mouse0270
mouse0270
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@Heartbound said:
Killer should be able to kick the exit gate and cause regression.
I dunno, just do a full roundhouse kick or something. Yee haw.
To be honest, I wouldn't be opposed to an exit gate regressing as no on is on it. So maybe it regresses at like 0.5 seconds per second. This would prevent survivors from 99 gates, or at the very least force them to lose one person keeping the exit gate at 99, while others go for a save.
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/1198992#Comment_1198992
Yeah. it starts a timer because the survivors have already won. They could leave, since they opened the exite gate. They chose not to. The EGC is to stop that from being drawn out longer. It does nothing to the survivors other than tell them it's time to leave. It doesn't force them to stay or go for unhooks.
You said it yourself. Survivors get greedy. That's not the fault of the EGC. You literally admitted that it's not the EGC, it's survivor greed.
Assuming you accidently clicked on the wrong quote button, as this seems to be a clear reply to me. So I apologize if I am misunderstanding and you meant to apply to him.
You're are technically right, if survivors just open the door and run out, it's actually favors no one, because as you said, the survivors already won and you lost. How often do survivors just leave the game after opening exit gate? The only time I ever see this is when they can body block and get everyone alive to escape. Other than that. They in general get greedy and go for last minute saves and doing that on a timer, does benefit the killer far more than it benefits a survivor.
But yes, if the survivors just open the exit gate and run out, yes the EGC favors no one. My point is that it can only ever be a benefit to the killer, EGC will never be beneficial to the survivors.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1198763#Comment_1198763
1.7k hours...... jajajajaja ok ive been playing since beta with over 3k hours. when people have to go out of their way to say "im a killer main" theyre really not. sweaty?? i think not but clearly playing as survivor is super ez, and even more so with SwFs but u wanna nerf killer. but ure a "killer main" jajajajajaja now thats funny.
Sorry I found the game a year and half later than you, my bad. I make sure to follow all of your game purchases from now on. I actually went out of my way, by saying "mostly play killer" and didn't say I was a killer main. Even if you re-read my comments, I never once say I am a killer main. But hey, reading is hard.
Everyone bring up my hours and rank is funny too, because read the OP again. I didn't bring up my time our rank until people started calling me out. I won't sit quietly to make you all feel better about being tryhards that need a 4k and feel like you deserve a kill.
As for survivor being easier, sure for some, but I honestly feel killer to be much less stressful and easier to play. Yeah, it might be easier for a 4 man SWF to escape, but that isn't every player in the game. I can understand that where it seems like so many here can't.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/141848/so-what-about-pop-and-exit-gates
when u start off saying "u play mostly killer"
This is simple, I will repeat it myself again.
I am sorry my 1.7k hours (which I will safely assume 1.3k of those are as killer) doesn't count me as a killer main for you. I am sorry I am not a sweaty try hard, need a 4k to feel good about myself type of player. I am sorry I get to red ranks without running unfun perks such as Pop, in fact, I never even made ruin teachable until after they changed it. The closest thing to a slow down perk I run is Corrupt. Basically I am sorry I don't live up to your standard of a killer main, I get the strong feeling you wont live up to mine either.
@Tarvesh said:
Wait... How does EGC favor the killer when it only starts when the survivors have won?
And how is Pop OP when it requires the killer to chase, hit a survivors twice, carry them to the hook, hook the survivor, then hunt down a generator that's been worked on, then decide whether to chase the survivor that was on it or Pop the gen? What more do want for it's reward? Hook two survivors and do all that all over again?
Um, it puts the survivors on a timer. Which clearly favors the killer. And no body has won until the game is over. There are so many times I have turned a 1k into a 3-4k because of EGC. Survivors make more mistakes, they get greedy for saves. A good slug or a far away hook gives the killer so much power in EGC.
Also, I never said Pop was OP. I simply wanted it changed to be more in line with all of the the other slow downs. To be fair in a perfect world for me I would like Pop nerfed either by amount or time and then have the other slow down perks like surge increased. Because I find surge to be a great perk, but way to weak. Why would a killer ever choose Surge over Pop. Which is why I have an issue with it.
@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1198425#Comment_1198425
I really don't get your first point, the doors can spawn close, but never that close that they survivors don't have enough time to stall the killer or take hits. If you literally cannot stall the killer for 20 seconds (give or take) even with 3 people, then as I said, your squad is trash. If the killer gets more than one down in this time, it's completely the survivors fault. Try using hope and adrenaline if you are having such an issue with this. There's really not much else to say.
