truegod_10
truegod_10
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@CoolConnor96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2385595#Comment_2385595
It's ONE map in a game with so many maps. Like i said previously you don't get it often. Dbd needs a good variety of maps otherwise it will get stale really fast
The main problem with the map is that it does suck for gameplay, but unlike a lot of other hated maps it isn't just bad for killers or survivors; it is bad for everyone for different reasons. This leaves a lot more people to complain about it.
While I personally think rcpd is better for survivors than haddonfield, the maze like qualities and indoor layout (as well as the fact that it so rare that learning gen spawns is nearly impossible unless you play customs all the time) all combine to make the map frustrating to play for survivors as well, while being impossible to fully patrol/chase on as killer.
It is far to big (with other issues for specific killers) for patrolling, and far too confusing for survivors. It needs to be broken up into 2 or 3 individual maps variants that allow you to explore different sections. I love the RE franchise but directly porting the map as is was an awful decision by the devs and people have a right to complain about that decision (same as you have the right to support it).
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I have made this point in other posts but the dc penalty needs to stay off until the game is stable for everyone on all platforms. If you dont like it having to be turned off and it impacting your games then stay on the devs to optimize and test their games for all platforms (even if most issues arent affecting yours). If not, these issues will continue to get worse and more frequent and then we end up with the situation we have now where everyone is affected.
You can hold the devs accountable verbally by complaining, but more realistically through your wallet and restricting purchases.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2385243#Comment_2385243
There is still no way to differentiate between a time-out/crash and the person unplugging their router. Only serversided disconnects would be discernable.
How many people are going to go through the trouble of unplugging the router if you get the ban anyway? I think knowing how/why people are dcing is useless to the players but could be valuable info for the devs.
@IlliterateGenocide said:
It was back like 2 days ago, did they disable it again?
Yes, due to all the issues still in the game. It was only on for a very short time.
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@Ruma said:
monsreus shrine now instakills in the basement because the numbers are bugged
I expect this to happen with noises due to the new multiplication system they are using for perks. You know they are going to miss/mess up a number in the code somewhere.
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@skyguys said:
https://forum.deadbydaylight.com/en/discussion/comment/2384144#Comment_2384144
honestly, if we really want to hold the devs accountable, then the community has to stop buying the chapters until the game is more stable. our money speaks more than our voices
This is very true. That and cosmetics as well.
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Depends how much money you feel like taking. I would say the odds are only around 1%-2% that they can fix all the issues.
I would do between 2000-5000 cells.
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Pallets are already weaker then base snares (especially with the reduced limit that affects pallets more) so there is really no point in nerfing them.
Also, he would still hit you almost immediately anyway; See spirit fury enduring for what happens when a killer gets stunned for half duration and the pallet is no longer there.
The trick to dream pallets is to remember which pallets you throw/see and which ones your teammates throw that you can see. They always spawn upright so they will never appear down. You also cant see them while awake so look at all surrounding loops while awake to take stock of which pallets are real.
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All of the people saying they want dc penalties back should really be asking for the devs to put more effort in to updates and console optimization. Everytime they mess something up like this, which lets be real will happen again if it is even fixed tomorrow, then the penalties will just be shut off again.
Hold the devs accountable all the time not just when it begins to impact you.
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I saw a lot of cool mods but unfortunately they shouldnt be a thing. They need to make it so you cant mod or change size for things like stretch res because people will abuse these kinds of features.
Sad for the one sided funny mods but its better that mods are not in the game.
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@FeminineSlime said:
The intention behind this is to find a system that would increase the quality of the games all around and help combat the frustration of playing this game and getting screwed by RNG. Playing Legion and you get Mother's Dwelling? F. Playing Huntress and you get an indoor map? F. Playing solo and two of your teammates insta-DC because it's against Spirit? Nobody is going to have a good time that match at all because you're no longer really playing the game. (The DC penalty barely factors in when combatting this kind of gameplay, too.)
