scenekiller
scenekiller
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- scenekiller
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Comments
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The meta on both sides exist for a reason, and it's because a lot of people play to win, not to just have fun.
Also, there's nothing inherently more boring about the survivor meta than there is with Tinkerer proc-ing with you having no input or work, or Ruin literally sitting there active. Both sides are "boring" because they're run so often, not because of the work or risk required to get them to be used.
If, in some weird world, Autodidact was a meta perk that could determine the entire game, people would call that boring too. It's the nature of having a meta in the first place.
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What a fascinating, mature discussion this has been.
I knew I would be getting rational content in a thread called "Trash survivors"
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Agree with this wholeheartedly
He's in this weird state where he's very weak against SWFs and obnoxiously strong and annoying against most of soloQ (save for the very rare times where most/all of your teammates are competent)
I'm not quite sure what they could do to close this gap, honestly
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For once, I actually agree with Sluzzy
I'm a soloQ player almost exclusively, and my experience went from "some good, some bad" to almost all complete slaughterfests with barely any objectives done.
I don't even care about escaping, I prefer to play for max points, but I almost never even get that potential anymore.
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I honestly love going against Bubba. His power is simple yet threatening and he's easy to counter, but there's always that risk of being downed.
A good, non-camping Bubba is always fun to try to mindgame.
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Currently, I'm playing with Iron Will, Resilience, BT, and Kindred.
Sometimes I sub out Resilience with Blast Mine just for fun lol
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As someone who has tried to play around with "bad" perks for fun, it's borderline impossible to even get a feel for them when you face sweaty killers and survivors lol
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@CornHub said:
Playing the tutorial is toxic, can't convince me otherwise.
I can't argue with this one
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Because technically, co-oping a gen (with or without Prove Thyself) reduces each survivor's base repair speed, even if all of them together is greater than one survivor alone.
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Because SoloQ is objectively the hardest mode to play
You never know what you'll get, but 9 times out of 10 you're playing against 4 other people, without the benefits of playing killer vs 4 other people lol
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The amount of bias, and people claiming they play both sides but clearly are just saying that to appear rational, is laughable.
The nature of this game is one side having a better time than the other. Both sides do what they can to "win", whatever winning is to them (more points, escape/kill, personal challenges, etc). Utilizing game mechanics, strategizing, playing optimally, none of this is "toxic", and you can't call it toxic just because you yourself don't enjoy the results of it.
So, to circle back to the topic, slugging is not fun. Neither are flashlight saves, camping, endlessly looping, tunneling, or genrushing. None of these are fun for someone in the match.
But the devs have made it clear these are all valid strategies. So this community really has to start learning to deal with them, and move on to their next matches instead of throwing tantrums because they didn't win one match.
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Sure, let's remove everything while we're at it, since someone somewhere hates it. The game can just be a blank loading screen! /s
Haddonfield definitely needs it's upcoming REWORK, but calling for the removal of things is just... unhelpful, to put it nicely.
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I personally want it to become Blight's alchemy lab since that sticks with the laboratory theme, plus imagine how sick that could look!
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Good. I'm always here for more people running Inner Strength instead of Self-care lol
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I think this is a good idea tbh. I'm not a huge fan of Hawkin's overall, but it just feels weird to lose content forever.
A second map for Lery's would make sense. Or they could format it into Blight's lab where he did his experiments, thereby giving him a map?
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There are almost no “iconic” modern horror characters to begin with, so not sure what you’re suggesting here lol
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Maybe I’m confused, but nothing is actually confirmed right?
It may be highly likely, but nothing has been revealed, so the title is a bit misleading, no?
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Also, if the rumors of it being a paragraph are true, this could make a lot of sense. There aren't really any locations in the Hellraiser series that would be interesting maps.
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@HealsBadMan said:
The leaks suggest the Killer is released in update 5.2.0 and the Survivor in 5.3.0. This means they're likely unrelated, which is part of the evidence suggesting FNAF and Candyman
so wait, which survivor would be coming in 5.3.0 then? Surely we wouldn't get a Candyman survivor without Candyman himself? Or am I misunderstanding what you're saying?
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He's a lot more powerful than he used to be, and requires basically no skill.
As for hook camping, the players seem to think they're clever by hiding nearby while invisible.
