sulaiman
sulaiman
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185726#Comment_3185726
Then make it base instead of a perk. That's the point.
Then how to compensate the advantage you get? Killers are buffed enough as they are, why do they need more free advantages?
In my games, the 100% survivor bonus is basicly permanent, and still i play more killer at the moment, because solo queue has become not worth it. Why screw that even more in favor of killers?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3185242#Comment_3185242
Accessibility to prevent migraines is more important than an incredibly tiny advantage.
But those people do have a perk for that. We are not talking about preventing migraines vs an advantage, we talking about a perkslot vs said advantage.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/3184146#Comment_3184146
Honestly, only 'bad' players aren't gonna see a survivor hiding in a corner, regardless of FOV.
The majority of DBD players are bad players.
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The field of vision is that way so survivors can use stealth in a chase, and get overlooked if you turn a corner. If you take that away, what will you give survivors to compensate that?
I mean, stealth is nerfed more than enough, and i dont mean iron will (although its next to impossible to juke a killer in a chase now), but every map rework made stealth way harder (unless you just hide when you hear a heartbeat; that still works, but juking a killer in a chase, when there is only one line-of-sight-blocker with only one place to go?).
I mean i am not opposed to a quality of life update, but you have to consider why its there, and we dont need to screw the balance even more in favor of the killer.
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No, the game is not balanced. Its usally just a coincidence.
The game can never be balanced, because you would have to balance swf and solo around killer. Thats not going to happen.
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@HugTheHag said:
Not exactly solo queue, since I was in a duo, but our two teammates were solos.
Gates are opened, my friend is downed and on death hook. One of the solos is decent with a flashlight, and manages one flashlight save. Friend runs towards the gate, but didn't expect the save so he's a bit confused and gets downed again. We all run towards the hook killer was running to. Solo 1 baits a hit and pulls it off, Solo 2 takes a hit, I crouch under hook and killer somehow misses me and hits Solo 1 instead, friend wiggles out, and we're all running into a line with me (only healthy survivor left) at the end running left and right to block the killer from running past me and straigth back at my death hook friend.
That was the smoothest coordination I've experienced without being on comms with half the team (or them being on comms together).
I had several of that situations in solo queue, even with all survivors being solo. That situations are the ones that make the game great.
However, since the last patch, and the mmr change (and thus my descent into mmr hell) those games are hard to find. Before the patch, i had ascended to mmr heaven, where most games had teammates that knew how to do a gen and a safe.
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I had 3 killer games yesterday where i was clearly winning, and suddenly i got disconnected. I was wondering if its just dbd, or something else.
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Actually, i got them quite easily. Just use Proof thyself, a toolbox and do 3 gens.
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Well, it would mean that you just tunnel a survivor out instead of camping, get your 3 hooks, then just mori the next. Why do you think that would make things any better?
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@CluelessWanderer said:
I hear you. I tried to do that challenge of "Escape using 1".
And it's Self Care apparently. So you arent allowed any other perks than the mega-nerfed Self-Care, which makes you a despised member of the team as a Solo Q player, because people KNOW you're self-caring. And it takes 4 years to get a heal off (THANKS BHVR FOR THE DEAD PERK AND MAKING A CHALLENGED OUT OF IT).
So I had a team mate unhook spam me over and over, until a Leon actually interrupted him and unhooked me. I got a DM from the troll, who said he did it because " I was running self care in a corner".
again.. THX BHVR. GREAT CHALLENGES.
I gave up on it. I'll never buy another Rift again until I complete it first.
You can still use a medkit, you know? Or heal with your teammates CoH.
you just have to
a) heal yourself
b) have self care equipt as your only perk.
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@xaplox144 said:
https://forum.deadbydaylight.com/en/discussion/comment/3183984#Comment_3183984
Are you serious, i can get banned because survivors do something dumb and complete all of the gens on 1 side of the map?
No, thats just wrong.
If you chase survivors you see and try to down them (you still can abandon a chase to check for gens before they are done, and maybe chase the other guy) you are fine. Your objektive is to kill survivors, and preventing them from doing gens is a way to buy you time to do it, but you still have to do it. Otherwise you just hold the game hostage.