Since the majority opinion seems to be that killer bans would impact queue times, I will say that I may be speaking from a different PoV. When I play killer I never have a queue time for longer than a minute. I don't know if it's just where I live, or my rank, or what, but I have never had an issue with queue times, so an increase doesn't seem like a big deal to me. But! That's just me; if queue times really are that bad out there, then yeah, I think the system should make adjustments to fight against that, including overriding bans occasionally. I don't think this alone negates the entire idea because I still think it fosters a healthier game overall by lowering the number of games that are insta-thrown by pissy survivors that don't wanna go against X killer.
If a ban was overridden then that person will just dc so this system does nothing to prevent those unfun matches you were talking about.
The fact is this game is in large part based on rng, from killer you go against, to perks of the other side, maps, and pallet spawns etc... It is frustrating sometimes but it is part of the game.
I mean honestly how would you feel as survivor if the killer got to pick the exact map so you always went to the same 3-4 tiny maps. Banning killers would have a similar effect for people who play those killers, being really long ques that only end when they get a team that likely is planning to go against them and has builds for it. Or where they finally get a game but a ban had to be overridden and so that person dc's to avoid playing a match they dont want ruining any fun for that killer or the other survivors.
Also keep in mind we are not saying que times for general killers would skyrocket; just que times for hated killers: nurse, spirit, hag, deathslinger, etc...
Also if you dont ban these killers then the game will basically have to put you against them to get those killers into a match; meaning you could likely predict the killer and design a build to play against that killer and you would face the same killers over and over until you get sick of it and ban them as well (creating a meta where everyone bans the same 2-3 killers and those killers never get matches).
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@BigChapAlien21 said:
I currently run Ruin/Tinkerer/Discordance/Nurse's for my Pyramid Head build. It's sweaty but it lets me run around like a maniac and have fun.
I see a lot of people pair Undying with Ruin, but personally I've been getting a ton of mileage out of Nurse's on PH so I was curious if it's ok to run Ruin on its own? Obviously it sucks if you lose it early but I'm wondering if my other perks can help just fine at higher levels. Currentlu rank 6 killer. Thanks!
As stated by others ruin and pop together is better than ruin undying. Either you keep ruin up all game or you get value from pop once ruin is broken, which is usually when pop is at its best in the later game.
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@FeminineSlime said:
https://forum.deadbydaylight.com/en/discussion/comment/2381694#Comment_2381694
This response is for you as well as Power_Guy down there. It would make queue times a bit longer for certain problematic killers, but that is why there is only one single ban per player/group. I know, personally, my group would not ban nurse, because we enjoy going against her. There are numerous killers I could imagine a group banning. Nurse, Spirit, Deathslinger, Wraith, or even more common killers that they might just incidentally be sick of facing again and again one particular day. There are a great many killers, and single bans would not impact all of them that much. You can't ban all of them, only one, and everyone has a different opinion about which killer is the worst. Some people would ban Clown ffs.
And anyway, in my post, I made mention of exceptions for long queue times, which was meant as a solution to this exact problem. I imagine if such a system were implemented, it might still put banned killers against survivors that have banned them if the queue was getting too long. I think that's fair.
I mean this would just allow solo ques to ban four killers which would massively extend cue times or survivors will only be able to paired with other survivors who ban the same killer as them which would quickly form a meta for who to ban or extend survivor ques.
Very bad idea that would just raise que times even more. Also killers would need something equivalent like being able to ban 2-4 survivor perks, which would also jack up que times.
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Whispers is probably the better overall perk but lp is also lots of fun.
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They talked about cross-progression back before cross-play even came out, so I imagine it is a long way away if it ever happens.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2380513#Comment_2380513
Ah ok, thanks. Damn- I think you’re right!
https://forum.deadbydaylight.com/en/discussion/comment/2380514#Comment_2380514
https://forum.deadbydaylight.com/en/discussion/comment/2380517#Comment_2380517
Ok, cool. Thanks for the feedback. Guess my luck has currently ran out for now.
I usually cant kobe when I want to and will only Kobe when I am trying to kill myself so I guess I had to get good luck once. Lol
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@KerJuice said:
Has anyone successfully Kobe’d off the hook recently? I haven’t done this in TWO updates/chapters and I find it very strange… And the scenario I’m alluding to is when everyone is slugged on the ground and it’s your first hook, or you know your teammates won’t make it to you before struggle phase so as a last ditch attempt, you go for it. Curious to see if any one else has had this experience (or lack thereof) recently.
