xenotimebong
xenotimebong
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2414215#Comment_2414215
If all gens are done; the Killer has nowhere else to be. :)
I know you did not say otherwise, I'm just pointing it out.
https://forum.deadbydaylight.com/en/discussion/comment/2414291#Comment_2414291
Depends on the Killer. A few can deny unhooks if they are close enough. Hook BLOCKING was not intended, that does not mean hook denials (via powers or smart use of said powers) is not intended.
This is still not BMing, and no power should be balanced around what one side views as 'BMing', or Killers would not have powers.
Smart use of powers to deny unhooks is not a bad thing and should remain, as it gives the killer chance to challenge the unhook, but allows both sides the opportunity to outplay their opponent and defend the hook/make a save.
Someone standing next to the hook and spamming their power over and over to deny an unhook altogether is not “smart use”. Bubba used to have this option and the devs removed it.
You’re right that it’s not BM and according to other people you can actually save if you time it right; I wouldn’t know since I don’t camp with Doc and don’t face him that often. I was just responding to your comment, “You don’t deserve the unhook if the killer is right there.” Which is silly and we can clearly see from how the devs balance the game that it’s not true.
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@Power_Guy said:
Why? You don't deserve the unhook if the Killer is right there.
While he was facecamping, you should have been doing gens.
If killers being able to deny unhooks completely was an intended mechanic, previous changes such as killers no longer being able to body block the unhook prompt and Trapper no longer being able to trap underneath the hook wouldn’t have been made.
The game is clearly designed so that survivors are able to at least try to unhook each other. There are multiple perks designed solely around unhooking, for example - such as Make Your Choice and Devour Hope. Making an unhook risky or a trade is one thing, but denying it completely is obviously not an intended part of the game.
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I recently had the name of the perk “Bond” censored. And “Hawkins” as well.
The filter is complete garbage, frankly. It doesn’t filter half the offensive stuff people say but it will make your completely inoffensive commentary seem like you’re being toxic.
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@ciara1999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2412957#Comment_2412957
I mean you're telling me, you never go down first? Never.
Not even again a spirit?
That's a lie flat out lie, even players with thousands of hours in this game go down first sometimes.
Your argument is hypocritical.
And dodging lobbies because you see defaults isn't really fair.
Some people don't have the money to spend in skins etc.
There are some PC players that are bad and some console players that are bad.
OP didn’t say anything bad about people going down first though, they complained about people going down in an extremely short time and then disconnecting or suiciding on hook. Two very different complaints.
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I think some people like having a "reason" they lost, and SWF is a convenient scapegoat. It's like people think all solo players are immersed, gen-allergic, selfish players. If you do gens even vaguely efficiently or take a hit for someone, you're a SWF.
It's really funny when you're 4 solos and the killer complains about SWF though. I just take it as a compliment, it means we gave the killer a difficult match.
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It depends. I’m more likely to dodge people who look like they were probably boosted to ranks they shouldn’t be at than console in particular. If I see more than one of like default Feng, bob haircut Meg, basic Jake, default David, all dark clothing Claudette, etc. then I’m at the point where I usually dodge because 9/10 times they spend most of the match crouching around for no reason and playing super scared of the killer.
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Play in a 4 man SWF with people who aren’t brain dead survivor players. That’s about your only option.
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@Sweet_Potato said:
What is this bs? I've played a game, where a guy was on deathhook with about 20 seconds left and his hook was literally camped by BOTH zombies with no other survivors around. While injured (but uninfected) I had to go for the save but instead of attacking me they attacked the person I unhooked 1 second before so he went down immidiately because of no bt and was tunneled out of the game.
What a fun and interactive game mechanic.
They’re supposed to move away from hooked survivors, but I think they’re currently a bit buggy. They have a tendency to get stuck walking into rocks or the corner of the map as well. Hopefully the devs will tweak the AI to fix stuff like this.
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@Mineguy said:
Yeah you read the title correctly. Self care is in my eyes a good perk because of multiple reasons.
Finding a survivor vs healing yourself:
A killer hit you and is not chasing you. You could potentially search a teammate who is healing yourself but when this takes longer then 16 seconds you lose more time then when you just selfcare yourself right away.
Unhook and run away:
We all know these people... They get unhookedor unhook and the first thing they do is run to the other side of the map to heal and get healed. So I use just self care and give a [Bad word] about the survio. When he comes back okay good I stop whit the selfcare.
Different item then just medkit:
Yeah medkits are strong items but I find it cool to have a flashlight, key or map andthe ability to heal myself at the same time.
