johnmwarner
johnmwarner
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@SensualPotato said:
https://forum.deadbydaylight.com/en/discussion/comment/868533#Comment_868533
I've said it before, and I'll keep saying it. Yes, bugs and servers are annoying as hell, but what's been ruining the experience for me lately is how the players choose to play the game, not the concept of the game itself. It's quite disheartening. But, I think that's the fall of most popular games. Players be ruining everything.
You aren’t wrong, communities ruin games but it’s often in combination with the Devs. Let’s look at WoW which I used to play, until they turned heroic dungeons from strategic talk, just difficult enough feeling dungeons to a auto-queue, race through it loot fest with people who said no words the whole time.
Players said they wanted faster dungeons and quicker queues, the devs gave it to them, and I feel like it went downhill from there. Yes the Devs should listen to their player base, but what we want isn’t always what’s actually best for the game.
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@SensualPotato said:
The issue isn't perks or killers' designs. The problem right now is how terrible the servers are at recognizing what is actually happening, and then the objective design flaws. It takes 80 seconds for one person to complete a generator with no toolbox, and it's the survivors ONLY objective. So obviously they want to finish those quickly. Killers know this, so they stack perks to slow that down as much as possible, and then typically proceed to tunnel the hell out of someone to switch the odds in their favor (I am speaking in general, not every killer does this).
So what ends up happening is we get the same types of games over and over, with the same perks, and the same playstyles, and it makes everything pretty dull. Then on top of it, the servers made the interactions even more #########, so now survivors are getting hit 4 feet through windows and through pallet stuns. Because yes, certain killers are overperforming, but even Clown, the "weakest killer in red ranks" is still statistically overperforming, and I kinda am feeling those statistics are heavily influenced by 1) the servers, and 2) the implementation of EGC.
Also, side note. But if killers didn't proxy camp and tunnel constantly, survivors wouldn't feel so pigeon-holed into running builds that have things like DS and BT in them. It's the design and playstyle choices that influence player builds.
This is why I enjoy the green/purple ranks because I still feel like I can play a silly Pig build and not get steamrolled. As a killer I get sick of feeling like 2-3 of my perk slots are locked every game.
Same thing for survivor, if I play solo and don’t run meta perks I feel like I’m hampering my team which is unfair. Killer camping you during endgame, feels bad I didn’t run BT this game. Killer camping me, feel bad I didn’t bring DS.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/107451/i-can-beat-it-it-s-just-boring-to-play-against
That's my biggest issue with DC punishments. It's not gonna stop hook suiciding, which is arguably worse for the survivor team because it still allows a BBQ proc (which is better for killer though)
It does at least make the killer waste the time carrying them to a hook though so sort of a trade off there.
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@PistolTimb said:
Swfs can play with whomever they want. It would punish people trying to help new people learn the game instead of getting frustrated and quitting. Why is this even an issue exactly? You didn't really give any reasoning outisde of the killer getting an easier game.
“we wanna help our new friend learn,” is the lamest excuse for SWF. I’m not saying it should be gone, but people need to stop pretending. Maybe, maybe you’re the exception but a large majority of SWF with the split you’re talking about the rank 15-20 is just an alt account or someone deranked right before rank reset.
Ive taught a couple new people how to play and we started with KYF so I could explain to them how loops work and a few other basic things.
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Ive said it a hundred times, Perks (Killer and survivor) should have a point system so you can’t have all the “best,” or all of the meta ones every game.
You want DS and BT, fine, but then the only other two you can afford this game are Streetwise and Flip Flop.
And again, same for killers you can have Ruin and Pop, but then not enough points for Thanatphobia and BBQ
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@KrazyKat1011123 said:
https://forum.deadbydaylight.com/en/discussion/comment/865493#Comment_865493
omfg why u keep comparing noed to adrenaline like do survivors do their job and you get rewarded its a simple sprint boost and a health state AND you get exhasted....Noed though "Oh you failed to do your job nice here are unlimited insta downs"
I mean if you consider totems part of the survivors job then they failed to do it if the killer has NOED
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As someone said, you get the benefits even if you don’t run NOED if you’re playing against a team that cleanse all totems.
Most teams won’t cleanse unless Ruin is up though so they’ll power through gens and only once NOED activates they’ll destroy that one totem. Maybe you get one late game down, but for giving up any sort of slowdown perks that’s not a big benefit.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/861370#Comment_861370
That's great and all but Spine Chill completely shuts down Prayer Beads. Like it's not even an issue, she literally wasted an add-on if you have it.
