lucid4444
lucid4444
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I like Myers more, even though statistically he's not as good. Ghostface's gameplay is SO boring IMO- too often just an M1 killer, you're constantly getting revealed against good/swf players. Sure you can get some stalks in, but they're few and far between- more often during the game you'll tier up as Myers and it's fun to run around in god-mode.
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@Kilmeran said:
So, couple years ago, I purchased DbD due to Myers. Of all the slasher Icons I grew-up on, he was always my favorite. I put him down in early to mid 2019 due to burnout and moved on to other killers.
Anyway, been trying to pick him up again and having a lot of trouble getting any type of pressure or even a snowball effect (Purple rank survivors).
Any tips from current mains out there? Because at this point, I'm about to shove him into the toy box and just play Ghostface.
"lot of trouble getting any kind of pressure or even a snowball effect"
Get lucky and play against bad survivors.
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Yeah it's fixed in the PTB. I'm a masochist so I keep playing him
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"The excuse you stated for them would apply to any and all video games that use such numbers. What's a 4% Stamina buff in WoW mean? What's 12% Haste? How about 7% Mastery? To some: not much. To some others, a very valuable benchmark on item viability."
Yeah exactly, and it's not an excuse but a reason- very much intended. Imagine if they let you see the % if you change a setting, but the default is to say "slightly increase your movement speed". The new player knows exactly that it's just a small movement speed buff. This system DBD uses reduces confusion for NEW players but fails to inform the other players.
"Put the numbers in and let those that want to understand that stuff utilize it, same as other games."
I'm agreeing with you....
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@Nova_Terra said:
https://forum.deadbydaylight.com/en/discussion/comment/1586433#Comment_1586433
It's not what they said at all. The fact of the matter is it's an unfortunate consequence of the system. However- it's designed to get you placed back into where you need to be quicker.
For example- I was a rank 20 killer after taking a 5 month break. I slaughtered like my first 10 games and was very quickly purple ranks. It's alot easier to pip and rank up between rank 20-10 then 10-1.
But why does it need to be? Given your example, a bracket system would work great. You are a veteran player that knows the game, but given the time lost, you've dropped in your MMR. That's no problem, because you haven't forgotten everything. You're matched with the lowest ranked players at Devotion X and if you're a god player then your MMR will increase as it should. But at no point are you smashing brand new survivors who don't know what a pallet is.
In this new system, you're just where you're at now. Currently you were at rank 20 but you're not a rank 20 player. With the new system, you're at 0 MMR but you're not a 0 MMR player. You'll be matched with random MMR players to get a baseline of your skill. That might work out OK given that you know the game, but what about the brand new 0 MMR players?
They'll be completely lost, with the system throwing them into games with veterans who will stomp them. How many games will it take to "sort it out" and just get them to play other noobies? Who knows. How many games like that before they quit?
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1586351#Comment_1586351
MMR systems deal with new players in the system by allowing their rating to change swiftly during early games. So what you're talking about is already built into the system. I guess you could say that part of the system takes into account play time, but only relative to the number of games since MMR got turned on. It doesn't care about anything from before that time because the number of games it takes for MMR to settle is small.
It's a huge complicated subject. I recommend reading about these systems as they're actually really interesting. Like what happens to such a system when there aren't new players coming in. What if there are a ton of new players? Can someone abuse the system? In the case of that last one, the answer is YES. https://en.wikipedia.org/wiki/Cheating_in_chess#Rating_manipulation
So you really think it's OK that brand new players will be facing 4000 hour veterans? As a gauge of skill? I'm just baffled by the idea that you think someone can pick up DBD today and by tomorrow be as good as someone who played since January.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1585995#Comment_1585995
I understand what you're saying, but displaying the numbers are more preferable than simply trying to summarize everything in one word, especially considering that add-ons stack on top of one another. Do two slightly defined add-ons equal one moderately defined add on? No one knows because the game doesn't tell you.