But this wasn´t your situation in any case.
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I, for one, like indoor maps, because i am colorblind, and even with color filters, they are the maps where i see best. And yes, that is it worth for me to bring an offering as killer. I am still sad Hawkins Lab is gone.
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I think in a lot of cases, doing dull totems is not a good thing for the team. Yes, it gives you points. But the real reason before was noed, which is now not a big problem anymore, because you get only one down with it anyway (unless survivors are potatoes).
Yet, i had several games where my boon:CoH became useless because a survivor with a map just did all totems, robbing me of that perk (and self caring themself if they got hit, wasting even more time).
And lastly, Hex: Pentimento is a thing that happens in my games, at least.
Is it throwing the game? Na, not really. However, you make it a lot harder for your team because you waste time and rob them of resources they might need.
So it all depends, doing a dull totem you come across is ok but unnecessary, going out to look for every totem is a big waste of time imo.
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Because i am petty. i already done 3 gens alone while you were all just running around or hiding (i knew because i run bond), so i really think you 3 can do at least one gen together while i do some dull totems to get some points myself.
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@LegionOfDumb said:
After it's buff, it's up there as one of the handiest killer perks
I actually disagree. I belive the dredge-perk with the lockers is better, because you use it once in the beginning of the match, you usually see one or 2 survivor at least, but it helps find survivors later in the game, too.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3181226#Comment_3181226
Sorry but this game is not free to play.
And perks are not a solution for design problems.
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The corn is one of the few elements in the game where you still can juke the killer. I for example run lithe, which means i will go to a vault, run into the corn with the speedburst, then stop running, change direction and hide in the corn. Works in a lot of cases.
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@Murgleïs said:
Dead hard, Reassurance, Hyperfocus, Stakeout. You are welcome.
How does this work? Do i send you my steam data so you can gift me this chapter so i can use the perks, or is it just pay2win?
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@Phasmamain said:
While the warning is nice the root issue should be solved. A photosensitivity mode could be a solution which turns off doctor/onryo effects as well as flickering lights
Don’t know why people are so against the idea since it wouldn’t hinder them in any way
As you know this things are also there to distract both killer and survivors, so survivors might think there was a movement of the killer, or the killer being distracted by flickering lights so he overlooks a survivor.
So you cant just turn them off without changing small but important parts of the balancing.
So what do you propose to replace those effects with, so the distraction is still there, yet its not a problem with photosensitivity?
I am just curious and dont know much about photosensitivity, thats why i ask.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3179642#Comment_3179642
https://us.v-cdn.net/6030815/uploads/0JA2HOIP69CY/image.png
Maybe you have personal rule when killer slaps you on a hook repeatedly and nod like half-brained too?
It's hillarious how many are triggered by absolutely innocent actions. Remembering Dark Souls with all those point downs, poop throws and claps, today's kids would have probably had a heart attack.
I usually let last surivor go, one time I was against so called "toxic" team that brought offering, flashlight clicked, sabotaged and squatted constantly. I won the match (last two were slugged) and... let them go. And, surprise surprise, they said that I was a skilled killer (although I don't think I am) and in was very fun to play against me, gg and have fun.
Again, the intent counts.
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@gapaho3930 said:
Some of us come from other games where teabagging is absolutely not an insult, and is often hullo or something friendly. Personally, anyways. Flashlight clickeys are clearly hostile, but maybe instead of "teabagging", which could either be interpreted as unsportsmanshiplike or horny, maybe we could look at it as the glorious results of daily leg days?
And also, don't you think it's really cute?
Like if an old grandpa like Bill did squats at 20 reps per minute, that'd be downright amazing/hilarious,
and if a pretty lady did that in front of you, wouldn't it actually be a pleasant sight?
I'd be worried for their knees, but it'd be nice to see, and that feeling kinda translates into games too.
What kind of games are this, were it is not meant as an insult? i am really interested.
The thing is, you cant ignore the history of it. It was invented in shooters as a form of virtual ######### to insult and humiliate your fallen opponent. Sure, some people say its ok because it just virtual ######### and not real one, but i can´t find anything cute about it.
