smappdooda
smappdooda
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- smappdooda
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Comments
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@Mochan said:
There's too much aura reading and info perks for killers in this game. This is the wrong direction to take the game IMO. Survivors need ways to stealth to provide an alternative to the much hated looping playstyle.
There is too much hand holding for survivors in the HUD, what's your point? Both sides have too much information, just in different ways.
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The problem with SWF seems to be the amount of information they are privy to since they can communicate soooo... why not give the killer the equivalent of the same info.
If it's a SWF team of 3 or more, let the killer see their aura at so many meters (like OoO). Only seems fair that if players can know where the killer is at a lot of times, why not the killer know where players are sometimes? It's all about information and who has it.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/684121#Comment_684121
Then do a basic attack leave them on ground and wait for a bit
In 60 seconds someone can crawl to the exit if they are close enough. It's a free escape no matter what.
How about the killer AND the survivor get a skill check at the same time? If the killer AND survivor hits it, it cancels out. It adds some skill and chance to the mechanic. If the killer misses, he knows it was his fault and oh well. Maybe next time.
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@savevatznick said:
https://forum.deadbydaylight.com/en/discussion/comment/689350#Comment_689350
yeah that's what I'm saying. RN it punishes efficient killers vs bad survivors in additiom to being a good antitunnel perk. Making it go away once there is a separate hook removes the invincibility it grants.
I had a match last night where there were two guys left. I downed one and hooked him and then downed the second one who had been hooked saved earlier while I was hooking someone else. I was so paranoid it hadn't been a minute I left him alone. The problem was they were SWF so they communicated so that mr. crawly was on the hatch and then his buddy intentionally let himself die so the hatch would open and he got out.
DS is also being used with head on to bully killers. Had a guy hop in a locker in earshot (didn't know who it was), so I opened it, he DS'd me, then head one, then tried firecrackers.
Anti-tunneling perk my entire ass.
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@MemberBerry said:
If it deactivated once you jump in a locker it'd be fine, this way it's obnoxious and unfun.
I'm glad I am not alone in this thinking. I JUST had a match where a guy I did not chase jumped in a locker (heard it, didn't see it) so I went around, DS, Head on and THEN he tried to firecracker me. At that point you're not playing to have fun, you are playing to be a douche. (which I guess is fun to some)
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I'm not implying they ripped it off from IT, just inspired from that among many other things. There is so much pre-existing concepts of "unknown evil yadda yadda" in literature. (Mind you lovecraft started a lot of it)
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After re-watching the new IT movie and doing some research, it seems the entity was GREATLY influenced by the IT lore. Instead of fear to "salt" it's meat, it uses hope. So maybe it's from the same Macroverse and it looks more like the deadlights (An orange blobby spider thing. Sound familiar?)
Also, if the entity is made of auric cells and given what those represent in-game isn't this more accurate?
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@Frosty said:
"Now, let's talk about making that exit gate barrier where downed survivors slide down it, not through it"
@smappdooda would you like to go start that thread or shall I? I'm sure there are a lot of opinions on this
Go for it. I have already tried before.
Personally I would like to have the option to grab them by the leg and drag them back in. The animation already exists in the Wraith Mori.
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Gen Rush, or as some of you would call it "Doing the objective" (TM) is a problem, especially if you have 3-4 man SWF groups. If you want to be in denial about it fine. You're welcome to disagree, but it's more than Tru3 who says it. It needs balancing. How? Who knows. Any change will be met with ire BUT you can either adapt or quit playing. Simple as that.
Now, let's talk about making that exit gate barrier where downed survivors slide down it, not through it.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/679993#Comment_679993
If there's an unsafe rescue, hit the rescuer as they're unhooking, then hit them again after the unhook. You'll still have someone on the hook and you won't need to worry about DS.
As other have already pointed out, even if you do what you keep suggesting and NOT tunnel, after 50-60 seconds someone you didn't tunnel might hop in a locker on the other side of a wall, (which you hear), so you go open it, not knowing who it is and BAM DS! That's not tunneling. Sure it's a "smart play" but if it is indeed an anti-tunneling perk, make it where the next hook negates it or it doesn't work once you hop in a locker.
Much like SWF coms, it's not cheating but I would call it exploiting a flaw.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/675905#Comment_675905
It's $5 and a little time. Buying Leatherface is not play to win give me a break.
Did I say pay to win? No. I said "Pay to Enjoy". There is a difference. However you negated your own point by putting a dollar amount in your reply.
