mouse0270
mouse0270
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It sounds like you slugged without knowing where hatch or the 4th survivor was. Which even though is a legal tactic, it's considered a scummy tactic by most sane people. It's not skill getting you a 4k, it's not even luck, you are using a tactic that basically ensures a 4k you might have not gotten.
I honestly don't care if you do this, when me and my friends encounter players like this we just mark them down, and die on first hook if we ever get them again. And if you feel like it's fair to slug and search for an unknown 4th player because it's something the game allows you to do, guess what, the game also allows you to die on first hook.
To be honest, I do love when My Friends and I get a killer who slugged for a 4k again and we all Die on first hook, that sweet sweet try hard sweat complaining about de-pipping. lol
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Can we not touch Iron Maiden, I love it just the way it is.
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Hi, can you define winning for me?
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I've got so many maps I hate for some many reasons as killer:
- Wretched Shop: because everyone runs to the building to do that very long loop
- Ironworks of Misery: Because everyone runs to the building to do that window loop
- Badham: Because everyone runs to the school to loop it
- Whatever Oni's Map because their are no lockers anywhere freaking useful on the map for huntress, you literally have to break chase and run to the corner of the map. If you get lucky basement spawns in the center and you can at least drop down to their to get hatchets.
Now to be fair to the survivors, those are just very very very very very very very very very very safe loops, they are not doing anything wrong by running those loops, but that doesn't mean I enjoy that they do it every single time.
As Survivor
- Grim Pantry: I don't like the blend tactics and this is pretty unsafe, or requires me to run to the building.
- Game Map: Pallets are all around the basement and it always just like I can't do anything to avoid the killer on this map. Windows of Opportunity would be interesting here to be honest.
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To be fair, I am going to assume this is a bug. I do remember playing with a wraith a few nights back and was standing on open hatch and he walked up seconds later and closed it, I never got a prompt.
I just threw it up to latency or a Bug and moved on. I wonder if I can hope in KYF and do some testing.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1121006#Comment_1121006
So basically you are admitting that the game is not balanced lmao.
What the hell is "bad killer", "worst addons" and "worst perks"?!? I thought that all perks, except Monstrous Shrine and Cruel Limits, are equal?!? And that all killers are also equal, the difference is only in preffered playstyle. Not to mention that purple addon should be one of the strongest addons available, and even brown addons should help you at least slightly.
Please tell me where I even remotely claimed that the game was perfectly balanced. It's an asymmetrical game with every killer has a unique power that changes how the game is played. That alone means you will always have weaker and stronger killers. So yes you can have "weak" and "strong" killers.
Once again, I never said all perks are equal, in fact once again, there are strong and weak perks. It would be statistically impossible to make each and every perk carry the same "value". One because of how much the perks powers very, what math would you use to compare BBQ to Pop.
Even if you did figure out how to mathematically compare those perks you would than have to make the perks balance them based off the killers power. For example, Pop is much less useful on Huntress than it is Freddy. Because huntress is a slow killer who has to slow down more to get hatchets. So also stopping to kick a gen is just more wasted time. However, Pop has great value on Freddy because he can just teleport across the map and kick a gen. He loses almost all time.
However in all of the nonsense you just spoke you did make a one single valid point, "rarity" means basically nothing.
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As killer I wont run the following perks
- Ruin: I loathed old ruin so I never even made it unteachable, I would actually use new ruin, however it is on none of my killers because I didn't make it teachable
- Pop: It would need to be dropped from 25% to 15% before I would choose to use it
- The following perks I don't have anything against, just never personally run them (at least what I can remember) Dying Light, Thanta and Sloppy.
- Stridor: It's kinda a useless perk on anyone other than spirit, and I think if you run it on Spirit, your a try hard.
- Territorial Imperative: I can't even remember what this perk does, just that it's a huntress perk I am pretty sure does nothing.
- Blood Echo: I would actually run this if it didn't apply the Exhaustion Status effect. I don't like killer perks or addons that apply the Exhaustion status effect to survivors
As you can see, I don't like slow down perks, about the few I do like are Surge and Corrupt. They slow the game, but aren't so strong that I feel carried by them.
As Survivor I wont run the following perks
- Decisive Strike: I have tried running this perk, the problem is, I seem to only get tunneled when I am not running it, and rarely when I do run it. So its kinda pointless in my opinion.
- Object of Obsession: Because I hate it as a killer
- We're Gonna Live Forever: honestly if this did more than just allow you to get 4 stacks for more BP, I would run it, but as is, not really worth a spot. This could be because as a killer main, I don't need to worry about BP when playing survivor.
- Vigil: Legit have zero idea what this perk does, I actually didn't know it was a perk until right now when I looked at survivor perks.
- Diversion: Because it's not called Pebble and I refuse to run it until @not_Queen gets it renamed to Pebble
- Poised: Once again, a survivor perk I have no idea what it does.
- Just all of Ash's Perks. Flip-Flop really needs to be a 1 to 1 or at least 2/3 instead of half to actually be useful. Buckle Up, I play SWF, I just ask them. Mom, I think you need to run self care or something like that to make any actual use out of it. Also, its hard to judge 10 meters at times and it sucks to take a hit and not get a stack.
- Fixated: I hate being able to see my own scratch marks, it is so confusing to me.
- All of Steve's Perks: I just have no idea what they do, so I am assuming they are bad.
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Before reading below, please keep in mind that this information is based on my average games, I am specifically overlooking the rare 4 man Swat Style SWF teams. Because as killer, I just accept that I will lose that match and just try to enjoy the chases as much as possible.
I think this game is fairly killer sided at least by my standards of a win. Probably the biggest factor that makes me feel this way is that the game should result in a 2k 2 Escape. As I move down in ranks, I manage to get 4 kills a game on average until I hit red ranks, in which I still manage to average 3 kills a game. Which is what I believe is above what I should be averaging assuming I am playing with survivors of my same or similar skill level.