Edit: Fully aware of 4% (despite it, I’ve Kobe’d at least once per chapter until recently)
I actually kobed off a hook that then allowed to escape during end game about two weeks ago on my last attempt
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That is would actually be worse. Though the game is unplayable in general for a lot of people, so I dont even know how much worse that could really make it.
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I definitely dc'ed if the match was especially laggy or the freezing was too bad. I was trying to finish the rift and some games were alright (though they still had lots of issues) but others had constant freezes to the point I could not repair or engage in chase. In those games I would dc to move on and try to finish my challenges. Now I am done playing until they fix the issues.
Its not fair to my team in those matches, but I was going to be no help regardless in those games. Also, it is definitely the devs fault at that point for allowing the game to go live like this.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2379699#Comment_2379699
Yep. This is one of those nice-to-haves. But it needs a helluva lot of up-front and continual funding for it, both from creation and maintenance.
It’s why it always baffles me how people hate paid cosmetics and complain about them. Like, it’s literally how they keep this game as a “live-service”, rather than a one and done game for an initial payout.
I dont think anyone hates them just selling cosmetics. People who complain about cosmetics usually complain about the fact they seem to care more about cosmetics than game health/fixing bugs, the cost of the cosmetics, or all the methods of monetization in this game (from charging for the game, dlc, cosmetics, battle pass, etc...). Personally I am of the opinion that all non-licensed dlc should be free at this point (since they charge for so much else and to help new players have access to more variety early on).
Though people are crazy so there is probably someone who complains just because the game has cosmetics and charges for them.
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STBFL is the pretty much the best chase perk, and on good chase killers you dont really need more than that. Slow-down/regression perks are generally the best, so if you want the meta run them.
But honestly just have fun and play with perks you want. This game gets way to stale running the meta all the time.
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@NomiNomad said:
if I feel like playing Trapper, for whatever reason, this ######### game 9/10 times see's this, and goes
"Oh, he's playing Trapper for the first time in a bit?
Send him to Midwich and The Game."
every
single
#########
time
It does the same ######### to me with trapper except it is ormond and hawkins. Also every first game I play with huntress is always on a ######### indoor map.
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Keys should only allow one person to escape and if the hatch is opened it cannot be opened again and will not automatically open for the last person. If you have 3 survivors left and 1 gen, and someone leaves with a key then it should immediately close leaving two survivors and 1 gen left. This would screw the other survivors but that is the fault of the survivor who used it too early.
They should also have a short like 5 second animation to open it so you can't use it with the killer on top of you.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2376330#Comment_2376330
Well its just ppl complaining and acting its only a bad thing for themselves but never see how it for the other side you know.
And yes I agree
Console players like myself just want the game to work. As these issues get worse it is going to make matches worse for people who aren't effected since they will have to deal with them as teammates and opponents. This is why more people should be pushing the devs to fix these issues even if they arent currently effected or largely effected.
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@rebecca123 said:
yes I usually use white wards with any item I want to keep so if I die I get to keep the item. But having to use ace in the hole and plunderers that takes up two slots, seems a lot to counter just one perk.
To the last comment it only partially counters Franklin’s if they choose to run it and sacrifice a perk slot , additionally I’m saying keep the charge reduction when hit so essentially it doesn’t render Franklin’s useless. As killer you could still render someone’s item useless for that trial , or do you just want a person to have less items? Lol
Losing items really isn't that big of a deal. I rarely use them and you definitely don't need green/purple items every game to be successful. Maybe you should try not running them so frequently if you are running out.
The point of running ace in the hole and plunders isn't to counter franklins but to get you more items with good add-ons since you say you are running out. Also, killers almost never run franklins if there are not a lot of items pre-game so they are right about it reducing your odds of running into franklins.
You really don't even need ace in the hole. Just run plunders for one of your perks and enjoy getting good items if you survive. If that isn't enough, then I really don't know what to tell you since you will definitely gain more good items this way then you lose with franklins (or you would keep by running a perk specifically to counter franklins).