For veterans, yes it is preferable. A noob won't understand if 5% of something is a lot or a little. That's why I suggested an option to toggle them
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/1586101#Comment_1586101
I should lose but I get a free escape by hatch or 2 too far away door most of time.
Right, is that more fun than standing still or hiding?
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/1586081#Comment_1586081
I am a red rank solo survivor.
and in my experience
in the most of time the hatch is for the most potato guy who hide whole game to escape.
seeing the trollingest guy escape did not make the game funnier.
What do you do when you're the last player and there's multiple gens to do?
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/1586044#Comment_1586044
well
i mean DBD's survivor is a team game.
if you got 4 potatoes teammate in LOL you lose.
Same to dbd.
futhermore you don't need to escape to get pip.
so even you been killed by your teammate oftenly.
with the time pass you would still rank up to match with not potatoes teammate.
killer should not been punish because your team is suck.
play a game as a survivor and you'll see why hatch exists. If you don't want to - imagine your 3 teammates died and there's 3 gens left. Like you said "you lose". But what do you do? Stand still and wait to die? That's boring and stupid, and if that happened often you wouldn't bother playing survivor. Hide and seek with the killer? That's boring and stupid for them, just walking over the entire map checking lockers. Solution? Hatch. It's exciting for both players. You're not punished if a survivor finds the hatch - you still won per your definition.
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Only thing I've noticed is that console players don't use offerings as much, or if they do they use map offerings. That's most likely just anecdotal evidence though
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@Almo said:
I'll just give you one example. I came across a LoL player with 5000 games. He was Bronze 4, which at the time was only one rank above the very bottom. This guy has no business being put in matches any higher than Bronze 4 despite having multiple thousands of hours in the game.
Yes it's only one datapoint, but it illustrates the problem. Playtime cannot be used for matchmaking. Matchmaking is never going to be exact, but playtime just doesn't indicate anything useful about a player in that regard.
Yeah I'd agree that's one datapoint, and can be explained in a number of ways. My first guess is that they were smurfing to lower their rank. Another is that they had someone else play on or buy their account.
Let's say he's a genuine player- how can someone do something for 5000 hours and not improve at all? I find it backwards to design a system around those anomalies instead of the vast majority of players. Bad players should play against bad players of similar game-experience, the bracket system would ensure this as well as stop smurfing (to an extent). My whole point is that there needs to be a baseline level of knowledge before you can gauge their skill. Most popular games can ignore this as skills transfer over - so anyone who has played an FPS (which is almost everyone) has that baseline already.
What popular games are like Dead By Daylight? It's unique. Therefore every player needs to learn the baseline for the very first time, so it takes a long time before their skill can actually shine.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1585908#Comment_1585908
Sadly, they aren't wrong. That actually was one of their stated reasons. Along with: it would confuse players. Because apparently they feel that their player base is stupid and has never handled numbers in video games before.
It's not that they think people are stupid or can't understand what numbers mean, but rather that it's information overload. You have to have a drip of information for the player otherwise they're going to get overwhelmed and not remember anything. It's like when you're explaining a board game for the first time. You start with the basics and rules, then get into the advanced stuff later. If you start explaining every edge case and exceptions to rules you'll just burn-out the new player.
Another thing is that they won't know how good it is. Say it's a killer add-on that just gives you 5% movement speed increase at all times. Veterans will drool at this, that's absolutely insane. But if you just started playing.. that seems low. They might be used to DOTA where that % increase isn't a lot. And on the other hand, the Rat's Tail add-on gives a 50% increase in speed for opening portals, which seems insane when you don't know the Demogorgon that well.. so the "slightly" gives an indication that this isn't that great.
Figuring out what's good and bad is a key part of learning how to play the game. The easy solution to this is to have the ALT key show the actual numbers, so you can understand exactly what the thing does when you understand the game first.
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@Almo said:
Playtime is a poor indicator of how well someone plays. Different people have vastly different amounts of effort they're willing to put in to get better at a game. Once a person is past that point, their ability at the game increases very slowly with further playtime.