Sure, some people say its just people hitting the crouch botton several times, but by that standard racial or sexist slurs are also just letters written after one another.
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@saltmineinaction said:
Ever since the huge perk changements, the amount of tunneling, slugging and camping as increased a lot to the amount that every single game is like that...
Can there be done something about besides the basekit haste & endurance effect? Every single game teammates dc over the tunneling one by one.
Playing like this isnt fun for anybody and just drives people away from playing again. Change perks vack or make sure for more basekit things to prevent camping, tunneling and slugging. This is ridiculous at the moment.
If youre a killer that has this playstyle, please know that you are absolutely horrible and ruining the game for every person that plays survivor. This is how people become toxic.
Well, i am a solo survivor main, but i play both sides. I didnt use that tactic for a while now, but i get again a lot of swf who are rude and disrespectfull, teabagging, flashlightclicking, you know the lot.
And thus, i will now return to tunneling, camping and slugging. Because a) i dont need to be the only one feeling miserable about such matches, and b) they teabag a lot less if they are dead.
And yes, maybe not all survivors, but play killer, get those squads, and you wont care about that for too long.
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@sailthesky said:
https://forum.deadbydaylight.com/en/discussion/comment/3174950#Comment_3174950
Imagine needing evidence in all facets of life, even video games.
It's not as dumb as you think. People falsely report a player for cheating in every single type of game out there. You may be confident someone is cheating, but there isn't a way for BHVR to determine there was a cheater in your game. It's not that hard to record someone cheating. In fact, it's very easy - especially if you catch it early.
If anything, BHVR needs to have a replay match system so that every match is recorded and deleted after a few days. The player will be able to download the replay and give it to BHVR for evidence.
However, many games i played in the past would just save the data of the reported game and could use that to verify a cheater.
The game runs on their servers anyway, and it should be possible to collect data on a few basic data points. However, they choose to give that responsibility to the player, thus making the reporting system useless for some of us, because not everyone has the capacitys to record every game they play.
So i dont expect them to be able to handle the cheater problem in the near future.
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@OjomoTheWraith said:
https://forum.deadbydaylight.com/en/discussion/comment/3175036#Comment_3175036
Doing a gen: you work on gens, but also do side objectives. You heal others/yourself, you unhook, you actively seek killers attention if he hasn't chased you once yet
Gen tunneling: you don't give a single F about anything. You just sit in gens all the time, injured or healthy, right after unhook, killer close to you and you don't care just keep holding M1 like a bot.
Gen Tunneling is only really seen by comp players or a few random solo Q players who had 20 games in a row without all 5 gens completed even once. Even then they don't have fun and likely die at the end anyways.
Ok, i have to say that i thought the term gen tunneling was stupid, but you explained it quite well, i can get behind your definition. Never did it myself, because i still do totems (if noone brought boons to a game) even if noed is almost never seen in my games now. (although i never seek the killer out, i am more of a stealth player, and the ability to juke a killer and thus lose him in a chase has been highly nerfed by map reworks and the iron will nerf)
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Can you please explain how tunneling a gen is different from doing a gen?
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/3173702#Comment_3173702
Wait, there is a challenge for teabagging? I always thought the survivors wanted to say hello to me with this gesture.
Of course there is, although the text reads "be chased by the killer for XXX seconds".
No, just kidding. I know some survivors do indeed use it as a "hello" or "thanks you", but i avoid teabagging, because it was invented to be a toxic insult, and the thought counts (at least to me)
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@Lineheart said:
https://forum.deadbydaylight.com/en/discussion/comment/3173653#Comment_3173653
NOED totem should be revealed once active. Such as boons should be one use like hex totems. Make aura smaller for killer. But once it's destroyed it's gone
If you want them to make like hexes, they should
a) be lit at the start of the match
b) have a aura radius akin to hex-totems
c)should take the killer 16 seconds to cleanse, but are gone afterwards.
But i am not sure thats a good tradeoff for killers.
