leyzyman
leyzyman
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- leyzyman
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Nani!
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Ok, so I'm gonna say you are a red ranked survivor, but either never have touched oni or dont have him.
1. So, there is a reason why oni is probably winning: slugging. This is now part of the meta, since gens are to quick, and killers have to do something to slow the game down more.
2. Oni literally cannot hit at a 270 degree angle. He has a hard cap at 90 degrees.
I'm sorry you dont enjoy oni, but this is how killers have to adjust to how the game works since there are 0 perks that help during the beginning except for corrupt, but that only helps for 2 minutes.
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@GHOSTfaceP3 said:
It’s very overused at this point and I’m just kinda starting to hate it I mean your a killer people are not supposed to “boop your snoot” I don’t play pig a lot but when I do I show no mercy especially those who try to boop
Personally, I like to boop the snoot, but I can see why everyone could get annoyed with it.
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Okay @Peanits, let me give an example of how these perks can stack...
Let's say that there is 1 survivor with ds, adrenaline, unbreakable and dead hard. They also have a bottled time medkit, and a 2nd survivor bas borrowed time.
So, here is a perfect scenario for the survivor:
1st chase: the survivor is decent enough. He is able to take a hit, use his dead hard to avoid a hit, use his bottled time to take a 2nd extra hit, and go down with hit 4. (4 hits total. 1 hook state).
Now, survivor 2 hook bombs, and the killer goes for a hit, and activates borrowed (1 hit)
2nd chase: uses dead hard again to avoid a hit. And then goes down. The killer think he has DS, and leaves him on the ground. He now uses unbreakable to get up. (2 more hit, 1st hook state). The killer probably wont find him for a little, as he probably went for another survivor. He will go heal up to a healthy state.
2 chases in and he has already taken 7 hits (2 avoided hits) and only gone 1 health state.
3rd chase: killer will go and hit the survivor. At this point, the killer wont fall for the dead hard, but the survivor can use it to get to a pallet. Now he has the survivor cornered, and will take them down. (3 hits total, 2nd hook state)
The 2nd survivor will, again, go bomb the hook, and have borrowed time activate. The killer swings, and goes after you again. (1 hit, 2nd hook state)
4th chase: the survivor uses dead hard to avoid hit one, as they go into a locker. The killer, because they are bloodthirsty for a kill, grabs the survivor out of said locker, but it's only been 25 seconds or so. So they get hit with DS. (2 hits, 2nd hook state).
5th chase: the final chase. For this perfect example, they will be able to use dead hard again to avoid a hit. Then, with the luck of the timing, adrenaline pops. The killer not only misses the swing with the sprint burst, but the survivor is now healthy and gaining a decent distance. But the survivor is out of options. Unless they get to the gates, they will take 2 more hits and finally die out. (4 hits total, death hook).
Now we talley the max amount of hits a survivor can take in 1 game, assuming they get to heal once after a slug....
17 hits. This is a perfect example with everything going right, but the idea of how much this can stack.
Will the perfect game happen... maybe a .001%
But, because of how often these perks are run, you will probably get at least 4-5 extra hits with this setup on the norm. This means that, with a setup like this, you will basically have an extra set of survivor lives.
This means, when a killer goes against a team like that, you will face between 7-8 survivors worth of lives.
How often do you see these perks in a game? Quite often honestly.
Between this, the gen speeds that are done nowadays, and the older large maps, it is hell for killer right now.
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@EmpireWinner said:
Changes are probably not gonna hit live.
Buff killer and leave sabo alone. Is all i'm looking foward to
*laughs in ruin changes*
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I play more competitively. I play to pip. There are times, even if I pip, I wonder what I can do to improve.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1110663#Comment_1110663
https://us.v-cdn.net/6030815/uploads/372/GC9RSBNMH1IN.png
This is a picture by devs, that explains bullshit hits with hatchets vs injured surviviors. To me it screams "NOT FINE" but im not sure about you.
And this is with 0 latency
Oh, I didnt known that is something drawn up by the devs themselves. That is really how they show it?!
Alright, I can agree with you on that.
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@Archimedes5000 said:
Have you seen the lastest dev stream? They explain pretty clearly that their hit boxes are #########.