Couldn't disagree more.
This game's skill floor and ceiling are much more like an RPG or MOBA than any other kind of game. Information is king, and there's a lot to learn as a new player. Nothing is explained in-game and advanced tactics take a long time to learn and even longer to master. It's not an FPS where someone can jump from playing Counter-Strike to Overwatch and roughly keep that skill level. That's what placement matches are good for. A game like DBD is entirely unique, there's almost no crossover (apart from Deathslinger?).
A player who plays for <20 hours will NEVER be as good as someone who has 100+ hours. You can't say the same for FPS or Fighting games, which is why placements for rank work so well.
As people sometimes say "rank doesn't matter, it's not an indication of skill but rather time played". True, the ranking doesn't match up like other games, but I would say that time played is an indication of skill.
My idea:
Devotion should bracket players off into... brackets. New players should play with new players, and veterans should play with veterans- this was shouted from every rooftop during the MMR fiasco. Yes at a certain point the difference between a 1000 hour player and 1250 hour player isn't as large as 0 to 250, and we don't want people to have super long loading times.. so at a certain point everyone will be in the final bracket.
For example:
0-50 hours | 50-100 hours | 100-200 hours | 200+
Wherever that corresponds to devotion of course, not idle gametime played. If noobies are partied with someone above their bracket, they're going to get a killer that's on the highest bracket.
Only AFTER you get to the final bracket does your MMR kick in. This is when your individual skill will shine and put you with appropriate players. That is, of course, you even want an MMR in the first place.
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@SkeletalElite said:
It takes deathslinger like 5-10 frames to aim and like another 5-10 frames for the spear to travel. That's like 1/4-1/3 of a second to react. Around 100 ping that's about 1/10 second of delay from latency leaving you around 200 miliseconds to react. Consider average human reaction time about 250 miliseconds with extremely fast times being closer 200 miliseconds, it is mathmatically impossible to avoid a deathslinger spear. The only thing you can do is try to break line of sight at all times, but that is practically impossible. It's pretty much the definition of no counterplay.
Bad deathslingers are what make people think he has counterplay because the deathslinger misses their shot when the survivor jukes but it's literally just guessing, there is no cooldown or slowdown to faking shooting so you just have to guess when he'll shoot and even then a good enough aim can hit anyways. Your brain isn't a supercomputer that can analyze the situation and guess when a skilled deathslinger is going to fake or shoot with relatively high accuracy.
And even in the event you do manage to play in some way that prevents him from shooting you, it's either doing 1 of 2 things. 1) just endlessly blocking line of sight on 1 object and eating m1 hits (not effective) or 2) Throwing pallets extremely early so the deathslinger has no chance to use his power as anti looping (boring for both players)
No counterplay in this case does not mean unbeatable, a team doing their gens fast enough and using strategy 2 can easily beat a deathslinger, but it's not about win or lose. It's about how fun it is to play against him, and simple fact of the matter is that it isn't fun.
Do you duck and weave in first person shooters? Do you predict attacks in fighting games?
come on.
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Some of your post suggests you're trying to play Hide and Seek when the game is Freeze Tag
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1576039#Comment_1576039
I don't remember the exact number but it was green and I'm always around 20-50 tops
Looks like the change isn't working properly then. The way they described it was that the laggier player will always lose
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what was your ping?
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I do the same. Any time a survivor gets screwed because of some game-breaking glitch I just throw the match or try to restart it.
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These would be great changes!
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1573344#Comment_1573344
Oh!... That could work i think?
what is the challenge exactly? I'm not at my home computer
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Hitting them and hooking them causes them to scream, no?
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Confirmation bias.
As soon as you get matched with someone doing something you don't like, you look at their icon and say "HA I KNEW IT!! THEY'RE ALL THE SAME!" and ignore the matches where that didn't happen.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1570199#Comment_1570199
just because everyone uses it doesn't mean we should loss the extra BP we get from it the perk is good because this game so grindy with out it we have to hope for double PB event happening more offend which they don't now.
your compensate for this wont help the way to many perk in the game and the no characters has 3 good perks some have 1 or 2 some don't work together them start 3 perks starting at Tier 3 wont help.
