lowiq
lowiq
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- lowiq
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I don't really like the first one, since using White Nit Comb is absolutely miserable.
Double recharge I can get behind. It's really busted and basically makes it so you don't get punished for double blinking and missing on Nurse.
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Never thought there would be a survivor louder than Bill but here we are in 2021
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SWF is not the reason you are losing.
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It helps if you accept that your teammates are likely going to be bad. Try to focus on your gameplay and how you have fun. Having fun doesn't necessarily have to be winning and being able to differentiate fun and winning will help you enjoy the game more.
Otherwise, I would recommend SWF. If you had a good game with a couple randoms just add them. Even without coms, having reliable players will make your games more fun.
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You could give people old brand new parts and some survivors would still be allergic to gens.
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@CriticalWeasel said:
You... probably got unlucky with the teammates.
I usually get decent teammates every time.
It's 50/50 where it either goes well or not.
You overestimate grey and yellow rank players.
It's not unlucky. It's average.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890612#Comment_1890612
If the killer is using a vpn then yes. because that is the only way to get a ping high enough to do that.
Console Killers
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@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/1890106#Comment_1890106
Blacklist the programs used to achieve these filters
Good luck stopping people from cranking their monitors up to 100000% brightness.
This seems to be an issue caused by BHVR. If this PvP game wasn't so dark especially on certain maps, nobody would be changing their brightness. Keep the low brightness horror theme to PvE games.
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1883531#Comment_1883531
I black out every Huntress match because her lullaby actually distracts me so mfin hard dude, it's very possible! I only play as meg in her all pink outfit or with her cheetah top and pink skirt, so if you've encountered her in the wild, that was me lol :)!
@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1883544#Comment_1883544
What’s ya name and rank if we ever meet il make sure to signal it by spinning on you after I slug ya
I'm still waiting to get carried by meg in solo queue.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1882969#Comment_1882969
Friendly reminder. What happened to the Nurse when the devs said they were going to rework her add ons?
Pimped slapped with an unwanted CD, add ons completely suck and a plethora of bugs that have not been addressed for over a year. I don't want another repeat of that.
Friendly reminder that nurse is still the strongest killer in the game after her nerfs.
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Because the overlords at BHVR said so
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The sad truth about this game is that it gets worse as you reach higher levels of play.
Comp is a perfect example of this, where there is no killer diversity and the only viable strats are gen rushing, camping and tunneling.
So no, more good players does not mean a better game.
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404
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Cause he's mad.
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Play Nurse
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What's the point in giving the same response for the 100th time when the forums is the same 7 complaints being recycled over and over again?
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Delete them. Easy fix.
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I think exit gates are fine - but they should just reduce the RNG. Sometimes, the killer can see both exit gates easily, and other times they are literally across the map from each other and obstructed by 100000000 things.
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What was the point of urban evasion before the fixated buff?
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Just use whatever perks you want and ignore what other people say. And don't tell other people what perks they can and can't use.
It stands to reason that if you don't like certain players complaining about a certain behavior, others wouldn't like it if you did the same thing.
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Probably because DBD is one of the only games that rewards players for having laggy internet.
As for hit validation, I just think there hasn't been a consensus as to whether the system works as intended or not. I know - it's not supposed to be a magical fix, but would be interesting to see someone perform testing on the system.
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Leaked code from DBD's map balancing algorithm
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People also define SWF as any team they lose against.
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Hours and Rank? If you want to get better at looping, I would recommend holding shift for the entire game.
Overall, I think you played well, although would like to see a bit more footage in chases.
- You seem to understand basic looping mechanics well, and know the basics behind running generic tiles. However, I would challenge you to start looking a little more at looping from a macro sense. For example, at the ship, you waste the two resources really quickly and don't use any of the windows there. The ship is a really strong tile, and probably one of the only safe tiles on the swamp, you should conserve those pallets - even taking a hit early game because you have a medkit.
- Following up on the first point, know your strong tiles - you should always be trying to lead the killer to a strong tile, rather than going to the first loop you see. This requires more map knowledge and experience, but you will get there eventually. For example, at 9:53, you make a bad 360, take a hit and waste distance by running into a semi-deadzone. If trapper was good there, he could just trap the loop from the outside and you would be dead.
- While there wasn't much of an opportunity for this except for at ~10:00 where you run into the killer, what differentiates a good and bad looper is knowing when to walk / wait at a loop. If you have enough distance, there is no reason for you to be running where you lose LOS or vaulting when you don't have to.