So bad that you need "AimDressing" on melee so that hits look normal, and they dont work on Huntress because it was designed to work only on melee, they didnt even consider ranged attacks.
When was Huntress released again? 2 thousand years ago? And what? We have a hitscan killer in the lastest PTB?
I would disagree with the statement saying the devs said hitboxes suck.
From what I heard, the yuh said hitboxes are working fine, but latency is the issue. They plan to do something to fix it. Let's hope it doesn't change to much.
I think that survivor hitpill is fine, but huntress' throwing axes are kinda dumb.
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4,274 votes and 109 comments so far on Reddit
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I understand how it is. Everyone has been there (who has played killer for more than just rank 20-16). Killer can be quite challenging with it being a 1v4 being balanced closer to a 1v2 scenario. But sometimes you just have to feel the pain in this game to get better.
Played a game last night. I am not the best killer (highest rank I have gotten so far is rank 7, but I have hit rank 4 survivor). It was probably a swf, and I had discordance go off on 2 gens. I was lucky to be doc that match, and have both gens next to each other. I played around that hard, using static blast and overcharge to make those gens last forever. By the time they got both of the gens done, I probably had about 7 or so hooks with 2 dead and 1 injured.
If I could make a suggestion, if you dont do this, I recommend playing both sides. You learn a lot about playing killer/survivor that way. I knew they would be stubborn and keep going at gens that had good progression. It was a hard battle (probably got head-on hit like 5 times), but I knew I could win it if I kept up the pressure on just those 2 gens.
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11/10
Would otz again
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@Divinitye9 said:
I’d rather they fix their game before releasing another killer.
I agree, but we know BHVR plans to keep working on the killer roster.
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Alright, after doing 5 minutes of research, I would say the CPU is alright. It only has 2 base cores,but has the power of hyperthreading, so it can sort of act like a 4 core CPU.
For the graphics card, I used to use a 560ti myself. That thing was surprisingly strong. I would say you should be alright.
Worst comes to worst, try to it out, and return it if the performance is bad.
Just make sure you have enough RAM.
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GREEN KEYS ARE OP
They help in many ways like....
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Yeah...
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You see, that is toxic. How dare you win the match. You know in the survivor rulebooks, it states in rule 75 article 3 sec. 21, that if a swf decides to do gens quickly, that you do not disturb them.
Gg ex baby killer enjoy ban toxic skrub.
....
God, even while joking that hurts to say.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1075070#Comment_1075070
Yes they do. They can drastically reduce the generator progress. What if the final generator is at 99% when it gets broken with Pop Goes The Weasel. It's then regressed massively and the killer then has a huge opportunity to win the match still. It's most certainly a second-chance perk.
There's more too:
- Hex: No One Escapes Death
- Bitter Murmur
- Barbecue and Chilli
- Blood Warden
- Corrupt Intervention
- Discordance
- Enduring + Spirit Fury
- Franklin's Demise
- Hex: Ruin
- Rancor
- Surveillance
- Whispers
- Hawkin's Underground Complex, Gideon Meat Plant and Lery's Memorial Institute are all statistically more killer-sided.
- Add-ons like Iridescent Head massively increase the strength and utility of the killer's power.
- etc.
I'm not saying I'm against any of these perks, maps or add-ons. I'm just pointing out that saying that the game only has survivor-sided things isn't necessarily a true statement.
While you are allowed to have an opinion, I disagree with a lot of the options said here. I went on and copied the list here so I dont have to memorize or look back up:
- Hex: No One Escapes Death
- Bitter Murmur
- Barbecue and Chilli
- Blood Warden
- Corrupt Intervention
- Discordance
- Enduring + Spirit Fury
- Franklin's Demise
- Hex: Ruin
- Rancor
- Surveillance
- Whispers
- Hawkin's Underground Complex, Gideon Meat Plant and Lery's Memorial Institute are all statistically more killer-sided.
- Add-ons like Iridescent Head massively increase the strength and utility of the killer's power.
- etc.