To sum it up simply, stall the killer for 20 seconds, only one person max should die here.
As for your second point, stop making this around the killer "earning" or "deserving" the final kill or the 4k. It's about the survivor. I'll repeat myself:
About endgame collapse, the survivor has had so many chances to escape it absolutely should be difficult to escape at that point. Think, they could've done the gens, used their overwhelming amount of seconds chance perks, use a key or even just escape through hatch normally.
The survivors have obviously played bad if they have all died, why should the survivor now get an advantage or an even chance over the killer if they have had plenty of chances? The killer doesn't get an advantage when all the gens are done - unless the survivors play rarted of course, so why should the survivor when everyone else has died? I personally like the small chance a survivor gets to escape, but it would just be dumb if he had an equal chance after the amount of chances they've had.
To sum this up, it isn't about the killer "earning" a kill, its about the survivor who has played bad having a small chance to escape.
Also the fact that you just said that pop is "unfun" and that you have to say your hours tells me you ain't experienced with high tier play. :L
This really breaks down to our two points of view. You feel like the survivors have enough chances to escape. You keep bring up all of these second chance perks and keys. Which most second chances perks can be avoided, keys just bring a mori. I feel like I should earn my kills and they should never be given to me, because someone else made a mistake.
You can't really call me a survivor main or a rank 15 and then not expect me to defend myself. The fact you tried to downplay my time spent into this game, because I justified myself when you called me out. Tells me you are a child with little to no logic comprehension.
@NursesBootie said:
I would love to see a buff for overcharge and additionally a nerf to pop. Pop could apply direct 20% regression with a duration of 35/40/45 and overcharge could force an gen explosion after some requirements. People would maybe start thinking about synergising more cool perk builds then.
This is what I am talking about, I would like pop brought down a peg, so it gives other perks a chance in the fight. In my previous example, I used Surge instead of Overcharge, but the idea is weaken Pop so other perks seem like a choice.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/141848/so-what-about-pop-and-exit-gates
Pop used to have a shorter timer, but the problem then was that it was much less viable for non-mobile killers and really strong on Hillbilly, Spirit, etc. Reverting it to that would just keep the perk oppressive on killers with mobility (who tend to need it least) and make those with less map pressure stop running it.
Pop’s design as it is now is probably good for the game. The killer downs someone, hooks them, then goes to a gen to regress it. While it’s annoying to lose progress on a gen, it encourages killers to leave the hook and allow safe saves, which is a good thing.
My point here, is they are specifically addressing the map size issue. So the whole reason of it being less viable for non-mobile killers isn't as true anymore, and that is my point.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1195993#Comment_1195993
Lets consider both situations:
1) The survivors have all survived until endgame, the killer can only really secure 1 down in the time it takes for someone to open the gates, and if the killer just patrols them, you can take hits and get them open easily. If your team cant get the gates open in the time it takes for the killer to get a down or take multiple hits then i'm sorry but your team is just bad.
2) The killer closed the hatch and 1 survivor is left, the killer should have an absolute upper hand here as they survivor has had plenty of chances to escape as I said earlier. Keys, second chance perks, etc...
Also the fact that you think slowdown perks are second chances and you want pop nerfed just tells me that you either ain't a killer main, or you're a rank 15.
Lets consider both situations:
1) If the killer was doing their job, there should really only be 2-3 people remaining, if all four have made it to this point, you screwed up as killer. The survivors did their job, you didn't. This should be harder for you. However, lets say you secure at least 1 kill before End Game. That means you have a high chance of getting two more kills or at least 1 more kill to tie the game. You can either a slug or hook and proxy camp for the save. Don't commit to a chase you can't win, at this point in the game you should realize what chases you can win.
2) In a 1v1, the killer already has the upper hand in a match. It shouldn't matter how the match got to this point. As killer you don't deserve a kill, you earn a kill. You're asking for a free kill, sorry I want more of a challenge.
Also the fact that you think slowdown perks are second chances and you want pop nerfed just tells me that you either ain't a killer main, or you're a rank 15.