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I feel for you, but most of this is the nature of pvp. It happens on both sides in different ways, it happens in any game where people vs each other. It's annoying and it's immature, but (outside of hate mail) it comes with the territory.
As for hate mail, as many have said, either close off your messages/end game chat or report the hateful ones you get.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2390952#Comment_2390952
No one here is "trippin", buddy. I have my opinions. What looked "terrible for you, was perfect for me.
I mean this respectfully, but do you think your opinions might be tinted with nostalgia a bit? Because old Quentin didn’t have personality, he was just hideous lol.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2386077#Comment_2386077
I'm not going to continue arguing this. We clearly aren't going to agree.
https://forum.deadbydaylight.com/en/discussion/comment/2386083#Comment_2386083
The response has been overwhelmingly negative with a handful of positive comments. Can it be said to be hated definitively? No, but we can make a reasonable assumption based on the feedback.
There's no agreement to be had, you're literally breaking game rules by purposely not playing the game normally. You are in the wrong.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2386046#Comment_2386046
It's like a 4 man swf taking the killer to Haddonfield. You are deliberately trying to make others miserable. Or at the least have no consideration for your fellow players. So yes, there is a difference.
And one can argue the same against anyone for any reason. I can tell you you're "deliberately trying to make me miserable" because you play killer X Y Z, who I hate. That doesn't mean I get free reign to just go afk or dc.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2386020#Comment_2386020
https://forum.deadbydaylight.com/en/discussion/comment/2386021#Comment_2386021
There is a difference between random chance giving you something you dislike and other players actively forcing it on you. Random chance gives you a bad map or killer you dislike, hey thems the breaks. Others going out of their way to play things they know are almost unanimously hated is different.
No, there is no difference. "Thems the breaks" applies to any game you play with other people. Play the game normally or don't play at all.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2385994#Comment_2385994
Says the person trying to force others to play something they hate.
Why is it ok for some people to be forced to play against something they hate, but not others?
I see people all the time saying "you're not gonna like every match/killer/map, just deal with it and move on to the next game", so why does that not apply here?
The fact is, everyone is going to dislike something in this game. Either everyone should deal with it, or everyone should be able to DC/go afk/die on first hook/etc. And I don't need to tell you why the second option isn't the ideal one.
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@Tostapane said:
Title. You know, it's funny to see how people have double standards in this game... If a survivor finish a generator under the killer's nose at all costs it's considered a good play but if a killer will efficiently tunnel a survivor until his death it's considered toxic and bad play... So I'll ask you: why playing "fair" if people won't do the same for you? Usually You gave them a "fair" match and in exchange they will harass you for no reasons... Tell me what you think about it, I'm genuinely curious...
But... it isn't considered a good play. Killers would consider that toxic, survivors would consider it smart. Just as survivors consider tunneling toxic and killers consider it smart.
The point is, it goes both ways and always will in a game designed to pit people against each other. Too many people on both sides wanna call normal gameplay "toxic" because they don't like losing.
The only true toxicity in this game is cheating or end game messaging.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2377129#Comment_2377129
If that is a candle then i am Donald trump that is not a candle
I'd believe this based on how you're communicating right now lol
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... is it that serious to you?
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Camping itself is fine.
Camping with Insidious is not fine.
Yeah, this rationale doesn't check out. Both are perks, both are in game mechanics, both are fine.
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It's a valid strategy. Isn't that what killers say about camping or tunneling? And I agree with them. But it goes both ways.
Unfun =/= unfair.
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There are killers that play well and killers that don't.
Killers that play poorly will always worry more about whoever is on a hook and nothing else. Spirits that phase back immediately, Wraiths that cloak up and run back, Huntresses that proxy camp with hatchets, etc etc.
If it's not Huntress, it's someone else. It just reflects on the player more so than the character.
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Inner Strength in every way. It serves multiple purposes and is much more efficient.
Self-Care only serves to annoy your teammates.
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The ironic thing is these people have literally nothing else going on in their lives, and with behavior like this, they're going to bring down the only thing they do have which is this game.
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I actually don't have a problem with most of this overall, but:
- The perks we actually got for Jill are way better than these.
- Leon's aren't bad, but I could see Determination escalating the already prevalent "genrush" issues.
