pseudechis
pseudechis
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It would ruin the atmos.
Fear the unknown and all.
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There is a difference between a promo blurb and an EULA.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3137295#Comment_3137295
Because by prestiging characters and getting their perk tiers auto-unlocked, it devalues buying perks in the web by default. While that portion of the grind may be able to be done the same as it was before, any perks purchased through it will be wasted if those perk tiers are auto-unlocked at a later time. And since you can only choose which perks are in each web to a minor degree, the only way you get any value out of purchased perk tiers is if you use them before further prestiging that other character. It basically creates an efficiency debt for zero reason unless you specifically want that specific perk, which means you're essentially paying for early access. It is true that it is similar to the previous system, but it creates a nice big shadow overtop of it and a big asterisk at the end.
One of the biggest things this rework has been drawing out of people is how absolutely awful the amount of waste feels in the progression system. even the "its only 20k" prestige tollbooths give nothing in exchange other than being allowed to continue grinding and wasting even more.
You have a point about the prestige tollbooths being a useless thing that just eats points and should be removed.
Perk purchases aren't wasted just because they can be unlocked another way. You want to invest in a single character and want a specific perk then prestige one your chosen perk toon, (similar to getting them to 45 pre-patch). Then level up your chosen toon as normal.
Oh but I can unlock those perks on everyone if I p3 the other toon, well great do that then... or if you don't want to do that P1 and get your chosen perks on your chosen toon.
The BP numbers haven't helped the grind but the logic of the set up is sound. You have two avenues to unlock perks pick the one you want to use.
Previously you had to get all toons to 45 and then grind out the perks randomly on your chosen toon. Now you get all toons to P1 and then grind out the perks on chosen toon same as before, with the added option that each time you grind out a new toon past T3 you remove the need to grind out those perks on the next one.
So if you are focusing on one toon forever more, the grind cost increases slightly because now you need P1 rather than 45 to unlock the perks, its not that different but comes with the added bonus that should you wish to change up toons then a lot of your work is already done for you, thus reducing the grind overall.
It also removes the randomness of specific builds because rather than unlocking a perk and praying you get it in a good time you already have the base level ready for use.
The logic is sound they just need to re-work the BP costs to make it actually cheaper BP wise. Problem is people are so hung up on the flat BP costs that they forget half the grind came from the RNG nature of the design. That's what was fixed, now they need to address the BP cost.
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@kingcarl2012 said:
No you only have to get them to prestige 1 and then you can level them up in Nea's blood web same as you always have been able to. You only need to prestige 3 if you want them auto unlocked at tier 3 on all characters.
I don't know how people keep missing this point either.
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more time in game is bad and boring gotcha.
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The chat filter on DBD is quite hilarious actually.
Here we have a game involving brutal murder and mutilation based on 1980’s slasher flicks, typically a highly exploitative and violent genre.
But the post game chat filter is set to Disney. You know Disney plus is going back to dub over swearing in old 80,s flicks because lil Timmy might get traumatised by the F-word.
Yeah I’ve complained about the low quality of interactions with other players post game and some things should be censored but seriously, setting the chat filter to toddler for a game like DBD is just farcical.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3134742#Comment_3134742
Okay, but like. Are we not allowed to minimize the abuse scenarios? At all? I understand you're a badass and don't care if you get bled out 10 games in a row, but I feel like there's answers to this problem that aren't "suck it up, whiners, I'm not complaining".
I'd say given there is a timer then the ability to abuse it has been dealt with... because hey there is a timer and eventually you will bleed out. People are complaining about a problem that has already been solved via the timer.
Now they are complaining that the timer isn't quick enough, even if they make it 5 secs and you bleed out these same people will complain about slugging in a new way.
I'm afraid the "suck it up whiners" as you put it, point of view holds some sway in this instance because the problem people are complaining about... being held hostage by slugging... has already been solved.
Your proposal if all 4 are down then a quasi form of endgame bleed out short timer starting could probably work but to give ample time to find and hook everyone it probably wouldn't be much shorter than the 4 mins it already is.
Its a grey area because the game is about abusing the survivors basically, you sign up to be potentially on the receiving end of loss of license, non-participation and elimination, these are key elements to survivor gameplay.
It boggles my mind that people get all upset when these things happen when they actively sign up to participate in a game where its part of the core mechanics.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3134759#Comment_3134759
people keep saying this but we still did get Demogorgon and Freddy. Both aren’t really accurate to their original franchise and their abilities are super limited but they still work in this game.
