do to the game. I am not telling anyone to change DS, I am loving being what seems like the extreme minority of survivors that use it. (I have noticed in killer games that I don't see it often at the match summary screen)
"Extremely unlikely"!!!! are you kidding me dude, I am by no means the best killer in the world i'd say im marginally above average and i've been hit by 55 second DS's many times.
It is not that hard to down multiple survivors in a short amount of time if a team is being dumb and grouping up especially against very snowball heavy killers like Oni, Bubba, huntress or any of the other top tier killers.
Its not all that uncommon for you to have 2 people hooked somewhat close together then only to have go after a person you saw on BBQ and have the last guy unhook the other 2 and in that time you've downed and hooked your current chase the other 3 have all healed each other and now you have 2 out of 3 targets you can go for with DS up, smart people with old DS would have the last person go do a gen and the other 2 work on getting your attention so the other can go for a rescue. All this can happen in easily 30 seconds depending on the map, then downing a survivor in those remaining 30 seconds also can be cake walk if the survivor messes up or starts a chase in a dead zone so then you have the option to slug them and risk an unbreakable play or pickup and risk a DS stun either way you now have the risk of having to either wait out DS and let all 3 other survivors do gens uncontested or hope that the person you downed doesnt have a small pp build. This isnt even mentioning the various ways survivors could force a pickup
Scenarios like that were all too common where a killer whose time is 4 times more valuable would be wasted no matter what they did because of DS. You have to remember DBD matches are a race to see who can complete their objective faster and 4 old DS is up to 240 seconds of a head start. Which you shouldn't need me to tell you that how much of a detriment that could be if used properly.
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@[Deleted User] said:
I keep seeing people say on the forums that one of their issues with spirit is that she's too easy and honestly it frustrates me to no end because i cant help but think people are missing the mark. I will explain what i mean by that throughout the post
Spirit is a problem because of how she nullifies survivors impact on the game as a whole but im sick of hearing people call her too easy because because I don't like the attitude that to justify a killer being good they need to be hard or require something other killers don't need. A good example would be Huntress or deathslinger with aiming or blight with his movement and what I would call an exploit but others would call a J flick.
In some way honestly if ghostface or legion became good killers and if you could M1 chase I would be completely content.
Spirit has another issue and its that she fundamentally breaks the rules of DBD she is like nurse except because their is virtually no mechanical requirements to playing her more players are just better at her, and no having a mechanical requirement to reach before you can even use a killer wont make them less annoying one of the most frequently complained about killers in the game is deathslinger who I would actually argue is a easy killer but i will get to that later.
Just break down her power. It allows her to get a hit on a survivor without them being able to force a chance scenario reliably and things like being injured making you louder and therefor a easier target than uninjured survivors actively encourages tunnelling, there is no penalty to failing to hit a survivor in her power so you can get outplayed and still go down to her if she gets close enough with her guess. She also has a passive phasing ability that can get her free hits with no input on her behalf. The common theme in everything her power dose is it takes agency of the game away from the survivors, It matters whether she is good enough to hit the survivors not how good they are compared to her and her passive phasing means that survivors literally cant see what she's doing for a moment while looping depriving them of the information they need to make plays based on RNG.
She also has no trans
SHE IS TOO GOOD BUT SHE IS NOT TOO EASY
A killer should not have to be hard to be good in this game especially if being "Hard" by most peoples metrics in this game is using a mechanic that allows you to avoid needing to M1 chase look all the best killers the better their workaround the better they are because M1 chasing takes too long.
Nurse-breaks the gameplay of dbd and turns it into something else
Spirit-breaks the gameplay of dbd and turns it into something else
Deathslinger-Shoot and stab, what's catching a survivor in a chase?
Huntress-hatchet go BURR
Then look at some of the weaker killer either their powers are inconsistent and have qualifiers to use it or they have to M1 chase without much help
Trapper
Pig
Ghostface
The main reason i posted all this is I find it annoying when people condescendingly talk about a killer being easy while the only thing that is actually "hard" in the game to me is nurse and its why I don't think any killer should need to be seen as hard to justify it being good in this game. The killer I would feel most comfortable going into a game with right now if I had to 4k would be deathslinger and I spent most my time in csgo in the silvers and barley scraped my way to gold nova, I legit dropped to copper in siege before and have never been in a rank higher than Gold on DPS in overwatch and that's my second most played game behind DBD. If you don't know what that means if you play none of those games I CANT AIM but still can play the character in this game with a GUN better than all the others.
