jmwjmw27
jmwjmw27
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I don't think anyone is opposed to bloodweb spending optimizations. Leave the current method as an option for players who want to buy specific items, and allow an auto buy, or a "click to buy up to this node, if possible", or whatever the devs deem suitable. Hope a change like this makes it in soon, honestly.
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@Aven_Fallen said:
Who complains about Hyperfocus nowadays?
The Perk is totally fine. It was popular for a bit because Wesker was in every game and you ended up on RPD a lot. Wesker (40m TR) + RPD (really small Maps) = lots of Stake Out-Stacks.
Whenever you did not end up on RPD against Wesker, you got a lot less Stake Out-Stacks so it was harder to keep the Hyperfocus-Stacks. You barely see the Perk anymore, because it is not really that good.
Maybe dont rush to the Forums when you just lost a game and spotted that one of the Survivors had Hyperfocus.
Nah, this perk is still too strong when combined with stake out (where the bonus 1% from stake-out is counted as base great skill check value that hyperfocus increases), or when with a commodious with wire spool and socket swivels or another good add-on. It's true that you rarely see it, but that doesn't mean it's not busted. I use it myself sometimes for gen challenges, and can get 50 second gens pretty easily. 70 second gens without the toolbox.
The perk's value being tied to RNG is problematic in itself, like autodidact, but you can just use a toolbox to guarantee you get plenty of skillchecks. And a brand new part gives you two easy tokens to start. There's a reason that most of the fastest escape/gen times in DBD use hyperfocus (the current record doesn't, but would be faster with hyperfocus).
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Removing killing yourself on hook will just result in more DCs- or if they don't want a penalty, AFKing and doing nothing until they're dead. There is utility in being able to attempt escape / not attempt struggle and I don't think there's any benefit to losing it when people who want out will just find another method.
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I don't understand the point of this post - seeking validation?
You don't need to "justify" tunneling. It's a video game, you're free to play however you want, and the other side is allowed to do the same. And provided they don't harass you out of game or anything like that, they are also entitled to complain about how you play if they so choose.
You had the opportunity to take three other chases, but chose not to as you decided they'd be more difficult to catch than the unhooked person. That's fine, but it's also tunneling, no way around it. You were presented with alternatives, and didn't go for them.
It's not on you to play nice, but it's not on the survivors to provide you with free hits or chases in deadzones if they don't want to get tunneled. When a killer wants to win, you would have to give them greater than equal value for them to chase you over someone who's already hooked, which is basically equivalent to throwing the game or taking downs if they're committed to the tunnel.
The real issue is tunneling someone out being the most effective way to win after 6.1.0, and that's it. It's not the survivors' fault you tunneled Kate out. If you think it's justified, cool, keep doing it. They're most likely complaining because they didn't find how you played fun, which is also fair.
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I think it's fine. Iron will is still a really good perk as-is. Now you don't have an extra layer of safety after using an exhaustion perk, if you're using one (or the killer is running something like mindbreaker). Most survivors with iron will are really quiet, and even harder to hear if you're crouching or in a locker. I've used the perk pretty effectively on Ace.
I personally don't think infinite 100% silent survivors should ever be a thing, as it's a little silly from a gameplay perspective to injure someone and then not be able to hear them at all. Last I knew BHVR also hadn't fixed the bug where iron will made it so survivors didn't make normal breathing noises either. That said, I'm not too worried about OTR having it, as it's temporary, disabled in endgame, and functions as anti-tunnel so the survivor can stealth away.
Maybe my thoughts will change when they normalize survivor loudness across every character though.
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Balanced in what way? Around what?