Yeah but Freddy is still just a human and while there is a surrealism that encompasses a dream setting, he also works as a person running around.
Demo moves through the upside down in a limited kind of teleport which keeps some of his theme intact. The Demogorgon is hardly as iconic as a xenomorph is though.
The movement and experience of a xenomorph has been encapsulated in other games that gave them a free range of the full 3d world.
To pull that back into a 2D plane and say now have a DBD chase would be so underwhelming I hope they never do it.
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People keep talking about it but it would never work.
The limitations of DBD don't lend themselves to a xenomorph killer.
Just play the xenomorph campaign in AVP, you couldn't hope to capture the feel of an alien that can run up and along any surface in the single plane DBD chase. If they could they'd render all walls and obstacles moot.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3134541#Comment_3134541
I don't feel like intentionally bleeding out an entire team is something that's done in good faith very often.
But yeah. If everyone is down and there's no way to get back up, reveal every downed survivor's aura and let them bleed out 10 times faster after 30 seconds. At least it'll end faster that way.
30 sec probably isn't enough time to find and pick up everyone if you've got a good 4x slug going. Especially if you have to wait out a DS timer before you start picking people up.
I don't think 4 mins is a bad amount of time. I realise smart phones and instant gratification have rendered people's ability to wait for even a nanosecond completely void but its really not the end of the world scenario people make it out to be.
The harsh truth is that players aren't obligated to do anything out of good faith for another player. If its within the confines of the rules then its a possible outcome from play. A pretty thematic one at that.
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As killer you are in it for the whole game every game, they are already the key earner BP wise in dbd.
Survivor is a more varied experience as it should be.
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No way nurse is great.
A good nurse is one of the few terrifying killers left.
The recent buffs brought a lot of the roster back from the brink of lame duck but still nothing compares to a good nurse for terror.
Creepy aesthetic with a hard power to avoid using the usual run around the same rock 6 times brain dead mechanics.
Nurse is dbd at its best. I wish I was better at her but I’ll settle for facing off against her on a regular basis.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3134537#Comment_3134537
For that custom games with friends works well
Yeah we do that a lot. But sometimes folks aren’t online and I just picked up more expansions for don’t look back.
Which gave me hankering to play some DBD today.
If you haven’t played don’t look back trust me check it out it’s great.
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Did they say post game that they did it to punish you because they were angry or are you just making assumptions about other players because you don’t like the bleed out mechanic?
It’s not a hostage scenario it’s a 4 min bleed out timer. It’ll end. It has a timer so it won’t become a hostage scenario.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/341286/when-do-the-custom-game-bots-arrive
Just play in the tutorial
I can’t DC tantrum free tombstone mori survivors in the tutorial though.
This isn’t about winning it’s about an uninterrupted game using fun builds and what are the most fun builds as killer… typically the more oppressive ones that have rage quitters going mental.
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@OrangeBear said:
If you check the 6th anniversary blog, you can see that the estimate for custom game bots is winter 2022.
Also, in a recent tweet they announced they are pushing back Game factor... reflow. Or something like that. And the wiggle escape system to q1 2023, to prioritise custom game bots, and the mori rework which should be coming next mid chapter.
@TheArbiter said:
They said "winter"
@Nathan13 said:
Sometime this winter.
Cheers,
One can only hope.
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Why are you so triggered about being tunnelled?
Assuming because you got tunnelled or camped that your opponent is triggered and somehow angry at you is just ridiculous.
My suggestion is stop getting triggered by camping and tunnelling it’s just gameplay.
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A large Krite from critters
That can roll for speed boost, and shoot lil darts that apply hindered effect.
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@spodamayn said:
I hope they don't hide prestige levels. Having prestige 20+ or whatever still isn't an indication of skill or whatever (I had a p19 Steve in my game tonight that DCd on first hook against a terrible Blight). But I'll almost always dodge people that are p0 cuz they likely haven't put much time into the game and probably don't have access to many perks, especially when they have default cosmetics.
“I hope they don’t hide prestige as it’s not an indication of skill”
”I skip lobbies with prestige zero because these people probably have low skill”
makes me chuckle.
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No it can’t.
The problem is the term toxicity has been so overused by the dbd community that it’s lost all meaning.
Most of what people call toxic is just gameplay.
What’s toxic is the overaction to gameplay and the outside game abuse that results from it.
Toxicity is a player problem not a gameplay problem. If you find yourself triggered by gameplay, getting angry and then feeling justified being unpleasant to others outside game then bam you are toxic not the game.