Some people don't HAVE 5$ or access to credit cards, pay pal, etc. You speak like everyone has a job or extra money. You ever been broke? You ever been 15?
"If you have money for a game or system to play it on then you can afford 5$" I hear you scoff. Maybe they got this game as a gift. Maybe they play at a friends house. Maybe your privilege is showing. Whatever the reason, stop defending and start understanding.
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@Xboned said:
https://forum.deadbydaylight.com/en/discussion/comment/676503#Comment_676503
I only have a few teachables and it's still a PITA on killers I haven't already leveled up.
Me: *hoping and praying for BBQ*
The Entity: Bruh, lemme tell you about IRON GRASP and DISTRESSING
"I know you been eyeing that BBQ but have you looked at Monstrous Shrine lately? How about now? HOW ABOUT NOW!!!?"
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/675651#Comment_675651
Not really true, unlock BBQ for killers and WGLF for survivors and it takes a huge bite out of the grind, being able to get these perks easier and more consistently reduces the grind.
This is crap advice for new players. "Spend money to get perk X" This game shouldn't be "Pay to Enjoy" but it seems to be now.
And don't say "But the shrine". Perks like BBQ show up once a year and it was just there so it it will be a while before we see it again,
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Even non-SWF players who are really good can blow through gens, Ruin or no. I have seen it first hand. Also, a lot of you are like "Don't chase too long and patrol gens". Killers win by killing. If all you do is run around and kick gens it just slows down the game, but doesn't accomplish the killer objective.
I have been on the wrong end of a gen-rush thrashing. Anyone who says it's not a thing only plays one side.
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@virtushda said:
It already has this, you have to drop more than about 4 feet to activate it. We don't need to nerf a very well balanced perk.
I'm pretty sure I have seen people drop from less than 2 feet and take off sprinting.
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@8obot1c said:
I love how you can fall off the factory in ironworks and not break your legs
That's one of the things I miss about F13. Falling from a long way made you make some very tough decisions.
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A "balanced landing" comes from dropping from a height where the landing would affect your movement. Dropping from something 6-8" high is not a "height", it's a curb you can step down off of.
Second story window? Fine. 5 foot tall hill? Cool. stepping off the edge of an incline that is 6 inches tall and taking off like a shot? Eff' that. I like at least a LITTLE reality in my fantasy.
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@alienschmalien said:
It amuses me that no one notices just how hand held killers really are right now.
There is literally a meta killer perk for any situation that annoys you.
Pallets? Enduring and Spirit Fury.
Window Loops? Bamboozle.
Can't find those pesky survivors? BBQ, Bitter Murmur, Whispers, Nurses, etc.
Generators going too fast: Ruin, Corrupt Intervention, Thrilling Tremors, Pop, etc.
Meanwhile, every survivor meta perk is trash to the point you have people excited for a stupid perk where you hide in a locker and get a chance at a stun.
The game is the worst balance wise it has ever been.
Yes let's talk about hand holding shall we?
Work on a Gen - Icon floating above your head telling you that you are cursed.
You become exposed - icon floating over your head
Any status effect change - icon floating over your head
There are visual cues that tip you off to all of that stuff, but for some reason, the devs felt it necessary to not have you pay attention or do deductive reasoning based on those subtle, yet obvious, visual cues. A survivor HUD is basically a girl scout merit badge sash in the making.
So suck it up on both sides everyone. It's a video game.
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I only get to play about once a week maybe for a few hours and recently have just got bored of it. After doing some dailies, there just isn't any more incentive because the time it takes to get the perks I need to have fun is so... damned... long. Obviously I am not the target market but there has to be a happy medium.
Everything in moderation... including moderation.
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*koff*SWF*koff*
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I’ve had the killer instinct notifier and white marks not show up on ps4 as well so it’s across all the platforms.
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On console for sure. There needs to be something to make up for the skill curve using a controller. You just can't micro-adjust on PS4 to throw hatchets accurately like you can with a mouse.
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Just wait till' survivors play against him on the 18th. It will be a %^$&storm in the OTHER direction.
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Another couple voices in the wind who shares a similar view:
https://www.youtube.com/watch?v=kv0FEjbILjQ
https://www.youtube.com/watch?v=4Cr-ZDM90UE -
@Botiz said:
https://forum.deadbydaylight.com/en/discussion/comment/518446#Comment_518446
A lot of the time it's hard to do so when on console, because 90% of players, when I go to check their Friends List, they have it hidden.
You may then wonder... how do you know it's an SWF? Well, of course, I don't 100% know... but the way they play can easily signify this.