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Im on console so no end game chat but lots of salty messages. I really enjoy when stop a full console swf and they all message you similar complaints individually spamming your notifications. Its quite amusing.
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@indieeden7 said:
To be completely honest, I feel as though Myers is outdated in almost every way possible. I don't see why I should get punished with an insta down because my teammates just let him stalk them freely.
It is literally his only power, unless you count a very small terror radius. Bubba can do the same thing without needing to do anything prior. Oni has an arguably better transformation state that can instant down you even if he never hit you for blood. There are also several other killers with instant down options in their powers. I don't know why people have this opinion that Myers instant down is so unfair when it is arguably one of the weakest versions of this mechanic in the game.
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@tommy_n8 said:
Hi all, sorry am new here. Just wanted people's thoughts on the above. I'm a stinky surv main :P but do play the occasional killer match and Myers is actually one of my faves to play. The thing is I've been messed by perma tier 3 as survivor so many times and just don't see from survivor perspective how it is in any way balanced, especially when joined with the increase evil add on. Wouldn't it be fairer to have some way of trying to get rid of it? Maybe I should try playing it to find out (because I've never used it as an add-on), but it's like run corrupt and it's ggs. Not calling for any arguments, just curious to see if others think similarly. Thanks :)
It's usually a pretty bad add-on and a good team will have 4 gens done at least before they can finish getting into it. Also, the key to beating a perma tier 3 myers is just basically throw pallets early and loop him roughly like normal. He can instant down you but is still a 115 killer in chase, though his lunge is slightly longer. Spreading out is also big since he has no movement abilities and so he cannot snowball.
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@Jacoby2041 said:
Even solo random teammates in dbd are miles better than the god awful trolls, sandbaggers, teamkillers, and straight up morons you get in F13
And the worst part is you can hear the Jason player talk, completely breaking all immersion. And usually they're an #########. Same goes if you're playing Jason, half the survivors that use their mic make fun of you and yell insults the whole time
If the game didn't have trolls and voice chat maybe I would've picked the other option due to having multiple objectives and survivors that are actually different and not just skins
I think the main thing with dbd is you just dont hear the people saying all the same things.
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@CriticalWeasel said:
By all means he's not a bad killer at all, it's just lately I feel like he's getting rusty.
In reality about 1/3rd of his addons are practical and all of them are kind of overly simple.
And his tiny Terror radius gimmick is fun for me but obviously higher rank survivors can deal with it.
He also suffers from the T1 starter, it's funny to sneak up on people but never expect to end a chase quickly in that state unless you grabbed them. It's a throwaway tier since you cannot return to it and it hinders you more than it helps.
Im not so sure it's the addons that make it feel that way or it's Micheal's mechanics that makes it feel that way.
Keep him largely the way he is but make his tier 3 even deadlier, maybe add a speed boost as well (like 5% movement) or increase animations speed (such as picking up and breaking) by like 30-50%. Also, remove the cap where he can only stalk certain survivors so much. This would be very helpful with some of his add-ons and make him feel nicer to play. Nice QOL improvements while keeping the character and his add-ons (which imo are the best and most fun set in the game) largely the same.
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@D3spair said:
We can all agree that the game is supposed to be balanced to Solo Queues therefore SWFs with their communication is borderline cheating. Seriously I am getting 80% SWFs in my matches these weekends. Someone with Detective Hunch means everyone on the SWF has Detectives Hunch. With the event ending these guys are super serious in getting Gens done in 5 minutes. I feel like I should get more rewards with putting up with these unfun games. BHVR surely would never do anything against SWF for the fun of it, as I don't ever see them buffing solo queue so instead just rewards us Killers more.
Better idea is to buff solo Q with some kind of communication ability and then buff all killers not named nurse, spirit, and maybe blight to compensate; maybe by creating some overall new mobility boost for killers to help them traverse the map against coordinated teams.
I also think nerfing swfs by limiting perk options or item options could help as well, but this will not be popular and will lead to more issues then buffing other aspects of the game.
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@BubWubs said:
I feel like I somehow never manage to stun killers with pallets, but when I play killer I feel like I'm getting stunned when I'm not quite close enough to get stunned. Makes me think my timing is just off, but I wanna see what others think too.
