theArashi
theArashi
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- theArashi
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Well, I feel naked without clothes but you do you man.
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So to balance it out Mori now works after survivor is hit 3 times and game lasted for 1 minute.
See the pattern? It doesn't change anything about the problematic nature of keys.
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Probably devs idea to fix his abyssmal map pressure. It still doesn't help tho.
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Nobody knows devs reasoning.
They also spend extra time buffing doc again while he was in a good place already, added useless addition to trapper and ignored all other killers powers and addons that do absolutely nothing or don't work like ghostface addons, leatherface addons and so on.
I'd imagine they have a jira for tracking things to do and they also have lazy devs working on them as they pick up easiest things to implement every time. Then they generate enough errors so that next week after that can be spend only on fixing those.
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From what I saw their game are either against very bad survivors where game can end very quickly, average survivors where game is ending with almost all gens done or some escapes as they can hold m1 or against good survivors where they have to meme half of the game for killer to have a chance, regardless of it being either of these.
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@Eye66 said:
Killers only win fast if survivors make really bad mistakes, that can't really be denied
It is somehow still used as an argument that game balance is fine because it happens from time to time.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1158579#Comment_1158579
And that's why those are called exploits - because it's not an intended feature. Tech is something advanced you'd do based of game's intended mechanics. Like this for example
Something advanced you'd do based on game's intended mechanics? So infinite mending legion was a tech and huntress being able to instantly hit after a throw was also a tech.
You've heard it here first folks. This game has no abusable bugs, only techs.
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Why is every exploit found in this ######### game that can be abused suddenly a "tech"?
It's not a tech. It's an exploit that dev's don't punish people for.
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@Danu said:
"It's not like any killer could've done anything about this from happening."
Actually discordance works pretty well against this?
And killers can teleport to the gens?
Killer can't pressure more then 1 survivor at a time in the early game unless survivor allows it(by bad play for example).
That means 2-3 gens always get done during firest minute and a half. Hence: No early game
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It's it already well known that maps are designed to look nice and any idea of balance isn't taken into account in the slightest . That may be the reason why almost every killer is doing terrible in his own map.
They just look nice. None of the devs appear to give a flying spaghettio about any shape of balance.
Gens are a big problem in many games but it's apparently good idea to add more hoops for killer to jump through.
Let's make all killers 110% and let's remove bloodlust. Survivors will have great fun then as killers will never catch up.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1156846#Comment_1156846
You are forgetting the part where he can deny loops.
He can deny unsafe loops... Almost any loop with already dropped pallet is safe against him.
I didn't forget. I've played him for awhile and he is great at countering some loops on his map, mostly because they are already unsafe.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1156807#Comment_1156807
Huntress neither. You are supposed to apply pressure ending chases fast.
Huntress will chuck two hatchets in 7 seconds. If you have LOS survivor will go down and any other survivor is in danger of getting downed as well.
Meanwhile this guy has to shoot, hit survivor which is already hard if they don't have perfect connection, reel them in for 5-6 seconds and that's just a first hit. Then they run away and you reload for extra 2 seconds. Survivor is already out of your range.
Where is this pressure assuming that survivors aren't playing really dumb by just staying in 10m radius from you at all times?
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He is pretty slow killer to chase and down people which results in survivors pressuring gens heavily which are already a problem but devs don't see it so it's fine.
People will camp with him as he is very lacking against survivors that are average which is pretty bad for a new release.
He feels really clown level as most of his mechanics slow him downand don't offer much of a pressure. You may have fun hitting fun shots and reeling people in but at the same time huntress would have killer everyone in sight, billy would have downed everybody and doc would have shocked people to constantly stop them from working on gens/healing while making them reveal themselves to him.
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@Eleghost said:
Are people actually having problems playing him? I've had next to no issues with him against most survivors. I'd say he's easily mid-tier maybe upper mid-tier. You're not supposed to aim for a long time and i really haven't seen much of an issue with the aim or speed really. He counter's loops extremely well as long as you can quick aim and shoot people they won't even be able to throw a pallet down.
He counters unsafe loops insanely well. Against safe loops as long as pallet is down, you can't do anything.
He is too slow. Against survivor that can hold M1 he doesn't have much of an edge. Just like demigorgon but he is 115 and has teleports which as wonky as they are, serve a purpose. This killer has reel people in which takes time which give survivors even more time for doing gens.
That is why every game I play with his is either 4K or no K so to say. Either survivors can't hold m1 or they can and game ends very quickly unless they throw yourself at you.
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@thrawn3054 said:
Of course he struggled with a new killer. It takes time to learn how to play a new killer properly. I was watching Marth struggle alot with Deathslinger last night. As the evening progressed he got a better feel for the new killer. I don't disagree that the early game needs to be slowed a bit. But you act like every game is filled with veteran rank 1 survivors.