So, here is my opinion on your list:
- corrupt, Hex: ruin, pop: all of these perks slow down the gens, but do not prevent a gen from getting done. That is all on the killer to prevent a gen from popping
-Bitter murmur, bbq, discordance, surveillance, whispers: all of these are tracking perks. None of which give a second chance to kill someone. It only shows where they are for a few seconds (bbq and bitter). Whispers tells you they are nearby. Discordance and surveillance say that they are on gens. This does not give killers a second chance, but it tells where survivors are.
-rancor: this is a somewhat tracking perk that let's you insta-down and mori 1 survivor. This affect only works when all gens are done. If it worked on all survivors, I would totally agree, but it only gives the killer a better chance, not second chance, against 1/4 of the actual objective.
-Enduring Fury: yes, I agree that this combo is a 2nd chance combo in a chase when it activates. But, it takes up half the killer's perks in order to use, unlike most perks that can give second chances by themselves. Also, if you know they have it, you could throw a pallet early to prevent them from using it.
-Franklin's Demise: I honestly dont see how this is a second chance perk. All it does is annoy the survivors as they lose their flashlight. You give up a perk for a gimmick.
-NOED and Bloodwarden: Yeah, I agree that they are 2and chance perks. But, they have huge costs to using them
-bloodwarden: literally only works when the gates are open. Survivors could literally leave and never get to use it, or leave before the hook and only have 1 die at most.
-NOED: only activates after the survivors main objective is complete (5 gens gone). Play most of the game with 3 perks at max. Can be TAKEN AWAY if survivors cleanse it, or all the totems before the 5 gens.
-the maps: yes, we have 3 killer sided maps, but what about the 6 or 7 survivor-sided maps. The fact that almost all those maps have "god windows" that you cant fo anything about. Hattinfield has those ridiculously long fences, andnif they have a window it is an infinite.
-add-ons: I agree that some addons are ridiculously strong. I hate Iri-head infantry myself. But only a few killers really have something like that. Most iri addons just give gimmicks nowadays.
The main problem with the survivor 2nd chance perks is that they either have no counter, or the counters are very bad. Examples are:
DS: just slug them.
Dead Hard: bait it out, or swing and hope the servers skew it up. Sometimes doesn't even matter.
Adrenaline: dont let them do the gens
BT: dont chase, or let them run for 15 seconds and probably find a pallet
Unbreakable: dont slug.
Bottles time: dont hit for 8 seconds.
(All) Killers really have 3 2nd chance perks, bit it either only happens after survivors are done, or you give up 2 perk slots for it. Survivors can have up to 5 2nd chances on them (including the insta heals) on all 4 of them that lasts THE ENTIRE MATCH. Only 1 of the 3 killer's 2and chances lasts the whole match.
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@Heartbound said:
I think it has to do with frames per second. Like, the more junk on your screen the less fps you have so it gets choppy.
If you know the killer's off playing tag with another survivor just stare at the ground for smooth skill checks.
I will try that next time. Thank you for the advice.
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@McLightning said:
Step 1: Sell your console.
Step 2: Buy a PC.
Step 3: Uncap your FPS.
Step 4: Experience the easiest great skillchecks of your life.
I play on PC. The game itself runs at around 90 fps or so, but the skillchecks themselves change.
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@Waffleyumboy said:
Welcome to dbd console edition :)
I forgot about that. I played on xbox once and it had a second delay. But it was at least a constant second, and not a second the first time, 1/2 a second the next time and instant the third time.
Still sucks though, I agree with that.
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I mean, not a bad idea.
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This ones for you @SpaceCoconut
With the Hag, as of the moment, she cannot be played because of that weird bug from teleporting.
Can you please explain why this happens to us, and how you plan to fix this?
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Use dead hard to avoid his static blast. Simple and ez
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@DaGreenBolt said:
After the match with the doctor, I had a survivor threatening me to DDos me. Now I didn't take it seriously as I assumed he was bluffing (I really wished I took a screenshot of that, but my dumbass-self thought he wasn't serious).
I lost internet for 45 minutes before it came back on.
I don't remember the name of the person (which means I can't report him, or send info to the police about this), but seriously, are entitled survivors going to go that far just because the killer plays in a way that you don't like?
If you are in steam, there is a way to view people who you recently played with.
It is a bit unreliable at times, but It does work a decent amount.
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@SpaceCoconut said:
While players often talk about how killers aren't entitled to a 4k, should an individual survivor be able to escape this reliably?