Stunning killers has been rather easy since they made the changes to fix the issue where killers were not getting stunned when swinging at pallets; they seem to have made the stun occur earlier in the pallet animation, and I also feel like get hit by it from much farther away. I am on console though so with all of the issues since the RE chapter nothing in this game is easy to do.
I will say a lot of killers will avoid the stun if possible, unless they are running enduring, so try to gauge how the killer you are playing against plays in order to know when to drop pallets.
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@TheArbiter said:
I have a pc and I feel like performance has actually gotten WORSE recently. Keep in mind I have a rtx 3070, 9900k, and 32gb ram. Optimization in this game is #########.
It is bad all around but universally bad for last gen consoles due to the rough universality of the hardware. It gets worse with every update, and if the devs don't fix the code soon and actually rebuild it to optimize the game it is going to become unplayable for everyone eventually.
In my opinion, they either slow down now to fix it and delay some chapters now, the ideal solution, or wait until they release an update or PTB that completely breaks the game and they get stopped then.
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As far as I know they could be banned for the unsportmanship of intentionally dcing. Its not bannable for exploiting game mechanics as far as I am aware, but it probably should be.
They really should address this and other hatch related issues by modifying hatch, adding a timer before it opens, or removing hatch for different late game mechanics.
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@MrDardon said:
I understand how it'll work multiplicative with Iron Will 3.
Tier 3: 0 % sound × 50 % sound = 0 % sound
Tier 2: 25 % sound × 50 % sound = 1.250 % sound?
Tier 1: 50 % sound × 50 % sound = 2.500 % sound?
How does it work? Will I be able to hear a grunting Meg across the whole map if she only has Tier 1 IW?
Or will it rather be 50 % of 50 % which is 25 % and 25 % of 50 % which is 12.5 %?
If it is truly multiplicative then stridor needs to say times 150% cause multiplying normal sound by 50% is 50% so if they forget to change a value in the code strider could actually end up with a negative effect for the killer. It is also unclear how it works with the stuff you pointed out due to multiplying by 50% always being worse for the killer then not having the perk.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2372797#Comment_2372797
But when you’re in solo queue and your team feeds him all the stalk, and then you get killed for it, it’s completely deflating
Sounds like you should be taking it up with your teammates then. Also, mori's are generally useless now. You say you are excited for them to get changed again, but at this point the only change they can really do that isn't a straight buff is to make them available after x hooks or automatically let you mori last survivor no matter what. Both of these changes would allow someone to be moried without being hooked, though if you are the last survivor anyway then who cares.
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Im on console and forcing myself to play to finish the last part of the rift really burnt me out on the game and its current issues. I will taking a break at least until mid-chapter if not the next chapter.
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@Crowman said:
There are plenty of perks survivors have that don't have downsides to them.
Iron Will could probably be reduced to 75% at T3 since we've been getting conditional perks that also reduce your injured sounds by 100% as well and why would you ever run those over iron will?
It does set a really high bar for other perks when iron will does it for free. I agree should be more like 50-75 percent.
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@Fnatic47 said:
Its amazing how people love to complain about RPD map... I mean i heared everything like the map huge, the map is garbage, the map is this and that etc etc.. Those people are such a crying babys honestly. People the map is great, i played RE 2 and 3 Remake so the map is not confused to me or for those who is actually are a fan of Resident Evil games/movies. If you guys don t like the map just don t play it got dammit... People who are not fan or even if you didn t played RE Remakes or the old ones, you guys don t even have the Audacity to complain about the map because you guys didn t played or atleast didn t tryed to explore the map a little bit.. Sorry if i was a little rude but this kind of people just pissed me of...
As a person who has played RE2 remake multiple times the map is awful. It is to large and all over the place to fit into DBD. This isnt a resident evil game and the map simply does not work as it is in DBD. They should cut it in half honestly, east and west or upstairs and downstairs and make it two maps
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Playing him is generally awful. I get massive frame-drops everytime I pull the knives out and the recoil makes it even worse. Overall, I need like 20-25 knives usually to get someone injured.
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I feel like getting rid of the recoil would be a nice way to balance him across platforms. However, right now I cant even pull out knives without frame-drops and lag so they should probably fix that first (on Ps4 btw).
