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miaasma

miaasma

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miaasma
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  • killing 4 can also mean the survivors threw. why should you rank up for that? if the end of the game is more a result of survivor incompetence than your own competence then it doesn't make sense to reward you for it; they'll rank down, but you shouldn't rank up

    if BHVR is trying to implement a rank system in which your rank actually reflects your own skill, then it doesn't make sense to rank you up for games you didn't even really win for yourself. games like those would just bloat your rank

    killing everyone at rank 10 should almost never black pip you. the only way i can think of that happening is if you just 1 hooked everyone

  • i'm sorry but if you're 4king and barely black pipping at green ranks it's on you lol

    like yeah the emblem system is garbage but that only really applies to purple/red ranks

  • fix map design and survivors will actually have to be good in order to run you for extended periods of time rather than the map just winning the game for them (see: Ormond)

    reduce map size so that less mobile killers don't get screwed over disproportionately

  • @Blueberry said:

    Windows are still stronger than they should be

    prayer beads are fine though

  • it's definitely a problem regarding bloodlust. i understand wanting less safe loops but the problem with unsafe loops is that they aren't "mindgameable" because bloodlust exists, and currently every unsafe loop can be reliably bloodlusted to the point at which player skill stops being a factor. they've needed to take a look at bloodlust for a while now, i just hope this change makes it their focus

  • map design is sort of a universal problem right now, huntress is just disproportionately affected by it. BHVR seems to want to fill their maps with more "stuff" to increase their aesthetic value but this unfortunately undermines huntress's ability to do well on these maps (and hampers other killers too)

  • why are there like 3 threads on the same page about this perk

  • take care i enjoyed our discussions

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/545330#Comment_545330

    Your argument that the killers pressure is stopping you from doing totems is not a strong one. There are 4 survivors and at least 1 of them can do a totem when they come across them. Your argument only holds in the scenario that you are expected to cleanse all 5 totems while your teammates do nothing which can happen in solo q but that isn't the perks fault.

    There is barely any pressure from the killer at the start of the game so you can usually get a free totem there, if ruin is being used, that will eventually go anyway which already leaves behind 3 totems. I wasn't saying that getting chased and doing gens is incompetent of survivors but rather purposefully ignoring the totem next to the gen they are repairing.

    I understand where you are coming from, it is difficult for one survivor to cleanse 5 totems but 4 survivors cleansing 4 totems?...not so much

    in what way is pressure stopping people from looking for 5 totems on top of getting 5 generators done (as well as doing other objectives like going for hook saves) not a strong one? if a killer is putting out enough pressure to make people need to stay on generators in order to win, going out of your way to look for totems is seldom an option

    most of the time spent in getting totems cleansed isn't the actual cleansing, but the locating. on large maps like grim pantry where totems can spawn literally anywhere along the edge of the map, going out of your way to find 5 totems while the rest of your team effectively plays 3v1 can easily spell out a loss. and everyone looking for totems out of the way of generators slows down the game more than ruin does

    you are really underplaying the time investment going for 5 totems requires for a team that isn't communicating. getting a totem at the beginning is easy, getting a totem when someone's in struggle phase on a hook and another person is being chased is throwing the game. against a competent killer you simply won't reliably have the time to look at every potential totem spot

    again, the way i counterplay noed is i look for the totem after it's activated, or even before it's activated i'll look at the totems i saw throughout the game to see if any are lit. it results in much less time wasted and as long as the gates aren't open you aren't on a strict time limit anymore unless someone's dying on a hook. but just because something can be counterplayed does not mean it's healthy for the game; note that i don't think noed is "overpowered", i just think it's an unhealthy perk

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/545562#Comment_545562

    I would beg to differ.

    The added communications causes a boosting factor that further devalues the already problematic ranking system. Survivors that don't belong in certain ranks manage to get there by getting additional information.

    Also, I would disagree that it doesn't make a difference. Any kind of extra information will always benefit a player that isn't receiving any at all. Of course if you get 4 pros that are all solos that understand the basic gameplan, it won't matter as much in terms of who wins or not. But to say that giving them more information wouldn't make their game easier is a little strange.

    And if you wanna bring up stuff that is "always meant to be in the game" then I'll point out that later on in the roadmap, they plan to make some kind of meaningful addition to Ranked games in order to, presumably, push players to improve their gameplay for cosmetic items.

    I would also like to point out that I believe early on the forums around when SWF was put in, someone mentioned they planned to make it balanced somehow, but put it in due to player demand and never got the ability to balance it.

    So sooner or later, they are going to have to address this SWF issue regardless of what anyone's stance on this is.