Combined with other perks:
Resilience: You can heal yourself to 99% and get the speedboost for doing gens.
Botany Knowledge:
You heal other people 33% faster and yourself. Making the 50% heal a 83% heal.
Self Care isn’t a bad perk inherently, it’s the way it’s used that makes it detrimental.
Have you ever played with a Self Care user in your team against a Legion, and had to watch as they stop to Self Care every time they get hit by Frenzy? It’s painful. It’s a huge waste of time and it’s usually enough to lose the match if just one person does it. Or similarly, a Self Care user rubbing themselves in the corner while their teammate is chased, and the person on the hook goes to second state.
There’s nothing wrong with using SC if you know when you should heal and when you’d be better doing something more pressing, like hook saves or gens. Being able to heal yourself in end game when you need someone healthy to go for the save is good. If you’re on death hook against a killer with a strong chase power and the others are progressing the match then most people won’t complain either. But 99% of SC users will just use it without thinking by running to the corner of the map every time they’re injured and throw match after match, but get the hatch at the end and then have the mindset of “well you guys died and I didn’t so I don’t see how I’m the problem!”
Use SC if you want but it has a bad rep for a good reason.
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I think you’re right that Blight is probably stronger than Spirit, but he’s more map dependent, harder to learn, and has a little more in the way of meaningful counterplay so he doesn’t seem as oppressive in the average match. His add ons 100% need revisiting though.
I also disagree completely that Spirit is perk and add on dependent. She’s still extremely strong without add ons, and you can basically run whatever perks you want on her now that her synergy with Stridor has been nerfed. She’ll struggle without any slowdowns on big maps but that’s true of every killer.
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@ukenicky said:
Lately it happens in every single match and I just don't want to play anymore. Solo queue or with friends it's so unfun and to everyone who says "Well just play killer", I do and I can only do that so many matches before I don't have fun anymore because that gets lonely lol
To those who say "Get good lol" I can't when I'm found first and get downed and then camped the whole match. That's what really gets me down is I can't even practice getting better at looping. This happens 9/10 matches in Red, Purple and Green ranks (I'm purple myself).
I guess this is just a rant but idk. How do some of you deal with it? Is it smart to DC or ######### on hook? Usually when I give up I close the game and play something else because it's just not fun and that's not even to mention the amount of incredible toxicity I put up with on both sides. It's also why I go weeks without playing this game at times because it's more upsetting than it is fun.
I just don't get it.
People will give you tips or useless advice like “get better”, but the reality is that there’s not a lot you can do. Even really good survivors get camped to death. If the killer wants you dead, they’re probably going to make it happen unless you’re playing in a SWF with comms.
You’re dependent on your teammates knowing how to pull off a save, and you’re dependent on them having BT. You’re dependent on favourable RNG - if you get unhooked in a dead zone or the basement, it won’t be difficult for the killer to catch you again. Most people in solo queue won’t take a hit or a hook state for you, and half the time they’ll either get grabbed trying to unhook you, or they’ll take too long getting the unhook and only grab you when you’ve already hit second, in which case you’re basically dead already.
There’s a reason camping and tunnelling are a “viable strategy” and it’s because they work with little effort in the vast majority of matches. If they didn’t work, people wouldn’t do it. So you just have to accept it as a part of the game, or know to take breaks when it starts bothering you.
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@Blue_Archer33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2411301#Comment_2411301
You know, I thought the same thing about Killer perks with cooldowns until I realized that the cooldowns on quite a few of them are quite reasonable. For example:
- Surge's 40sec cooldown isn't long at all, especially when you can get good at placing where it'll activate.
- Make Your Choice's expose lasts for the entire duration of the cooldown, good for constantly keeping 1 survivor on the defensive if you use it back to back.
- Starstruck's expose lasts for HALF of the cooldown (unless the survivor leaves your TR before you hook).
- Dragon's Grip has the potential to OVERLAP exposing survivors with it's use depending on how LATE the survivors activate their exposure.
- Oppression is just a good perk if you generally keep damaging Gens, there isn't much of an argument for it's cooldown.
Just to discuss a few!
I understand why they have cooldowns, I just find the whole concept of cooldown management on perks quite annoying in this game on top of other stuff. Actually I don’t even mind it as a survivor, just when I’m playing killer. I’d rather equip perks that don’t have them and save myself the annoyance; luckily there are tons of other options.
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@UnluckyDucky said:
As title says, I'm a baby killer. I main Legion and Im rank 16 currently. Now I dont remember crystal clear what happened at this point, I played like 10 games after this one, but it got me thinking about my gameplay.
