sulaiman
sulaiman
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3136534#Comment_3136534
The difference being your statement is false. An average team can power through any gen defense and still manage 3 man escape. If gens are consistently able to be completed in 40-50 seconds, it’s not enough time for a killer to keep up. But yes, let’s pretend it will be healthy for the game.
Can you define "the average team", please?
Because on my definition of the average team, no, they cant, and your statement is false. But i think it hinges of the definition of what an average team is.
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Totem spots on maps are not random. For most maps, you can easily memorize them, no perks needed at all. Thats why i never understood the complains about noed.
However, i just stated my observations with people that use to sandbag others. Your post and perks do have similarities to those.
However, i wasnt in the game so i take your word for it. Thanks for clearing that up. Also, do the math on chests again, on how much time the optimal items saves you in contrast to the time going to the chest and searching it. It gives objective points, but its not an objective, or progress in any way. Using 2 Perks for it is just a waste of perk space.
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@CEO said:
https://us.v-cdn.net/6030815/uploads/2C6ZAD64Z3UG/schermopname-28119-29.png
the guy who was saying to do gens and stuff was sitting in the corner of the map almost the entire game
and while i was doing 2 min chases she was hiding so i ran to her to see what she was doing while not being in chase and she was still hiding and the killer found her and she blamed it on me trolling like what?
Well, people who hide often do it because they are not good in chases, so leading the killer to her while in a chase "to see what she is doing" is pretty much trolling, because we both know you just wanted the killer to switch.
Also, you brought 2 perks to waste a lot of time with chests, which don´t progress gens either, so i really dont see how you are any better. Those that use that often want to get a key so they can hide and escape via hatch if the game goes south.
Also, 2 minute chase means nothing if we dont know how many pallets you wasted. if you just run from pallet to pallet and drop them, as i have seen survivors do, you were more harmfull than doing good in that 2 minutes.
But i dont get what you want to accomplish with this post. Can you explain?
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So, you would again make a perk be usefull in swf, but not solo.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3136534#Comment_3136534
https://forum.deadbydaylight.com/en/discussion/comment/3136546#Comment_3136546
This right here is.... hypocrisy.
Thana just got nuked because sirvivors complained.
Range addons got nerf confirmed and suddenly "nerf nurse" threads got replaced by "nerf pinhead".
Do notice it's both sides complaining.
At at no point did i say it wasnt the same the other way around.
Oh i do notice that. Survivors do it differently, because they just go after the killers themself, instead of the perks, most of the time.
However, i did a direct response to someone, who did exactly that complaining, and you just point the finger and cry "but survivors too".
Where do you think the value in your post lies to this matter?
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@SOULWARRIOR71K said:
Why is it that every time that a survivor perk is called out for it's clear potential of being OP, people still pretend otherwise and defend broken garbage? COH, Boil Over etc. We have seen this time and time again. If it can be abused, it absolutely will be abused until it gets nerfed accordingly. If you play against people who can hit the skill checks and gens fly that fast, it is unwinnable for the killer.
Why is it that every time a survivor perk is nerfed, people complain about other perks,that were not considered op before, but people just pretend otherwise and simply attack the next best thing survivors use? DH nerf, Boil over nerf, DH, etc. We have seen this time and time again.
If it can be used, it absolutely will be complained about until it gets nerfed. If you play against people who can stack slowdown perks and end chases fast, it is unwinnable for solo survivors.
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@ZVom said:
I feel you man. It is annoying for both you and the killer. Trust me.
I'm a killer main and if I see someone suiciding on 1st hook when 5 gens are left I want to quit this game.
It simply feels unrewarding to play that game. As a killer I know I lost a lot of potential BP if that survivor was unhooked and as a survivor I know this match is aleady lost and I won't be able to farm any BP at all.
We need to increase BP gains overall, make it rewarding for ppl remaining in the trial if someone suicides/gets camped so everyone has something off of this match.