- Hold W more often - if you have enough distance, run to the next loop
- You strafe a bit inefficiently by holding A or D for a little too long - causing you to zig zag. Practice looking forward and then quickly backwards while running in a completely straight line. Will help you in the long run. I have a habit of spamming D when I run which is inefficient pathing, but I don't hold the strafe keys for as long as you do
Disclaimer: I'm trash at DBD
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Just master nurse.
This post was sponsored by Nurse Gang.
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I think your premise is incorrect - that most players define winning as a 4K.
While DBD doesn't set clear guidelines as to what is a "win", I think most players will agree that a 3K is a win for the killer. Therefore, killers are still winning if they do not slug for the 4K. It is the killers prerogative if they want to slug, but nothing in the game is forcing them to as they have already won.
A easy solution would just be to give survivors a option to bleed out on the ground after a certain amount of time - while also reworking adepts.
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Community: WE WANT STATS NOW
*Devs release stats that does fit the narrative the community wants to hear*
Community:
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@SquirrelKnight said:
So they "fixed" it by making it useless at all points of the game. There fixed now NOONE can be challenged by it
Sounds more like an issue with your inability to apply pressure. I think it's pretty hard to deny the amount of value ruin gives when it's up.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1854228#Comment_1854228
I don't know what I'm saying. Sometimes you say something stupid while you're in a bad state of mind and you double down on it to form a facade of confidence. I wish I could take it all back. Thanks for your concern. It's just hard to be the better man sometimes. I'll try to stay the course once again.
It's hard to admit that. Props.
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Everyone is sleeping on blight. He is definitely the third strongest killer right now, and only behind spirit because he has bad maps.
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They should just rework autohaven to look like the old autohaven.
/s
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The Basement Hooks are granted the following bonuses:
- 3/6/9 % faster Entity progression.
- 5/10/15 % increased difficulty on escape attempts.
- 3/6/9 % increased penalty to escape fails.
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Just make sure nobody takes you seriously when you complain about toxicity again.
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So what happens when the idiots beat the killer?
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@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1851591#Comment_1851591
... So we both agree that Knock-Out is not overpowered and that there are stronger alternatives for slugging, so why is Knock-Out a problem?
It seems your interpretation of ruining the game for survivors is 4-man slugging, but Knock-Out has nothing to do with this. You can slug just as easily with Knock-Out as without it most times.
You could complain about instadowns or Infectious and I could maybe see where you are coming from, but even solos understand they need to walk around and pick up their buddies once everyone starts hitting the floor vs Knock-Out.
I've stated multiple times, that my problem with the perk is the use-case. While the perk itself may not be that strong, the only use-cases for the perk are inherently unfun for the other side and can be abused.
While there may be other perks that are good for slugging strategies, their use cases are not only to promote slugging. Infectious Fright gives a lot of information and can be used to counter flashlight users. Insta-downs allow killers to generate a lot of pressure and get quick downs. The only purpose of knock-out is to encourage killers to slug.
OoO is a perk that when un-abused and used in solo queue isn't that strong. In fact, the devs main justification for not nerfing it is because OoO users have a high death rate. So if it's not overpowered, and there are stronger alternatives for helping survivors survive, then why does most of the playerbase find OoO to be a problem?
Edit: I'll make one last point and will stop replying to this. What if there was a perk that changed flashlight blind delays from 1 second to half a second? It certainly wouldn't be overpowered, since it would encourage survivors to clump together and give killers free downs. It would still have a ton of counterplay, since a killer could just look at walls or bait a pickup and get a free hit. However - the only use-case of the perk would promote an unfun playstyle for the other side - and I would argue that a perk like this is problematic.
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@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1851534#Comment_1851534
You're talking about Knock-Out as if its this completely game altering perk that suddenly allows the killer to instantly slug all four survivors at 5 gens.
It does almost nothing most of the time. You would be much better off running Haunted Grounds or Infectious Fright to slug hard.
It doesn't - in fact, you may only be able to pull off slugging all four players one in every 5 games. However, that doesn't change that in the right circumstances against solos, you can completely ruin the game for them.
@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/1851545#Comment_1851545
But was it really a problem pre-rework?
You can say that, but that was never shown to be the case. The perk was underperforming and underused, that was the problem. Not that it was overperforming. The solution to that would be, even if redesigning so it's not awful to play against, making it have more use. Post rework, which intended to give it more use, it has far less use and the added effect of slow crawl speed does practically nothing.
If there's anything the devs have shown us with their methodology to balance, blindly looking at the performance of a perk without looking at the use-cases is bad practice. Otherwise, OoO should not be changed because it is "underperforming". I will agree that the rework was counterproductive and didn't bring the perk more use, however I have an issue with the base perk itself.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1851534#Comment_1851534
It would be useless on the twins anyway because no perk applies to victor once you use him
I was trying to convey that while this perk may sometimes be strategic for killers, all use cases of this perk promote a unfun playstyle for survivors and when abused a miserable experience no matter the killer.