If we treat the kill rates as the balance goal, then yes, we're balanced around 60%, which is the devs' objective. Without knowing what you think this game is balanced toward/around I can't really argue against you, but I have a hard time calling this game "balanced" when both sides have access to perk combos/items/add-ons/strategies that make winning nigh impossible unless they have a massive skill issue or the other side is sweating just as hard.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/3263068#Comment_3263068
i don't think i've ever seen anyone simp for the violently abusive racist of all people in that show but here we are
That's not the Billy he's talking about
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Nah, wraith isn't OP. With his silent bell add-on he can get free hits on some places in indoor maps, but he is very weak in chase and struggles to counter strong loops effectively.
Cloaking and following a survivor during chase to block a pallet/window or just to catch up is incredibly effective against newer and lesser experienced players though, and a lot of wraiths do it, so maybe that's why your friend thinks wraith is OP?
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If it were up to me, I'd just remove her recharge add-ons and make her lose her power's tokens when stunned. Nurse without recharge and range is still extremely strong but not without counterplay, and you can actually gain distance against her.
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The intent is not to throw, but rather to win chases, by baiting the killer into chases and staying safe through the use of head on. Since the intent isn't to throw the match, it shouldn't be reportable/bannable. If we're banning people trying to have fun and playing suboptimally, might as well ban the players crouching behind rocks first, at least head on squads are more likely to unhook you.
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@GooseMan said:
Survivors can bodyblock the killer to prevent him from getting hooks, it is fair for the killer to be able to bodyblock survivors to prevent unhooks. Both sides can play this game, so this is fine.
I disagree. As the killer, you can hit the survivor, then they lose collision, and you can go through them. Survivors have no way of doing this to a killer. And BHVR seems to agree, as bodyblocking a survivor in a corner is bannable and bodyblocking a hooked survivor isn't bannable, but has been patched out via map redesign every time it's been possible (widening basement stairs, removing hook from top of old RPD library).
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@BlueHorkew said:
https://forum.deadbydaylight.com/en/discussion/comment/3249765#Comment_3249765
Its not the stairs entrance to the basement, its the choke with the god pallet. My friend would have go around the entire map to go down the stairs. Dont know if i explained it better.
Edited later, here is a picture of what i am talking
The killer just bodyblocked that choke. And the other only way around basically forces you to run the entire map so you to stairs behind
Oh, I misunderstood what you meant. I see. Yeah, if the killer blocks that spot, there's really not a whole lot you can do on your own. Perhaps they could dig out the wall to the side, then it's possible to get through, at the expense of making that pallet not a god pallet anymore?
forgive the crude paint drawing lol. Ideally the opening in the wall would be large enough for the survivor to pass by.
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I play fullscreen on a pretty bad laptop, and my game never crashes when alt tabbing (I use a second monitor that I plug into my laptop, and will commonly alt-tab to play youtube videos between matches). I play on low graphics with auto adjust resolution though, maybe that plays a part? The only issue I notice is that the longer I have the game open, the longer it will take to access the pause menu in a trial with escape (it will freeze for a few seconds before opening at the worst).
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When I first played this game and didn't look behind me in chase, hearing Leatherface's screeching as he chainsawed behind you getting closer and closer, not knowing if he'll hit you or not was probably the scariest thing for me. So I'd say Bubba.
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I don't think the Midwich basement entrance is any smaller than the usual ones. Your friend should have been able to slip through with persistence, though it'd require the killer messing up a bodyblock as they'd have to predict your movements. It still requires a ridiculous amount of effort and time to squeeze through a killer blocking basement though, so I wouldn't be opposed to widening basement entrances.
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@CheesyBabyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/3248153#Comment_3248153
ive done it before, and it can only be slow or fast, there is no 'in the middle'
there are three window vault speeds: slow (not sprinting when you vault), medium (sprinting, but either didn't have the angle or didn't run for long enough to do a fast vault), and fast (where the survivor had a running start and the right angle). You cannot grab someone injured who is fast vaulting. You can read here for more information: https://deadbydaylight.fandom.com/wiki/Windows
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I'm pretty sure you can't get an interrupt grab on fast window vaults. As far as I know, you can only do it with slow or medium window vaults.