Survovirs: Feng Min, Jake, Bill(Maybe Kate?), Claudette (I think)
Killer: Legion
I see Jake first just like walking out in the open, so I go for him and get a hit. As I was chasing Jake he runs me into Feng Min--so I hit her. I start chasing her and after like a 5 second chase she was downed, so I pick her up and place her on hook.
Im going around the map, and after a while I notice that Feng Min STILL hasn't been saved and she just entered phase 2 so I'm like "oo thats rough why hasnt anyone saved her" but oh well. Finally someone unhooks her and I'm like maybe half away across the map so I head in that direction. I see Jake and he's since healed so I get a hit off of him, and during our chase Feng Min just kinda runs into me--so I just take a swing, she goes down, and I place her on hook. Yadda yadda yadda--long story short I let the Jake escape because I felt bad that the 4k was kinda easy, and in post-game they said I tunneled ALL game?
Like I don't think I did, I really try to bounce between survivors. If I hooked Bill I purposely walk away and dont hang around, because I dont think camping is a good way to play, and I literally would just chase whoever I happened to see--and for some reason most of the survivors are legit just walking out in the open? Like they're trying not to make scratch marks I guess, but at least walk behind a visual barrier or something? So I let the Jake win and they're Rank 4 survivor. Like I easily coulda gotten the 4k, but I wanted to be at least a little nice since the majority of them seemed... really new to the game. But no--just got accused of toxic tunneling?
They're a streamer on Twitch so I even reached out to them, and they were super nice and spoke to me on their stream saying I tunneled their Feng Min friend. Personally I don't think I did, she just got kinda unlcuky. I dont chase for longer than 15 seconds because I get looped easily and if I see another target I just change paths.
I'm definitely open for some feedback--I wanna make sure everyone in game is at least having fun, but a Rank 4 accessing me of tunneling just makes it sound like I went OUT OF MY WAY to kill their friend which I didn't purposely do
But again, PLEASE let me know. I'm still learning.
I try to play killer in a way that allows fun for everyone, so I do my best to not camp or tunnel survivors and if they’re having a bad match I’ll even give them a chance to regroup.
Even so, I still get called a tunneller. I used to argue with people about it and try to get them to explain how I tunnelled and try to defend myself, but I’ve since realised that it’s a pointless endeavour because if someone FEELS like you tunnelled, then in their mind, you tunnelled. The circumstances are irrelevant. Facts are irrelevant. Them playing badly and running into your arms is irrelevant. You won’t convince them to change their minds.
So… I really wouldn’t worry about it. If you didn’t tunnel, then let them think what they want. And even if you did tunnel someone, even if you went out of your way to do it, oh well. It’s a game and they can get over it.
EDIT: @Raccoon Thanks, I’m never leaving another comment 🤓
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@Kritz said:
I went up against a killer who brought 4 Hex perks, and I knew one of them has haunted grounds (Spirit player)
We lost because of Devour Hope and i'm wondering if it would have been better to cleanse them all or not, since I knew the location of 3/4 of the Hex perks she had.
(She also had that one perk which lets you know if someone is working on a Hex totem btw)
Cleanse them all. Pray you get lucky with the order they go.
If you proc Haunted then hope your teammates have the skills to outlast it in a chase, or have the ability to keep hidden long enough for it to lose its value.
Realistically, you can’t afford to leave Haunted up and risk the killer getting tons of value from Ruin/Devour/NOED. As annoying as it can feel to have a teammate activate Haunted when the killer is on your ass, if the survivors play smart the killer will usually only get one down out of it. And I’d rather go down to Haunted than get mori’d early because Devour was left up.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2411069#Comment_2411069
How is dealing with stress all the time fun on a video game? think about that
Stress can definitely be fun in the right amount. The build up of stress (“am I going to win? Am I going to catch this survivor?”) and then the relief and satisfaction of winning feels pretty good. It’s kind of like riding a rollercoaster.
If you don’t want to feel stress when gaming then I don’t think killer is the role for you tbh. It’s baked into the gameplay. You’re one person who has to juggle and play around four other people. The only way that could be made not stressful at all is if you were basically guaranteed to win every time, and then it would just be boring. If there’s no fear of losing then what’s the point of playing a PvP game? You might as well just play against the tutorial bots.
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I like the idea of combining these two perks (if their effects do actually synergise), but I really hate using killer perks with cooldowns so I don’t think I can bring myself to try it out. Seems like a fun combo though!