Basically if you are playing with four survivors of a similar skill level you shouldn't manage to get 4 kills unless they are just making stupid mistakes all game long. Now the problem because when you include SWF (Please keep in mind, I rarely ever play solo survivor, I always play SWF), because a 4 man SWF that is playing optimized and are being very objective focused will crush me.
My problem is statistically those games are 1 outta 10, meaning to balance the entire game around those uncommon matchups would just be ridiculous, it would make it so that I would basically 4k 9 outta 10 games and get maybe a 2k 1 outta 10.
So basically if you are trying to play this game at your skill level, you should be getting roughly 2 kills a game. If you are getting more, in my opinion at least you are playing with survivors under your skill level or using playstyles / perks that buff that for you statistically and most likely making your games more stressful for yourself as a killer.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1121065#Comment_1121065
Not everyone plays on PC
Don't join halfway through a conversation dude and act like your wise. My initial post is below, read the first 6 words.
@mouse0270 said:
Unless you are a console gamer, literally just click on everyone's name. Its super easy in most games to find out if you have a SWF or not.
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@MysticMusician said:
https://forum.deadbydaylight.com/en/discussion/comment/1121046#Comment_1121046
It takes forever for people's steam profiles to open for me, and many of them are set to private.
You have 40 seconds to open 2-4 steam profiles. If that is not enough time for those pages to load, you really should talk to your internet provider.
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@Jigsaw_pprentice1993 said:
True but see it would still work i think iron maiden is low impact on most pop is overall pretty good same as corrupt ofcourse devs would evaluate every perk
but i main pig i most of the time run pop whispers moniter stbfl/nurses calling
lets say pop and nurses cost 3 points moniter 2 whispers 1 point that would add 10 points in total im not saying the idea is perfect but like i said it would shift things up and u might think about what u want to run do i take DS over unbreakable ??
but i love ur feedback and u do have a goodpoint
I understand what your saying, but to be fair, if you can bring pop whispers and nurses all into one game, survivors should be allowed to bring DS, BT and Unbreakable into one game.
Those are 3 of the most universal useful perks for killers. I said, corrupt is useful on huntress, because I don't like wasting time kicking gens as her. But if I had to pick which was stronger between corrupt and pop. I would always say, on average, Pop is more useful.
Even your build gets into that situational area again, for example, monitor + whispers is stupid strong on piggy. Like just crazy strong. To be fair, I would say those perks alone should not allow you to run, pop or nurses, stbfl would be a maybe.
To be fair, probably a year ago, I thought this would have been a cool idea, but apply it to killers gets so nitpicky and complicated it's just not worth the effort. You would have to find a number that works, like 10 points, then you would have to find what perks compliment a killers ability (Infections fright for oni, Iron Maiden for Huntress, Whispers+Monitor for Piggy) or are just in general useful by themselves (BBQ, Nurses, Pop) and make them worth the most for that specific killer, than work your way down.
And once you did that for one killer you would have to do it all over again, then you would have to do that work for every killer everytime a new killer came out.
I am honestly not shooting your idea down, I am saying it is a statistical nightmare and I wouldn't get my hopes up to high.
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Unless you are a console gamer, literally just click on everyone's name. Its super easy in most games to find out if you have a SWF or not.
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No it is not, its like bodyblocking to prevent the killer from hitting an injured survivor. Or Bodyblocking when trying to hook someone, it is just a part of the game.
Though I will admit, its a dick move.
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The problem with a point based system is people find different perks stronger or weaker on different killers.
For example, on Huntress I run Iron Maiden, I honestly couldn't play her without it at this point. It not only makes me not reliant on extra hatchets, it means I have to break chase for less time to refill. Then when combined with BBQ, I basically have Map awareness at all times. I would drop BBQ before I dropped Iron Maiden. But if you took me to any other killer, I wouldn't even touch Iron Maiden.
Alright, now to be fair, that is a for nitch case, but lets move onto another perk, what about something like Corrupt. Is it as valuable as Pop? They are both slow down perks, they just slow the game in completely different ways. I never run Pop to begin with but once again, these perks are situationally better on different killers. For example, I find corrupt way more useful on huntress because it slows the game down, I already have to refill hatchets, I don't want to be stopping to kick gens two when playing one of the slower killers... But flip that, if I was to run Pop, I would always choose it on a Freddy compared to Corrupt, because he has the ability to teleport to gens.
My point is, killer perks change per killer, because killers aren't just skins like they are for survivors (minus blendette who gets a 5th perk for free). So have a cost point for killer perks is nearly impossible or you have to adjust the cost for every perk for every killer.
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Can we talk about how often he complains how bad Bubba is and that he is using bad addons and still got a 4k. Yes against survivors who made less mistakes he would have most likely loss, but he could also play a better killer, with better perks, with better addons.
You're basically saying, hey this survivors are running meta perks and are getting carried by them, even though the killer still 4k'ed with a bad killer, with bad perks, with bad addons.
Technically this video just proves survivor perks really don't matter, its the skill level of those survivors. To me all this video showed is that Bubba needs a re-work.
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@Almo said:
Sounds like a bug if Legion is not seeing gens in Fenzy. I'd recommend posting in the bug forum about this.
Thanks Almo for getting back to me so quickly, I've added a Bug Report.
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@Demogordon_Ramsay said:
The same reason why Legion loses all sights of scratch marks, blood, and I'm assuming other forms of auras.
Because Legion.
But he can still see the aura's of gens all the way until he hits someone, you only lose sight of a generator's aura after you hit someone, this is why I find this odd.
I get not seeing scratch marks, you can't see those as soon as you enter the power, but you can still see generator aura's. However once you hit a survivor you lose generator aura's too.
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I just realized you play survivor and not killer you are saying, as survivor your games are going way to fast.
That is your fault, if you are a well organized SWF team, you will more than likely get out of the game in less than 8 minutes. Not much the killer can do about it unless they just happen to get some real good chases.
So yes, your game times are going to be skewed. I would suggestion playing with 3 solo's and test if your match times are 8-12 minutes. Sadly this game can't and never will be balanced around SWF, doing so will make the game impossible for solo survivors.