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@Street said:
https://forum.deadbydaylight.com/en/discussion/comment/3173468#Comment_3173468
Another clown ladies and gentlemen. Most used perk "it's not bad perk". Okay.
Can you give me the numbers of the perk use after the perk rework, so we can see its still the most used perk, even though the bp-bonus is gone? I would also how often other perks are used since the rework, as well as solo survivor escape rates. Do you have any of those numbers?
Or are you just another clown making baseless statements?
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@Lineheart said:
https://forum.deadbydaylight.com/en/discussion/comment/3173660#Comment_3173660
I mean please and thank you?
I follow the survivor rules of never downing the same person twice I a row, never patrol the 3 gen you made. And picking up every survivor I down even if there on pallet or friend behind with flashlight. Oh and never being within sight of hooked survivor even tho there was a friend hiding/not hiding in that bush.
Nice, i never even run dead hard, i never teabag, and never use a flashlight (unless there is a challenge), so we are fine on a 1on1 basis?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3172607#Comment_3172607
I can answer that! The reason it's not been added yet is because it'll heavily impact the tone of the game and it won't actually fix the solo queue problem.
https://forum.deadbydaylight.com/en/discussion/comment/3172641#Comment_3172641
I'm not really in favour of that, partially because this game already has queue time issues every now and then so I'm not sure if can support separate queues, and partially because it sounds kind of like a nightmare to juggle in terms of balance. Better to just directly address the actual thing that solo players are lacking imo, which is information.
That's why SWF teams are stronger, combined with them knowing they can trust their teammates. They have more information, that's it.
But the thing solo is lacking is not only information, its also reliability. And no buff can give you that with random teammates. But you can compensate for that if you dont have to keep swf in check.
I mean you say it yourself. And i actually like the lack of information, thats what used to make the solo experience thrilling, if you could rescue someone with your teammates without communication and information, it made for great games.
Just giving solos the information will help nothing in a lot of cases, but will give devs and killers the opportunity to ignore the problem for some time (unless enough solo survivors realize its not worth it).
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3172278#Comment_3172278
There are a good few solutions, I'd say!
The biggest problem that we can actually fix is the lack of information- the other major problem that solo queue has is a lack of coordination, but you can't force random teammates to coordinate in any game, so that's a problem that is just always going to be there. But for the information, there's a lot you can do; the portrait icons that BHVR floated a while ago were pretty good, and you can also let survivors see their teammate's perks in the pre-game lobby and the mid-game match details page so that people are at least able to see "oh this guy has a healing build so I'll let them heal me" or "this guy has Kinship so I can make that activate".
Additionally, some form of basekit Kindred wouldn't buff survivor in general too much. At least the survivor aura part- seeing the killer should probably remain on the perk.
It doesn't all have to be basekit stuff, either. Retooling certain perks and items to be useful for solo queue information would be perfectly acceptable alongside some basic basekit changes- personally, I'd love to see Keys retooled to show teammate auras by default, so that solo players can get a feel for where their teammates are.
None of these changes would affect SWF all that much, but they'd help solo pretty significantly. Something can be done, and so something should be done.
Actually, you could just seperate solo and swf queue and balance both modes differently. Solo could have more faster gen times, or more paletts, or bloodlust activates later, or a million other ways you could balance differently to adjust both versions to the same kill rate.
For killers, there would be no difference, because in swf games, they are basicly stronger than in solo games, leading to about the same kill rates (maybe only after several adjustments, but that might be the goal).
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3172049#Comment_3172049
Early game is the worst part for all Killers. You have no pressure and everyone can split to do a gen. If Survivors play well or spawn well they can just:
- Finish a gen before you can even found someone or almost finish it
- Find one Survivor but the rest is working on different Generators and by the time you finish the chase and hook them you can lose 2-3 gens, which is massive.
Some slow / weaker killers would need this but I can see on top tier killers... they don't really need this.
But thats how the game is designed. At the beginning, killer has no pressure, and survivors have resources in form of pallets.
But then, as the game progresses, the killer increases the pressure and the survivors resources dwindle. Thus, killer gets stronger and survivor weaker during the game.
If you want killer to start strong, what would you suggest for survivors to keep up when their resources are gone?