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Yeah it’s pretty common. Had the laggiest spirit match the other night barely got any hits with all the stuttering.
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Honestly it’s just gameplay.
Blood points are infinite if you play you’ll get them.
The cost/loss element is largely imagined simply because of the infinite nature of the currency.
This is an elimination game which means you may be eliminated early.
If tunneling is a major source of complaint then well, there are plenty of games where there is no threat of elimination and you endlessly respawn maybe those game are more your kind of thing.
I also play a lot of MWO where if you get killed that’s it, you’re out, but it’s kind of an accepted norm in that community and makes people do their upmost to not get spotted and killed.
I’d hate for DBD to lose all its thematic threat and just become a farm fest for those who can’t handle loss.
If the opportunity to eliminate you comes along your opponent is probably going to take it, making DBD visceral and gritty and great. I hope that never changes.
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Blanket percentages say very little, its a PR release nothing more.
Watching joe public try to wield stats is like watching a toddler wield a shotgun.
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who you choose to chase and kill as killer is entirely up to you.
I've often let someone go because they were trying to progress the game while their remaining team mate hides.
Mind you there is nothing wrong with playing selfish and hiding to get hatch if your down to 2 left, just expect some players to try and punish you for it.
Its hardly constitutes working with the killer.
Some people are just bad sports and see the report system as their weapon when they don't get what they want from a game.
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The problem with solo queue is people want it to be equivalent of a SWF.
Doesn't matter what you change that won't happen.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/3110506#Comment_3110506
Exploit? You got some strong mental gymnastics there. They don't get an escape for having a give up option. They don't get points for it. Do you not know how forfeiting works? When people do a forfeit vote on Valorant do you think they won? LOL. There's nothing gained from having there be no option. There is just time being wasted for no purpose. I get my time wasted as the killer if I were for whatever reason unable to hook the person and the survivor is getting nothing out of it being on the ground.
It seems more like you just don't know how to make an actual argument against it. I think you should just be honest and admit you want to be petty to people. Simple solution for hatch: Don't let it activate in that circumstance. I guess the next retort is going to be "But now they can just immerse to the gate!" Wah!"
Yeah that's what an exploit is deriving a benefit from circumstance.
What you are asking for is a mechanic to let you quit if slugged so your team mate can have a better chance at getting hatch.
Slugging for the 4k is the counter play that avoids the suicide on hook to give hatch.
You just want to option to suicide and keep your points no matter what happens. Its exploiting a quit mechanic to give your teammate a greater chance of escape.
If that's mental gymnastics to you then I don't know what to say... given the gibberish of the rest of your reply are your sure its not just a case of mental couch potato on your end. I'd have though it was obvious. 🤷
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3124386#Comment_3124386
its not ironic when i said I had my hand forced by the intelligence and skill of the survivors when it came to split pressure and coordination. My last post was about a killer doing it just to do it. keep trying to start stuff tho buddy. real cute
How is being forced to tunnel any different from choosing to tunnel?
This is what I mean by it’s all just gameplay.
Can’t you see how thinking your tunneling is valid while others doing it is somehow invalid is a really silly double standard.
Basically anything goes if it benefits you but it’s somehow unsavoury play if it doesn’t benefit you.
That’s the epitome of player entitlement. The rules of good sportsmanship apply to everyone but me.
It’s not really intelligence and skill to split up on gens in fact it’s pretty much the common norm for an average game of dbd.
You’re right though it’s no cause to call you a bad killer that’s just bad winners being jerks.
But you’re justifying gameplay you were denigrating only a few posts ago as being unsavoury. Why? Because this time you did it so it was justified but if someone else does it, shame on them.
I find a great deal of irony in that and it makes me chuckle.
I won’t comment further if it upsets you, there is no unresolved conflict that exists between us. But think about what I’m saying here… it’s a personal insight moment, do with it what you will.
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The irony of this thread after your punish people for unsavoury play thread is kinda funny.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3123982#Comment_3123982
Cool
So why did they remove old facecamping? It's functionally the same thing as what you are describing.
Because old face camping prevented even saves by team mates. It was basically body blocking someone on hook. Functionally its completely different to the face camping of today. Thanks to rotational unhooks you can now save against it.
Why they changed that should be obvious, so its not much of a rebuttal.
As for ol leatherface, its completely possible to hook save against him just very hard. Again different from old face camping which was you can't unhook someone if the killer stands here. So again not much of a rebuttal.