The problem is that it doesn't have to be vet survivors for games to be short as hell.
I've had games where survivors were terrible at looping and they went down easily but they never stayed close to one another and pushed the gens.
Unless you are top tier killer you will not punish them for it as great majority of the pressure most killer can apply requires survivors to stay close to one another and not communicate well.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1152245#Comment_1152245
It doesn't make what happened any less true?
There are more videos on tru3s channel of him 3K/4King by about 20x than there are of "gen rushing".
Initial generators don't matter, I really don't see how killers don't see this, you can 4K with 2 gens done, you can 4K with 3 gens done, you can 4K with 4 gens done, and those gens done don't matter because the game wasn't over until you killed everyone.
I think what he pointed out right there is that game was done with 1k but survivors decided to throw themselves at the killer and die. More often then not it doesn't happen and people just leave.
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They changed it because survivors didn't have fun in the end game.
Now they can have fun by holding m1 by the gen and quickly opening up gates.
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I get it, so devs removed huntress ability to hit difficult shots so that deathslinger doesn't seem as bad in comparison.
Also, rip huntress mains that could have hit these shots before but I guess they haven't identified any issues with killers struggling against survivors on big maps so we're good there.
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@Peanits said:
I say this as a Huntress main, hitting people when the hatchet flies way over their head was silly. The hatchet wouldn't be anywhere near them, but it would hit anyway. It was also inconsistent with crouching since crouching would make your hitbox shorter.
So it was changes so that female characters have objective advantage?
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I mean... to win as survivor you have to have 4 people that can hold a button very well and not run away like a scared chicken from every sound.
Where is challange in that?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1142247#Comment_1142247
This is different, the killer can do this with the intention of wasting your time. If you're unlucky, you may get a killer who spams their kill interaction until you die by the EGC.
This can be as long as 5-10 minutes and it's completely unnecessary because the survivor is forced to waste their time for a petty killer.
That's why extended spamming is considered bannable.
Also, what type of unsportsmanlike things do survivors do? 🙂
In the linked thread with the video one of the devs confirmed that it isn't bannable as bleedout time doesn't pause during the animation anymore.
Who should I trust?
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I got few cosmetics back when I enjoyed playing the game a lot.
Aaand there is a fact that cosmetics in this game are ridiculously expensive compared to everything else.
I like the idea of battlepass before it was introduced but I'd have to live and breethe this game with my every free moment which I'm not willing to do due to how tedious it gets at times.
So... rip.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1142214#Comment_1142214
You have a long way to go if you think OoO is a weak perk lul
He didn't say that. He accurately pointed out obvious bias in devs actions as of late. They solely look at survivors fun which deciding what to change.
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@ChiTenshi said:
DS should still work if the Survivor gets pulled out a Locker, reason, because they were tunnelled.
If you're chasing them and DS is active, what's the difference between downing them and picking them up or pulling them out of a Locker?
Honestly, nothing.
You just show you don't understand how the game works with this comment.
On skilled level plays killer will down one survivor and chase the other to apply pressure. In that way three survivors are occupied, one working on gen. 1 downed, 1 chased, and 1 going for the heal of the downed.
If you jump in a locker you just say FU to the killer. It stops the pressure.
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I mean it happens. Sometimes you just trip and fall on your internet cable several times a day and THEN game crashes.
Tough luck.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1135163#Comment_1135163
But there was an addendum for the above 50% kill rate.
As I had said:
Japanese BHVR employee told us that the reason the kill rates are so high is that the chart only tooked the killers rank into consideration and did NOT take survivor's ranks into considerationLacking that context completely changes the... well, context of the stats, especially again, at a time where yellow rank survivors were being thrown into red rank killers, as well as the SWF changes.
Really? That's a goofer
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So extra week. Makes me wonder if this extra week will somehow affect the typical, BHVR style, not trigger happy change within 2 weeks after every killer release that drastically changes how killer performes.
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Queue the clip of lead dev saying: "I don't know what your point is. Nobody said it was balanced".
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DS was I think designed to be anti-tunnel perk. Now it is used mostly as anti pressure perk.
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You can just use shards to get the characters and ignore cosmetics.
You don't see them as killer anyway.
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I'd be willing to replace ranks with hours played and who's in swf with who in tally screens.
I'd be much more imformative to know that I just got to go against 3 newbies and 1 epic farming gamer or was it 'always fun to go against' 3k hours 4 man swf squad with meta perks, toolboxes and ormund offerings.
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So play as a killer and ignore the objective of the game that clearly tells you if you won or lost.
Will you also make a guide on how to have fun as survivor by just running up to the killer and trying to make friends with them?