As I said, i've had about one Killer game today where i've somewhat enjoyed it, two survivors still escaped, but it still felt very fair and balanced on both ends.
I played 4 games today on PS4 and 2 of them were 4 man SWF at rank 12. I used to get mad about those matches and now I just sigh, play as "gud" as I can and move on (or turn the game off and do something else to take my mind off it)
I used to dodge a lobby if I suspect even two people were SWF but now I accept the challenge unless it's an obvious 4 man in the same clothes and toting 4 tool boxes. Even then, sometimes I will say "$^%& it" just to see how I do (Spoiler alert: I do terribly). Now when I get tricked into an SWF game, I just sign, play the best I can, have no fun, get my points, and try again. I only play about once a week and I will say nothing makes you not wanna come back like a match where you get totally boned.
Short version: You're not alone.
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@Botiz said:
https://forum.deadbydaylight.com/en/discussion/comment/518446#Comment_518446
A lot of the time it's hard to do so when on console, because 90% of players, when I go to check their Friends List, they have it hidden.
You may then wonder... how do you know it's an SWF? Well, of course, I don't 100% know... but the way they play can easily signify this.
As I said, i've had about one Killer game today where i've somewhat enjoyed it, two survivors still escaped, but it still felt very fair and balanced on both ends.
I encountered two 4 man SWF groups today at rank 12 on PS4 out of the 4 games I played. I used to get mad about it, now I just play as gud as I can, get my points and move on (or turn off the game afterward and do something else to take my mind off it).
I used to dodge lobbies a lot if even two players looked to be SWF. Now I accept the challenge unless it's very obviously 4 people who are dressed the same and all have items and even then nowadays I just say #^$% it and try anyway to see how it goes (Spoiler alert: usually badly). I just sit there playing the game the best I can, having no fun, and try again for a few more games. (I only play the game about once a week).
Short version: Yer not alone.
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I make and design escape rooms.
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@LCGaster said:
A good killer
And no @smappdooda
The guy who holds the rights to Jeepers Creepers is a convicted pedophile
No joke? First I heard of that. The more you know...
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I mentioned this elsewhere: The Creeper from Jeepers Creepers. Let's get a killer that can fly. (even if it's just straight up a a few feet to get a better view)
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@TheGhostofZgor said:
A Magician in a spooky tux and top hat, doing evil magic tricks.
You called?
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@ASurvkillivorer said:
This needs to get fixed if thats the case. you might as well if not able to get the grab. Simply wait and then TUNNEL the person getting unhooked which I am specifically trying NOT to do. But if the game is going to make it so you land a pointless hit that doesn't even trigger the BT...you might as well
Maybe I can find a way to upload part of my video. Even if the hitbox transfers the hit...does it for some reason NOT down them either?
I am carrying a survivor in T3. I am right behind a survivor unhooking another survivor from the hoook closest to the stairs. The guy gets unhooked and turns left and takes about 2 steps. Right then I swing at the person who did the unhooking. I see the Hit! point prompt and it does nothing. So had I missed and hit the guy being unhooked...he should've went down. IDK ######### is going on.
Half the time a grab turns into a hit halfway through the grab animation (and lately the grab seems to do nothing at gens or pallets. (I play on PS4)
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EGC has, in my opinion, lead to an old problem being exacerbated: Exit camping.
I have been wanting this for about a year. Drag them back in by the leg. The animation exists already. it's part of a Mori.
Either that or when they go down and hit the barrier they have a collision that makes them slide down before they can crawl through it. That would put the fear back into some of the more cocky players I think.
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The biggest complaint I hear about SWF is how it affects rank, ponts, etc. Some of us give no $#!%$ about that stuff and just wanna play a game. I'd be happy to have that option. Pure solo that doesn't affect pips, rank, leveling up etc.
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I wanna cast a vote for the Creeper from Jeepers Creepers. (also pumpkinhead)
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I enjoyed that feature in F13 but it was designed with that in mind. This game it would likely get abused heavily.
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@Cardgrey said:
https://forum.deadbydaylight.com/en/discussion/comment/478612#Comment_478612
What killer couldn’t get u if they honestly wanted too?
Nurse on PS4.
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Hey I didn't say it was a fully fleshed out idea but to answer you, you only get splinters for killers that don't rely on map elements. So Plague and pig would not be available for that kind of offering.
I mean it's obviously hypothetical as game companies tend to only use their own in-house ideas to avoid litigation.
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For me, the only time I tunnel is early game (within the first minute) to get the team whittled down or when someone is being a D-bag.