I love this, Oh, you don't play like me, so you must be bad... I'll refer you to my previous statement, it pretty much applies to you too I guess
I am sorry my 1.7k hours (which I will safely assume 1.3k of those are as killer) doesn't count me as a killer main for you. I am sorry I am not a sweaty try hard, need a 4k to feel good about myself type of player. I am sorry I get to red ranks without running unfun perks such as Pop, in fact, I never even made ruin teachable until after they changed it. The closest thing to a slow down perk I run is Corrupt. Basically I am sorry I don't live up to your standard of a killer main, I get the strong feeling you wont live up to mine either.
BTW #RedRankGamer I guess the best advice I can offer you is, git gud.
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The doors should be spaced in a way where the killer still has to patrol, but the survivor should only escape if they play smart.
@Schmeltz I never understood this argument. Basically, survivors have to play smart and killers should get an easy kill. That doesn't sound justified. Both sides should be playing smart. The gates light up when there is work on them, and perks like whispers and spies exist for this reason. Opening the exit gates should force both sides to work smart, not one play a mindless waiting game until the other dies because they can't do anything.
@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/141848/so-what-about-pop-and-exit-gates
This sounds like another survivor main pretending to be a killer main to ask for killer nerfs.
Pop is fine. It has an activation requirement of hooking a survivor to get an extra progress reduction when kicking. I a lot of cases it barely even resets the progress that was made on the gen during the time the killer was chasing and hooking someone.
Exit gates spawns are fine. The EGC already gives advantages to survivors by not even being activated until the doors open or the hatch is closed, and not to mention the timer slowing down to help survivors get yet another chance.at rescues and escapes. Gates being somewhat close together gives the killer the ability to defend them and smart survivors a chance to open them if the play smart and stealthy.
I am sorry my 1.7k hours (which I will safely assume 1.3k of those are as killer) doesn't count me as a killer main for you. I am sorry I am not a sweaty try hard, need a 4k to feel good about myself type of player. I am sorry I get to red ranks without running unfun perks such as Pop, in fact, I never even made ruin teachable until after they changed it. The closest thing to a slow down perk I run is Corrupt. Basically I am sorry I don't live up to your standard of a killer main, I get the strong feeling you wont live up to mine either.
To say Pop is fine, I disagree. I don't think it doesn't have it's place, but compared to all other slow downs, it clearly is overpowered. As I said, I would prefer if it was changed to 15% but would also be happy if it forced the killer to at least prioritize a target instead of being so length. I am think it should either regress the gen less or have a much shorter counter on it. It's meant to slow down the game, not bring it to a crawl as it can often do now.
As for your argument on exit gates, you make the same point as Schmeltz
Gates being somewhat close together gives the killer the ability to defend them and smart survivors a chance to open them if the play smart and stealthy.
Once again, why is it a case of the survivors have to play smart? BOTH SIDES SHOULD HAVE TO PLAY SMART. Anyone who argues that end game collapse is not killer side, is either a bad killer or new to the game.
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@Leachy_Jr you do realize your first argument is, The survivors did their job and got to the end game, but then still have no hope of escaping because the game decided to put the only two ways to exit the game in a position the killer can see both? That is balance, that is clearly giving one side a HUGE upper hand.
Throwing the argument of second chance perks or using a key (which they may not have) is being biased. Killers often run multiple slow down perks, which in my eyes are the equivalent of survivors second chance perks. They also have the of using mori's. Which brings us to End Game Collapse, which can easily favor a killer more so than a survivor. So putting exit gates in a position where a killer doesn't even have to patrol is not balance, it clearly is unbalanced and favors one side more.
Saying a survivor shouldn't be able to run a loop for 2 minutes because its "god" loop and then turning around and saying exit gates are perfectly balanced is being biased.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1195540#Comment_1195540
Gate spawns are fine. An escape shouldn't be guaranteed because the gates are too far away to patrol.
Thats dumb logic, that is basically saying a survivor should be able to run a loop for as long as possible no matter how strong it is.
You can't say god loops are game breaking and then say, exit gates are fine. You're being biased and it shows.
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They should have added gate spawns to one of the things they wanted to fix with all of these changes to maps. It's ridiculous that I can see both gates standing still or barely moving. End game collapse already favors me so much, that I can't believe this was overlooked.
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Though I don't agree with this person attitude, I usually mori the person who brings a key. Both keys and mori's currently break the game in a unfun way for both sides.
If you are doing a challenge or going for the achievement, their are perks for that. I don't mind survivors who find a key and escape, It's annoying when its brought though.
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Mostly
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To be clear, if the hard line cut was up higher, you could argue it was a part of the wrist. But its past that and its a really straight line where the white texture is two different shades. Maybe its just my monitors.