I get that you are against face camping and its not the most interactive of play but its a complete fallacy to argue that you aren't playing just because you are on a hook, when hanging on hook is part of survivor game play.
Cherry picking the most extreme case of this mechanics use and making it the sole point on why it should be removed is a rather weak argument for change.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3123271#Comment_3123271
Your ability to play the game isn't being limited. You can not like how survivor gameplay is designed, but survivors are designed to be largely helpless on the hook and reliant on their teammates saving you. A killer preventing survivors from unhooking you is not preventing you from playing the game.
If you want to propose a different mechanic than the current hook state, go ahead. But the only way that a killer can actually prevent you from playing the game is if they body block you in the corner of the map and just sit there. Which is reportable btw.
Now I do think being able to facecamp survivors to death is not healthy for the game.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3123283#Comment_3123283
Sheesh.
Yeah, I'm not even going to continue this argument. You've practically made my point for me.
err... Crowman makes a very valid point. You can throw your hands up and choose to ignore it Pulsar but...
The mechanics of DBD involve non-participation as one of the core threats you face as survivor. This is represented via being slugged or being on hook. (The other core threat is elimination via death).
You are still actively in game but unable to progress the objective and are reliant on your team mates to save you. You're not being prevented from playing while hanging on hook you are still playing, is kinda the point.
What makes DBD interesting is the threat of non-participation is very real, making it a genuine threat to avoid.
Same for being eliminated, if you die you are out, you don't endlessly respawn after a timer you are just out.
These two elements make trying to escape in DBD a rather visceral experience that captures the essence of survival horror, slasher flick, really well.
Are killers able to leverage these mechanics too much by directly defending a hook AKA face camping? That's a different discussion.
But to say camping is bad get rid of it because you can't participate, is just blind to the very core mechanics that make up DBD and make it kinda great.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3122904#Comment_3122904
not i didnt throw a tantrum i tried getting chased to be taken out of the game XD and I asked for stories because its fun to hear how peoples bullying or bad plays got punished
Why is it fun to hear about that?...
Is it because camping/tunneling upsets you? "it annoyed me so i played unsavory back." Your words.
That sounds like a really childish tit for tat tantrum to me.
Especially when what you describe is just gameplay so where's the punishment? Just because something upsets you in game doesn't mean it upsets others.
What you describe wouldn't bother me, or really any of the folks I regularly game with, because its just gameplay.
Outside of creating you own little head narrative where your opponent is just as upset about things as you are, what you describe is neither punishment nor revenge.
Is it really stories about "bad players" being "punished" or just stories about bruised egos compensating for what they arbitrarily define as bad play.
i.e. My team got camped and I got angry so I taunted this killer and ran them for 4 gens. No I'm not being childish I'm a hero who punished bad play... Err sounds more like an angry child seeking external validation to me.
As I said its not the topic of "tell me how you outplayed this" its "tell me how you punished bad play" The latter is a much more ridiculous topic.
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Its kinda like survivors '3 gen'ing' themselves.
There is some forethought in how you finish gens to avoid a serious disadvantage just as you have to think a lil with hooks.
Its good survivor counter play to try to run into areas where there are dead hooks making it harder for the killer to hook them.
It pays sometimes to think about where you are chasing survivors and where you might hook them prior to doing so.
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Enough of the post patch melodrama already.
The guilt is not real its a video game.
These videos show yet again when people say they want "balance" what they are asking for is chosen role bias.
Killers got a pretty good buff this latest patch, were they over tuned a lil? maybe... but it takes a lot of games to demonstrate that across a varied player base.
A couple of weeks of whiny overreaction to changes is just that... whiny overreaction to changes. It adds very little.
Especially when the primary complaint seems to be "I can't listen to music, watch a movie and eat lunch and still escape anymore."
My god you mean you need to focus on the game your playing in order to do well! The horror!
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3121636#Comment_3121636
nope. I asked for peoples stories of punishing unsavory plays. therfore oh you had a team click every single time they seen you? how did you punish them. the retribution comment is just a repeat from what someone else told me. And I did punish her for her misplays. I looped her for 3 gens after she turned it into a 1v3. she could have went after my less skilled randoms but she didnt. instead she tunneled and camped a girl for no reason and it annoyed me so i played unsavory back. hero complex my ass XD I dint even care if i won i wanted to get out of the match actually and it just happened to work
You engaged in gameplay how did that punish them?
Its a really weird mindset to have, to think that gameplay is some form of punishment for other gameplay that you don't like.
It's not how the game played out that I'm calling into question, its the manner with how you "package" and present this topic.