I would suggest if you want longer more entertaining matches that you and your friends make your own rules. Like no one is allowed to work on a gen for the first two minutes of the game.
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My point is though, you need to compare that to your overall play time. Because yes, I've got nearly 2k hours in this game. I probably have a few hundred games that have ended in under 8 minutes. My point is that, on average the thousand plus games I've played, probably still keeps my average game time between 8-12 minutes.
You just can't possibly know that unless you take the time to track this data as I've started doing. Because if you think about it, even at the most basic math, lets say I played 1000 games and 100 of them are less that 8 minutes. That is only 10% of my games. However, as they were negative experiences and an outlier, I am more likely to remember them then the other 90% of my games.
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I always recommend the same things, though this new killer has added the idea of making range matter.
I would suggest one of the following.
- Apply the mending status effect instead. As I am not a fan of insta-downs on killers not designed to have one. I am also not a fan of mending, but it does give the survivors another objective. You still get 5 hatchets
- Apply the broken status effect for 60 seconds, you still get 5 hatchets.
- As you said, insta down only works if you hit someone who is 24 meters away from you, you still get 5 hatchets.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/131903/add-in-game-timer
People would use this to monitor DA TIMER I dknt think they want that
I guess that is correct, but you can simply do what @Raven9 suggested and add it to the end game screens.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1110921#Comment_1110921
The 6 +- rank system does not work. I had games as rank 12 vs four rank 1 survivors. Theres much evidence on the forum over the last month that 6 rank range just is not a thing.
And my girlfirend can deal with the issue, but i just wanted to remind that the ruin change was ment to be more Fun for survivors while on the same patch new killers were thrown under the bus.
The Devs didnt tell new survivors "accept to lose many games until you will learn how to hit skillchecks" they nerfed the perk (its a good nerf imo) but please why are new killer players different from new survivor players? why do the new survivor Players get special treatment?
I keep feeling as I am misunderstanding you, my apologies. I do want to comment on the last part at the very least.
The Devs didnt tell new survivors "accept to lose many games until you will learn how to hit skill checks" they nerfed the perk (it's a good nerf imo) but please why are new killer players different from new survivor players? why do the new survivor Players get special treatment?
I think that people have a different mentality when the choose a role. New killers at least in my experience are more willing to accept defeat and stick with the game. Yes I am sure some of the stop playing all together but my experience with my friends I talked into the game, if they choose killer and lost a bunch of games, they stuck it out.
However those that choose survivor and died almost every single game (Ruin + Pop was just a stupid strong combo for new players, I also agree the ruin change was needed). Tended to walk away from the game and never return.
Does that make BHVR choice the right one, no. But I bet if you did research, more people playing killer at rank 20 are more willing to stick though the game if the lose than survivors who die every single game.
As this is all speculation and personal experience I sadly can't provide numbers, though if you think about, it does make sense, at least to me and my friends.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1110799#Comment_1110799
thats what im talking about tbagging at the exit gates after they won. Its frustrating as hell, i get it you won but instead of leaving they vault to make noise and make you chase them out. you can wait two minutes but its frustrating either way. I guess its about 80% of the games I lose where its like that.
And if you play it stressless you are more likely to lose --> more tbagging situations at the end of the game.
And dont forget matchmaking atm, my girlfriends first game as level 20 was against 2 lvl 15 and two green ranks who did exactly that.
Its fun that the Ruin nerf was based arround "unfun for newer Players" but what is matchmaking for new killers?
you can ask yourself why survivor ques are like 10 minutes+ atm.
My apologizes, I thought you were talking about in chase "tbagging".
As for your girlfriend, please remember, the rank matching system is designed to pull people 6 ranks below or above. meaning a rank 20 can be matched up with anyone from rank 14 to rank 20. However an important note here is that there is less rank 20 survivors than their are killers I believe. I can't recall if that is true, but I think it is. As it seems easier for survivors to rank up than killers.
Meaning if your GF is waiting more than say 2 minutes its most likely expanding her ranks from 6 to 8 than 10... May not always be fair, but its trying to get you into a game as quickly as possible.
I would personally suggest to her that she accept she is most likely going to lose, A LOT, at the start of the game, and instead of trying to get kills work on winning chases. The kills will come as she gets better.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1110611#Comment_1110611
if you stop about caring to win youll get tbagged to hell. If thats wat you call enjoyable you have to be a masuchist. As Killer you have to be maximum focussed to even have a chance. survivors dont need to play mindgames to win, they just need to hold m1 and hit their DS skillcheck.
I basically disagree with all of that... If you are getting upset at someone hitting "CTRL" which literally does nothing. It has zero impact on the game unless you give it power. And getting upset over it is the only thing that gives it power.
Now to be fair, when I started the game, I HATED, may even go as far to say LOTHED "tbagging" it made me so annoyed with survivors. After about 300 hours into killer, I realize the only person that gives "tbagging" power was me. I was the one getting upset and annoyed about it. I was the one stressing out over someone hitting "CTRL". As soon as I stopped guess what, it didn't bother me anymore.
PS: I would like to add one exception to this list, if you are a survivor and make it to the exit gate, please leave the game instead of spending two minutes "tbagging" I don't find the act of "tbagging" annoying, I find the fact you not leaving the game when you clearly can as annoying.
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I would suggest doing two things because more than likely you are suffering from Negativity bias. Many people do in this game.
The negative bias is our tendency not only to register negative stimuli more readily but also to dwell on these events. Also known as positive-negative asymmetry, this negativity bias means that we feel the sting of a rebuke more powerfully than we feel the joy of praise.
The first thing is get stop watch and actually time matches, there is a fair chance the time is passing much slower than you think. You may be thinking a match is only 5-7 minutes where its more likely 8-10 minutes.
The Second would be to keep a detailed record of your games and I mean every game. You can't miss a single game. Keep track of the amount of people that escaped, DC or Died.
For example, when I play SWF with my friends they often complain that queue times are 5-10 minutes long. However I wrote a program that tracks my game times, How long did I queue for a match and How long the match lasted. This program also has a hotkey that lets me take a photo of the end screen.