Otherwise it would just be another plain killer buff. But seeing the state solo queue is in, more killer buffs to keep up with swf might not be a smart move.
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@RatbasterdJr said:
1) I highlyyyyy doubt you got 10 camping legions in a row lmao.
2) killer q is literally instant at night.
But there is always day!
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@Lyonic said:
.... all you have to do is run the perk.
ReassuranceYour presence helps allies focus, assuaging the panic associated with extreme conditions.
- When within 6 metres of a hooked Survivor
- , press the Active Ability button to halt their Sacrifice Process for the next 30 seconds.
- If the hooked Survivor has already entered the Struggle Phase, its Skill Checks
- are paused for that duration.
Reassurance can only be used once per Hook instance
(( The problem is, this requires survivors to actually give up a perk slot.. something survivors don't want to do apparently))
Ultimate troll from BHVR:
Surivor - "Facecamping is out of control"
BHVR - "Use Reassurance"
LOVE IT
Ok, where did i get the perk from the devs? Because i am not buying the chapter due to the state the game is in, and you say its given to us, not we have to buy it.
IF that perk is needed to solve a problem with a mechanic, then this game really turned into pay-to-win (or at least pay-to-not-lose-by-default).
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3168175#Comment_3168175
My point was too many survivors are afraid to stay injured, and a lot of the self care gamers are like that. They self care no matter what wasting a lot of time for others. Its literally 3vs1 at that point when 1 person is always behind a wall. Same can be said to urban evasioners. A lot of them are too busy being behind something and just crouching and making the game 3vs1 which is good for killer not so good for the teammates.
This is at least for me why soloQ is such an issue + the ragequits but thats a different topic
Well, the last patch pushed the balance in chases more in favor of the killer, and a lot of players are not that good at chases to begin with. Yes, they could stay injured, but if they go down in 5 seconds because the killer comes to their gen, it becomes a 3v1 very fast anyway.
But yes, a lot of survivors lack the judgement on when to use self care and when not to.
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3168154#Comment_3168154
I use a lot of aura reading as a killer and i see these self carers quite often in a corner of a map...you know ill be going to them next.
They also ruin the game for others survivors when they are selfcaring 40+ seconds in a corner..even longer if against slobby. It might be realiable but sometimes its better to stay injured and not heal all the time. Imagine legion, are you going to self care every 20 seconds? If so you might as well roll over and surrender at that point.
You are aware that unlike, say, sprint burst, you dont have to use self care, right? You have the option to use it, but the game is not making you use it no matter what.
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@Hannacia said:
I feel you... I dont even know why im sometimes paired with these survivors.
For some weird reason urban evasioners have been on the rise and self care is still very much used and without botany knowledge.
As a killer i have field day with these survivors only problem is i can never find them urban evasionin and spine chilling in some bush but when i do they usually go down like sack or rice. As a survivor i think about my life choises while i hang on hook or sit on a gen and see this random urban evasion survivor pass with.
These survivors are the ones that dont do anything quite usually too. I can loop the killer for 2-3 gens timewise but they have been too busy hiding instead of touching and gen.
The use of self care is easily explained, its reliability. I usually use CoH nowadays, but i get games where the Claudette running self care just breaks every single dull totem she finds, making CoH useless (even using CoH as a marker to find the totems once the killer snuffed them). In this games, i wish i brought self care instead, because you know that this Claudette will a)not hit a single healing skill check, and b) running away when she hears a heartbeat, bodyblocking you in the process if able.
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@RatbasterdJr said:
Anytime I see teammates running urban evasion (usually self care too) I instantly know we’re gonna lose. Usually the Claudette’s crouch walking the perimeter of the map and locker hopping the entire game. So frustrating sometimes. 😂
Might be a self-fullfilling-prophecy then. You know instantly, and play accordingly, to make yourself lose.
Because that Claudette is not the only one using urban evasion, the one that uses it to activly juke the killer after a 2 minute chase (thats me usually, by the way) just to go back to her nearly-finished gen is not the reason you are losing, beside running urban evasion.
