tehshadowman33
tehshadowman33
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- tehshadowman33
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@CaptainCastle said:
https://forum.deadbydaylight.com/en/discussion/comment/403537#Comment_403537
The only killer who moved up a tier with reworks was hag. Trapper, doc, and wraith reworks just made them slightly less godawful.
I appreciate that you still have hope tho.
To this day, it's hard to fathom just how bad Trapper and Wraith used to be. And they still suck.
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I got another joke!
Gen repair times.
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@[Deleted User] said:
I'm of the opinion that the definition of tunneling has become too broad and instead of perks to discourage perceived tunneling, there needs to be a reason for killers to go after someone else without it being suboptimal in the broader context of 5 gens and an exit gate. Right now, killers can get punished for making optimal hits but also lose a ton of pressure through no fault of their own. That's not balance to me. The game should be fun for survivors, I get that, but bandaid perks that punish other players for playing optimally aren't the way to go, because that just makes the game less fun for someone else. It's just a neutral move in the fun department and breeds discontent.
The problem is that survivors want this to be a 1v1, but it's an asymmetrical game. Hell, even stillness crows honestly need to get buffed.
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The Serpent is largely bad. You uncloak slowly, and you cannot interact with anything for a while... You also don't get the speed boost.
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I want to say this.
Yes. I know, this is salt thread. I was salty because I got looped for the maximum-possible time on a Coldwind tile when all I really wanted to do was have a lot of fun chases, and mindgame players into making bad window vaults in a Rank 1 game.
Yes. I know the survivor is just trying to survive. If there is a mechanic that BHVR leaves in the game that's effective, then players WILL use that mechanic, both Killer and Survivor.
Yes. I could have chased other survivors and ignored this one player entirely. With those perks and his strategy to prolong chases by heading to long walls on Rotten Fields, he was not worth the time investment. Given I was playing The Plague at the time, who is incredibly easy to loop due to her post-PTB speed nerf and on maps such as this she's pretty much a M1 basic killer unless you have a chase go on for so long that they go from sick to broken (but by then they will have achieved their goal of stalling for 3-4 gen's worth of time at least).
Basically, this was mostly me venting. I do want to bring to BHVR's attention that problems, such as see-through walls, exist in the game, but this was definitely not the most mature way to do so.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/399769#Comment_399769
But that wasn't the case, was it? You faced ONE guy with that build and got such bad tunnel vision that you didn't go after anyone else and wasted your time chasing one guy. And even if you did get 4 people with that same very specific build at once, on that specific map, that doesn't excuse you for acting like a spoiled brat who didn't get his way. Grow up dude.
You're not arguing against the main point of my argument. Nice ad hominem though.
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People are also starting to use coldwind farm map offerings and this OoO bullshit to maximize loop time.
I might add. Because they KNOW that unless it's a T1 Michael, they can maximize that chase time.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/399734#Comment_399734
I'm aware but as killer you can also see the survivor. Besides if you're having that much trouble with one survivor, leave them and focus on the weaker ones. It still comes down to him being outplayed by a better player.
This poor argument has been refuted ad nauseam.
So, OK. Then let's assume that all four survivors were just as skilled as that player.
They are all running Object of Obsession and are all on gens.
They see me approaching.
They run to a jungle gym with a long wall on Rotten Fields. Let's throw in a double pallet for good measure, just for extra spitefulness... Because that's a thing right now.
I abandon chase.
I go to another survivor.
They do the same.
At least 3-4 generators will be done by the time I get the first down due to having to exhaust all the pallets, and them looping the long wall, and the distance between generators on Rotten Fields.
EZ DUUUD
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@Peasant said:
@ClogWench Just to help the OP clarify. On the Cold Wind Farm maps due to the gaps between the boards for the loop structures the map's mind game tiles are braindead as they are easily seen through.
Exactly!
Time is a resource. If I cannot force survivors into making mistakes, then they are guaranteed the maximum amount of stall time.
It's braindead easy to stall because of those walls. I can't moonwalk, I can't pretend I'm moonwalking. You can't do anything but play on the survivor's terms... YOU HAVE NO CHOICE.
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@ClogWench said:
I'm with the survivor on this one honestly. And reading the way you reacted you just sound like an entitled child. Besides, OoO only works outside the killers TR so it's not gonna have the effect you seem to be under the illusion that it did.
You're not understanding the situation.
See through walls + Object of obsession = Survivor knows where I am at all times = Survivor will (with sufficient game knowledge and skill) NEVER MAKE ANY MISPLAYS.
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@Unicorn said:
@tehshadowman33 Wait, so because he looped a wall he should be called homosexual? You should take that screenshot down, its not a good look.
I fixed the screenshot to include the word which is synonymous behind my intent, something which you don't seem to grasp.
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Because being looped for two minutes, he thinks I had a fun game?