I think a perks ubiquity is a reason for it to be changed. The tier change is massive and I think you're underrating it. By the time you're 30 you'll have all universal perks, and it'll take only a few bloodwebs to find the perk that you want on the killer you want. This is like giving players an extra 50-100k BP every round.
But you've got a point - maybe we should also shift the teachables to 25-30-35 or even lower
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/184906/dream-patch-notes
Aside from removing extra BP from certain perks, I like these ideas.
I'm not sure about the keys and hatch idea though, but I guess if this was a thing, it would actually have a cool little animation with the survivor trying to unlock the hatch.
The Spirit idea made me laugh. #RemoveSpirit
And, well, some people might hate me for this but... #RemoveLegion
yeah I figured people would balk at the idea of removing the extra BP perks, but my reasoning is in the comments above. Thanks for taking the time.
also, Legion? Gasp! (he can be annoying to play against tho lol)
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@NekoGamerX said:
I don't like the BBQ and Chili - no longer gives extra BP why get rid of that?
Because literally every killer uses it. The only reason they don't is because: they're P3 on every character or essentially maxed out on BP.. OR they just don't have the perk available.
To compensate for this - every perk outside the 3 you start with starts at Tier 3. This cuts down the grind tremendously as it's easy to get a character to 30-35-40 but you're going to be going through MANY level 50 bloodwebs to get the perks you actually want.
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@NoRage said:
https://forum.deadbydaylight.com/en/discussion/comment/1566550#Comment_1566550
Sorry i don't feed the trolls.
Honestly I have no clue what you're talking about, as far as I can see no one in this thread is trolling
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1569857#Comment_1569857
I'm not butthurt, it didn't happen to me. I'm simply asking a question because if a survivor does anything similar, they're crucified by the killer community?
K and you're doing the same thing? Whining about one player's BM?
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1569827#Comment_1569827
It counts but the general counterplay falls short to actually really helping the chase. Pre dropping only works on long loops if the slinger let's you make it to the pallet that is.
Sure you can't ALWAYS pre-drop the pallet, it depends on the scenario you're in, and that's quite often the case. People that tend to greed pallets get shot, and people out in the open get shot. Do you agree on the other points?
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1569783#Comment_1569783
Except I disagree the counterplay is always general counterplay I'm looking for specific counterplay which there is none. And even then holding w can be countered by leaving the survivor or a good slinger sniping you.
The only real general counterplay is genrush which is universally hated on. Killers shame survivors (not all) for doing gens while actively not pressuring them.
Pre-throwing pallets, guessing, juking, breaking LoS, and for DS specifically also positioning to make sure there's objects in the way
and like you said, the "general counterplay" - which counts btw
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Scott admits that there is counterplay to them, it's just boring.
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@ScottJund said:
ffs this is the third post about this video, so fine.
0-10s: Spends the first seconds of the match checking gens right next to him where it is impossible for survivors to spawn. Could have saved several seconds cutting away from this useless area.
23s: Swings at Sprint Burst. Common mistake, we all do it sometimes.
1:20: Doubles back too early giving the survivor a free fake.
1:38: Wastes a lot of time taking the survivor to the basement when there was a hook extremely close to the downed survivor. Does nothing with the basement pressure so its pure wasted time.
1:58: Extremely bad move. Goes to the edge of the map to kick a generator, leaving the entire rest of the map unpressured. The temptation to Pop generators ruins a lot of killer's momentum.
During this entire time, he has not left the vicinity of the shack for the entire match.
2:10-2:30: Just walks around the shack doing nothing.
2:34: Instead of the free down on Billy, he wastes his power on hitting a survivor with Borrowed Time.
2:52: Has more than half his power and chooses to pick up the survivor instead of doing the thing Oni does best - snowballing.