So yea, your points are moot on that alone.
Neither belongs in the game. PERIOD.
Plague gets a ranged attack if your team is stupid, so you want us to remove that ability as well? What shuts down a killer that can damage you at range whenever your team is dumb enough to cleanse? And no I don’t feel plague is OP, just trying to show you how ridiculous you sound.
If your team cleanses haunted ground the killer can one shot down you, I’ve literally heard the explosion mid chase before and been downed two seconds later, get rid of HG too.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/861197#Comment_861197
I think @thesuicidefox 's issue is that its on a team lvl instead of an individual one. Against other killers, you as an individual can counter their powers. Against Myers, If one of your teammates doesnt counter it, you could be the one paying for it.
But if it’s against spirit for example all you can counter is getting caught yourself. If your team is bad you’re still going to spend your entire game healing and saving them, or doing like 2 gens whole they do.
Having a bad team means any killer, perk, addon combo can kill you but that doesn’t mean they need nerfed.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/861027#Comment_861027
Yea and then when he's got Brutal Strength and PWYF, what are you gonna do? That's the build I see often with infinite EW3, specifically to counter the loops.
Also map dependent. If you get a pallet heaven map sure. If you get Hawkins or Badham 2-5, GG.
PS. And I'm not saying it's overpowered. You assume that is my argument it's not. My argument is the same argument against Prayer Beads. IT IS STUPID. Doesn't belong in the game. No one enjoys it but the killer using it.
Infinite Myers is far from the most annoying thing killers have. Iri hatchets, one shot down clown bottles, heck even Myers himself has something stronger/stupider with scratch mirror builds.
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@megaweenieman said:
I have seen several michaels running that infinite tier 3 along with the other add on that lets you stalk moderately faster. I think at most there were about 2 gens done followed by a ######### show
Because you or your teammates dropped a pallet and teabagged for 15 seconds while he absorbed stalk... that happens to me when I play as Myers and I laugh
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@HamdaN said:
if your answer literally isnt playing the game normally and moving on with your life than youre special.
I agree, think about it this way there are two possibilities... first the person is just a regular player than had TTV is their name because they had aspirations of streaming or maybe stream for a small loyal fan base of like 10 people for fun.
Secondly, it could be a “real streamer,” in which case this is their job and livelihood. I don’t go into anyone else’s work with the intention to make their day miserable.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/854001#Comment_854001
Well, again, your example leaves out a lot of important elements.
Getting a successful hook gives a LOT of advantages to the killer. It puts the hooked survivor out of commission, it forces another survivor to waste time traveling to the hook, unhooking them, walking away from the hook, and healing the unhooked survivor; it gives a noise notification once the survivor is unhooked, and it allows the killer to disrupt multiple survivors at once if he chooses to follow the notification.
The nature of the Killer's objective is fundamentally different from the survivors' objective. The more hooks you get, the more the game slows down and the easier it becomes to get another hook. The closer you get to achieving your goal, the harder it becomes for the survivors to achieve their goal.
Not to mention that many killers will prioritize getting a third hook on a single survivor if possible, rather than getting first hooks on multiple survivors. Once they've eliminated at least one survivor, the game swings heavily in their favor.
Also, I don't think it's true that a perfect survivor team will always beat a perfect killer. Here's an example video of a full tryhard SWF team (Featuring a designated looper with OoO) going up against a full tryhard Freddy, and Freddy ultimately emerged victorious:
No offense, but you think that team was optimal? The OoO messed up right away that gave Freddy a free hit and blinded him before he needed to be. Had Freddy not gotten that first hit the first gen would have been done before he could head there.
When he did fake the teleport the one survivor ran from it, into an open area, definitely not optimal.
If hr really thinks this team is optimal I would probably laugh watching this guys streams when he hits a real rank one SWF
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I play the game, when it’s over I give them a follow beachside why not
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If I need/want a perk I got for that, otherwise I plot out how much I can let the entity take so I can get to the next bloodweb as cheaply as possible.
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@pichumudkip said:
Wouldn't Dead Hard kinda work?