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@ouroboros_world said:
I see swf and survivors mains complain about everything killer related, they say wraith op, deathslinger op, nemesis zombies op, trickster op, etc… I rarely see killers complain about survivors perks like spine chill, iron will, dead hard, etc… Survivors have it easy especially with how safe camping pallets is now
Are you joking? There are daily threads on this forum complaining about Dead Hard, holding W, gen rush, DS at exit gates, exhaustion perks in general, flashlights, SWF, the hatch, survivor sided maps, and the list goes on. Please don’t pretend that only one side complains in this player base because it’s laughably easy to disprove.
IMO there’s nothing wrong with complaining about stuff you don’t like as long as you’re not being abusive about it. Survivors are perfectly justified in complaining about killer perks/powers/playstyles they dislike, and killers are perfectly justified in complaining about survivor perks/items/playstyles they dislike.
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@Aquamarine said:
Yep, not Ruin/Undying/Tinkerer, not Stridor-Spirit, Lightborn. I got a lobby of 4 flashlights and as I hate dealing with more than one at a time, I brought Lightborn, Starstruck, Infectious Fright, Agitation.
They were stubbornly trying to blind me again and again, didn't take a hint that they were exposed, and the game didn't go too well for them, they died.
After the match, one of them was very salty because of it, said that Lightborn is such a dumb perk and I can't play because I chose to run it. Obviously I broke some unknown rule that survivors are entitled to have their flashlight fun if they so choose.
Getting mad at a killer for running Lightborn against a 4 flashlight lobby is beyond dumb, lol.
I hate Franklin’s, it’s one of my most hated perks to face, but I can’t imagine actually complaining to a killer about running it when a) they could have run something stronger to make the match more difficult, and b) it’s usually obvious they’re gonna bring it if the lobby has 4 items and/or a key.
I can understand people having perks they don’t like facing, and if you’re a flashlight warrior I can understand disliking Lightborn. But getting mad at the person running it is incredibly silly. But then there are a lot of salty dumdums that play this game so I suppose I shouldn’t be surprised.
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@WishIcouldmain said:
A few prime examples Alert great buff still uncommon Open-Handed good buff still uncommon. Which is a bummer since they were right calls by the devs but they’re still not used more
The problem is, the meta perks are meta because they’re useful almost every match or because they counter the strongest playstyles for the other side. BT and DS are strong against killers who try to secure a fast kill. All exhaustion perks extend chases which will always be meta. Iron Will is a strong perk that will help in chase and to avoid snowballing in almost every match (except against Plague I guess). Just as examples.
Buffs to more niche perks are great and I hope the devs keep doing them but they’re not the kind of changes that will take a perk from niche to meta, usually.
That said, I think my favourite perk change in DBD history was Kindred’s buff way back when. That WAS a change that did actually take a formerly underused perk into the meta.
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Not a fan of this idea honestly. I like Bond partly because it lets me avoid taking the killer to survivors on gens, but I wouldn’t trust random teammates to be as selfless. At least if people want to sandbag with Bond they have to spend the perk slot on it, I’d rather not give them it for free.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2403737#Comment_2403737
No, you're still doing us verse them. You're basically saying killers have to deal with it or survivors will have the issue, that's not a fair statement as now one side must deal with an issue that shouldn't be a thing. Imagine if most games you have as survivor end up getting hit once a pallets down, you wouldn't enjoy it would you?
And more servers etc. Would actually help, do you know how many different countries are included in the EU servers alone? How can you expect them all to be on the same level.
As for the leeway it will be needed if this is how they're gonna code it. If a killers screen is just 1 second off then that killer is going to have a rough and horrible time. Imagine being 1second late as survivor, you wouldn't be able to loop efficiently as the killer isn't where you see him, you wouldn't be able to time pallet drops, dead hard etc.
It's not acceptable for either side to have this issue. And having it where good ping isnt even the deciding factor hurts alot. I have 40ping, sure not perfect but that's damn good considering and I get hits rolled back before they even drop a pallet, same as I can play a killer like PH and have a survivor be within my power yet not get hit because the server isnt showing it right. When I need to be accurate in a game I cannot afford the game to show me a second off and roll back each hit. Its physically impossible to to guess where the survivor actually is.
This is an issue, and hopefully will be looked into.
“Imagine if most games you have as survivor end up getting hit once a pallets down, you wouldn't enjoy it would you?”
That… was literally how it worked before this change. That’s WHY they made this change. I stopped dropping pallets entirely, I would just take the hit and the speed boost every time because I knew pallets meant nothing and I was almost guaranteed to take a hit no matter how early I dropped the pallet.
And you keep missing my point. Latency is an unavoidable, undeniable fact of PvP games. It’s not possible to remove it, only reduce it a bit or make changes to try to make it less of an issue - but it will ALWAYS be an issue, especially when so many people still play on unreliable connections.