There are several more examples... Is this intended to be this easy? Should a survivor be able to go into a match and expect to escape?
Just a thought.
Now, for the answer to your question, will agree that a survivor shouldn't be able to do this...
But like some people already said, these guys had at least 1 or 2 other people helping them out. Literally throwing themselves away to keep their teammate alive. And others have shown killers getting many 4ks in a row.
Now, in the end, you can look at it from this side: should a swf be able to pull this off?
Personally I dont believe it should. But, as of the way it is balanced atm, it is honestly not the hardest thing to believe.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1062645#Comment_1062645
I want to answer this sarcastically by calling myself names... but I feel like I'd get banned for insulting myself.
But yea.
Well, dang! Love your vids. I wish I could say "I've been around forever" but I only truly found you around a month ago.
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Hold up, is this the Real SpaceCoconut?
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@Hannon said:
i like dbd a lot but i don’t want to spend everytime i wanna play 15-20 minutes to find a match that last 10 minutes. It’s not worth it..
honestly, the queues makes me want to quit dbd
are they gonna fix this soon?
Well, I am guessing you mean survivor que times. I am also guessing you are a high ranked survivor.
Well, there are a LOT of red ranked survivors and SWF who have at least 1 red ranked person. Because of that, the matchmaking puts you in the red ranked pool. Atm, because of the SWF on top of easy rankup system, the survivor pool is huge in red ranks, while killers tend to have a lot less than the pool needs, even in a 4:1 ratio. On top of that, a good amount of killers have left the game recently, only adding to the chaos.
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Ummm, this is a little embarrassing...
Can you close a discussion, or can only devs close a discussion?
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I thought blood Warden could activate again. If that is so, it might have been possible...
Idk. Maybe I got my numbers wrong; im gonna guess it is a combination of wrong numbers (seconds) and not knowing that blood Warden could only be activated once. This discussion shall come to a close. Blood Warden is op plz nerf <3.
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@MrPeterPFL said:
https://forum.deadbydaylight.com/en/discussion/comment/1045180#Comment_1045180
You’ll be surprise how quick 30 seconds go by
Wait, I thought it was a minute...
Even so, that would mean by the time they got another hook, it should have re-activated.
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@shrekedked said:
https://forum.deadbydaylight.com/en/discussion/comment/1045206#Comment_1045206
then play as survivor, and when you get bubbas, let yourself die so there will be 5 gens and 3 people alive and bubba will demolish them, all for the memes!!!
Damn. I dont wanna depip as survivor, but I love the sound of this....
I will probanly.change my name to bubba = free kill or something, but I will at least try to safety in the process.
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@shrekedked said:
https://forum.deadbydaylight.com/en/discussion/comment/1045202#Comment_1045202
everything is in our hands... you in?
If I had bubba, I would join. I believe in you, comrade.
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@Gibberish said:
https://forum.deadbydaylight.com/en/discussion/comment/1045197#Comment_1045197
The amount of changes needed to do that would be absurd.
It would essentially require redesigning the whole game from the ground up.
Basically making an entirely new game.
Completley, 100% unfeasible.
Fair enough. However. If feasible, would you not agree it would be a good idea?
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I wont lie...
I kinda wanna see this myself
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So, I had a talk about this a little ago with @Waffleyumboy about this. I actually kinda like his suggestion.
Make SWF the base power of the game. Buff solo to the same level as swf, and buff killer the same amount.
It seems stupid, I understand. But if you think about it, it kinda is genius. If every survivor is great, whether on swf or solo, then the game can be balanced around everyone, and not people wanting balance around the top tier of play.
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Your right, I should explain more.
Egc was taking place. We had opened 1 gate already. While I was opening gate number 2, they started to try and go for the hook. We managed to save him, but then he got all 3 of them quickly. I tried to go for a flashlight save (which I found in a chest), failed twice, and proceeded to leave.
Now, the time between the failed hook-bomb and me escaping might gave been 30ish seconds, with all of us going to help about 15 seconds after the original hook.
I dont think it should have been off cooldown while I escaped. If it did go on cooldown after, it would have been some incredible lucky timing.
Point being, I think blood Warden didnt work in that match. If it did, holy crap I got lucky on the timing.