    So it's better to find solutions sooner.

    i mean i won't say 4 people communicating doesn't make the game a little easier, but i would say that the overall impact it has on the game is dramatically overblown. even knowing where the killer is at all times doesn't really help you unless you're someone who urban evades away and hides in advance. people being in a swf group only really comes into play when it comes to altruism, and that is something the killer can exploit pretty well

    bad players in a swf don't benefit much from communication, and good players in a swf don't need it anyway. a lot of killers just use it as a scapegoat for why they lose (see: every time i've been accused of being in a swf when i'm solo queueing)

  • @prof_teabagger said:

    https://forum.deadbydaylight.com/en/discussion/comment/545558#Comment_545558

    So bhvr isn't paying their workers now, is it that what you try to say? Each worker they add for making cosmetics has to get payed. That's an investment. And their budget is limited. Soooo, they invested into to many workers doing cosmetics and not enough for bug fixing. I mean, it's simple 1+1, do you really not get that?

    this is literal hot air

    no one in this thread is aware of how BHVR allocates funds for their teams

    the "stop releasing cosmetics and start fixing your game" viewpoint is stupid

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/544728#Comment_544728

    He ment "baby" as in "new". As for the rest of this nonsense, if you want a good character, grind or GTFO. This is the same lazy crap I see in literally EVERY THREAD. You're playing a game ment to be difficult. The devs aren't here to hold your hand.

    a lot of people don't have tons and tons of time to devote to building their characters

    just because i have all of my survivors p3 50 doesn't mean everyone else has the time to do that stuff. this game's grind is incredibly daunting for newer players and it only gets larger each patch

  • one issue i've noticed with fast vaults is that when a window has a wall directly in front of it (a window on an inner wall of a 4lane, for example), it seems to disrupt the momentum after the vault and get you hit when it doesn't seem like you should

  • probably iron will since i play with my ears a lot

    balanced landing is terrible to play against on a lot of maps

    unbreakable can screw you over when you slug a lot

    dead hard can definitely be obnoxious if it's used for distance to a pallet or window, though this can be counterplayed in most cases (but not all) so it's not a huge deal

    sprint burst is actually really annoying when it's used by a good player but that's rare

  • @weirdkid5 said:

    https://youtu.be/YH5jhyU6GjU

    Just gonna throw this here.

    For the people who said they always planned SWF, this video directly contradicts that. As Cote states, the game was always balanced around the lack of communication and lack of information.

    When you play with voice comms, you break the balance.

    @Visionmaker no, I don't want voice chat in this game. Part of the reason I bought it Day 1 was the appeal of playing solo, and everyone else was on the same field as me. This game would need a complete rehauling from the ground up to fix this issue. Anything else is just a bandaid fix. This is why we need two queues.

    This game will never be balanced until SWF is addressed.

    fairly certain the devs (i think it was mclean?) have explicitly stated that SWF was always going to be part of the game, they just had to decide which mode (SWF or KYF) to put in first, and KYF was chosen. no amount of theorizing really matters at this point. it was always going to be in the game

    the difference between 4 good survivors and 4 good survivors in voice chat is minimal. short of OoO use in a group, swf doesn't really matter

  • @prof_teabagger said:

    https://forum.deadbydaylight.com/en/discussion/comment/545342#Comment_545342

    You are right but wrong at the same time. Indirectly it has to do with eachother because clearly bhvr is investing more money into people for cosmetics than actually for coding and bug fixing. And since bhvr has limited budget it's obviously wrong what they do.

    uh, no. bhvr isn't "investing" anything into its cosmetics team that is taking anything away from its bug fixing team. none of us are privy to what the cosmetics team consists of vs the team that handles coding and bug fixes. they're two completely separate teams composed of people with different sets of skills and neither is receiving attention that takes away from the other. if you have an issue with the people currently responsible for the number of bugs in the game (and it's understandable that you do), complaining about the cosmetics team is the least sensible thing you could possibly do

  • i mostly agree with your list but you seriously undervalue hag. she has some of the best snowball potential and she isn't really loopable

  • this is cynical nonsense

    few people "care" about the fun of random people in this game, and that applies to both survivors and killers

    personally i tailor how i play based on the killer i'm against. if the killer isn't doing anything explicitly scummy then i respond by avoiding unfair structures (like the asylum or the ironworks window) and not doing anything stereotypically bm. and if they have a bad game i'll give them a hook or let them kill me

    i'm here to have fun and attempt to win but i'm not interested in making someone else's experience miserable. stomping all over a killer isn't fun and i try to be a fun survivor to encounter in-game

  • do you guys not have more than one friend

  • there's no way you can be this naive

    they have different teams working on cosmetics and bug fixes. neither has anything to do with the other

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/545264#Comment_545264

    Only a handful of killers can apply pressure to all the survivors, the rest not so much. If that was the case you wouldn't be able to do gens let alone totems. Apart from hex totems, the killer does not know the locations of totems so is less likely to find you on a totem than a gen.

    It is a perk that can be countered without the use of perks but they help alot. The main reason noed is so effective is purely because of incompetent survivors.

