EvanSnowWolf
EvanSnowWolf
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- EvanSnowWolf
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Comments
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2129934#Comment_2129934
You can counter Sprint Burst in two ways :
1. Getting a hit during the Sprint Burst
2. Slow the survivor (hello Clown)
I have like zero problem with Sprint Burst when playing killer
Yeah, I don't think you understand the difference between a counter and dealing with something. Neither of those things PREVENT Sprint Burst from going off. That is a counter. You don't NEGATE Sprint Burst. You just work AROUND Sprint Burst.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2129913#Comment_2129913
Im a clown main, I would chase you anyway :)
Sprint Burst so easy to counter
You don't counter Sprint Burst. You put up with Sprint Burst. Unless you have a way to give me Exhausted before I can press SHIFT and count to 3. Most bottles are seen a mile away and you'd have to be pretty out of it not to be looking out for them when sitting on a gen.
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Uhh.. I'd rather Sprint Burst.
I'd rather a Killer see me use that and have that perk go off and decide I am not worth it and not chase me at all.
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If your DC ban goes over 24 hours you need to either:
A.) Chill the hell out and quit ditching matches.
OR
B.) Get better internet.
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My problem with Plague is that I can either get her daily done or I can kill Survivors.
I have to choose ONE.
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On one hand, more slugging.
On the other hand, maybe this will cut down on posts like "Letting survivors bleed out should be a bannable offense!".
Maybe sometimes we can't find you. Ever think of that?
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@ILikeBonez said:
https://forum.deadbydaylight.com/en/discussion/comment/2126524#Comment_2126524
You are clearly too dense to understand this if you can't infer that "if 3 is too high" -- ON ANY KILLER, not just Nightmare, he is not the only magical killer they have changed/toned down because of his kill rate -- then there is little point in wasting my time explaining it to you any further.
Continue believing in your magical, fantasy version of the game and what it is 'supposed' to be - meanwhile, in reality, we will continue to understand that while the gap between solo and SWF does need to be addressed - SWF needs to be brought down and not Solo brought up, because SWF causes far more headaches for killers than anything.
Name one way you can bring SWF down with ANY method whatsoever other than literally disabling the ability to invite people to a group.
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@ILikeBonez said:
https://forum.deadbydaylight.com/en/discussion/comment/2126448#Comment_2126448
Alright:
"For some time, The Nightmare has stood out from the crowd with a particularly high kill rate, averaging roughly 3 kills per match. " - Taken directly from the Developer Update this month. Now if 3 is considered 'particularly high' that means, they are not looking for avg kills of 3 or 4 per match; but 2 or lower.
The devs have never declared what is a 'win' or a 'loss' because those are player-defined. Some players considered it a win if they kill 1 Survivor; others consider it a loss if they don't get a 4 kill. The developers have just, repeatedly, balanced killers and nerfed them down when they surpass 2 average kills per match. - and if a killer is balance for 2 kills, that means the Survivors would be balanced for 2 escapes. The problem with the game atm, is that this ratio does not exist evenly, across the board, for each and every killer - which is why you have outliers, like Nightmare was.
Killer statistics do vary based on in-game comms, because communication can be the difference between getting the jump on a survivor or one of their teammates alerting them in comms 'hey the killer is walking your direction' and them having time to hide or get out of the area effectively. While you are correct that it would close the gap between SWF and solo-q; it also affects killers because it would remove the solo-q players from being statistically easier targets becasue they have less information to work with.
And as for killers being 60% -- that is about right. It will never be a clean 50%; but if that percentage starts shifting to closer to 70-75% - aka. 3 kills avg per match - that's when they tone them back down as close to the 'average 2' as they can manage with their current game state.
Your ENTIRE argument is based on a subjective interpretation of the phrase "particularly high" as it regards to one Killer?
Weak.
That's so flimsy it looks like am Amber Heard testimony.