You're definitely right though - if anything, ironically, the slug-only use-case would work on every killer except for the twins.
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You answered your own question. "With Twins being out, this perk would be pretty gross on them". It's not only gross on twins, but basically any killer that wants to abuse it against solos.
Have you ever played against a knockout killer that tries to get all survivors to bleed out?
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@Xpljesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1849493#Comment_1849493
Same take, I have atleast a 90% or so 4k rate and I don't even use ruin, undying or pop. People talking about balancing so the killer can win 'playing fair' and the likes, not camping/tunneling/slugging - they never seem to think that you are supposed to play like this and if the game were rebalanced in this manner, the 'sweaty' people playing in this manner would win super easily. I've not lost a game other than AFK Wraith in like 2 months now, although I'm not playing nearly as much as i used to since Chapter 18 was such a disappointment, shows the game is not so imbalanced if you're decent - reason I've not lost? Not went vs a good team in that timeframe, rank inflation just gradually gets worse, crossplay definitely lowered the level aswell, no idea who these people are claiming to often go vs good survs when it just never ever happens for me.
Now there is one streamer I see regularly claim to go vs 'the 1%' - nearly all players I see said streamer put in this category are anywhere from below average-average players in my view and are in most cases pretty bad and easy to beat, - now funnily enough, said streamer is clearly worse than me at the game and while above average, far from actually good, so the whole 'sweatsquad' and 'survivor sided game' thing could be due to perception from the player's ability, as the matchmaking system is so god awful you're basically able to play against literally everyone excluding mostly a protected rank 20-15 bracket
You mean the same streamer that only loses to four 1 Man SWFs?
My take on the game is that DBD rewards you for being good - especially on killer since you don't have to worry about teammates. There's no other PVP game where you can consistently have a 95%+ win rate, even if you're hard smurfing. At the end of the day, whether you're killer or survivor, this may make the game seem unbalanced if you are not "good", but a lot of perceived balance issues are actually due to players who lack skill getting screwed by matchmaking.
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This is the exact reason why the devs don't release detailed stats. Because every time stats come out, people will either make excuses or find every reason under the sun to justify it if it doesn't fit their narrative.
For the record, stats should not be blindly followed, like what happened with the whole OoO thing. However, it should be one of the many data points used to make informed decisions about game balance.
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Play how you like. Running strong things is perfectly fine if you want to win. But stop trying to justify it to yourself and others.
It's easy to see why people don't like playing against R/U just like why people don't like playing against DS/UB. But don't make up reasons to tell others why they should like it.
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People often argue that pre-cleansing 5 totems is a good way to counter NOED, however it's equivalent to throwing the game if you're against a killer of the same skill level. Put another way, if there was a perk that made it so exit gates could not be powered until 5 totems were cleansed, it would hands down be the strongest perk in the game and extremely overpowered.
That being said, NOED itself isn't really overpowered. It's just frustrating. I would tune the movement speed so it still requires a bit of skill to run. Since the current iteration gives you permanant bloodlust tier 1 and allows killers to hold W without much thought.
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You could delete every survivor perk and people will still complain about survivor bias.
On the flip side, you could delete every M2 killer and people will still complain about boring killers.
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Selfcare itself isn't as bad as people make it out to be.
However, the problem is that it's usually used by players that lack game sense - who will often run to the corner of the map whenever they get injured to self care. This creates pressure and slows objectives for the other 3 players on the team.
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In my opinion, it's the killer's last chance. Just like the hatch is the survivor's last chance.
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Are you the type that blames others when you die with 3K points?
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@SnakeSound222 said:
It isn’t always Survivors trying to conserve pallets unfortunately. Sometimes you’ll run into toxic Survivors who correctly guess that you’re doing a challenge and they’ll refuse to drop pallets. I’ve had Survivors run through a pallet with me breathing down their neck and they refuse to drop it or only use windows. They’d rather die than give me progress towards my challenge.
That doesn't make any sense.
If the killer is close enough to hit you through a pallet drop, the optimal play is to not drop the pallet and take the hit. It's playing smart. That's like saying, if I have a stun challenge and the killer sees me jump in a locker but doesn't let me head on them, they are purposely preventing me from progressing my challenge.
You're not always the victim of someone going out of their way to get you.
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How can you hate Feng Min. She's so cute.
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Killers shouldn't be able to see names and what survivors bring into the game - especially after they nerf keys.
Last second switching is just something used to circumvent a bad lobby mechanic implemented by BHVR.
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Didn't know the killer was a hot potato.