If you flashlight me while I break a pallet, then my goal shifts from "kill as many as I can" to "this one person needs to die and if you are the only person I kill fine by me."
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I think it should get pulled into the ground by entity tendrils. Far creepier.
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@NoShinyPony said:
It's more a general dc problem, not a specific one with Legion.
Players dc if they face a killer they don't like, when they get downed for the first time etc.
Now, also the amount of dc'ing killers is increasing. It slowly comes to the point that there aren't any playable matches anymore. Either the killer or the survivors are dc'ing, depending on which side is losing the match.
Imho the devs need to act quick. Until dedicated servers go live, it will probably be another 2-3 months. Going that long without doing something about the amount of dc's has the potential to permanently hurt the game.
I think the main reason for Killer DCs is when it's an obvious SWF team. Obviously not all of the time, but when I encounter people I can tell are communicating I know it makes me want to leave (I don't but I REALLY want to usually).
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Is that how slow Hag used to place traps? That was painful to watch. It does give me a new appreciation for how much they have done since this video was made for "balance". No matter how bad we think we have it now, that looks way worse.
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@LittleLiam said:
https://forum.deadbydaylight.com/en/discussion/comment/471530#Comment_471530
My problem with legion was never the exploits or counterplay. My problem with Legion is that they turn the game into "Mending Simulator". And the update amplified it.
Even with their power nerfed, legions still are able to get that first hit on you for free. Don't tell me "Dodge, make them miss, or 360" That is not an excuse. Good killers can not be 360'd especially if they know it's coming. They will hit you.
So now you're injured and need to mend. You mend,which is a completely unfun mechanic on its own...and you're still hurt... makes sense but because legion gets the first hit free it means healing is a risk of wasting time because they can come along and smack you again with a free hit. That's fine.... just don't heal.... that's where the problem is. Their movement speed buff makes it a danger not to heal.
so you get trapped in a loop Hit --> mend --> heal --> repeat
which is just standing in one spot holding m1 for potentially well over a minute if not longer if they are running the very common sloppy butcher perk. It's not fun. it's not interactive it's frustrating and boring. If I was SWF i could easily find a teamate to heal but I don't play SWF often and I don't like to because honestly it is unbalanced.
Legion makes Solo Hell and I don't actually blame those who still DC. If you're not having fun playing a game meant for fun, quit and do something else. It's just that simple. I just wish it wouldn't punish the rest of the players in the match as bad.
The funny thing is, because of the "If you miss, frenzy stops" change, I hardly did it playing as Legion. I just used his basic attack 90% of the time. I'm guessing it's the residual "Eff Legion" mindset leftover from the pre-nerfs. It might calm down now but who knows.
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Part of the ship, part of the crew....
Sorry wrong fandom.
Survivors have Haddonfield, Killers have The Game.
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@Traslogan said:
imo EGC isn't really that effective. Survivors weren't lingering around anyway for the past 2 years since they disabled 90% of ways to gain score once exit gates have power. Now survivors are just being toxic SWF teams, waiting for the final 1 second of EGC before leaving. I've never seen survivors linger ever since the updates that removed post-exit-gates scoring for most things.
In my experience they lingered like crazy for the last two years still, at least on PS4. I have even just stopped moving around the map so they would leave and they would just come find me so I would chase them out and then Tbag like crazy or get right at the edge so I would hit them out of the barrier. (Which I still hate. I once suggested being able to grab them by the leg and drag them back into the map to punish people who didn't leave)
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@liquidlight said:
It's frustrating when people claim End Game is supposed to be a race to the hatch. Killers are inherently faster than survivors and that's not counting those like billy, nurse, spirit, wraith, and legion who have abilities that make them even faster. A survivor will lose 99% of the time in a race to the hatch, especially since killers can see it before it even opens.
You say 99% but I'm not sure you have the pie chart to back up that claim.
If the hatch spawns, everyone can see it before it opens.
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Ah I missed seeing the basement there. I main killer and that does suck I will say but as mentioned above, easy fix.
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Here is my question: why were two survivors hanging out or running into that area with no escape to get in that situation to begin with? Seems like really bad planning on their part to me.
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I wonder if it's a "salt mine" type thing. Put people who DC all together in the same servers and let them DC circle jerk themselves like a Ouroboros.
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Totems next to gens and in the open is not new. The only thing they did was make it where they will not spawn within so many meters of a survivor.
Next step is no spawns so many meters away from a generator and most spawn next to at least TWO object blockers. Watching a hex perk die in the first 30 seconds is so disheartning.