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@leyzyman said:
Before you read, if you do not want to hear my personal issues with the game, skip to the big gap I will leave between 2 paragraphs. This is quite a lengthy post.
So, I have actually already posted this on the general discussion page. However, no one is paying attention because it is currently a flame war between multiple killer and survivor mains. I really want people to talk about this, because I think it is a good idea, but I feel like someone can point out a flaw or 2.
So, most people are currently up in arms about the newest patch for the game. I am personally against it, as there are 0 perks now that have early gen pressure (corrupt doesn't count, as it basically takes away 3 gens, not pressures all gens). So now, killers are starting to bring Moris, lots of NOED, camping, tunneling, getting a 3 gen strat, ect. In response, more survivors are bringing toolboxes, bringing more keys, clicking flashlights, tbagging, ect. Toxicity on both sides is becoming a bit more rampant (I know NOED isnt inheritely toxic, but it is usually used in a toxic playstyle).
The main issue is that the game has quite a few core issues, and instead of fixing the core issues, the devs do a bandaid-fix on something.
Examples;
To many pallets? Use spirit fury.
Problems with killer's speed? Use play with your food.
To many vaults or sick of god loops? Use bamboozle.
Killer slugs? Use unbreakable.
Killer camping? Use Borrowed Time.
Sick of survivors using sprint burst on gens? Use mindbreaker (I mean, it tries to be good).
My point is, if you remove a bandaid and reveal a core issue of the game, than people get mad. Before hand, you could just say 'well, I didn't run Ruin, so it is my fault', but now there isnt anything atm that passively slows down gens.
Atm, there are 2 big issues that cause the problem of gen speeds:
1. Large maps making slow killers worse
2. Gen speeds are really quick, and cannot be pressured well.
Because of these 2 issues, it feels unfair as killer, because if survivors understand how to get gens done, most killers cant apply enough pressure to stop them.
So, a core issue needs a core resolve for it to be truly fixed, and I got an idea that could work out well. On top of that, you do not need to think about creating any new assets, as you already have them.
So, with that explanation done, let me talk about the proposed fix: making dull totems useful.
The idea would be this;
For every dull totem on the map, the generators will suffer a 4% slower progression. Hex totems will not affect gen speed.
This idea would have ups and downs for both side, even if it inheritely seems killer sided. Here are the benefits if each side:
Killer:
Finally gives an issue about gen speeds
Makes dull totems have a purpose besides a NOED placement.
Survivors:
Killers will run less hex perks, as they will decide to keep the gen speed lowered.
NOED will be slightly buffed from this concept, but most totems will be cleansed by that point.
There are probably more reasons that this would be good for both sides. And I know that there are some flaws od it that I can't see. But I really think this would be good for the community.
Please, give me feedback to improve this idea.
Sorry for the shameless plug, but if we are talking about totems for a secondary objective, I put an idea here. I just want it to get more attention.
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@HawkAyeTheNoo said:
If you believe survivors are wasting there time 'faking data' i may have something to sell you. Its these magical beans, they dont do anything but theyre magical. 2000 bucks per bean, deal?
How many beans and can I pay in exposures. I got a friend with 500 subs on youtube, so I can get him to give you exposures.
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Oh shiz, he got u there
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"DEV CONFIRMED THAT THEY WANT THE GAME END IN 5 MINUTES"
I believe this is misinterpreted. From what I heard of the stream, I thought they said they didn't expect a killer to have all 5 gens up 4 minutes into the match.
I still agree that the game can go to fast, but instead of just "bring old ruin back" idea, they should fix the core of the game. I already had an idea mentioned in the "share your work" page. Maybe if it gets enough attention, it could be implemented.
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Honestly, I am surprised myself.
Now, in some games, it has made a difference. I was facing an obvious swf team earlier, but I was playing out of my mind that match, and got 2 kills (would have been 3, bit I let the last one escape. I admired her bravery to unhook the only other alive survivor across the map, which he got out).
I still feel like gen speed still sucks. I will stick to my guns and say that the core mechanics of the game make that hard. Ruin had the only answer to bandaid this issue, instead of solving it outright.