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Look near the bottom of the hand, there is a hard line cut going across the wrist that breaks the texture from the rest of the hand from the bottom of it.
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To be honest, I've given up on chasing people who use loops like this. Last week I had a survivor who was mad that I wouldn't chase them all game, but every time I chased them, they ran to that very specific window. So I just chased other people, I ended up with a 3k and that guy getting out unhooked via hatch.
He was so mad that I didn't chase him and couldn't understand why I refused to run that loop. There are just loops in this game that I wont run, I would rather tunnel someone else then run a loop that is going to be a 1.5 minute chase.
EDIT: to be clear, I prefer to not Tunnel and would like to chase those people, but just running to over safe loops like that... Like if you wanna abuse the game, then so will I.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1190793#Comment_1190793
Looks like a text mistake rather than a bugged perk. Because if they did that it would be nurse level unicorn status.
If they did what?
The perk is supposed to have a cooldown, it actually used to work, but about 4-5 patches ago, it broke and they never fixed it because I think more people liked it this way.
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So spies is actually supposed to have a cooldown, but is currently bugged and very low priority for the devs I am assuming. So that is why you get so many explosions right now.
Now to be clear, I prefer the bugged version over the actual version, because the bugged version gives me a direction the survivor is running in. Which is a really good feature of the perk.
If we are talking about making the perk really good it should work as follows:
The Crows found in the world can communicate directly with you.
100% of the time, cawing crows give you a visual cue and reveals the aura of the survivor for 3 seconds when you are within a range of 20/28/36 metres.
Spies from the Shadows has a cool-down of 10 seconds.
"In the shadows they torment, scarring our minds with each scream."
Basically the great thing about the bugged version of Spies right now is the fact you can get the location a survivor is running, however, I understand why the devs had a cooldown built in... 8 explosions in a row is extremely annoying. With my change, I would want them to fix the bug, but add aura revealing to the perk so you can still get the direction the survivor is running. I chose 3 seconds as its short enough to turn and find the survivor and see where they are going, but I also extended the cooldown to make it take longer to trigger.
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@Zaitsev said:
I think that you should be able to kill a surv thats been hooked twice anyways. Theyre gonna die on the hook anyways, so why not remove Moris and keep their animations intact?
Breakout, Boil over, flashlight saves, taking hits, and sabo'ing would all like to have a word with you. Just because your on third hook doesn't mean the killer is going to get you to a hook.
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To be honest, as a killer, I actually agree with this. Often times I just want to mori a friend or a key user... it feels weird bring an ebony mori when I want to just mori one person, but I got like 100 ebony and no ivory mori's
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Starting off, yes mori's are stronger than keys. However, most killers are not getting mad at the people finding keys and getting out, they are getting annoyed with people bring keys in.
To honest, I always bring a mori if a I see a key being brought in, even more so if I check their profiles and realize they are friends... Because that means endgame becomes a lot harder. I've had a lot of games where I should have been able to go from a 1k to at least a 3k because the survivors 3 gen'ed themselves. But in reality the other three were SWF and just wanted the solo to die so they could key hatch. Which means my already larger list of targets of 3 gens and 3 survivors now has to include keeping track of a key, who has it, and where the hatch is.
So basically, Yes I agree that a mori is stronger than a key, but if you bring a key into a lobby, you can't get upset with a mori. You are basically breaking the game, so am I.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186523#Comment_1186523
nah the only post that get attention are the one complaining about things instead of trying to have actual discussions, its a shame but any post like this one is often just passed up on. shame because itd be nice to have reasonable discussions with members of the community but hardly anyone is interested in a fair balance or a discussion without name calling etc.
Dude nothing about your cocky attitude to both bump your post and to the only reply you have gotten is going to make this thread succeed.
Starting off, you are focusing on to many things at once. It would be better to start a mini series of threads with a new thread starting when the old one dies.
So first example:
- Title: Let's talk about Ace in the hole
- Post: In the post you can discuss why you feel this perk needs to be changed for balance or to just see it more often in games. Bring up other suggestions you have heard and why they would be game breaking. Then lastly suggest your idea and why you feel it is good for the games health.
One that thread runs its course, pick another perk and start a new thread.
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@toxicmegg said:
https://forum.deadbydaylight.com/en/discussion/comment/1184593#Comment_1184593
so you want old DS back?