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If i got a genuinde DC, (as in someone who is save and not just downed or something) i usually hook everyone twice, then slug them, and if i get them all, let them up and finish the gens.
That used to be the only scenario in which i let someone go. Nowadays, i try to kill everyone as killer, because i just want good survivors to rise in mmr, because they are going to be my teammates when i play solo, and i dont want the claudette that just hid all game to be my next teammate, so she has to die.
The exception is: i got a high skill mismatch in the survivors, and while half of them are bad, one stands out because of excellent teamplay, no selfishness, in short, someone who didn´t belong to that team. I might want him as a teammate, so i let him go.
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@hamada98765 said:
https://forum.deadbydaylight.com/en/discussion/comment/3166660#Comment_3166660
Yeah i get it im a noob survivor if thats what u wanna know :/ playing since 2017 for nothing
Doesnt mean anything, after 6k+ hours in the game i still loop like a noob, because i dont like that aspect of the game. But give me line-of-sight-blockers and a place to go, and killers lose my every chase. Sadly, on most of the reworked maps that dont work anymore.
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Well, killer is the easier role (compared to solo survivor) at the moment, and lots of people go for the easier role. You dont depend on your teammates doing good, or even staying in the game at all. Quite the opposite, if one survivor decided to kill himself early, it becomes a walk through the park for you.
Thus, a lot of survivors switched to killers (me too, until i got all the killer achivements i wasn´t to complete before. Since the killer buff, it was surprisingly easy), and less survivors to go around, thus the bonus.
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@Rogueyboi117 said:
So I have this pretty straight forward idea that'll just make a specific end game scenario not happen.
I just played a game on midwich in which someone was slugged and I couldn't find them and they nearly bled out.
I felt really bad but for the life of me I couldn't hear or see them and we wasted so much time. This doesn't happen ALL the time I get that but I think it happens enough that it should have some form of attention brought to it.
Basically if the survivor is the final one alive, and hatch is closed, and they don't have adrenaline/unbreakable/exponential etc. Just allow their aura to be seen within a 12 meters or whatever number makes the most sense.
In this scenario the survivor can't win no matter what they do and if the killer can't find them they'll Just bleed out for 4 minutes which is lame.
So, just to get it right: You should be allowed to waste the survivors time by slugging him instead of hooking, but he should not be allowed to waste your time, did i understand that right?
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@DBDVulture said:
Survivors camp gens so killers have to respond by camping if the gen pressure is high. The game needs a full redesign. Let's take a quick peek at gen regression. There are 4 survivors and the killer's default regression speed is 1/4th of one survivor. No offense but giving the killer 1/16th the gen speed of the survivors by default is a complete joke. There is no wonder that killers have been forced to stack multiple gen slowdown perks for years.
Killer regression should be 1:1 if all 4 survivors are alive. That still gives survivors an approximate 3x advantage most of the time assuming someone is either on the hook or being chased. Whenever you kill someone you lose half your regression speed. In other words with two people dead you would have the base kit 25% regression speed. For anyone who is not good at math this is the current regression speed with no perks.
https://forum.deadbydaylight.com/en/discussion/comment/3159805#Comment_3159805
Welcome to DBD killer balance for the last 6 years. Maps RNG is broken and sometimes generates infinite or near infinite loops. Instead of weighting tiles they made the Bamboozle perk. The only problem is that you have four perks as killer and you already have the problem of 1/16th regression to repair speed. We can down the list and shrug off a huge number of perks that are bandaids that "fix" a problem most of the time if you use that perk. The only problem is you can't bring all the perks necessary to fix the problems.
But slugging is boring, and it would be the best way to go in your scenario.
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One Docter to rule them all
one doctor to find them
one dredge to down them all
and into darkness, bind them.
also, how does exposed work? If i get calm-addon-doctor with starstruck and all survivors become exposed, does dredge get to down them?
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@AbsolutelyAmel said:
Just had a match where i was solo. Killer chased me for 3 gens. I did a gen myself. I eventually went to unhook and wanted to heal the surv to activate my Steve Perk for healing but instead of letting me and his teammate heal quickly he wanted to run halfway across the map TO SELFHEAL IN A BOON. (Killer was not near)
Didn't get my perk. They abandoned me in endgame and called me antimate because i briefly blocked his path in rpd and stared at him because he chose to run halfway across rpd instead of having a quick 2 people heal.