Either killers will lose hits at pallets because of latency, or survivors will get hit over dropped pallets because of latency. Those are the options the devs have and they have to pick one. There’s no possible way to eliminate both. You’re proposing some kind of utopian world where nobody suffers the effects of latency and everyone gets what they want but I’m telling you it’s not humanly possible to do that.
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I haven’t run this build but I did try running Rookie Spirit for a while and gave up on it. It provided almost no value at all in any of my matches, and I’m playing solo so it’s not like I’m on comms with anyone.
I thought it might give me some use but it was basically a wasted perk slot. Might be good for lower ranks I guess.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2402374#Comment_2402374
Okay but like most people you're going to the them vs us state. I even said survivors didnt like it when a pallet was down and they got hit, this is the exact same outcome but players are calling it fix.
Either they fix their servers by creating more, improving them etc. Or allow more of a leeway for hits to be considered.
Atm it's gone from a survivor issue to a killer one, when it shouldn't even be an issue
I’m “going to the them vs us state” because it’s a PvP game and lag is inherently an us vs them issue.
There will always be latency between killer and survivor players. It’s not possible to transmit data between two separate points with absolutely no delay, adding more servers won’t solve an unsolvable problem. So the question becomes, how do you implement a solution that is as fair as it’s possible to be? The current version is the devs’ attempt to do just that: whoever has their action validated by the server first gets priority. If they “allow more of a leeway for hits” like you’re suggesting then survivors will suffer laggy hits again and complain, and we’re right back at square one.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2403355#Comment_2403355
Bullied as in geniune toxicity when you see a killer is new to playing a certain killer. last minute flashlight and key switching just to spam clicky clicky while I play someone like Huntress who I'm not a pro at. (admittedly this hasn't happened to me as huntress but has happened to me as other killers and a lot of other people even in my own games I'll see people doing it)
So what if they click their flashlights at you? It’s silly to think that’s a reason you should be able to dc at will without a penalty. Just play the match and focus on practising the killer.
If a killer starts smacking a survivor on hook and nodding at them does that mean they should be able to dc as well? Or do you think they should just get over it and move on to the next match?
BMing is annoying but it doesn’t actually do anything to stop you playing the game, even if it’s a killer you’re new to.
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@EntitySpawn said:
https://us.v-cdn.net/6030815/uploads/UIU1DG81DLW7/screenshot-20210803-065447-chrome.jpg
For those Of you to lazy to pause it. From HIS perspective he gets the hit just as the felix begins the animation. Not 50% of its drop, so not getting this hit is 100% BS.
However ping doesnt matter much which is kinda stupid, closest to server wins. In a survivor perspective this is getting hit after the pallet is completely down, which isn't a nice feeling is it?
Neither side should experience such bad hits especially when their screen is clearly 1+seconds out of sync. How are players meant to know what's what when you can have good ping but not actually see what's happens, at this point you have to guess on if what you see is actually there... and that's a stupid concept for either side.
From his perspective he gets the hit before the pallet is down. From the survivor’s perspective, the pallet is down already and the killer is stunned, and if he got hit there he would be complaining about laggy hits and pallets being useless.
So which takes priority? The devs have tried to compromise by saying “whichever registers with the server first, stun or hit, gets priority”. Whatever they do, someone will be “robbed” and complain. If you can think of a fairer way to do it then by all means, I’m sure they’d be happy to know about it.
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@GamerEzra said:
I really don't understand why Victor can't see scratch marks.
It can be very difficult sometimes.
I'm a Twins main, and it's still hard to find healty survivors who run away and hide.
That’s almost certainly the point. Victor is fast, anti-loop, and has no terror radius and does not proc survivor perks to detect the killer. Stealth is the only thing that’s really strong against him and that’s only if the survivor is healthy.
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Gen regression is slow because your role as killer isn’t to babysit gens, running around kicking them over and over. It exists to stop survivors from leaving gens 99d. It’s also a mechanic that is significantly buffed by multiple perks.
But let’s see, if they buff base gen regression, what will happen?
- Those “gen rush” games where survivors split up and do 3 gens in the first few minutes will remain unchanged.
- However, 3 gen strats will become much more powerful. Games will become much longer in the later stages because a lot of killers will run around kicking gens and not committing to chases.
- Solo survivors will be at a bigger disadvantage because they won’t be able to coordinate gen progress. SWF will be much less affected for obvious reasons.
- All existing regression perks will be indirectly buffed, which will probably require some nerfs because stacking slowdowns with buffed base regression speed would just be ridiculous.