I don’t trust DH at the moment but it should work if you’re already injured
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/853276#Comment_853276
No please D:
I just mentioned it cause it's funny that almost everyone is okay with billy but when Oni comes around it suddenly isn't okay XD
A lot of people are NOT OK with billy actually, watching streamers you will hear real arguments from people in chat about Billy being stronger than spirit
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@Nobsyde said:
oh and by the way that's how I think people will be punished, more or less.
Every time a players DC his DC counter increases. A DC is removed from his counter every 24 hours + if after 72 hours the players never DCd his counter gets reset.
- 1 DC: nothing
- 2 DC: 1 minute ban - basically just a heads up "Hey, we know what you are up to!"
- 3 DC: 5 minutes ban
- 4 DC: 15 minutes ban
- 5 DC: 1 hour
- 6 DC+: 12 hours + explicit warning message "You'll get permanently banned, be careful"
- 19283 DC: permanent ban
I doubt they will ever go above an hour, but that would be fine. I’m guessing something similar although maybe two “freebies...”
Third time is a 5 minute, fourth 10, fifth 15, every time after that one hour
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@Thrrun said:
I like the fact that we are getting this information up front tbh. So many things on this game are, oh so secret.
Do I think this will stop people leaving a match? No. Truth be told there are reasons people leave other then just throwing dolly out. It does not matter if you agree with the reasons or not, the fact remains the same. People leave.
I really hope after this drops to the main, devs start looking into ways to reward for staying as well. Losing a pip for getting camped or tunneled is bullshit to be freak. More so if you are unlucky and get more then one match in a row where killer is a camper.
The reward for staying is the same as the punishment for leaving at current. Under those circumstances. A de-pip.
Possibly giving credit to you for gens done while killer is within 32 meters and you’re hooked? Similar to getting credit while gens done during a chase
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@Apple2o said:
Better than how a lot of my games go.....
Load in --> It's a spirit
1-2 teammates DC before first hook --> Killer still plays full tryhard 1v2 or 1v3
That's a large % of my games too... last game someone got downed in 30 seconds by Huntress, NOT Iri hatchets, so she DCs. Next player goes down and kills herself on first hook. Huntress goes full try hard to guarantee none of us, even herself PIP or get decent bloodpoints.
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@DevourOfSalt said:
I would like to see my nurse or spirit type killers or killers that make you have to play differently not run a loop but one that make u feel on edge and scared like one wrong step boom right now all killers become stale because its same crap only killer that make u change how u play are nurse and spirit well not nurse anymore.
Any killer that ignores the loop mechanic will be immediately called OP, survivors have spent years now getting used to and perfecting the art of looping they aren’t ready to adapt.
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@SaintDenisSlasher said:
https://forum.deadbydaylight.com/en/discussion/comment/854086#Comment_854086
You mean the the team that's also constantly DCing and getting themselves killed because no one cares about winning at this point we all just want to do the challenges.
Also since you replied with such aggression im assuming you're upset that I DCd against the pig that one time. I was the last one alive
mori spamming is a reason to DC and report since he’s basically holding you hostage.
But you also admit you DC if it’s clear that you won’t complete your challenge too.
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@SaintDenisSlasher said:
https://forum.deadbydaylight.com/en/discussion/comment/853632#Comment_853632
But why not just let people close out the game? I think the new punishments will fix it but currently people just leave because the options there.
I've only disconnected once on a pig constantly doing a mori animation but since the tomes have come out i have had the urge to just say ######### it when its clear the game won't progress my challenge so i get why people do it
the game isn’t about just YOU it’s a team game
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@oxygen said:
Because expecting a player to force-close a game to get out of a situation like being stuck in a bug with no way out back before EGC or genuinely being held hostage would be a bit silly. Yeah, situations like that are rare, but it would be a pretty bad look to get in that situation and figuring out you're supposed to ALT+F4 or whatever.
Even games with far stricter penalties for disconnecting and in game modes that are straight up esports-oriented there's an option to quit, even if it warns you that you'll be punished if you go through with it.
@[Deleted User] said:
Because real life situations > game
I agree real life comes first, and maybe, MAYBE once a day I need to wander away from my computer to handle something. If it’s happening to you 3, 4 or more times then it’s not a day you should be playing DBD you obviously have more pressing matters
You aren’t going to get banned a day for th e first DC, the devs understand things happen. But those bugs are rare so why are people DCing 5 times a day or more?
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/853768#Comment_853768
Your math is missing several crucial elements.
-If a survivor is in a chase, they can't work on generators until they lose the killer.