2:59: Again wastes more time putting a survivor in the basement to do nothing with it.
As of 3:30 he has still not left the vicinity of the shack for the entire match.
4th gen pops at 3:37 and he doesn't understand how only two hooks and staying in this same spot let this happen.
Thanks for summing it up. I used to defend Tru3 on most of his claims, but this was just a bad game played by him - and bad games should be lost to good players.
Another thing to mention is that he basically played perkless this game. BBQ was used effectively 0 times- after a hook he went across the map to smack a gen, not chase survivors.. Monitor/Abuse + Infectious, the main combo for Oni, was used like, one time and only to get an M1. I was so confused when I saw him pick up survivors when he has his power ready and someone screamed... He's got a slug build, but doesn't slug. And lastly - pop goes the weasel just made him tunnel on getting a generator damage in ASAP, not realizing that it's actually costing him time. 25% of a gen vs ~20-25 seconds with 3 players on gens. You should only do that if you're already enraged with Oni so it doesn't take any time at all to cross the map and scare off survivors in the process
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Huh? You got caught hacking or something? What's the story?
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1560177#Comment_1560177
Corrupt doesn't actually give you any early game benefit really unless you need setup time I.E. trapper, hag, pyramid head etc. If you run any hex perks you rely on then it actually hurts you. Most survivors don't filter to the non blocked gens, they find totems and chests because it's relatively safe to do so. I don't see many uses for the deathslinger. That's just my opinion.
Edit. My bad I thought this was a deathslinger thread. So corrupt is valid for many other killers.
Them doing chests or totems is them not doing gens. Deathslinger needs all the gen pressure he can get, and this will often waste a lot of time for the survivors. It also flushes them out into the open, and makes the available game field much smaller - something you need as a 110 killer
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@nicknack said:
One thing that annoys me. Why take away the bp bonus from wglf? It required somewhat skillfull play to get and why not just add the effect onto it but not get a token for activating it?
Sorry I didn't put in that the token system is still there. You can use up a token to remove some exhaustion. So you can either use it right away in a pinch, or save up a few tokens to make a flashy play of using Dead Hard twice in a row or something
@Axe said:
This patch sounds both good and awful at the same time
No BP on WGLF and BBQ? I love grinding haha /s
Object sounds next to useless, they are supposed to balance and rework perks not kill them. (sorry otz but this aint it chief)
why remove perks instead of reworking them? (monstrous shrine)
What would be the point of iron will if no mither does the same thing?
"Players that are playing SWF are shown connected at the end game screen, and player's console are shown instead of a Globe" ah yes lets encourage lobby dodge even more
Keys can open hatch and give survivors free escape but you still want to remove moris?
I can almost agree on pretty much everything else
The grind will be significantly less due to the fact that every perk besides the 3 you start with are always Tier 3 in the bloodweb. Once you find a perk you like, you've got it tier 3. Currently there's no reason to NOT use BBQ unless you've got all the perks you want, which takes FOREVER.
The idea of Monstrous Shrine is problematic to start with- what playstyle are you promoting exactly? It's similar to Insidious- if makes a basement camping build good then people will do it. I can find people (including myself) who can justify camping, but it's not interesting to play against a basement camper. It's also an inherently RNG perk due to how the map spawns and you're not always close enough to the basement when you get a down. That said if someone has a good idea I'd like to hear it - but for now It's not worth the space in the game.
Iron will doesn't make you injured and broken.
You can't dodge a lobby at the end of the game.. the game is over
Keys - yes. They only get to escape, so if you want your team to all escape they all need to bring purple keys, and it takes time for all of them to open the hatch with the key.
@NoRage said:
I laughed about giving survivors % repairing .
Do you think it should be more %?
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@voorheesgt said:
In build 1 replace curupt intervention with thanatophobia. It won't slow match early but it will slow it permanently after a couple hits...
Early game is the most important part for a killer, the survivors are at their strongest and you have zero pressure.
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Kinda tricky questions to answer with satisfying answers
- as fast as possible.