After doing this I was able to confirm for myself and my friends our actual times. For example, our queue times as SWF 1-2 were about 2-3 minutes where 3-4 were 3-5 minutes.
I actually escape only about 15% of the time, I play very altruistic and prefer to be chased than hitting M1 (Probably because I usually play killer and hitting M1 and skill checks is the least entertaining thing about this game).
As killer my queue times are 0-2 minutes with an average of 3 kills a game.
If you already actually do this then it boils down to one of the following.
- You are playing the game in a manner that inflates your killing rate. Such as tunneling, camping or slugging. Which yes these are all valid tactics and I am not telling you to stop using them. I am simply saying even though valid, they are tactics that make it harder for the game to estimate your actual skill level.
- I play on PC, so I only have that as a reference, I believe I read that you play on PS4. Something about the PS4 player base could be more skewed than the PC player base making match making more complicated
- BHVR has it out for you specifically and are personally interfering with your matchmaking.
Please keep in mind, that their current emblem system is a terrible matchmaking system, because it rewards you for playing in game play styles that are less skill based. Hence the reason I rarely see a killer at rank 1 with under 100 hours (unless an alt account) and often see survivors at rank 1 with under 100 hours.
My examples in my experience have still lead me to that matchmaking system while not perfect, does kinda do its job to some extent, at least enough to keep my average of all of my matches realistic. Because yes, I do have many outliers like the ones you are explaining, but they are statistically an outlier. However, until I took the time to manually track this data, I always felt like they were commonplace. It was me tracking all this data that made me personally realize that I was falling victim to Negativity bias
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I need to know what you mean by fast matches.
My matches last about 8-10 minutes with an average of 3 kills a game. I actually feel like I am doing better than I should. I feel as though most games should be a 2k with the outliers being 1, 3, or 4 kills. Because if you are averaging around 2 kills a game, it means you are playing with people around your skill level.
If you are averaging higher than you are playing with people under your skill level or that you are playing in a manner to inflate that number. If you are averaging 0-1 kills, than you are playing with survivors above your skill level.
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@Mert_MK said:
https://forum.deadbydaylight.com/en/discussion/comment/1094555#Comment_1094555
Doubt it.
Also have fun finding them all on Lery's/Hawkins without a Map, Small Game or Detective's Hunch to prevent NOED while someone is getting camped.
People don't mind the exposed part of the perk. What people want is a requirement from the Killer to activate it. Could be anything, really. I just hate how this perk rewards those that chase/tunnel one survivor the whole game.
Did you legit just complain about NOED and also state all of the ways to counter it?
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To be fair, about the only thing you mentioned that I complain about are overly safe loops that survivors just run to everytime. e.g. Ironworks of Misery, Groaning Storehouse (When the window is open), Wretched Shop and Disturbed Ward (to be fair, this map is tricky, because the building is stupid safe but everything outside is crazy unsafe).
Other than that my only other complaint is using DS within an exit gate, your basically telling, "Hey thanks for not tunneling all game, but you really should tunnel more because now I got a free escape". But in general I don't really care what perks you run. How fast gens get completed is partly my fault too.
As a side note, I've never heard a killer complain about bodyblocking, though I would believe some would.
EDIT: To be fair, if I find you doing things I find unfun, I generally play in a manner against that person, that I assume they would find unfun. Basically tit for tat. My view is, you can't complain about me ruining your game experience if your going out of your way to ruin mine.
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@PacifiedByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1100573#Comment_1100573
Define win and competent survivors? Because here is where will disagree on winning. To me if I had fun in the game and got 2 kills I won the game. I do while in hooking and chasing that I am usually awarded at least a single pip. So does it take me longer to grind up to red ranks. Yeah... I actually like the rank reset only one color because it saved me a lot of grinding time.
I am suspecting you consider a 4k a win and nothing less?
Yes I do. Anything else is not a perfect victory and thus cannot be considered one.
I could care less if you are good or bad at the game. I care that everyone in the game has fun. Guess what, that includes the survivors. And using unfun tactics does that complete opposite of what I want to do.
Avoiding the self serving prophecy part if that statement, I am not saying don't slug. I've actually said the opposite multiple times. I've said I dislike slugging for a 4k and even that has conditions. If you down the 4th person and see the last guy, then slug away. My complaint is when someone slugs with zero idea where the fourth person is. In my opinion, that when you become a sweaty try hard.
Trust me I slug all the time, probably for different reasons. I slug a person if they are recently off hook and on death hook. I would rather slug than kill them outta my game. I slug during End Game Collapse, because it applies more pressure than someone on hook. I slug if people with DS start doing Gens in front of me. I rarely if ever slug for a 4k.
So what was that "stop slugging and camping and get good" ?
Also, "If you down the 4th person and see the last guy, then slug away. My complaint is when someone slugs with zero idea where the fourth person is. In my opinion, that when you become a sweaty try hard." that is the exact reason I personally down the last survivor. People are either stupid enough to try to rescue him (especially when I play killers like ghostface who can easily proxy camp) so I get info on both of them or I manage to prolong the match to find a hatch/last person. Killing 3rd person and having no idea where the hatch or last person is means playing russian roulette with random hatch spawn, which I find unnecessary.
In this is when I say they are bad killers. I just simply disagree with this argument entirely. I play 3 killers mainly.
Huntress with BBQ, Nurses, Iron Maiden and Corrupt, no addons no offerings
Spirit with BBQ, no addons no offerings
Piggy with Monitor, Enduring, Whispers and Brutal, usually combat straps but this is more of habit from before they changed her crouch speed, I could play without it and once again no offerings.
Once again, I do fine in most of my game securing either a single pip, a Black pip or 2 pips. Rarely do I never not pip at all. This is once again a self serving prophecy, in which you play a specific way because in reinforces in your mind that you have to play that way. Try new things and I bet they will work out for you.
And yes I know these aren't the weakest killers, I tend to enjoy there powers more than the others, hence why I play them.