    Just as you mentioned you can take note of a few totems, cleanse the rest then come back end game to check the remaining totems.

    The whole "cleanse totems" or "use perks" are examples for the argument. The argument is simply that it can be countered and that reason alone is what makes the perk ok.

    my argument is that it cannot feasibly be countered in normal solo queue games, and not being able to cleanse 5 scattered totems around a large map while also doing gens, going for saves and getting chased isn't a sign of incompetence, it's a sign of competence on the part of the killer. any killer, even without the top 3-4 killers, can spread pressure to the point of necessitating staying on gens. looking for and cleansing 5 totems wastes a tremendous amount of time and people (largely killer mains) really love to underplay it in order to highlight how "counterable" noed is, ignoring whether or not people are generally in any position to counter it. it's a hypothetical counter at most

    @BunnyTheHutt they are poor arguments. every game you know there may be a spirit, that doesn't mean you should have to bring iron will. every game you know there may be a nurse, that doesn't mean you should have to throw a lery's offering. perks (and everything else) should be counterable with gameplay, not other perks and items, so "use x item" or "use x perk" isn't really fair, especially for newer players who may not have maps or small game on their characters

    "cleanse the totems" is a legitimate counter to noed, it's just up for debate whether or not people can reasonably expected to get 5 totems in a game that isn't extremely one sided since looking for 5 totems as a solo queue player takes up a huge chunk of time. someone looking for totems isn't doing anything else, and if everyone's looking for totems to counter noed then gen progress slows to a crawl

  • the fact that they didn't examine protection hits when they changed the perk was short-sighted. we already knew they didn't work properly when half the time they don't give you WGLF stacks

  • @Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/545205#Comment_545205

    Then it will nerf killers that good at tunneling. And wont do anything to Hag

    i mean hag (without mint rag) is counterable by just crouching to the hook, and "nerfing killers that are good at tunneling" doesn't seem like something i should care about. the entire point of BT is to counter tunneling and camping. someone's equipping a perk to counter a scummy playstyle that you can very easily just not engage in

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/545145#Comment_545145

    If every survivor does a totem when they see one, noed would take care of it self. I get that you can have incompetent teammates but the killer shouldn't be punished for it. There are also perks and items that can speed up the process of looking for totems such as small game or a map etc. If a perk has counterplay than it is ok and it goes for all perks whether it belongs to killer or survivor.

    solo queue isn't coordinated, by definition. a killer who applies pressure properly won't give you time to go looking for totems, and it becomes even harder when none of you know how many totems have been done

    i'm not saying noed is overpowered (i mean, i don't think it should give both a speed boost and an instadown; it should probably just give the instadown), or that it's uncounterable, i'm just saying "cleanse the totems" is a poor argument for solo queue players. i actually think it's a better idea to take note of where totems are as you run around, and then if noed procs, go look for those totems you saw and see if one is lit

    items and perks aren't a good argument either. telling people to bring items or perks to take care of a perk that may or may not even be in the game isn't really reasonable

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/545023#Comment_545023

    I mean it's been 3 years and they haven't taken it out of spinechill so pretty sure it's intended

    it's never been in the description

  • i've always said that BT should function by the killer's proximity to the hook rather than the heartbeat

  • looking for 5 totems around increasingly large maps does take a very long time, especially on maps like swamp that have obscure totem locations

    in a solo queue game with questionable teammates against a decent killer you simply aren't going to have that time

  • it needs reworking, we don't need to make basement play a viable strategy

    same with insidious

    neither are healthy for the game

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/543908#Comment_543908

    Wrong. I solo queue at high ranks exclusively and I cleanse the hell out of totems. I used to run Detective's Hunch to find them but now even that isn't necessary.

    If we make it to end game and the killer has NOED then me and the other survivors failed, plain and simple.

    if you're spending all game cleansing totems against a competent killer in solo queue you're probably losing the game

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/543890#Comment_543890

    it still does, has always done so.

    i believe leader used to, but no longer does, though it might.

    i know it's always done so, but it was always unintended

  • yeah dude just run a depip squad when you solo queue into an omegablink nurse, easy

  • oh my god

  • in solo queue you rarely have time to cleanse totems, especially on maps with incredibly weird totem spawns like swamp

    noed isn't an OP perk in my opinion because all it does is get the killer one or two consolation prizes at the end (sure sometimes it'll get them a 4k from a 0k but if you made it to the point where noed is activated you've basically won anyway, escaping is just 5k points), but i will consider it an unhealthy perk for the game, just like MoM and old DS were

  • if they're just learning nurse the best thing they can do is use 0 addons so they can get used to the muscle memory. using range or +blink addons only teaches you to use those addons