Also bcs they were all together i got 3 reports from them even though i was literally the most productive out of all of them throughout the match. Will from now on avoids swfs like the plague (pun not intended) when im solo.
While his action surly might have been...unoptimised, it is simply not your decission how other players play the game. If they want to make dumb moves, they can. You have no authority over them, not even with a flashlight, no matter how flashlight user feel about that. So bodyblocking them would was simply the wrong move.
That being said, there are toxic 3-swfs, but there are also great ones that will help you as were you part of their team.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3157687#Comment_3157687
Again. If it can be done at will, shouldn't it be taken care of before it becomes a widespread thing?
I think i already answered that.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3156900#Comment_3156900
Tell me why hatch should still open after the exits are already powered, or how that's killer sided.
Ok, can you tell me under what circumstances a key should open a hatch?
I never claimed its killer sided, but actually, the killer has a way easier time finding it than a survivor. When i play killer, i usually dont slug for a 4k, but get it anyway most of the time, because you find the hatch so much faster (or the survivor, if he is not carefull).
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3156909#Comment_3156909
From what it sounds like, it can be done at will and has been.
And.. what does that mean? "Matchbreaking is not the same as gamebreaking" The match IS the game, dude. They should fix exploits where certain killers can literally, and I mean literally literally, stop you from engaging with a core aspect of the game BEFORE it becomes a well-known plague.
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3156870#Comment_3156870
Depends on how you define gamebreaking, but a killer being able to completely deny an unhook with 0 possible counterplay from the survivors seems pretty gamebreaking to me, especially when there’s a good chance not all the survivors in the match will know about the bug and that they can’t actually unhook.
It means, a bug or exploits that happens in 0.0000007% of all matches might break the match, but is not a problem for the game itself.
If it can be used at will in every match, that might be game breaking.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3156870#Comment_3156870
She is completely preventing me from interacting with a core part of the game and there's literally nothing I can do about it.
That's not gamebreaking?
What percentage of matches YOU had has it happened? What percentage of overall matches? Matchbreaking is not the same as gamebreaking.
Also depends if the killer can activate it at will, or if it just happens when the moon is full and the wind blows from the west while clouds shaped like ancient gods roll over the sky.
Because, you seem to refer to one instant. But is i said, i dont know about it. It might be gamebreaking, but your answer to me doesnt give any clue of if it is.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3155247#Comment_3155247
How could it not be survivor sided? I've just explained, as I have many times in the past, how survivors get like 3 chances to escape just in endgame, and I'll explain it again for you. Survivor happens to be the last one alive, hatch spawns for free. Killer closes the hatch, the gates get powered. It's a small chance, but after that the survivor can find a key in a chest and get hatch. Or they could have done all the gens but there's 1 survivor left, and now the killer has to guard 3 things.
Note how I say "when the killer actually wins", meaning just to get to these ridiculous scenarios, you have to trudge through hell or high water, such is the state of the game for killer. The major part of the game by and large has not changed, and neither has this outdated and unnecessary endgame mechanic. It's so stupid. Kill the survivors too good, they get to escape. It's counterintuitive to the purpose of killer.
I feel like you are really contradicting yourself.
The game is survivor sided, because the killer cant win, but if he wins, he wins too hard, and they get the hatch.
This makes me ask: do you derank a lot to get easy survivor matches where you "kill too hard"?
Either your mmr is high, and you mostly get sweaty swf, that give you a hard time, or you are low mmr, where you can "kill too hard".
Otherwise, mmr is not working, and there should be a hatch in the matches where you "kill too hard", because you didnt earn them, but they were handed to you by bad matchmaking.
Or its just the difference between solo survivor and swf, and the last patch shifted the balance way more to the killer side, where he has easier time to handle swf and just stomps solo survivors. Then again, for swf the hatch makes next to no difference, but for solo survivors, there should be an escape, because there is no team you won against.