To be fair, the chances are high that you play a killer with 4 slowdown perks, and thats the reson someone else wanted to quit that game.
But i would be ok with people perma-banning for hook suicide. Also for tunneling, camping, failing skillchecks on gens, and fastvaulting while not in a chase, and of course, not doing any objective for 2 minutes while not in the killers radius.
If we do that, the game will be vastly different (although with a way lower player base).
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Many killers also have bonus BP addons.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3133732#Comment_3133732
I play other competitive games casually, just fine. I'm not stuck on some Christmas tree looking into the cold dead eyes of Leatherface until I can find another lobby. In fact, there's absolutely no game besides this one where one player can completely prevent me from playing.
I remember games where spawn camping was a problem, because it prevented people from playing. so yes, there are other games where that happened. Just sad noone learned from them.
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@INoLuv said:
Survivors play bad, allergic to kindred and gens, awful at even safe loops.
But they always have been, there is no change in that, other that chases were changed in favor of the killer so even a safe loop dont last long, and the 2 people that do gens cant do them with 90 seconds and lots of slowdown perks.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129593#Comment_3129593
No, you and I don’t care about the incentives, but lots and lots of other players definitely do care about them. This was very clearly demonstrated when the bonuses were available briefly and survivor queues skyrocketed because the incentives were accidentally stuck to only reward the survivor players. Tons of people were literally going out of their way to play the side that had insanely long queue times just to get the extra bloodpoints, that’s why they had to killswitch it to stop the survivor queues from being so lopsided.
But that was also before it was so clear that the patch droped solo survivors in such a bad state that people dont want to play it anymore.
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@Sonzaishinai said:
They are actually pretty usefull for soloq.
Hatch doesn't change mmr so you can use it to nullify a match with bad teammates
How do you do that? in my games, killers usually slug for the 4k if only 2 survivors left. I cant use a key on the ground
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3131853#Comment_3131853
I know way back when before keys and moris were changed and keys could let multiple people escape early they made you a target, are there still killers who care enough about keys to bother? I know I've never bothered to go out of my way to target someone who has one. 🤷♂️
Yes they still do. even if they slug for the 4k anyway, they still prefer to go for the one with the key first, at least thats my observation. Even had a killer switch target to me after i found a key in a chest.
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@dugman said:
As a killer I’m a little surprised more survivors don’t use keys with add-ons for aura reading. Auras are generally useful both in and out of chase. In chase for instance you can’t get mindgamed if you can see the killer’s aura, and out of chase you can see either where everybody else is (which seems particularly handy in solo queue.)
A key without auras is definitely less useful though. It’s a high risk, high reward item in that occasionally it gets you an easy escape worth at least 7000 bloodponts but most of the time gives you nothing.
Personally I’d love to see keys and maps be merged into a single item that both shows auras and allows for the opening of a hatch. Neither item sees much use on its own compared to tools, medkits and flashlights, but together they might be more popular.
Keys make you a target. A lot of killers will hard tunnel you if you have a key. Then, a lot of killers will hard tunnel you anyway, so i dont know if its worth it or not.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128964#Comment_3128964
If doc is in the game, it's literally a sign that it's not hide and seek, jeez, I'm just showing the facts how they are, but you're obviously the stubborn kind that won't accept that
IF thats argument were true, then survivors are not supposed to unhook, because bubba is in the game, and they are not supposed to heal, because plague is in the game.
The game is interesting, because for every aspect of the game, there is a killer and/or perks to break them.
Only a few killer break the hidding-mechanik (doctor and legion), a lot break the looping-dynamic (because thats what a lot of players on both sides concentrate on), we have killers that modify healing in some ways, perks that slowdown, and mobiliy killers that avoid map traveling times.
But that doesnt mean those aspects are not part of the game.
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@Veinslay said:
You're 100% exaggerating. You are not getting facecamped at 5 gens every game. Not even bothering to read the rest of your post
And he never claimed that. So yeah, you havent even read the first sentence right, no wonder you don´t read the rest.