No, I am fine with new DS... My point was, just because you got downed again within 60 seconds doesn't mean the killer was tunneling you.
You were arguing that if you can use DS then the killer WAS tunneling and that it was as black and white. But by that logic, if the killer downed after 60 seconds such as 61 seconds it isn't tunneling.
Honestly, I rarely if ever tunnel (as in go for the unhooked person right away and usually attempt to chase someone else). However, if I happen to get DS'ed and feel that it was unjustified, then I do tunnel. I was already punished for doing something I felt I wasn't doing, so might as well do it.
@RobMeister88 said:
DS should be changed to this:
After being unhooked, DS activates. DS remains active until the killer picks you up or another survivor has been hooked.
This logic still has the same flaw... it needs to account for if the killer slugged you. Because if the killer hits the rescuer, the rescuer gets you off hook, killer hits and downs you, then quickly downs the rescuer and hooks them, and then comes right back to you and hooks you... THAT WAS TUNNELING. Yeah it was a unsafe hook, but sometimes as a survivor you don't have a choice. Just because another survivor unsafely hooked you shouldn't mean you lose your perk.
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@toxicmegg said:
https://forum.deadbydaylight.com/en/discussion/comment/1184374#Comment_1184374
that's your opinion. and i think you are wrong. thank you, next
So its not tunneling you if I down you in 61 seconds? That is basically your logic
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@Huff said:
If what you were saying were true for everybody (new players not seeing it as an anti-tunnel perk, 1K+ hours calling you a tunneler) then I would say it might be just because the new players don't have any reference to base it off of. They see a perk in a game they like, they know what it does, and they use it for what it's good for to them. People make up their own strategies that work for them.
Anyway, emphasis on that one part: they call it like it is. I wouldn't even call it an anti-tunnel perk. It's much more multi-purpose than that and there's plenty of video evidence to show that.
That is kinda my point though. I am starting to see this shift in the player base that doesn't see it as a anti-tunneling perk and more of a multi-purpose perk.
@toxicmegg said:
if you get hit by DS, you kinda tunneled. facts.
That is terrible logic, just because you get downed in 60 seconds of being unhooked doesn't mean the killer tunneled you. In all of these cases except one, I downed and hooked someone else before even finding the player with DS. In most of these cases, these survivors were self-caring in a corner, some of them, I just found and others were just working on a gen in front of me.
@KingFrost said:
What do you expect them to do? Miss their DS on purpose because you didn't tunnel? "Oh, this guy didn't tunnel. I'm not going to use my perk at all this game and only play with three." That's not to mention that from their perspective it might be reasonable that they thought you were tunneling. Even if you weren't. They can't see what you're doing. Like do you as killer bring NoED and then go "I didn't get gen rushed, so I won't use NoED"
So starting off, at no point did I anywhere say they shouldn't use it. My point of the thread, was WHY they use it. Players with more than 1,000 hours seem to say they run it for an anti-tunnel perk, however those who seem newer to the game, say they run it for basically as a second chance perk.
In every case other then one, I downed and hooked another survivor. If downing and hooking another survivor doesn't count as NOT tunneling, then I don't know what does. I don't run slow down perks other than corrupt. If I am going to run an instadown perk its going to be devour or Rancor, not NOED.
So get off your high horse and actually read the thread @KingFrost
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I mean DBD has yet to date get me DDoS or Swatted... Can't say the same for Rocket League. I think this game has a lot of Bark, but not a lot of bite. So I can live with it.
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I bring a mori for the following
- I know a survivor in the lobby, my friends get a 2 hook mori
- If I see a key (Yeah mori is worse then a key, but they are both kinda broke. If you get to break the game, so do I.)
- If I've played against you before and I recall your name for someone being overly toxic to myself or another survivor in End Game Chat than I bring a mori to 1 hook mori you out of the game. Be nice or don't have fun.
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@Freesham said:
When survivors finish all the gens, they can just 99 the gates so they're not pressured by EGC, making EGC practically useless. As a result of this, it also makes Blood Warden very difficult to use unless you open an exit gate yourself.
So my idea is that EGC will begin as soon as the last generator is completed. Of course the EGC timer would be increased to give survivors more time to get to the exits. I wanted to see your opinions on this, if it would be a good change, a bad change, etc.
To be honest, they would have to fix door spawns on all maps. It really should be impossible for doors to spawn on the same wall or even in a position the killer can see both gates. The reason I say this is because I had a game on Autoheaven today in which when I stood on the hatch I could see both exit gates.