So with that
- Why should a character have to be hard to be good in a game where most characters even the good ones just are not hard?
- Can you really say spirit is easier than any of the low tier M1 killers maybe its just that she's TOO GOOD not TOO EASY?
I know people generally will assume that well she's too easy for how good she is the issue but really i cant just look at deathslinger and think well I should be below average on him why can I hang around on a upper tier killer that by all right I should not be good at and I cant help but think this game as a whole doesn't have much that is hard as a whole so I just think people are wrong to say X is too easy when ironically most things in this game could be described as easy even some of the upper tier killers.
Sorry this turned into a bit of a unstructured messy blob of a post but i cant think of another way to fully explain what i mean.
If you have working eardrums spirit is fairly easy to play and do well with. Is she the easiest killer in the game, hell no!, but she has by far the best skill to strength ratio in the game tied only by maybe freddy but thats more to do with him being a fairly good killer and arguably the easiest killer in the game.
So I would argue she is too easy for what she offers, though I will agree she has other issues that are more problematic but the generosity of her skill curve is definitely a sticking point.
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@TruffleTurtle said:
These r random questions I wanna ask but would rather put in 1 thread
1) what chapter did you start playing dbd in
2) who was your first survivor main and who is your current survivor main(s)
3) who is your first killer main and who is your current killers main(s)
1.Ghostface
2.I think bill and now its a tie between jeff and cheryl
3.Billy but after his changes I main blight
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@stvnhthr said:
Do you think they are fine or need improvement. I'm cool with hits in or before you clear a window, but I think once you clear the window, land and start running that you should be far enough to be safe. I mean the killer does not cross the window plane with their weapon so technically they are still in the building and it looks weird to get hit when you are 5 feet away with open space between you and the killer.
https://us.v-cdn.net/6030815/uploads/2ZF3T05XMQVB/win.jpg
Or do you think the current windows are good.
they are fine, you got to remember that the killer m1 in general effects anyone right on the other side of the window that's how deathslinger is able to hit people through windows. The problem is latency on your screen you'll already be clear and shouldn't be able to be hit but according to the killers screen you wont be, and 9 times out of 10 the game favors kilers
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i mean wouldnt that just make him huntress, with really the only difference being he doesnt have a lullaby but also has 1 less shot. The difference between them now gameplay wise is already tenuous to make the more similar seems like a boring idea.
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@Killerdonut80 said:
Iridiscent head and now I just ran into Redhead’s Pinky Finger for clown which leaves you exposed for the duration of the intoxication - these addons are just stupid and ruin the game.
And yes I think Moris were crap and keys are brain dead too.
I dont even think pinky is that bad, dont get me wrong its his strongest add on but its also clown. You could same or better efficiency on bubba only your 1-shot also speeds you up and destroys pallets.
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@LiunUK said:
So the main issue with totems is that they are so painfully easy to find and have a tendency of spawning next to survivor objectives but due to there shape and size there are few places they could be hidden and are limited to being stuffed in corners and crevasse that can be predicted with some game experience so I have thought of a way to make totems and hexes feel more fair without overwhelming new players and making it not as easy for experienced players.
- First increase the amount of totems to 10 and make hexes prioritize totems not near other objectives like generators.
This way survivors are less likely to just stumble across a hex when they went to a generator
- Second add a new smaller type of totem one that can be placed on top and below objects. (Something like this. Forgive the shoddy drawing)
https://us.v-cdn.net/6030815/uploads/2324QKTBN1E6/20210421-181435.jpg
its a skull held in place by bones in the shape of a hag trap and pinned down with an iron nail and chains.
- third add an in match way of telling how many totems are left that dose not requier a perk my idea is a shrine in the basement that has 10 skulls with candels on it and for each totem clensed a candle will go out
https://us.v-cdn.net/6030815/uploads/SBKXRIT8I3AN/20210421-230415.jpg
this would give an extrea purpose to the baseent other than just a chest if you are a solo player and you don't know how many totems are left in the match you can take the risk of going into the basement and counting how many candles are left i think this is a lot more interesting and interactive than just a totem counter on the hud.
of course this would affect some totem perks not all negative.
hex retrabution's oblivious effect uppon breaking totems and hex undying aura reading would have there powers buffed with this change
but there are some perks that would need to be changed as to not be to strong and here is how i would ajust them
Hex: none escapes death
if there is a totem left when the last genorator is compleated it will beocme a hex the killer will gain 4% increased movemoent speed
if the survivors failed to breake more than 5/6/7 dull totems when the last genorator is compleated all survivors will be exposed untill the hex is destroyed.
this way noed is not garentied to expose the survivors if they failed to find all totems but will always give the speed boost if one remains giving the perk some value.