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@Tsulan said:
Another killer main who complains about killer being to easy and unfair hits that shouldn´t have connected (then why swing in the first place?).
https://us.v-cdn.net/6030815/uploads/L8ZX2E7V5TY1/2fd4tz.jpg
I really don´t get why claiming to be a killer main would give your opinion more weight.
To be fair, we also have "survivor mains" that only play solo and escape 99% of the time and never experienced tunneling or camping. It goes for both sides.
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@AcelynnBen said:
well tbh, you don't know what u expect, i played on the PTB waited 20 mins for a killer game just to get tryhards who sent me to Garden of joy with tournament builds while im just memeing out here like all other killers
and im gonna be honest, i was frustrated, because why are we tryharding in PTB
and its the same for live you either get a bully squad and go ape s*it on everyone else or you get nice people and have a nice game session
How did they know your perks beforehand? and if all other killers did meme too, did they all change when you turned tryhard, or did they have to wait or something?
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Well, i kind of agree. I am a solo survivor main, but i play both sides, and since the patch, mostly killer. I am not a good killer at all, but i managed to get all killer adept-achivements in the last 2 weeks, as well as many other killer achivements.
However, against good swfs, i still struggle and lose, but at least i can handle the average teams now.
And yes, i think some of the changes went overboard, because the game became miserable for solo survivors, but i doubt they can balance it any better as long as they insist to keep solo and swf queue together.
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i got it just a few days ago, so its possible. Thats what i like on the patch, i did all killer adept achivements the past 2 weeks, and most other killer achivements. Just a few left.
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To be fair, self caring under the hook doesnt mean the killer is not tunneling. It just means stupid survivor made it easy. But yes, while tunneling and camping is a problem, a lot of things that are neither are declared as such.
Like, if the killer finds a survivor after a hook, and the survivor runs all the way to the hook, the killer is not camping, no matter how much player want to call it that. Same with tunneling.
But also, i have seen more than one killer that go out of their way to not tunnel, and give a fair game. Those often stay to this even if it looses them the game. Well, they lose with more style than others win with.
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@malloymk said:
Just make escape attempts cost 8k blood points that have been earned in game.
You got downed in 30 seconds and want to suicide on hook? Sorry. Didn't earn enough blood points!
Better luck next time.
It would eliminate the annoying and selfish Kobe-in-your-face thing as well.
I like that. And survivors should only be able to pass the exit gate or use the hatch if they did at least one gen.
And killer can only hook if they got enough chasing-bp, so an early down doesnt lead to a hook, but the killer has to search someone else first.
I like the idea, and its good for several issues.
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@Danebydaylight said:
https://us.v-cdn.net/6030815/uploads/WJ2CWPCV4SYM/killstats2022.jpeg
https://us.v-cdn.net/6030815/uploads/2WXULYOXMAFW/2022escapekillrates.jpeg
These were released at the beginning of this year, and prove that before the update (6.1.0) that almost all killers had a greater than 50% kill rate, meaning the game favoured killers and never favoured survivors. The reason for the 6.1.0 update was to help killers when it was never hard for killers.
The 6.1.0 update is unfair to survivors.
Old data is just that, old data. It tells us nothing what happens before the update.
You see, at least for me as solo survivor, the last 2 month before the update were game heaven. MMR was finally working for me, and i usually got teammates that knew how to do, and weren´t allergic to gens.
My escape rate before was 75%, and i guess it went way up, i would guess to about 90%, give or take.
If things like that happend to other survivors as well, then a working mmr did drop kill rates and showed flaws in killer design, because i believe killer were way underpowered, and the game was very survivor sided.
So, i belive buffing killer was the right move.
However, i think they went way over the top, because for solo survivors, it was a way too heavy hit. I understand they did it because of swf (and we know swf had a 10-15% higher escape rate than solos), but while it got fairer for killers against swf, it got more unfair for solo survivors.