I am no entirely against this as I like the idea of more pressure during end game to get people out and moving. The timer would have to be increased and the doors would have to be fixed to not spawn so closely.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/1165980#Comment_1165980
You're joking, right? I play NA around those times and those are the matches I often get. Get in a short chase, break a pallet, a gen is done. Get a hit, down a survivor, another gen is done. They pop like crazy seemingly no matter what I do.
Can I have your MMR, please?
As I don't feel like arguing over a mute point... refer to the comment you responded to. To be honest, I doubt you get those type of games "often" more than likely, you just remember them more easily because the human brain is better at remembering and recalling negative experiences than positive ones.
But hey, maybe BHVR hates you and has you one the 4 man SWF queue only...
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I wouldn't say killers have second chance perks like Dead hard, Unbreakabill, DS or BT... But they do have a category called slow down perks... Basically a second chance perk is a perk in which buys the survivor more time... A slow down perk is a perk that buys the killer more time.
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@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1178370#Comment_1178370
Which is why they only did 1.5x and not 2x, so that people wouldn't farm
You should tell that to my 7 games last night. lol
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I kinda wish they wouldn't have done it at all... I appreciate the BP of course, but I hate the way extra BP causes players to play.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1176461#Comment_1176461
Maybe implement them into custom games? That way they don't need to be balanced and won't affect queue times.
Taking players out of the queue and into a custom game mode... would mean less people in queue and extend queue times...
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I honestly wish they would just leave, its like 400 BP to hit them twice... As a killer I usually already make a lot of BP, the extra 400 wont mean anything. If you can leave, I would prefer for you to do so, this way I can get to my next match quickly.
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Naw keep doing this, I love the free camp. Ez map pressure.
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As a killer the most annoying thing a survivor does, is force me to chase them by bodyblocking with BT and then getting annoyed when I chase, wait out DS and hook them again and then complain about tunneling in End Game Chat.
Like if you manage to take the hit with BT, good for you, but if you block me and stop me for chasing the other person, I am going to chase you. I already lost time chasing the other person. Don't get mad at me because you basically told me to chase you.
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I run BBQ... But that is because I am a BP [BAD WORD]... She is very strong, you can play her perkless and still 4k even against a good team.
So play whatever you want.
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Like I hate mori's besides the doc right where I had to kill everyone, I try to 2 hook mori people. I'll also mori people with devour sometimes. But I rarely if ever bring a mori in to 1 hook mori someone.
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As of today, I wish you had to bring in a key and it couldn't be found via in game.
I hate that I can be randomly shocked by a 3 man escape because they found a key in a chest... Like if you bring one in, I can at least pay around it and be aware of it... But 1/5 of my games today involved a 3 man escape via hatch with a key (1 was only a 2 man).
Like I am seriously debating on using my stock pile of mori's at this point. Which is stupid because I also find mori's broken. But this is kinda BS
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So starting off, Survivors working on different gens is the best possible strategy to use. So the fact you specifically split up to work on gens increases the chances of completing 2-3 gens in 110 seconds.
Next survivors are less reliant on perks than I feel like killers are. Certain killers like Nurse, Spirit and Billy are the exceptions there.
Third, you are SWF, it really doesn't matter how you play as SWF with or without mics, friends generally know how each other play and play better when together than with three other random solo's.
Lastly, this was a Rank 15 Oni vs a SWF team with the closest to his ranks being nearly half of his (rank 7 & 8). On top of that, he had one perk. As I previously said, killers are more reliant on perks than survivors are.
In short all your video showed is that the ranking system is broken.
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@ad19970 said:
I probably have to disagree to an extent. I actually like the idea of having a few really strong window loops, that become much less safe once you break the breakable wall. Survivors having a few safe windows in that case is fine for me. For example, all that the ironworks god window needs in my opinion is a breakable wall close by, so it still is as good as it is now when the wall is up, but once broken, it becomes much less safe.
It also works in my opinion, since the new Dead Dawg Saloon map is one of the most balanced maps in the game in my opinon. Having some strong windows before you break the nearby breakable walls is a good thing and works, because most pallets on that map are mindgameable, and the map has a fair size.
If all loops were counterable even without breaking a nearby breakable wall, then breaking that wall would either be useless or render the loop useless.
Of course, it depends on the map. If the new map had more safe pallets, I probably would rather have one or two less breakable walls I had to break to make certain windows less safe. Therefore no map should have many windows that are safe until the nearby breakable wall gets broken. So they really need to be careful with their implimentation.