I main Oni, Ghostface and Demogorgon. I don`t use addons higher than green on them, except double speed oni or when I`m using meme builds like crawlface or grabgorgon. I am also a legacy nurse, but I find her rather boring than strong, so I play her rarely. I can give other survivors chance to have fun, I don`t play in "super-sweaty over9000" mode every game. However, this all is happening only when I don`t care about victory aka when I am memeing, playing with builds I am not used to etc).
When I am playing strats I have mastered and I am facing survivors that seem to be the match for me, which means that losing to them is my failure, I will not give any chances. You can say, that losing would hurt my pride as a veteran killer. I will do anything to win in that case, just like they would try their hardest when they see a strong killer.
Starting off I rarely ever run hex perks, the closest to it, is if I play my meme M1tress build, in which I run devour. But that is mostly a meme, could care less how the game plays out. Why run a perk that can be taken away from you? If your running and rely on a hex perk to stay up all game, than maybe you need to start looking at other perks. Hex's are high risk high reward... Did you catch that first part High Risk High Reward. If it gets broken or found quickly that's the risk you choose to take when picking that perk. I've seen games won because a will places devour hope.
As for the RNG statements you made, guess what, a lot of the applies to the killer to. A good tile setup and a half decent survivor can out run even a great killer. The RNG is what is part of the game. I don't think every game needs to be a 2k some should be a 3k and some should be a 1k. I am saying on average, a killer should have a 2k kill rate. Currently I believe that ratio is a 3k from the last stats they put out. So in at least my opinion they are doing there best to keep that ratio that way.
You didn`t get what I meant. I meant that balancing the game around 2-2 winrate is impossible because there a lot of random factors that affect the match. Some of them a random totem/loops spawns. Others are the players who play differently and can make very crucial mistakes. In the end, the one who wins is the one who made less costly mistakes. It is very hard to balance the game when there are so many random factors.
Devs may be going in a right way somewhere, but sometimes they are doing wrong decisions. Ignoring survivors` second chance perks is one of them. I, personally, got used to them and I can deal with them, however I find them extremely unfair for many reasons, one of which is that they make up so major part of survivor`s gameplay that people rely on perks more than on their personal skill.
In my opinion, if you are slugging for a 4k instead of just hooking the downed person and taking a risk with hatch, yes you are blaming they for trying to escape.
xcuse me, what? No, I am not blaming them. I am doing what I can to win the game. If I called them noobs and typed ggez when they decided to escape through hatch instead of trying to save their teammate, then yes, I would be blaming them for trying to escape. Don`t confuse "blaming" someone for doing something aka being mean in PGC and playing the game.
I don`t bring out anything that happened in the game and type "gg" in PGC no matter what happened. I don`t say the game was easy. I don`t say survivors were bad or else. It is not very hard.
Are you tunneling and slugging for a 4k. Yeah they are blaming you because you are making to game unfun for one side. Your basically saying my fun is all that matters in this online game where there are 4 other people play. Which is kind of just a terrible attitude to have.
The only exploit BHVR has ever banned killers for using (at least to my knowledge) was the legion forever mending exploit. If you have another with proof, please feel free to share it.
You know, losing is always unfun. From my red rank experience since 2016 survivors never changed. No matter how you won the game, there is always a guy who will insult you for doing your job. I am doing my job as a killer to kill you and you should not care how you will do it, just like I don`t care what you are using to complete your objective and escape. I don`t judge you, so don`t judge me.
I could care less, but could we at least narrow our points of conversation, because this is going to take forever otherwise.
As you wish.
These are exactly the same talking points back in fourth. Not narrowed at all. The problem is you feel justified using what many consider unfun tactics for your own enjoyment and I feel killers that play that way are sweaty tryhards.
I am not going to change your mind about not using those type of tactics, simply because you feel as I said justified. And you are not going to change my opinion that playing that way is a sweaty tryhard way of playing killer.
See this is narrowing points of conversation.
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@PacifiedByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1100269#Comment_1100269
I mean I am a red rank killer main. I rarely every slug, tunnel or camp people.
Wouldn`t mind showing some games against competent survivors who are not worse than you where you win and don`t camp or slug?
The problem is you have bad killers trying to boost their skill by implementing unfun tactics instead of actually trying to get better.
The problem is you think that using unfun tactics means you are not good. If I win against survivors while using boosts of +- same power as they are (aka same set of meta perks, no strong addons or mori if they don`t take any items) and having same or even less experience than they have, then it means I am a good player and if I slug or camp and win, it means I know when I need to slug and camp.
Slugging is a way to apply pressure as a killer. Camping (if used correctly) is a way to apply pressure. If you tell me not to use it, I will laugh in your face, because you are telling me to be a clown for survivors and entertain them instead of playing the game the way I want.
Yes playing a killer is the more stressful side, but it should be. You are trying to micromanage 7 generators and 4 survivors. That's never going to nor should it ever be easy.
That is why killers are doing whatever means necessary to grip out the victory. If the game was easy, no one would camp, tunnel, slug or use strong addons, perks and offerings, unless they have the mentality of most survivor players who see nothing wrong in taking the most busted things because nobody tells them it is bad, only to cry loudly in PGC how bad killer is for using certain perks, killer or offering.
The game should be designed around a 2k 2 escape. With you occasionally getting a 4k and even a 0k at times to times. If it was designed around the killer constantly getting a 4k survivors would never play.
You can`t design a game like this to 50% escaperate where a lot of things depend on random, skill of 5 different players, their desire to win and emotional stability.
A lot of games are lost because good players are relaxing, thinking they are going to win and then they get destroyed because they didn`t play good till the end. A lot of games are lost because map spawn put a hex totem in some EXTREMELY hidden spot and survivors didn`t find it. A lot of games are lost because the very same hex perk is destroyed within first 15 seconds of the game. A lot of games are lost because somebody decided to suicide or go afk, as they felt like they don`t want to play anymore. A lot of games are lost because map spawned with a lot of deadzones. Do I need to continue this list? It is very long and very possibly infinite. So, how do you think the game where a match can be turned from win to defeat in a few seconds can be balanced to 2-2 winrate? Maybe add second chance mechanics? Oh wait.