I think they need to correct that, but as i say for years: they can´t do it without seperating solo queue from swf queue. So we will get some status symbols, and have to hope players do gens instead of hidding in bushes.
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I reported some things where i actually had video, and told them to contact me, because i dont know (or care) about out-of-game reporting.
But usually, i dont have videos, so reporting does nothing anyway. I do it still ingame in the hopes someone gets the clue, but nah.
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No, i think its intentional, because dead hard is missing the phrase "cannot by used while exhausted" which sprint burst and the like have. It causes exhaustion, but its not affected by it as it seems.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3125866#Comment_3125866
Probably not with SWF groups, because they already can finish gens to deal with camping. But in solo queue this will be meta. Less for the camping though, and more to prevent your teammates from suiciding on hook. I absolutely will be running it to prevent those losers from leaving the game, hiding next to them and making them wait the full 4-5 minutes to die.
So, instead of them throwing the game for every survivor, you will do that as well.
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So, instead of a hard game with one hook suiciding, turning it into a 3v1, i now get a 2v1, because one additional guy is doing nothing than prevent that suicide? I dont know how the perk works, but i guess you have to be in a certain range or something, right?
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3117662#Comment_3117662
huntress able to get a cross map hatchet = sweaty killer???
maybe he should have saved that dc for a nurse game but doing this against a huntress in the beginning of the game screams skill issue.
I think with how often dcs are now they might very well be increased in the future you people deserve it with how much of babies you are.
You might be right, because its only a skill issue if one side is lower skilled then the other. But that actually makes it a matchmaking issue, and something for the devs to fix, not for the player to endure.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3117665#Comment_3117665
Ok. How about we increase DC penalties to a permaban and have you deal with it?
"Deal with it" is not a solution to game issues. You shouldn't be DCing.
But you cant stop that. Even if you increase penaltis to permaban, people just go afk.
And if you ban for that, people will just sandbag their team. If you want reliable teammates, play swf, thats the only solution.
(and dont get me wrong, i am a solo survivor main who only today started to play survivor again, because all games since the patch had dcs and suicides. You just cant stop it)
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3124707#Comment_3124707
Even if a boon is active it's still quicker to team heal than self heal.
Heal the team mate then you can both get on the gen. What you lose in heal time you gain in 2 suvivor repair speed and you're both more secure in terms of health state too.
Thats not true at all.
Because with the boon, you heal at 50% of another survivor, so it takes you 32 Seconds. If another survivor heals you, it takes 2x16 seconds, one time for the one healing, one time for the one being healed.
Where it makes a difference is at genspeed, because there is an efficiency-penalty of 15%/30%/45% if more survivors work on one gen, meaning if 2 survivors work on one gen the time is not 90 Seconds /2 = 45 seconds, instead it takes about 53 seconds.
So in reality, it is quicker to let one guy heal himself with the boon (total healing time stays the same) while the other works on a gen without penalty, and then the other guy jumps on the gen while abou 40% is already done and the efficiency-penalty only applies to the last 60%.
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People having different opinions doesnt mean the truth is in the middle. It sometimes just means some people are stupid.
(just to clarify, i dont think anyone in this discussion is stupid, i just dont agree with the reasoning that if there are two sides it has to be the middle. Thats not how it works)
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@Bubble0seven said:
The complaining and threads about this is out of control we get it you all do not like tunneling and camping how many threads and posts are you all going to make regarding this and the countless other pleas for DS to be reverted.....Maybe PVP Style games are just not for you.....
I think half as many as there have been threads and posts about dead hard and ds used to have will be fine. And i don´t think we are there yet.
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@HugTheHag said:
Or, alternatively, it is killer sided on some levels of skill (low mmr) and swf-sided on others (high mmr), with a somewhat balanced middle.
balanced between swf and killer. But what about solo survivors?