One thing I am also a bit worried about is if the devs might go back to older maps that are already a bit survivor sided, and then alongside making more loops manageable, would also enhance certain loops and make them stronger, so the killer has to break the wall to transform the loops into what they used to be. I doubt they'll do that, but who knows.
As an example, there's an enhanced T-L wall in the Saloon map, that turns into a normal T-L wall once the breakable wall is broken. It works on that map in my opinion, but I would be disappointed if they went back to older maps to enhance T-L walls there. What older maps need are just breakable walls added to some loops so that some of the loops become more manageable, most importantly the insane window loops of some maps, and nothing else.
So I agree with you, there should be some really good loops that the breakable walls make less safe. The problem is, they made the loops VERY good, close to god tier unless you break the walls... Even after you take the time to break all of the walls in the saloon, you basically go from Good Tier loops to still good loops.
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@Cheeki_Beaky_Bird said:
https://forum.deadbydaylight.com/en/discussion/comment/1165929#Comment_1165929
Okay, let us assume that the literal second the trial starts, 3 survivors start working on gens (2 stacked up, 1 solo) and you enter a chase.
40 seconds later, you've downed and hooked the survivor (note that this is a huge stretch, 2 hits = 5 seconds of cooldown, pallet stuns are 2 seconds each, and the straight line distance advantage between 100% and 115% speed takes 13.33 seconds to recover from after a 2 second loss, not even accounting for how you need to go around the pallet), plus pickup and hook animations, and any time the survivor burns by not starting the chase in lunging distance, and actually making use of windows).
One gen is now nearly done, and another is halfway done. Let's assume that you instantaneously arrive a few meters away from the halfway done generator. This chase also takes 40 seconds. (again, being ludicrously generous, this would be a stupidly fast chase, and assumes that the survivor is literally doing worse than just running away in a straight line with 1 pallet stun).
A few seconds into the chase, the nearly done generator pops, and the survivor you already chased is unhooked. That survivor will have time to self care before you've hooked the survivor you're currently chasing, and the remaining 2 survivors will have time to complete the halfway-done generator.
We've now arrived, 80 seconds into the game, assuming the survivors are near complete potatoes in chase, didn't bring toolboxes, prove thyself, medkits, or any perks at all except one Self Care, and that the killer can teleport through time and space to their next chase the moment they've hooked a survivor. 2 generators are done, 3 survivors are healthy, one has been hooked once, and one survivor has just been put on hook the first time.
Yes, that can happen, however from my nearly 1.6k hours, that is not the normal from match to match. I am generally between ranks 1-6 when playing killer. Most of this time with killer such as Huntress, Piggy, Spirit, Ghostface and Oni. I've only played Deathslinger since its release.
My average kills per game is 2-3 kills per game. The only slow down perk I even run is Corrupt and that is only on Huntress and Ghostface.
I am not saying the type of matches you are describing do not happen, I am simply saying they are not the match you are getting every game and if they tried to do something about these rare match's it would seriously make the normal matches almost impossible for a killer to not 4k every game.
Now, as I said before, if you are getting these type of matches every single game then we should look at other factors such as your playstyle, region you are in, the time you are playing, or BHVR's emblem system.
The last one BHVR is attempting to resolve with there MMR system. But Speaking from a NA player who plays between the hours of 6pm to 10pm EST, with a rank between 1 to 6, all I can say is that those are not the type of matches I see, they are outliers not common place.
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@Cheeki_Beaky_Bird said:
https://forum.deadbydaylight.com/en/discussion/comment/1165661#Comment_1165661
2 survivors, engineer's toolboxes, one Prove, 2 streetwise, charge addons would do this without any Greats at all. When you consider that toolbox repair doubles the skillchecks, and a gen averages 8 skillchecks with 1.6 seconds saved per great, 2 survivors could go sub-20 without BNPs pretty easily.
I admitted in my post that it is most likely possible with toolboxes, but as I am unaware of what a toolbox does since they were changed I can not comment on the impact they have.
Guess what if you notice a bunch of toolboxes you can do this very simple thing called "Lobby Dodging"...