- Built to Kill is just... rough. Would need a total rework. I like it's adherence to Nemesis as a character but it would not play well.
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Agreed. Especially with brown add-ons. Too overpowered.
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I've been feeling that way since the RE chapter dropped
I'm giving it the mid-chapter to see what gets fixed to decide if I should quit playing for a while
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My current build is Blast Mine, Kindred, Iron Will, and WGLF.
Offensive, informational, self-protecting, and altruistic with an added incentive of stack points.
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When one bugged door closes, another one opens.
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I've been saying since Chains of Hate that they should remove perk tiers. Each chapter, we have at least 18 "perks" to find in the bloodweb because of these tiers.
They either have to release less characters (lol) or remove perk tiers.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/2370688#Comment_2370688
I didnt really see this as a survivor vs killer thing. While some of the examples might be abit dumb, I know I would hate to findout that every pallet on the map has been used up by someone who ran to one after another just to camp them and throw them down. The idea that someone who camps a pallet gets the same amount of BPs as someone who makes that pallet last is kind of annoying.
Would be nice to see alternative ways to earn BPs that doesnt promote farming your teammates or wasting as many resources on the map as humanly possible before your teammates have a chance to use them. Maybe a palletstun would be worth more points depending on how long you've been in a chase, this way the guy who makes 1 pallet last 5 minutes would get more BPs than the guy who chucked 5 pallets in 1 minute.
The examples they listed were all how survivors get points, and survivors have a harder time getting points in general, so I was moreso addressing that, not trying to make surv vs killer thing.
There are ways to encourage better gameplay without punishment (bbq encouraging not hook camping with auras, BT encouraging more altruism, etc)
However I do agree with your idea of alternative ways to get bps.
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Anniversary cakes being in play, and the fact that at least 6 new perks with 3 tiers each all come every 3-4 months.
Bloodwebs are getting more bloated, and p3ing a new character now is a lot more time consuming
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Survivors already have a hard time getting bps compared to killers, and it’s not like this affects killer gameplay anyway, so this is just a bad take overall
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There's no true element of "fairness" in this game because nobody owes anyone anything.
You're also gonna have people on both sides like Sluzzy or Lord_Tony who think everything that isn't in their favor is unfair lol.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2360941#Comment_2360941
At least there’s actually some form of play against those things you stated. DCing just gets rid of one person for the whole match with no other say from the other players.
One could argue that there's no game play against a Spirit who phases back to the hook as soon as your teammate takes you off and chooses to put you back on. Wash, rinse, repeat until death hook.
As a player, I agree with you for sure, and I don't think DCing is the answer to anything, but I also don't think "ruins the experience of others" is an objective reason that can only be applied to some situations but not others.
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I'm not an advocate for DCing by any means, but this double standard surprises me a bit:
- It's not ok to ruin peoples' fun by DCing from a match/it's selfish/etc.
- Yet, it IS ok to ruin people's fun with selfish behaviors like genrushing, camping, tunneling, etc. which are all excused by their respective sides all the time as valid, yet are only beneficial to the person using them as well.
Why are people allowed to ruin peoples' fun for their own benefit, but not ruin peoples' fun by leaving something they don't want to play?
I just find it weird that one of these is seen as a moral travesty, while the others are all perfectly fine regardless of who's experiences they ruin.
You can say they're in the game so they're valid, but so is the leave match option. So which is it? No malice or agenda here, just genuine curiousity.
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I'm still of the mind that each half of the building could have been it's own map.
Two maps for a new realm isn't a bad idea anyway.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2360721#Comment_2360721
If gravel is considered a rare item... Sure you do you man.
https://forum.deadbydaylight.com/en/discussion/comment/2360693#Comment_2360693
What I am saying is you're Sheldon from the Big Bang Theory. Toys are meant to be played with. Not just sit on a shelf. But if you wanna try and be on pawn stars one day trying to sell your account with 1,000 cake offerings I'll make sure to watch that episode.
Bro relax. You compared him holding onto cakes to the literal abuse of a nonprofit. Touch some grass.
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I would, but a lot of killers and teammates both (I'm solo queue) have been making my matches a nightmare lately, so I'd rather use them one at a time later on when I know I can get more than 8k a match.
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I'm not surprised you of all people feel that way Lord_Tony