- Mobility killers will be made even stronger because they’d be able to charge around the map kicking and regressing gens. Slow killers will feel very little benefit.
So I don’t really think this would fix many of the real problems people have with the game, it would just widen the gap between high tier and low tier killers, and between solo and SWF, and would also encourage and empower people to run Forever Freddy type builds designed to grind the game to a halt, which the devs obviously don’t want in the game.
In short: no, this is a bad idea.
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Because repeatedly kicking gens isn’t something you should be doing as killer? (Funnily enough kicking gens didn’t even used to be a base mechanic, it was only added to stop survivors doing dumb stuff like 99ing all gens.)
Even if they reduced the time taken to kick a gen, it would still be inefficient to waste time doing it more than a few times a match. Your priority should always be to chase and hook the survivors. If you want better regression, run Ruin or Pop. And if there’s a survivor who keeps running up and tapping a gen you kicked, CHASE THE SURVIVOR instead of wasting time trading kicks and taps back and forth.
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I don’t even mind people complaining about tunnelling / gen rushing if that’s actually what happened, as long as they’re just complaining and not being insulting, because it does feel pretty bad sometimes. But if the killer didn’t tunnel a single soul and the survivors were all running meme perks with no toolboxes, you just look dumb when you complain.
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A lot of people play this game at lower ranks and don’t understand the counterplay to Wraith. Also, a lot of survivors play solo and he can feel more oppressive against solo queuers.
He also has really good synergy with most of the strongest killer perks, and he has really strong add ons. Ever gone against a Ruin/Undying/Devour/BBQ Wraith with all seeing and a Hawkins offering? Not a good time.
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Ruin is in the vast majority of my matches, and the matches without Ruin will usually have at least one other totem perk. So I go out of my way to check for totems as I move around the map.
That’s the thing about hex perks, the more they’re used the less effective they become. Almost every killer now running Ruin/Undying has indirectly screwed over the people who run other hexes. That’s why I don’t run hexes anymore, personally. They’re too predictable.
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I play both sides so I wouldn’t consider myself a survivor main, but I’d say I find most killers decently fun. Playstyle is more of a determinate of fun for me than killer power, for the most part. Like a Billy who tunnels me off hook and then bleeds me out would be way less fun than a Deathslinger who goes for ambitious shots and fun mind games, even if I find Billy’s design more conducive to fun chases.
The exceptions would be Spirit and Twins. They’re the only two killers I really hate playing against and can find almost no enjoyment in facing.
I do like Billy, Wraith, Nurse, Huntress, Pig and Hag. (I think I’m alone on that last one though.)
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I unlocked tons on my killers so I’ve been running one every match as killer. But on my survivors I barely got any in my bloodwebs, I poured tons and tons of bp into Claudette during the event and ended up with… 12 anniversary cakes. So, sorry but I’m not using them willy nilly.
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I used to dislike Deathslinger a lot but I don’t really mind him as much now. I’ve played against him so often that I feel like I usually know how to play the match and I’m kind of numb to being annoyed by it. He’ll never be my favourite killer, but there are far worse ones, at least to me.
I think the devs just don’t know what to do with him since he seems fine. He’s a fairly popular killer it seems (there are tons of them in EU west at least), and he’s not particularly unbalanced in terms of performance I don’t think. How do you “fix” a killer power that doesn’t seem immediately problematic? They could easily fix Blight by changing his FoV, and they tried fixing Spirit by nerfing Stridor, but I don’t even know what you’d do about Deathslinger to make him less disliked by survivors without gutting him or really pissing off the people who like playing him.
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@Product said:
https://forum.deadbydaylight.com/en/discussion/comment/2396335#Comment_2396335
Thats only fair for the survivor POV because I reacted perfectly. Therefore, you believe that there should be no counter play to camping pallets because if the survivor just presses space before the frame that they are hit then they get to be invincible. What a great idea
What do you mean, “no counter play”? Camping pallets is dumb because pallets are a finite resource and once they’re dropped you can break them, and also if it’s a weaker or unsafe pallet you can easily get a hit on a pallet camper.
If a survivor camps a strong pallet then that’s not bad for you. They drop it fast, without even attempting to loop it to waste time, and you can immediately break it and it’s gone forever. If a survivor camps a weak pallet then you can try to mindgame it by pretending you’re approaching from one side and then swinging at the side they drop it from, and if you do so successfully you’ll get a hit. For instance, you would have got a hit at the first pallet in your video if you pretended to go one way and then lunged from the other, because the short side of that loop is easily mindgameable (especially with a tier 3 Myers lunge) and pallet campers are typically dumb or green enough to fall for simple tricks like that.