  • all of the addons on that list minus maybe mother-daughter ring should be nerfed

    mint rag has no counterplay, a hag can just stand outside of MYC range and wait for the save and unless you have a flashlight you're just dead

    prayer beads has no counterplay

    iri head is absurdly strong and any decent huntress ends games for free with it (fortunately the only people who use it are boosted or memeing)

    tuning guide by itself isn't the worst thing but it does way too many good things with zero drawback to be a green addon

    i personally don't care about permanent tier 3 myers since it just removes the need to heal

    nurse's extra blink addons are self explanatory (she has a brown +1 blink addon) and omegablink removes the need to actually be good with her

  • you realize instablinds don't exist anymore and brand new parts are terrible for an ultra rare addon, right? even if 4 people bring brand new parts the effect is hardly different from someone running prove thyself or using a commodius with addons

    speaking of which something people don't really talk about is that commodius toolboxes are completely broken and should totally be nerfed

  • there isn't really any counterplay against a good nurse

    fortunately, there aren't many "god" nurses around since most of them got bored of winning every game, so now the only problem players are the ones who slap on omegablink or 3 blinks + range. you don't need to be good at nurse to use that stuff

  • doesn't spine chill not affect vault speed anymore? it was apparently never supposed to

  • i've been saying this for a while but what this game desperately needs is a huge QoL/bug fix update. take a look at everything that doesn't work like it should and address it as well as you can. with each patch comes bug fixes but those tend to be outnumbered by the number of new bugs. right now several perks and addons are bugged to the point of breaking the game, during an event. instead of just fixing bugs alongside new content releases, there should be a serious focus on fixing the sheer number of bugs that currently exist

  • telling people that the killer misplayed is just blasphemy to them. they see a swf on a survivor favoured map and assume that the game was unwinnable

    abatoir is a pretty awful map and one of them had an instaheal, so that's rough, but in contrast he failed to play around the perks he audibly acknowledged they probably had. getting dsed like that was a huge blow and he actually had the upper hand when he was slugging at the jungle gym. he definitely could have at least had 2 kills but he hit the BT person at the end, and he probably could have gotten more without misplaying in general

  • there shouldn't be another legacy ever, as much as i would love to earn it

    i do think something similar should be released for devotion rewards though. the game currently doesn't do a good job of rewarding long-time play for people who didn't play in 2016

  • double pallets in tiles only occur when the minimum number of pallets on the map has been reached, which essentially causes the game to break its own rules and just place a pallet wherever it can. basically if you're seeing a double pallet jungle gym there isn't another nearby pallet for a good distance

    there is a double pallet setup that can spawn in front of coal tower which doesn't seem unintended

  • i think you're choosing the wrong hill to die on if you're going to try and say that somebody who has never used wake up during their entire playtime but mysteriously begins using it once it becomes public knowledge that the perk is bugged and confers an unintended advantage to the person using it isn't certainly doing so knowingly

  • everyone with an instadown suffers in chaser

    it's not a well done system

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/541418#Comment_541418

    Legion addons make MENDING take longer, they don't slow down every action. And again, last time this happened Legion players got banned for it so try again.

    I noticed you said Perks and Addons, plural so give me another one... again anything nearly as OP as the Wake up perk.

    why are you speaking so authoritatively on this topic when you are this misinformed? the current legion bug isn't a mending bug (although it may also do that)

    certain addons, when equipped, automatically cause every player in the game to perform actions slower. repairing generators, healing, unhooking, even opening chests. and he doesn't even have to hit anyone for this to be applied

  • people are getting banned for knowingly exploiting bugs

    i don't think they should get banned until the devs explicitly make a statement about it, but the idea that players shouldn't be held responsible for blatantly exploiting bugs is total drivel

  • spine chill doesn't affect vault speed anymore iirc since it was never actually meant to

  • @AetherBytes said:

    No, it's always been instadowns while on the pallet, you have to regain control before it registers you not on the pallet. I know, because I used to play leatherface a lot trying to get B&C, and have downed a lot of survivors on the other edge of the pallet repeatedly before even the EGC

    this is definitely not correct. i've vaulted plenty of pallets that were mid-break without going down. once you're past a certain point you're fine

  • @AetherBytes said:

    @brokedownpalace A chainsaw breaking a pallet will down any survivor on the pallet as well, regardless how far across the pallet they are.

    IIRC if someone is vaulting a pallet and you chainsaw the pallet as the vault is finishing they won't be downed. it functions the same way as M1s are meant to

  • @brokedownpalace said:

    Earlier today I vaulted a pallet as Billy revved his chainsaw behind me. I made it almost entirely over the pallet before he chainsawed and hit the pallet. It broke behind me and I went immediately into the dying state as I touched the ground. There was no hit animation for either me or Billy or a scream. I've never seen that happen before, idk if it's normal.

    this is an intended feature even though it looks weird, but now it seems like it is happening when it shouldn't, same with M1 hits

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