-Every time a survivor gets hooked, that survivor can no longer work on generators or assist other survivors until another survivor comes to unhook them, wasting precious time for both survivors.
-Once a survivor is put on the hook, the killer is free to find another survivor to chase while other survivors are going for unhooks.
-If a survivor is put on their last hook, then they are dead and can no longer work on generators or go for unhooks.
-The survivors also have to waste additional time opening the exit gates before they can escape.
So, if we assume that the killer is always chasing one survivor at any given time, then that leaves only three survivors to work on all of the generators. Instead of taking 108 seconds to complete all of the generators, the survivors will now need around 140 seconds to complete all the generators, at the bare minimum (80 seconds to complete the first 3 generators, ~45 seconds to complete the fourth generator with two survivors working on it, and ~15 seconds for the last generator to be completed, if the third survivor repairs it on his own for the first 45 seconds, then the others join him after finishing the fourth generator). Then the survivors need to waste 20 seconds getting the Exit Gates open. So the killer has 144 seconds to kill all the survivors, and it will take 160 seconds before the survivors get the exit gates open.
If we add hooks to the equation, then things become even more favorable for the killer. Every time the killer gets a hook, a survivor needs to stop working on the generators to go unhook them. If a survivor is hooked 3 times, then they're permanently removed from the game and can no longer work on generators.
If we look at your equation and assume that the killer gets hooks as fast as technically possible (6 seconds to get 2 hits, 3 seconds to pickup, 3 seconds to hook), it quickly becomes apparent that the survivors won't be able to keep up. Every successful hook forces the hooked survivor to waste at least 6 seconds of their own time, and forces a different survivor to waste 3 seconds unhooking them. If we assume that the killer hooks every survivor in order and doesn't get any early kills, then the survivors will start dying, one by one, after the 9th hook, which will occur after 108 seconds if we just go by your math.
You can calculate all the details if you want, but I think my point still stands; the numbers only favor the Survivors if the Killer idles all game and doesn't chase or hook any of them.
All good points, I think the most frustrating part for me as a killer is how much of an impact the early game has, if you get your first down and hook in a minute then start another chase you are pressuring 3 survivors just like you said.
However if you go to the wrong gen first AND the first survivor you find happens to be the “looper,” of the team you could be faced with 3 gens done by the first hook.
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@HeHeBoii said:
Sometimes you need to do something or as mentioned, grief or being stuck. Now, this system they made is to punish the RIGHT people who need to be and NOT the wrong people who either get dcd due to connection of their own and or of the game having an issue.
The number of times you need to DC is minuscule. In almost two years of playing I have literally never been body blocked, and I have had two teammates blocked... one by another survivor and one by killer.
People who DC even once a day are really stretching it with what they feel is justified, in my opinion, and I hope the devs agree. Still, I would have no problem with everyone getting 1 free DC a Day with no punishment.
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@TheAntiSanta said:
Bad form to force players to just turn off the game or restart their PC/Console if they gotta' leave a match. Even when it gives people a way to be a goober about getting downed at the start of the match or ending up on a map they don't like. And I'd imagine that'd be against compliance standards, for Console Releases.
Also, this solution to "just go afk" if you get called away on a business thing (and I mean the people that actually have life come up on them), and leave your game running for who knows how long while you're doing who knows what, like, totally ignores that people in the real world have electric bills and that's just selfish of you that you think people should have to pay extra just so you don't have a bad experience in an online game.
Sleep the computer, problem solved. The more excuses and justifications people give the more sure I am THEY/YOU are one of the people that DC every game unless you get a game against one of the bottom tier killers.
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To continue what I said, if something really pops up in life why even care if you can leave the match? Just go AFK until you’re dead
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@Alice_pbg said:
It's because life happens and people might need to leave.
Hiding the option is meaningless.
Seriously? An alarming number of people have job and/or child responsibility pop up as soon as they get downed for the first time...
And even more people seemingly have laggy internet every time they hear a spirit swoosh
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/853196#Comment_853196
How far we have fallen. We're out here saying a part-time Billy is too strong when the community agrees Billy is 3rd or 4th best.
Every nerfed killer makes the bar lower and lower to what is considered OP
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@Myers_Is_My_Dad said:
They could make a killer who can fly and have 0 terror radius, forcing survivors to look into the sky in fear whenever the ability activates. Maybe a Dracula type who turn into a swarm of bats. That would be new. Or a killer who swaps their position with a survivor after stalking them, perhaps also switching character models with them for a time. I think there are still plenty of open paths in the game.