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3120554#Comment_3120554
yes, solo teammates are generally unreliable. however this unreliability can be made up very easily through communication.
a person who is mechanically and conceptually bad at the game can still hold W and run away from the killer, their teammates, and objectives. simply knowing where everyone is and whos working on what is a huge advantage even if they get downed in 20-30 seconds. now the killer is in a zone with no objectives, applying no pressure, the other survivors know the killer is on the other side of the map, and it will take at least another 20-30 seconds for the killer to reach them.
No, i disagree. No amount of communication will make that claudette hidding in the bushes come out, even if no risk is involved. I use bound or kindred often enough to really know that. They hide at the edge not comming to unhook you while the killer is chasing someone else on the other side of the map.
The truth is, you cant bring solo survivor up to swf power level. Thats why both need to be sepereated and balanced individually, not together.
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Hmm, thats an interesting thought. I thought mmr would be readjusted after each game, but with behaviour, you might be right, and they just collect data and adjust on a specific time. Never thought of that before.
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@Basement_Bubba420 said:
The game should be built around SWF. This is the primary balance problem in the game.
Bring solo players to parity with SWF, then buff killers. Until then, solo is hell. SWF>Killer>Solo.
Unfortunately it looks like BHVR got this backwards and buffed killers first and nerfed survivors. So while SWF got nerfed, so did solo.
You never can bring solo players to parity with swf, because communication is only one of the problems. Solo teammates are unreliable, and if you have an swf where people dont do gens you can stop playing with them, but you cant in solo queue.
Thats why i disagree, the game should be build around sepereate queues for solo and swf, with different balancing buffs.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3120471#Comment_3120471
Why where they to far? 80 seconds Endurance of OtR to much? Basekit hook protection timer to much? BT buff to much?
Actually, yes, i think the stacking of several endurance-effects is too much. I also believe neither the self-care nor the noed-change were necessary, just to name a few examples. Also BT butt and basekit protection does nearly nothing for me, since i go for save unhooks anyway.
But did you ever wonder why people complain about solo queue in particualar, and not swf?
The patch did close the gap between killer and swf a little bit in favor of the killer, but at the same time it increased the gap between killer and solo queue. Its not the gen times or the perk buffs, but its all toghether in conjunction with perk nerfs in conjunction with gen regression on hit in conjunction with shorter stun duration after a hit. It all adds up way too much, and becomes overwhelming for the average solo team, especially if the killer camps and tunnels, which had gone up in my survivor games before i changed to killer.
Yes, you can get a team of good solo survivors that can easily handle that, but you can also win the lottery. I just dont recommend to depend on it when it counts.
since i play both sides, it has his good sides. Since the patch i did adept-achivements on every killer i own. With the excpetion of oni, none took me more than 2 tries. i have a total of 20 achivements left, 9 of which i can´t do because i didnt by the chapters for them, leaving 8 killer achivements i can still do, and work on at the moment. (although i think the 2 nurse achivments might be a bit too much for me).
But the fact stays, i mostly play killer since the patch, while i am a solo survivor main.
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@INoLuv said:
DBD is balanced, slightly in favor of survivors if played as it should. Not a waste of money because it is a game made with a good team and good gameplay that needs some buffs to killers basekit, overall not bad at all, dont overkill
IT should be played solo without communication. you really think it slightly favors survivors that way? What about swf then?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3119274#Comment_3119274
I need help with that. Because the active playerbase increased.
proof for that?
I am just a small sample size, but i reduced my dbd-playtime around 80% and the last 20 % i play mostly killer instead of solo survivor which i used to play. So i am very active, but i quit playing survivor, for the most part.
While i agree that balance changes were needed, i think they went in too far regarding solo survivor.
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@Carnivorone said:
https://forum.deadbydaylight.com/en/discussion/comment/3118416#Comment_3118416
If people complained about generators before then why make it LONGER and even WORSE!?!?!? Like where is the logic!?!? Am I living in upside down land!?
i am not a dev, and i didnt make this change happen.