Sweaty survivors are delusional.
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I've been wasti- I mean spending enough time on this game to understand what the killers are looking like ATM (I can't see my hours on PS4 FeelsBadMan), and I have come up with what I think are, for the most part, pretty accurate representations of each killer's skill cap in regards to each others'.
You're close. Closest I've seen to being accurate.
This is my list.
S Tier:
•The Nurse
A Tier:
•The Hillbilly, The Spirit
B Tier:
•The Hag, The Huntress, The Clown, The Nightmare
C Tier:
•The Shape, The Pig, The Wraith, The Cannibal, The Doctor
D Tier:
•The Plague, The Legion, The Trapper
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The chase music is making me go deaf.
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@Killmaster said:
The problem stems from who should have control when experience is accounted for? Notice how you have a 3k? What would happen to a team that wasn't swf?
So if a killer is good do they deserve to 4k every game? Even when a coordinated team tries there hardest they should still lose by your standards?
Problem is this. Either I 4k or I 0k.
Adrenaline has lead to this super boring, super aggravating "beat the game under five minutes" meta. It's really lame.
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I think the advent of Legion has:
1) Survivors who did not want to adapt, left the game
2) Only Survivors left playing are hyper-efficient
This is ridiculous.
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Are you a programmer?
Also, I've had this same experience IRL for someone who's in charge of our SharePoint migration.
Dear god, things break in new creative ways every week.
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@TheBean said:
They have been getting ready for PAX for the last month... plus trying to make a new MM.. lols...
So.. one person to get ready for pax... one person to work on the new MM...
They got no more staff to work on bugs.
They don't send devs to those things. They are still working.
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Seriously, the sound issues are the worst. Chase music is deafening. I have to turn the volume down when chases start.
You can't even hear footsteps of survivors after they blind you, it's gotten so loud.
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@DemonDaddy said:
I like Freddy and strictly play no addons builds, but he is the only killer that cannot be played without using his power. On top of the power requirement is the wait time before any connecting action can be made. Most of the time survivors can be found openly mocking and capitalizing on the wait.
You are an absolute madman and a monster.
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He's amazing. You know you are a force to be feared when you can zone survivors into kill zones with no pallets.
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After some playtesting, I think of two buffs that come to mind.
No movement penalty or cooldown if you cancel a vomit charge, you immediately go back to 4.6 m/s.
NOTE: This only applies to vile purge, NOT corrupt purge.
She's got so many slows baked into her kit, this is only fair... Plus you can mindgame someone into thinking you're going to vomit, and then hit them.
Whenever a survivor heals using a fountain, that fountain highlights in yellow for five seconds.
Survivors are way, way too keen on using fountains while in your terror radius. I've had instances where I lost a survivor through grass, then found them healing at a fountain. By the time I came up to hit them, they had already healed up.
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Solidarity makes the run-and-gun tactic for ambush Freddy a lot less viable.
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@HazeHound said:
This is kinda true, playing against Legion made a lot of people not bother healing even with thanathophobia. With adrenaline its almost no-penalty genrush. Only noed slows game slightly, but taking out totems prolongs the game by 20s only, not much.
I have the same feeling, i either face super tryhard 4man swf or 4 chill dudes who are medicore at best. No in betweens. And killers can't tell in lobby which its going to be. They take good killers with crutch stuff only to demolish chill dudes or take other killers with meme builds just to be destroyed by 4man swf.
Killers should have ability to see who is in swf so they can take better crap against them, but there should be also penalty for dodging (queue did it relatively ok).
I mean. My point is that I have no problem playing against good players. It's just that good players know every broken spot on a map.
If I figure out three players have balanced landing on haddonfield, I immediately lower my expectation to two kills maximum.
It's rather depressing.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/384699#Comment_384699
SWF is rough, but they have a chance of making mistakes for altruism and trying to save their buddies. Coordinated solos are a pain in the ass just as much as SWF. All it takes is one good chase, and you've lost 3 gens.
I cannot describe adequately with words the frustration of playing a game with three, competent survivors with 1,200+ hours of gameplay.
They usually run meta perks.
They don't need to be in swf to do amazingly well (All you need is bond for that)
They have hyper awareness. If you approach, they know to go to the safest tile to maximize the chase time.
They know how to sandwich you when picking up a downed survivor.
They know how to fill a vacuum when you leave to chase a survivor by hopping on the vacated generator.
Most frustratingly of all, they know every flaw in map design and exploit them for infinite chases (I'm looking at Haddonfield).
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I'm totally fine with adding a few jungle gyms to the game.
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No wonder I got infinite'd at Haddonfield.
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She was fine in PTB, but now unless you're running good addons she's complete garbage and a one-trick pony. None of the buffs did anything to address her weaknesses, or diversify her playstyle.