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@Dipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2363284#Comment_2363284
But the sacrifical ward just cancels out map offerings, I'd like to have offerings that remove maps from the pool because I already played on the same map like 10 times a day
I agree I think that is a good idea. I would just also like to see changes to make other offerings more useful.
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The main problem with offerings is you have to predict what others are going to do to use them properly. The sacrificial ward is great, but once you see a map offering it is to late. I like the idea of a counter offering but that does seem like a lot of extra stuff in the bloodweb; getting them instead of offering like shrouds and reagents would be nice though. I think either this idea would be good, or allowing people to play certain offerings in response to other people's offering. For example, if someone uses a map offering then the other 4 players would get like a 10 second window to play a counter map offering to either cancel it or to give a chance of going to a different map.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2361855#Comment_2361855
I have never, in my entire time playing this game, downed myself on a bleedout timer
If that happens, they deserve it
https://forum.deadbydaylight.com/en/discussion/comment/2361847#Comment_2361847
I think the main issue is the distance, 16m is so negligible that you'll often never get a single use out of it unless you're on Gideon Meat plant. I wouldn't care about the cooldown if it actually ended loops. 40 seconds is fair if the distance is 28 meters or so.
I have seen 2 people fall due to bleed out. 1 was a new player who seemed to be unaware of the requirement. The other was a cocky survivor who stopped moving to teabag in the gates, went down to it, and got hooked; it was quite satisfying and hilarious.
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Nurse. Im on PS4 and trying to play her in general is frustrating. Trying to learn her in red ranks is rough, and adds to the already immense frustration I get from trying to learn her power.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/2353562#Comment_2353562
I didnt mean it strength wise. I just mean it survivor DC wise. Although I think once they bring back the DC penalty it will slow down.
Wraith requires a different strategy to play against then most other killers in the game. He also has some really good add-ons that remove a lot of weaknesses. People would rather dc then learn the unique styles needed to counter the different versions of Wraith.
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Nea: due to reasons people stated above.
Claudette: due to the fact that her perks imply she is a helpful character and the stereotype is self-caring in bushes.
Clown: due to his attitude in his lore vs the stereotype of clown mains being more relaxed and laid back.
Demo: savage creature vs. players who typically play very intelligently.
Nurse: due to fact she is implied to be somewhat insane by her original lore and most people who main her play extremely well and tactically.
Finally Blight: a deranged killer that attacks by running into stuff vs. players who are known for expertly using angles on loops and using advanced tactics like flicks (though u could argue that aggressively flicking your mouse to force a turn is very similar to how Blight's power works).
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@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2347110#Comment_2347110
Chase powers are inherently unfun to go against bar few like Oni and Billy who have utility and chase while needing skill to be dangerous.
Spirit is easy mode.
I don't really consider Billy's power a chase power since it is very limited at what it can do in chase; it seems like more a mobility power at least now. Oni is a transformation power that provides mobility and chase potential, but is ultimately more about the transformation than being a specific kind of power.
But that is my point people have this mindset that chase powers are unfun to go against, however they simply require a different kind of playstyle to go against. If chase powers did not exist then the game would be all transformation and mobility powers and these concepts would get old quick because there is only so much you can do with it.
It is good (and fun) for the game to have a variety of killers that force survivors to learn a variety of playstyles, even if individual survivors find some of those playstyles they need to use unfun, since it prevents excess repetition.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2347648#Comment_2347648
Wow I've never seen a blight run tinkerer before! So original
Lol definitely. Probably as rare as a Bubba with BBQ or a Nurse with Nurse's calling.
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I have noticed a lot of dc's lately, probably due to penalties being turned off. I am on console and have been playing survivor due to how bad killer is. I will dc if the lag/frame-drops in the match are especially bad, since it seems to vary based on perks being used, map, killer, ping, etc... Only way to play the game is to try to find the matches that mostly work unfortunately.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2347552#Comment_2347552
Oh you poor thing. That's not the tryhard build. That used to be the tryhard build. The current tryhard build is Corrupt, Ruin, Pop, and some other 4th perk (BBQ because even bloodpoints).
Tinkerer is good for this as well.