They want to escape in the same manner you want to kill people. If its just always the killer getting a 4k what would be the point of even trying to play survivor?
Am I blaming them for trying to escape? No.
Are they using literally everything, including things like window tech or hook tech, that are technically exploits to escape? Yes.
Are they blaming me for killing them? Yes.
Are they blaming me for using everything to kill them (not including exploits, because apparently BHVR bans killers for exploiting)? Yes.
Do they need to shut the ######### up?
https://us.v-cdn.net/6030815/uploads/354/IV7RQE3YU5HG.png
Yare, yare daze
Wouldn`t mind showing some games against competent survivors who are not worse than you where you win and don`t camp or slug?
Define win and competent survivors? Because here is where will disagree on winning. To me if I had fun in the game and got 2 kills I won the game. I do while in hooking and chasing that I am usually awarded at least a single pip. So does it take me longer to grind up to red ranks. Yeah... I actually like the rank reset only one color because it saved me a lot of grinding time.
I am suspecting you consider a 4k a win and nothing less?
The problem is you think that using unfun tactics means you are not good. If I win against survivors while using boosts of +- same power as they are (aka same set of meta perks, no strong addons or mori if they don`t take any items) and having same or even less experience than they have, then it means I am a good player and if I slug or camp and win, it means I know when I need to slug and camp.
Slugging is a way to apply pressure as a killer. Camping (if used correctly) is a way to apply pressure. If you tell me not to use it, I will laugh in your face, because you are telling me to be a clown for survivors and entertain them instead of playing the game the way I want.
I could care less if you are good or bad at the game. I care that everyone in the game has fun. Guess what, that includes the survivors. And using unfun tactics does that complete opposite of what I want to do.
Avoiding the self serving prophecy part if that statement, I am not saying don't slug. I've actually said the opposite multiple times. I've said I dislike slugging for a 4k and even that has conditions. If you down the 4th person and see the last guy, then slug away. My complaint is when someone slugs with zero idea where the fourth person is. In my opinion, that when you become a sweaty try hard.
Trust me I slug all the time, probably for different reasons. I slug a person if they are recently off hook and on death hook. I would rather slug than kill them outta my game. I slug during End Game Collapse, because it applies more pressure than someone on hook. I slug if people with DS start doing Gens in front of me. I rarely if ever slug for a 4k.
That is why killers are doing whatever means necessary to grip out the victory. If the game was easy, no one would camp, tunnel, slug or use strong addons, perks and offerings, unless they have the mentality of most survivor players who see nothing wrong in taking the most busted things because nobody tells them it is bad, only to cry loudly in PGC how bad killer is for using certain perks, killer or offering.
In this is when I say they are bad killers. I just simply disagree with this argument entirely. I play 3 killers mainly.
Huntress with BBQ, Nurses, Iron Maiden and Corrupt, no addons no offerings
Spirit with BBQ, no addons no offerings
Piggy with Monitor, Enduring, Whispers and Brutal, usually combat straps but this is more of habit from before they changed her crouch speed, I could play without it and once again no offerings.
Once again, I do fine in most of my game securing either a single pip, a Black pip or 2 pips. Rarely do I never not pip at all. This is once again a self serving prophecy, in which you play a specific way because in reinforces in your mind that you have to play that way. Try new things and I bet they will work out for you.
And yes I know these aren't the weakest killers, I tend to enjoy there powers more than the others, hence why I play them.
You can`t design a game like this to 50% escape rate where a lot of things depend on random, skill of 5 different players, their desire to win and emotional stability.
A lot of games are lost because good players are relaxing, thinking they are going to win and then they get destroyed because they didn`t play good till the end. A lot of games are lost because map spawn put a hex totem in some EXTREMELY hidden spot and survivors didn`t find it. A lot of games are lost because the very same hex perk is destroyed within first 15 seconds of the game. A lot of games are lost because somebody decided to suicide or go afk, as they felt like they don`t want to play anymore. A lot of games are lost because map spawned with a lot of deadzones. Do I need to continue this list? It is very long and very possibly infinite. So, how do you think the game where a match can be turned from win to defeat in a few seconds can be balanced to 2-2 winrate? Maybe add second chance mechanics? Oh wait.
Starting off I rarely ever run hex perks, the closest to it, is if I play my meme M1tress build, in which I run devour. But that is mostly a meme, could care less how the game plays out. Why run a perk that can be taken away from you? If your running and rely on a hex perk to stay up all game, than maybe you need to start looking at other perks. Hex's are high risk high reward... Did you catch that first part High Risk High Reward. If it gets broken or found quickly that's the risk you choose to take when picking that perk. I've seen games won because a will places devour hope.
As for the RNG statements you made, guess what, a lot of the applies to the killer to. A good tile setup and a half decent survivor can out run even a great killer. The RNG is what is part of the game. I don't think every game needs to be a 2k some should be a 3k and some should be a 1k. I am saying on average, a killer should have a 2k kill rate. Currently I believe that ratio is a 3k from the last stats they put out. So in at least my opinion they are doing there best to keep that ratio that way.
Am I blaming them for trying to escape? No.
In my opinion, if you are slugging for a 4k instead of just hooking the downed person and taking a risk with hatch, yes you are blaming they for trying to escape.
Are they using literally everything, including things like window tech or hook tech, that are technically exploits to escape? Yes.
Window Tech? Are you serious, this is barely a thing. If your getting upset by this, than your clearly someone who I have no chance to talk into my side of the conversation. As for Hook Tech, this is being fixed, for the time being camp to your hearts content, its two people doing nothing. Its more in favor of the killer than the survivors.
Are they blaming me for killing them? Yes.
Are they blaming me for using everything to kill them (not including exploits, because apparently BHVR bans killers for exploiting)? Yes.
Are you tunneling and slugging for a 4k. Yeah they are blaming you because you are making to game unfun for one side. Your basically saying my fun is all that matters in this online game where there are 4 other people play. Which is kind of just a terrible attitude to have.