Like, pallets ARE supposed to be a line of defence for survivors, they shouldn’t be a guaranteed hit for a killer with high enough ping. Running face first into and swinging at every pallet and then getting mad when you don’t get hits seems unreasonable to me.
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I think giving it an unlimited timer would make it kind of exploitable.
IMO they should remove the skillcheck so people playing on older hardware and newbies (who are more likely to be tunnelled, let’s be real) can more reliably use it. And maybe make it so it can activate twice, so people who are really getting tunnelled have a bit more of a defence. Then make opening exit gates deactivate it.
If they want it to be a purely anti-tunnelling perk (which I don’t think is a bad thing, personally), I think it should be buffed in that area if it’s going to be buffed at all. An unlimited timer wouldn’t help that much against tunnellers, but it would open the door for survivors using it aggressively, which is why it was changed in the first place.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2396676#Comment_2396676
Hmm, I see what you're saying, but what killer does this not apply to? A good part of DBD is RNG and luck, and bad loops/deadzones spawning will favor every killer, some more than most (Trickster, Huntress, Billy, Bubba, Plague, Legion, Myers, Oni, Nemesis, etc - I could make the same argument for all of these killers). I'd argue that's a general DBD inconsistency issue, not a Trickster issue.
For example, Coal Tower can be perfectly balanced, or have a bunch of connected tiles, a billion filler pallets, and extremely strong loops that are favorable to survivor, or full of deadzones and weak tiles. This affects every killer in the game.
You’re right, but it’s even more pronounced on Trickster. It’s RNG dialled up to 11.
A Huntress player will do better or worse depending on map and tile spawns, but there is also a lot of skill and ability that can be expressed by both sides. A bad survivor against a good Huntress will last 10 seconds in a chase, even if they get good RNG, but a good survivor against a good Huntress can go a ton of different ways. Both sides can try to mind game each other and use fake outs, you can dodge hatchets, you can predict how your opponent will play and try to play around that.
Trickster doesn’t really have any of that because either he can see you to throw knives at you, in which case you’re going down fast whatever you do because good luck dodging 44 knives lol, or he can’t throw enough knives at you due to laceration decay, in which case he absolutely has to chase you as a 110% killer and can’t use his power at all. If a Trickster mind games a survivor at a high wall loop and hits them with a knife it means absolutely nothing because it’s just one knife and by the time you can land a second the first has already ceased to have any effect. If a Huntress mind games a survivor at a high wall loop and hits them with a hatchet they’re now injured.
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I don’t think this has to be true at all.
The most fun survivor match I’ve had lately was against a Billy. He was really good with his saw and killed all of us. Chases were fun, he ran no slowdowns which meant I wasn’t sitting on gens for 5 years, he didn’t camp or tunnel anyone so everyone got to play the match, and he got a well deserved 4k.
Another super fun match I remember was against an Oni, who was really good, and my random survivor teammates were also really good. It was a super tense match of back and forth and one person escaped. Everyone complimented each other in end game.
I’ve had tons of fun killer matches against survivors that were good. Some died, some didn’t. I’ve also had extremely unfun matches where I 4ked because the survivors just played in a very uninteresting way.
I think the game is fun for both sides when the skill match up is fair, the map and RNG is balanced, there are few stupid crutches used (e.g. keys) and good plays are rewarded. Both those survivor matches stick out to me even though I died, because dying as survivor isn’t that bad if the content of the match before your death is fun and exciting. Whereas escaping from a very uninteresting match is not fun at all.
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I don’t think I’ve heard anyone call Trickster OP. Most of the criticism seems to boil down to making him either extremely easy to run around (e.g. a high wall loop or a map like Lery’s), or a killer that can down you in 5 seconds if you get unlucky RNG or he runs certain add ons.
Which doesn’t seem particularly enjoyable for either side, does it? Either the killer gets completely stomped by RNG or the survivor gets completely stomped by RNG. Ability is sort of irrelevant. It’s not so much counterplay as it is counterluck. The luckier player wins, which doesn’t seem like a very fun power for this game.
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@Snowbawlzzz said:
I like that one rank 20 survivor with meta perks, who deranked hoping to fight noob killers.
They have 2 Bill perks and 2 common perks. It’s quite possible they deranked, it’s also possible they’re genuinely not very good but unlocked stuff on Bill after farming bp from the event we just had.
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I can’t stand them either. People complain about other killers but I’d rather face 500 Spirits than play another match against the Twins, to be honest. The fact that Victor is a 150% stealth killer with built-in Bloodhound and a ranged attack is so dumb I don’t even know where to start with it.