I dont even agree with it, but its not the first time they tried to fix issues the easy, yet somewhat wrong way.
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3118282#Comment_3118282
https://forum.deadbydaylight.com/en/discussion/comment/3118281#Comment_3118281
Man this community is really trying to kill the game or just make it so killers are only playing against SWF. Keep telling people to not play the game and new players will stop coming because they wont feel like they even have a chance to get good at the game. Casuals will stop playing because you keep telling them they suck at the game. This game is gonna die now and its mainly because this community and game is terrible to new and casual player.
Well, to me, solo survivor has become very unfun. why is it not allowed to share that opinion? Either that opinion is right, then something need to change, or it isnt, then people won´t listen to it anyway.
The chance of a good game has gone way down for solo survivors, so the only impact might be that casual or new players become aware that this is not an isulated issue with them, but with the game. But if thats the state of affairs, how is communicating about it bad?
Well, i can tell the killers that say all is well just what i used to tell survivors: If its so well and easy, just play the other side, then you have control over your dc, short to no waiting times, and can use all the usefull tipps you try to make other people play survivor with.
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basicly? the slugged one should go to a corner, and the other one should just hide. Killers do it because it works. Make it boring and not worthwhile for the killer, and they might stop.
If i play killer, i just hook, because i win the race for the hatch 80% of the time anyway.
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I did it yesterday, but i was doing the achivement where you end a chase by hidding in a locker. Lithe to get distance, quick and quite to vanish. Works best uninjured, iron will is no help anymore.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3118409#Comment_3118409
The killer wasn't even camping. She could have rescued me easily.
And would that have helped her escaping?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3118310#Comment_3118310
You should blame them, because they're looking for reasons to DC, that aren't even correct.
Survivor is still the power-role, Survivors still have the advantage over every non-Nurse/Blight Killer. Generators are 10 seconds longer. If they're boring now, they were boring before the time increase.
Your friends are just bad and pathetic and should uninstall
I mean you are right, but there were lnumberous threads about gens being boring way before the update. So yes, if they are boring now, they were boring before, and people complained about it long enough. What is your point here? The game got more boring on that part.
@Chocolate_Cosmos said:
No, it's the right thing.
If you don't enjoy the role you play at all and you know you will want want to DC if you see anything slightly againts your way no metter what then why bother playing? DC is ruining the games. Makes other people stop playing as well. Stop supporting them.
You are absolute right.
I am a solo survivor main, and i have reduced my dbd playtime by about 80%. In the last 20% i mostly play killer (just did all but one adept achivement on killers i have, bringing my achivement count to 90%).
I couldnt find decent solo matches anymore, partly because camping and tunneling went up in my region and mmr bracket, partly because dcs and suicides (or other behaviour that basicly throws the match away), so i stopped. And every solo survivor that doesnt enjoy the role anymore should do the same.
DC´s are not only bad for the other players, its bad for the game overall. Because players do it if a game goes wrong for them. However, as far as i know, games including dc´s are not part of the kill/escape statistics the devs look at, meaning a lot of games where killers are winning are actually ignored in those statistics, while the ones where survivors are winning are kept, and thats screwing over the kill stats big time.
(thats why i dont understand this conspirity-talk about tampering kill numbers by dcíng, because it actually has the opposite effect.)
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To be fair, if meg had any hatch-finding perk, i would have done the same as her. The truth is only one of you had a chance to get out at that point. You couldnt do a single gen with 4 people, so i doubt you could do 5 with 2. So i would say, dont blame the meg, blame the dc´dude.
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I play oni a lot. since the rework, i just did all killer adept-achivements, and only oni is missing. sometimes, becaues i am outplayed by survivors, sometimes, because i steamroll them too fast and they give up...
No other killer took so long for the achivement. I also have an old oni challenge left, but it seems i will never get that one either. I doubt oni will ever be my mainkiller.