She still literally plays like leatherface unless you're down to two survivors, in which case you have the OPTION of getting corrupt purge... If it's nearby.
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They didn't even keep their promise of doing a non-instaheal fountain,
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THE PLAGUE IS EVEN WORSE THAN SHE WAS IN PTB.
PLEASE FIRE YOUR GAME DESIGNER.
THEY DON'T KNOW WHAT THE ######### THEY ARE DOING.
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@Mat_Sella said:
Well they wouldn't have to disconnect if the killers would stop leaving said survivor on the ground for 4 minutes to look for the last survivor
By all means, let's make the bleedout timer two minutes then.
Then you'll complain that you can't get healed fast enough.
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@Karl_Childers said:
It’s going to be Adrenaline. What they are going to do is make it so you don’t instantly heal, but instead heal slowly for a period of time. They alluded to something like this for instaheals in the Q&A and I have no doubt it will be applied to Adrenaline if they go through with it.
After that? I’m going to say Borrowed Time. I think the usage of BT will go up after the DS nerf, and with that, the complaints as well. Killers are going to complain in droves how it’s unfair to them in the end game. It will be nerfed back to one use per game only...making it useless.
Instaheals in this game have to go. You can exploit and instaheal as soon as you get healed, and killer gets attack cooldown while you get to move away. Adrenaline shouldn't instaheal. Even if it's three second until the heal, it shouldn't be instant.
Borrowed time is fine. What I'm not cool with is the fact that interrupts are still glitched, so you can't grab cheeky hook diving survivors reliably anymore. The snap to hit for survivors also mean sometimes I end up hitting the BT target instead of the unhooking survivor. It's really lame.
I'm fine with making sabotage shorter too, to make it more viable for survivors.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/365616#Comment_365616
That is the thing. Killers will always ######### about the next thing that services survivors well - nerf pallets, nerf exhaustion perks, nerf healing, nerf DS, now adrenaline is next up, after that probably circle back to medkits, the list will go on. Then when everything is nerfed killers can take pride in knowing their role is so brain dead easy to do that any mouth breather can 4k.
I think you're close, but not quite there. I'm not complaining about Adrenaline being strong. I'm complaining of the lack of viable options to counter it. It completely negates any momentum a killer has going, any time saved, once end game starts.
If you're not running NOED, if survivors aren't broken... if you're not a high-mobility killer (Nurse/Billy)… if you don't have an instant down... You're pretty much only semi-guaranteed one kill once the end game starts if 3 or 4 survivors have adrenaline.
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@Warlock_2020 said:
If they added bp rewards to crap perks, survivors would run them more often. Case in point, WGLF, and PTS. Though I play less survivor with each chapter, I can't remember the last time I ran Adrenaline, or even an exhaustion perk. I usually run bp perks, with plunder/BK/DWM/Alert/Spine Chill/Kindred/Breakdown/Ace in the Hole (usually with Plunder). I can't stand the meta perks as a player, but admit they give you the best chance at survival.
That is the problem. We call them Meta, but in reality, they are a players best chance to survive a match. Therein lies the problem. There are so many survivor perks that are useless. There are also several killer perks that are useless. Monstrous shrine anyone?
Very true. Survivors have next to nothing in the way of BP gain perks. Killers have twice as many.
Also, yeah. Monstrous Shrine is complete garbage. Even if it affected all hooks, it would still be complete garbage.
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@HavelmomDaS1 said:
I used since release adrenalin, best perk ever and it took me a week or so to realize it.
The true reason why it got so popular lately is the healing speed nerf, people are pissed and bored to hold M1, especially against sloppy butcher and Thana players, but also the release of Legion made healing a huge waste of time.
All together -> F selfcare, adrenalin ftw.
Basically killer who wanted healing nerfed shot themselves, the genrush is even worse now.
The Legion was what forced survivors to counter a new mechanic, deep wounds. Deep wounds, I think, just forced survivors to adapt, so they finally figured out what a lot of other survivors had already learned: "Oh hey, if I don't bother healing and just rush gens I can end games faster... Huh!"
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@MonsterInMyMind said:
The simple issue is the fact survivors perk pool is so small believe it or not even survivors are tired of running the same perks in my opinion they just need to buff survivor perks that are not used that often to shape a new meta nerfing everything is not going to fix the problem its just going to limit the meta even more.
I would say that it's not that because it's limited, it's because it's increasingly difficult to make powerful survivor perks that are better than what we already have. Until BHVR implements a different end game, there's not a whole lot of game mechanics that you can tweak with perks.
Do keep in mind. This is an asymmetrical game. You cannot make individual survivors more powerful than the Killer. Therefore, you cannot have perks that make you a one-man-army. Above all else, time is the currency of strength in this game. Anything that increases chase durations, decreases healing/repair times, or increases the time the killer spends searching for their next chase is powerful for survivors.