I don’t give up easily when playing survivor, even in solo queue, but as soon as I hear the sound of Victor being released my desire to play the game just leaves me completely.
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Wraith with all seeing, Ruin/Undying and a Hawkins offering. Any other perks or add ons are just a cherry on top of the ######### sundae.
For survivors I guess it would be a premade with 4 BNPs on good toolboxes, that Felix item perk, and Prove Thyself. Like you’re not even wanting to play the game at that point. Luckily that kind of game is rare.
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The dc penalty is re-enabled. I don’t think there need to be any further measures than that tbh.
And hatch camping is just as legitimate a strategy as anything else in the game so I don’t see why that needs a “fix”. People can camp hooks, slugs, nearly finished gens, gates, totems, and so on. Hatch camping is no different.
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Sorry, I’ll use them as killer but I’m saving them on survivor for when I play with my friends.
My last three solo survivor matches had a teammate who went down to deep wound because they didn’t mend (red rank survivor btw), a teammate that I actually watched crouch around the outside wall of the map with Bond (another red rank survivor), and a match with two afk teammates. I’m not running cakes for teammates that are either 10 years old or playing drunk, no offence to kids or drunkards.
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@latinfla4 said:
I have been enjoying watching this current season on dowseys channel and it amazes me that the can do almost 7 gens in some games and still find time to cleanse 5 totems.
So y do players still say a base mini corrupt intervention of about a minute at the start or a base noed that activates if the game lasts less than 7 minutes is bad?
I dunno, why can Dowsey get like a 100+ 4k win streak on the Twins and yet if somebody suggested a Twins nerf, people would go nuts?
Maybe the gameplay of people who are literally paid to play this game for 8 hours a day is not a good indication of game balance or what is realistic for everyone else in the player base.
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Usually the people who turn crossplay off are the ones who are more serious about the game and play it to win. So survivors will be better loopers and actually do gens, and killers are basically all Spirit and Nurse.
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@Tvångsrunkar said:
I have played 3 games today as deathslinger - a killer I barely play.
But why do BEhaviour allow people to tbag at the exitgate?
I wish there was some kind of cooldown on both the flashligt, for the click-spamming, and on the crouchsystem so people wont be so toxic. How hard can it be to fix this?
Dont allow people to be toxic, devs. It ruins this game.
If you don’t like teabagging, you basically have two options: a) don’t play this game anymore, or b) accept that people will always find a way to taunt in a PvP game and try to learn to get over it.
Teabagging doesn’t actually do anything so it’s not worth getting upset over. In an ideal world people wouldn’t do it, but we don’t live in an ideal world, we live in this world where people are sometimes rude or inconsiderate of our feelings even when we wish they wouldn’t be.
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@Babawizwiz said:
Came back to the game to try out trickster and didn't feel any difference except with main event. He has a boring power, i hate how he has to slow himself when drawing out a blade.
Imagine going on a chase with an already slow killer and slowing yourself down to throw 1 blade, just pick huntress or deathslinger. Also is it just me or has the game not have a big balance/ gameplay update since the RE chapter? It's been a while since we had perk balancing, and it took them so long just for a small trickster change
Hopefully this means people stop playing him and he gets completely reworked because he’s a total snooze fest to play against too. If you’re at a short loop or god forbid a corridor or a part of the map with somewhat open areas, you’re going down in less than 10 seconds. If you’re at a jungle gym or a high wall loop you can probably run him for a long time because the knives will decay long before you get injured.
As a result, every single Trickster now seems to just camp hooks and nothing else. I don’t even blame them for doing it either because he has no map pressure at all. If a teammate gets hooked in the basement you have to play like it’s an Insidious Bubba and just leave them to die. If they get hooked in the open, BT does nothing and they’ll go down within seconds of being unhooked anyway so again, might as well just slam gens and leave.
Rubbish chases, fast gens and no room for altruism at all. My hats off to the devs if they wanted to make a killer that the entire player base would find frustrating and unsatisfying because they did a great job.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2390628#Comment_2390628
No, I mean when it shows the grab animation for a second, but the game says you interrupted them too late or something, takes it away, and gives them a free unhook.
You mean you start to grab them, stop, and they continue the unhook prompt uninterrupted? Can’t say I’ve ever seen that happen in over 2000 hours. Sounds like maybe an issue with your connection, or the servers.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2390410#Comment_2390410
But when you do that, it cancels the grab anyway.
It cancels the grab when the survivor has already let go on their side, which means they didn’t commit to the unhook.