Quote 1..."I asked for peoples stories of punishing unsavory plays." It's basically asking "what gameplay triggers you and how did you overreact about it?"
Quote 2... "it annoyed me so i played unsavory back." So basically yes you threw a tantrum and want to share that and also want others to share their in game tantrums too.
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What retribution is there? You haven't punished anyone for "unsavory" play as you put it.
Sounds like you got triggered by gameplay and created a lil hero complex narrative in your head over the outcome.
Nothing wrong with sharing stories about plays you are happy with, but when you wrap it up as retribution for what you view as "unsavory play" it just comes off as a poor sport tantrum seeking external validation.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3113675#Comment_3113675
Just went straight in for the blind assumptions there eh.
What else would patrolling mean in this context?
I would have thought patrolling gens was the obvious one, given gens were the topic.
But I commend your conviction for just diving in unabashed and so self sure with the first thing that came to mind.
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not really.
Though I'm waiting for the main menu to revert after the attack on titan promo, that guitar riff sounds like something from a great guitar anthems CD found in a gas station bargain bin.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3113359#Comment_3113359
By patrolling I'm assuming you mean "patrolling" a hook. And if so then you should probably search for survivors on gens instead of mindlessly sitting by the hook knowing the survivors are focusing on generators.
Just went straight in for the blind assumptions there eh.
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3112933#Comment_3112933
But the gen spread is so bad most of the time. You can easily lose 2 gens when patrolling.
With an M1 killer like freddy sometimes yeah, even when you commit to that chase the rest will jump back on and pop that gen you just chased em off.
Maybe mix up your build, bit of extra gen protection/regression never hurts.
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I'd say this is some of the most logical and objective post patch feedback yet.
I think there is systemic problem of players DC'ing when they don't get what they want from a game.
Often its the more obnoxious of players whom engage in this kind of quitting and given the riskier nature of obnoxious play after the patch they are struggling to adapt. This is completely speculation of course.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3112269#Comment_3112269
Funny, because any really good streamer will tell you that Solo queue is weaker because you don't have the option to filter out players. In SWF you're guaranteed to be playing with teammates at your level of skill.
What, do you think joining a lobby with other people automatically buffs you? It doesn't. It just lets you filter out bad players so that the game gives you fair matches.
Its an odd mindset that I've only seen in DBD so far that what is essentially a PUG group should be equivalent to a pre-made. The deficiency of pug randomness is in the quality of the player not the mechanics of the game. Somehow people can't seem to grasp this.
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I'm not thinking it.
But I'll say I don't agree with what you said... Nurse is a great killer and aside from an addon pass should stay as is.
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@Kweh said:
https://forum.deadbydaylight.com/en/discussion/comment/3110500#Comment_3110500
If I'm not versing Blight/Huntress/Nurse/Spirit exactly, it's a tunneling wraith or an oni taking advantage of the bug. It's honestly, as boring and stale it's ever been, if not more so. Survivor at this point just feels like it exists to give killers their power fantasy boner. With the buffs, they're just rewarded harder for playing that strong killer or perk combo, or camping that 3 gen and making the game take 30 minutes win or lose, or tunnelling that survivor at 5 gens and removing people from the game by doing as little as possible. Tell me what's fun or different about any of the above?
Also guys, PR +DMS is back because I believe PR was causing unintended synergy with merciless storm and making it last way longer after regression because it didn't interrupt. So the meta is back because the devs are too lazy to fix their game as usual.
Hey the ego boost of winning is just as prevalent playing survivor.
The meta was made up of chase extending 1v1 perks and players were very in your face and cocky about it. Its just as much of a "power fantasy boner" (as you eloquently put) as playing killer.
A lot of the knee jerk reaction to the changes is people trying to deal with their current "fantasy boner" impotence, because they are no longer Captain Hero Survivor but rather team mate number 3, which is what they were always meant to be.
The rest of the complaints are still coming from people who were complaining before the patch. At this point their view is so un-objective that it'll never be taken seriously. (At least one can hope it won't).
Busted combos and mechanics will come out in time and hopefully they will be fixed in a timely manner but hey that's not always the case.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3110500#Comment_3110500
It's not fun for soloQ. My biggest criticism is how camping tunneling got hugely buffed. I did that just last match and was not fun for me or survivors I actually felt bad. I did it to just see how effective it is and well I had challenge to sacrifice survivors.
Its always blanket statements and absolutes with topics like this. "Solo queue is not fun", rather than "I don't have fun with solo queue".