The only exploit BHVR has ever banned killers for using (at least to my knowledge) was the legion forever mending exploit. If you have another with proof, please feel free to share it.
Do they need to shut the [BAD WORD] up?
I could care less, but could we at least narrow our points of conversation, because this is going to take forever otherwise.
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@PacifiedByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1099088#Comment_1099088
Trying to win = being sweaty tryhard? Guess so.
The whole killer gameplay is constant tryharding, especially on high ranks, if you didn`t notice.
I mean I am a red rank killer main. I rarely every slug, tunnel or camp people.
The problem is you have bad killers trying to boost their skill by implementing unfun tactics instead of actually trying to get better.
Yes playing a killer is the more stressful side, but it should be. You are trying to micromanage 7 generators and 4 survivors. That's never going to nor should it ever be easy.
The game should be designed around a 2k 2 escape. With you occasionally getting a 4k and even a 0k at times to times. If it was designed around the killer constantly getting a 4k survivors would never play.
They want to escape in the same manner you want to kill people. If its just always the killer getting a 4k what would be the point of even trying to play survivor?
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I've got no problem when killers slug for those reasons... but slugging to stop someone for getting hatch is just being a sweaty try hard for a 4k.
If you're slugging because there isn't a hook near by or the survivors are playing in a manner that you have to such as sabo squads, then yeah, slug away.
Really the only time I ever complain or hear people complain is when you slug for a 4k having no idea where the last survivor is located.
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@Arbmos1998 said:
I think it is fair to say that the Key is a beyond stupid mechanic that should not exist in this game period. It is an item that heavily rewards Survivor even if they play badly and heavily punishes Killer but doesn't in anyway punish the Survivor.
personally i really dislike EGC as it's boring for both sides at the end of the match because as Killer you pretty such need to slug and even then it's not guaranteed to get the 4 man due to the sound bugs (Survivors literally making 0 sound on the floor). Even when it's one person left, you close the hatch they still have another 2 chances to escape meaning Killer moves back and forward between gates which once again is very boring heck they may even have a Key thus giving them a 3rd chance even though you found hatch first so the counter play is none existent.
I see a lot people comparing Keys to Mori's and this a stupid comparison for a number of reasons as they are completely different.
Key:
- Key an Item which has bonus features with add ons (Killer Aura for example)
- Key can be used every game with a certain add on that allows you to keep it even if you die
- Key can be found in chest
Mori:
- It is an offering which can only be used once (depending on how many you have)
- Requires 5 Devour Hope stacks. That's even if it gets that far
- Rancor, terrible perk anyway as it requires all gens done to even be used and even then it's not guaranteed
- Tombstone Myers, negative being slow speed and by time you even reach tier 3 against an optimal team the game will be over anyway
- Punishes Killer points massively
- Can't be found by RNG in match
Lets just picture something for 2 seconds. Imagine if Killers found a Green 1 use Mori in a locker and it was all based on RNG. The Mori also would not need a requirement of the Survivor being hooked first you can just use it when you first down them. Think about how frustrated Survivors would be if this was a mechanic. People who use Keys most their matches just think about that for a bit and think to yourself if that would be fun for you.
A key only works under two conditions. The survivors are playing well to good and completing gens or you are just murdering them all.
A hatch only spawns after certain conditions, however a mori is more quickly met and allows for an extreme amount of map pressure.
For example, you should be able to find and hook someone within 60-120 seconds of the game. Quickly downing them after an unhook allows you to instantly mori them. Taking a 4v1 at 5 gens to a 3v1 at 5 gens.
A key still wouldn't be able to be used at this point. I am not saying keys are not strong, I am just saying mori's are about if not stronger. The devs have even mentioned that if they change one, they are going to change both at the same time.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1090745#Comment_1090745
It's almost like people are ignoring that they basically came up with a solution during the stream and will probably fix it in a decent amount of time.
To some extent, I understand that. I am trying really hard to not freak out about a nerf to huntress by making healing or maybe even repairing gen hitboxes shrink to crouching position.
I trust that the devs do want to improve their game, but with there current structure, it will take time. As they add more mechanics, things are bound to not work as intended.
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They just need to do what they said they should do at the end of the video. Determine the hit and give you the hit, then adjust the camera. Where now, the camera is adjusted to make the hit "feel" better, but at times can put an obstacle in the way, causing you to miss a hit you would have had.
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I use a macro for the Struggle on the hook, because lets be honest, its a dumb mechanic, no idea what you don't auto struggle and have to give up on hook instead.
For the most part, as long as the killer is going for a hook close by, I don't even struggle unless I know people are near by and can help.
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Survivor - I love AutoDidact
Killer - Spies
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@Huntar said:
Love all the people straining to come up with reasons why they should be able to DC, without explaining why their life is so hectic that they can't find a ten-minute period in a day where they won't have a sudden emergency.
Please, if you're dealing with your boss requiring you to remote in for a life-saving burrito emergency sixteen times a day, find a game that doesn't ruin the experience of four other people when you leave. And also, please take care of yourself. I'm worried about you.
I am going to assume you are trying to poking fun at the reasons given here. Because honestly, the alternative would be that you simply are unable to comprehend simple logic.
To be very clear, as in my initial statement, I said
Now don't get me wrong, those are both extreme factors, that don't occur often enough during game play for them to matter. But they are reasons.
Both agreeing with you that these issues are rare, my point was to state, there are reasons to DC. You don't know everything going through someone's life, so to make the assumption that your 10 minute game is more important than a real life event is simply stupid.
Now to be fair, how often is someone DC'ing because of a life event, most likely rarely, most of them are rage quitting. I can admit that.
To be more clear, My boss does call me and ask me to remote in to fix issues all the time. I work with a life insurance company, which means when something needs looked at ASAP, it usually means something is stopping us from processing a check to give to a grieving family.
And honestly, if you think a 10 minute game is more important than someone who just lost a loved one, you clearly need to get your head checked.
As, a complete side note, I do love how much this community has focused on my outlandish claims, you know the ones where I said
Now don't get me wrong, those are both extreme factors, that don't occur often enough during game play for them to matter. But they are reasons.