Flying won’t work in this game they’ve already tried it
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@Gottlos said:
I mostly agree with OP. It was immediately apparent that Oni was a blend of Billy and legion (ability power up over time)
While it is underwhelming to not see any really new abilities come to the game the real issue to me are the perks. They could make new killer abilities, they aren't really, but each time they pump out 3-6 perks they are lucky to add one that has any real value. Getting buried in perk options is no fun either and it will only get worse.
I agree with others that a new game mode or objective is becoming more and more necessary.
Isn’t new Freddy a mix of clown and hag?
Demo a mix of Hag and Huntress?
You can find relations if you want to on lots of killers
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/852359#Comment_852359
Don't know why you think the hook ability would be original
It would just be another ranged attack like Huntress or Plague
But except of damaging or debuffing survivors it would offer movement advantage
Don't get me wrong, it sounds awesome and i would love to play it
Honestly just shows that this "nothing is original" is a mood point
Almost every killer feels different, even with simular abilities
Right, even the hook wild end up getting complaints about being similar. It would be a “thrown,” item that brings the survivor to you
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@Tarvesh said:
You're seeing what you want to see at this point.
Every game uses essentially every mechanic you just mentioned in some form or another. You may as well say every killed is a copy of Trapper because they all walk around the map and hit people.
You should say that Hillbilly, Nurse, and Legion are all just Wraith because their power lets him move faster. Or that Bubba, Meyers, Plague, and Ghostface are all just Hillbilly because their powers let them one-shot survivors.
The Oni collects resources that survivors drop to fill up his power gauge. Never been done before.
He can use the resources dropped as a way to track survivors. Never been done before.
He uses the resources collected to empower himself into a temporary speed state (which plenty of killers AND PERKS do) that allows him to one-shot survivors.
Using similar mechanics isn't running out of ideas. There are only so many "unique" mechanics to work with. It's how they're used and applied that make killers different. Never play a video game is you don't want to see these exact same mechancis implimented somehow, because they're in every single video game ever.
This, nothing is actually “original,” anymore. Building up power, ranged attacks, stealth and one hits are probably going to be recycled often.
People want original ability, see the hook request above, without realizing it would be way too strong or be neutered to the point of being way too weak.
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@Tarvesh said:
You're seeing what you want to see at this point.
Every game uses essentially every mechanic you just mentioned in some form or another. You may as well say every killed is a copy of Trapper because they all walk around the map and hit people.
You should say that Hillbilly, Nurse, and Legion are all just Wraith because their power lets him move faster. Or that Bubba, Meyers, Plague, and Ghostface are all just Hillbilly because their powers let them one-shot survivors.
The Oni collects resources that survivors drop to fill up his power gauge. Never been done before.
He can use the resources dropped as a way to track survivors. Never been done before.
He uses the resources collected to empower himself into a temporary speed state (which plenty of killers AND PERKS do) that allows him to one-shot survivors.
Using similar mechanics isn't running out of ideas. There are only so many "unique" mechanics to work with. It's how they're used and applied that make killers different. Never play a video game is you don't want to see these exact same mechancis implimented somehow, because they're in every single video game ever.
This, nothing is actually “original,” anymore. Building up power, ranged attacks, stealth and one hits are probably going to be recycled often.
People want original ability, see the hook request above, without realizing it would be way too strong or be neutered to the point of being way too weak.
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@Glory2 said:
The oni is a damn powerhouse, and I want him to be released as such. Let him be a god among men, and the data will speak for itself. No knee-jerk reactions, just solid gameplay info.
One important thing though is that since the DC punishment is going to go live with him, you'll have to account for way more suicides where people would have in the past simply left the game lol
Time to test whether BHVR really can separate data
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@Tarvesh said:
You're seeing what you want to see at this point.
Every game uses essentially every mechanic you just mentioned in some form or another. You may as well say every killed is a copy of Trapper because they all walk around the map and hit people.
You should say that Hillbilly, Nurse, and Legion are all just Wraith because their power lets him move faster. Or that Bubba, Meyers, Plague, and Ghostface are all just Hillbilly because their powers let them one-shot survivors.
The Oni collects resources that survivors drop to fill up his power gauge. Never been done before.
He can use the resources dropped as a way to track survivors. Never been done before.