Hex: thrill of the hunt
for each totem left in a trail hex: thrill of the hunt gains 1 token
survivors suffer from a stack-able 5% clensing speed per token up to a maximum of 50%
thrill of the hunt grants a stackable 2% in all blood point categories per token up to a maximum of 20%
this would make thrill a worth while perk for slowing totem progression and helping max out you possible blood points during a match.
thankyou for listining to my pointless rambiling and horrible spelling.
I really like the idea of adding a hex shrine to the basement to tell players how many totems are left in the game
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@Drixpy_Jayyy said:
I know the devs are more focused on more important stuff in the game but I just wonder.
Probably a while if ever
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If I load into a map that's particularly bad for my killer(almost always blight) like Hawkins and i'd rather not play Ill just dc and go play something else.
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nerfing swf is a horrible idea, you have to buff solo queue and buff all killers base kit to be able to match that. Nurse and spirit needing a nerf is a separate issue
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i'd guess cheating
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cool idea but we'll make it is strong as is
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it will completely depend on how they act in the post game chat, if they're nice then yes I will.
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/2120885#Comment_2120885
I really don't care what you play more as long as your opinion doesn't scream "I'm entitled" or "Other side OP reeeee". :D
Longer queue times aren't an argument because we have crossplay.
If I think about it, I would be fine if it just shows if it's a 4-swf. Duos and Trios still have a random element to them, which kinda balance the advantage you get by calling everything out the killer is doing or where that damn hex totem is.
And you can check profiles if you play on PC. I just scroll through the friendlist and can immediately see if they play together or not. Basically the information is already available.
Using better addons might be an issue. But not every killer will do that. It's the same as "not every 4-man is a death squad".
The longer queue times would come from people just lobby dodging whenever they see a 4/3 man not a lack of people and yeah sure people can look at steam profiles but a lot of people have their profiles private or their friends are appearing offline, so its not a very consistent way of gauging it.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2120972#Comment_2120972
Find me some of those perfect teams, I am dying to play them.
that's on you not me
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so people will stop bitching about it
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2120940#Comment_2120940
Every killer can win by skill not only against comp teams (not efficient swfs but actual comp teams ) and even better, theoretically perfect play.
You don't need survivor assisted mistakes or luck to win as killer. It's a skill and we simply haven't seen enough of it because again, killer is harder than survivor.
Every killer can be better than most people think nurse and spirit (even with best addons that are banned in tournaments right now) have the potential to be and that's I think largely because this isn't an esport and we don't really have a great scene at the highest levels. The landscape and metas aren't very well tested or thought out.
Mind you this isn't a DBD only thing, masters like Capablanca, Bobby Fisher and others thought Chess was played perfectly and solved dozens or hundreds of years ago. Modern "okay" players today would mop the floor with players of old and the apex of play, right now is many times head and shoulders above their meta where "only nurse and spirit" can win and winning positions or game states / losing ones we understand to be winning by force today were considered losing and avoided like the plague.
DBD is 5 years old, we know little of it to the extent that chess (or other sports and games for that matter) were explored. It's the same old song and dance and from what i've seen so far in what little footage of tournaments i've watched the killers featured weren't very good and I think I could do way better with "Bad" and "Unplayable" killers like literally everyone in the roster.
yeah that's just wrong, go and ask any of those "perfect" teams and they'll tell you 90% of the killer rosters are even considered for legit competitions because they just aren't viable go watch hexy's tournament of the best, good example of how most matches in the later stages people were running rancor to guarantee at least 1k for the points since most killer matches barely even got 2 kills. The difference between this game and chess is that DBD is not balanced, for the vast majority of the player base its at least somewhat balanced but a swf that knows what they are doing, and I mean really knows what they are doing, will escape even against killers that are equally skilled as them 9 times out of 10. Its been like this since the game came out and will likely stay this way until it dies for 1 reason if they do balance it all the way up at the top then the it will be imbalanced for anyone below them that's just the nature of asymmetric games.
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Who tf is saying no to this
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the map just sucks, its not fun to play for either side