- there's too many factors to say without raw data
- if they are equally skilled, the original locations of the survivor and the layouts, including how many pallets are left
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Google ways to deal with "tilt". There's a wealth of resources out there to help you calm down. Here's some things i do when I get on tilt
- take a break, either from the specific killer, move to survivor, another game, or just the computer. You just need to disconnect because you're stuck in a loop, and the only way out is to physically do something different
- compliment the opponents. When you get outplayed, even the slightest bit, remark to yourself that this player is good. It sets up your mind to deal with the fact that - hey these guys are good, maybe better than me, and it's OK if I lost, that's expected. If you're 100% convinced these players are trash and you're SUPPOSED to win, it's going to feel like everything is unfair
- vent to a friend. Pretty obvious, and you're doing it here! :)
- remember it's just a game. I know, I know, but really it works. Rank doesn't mean anything. You can't lose bloodpoints. You lose exactly nothing for playing the game and losing... in fact losing is the BEST tool to learn, which leads me to
- record the match. Seriously it might be annoying or time consuming to rewatch what you just did, but when you're sitting back you can observe more - "oh i didn't even see that guy" "yeah i shouldn't have kept chasing that guy, he was too far" "i should've committed to that chase, he had a medkit.. probably healed right after" etc.
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First sounds OP but then like you said it would be niche. Only problem is ..... Spirit
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1553162#Comment_1553162
This would make the DC for hatch discussions explode even more since now even the Mori animation would be more than often denied.
Well once the DC hack has been fixed, there will be penalties again. Who is to say that you'll get mori'd? I'd rather have the hook points most of the time.
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Mori fix: remove them
Yellow mori is basekit
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I'd add more bottles that he can either swap between or enable via add-ons. Maybe bottles that don't break at all so there's no cloud, but if you get a direct hit then they're slowed even more. Or a cloud that speeds up everyone, so you throw it on yourself.. idk
I think he just needs variety. He's just a guy that runs at you and throws bottles, sometimes he has a pinky that lets him insta-down.
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Like the other people said, it's a temporary headache. The devs know it's a big issue
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@Quake said:
https://forum.deadbydaylight.com/en/discussion/comment/1548051#Comment_1548051
I am not trying to troll the forums,i am just curious as to why they haven't reworked shelter woods yet.After all fair is fair right?
same reason why they haven't added a practice mode, more maps, more killers, bots to replace d/c players, new graphics, new sounds, new animations, etc. etc.
Different priorities at different times.
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"THE GAME IS MORE BALANCED NOW TOWARDS KILLERS"
What do you mean by that? As far as I can tell, this game is balanced towards green/purple rank players that are all playing solo. Lower on ranks, killer dominates. Higher ranks, survivors do.
And what does this have to do with Balanced Landing?
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@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1491172#Comment_1491172
also need to rework ds again if this should happen otherwise its braindead autoinclude in all builds (like it is now with unbreakable lol)
Yeah DS would need a rework, but I mean nearly everyone is saying that. It's flawed from the start imo
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I prefer this one
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1545921#Comment_1545921
This can't be just it. Why is it fun? Elaborate. Do you main Killer, or Survivor? Do you escape every time you play as a Survivor, or do you always get 4k's as a Killer? Do you have 1000+ hours in the game?
It's a fun game. It's fun to save people under the nose of the killer, to get chased, to survive (or die) at the last minute. It's fun to chase people and hook them, landing skillshots and guessing correctly on a loop. Every game is different- there's variety of maps, tiles, killers, perks, teammates, opponents, etc.
I play both about the same amount. I don't need to escape or 4k to get enjoyment in the game, that mentality will just lead yourself to frustration. I've got almost 200 hours I think.
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It'd be cool if console players had a chat wheel option or something. Or just an option to tell everyone "gg"
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/1545441#Comment_1545441
The same thing happens to me after holding M2 with Hillbilly, also a bar appears on the screen..
sounds like a bug tbh