Anything that does the opposite is strong for killers.
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@The_Manlet said:
https://forum.deadbydaylight.com/en/discussion/comment/365530#Comment_365530
Survivors have plenty of good perks, they just choose not to use them. Even something like Lightweight can be used to outright escape from killers or avoid being chased at all by running away as soon as you know they're coming. How often do you see Iron Will, one of the strongest perks against some of the strongest killers?
People often underestimate how amazing Iron Will is as a survivor perk. Its usefulness ranges from moderately to extremely useful depending on the map. Being a rank 1 killer, if you break my line of sight and urban evasion around a complicated jungle gym (Suffocation Pit), you might actually escape me if I'm playing a killer with low movement speed, or I might go look for someone else rather than waste time searching.
It's usefulness will also increase after next patch, which decreases survivor sounds for survivors hidden inside lockers.
I do like that they are making lockers more useful. In previous patches, only noobs would use them, or good players would use them for locker jukes.
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@The_Manlet said:
If you stack Self Care and Botany Knowledge you can have decent healing times. You could also run Bond, perhaps with Iron Will, so that being wounded isn't so bad and you can easily find people to heal you, or people to heal if you're running Botany Knowledge or have We'll Make It active. But of course, if you run a healing build you'll get put up against a Legion, just like you always get a Doctor or Freddy when you commit to a stealth build. Maybe that's why Adrenaline is so popular.
It's popular because:
1) It's universally accessible (It's a Meg perk, a default survivor)
2) Anti-heal Killer meta (Sloppy Butcher, Nurse's Calling)
3) Limited counter play (Only NOED, The Plague's broken mechanic prevent the heal or make the heal pointless)
I mean, there's no reason someone will take Hope over Adrenaline. Just saying.
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@Eveline said:
Sweaty
Sweaty is basically the new "tryhard"
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Let's not forgot it literally carves out a big "######### you" to the walking meme, Sharphand Joe.
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@The_Manlet said:
Adrenaline was always a meta perk. It's just become more powerful now that healing takes a long time if you don't run a healing build, which is out of the question because it doesn't extend chases and thus allow for more teabagging.
So long as survivors run Adrenaline, you should run NOED. It is the only real counter.
It's not that it's become more powerful. It's that it's become more valuable because with increased healing times, the focus becomes on rush gens, unhook and don't heal. Finish last gen = your heal + then escape.
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Yep.
I say we need a perk that applies the broken status after unhook for 90/120/150 seconds and unhooking takes longer. That'll teach 'em.
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But seriously. If you use Adrenaline, don't ######### that I run NOED.
Both ONLY see play during the end game
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@tt_ivi_99 said:
Good, cant count the amount of perks that practically kill some killer's powers.
*COUGH* Adrenaline... Freddy *COUGH* *COUGH*.
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@Shad03 said:
The alternative will hard buff Legion's using Hex:TTS.
Had a game once where I managed to blind all survivors in like two Frenzys and was able to defend the totem. No one escaped death.
Along with the fact people stupidly thinking not healing against me is a good idea... Hehe.
Hahaha, I use that build too!
Distressing Presence + Hex: Thrill of the Hunt + Hex: The Third Seal + Barbeque and Chili
Honestly though, Blindness as a mechanic only works on Legion/Nurse/Hillbilly because Hex: The Third Seal requires you to hit all four survivors, which is something that Legion easily accomplishes.
To make anything better, you'd need to buff the blindness mechanic itself.
I've suggested making blind survivors unable to see hex totem glow, which means all totems look like dull totems when you are blind.
Hook bubble needs to stay because removing that would make blindness way too strong, unless voice chat is added for solo players.
In addition to this change to blindness mechanic, the duration for blindness related addons need to be DRASTICALLY buffed.
30 seconds of blindness literally is useless. It never affects gameplay in any way. You would need to make the duration at a minimum of 90 seconds to start to see any differences in the way survivors play. The maximum I'd buff it to be would be 120 seconds of blindness per application.
As it stands, only pig's face mask has a decent effect because it's permanent as long as you have the RBT on your head.
I haven't tested Wraith's blindness-afflicting addon, but I assume it's the same as the other ######### blindness addons in that it lasts a paltry 30 seconds.
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It's one of the most visually cluttered maps. Houses with two floors should only have one exit, let alone not have windows on the second floor.
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Good. Haddonfield is one of the worst-designed maps in the game.
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Why did fireup get such a teeny-weenie-itsy-bitty buff?
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@Gorgonzola said:
Fun fact, Doctor is even more useless
Also you can go ninja build and be a stealthy m1 killer! OOOOOH! SCARY!
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To be honest, all of this drama could be avoided if when a survivor disconnects:
If standing/crouching/hiding in a locker, they are put into the dying state.
If being held, they stop wiggling.