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I don't like Haddonfield because it's almost entirely build of safe structures and safe loops as well as all of the new Badham maps for same reason and it's filled with crapload of props and fan favourite structures like house of pain school building and house with a safe loop upstairs.
And pretty much every empty and giant map. Temple of purigation and few farm maps that are just giant dump of creativity. They should honestly get a fricking metro lines because they ARE SO ######### HUGE!!!.
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Never tunnel, always mori after the first hook. Fixed.
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That one patch that fixed the issue that caused survivors to unable to stun the killer if he was in the middle of the animation.
I loved being stunned while hooking a survivor of picking him up.
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@Fibijean said:
More like they decided the best way to fix it was to nerf toolboxes significantly and introduce breakable walls to make chases easier around strong loops. Repair speeds are not the be-all and end-all of game speed.
Introduce breakable walls on the single map where they are barely useful save one in the shack.
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@twistedmonkey said:
No it's a qol feature as most just 99'd them anyway.
They now lose the add-ons attached to it though so in essense its more of a nerf.
So to deal with that now sabo takes less then killers base hit recovery?
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1078951#Comment_1078951
I have to run NoEd since I am always matched against 2 or more toolboxes and players who out rank me by 5-7 ranks. Yes, it's a crutch, but otherwise I'll get nothing since I just be looped over and over. Even if I chase for 30 seconds, drop chase and target someone else, it'll just be rinse and repeat.
I'm just going to run Trapper with Devour Hope and trap the crap out of the totem. I rather throw the match and make them have no fun if they don't care about mine.
I think it's better to look at noed as end-game potencial comeback perk instead of a crutch.
Or think of DS,Unbreakable, Keys and other BS's survivors bring to EVERY GAME as crutches instead.
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@Leachy_Jr said:
Play Oni, or camp the ever-living hell out of the hooked survivor. Like i do. Think, its 2 people off gens.
That's what I do but it's just annoying when I'm not Oni.
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The main problem with that approach is that unless you are using a killer that is top tier and use him well or have a clutch noed or mori, survivors have comeback perks and they make full use of them.
They use hook tech - free unhook. Unhookee has DS and the guy that unhooked him has BT.
Also, if you want to be toxic to them you would essentially have to throw the game for a chance to get one of them and that's simply not worth it.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078608#Comment_1078608
https://forum.deadbydaylight.com/en/discussion/comment/1078642#Comment_1078642
Disabled what?
I know Smoking Splinter is broken, but I play with Bone, Black and Glass splinters all the time lol
They shouldn't appear anymore according to patchnotes.
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@sluc16 said:
DS is fine as it is. Both sides have good and bad perks. Just role with it.
Except that survivors have a multiple second chance perks and few game speed boosting ones, while killers don't.
DS - It rarely prevents killer from tunneling, it often is used as a safety card as killer can't pick you up for 60 seconds and you can work on gens, jump in a locker to prevent slugging or just taunt him entire time.
Unbreakable is the second comeback perk that actually removed only way for killer to pressure survivors from leaving gens as he can't possible down and hook survivors that fast unless they mess up badly.
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In one of the patchnotes they stated they disabled/fixed them.
I stopped getting ones for doctor and I've started getting them for the pig. I own all killers, thanks devs. Pretty good job so far.
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I maybe play survivor for a bit or just take a break. Maybe I'm just tired, maybe I could try civilization for a bit. It's fun game. I shouldn't have said that, shouldn't I?
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Talking about what if's I'm not sure that would really help as much.
Sure, trapper will get a small amount of time to set up one or two traps but I don't see it as much of an improvement.
If survivors spawn of seperate gens and you find a first one then all other gens will pop 20seconds later then they would currently.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/1069224#Comment_1069224
This change does not harm / nerf anyone. This will make the game more fun for both sides. Well, it will help the killers without mobility and slow enough and you know who they are.
I guarantee you it will be announced as a giant nerf to survivors and these devs don't look like they plan to do anything of sorts.
Everything we got from them now is POSSIBLE(so low chance) nerf to toolboxes.
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I agree but that would mean making a change that solely benefits killers and they didn't idenfity any issues for survivors in that....
I know it was repeated a lot but that single dev note be Peanits was SOOO GOD DAMN BIASED I can't get it out of my head.
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Everyone knows that it is a problem.
But devs still hold on to their old views:
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Didn't we already get a response during last stream?
- Buffing ######### perks 6 survivor perks 1 killer perk
- No changes to gen speeds
- No secondary objectives for survivors
- No changes to DS
- Potential map balance in future far far away
- Git good scrub
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053703#Comment_1053703
Adrenaline waking up seems fine to me. Freddy would be too oppressive if not even a gigantic burst of adrenaline could free you from his world.
Freddy loses his map presence after last gen is popped so adrenaline is double as useful against him but I don't play freddy so I can't tell much about it