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@Cheeki_Beaky_Bird said:
https://forum.deadbydaylight.com/en/discussion/comment/1165446#Comment_1165446
TWO gens in the first FIVE minutes? That's actually a f*cking dream. I'm a purple killer and I've had only a couple games like that in the last weeks. Even if you down and hook your 1st survivor in 40 seconds, and your second survivor 40 seconds later, two gens are done and the 1st survivor is off hook, 80 seconds in >_>
If you are in chase with someone, that is 3 people working on gens, say you down that person and hook them. You should be entering chase with someone else soon, which means three people not working on gens. 1 hooked, 1 in chase, and 1 going for the save.
Either you need to run an information perk such as BBQ or Discordance to find people or you are playing above your skill level.
In your defense, this could be a combination of your playstyle, region, time you are playing, and BHVR's broken emblem system.
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If a huntress hits you twice, you are down. In almost all cases where a deathslinger can hit you a huntress hatchet can also hit you. Actually a huntress hatchet can hit you across the map. If he hits you will you are injured and is unable to down you, you don't go down, unlike huntress you would be down.
Death slinger suffers a 1.5 second delay on a missed show before being able to fire again, he also suffers a 4 second penalty anytime his chain is broken in which he doesn't release it.
I am unable to confirm this, but I believe his hitbox for his harpoon is smaller than that of the huntress hatchet. I can't confirm this, its more of a feel, as I've played a lot of huntress and am often shocked when I miss a hit with him that I am confident would have hit as huntress.
Basically he isn't guaranteed to down you and suffers a penalty when he fails to down you well using his power. Huntress does not have this same issue. If you wanna nerf his ability to shoot, you need to buff him by removing some of his drawbacks to using his actual power.
Keep in mind, stunning him by breaking his chain is almost twice as long as it takes him to drop a pallet. If I remember correctly breaking a pallet takes like 2.5 seconds, the stun is 4 seconds.
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To be fair, if they would take the saloon back to what it was like in the PTB, I would have less of an issue with it.
For example, the two upstairs bedrooms were both open in the PTB, now the front one is always blocked off. This made the building dreadful for me to chase anyone into the building.
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It is just as valid of a tactic as Slugging for a 4k or camping a survivor. There are even perks that increase your chances to escape and offerings that also help.
As a killer main, if this happens and you feel bad, give the last guy hatch and have some fun chases... It's what it is.
EDIT: if it is happening to you as survivor, either die on hook to or hope the killer gives you hatch, try to enjoy the game as much as possible.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1165472#Comment_1165472
I did a gen in 20 seconds lol it’s insane how fast gens can go now with the new toolbox’s
Without knowing how a toolbox impacts a generators completion time, the best I can say is, as a single survivor this is impossible. To my knowledge the only time this could happen is under the following circumstances
- 3 Survivors working on the same generator with Toolboxes/Prove Thyself
- 4 Survivors working on the same generator with Toolboxes/Prove Thyself
I think mathematically it is impossible to do this with two survivors even with Toolboxes and/or Prove Thyself as the base time to complete a generator with two survivors is 45 seconds. Meaning even with Prove Thyself and Toolboxes, I still think is above 20 seconds.
So one of the following is true:
- You were working with 3+ survivors with either Toolboxes and/or Prove Thyself which means you were intentionally running a "genrush" build and not much that can be done about that.
- You improperly counted the time, and it actually took 25+ seconds also assuming you are working with 3+ survivors.
Please keep in mind that as I don't play survivor and do not know the impact the new toolboxes have an gen speens, there might be a case, in which two survivors running Commodious Toolbox might be able to do a generator at a quicker rate than I am previously unaware of. But excluding toolboxes, its essentially impossible for you to have done the task you proclaimed unless you had at least 2 other survivors.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1165524#Comment_1165524
Ah, dont worry, I know, I know. Nobody is happy with Dedicated Servers, but at least the Devs released them. And they will never be gone (this sounds like a horror story).
Lol
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@Aven_Fallen said:
I think it is this in the Patch Notes:
- Fixed an issue that caused Survivors to be hit by projectiles that visually appear to pass over their head while performing various interaction's animations.
But yes, this got changed.
But dont worry, you still get your BS Hits because of Dedicated Servers. :]
I really did miss it, damn... To be fair, I completely agree with the healing one, but removing it from the generator is the one that gets me, it greatly hurts her map pressure.
Also before you get all sassy, Dedicated Servers cause just as many misses as they do hits. It's a give and take that no one is happy with.
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@Gravewalker200 said:
I might be new to this war but what is up with everybody wanting nerfs everywhere
People just want nerfs man.