He uses the resources collected to empower himself into a temporary speed state (which plenty of killers AND PERKS do) that allows him to one-shot survivors.
Using similar mechanics isn't running out of ideas. There are only so many "unique" mechanics to work with. It's how they're used and applied that make killers different. Never play a video game is you don't want to see these exact same mechancis implimented somehow, because they're in every single video game ever.
This, nothing is actually “original,” anymore. Building up power, ranged attacks, stealth and one hits are probably going to be recycled often.
People want original ability, see the hook request above, without realizing it would be way too strong or be neutered to the point of being way too weak.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/848052#Comment_848052
That's exactly the problem with the Balanced Landing Nerf. Instead of fixing the maps, they just nerf the Perk. A quick win, but in the end it's just a dirty work-around and the underlying problem is still there, but now another survivor perk goes down the drain.
Same thing they do with killers, not to turn this into THAT debate. Instead of fixing maps so every killer has a chance they nerf the high killers.
Youll get defenders of BHVR to both of these decisions claiming “the devs don’t have enough time to fix eve try thing so nerfing one thing is easier.”
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@Desolate_Sands said:
https://forum.deadbydaylight.com/en/discussion/comment/814528#Comment_814528
https://www.youtube.com/watch?v=pr1a7HYo1Z0
Gee, it's like everything I said 3 weeks ago he says now. Stalkless is playing ghostface like a worse wraith.
A wrath that doesn't have to uncloak, so sorry to burst your bubble GF is still better.
He always says you NEED rare addons to make Wrath good so don't paint just half the story to pat yourself on the back.
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Also, yes Iknow they will kill themselves on first hook. This at least stopspeople who see the Freddy dream outline and DC immediately. Or hear Nurse/Spirit/Billy and DC across the map.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/105144/you-will-be-banned-in-24h
I would like to see what the devs say actually. The camping part is fine. But the traps and gen thing there sounds an awful lot like working with the other side, and that is a big no no last I checked.
Working with someone is more like the survivor leading the killer to the other teammates to kill them. Farming like this isn’t bannable unless you force others to do it.
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@brokedownpalace said:
No, that would not be worth carrying.
It would still turn a lot of loops into near infinites, It would be weaker but not useless
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/847811#Comment_847811
How about you answer why you didn't go for the gates if he was sitting on hatch. I'm going to say you just wanted the hatch escape over normal escape and are upset he wouldn't give it to you.
Because he doesn’t understand the game?
Personally I would rather the killer sit on the hatch and “force me,” to do the last three gens solo for points and pips.
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@SaintDenisSlasher said:
I've always thought this was the dumbest flaw in the game because unlike most other things, it would be extremely simple to fix lol
Not the biggest deal in the world imo but....why not just fix it? Or better yet let us use different level of perks
Because Devs think doing the switch would be admitting they don’t understand what’s good in their own game.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/845576#Comment_845576
This is quite a big change to the game I guess. causing bugs and stuff ;) I would just invert the numbers or add a decreasing cooldown to the perk. Such a change you suggest would only benefit Discordance, I think there is no other perk that would make use of it, so a totally redundant engine change to fix a single perk
Good ppint about bugs
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@BBQnDemogorgon said:
If the ptb is next week it'd be out around the 10th or 17th if delayed or something.
Bhvr is Canadian so they likely don't care to schedule to avoid an American holiday.
Either way its the holiday season the timings are going to be inconvenient for some.
Canadian companies still pay attention to US holidays if it makes up a large portion of their playerbase
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@FriendlyGuy said:
Go for a farming round.
as with most of the challenges (cough trapper cough) this is how I got it.
dominate a team and then have mercy in them they will gladly give you the grab
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Why not give the option to use perks at lower level if you choose? Discordance is a big one but Sometimes I’d rather use rank 1 whispers, primarily on piggy
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@Hail_to_the_King said:
https://forum.deadbydaylight.com/en/discussion/comment/841588#Comment_841588
I know, but I actually really like the ones where you have to change up your regular playstyle. Feels more like an actual challenge instead of just play like normal until you get there.
These As killer I like, as survivors seeing my teammates screw around it’s frustrating.
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@Hail_to_the_King said:
I just don't like the 200k bloodpoints or the 20 gold emblems challenges. Can't really have fun with them in the actual game.
These literally don’t change how you play the game, you get them just for playing regularly
Which ones do you like, being forced to heal or unhook certain people all in one trial?