And now that I have seen it, I am starting to think that some of the comments are right. Just as now the red ranked survivors are flooding red ranks, there were some truly bad killers in red ranks too, and just had Been lucky matches with ruin and their matches. Now, I dont think it is everybody, but there were some killers that shouldn't be in red ranks, just as there are TONS of survivors that are in red ranks that shouldn't.
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@DragonOfPain said:
So I've seen one post of the Devs where he/she said that they are fixing the queue times, but failed to address that a lot of Killers have already quit or switch side because of how they ruined "RUIN".. Now we have longer queue times on Survivors and Instant matches for Killers.. But in every reply that they send, they don't want to address that the reason why Survivors needs to wait for 10-20 minutes for a match that ends in less than 5 minutes is because there are little Killers now since the Ruin Nerf, And that anyone who plays Killer now gets Instant match because there are a lot of Survivors now more than ever because Killer Main have already either quit or switch side.. So Devs, Will you address the real reason now? Or just dodge it again and instead Nerf more Killer perks like what you mentioned on your Q & A especially Gen Slow Perks like Thana, PGTW and Dying Light.
As much as I hate to say it, I actually do not have the same experience.
I mean, I havent been playing as much myself, but in my times when i play (as a rank 10 killer and a rank 8 survivor), my killer que times have grown longer, but my survivor que times have been shorter.
Also, I haven't gotten any of those unwinnable games yet too. I only really lost 1 game, but it was mainly to sound issues, not the gen speed.
Do I see the potential: yes. It so well could happen.
Has it happened: no, not yet.
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For me, when playing survivor, I love to run Ace in the Hole.
If I do not want to go into my blood web to get any items, I just let the game choose for me,and I usually get 2 extra addons for it.
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@53nation said:
https://forum.deadbydaylight.com/en/discussion/comment/1030127#Comment_1030127
For me that's taco bell chalupa box /w large baja blast
Do 1/3 baha blast, 1/3 g2, and 1/3 pink lemonade. It taste like a pink starburst
So good! I am gonna get some double stacks soon.
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I would love to try it out...
But I dont have many perks, including surveillance
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1029167#Comment_1029167
Buffing solos doesn't change much. I'm used to facing swf, they're predictable and cocky. I can see why they would be frustrating but solos can do almost everything they can.
You know, I cant say you are wrong on that. As long as they buffed the survivor and killer at the same time, I could see that as good for the solo experience, as well as killers.
You get my stamp of approval on that one.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1029060#Comment_1029060
Well once solos are brought to swf levels they will probably buff killers.
I guess that is fair. Buff the solos, then buff killers around all survivors.
The main question is: would killers be willing to wait through that? I feel if they did buff solos, then they would have to buff killers at the same time. Otherwise, the flames of the community would burn itself to the ground, along with the game (yes, even worse than now).
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1029015#Comment_1029015
Wth??? Swf are in the game and people already face them. Buffing solos doesn't nerf killers.
Fair, buffing solos technically doesn't nerf killers.
But, if solos were as strong as swf, then every game would be like facing a 4-man swf.
Would you want to play every game as a killer only facing the equivalent of a 4-man? For killers, it would either turn into a slug-fest, or only using the best of the best addons and killers.
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@Divinitye9 said:
Oh I see.
We got ruin blown into the ground, so why stop there, right? Let’s go ahead and take NOED off of the table. After that, let’s remove the aura reading of BBQ, then discordance only works with four people on a gen, spirit fury works after four pallet stuns... yes, let’s keep the nerf train just a rolling.
Do totems. It’ll completely remove NOED from becoming a problem.
Which part of it was mentioned that we should nerf NOED to the ground? Mainly it has been ideas about swf, grabs, and the occasional insult.
I maybe saw 1 or 2 comments on NOED besides my original comment, but mine was just saying that I dont like noed, but I think it is fine as is.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1028934#Comment_1028934
Swf should be the baseline, not the overperformer. Hexes work relatively the same for swf and solos, except for noed.
I said before that solos should be buffed, but I don't think swf should be the baseline. If it was the baseline, and solos got buffed to that, even less people would want to play killer. People are already upset about swf groups now.
Again, like i said above, i feel that swf more needs to be nerfed down instead of buffing the solo survivors to where swf is now.
Why do you think solo should be buffed instead?