More than the second half of my post, it just shows how single minded people can be.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/1083620#Comment_1083620
Lol dude those cases are so extreme. And even if they did happen, just go AFK maybe? Why do you have to DC?
And other people will be punished for DCing now, so you should see less DCs overall. Meaning your main reason for DCing is being addressed with these penalties.
Yes they are extreme. I have even stated so in the post you replied to. However they are situations in which have caused me to DC within the last 3 months. My point was there are reasons to DC. I didn't say a punishment shouldn't exist.
Though I can't just go afk if my boss needs me to remote into work. DBD uses about 60-80% of my CPU. I have to close the game if I want to actually use my PC. Unless you are offering to buy me a new CPU?
And we shall see, to be honest I think they'll just go from DCing to dieing on first hook. Which is just going to cause killers to slug. Which is still going to make people want to DC
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/1083674#Comment_1083674
It was 24 hours the last time they tested DC penalties. Sorry you have so many crashes, I play often and get one maybe once a week or so.
Like I said, it's more a matter of how long I play. For example weekdays. I am usually good. I only happens once or twice. However a Saturday or Sunday when I got no plans on. I'll play the game from 9-10am until 10-11pm sometimes. It's these periods in which I get a crash.
If it's 24 hours, Than I got no issue with eating 5 minutes.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/1083406#Comment_1083406
Seriously, DCing is so rampant that penalties are necessary. If I get bugged or crash, I bite the bullet for 5 minutes and suck it up for the greater good.
The incremental penalties will decay naturally over time, starting after the most recent matchmaking ban has completed.
I included a excerpt from their news post to discuss my issue with this. My game crashes once to twice in a 2-3 Day period. If I am playing a lot on Saturday or Sunday, I tend to get 1-2 crashes a day.
So my question is, what amount of time has to pass naturally for my penalty to decrease? Is it 24 hours? Than yeah, I'll eat the 5 minutes every now and then. Is it 72 hours? Then no, because more than likely not enough time will have passed for me to have my penalty decreased.
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@Jasonisanicefella said:
There are no excuses for dcing, accept your penalty and move to your next game
I hate this logic. There are reasons for DC'ing. Now if the punishment is low as they say, it wont matter.
- Someone I know just died
- My boss calls me and needs to to fix something remotely ASAP (I work in IT, this happens a lot)
Now don't get me wrong, those are both extreme factors, that don't occur often enough during game play for them to matter. But they are reasons.
But by far the reason I DC the most often is because two other people DC'ed.
If I am playing killer and two people DC before 1-2 gens are even done, I often DC. I have yet to find a survivor that enjoys playing 2v1 with 4-5 gens left. As a survivor, I feel the same way, if two people DC, I will run to the killer and try to let them hook me and kill myself on hook. However if they want to farm or just slug me. I DC.
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@joker7997 said:
Jesus christ people in this community will really complain about anything
This was less of a complaint and me being more curious as to why this one challenge was laid out this way, since its unlike every other challenge in any of the tomes
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1064752#Comment_1064752
Not sure. They never said that you would be able to 100% every Tome, just that you would be able to complete every Tome and the Rift.
Yes and I understand that. I just don't understand why out of 4 tombs (once again leaks) This is the only challenge that can not be completed. Doesn't that seem like an odd choice to you? Why would you make this the only challenge that couldn't be completed? I would kinda understand if it was the scream one, because obviously that would be easier with Doc than anyone else... But it's literally just hook 5 people?
No other generic challenge, survivor or killer is behind a DLC Challenge in this entire rift? It just seems like an odd choice.
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@inferjus said:
There is also second locked challenge for killers for those not owning DLC, it's from the right side.
I don't see any other challenge on tomb 2 that is behind a killer specific challenge. To the best of what I can see the challenge I pointed to on the left side is the only challenge like this.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1064716#Comment_1064716
So, what is the big deal? One challenge out of the whole Rift? It is not stopping you from completing anything, right?
Open the game, Look at Tomb 1, Look at Tomb 2. Where are the Jane and David Challenges... All the way at the very end. You can complete all of those generic survivor challenges without every playing or owning those characters.
Killers already got less challenges to complete than survivors in the first place? Why place this one generic challenge behind the Doctor, when you didn't place any behind Jane or David?
I am not saying I can't complete this, once again, I own the Doctor. I am asking, why make this choice when it could have just been flipped?
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@Peanits said:
The challenges are organized in such a way that you can always reach the end of the Tome without having those characters, not necessarily so you can complete every other challenge.
https://forum.deadbydaylight.com/en/discussion/comment/1064701#Comment_1064701
Neither of those characters are available for shards, so we will not be using them in Tomes. Only characters that can be purchased with shards are eligible.
Peanits, I just don't understand why out of all four tombs (yes leaks sorry), that this is the only generic challenge like this?
Killers already got less challenges to do in these tombs than the survivors did and then you guys locked one behind a DLC Character? Why does this one specific challenge not fall in line with the David and Jane ones that are at the very end?
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@Alonzo said:
The rift can be finished without any DLCs but the tome can not. There is another discussion about this in another thread. I get it to use certain perks that are in the SoS but owning characters that you don't even play to complete the tome. Sad.
That discussion seems to be based on completing all of the challenges. My question is more specific, as I want to know why we can complete all generic challenges in this entire rift except this one? Why is this one specific generic killer challenge locked behind the doctor when no other generic challenge is?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1064682#Comment_1064682
I´m pretty sure that you can still complete Tome II without buying any characters. Go through the Survivor route.
Plus, it won´t really affect anything, if you really want it, save up some Shards and go back for it later.
I've decided that you are not reading... Please review the Original Post as I have updated the image. And Once again and for the final time. The question has nothing to do with the ability to complete the rift.
I just don't understand why they would lock one generic challenge out from being completed out of all 4 tombs. This is literally the only generic challenge you can not complete out of all 4 tombs. Which literally could be resolved, by just flipping it with the Doc one.