I'm still having fun in solo queue.
Just because solo queue is still fun for me though, doesn't mean solo queue is fun for everyone. You ever notice how that thinking never goes the other way? If its not fun for me it shouldn't be fun for anyone. Well that's just not the case.
I'm sorry solo queue currently isn't fun for you, but there are plenty of people whom think that the changes weren't as bad as everyone is making them out and are having fun playing solo queue.
My survival rate hasn't dipped a huge amount but it has dropped, which was to be expected given the changes.
A trending thread on these forums for a long time is attenuate your game expectations.
This is often applied to killer players, 4 BBQ stacks is a win etc, even MODs and DEVs has expressed this opinion of game outcome. "I like everyone to have fun so I throw games and let everyone escape" Which is fine if that's how you want to play, its also fine to not play like that too.
Well we have a patch that made some serious buffs for general killer play so my advice to anyone playing survivor is attenuate your expectations for a bit. You are gonna die more and it'll slowly equalize out same as always.
Whether you feel bad over a game is up to you but its only a game so playing to win, if you want to, is nothing to feel bad about.
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If talking trapper play to his strengths on those maps.
get a down hook them in a good defensive position then lay out a trap network.
switching from an aggressive chase strat to a defensive campy strat is just part of the game. It plays very strongly into trapper builds. Especially on maps where random traps aren’t very effective.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/3109649#Comment_3109649
Okay. I'm going to blow your mind: You can in fact allow a bleedout option of the last person playing the game was to quit rather than wait 2 3 minutes because someone wants to slug for 4k.
Aka the quitter exploit to give hatch.
Sack up and bleed out with dignity. Rather calling for a “waah I quit!” Option.
You’re still in play and bleeding out is just part of the game.
I’ll grab you a dustpan for your mind there.
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You’re very liberal with the term unfun. So far most of the changes have been pretty fun. I’d say that DBD is the most exciting it’s been for a long time and that’s a good thing.
What you qualify as unfun doesn’t equate to bad for the game. Don’t fall into the trap of confusing your opinion with fact.
The devs seem to be listening to their community because killers got some much needed qol changes that have been a long time coming and it has lifted the viability, replay-ability and hence fun of a lot of the roster.
I’m sure there will be further changes and as always stuff will lurch from one side to the other in a effort to balance out.
You don’t really provide any basis for your criticism outside of “I don’t like it change it back.” We can only hope the devs are ignoring that kind of feedback.
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@skylerbound said:
3 games in a row where I was on the floor till I almost bled out cause the killer wanted a 4k so bad. I d/c’d on the last one after using unbreakable and my bar was halfway.
when I play killer I find this also annoying looking for one person across a map which is why I just hook. There’s just no remedy on the survivor side to just move the match along aside from dcing.
What you find annoying isn’t universal to all players. So sometimes you’ll bleed out.
You mention the remedy in your post. Bleed out has a 4 min timer so it ends eventually, that is the remedy to lying on the ground slugged.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3109640#Comment_3109640
Being slugged on the floor for 4 mins isnt exactly "playing it out"
It’s the very definition of playing it out.
Once slugged there is a 4 min timer. You are still in play. Once the 4 mins elapses you have played it out.
When slugged for the 4k, I like to crawl to known hatch spawn locations and try my luck for a hatch escape. Gotten lucky once or twice. That’s genuinely playing it out.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/3108264#Comment_3108264
Yes - this is literally the only solution that will get all the complaints about camping and tunneling to stop
While we’re at it we can force all killers to never slug and let everyone go at game end too. That should get rid of pretty much all survivor complaints.
Also survivors can only do one gen at a time and have to alternate between tasks such as, gen, totem, gen, chest. That way we can eliminate all complaints about gen rushing too.
I for one welcome our static farming gameplay overlords and their new fun dictatorship.
To think all the time I wasted playing how I want for fun and occasional wins. How naive I was.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3108264#Comment_3108264
No. It's ok to alternate between two survivors, hooking them in tandem. It's just that pure camping and tunneling is rather despised, which is fair guess.
Camping a hook can be a strategy, but I know basically no situations were camping the first hook should be the first solution that springs to mind. Normally camping as a strategy is reserved for the later game, ie when there is just 1 or 2 gens left.
A player can choose to defend a hook at any point in the game. People can slap all the arbitrary rules on it they want but it doesn’t change that.
The OP states that the killer should apply equal game pressure to all survivors.
When will people figure out that the killer player isn’t there purely to facilitate your expected game experience?