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@Deathlymusic_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3117293#Comment_3117293
You are missing 80% of the conversation my guy. But I'll address your statements.
1. Yes you can carry a whole team. With my current escape rate which I documented using 20 games as a base rate I believe it was 85%. What I did was when killers started to camp and tunnel I was the most annoying survivor to go against. For example: I ran bt, otr, guardian, bond. Then I made sure to run a purple flashlight with add ons. If the killer tried to tunnel my teammates I made sure to make there life so miserable they would have a vendetta against me. Since I've been playing dbd since 2017, I have my survivor fundamentals down. I know my distances I know which loops are my greeds and extenders, I keep the killer on me for as long as possible (I've had games with over 10 minutes of me being chased). And if your saying in 10 minutes not 2 gens popped your lying and I'm sorry. I tested dbd as a low level survivor by downloading dbd onto my ps4. I tried the game with a relatively lower mmr and I could easily escape everytime.
2. Now it's so easy to say, these survivors are useless, all they do is dc. You can't control that, stop blaming other people for your losses. What can you do to win the game as a 3v1? Alot, it's significantly harder but I've won lots of games as a 3v1. Simply by having core game mechanics and keeping that killer on you, and helping your teammates escape and taking aggro you are raising your chances significantly. My friends and I tested this theory out in customs. What we did was have 4 people join and have 1 person just stand in the corner and do nothing. We then played the game normally, if everyone knows how to loop, you will normally get a 2 out. The thing with killer is that, the killer has to wait for a survivor player to make a mistake in order to capitalize on it. Meaning if you never make a mistake in chase, the killer is screwed.
3. I addressed it earlier but even in high mmr there's bad teammates. Mmr is just a range. The difference between high and low mmr is that people understand what they have to do in order to give people a fighting chance. Look at the major survivor main streamers like for example Mish. She knows exactly what to do in most situations and can adapt and hasn't really noticed a difference. If I can climb from low mmr with the skill set I have now, and easily get to high mmr in the span of 2 months. Anyone can do it.
First, your 20games stats is anecdotal at best, but not a relevant sample size. I had 30 games winstreaks as survivor but dont think that 100% escape rate proves anything. Also, if the killer chases you for over 10 minutes after the changes we had, its just a sign of broken mmr, because obviously you outskilled that killer and shouldn´t have been matched against him in the first place.
And yes, that results in escaping on lower mmr, because you can actually outskill the killer. But some of us don´t get baby killers all the time.
Yes, competent survivors can win in a 3v1 scenario, especially if the killer is less skilled than all of them. But thats basicly swf, and i was talking about solo, where you dont get those competent survivors all the time.
Also, Mish seems to play swf too, at least all clips i could find on a fly were swf, not solo. I agree that swf is a totaly different game, i have played in swf-groups before. But this thread is about solo Q, not swf.
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@Deathlymusic_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3115134#Comment_3115134
Or maybe it's just people didn't realize how reliant they were on perks.
I had an escape rate of about 80% before the patch, now its around 20%. Since neither Lithe nor bound nor Boon:circle of healing were touched, i think the perk change didnt affect me.
However, the games i lose are divided into 2 Cases:
- Killer Camping and tunneling
- Teammates doing nothing usefull, often dc´ing or hook suiciding.
While 2. might be caused by bad teammates reling on perks, it doesnt change my experience as a solo survivor. Even if i can cope, i cant carry a whole team. If too many survivors can´t cope, it becomes an issue.
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/3115134#Comment_3115134
It's literally the other way around. I now lose 80% of my games with teams that are actually trying. :') These people who claim they're having the best time right now honestly make me angry.
Are these teams of solo survivors?
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As killer, i dont run it anymore, because its not worth it. As solo survivor, i didnt have a problem before, because i know most totem spots.
However, before the change i would cleanse all totems before endgame, now, i dont bother, because if noed comes into play, you can handle it much easier then.