If the solo queue players are "statistically easier" to take out, then that is an argument FOR these solo queue improvement of communication because it would bring the data closer in line to the rest of the Survivor data sets, and therefore making it easier to balance killers around a single set of Survivor trends instead of TWO.
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@ILikeBonez said:
https://forum.deadbydaylight.com/en/discussion/comment/2126428#Comment_2126428
Literally anything the Devs have ever said about balance?? Their goal for balance is 2-2, its why they rework killers that overperform and get 3+ kills too consistently; the same is supposed to be true for Survivors (though they lack the drive towards that end most times because Survivors tend to be very vocal if the balance starts swinging closer to that 2-2 across the board) - they're not expected to 4 escape every match; only 2 (kind of goes hand in hand, you can't balance a killer to only kill two people while balancing his opponents to have no deaths).
1.) I have never seen an OFFICIAL declaration from a dev declaring game outcome should be 2:2
2.) I've never even seen an OFFICIAL declaration from a dev declaring what constitutes a "win" or a "loss"
3.) Killer statistics are not going to vary based on in game communication, it is going to vary based on... (wait for it)... the Killer's kit.
4.) The kill rates of almost all Killers is over 60% right now and that is from charts behavior themselves has released.
But most importantly...
Adding communication to solo queue will not ruin any gap when SWF is already creating this function. All adding more communication in game will due is reduce the gap between SWF and solo queue and make game balance EASIER.
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@ILikeBonez said:
https://forum.deadbydaylight.com/en/discussion/comment/2125381#Comment_2125381
To the game's merit - you're on Team, but the game is "supposed" to be balanced to where two of your teams will die on average. Not, full team escape on average. Lack of communication is needed to maintain that push for balance.
I'd like a source that backs up.... literally any of that.
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THOSE FILTHY CASUALS AT IT AGAIN!
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I don't want keys nerfed.
I want keys removed from the game.
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@Aven_Fallen said:
Ormond-Pallets are really unsafe. It is fine that there are a lot of them, because most cannot really be played by the Survivor.
If you struggle on new Ormond, thats on you, not the Map.
(And IMO that is how Maps should be. Lots of unsafe Pallets and only a few safe Ones. If Bloodlust would be removed as well, those would be really interactive Maps for Killer and Survivor)
It's not fine.
It doesn't matter if the pallet is safe versus unsafe. That only applies to mindgames and stand-offs. If i had 32 of these things lying around a map with 4+ to a local tile I wouldn't need to. Good lord, how long would it take to run a killer through 32 predropped pallets? You don't even need to do a mindgame. Even if you dropped four a minute, that's EIGHT FREAKING MINUTES of throwing lumber in this dude's face.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2125421#Comment_2125421
EGC isn't meant to make the killer scarier. It isn't meant to be lethal. It's in the game for once purpose and one purpose only- to ensure the game ends. It does that and it does that flawlessly.
The GAME is meant to be lethal. Every second of it.
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The fact that this game has no form of communication besides come here, finger point, and crouch spam is a huge issue in a game where you are on a TEAM.
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@MadLordJack said:
You get it by standing still and doing nothing.
And there is nothing wrong with that. It's a Perk, not a college degree in Business Management. Nowhere is it written it needs to be earned.
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@Telfordmafia said:
There are perks to stop gen rushing, ie discordance. there is little you can do if a killer decides to camp. Effectively its game over on first hook, I realise it's only really really bad players that have little in the way of intelligence that do this but it does not make for a good game.
Discordance does nothing to stop gen rushing when the ideal gen rush is four survivors on four different generators.
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@AVoiceOfReason said:
We really need to bump it up to a faster pace than what it might be currently. Spirit is the most braindead easy killer in this game.
I thought Freddy was the most brain-dead easy killer?
Or was that Huntress?
Or Bubba?
I can't keep these hyperbolic complaints straight.
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The way you play against a Nurse?
Watch the video of Rickon Stark dying.
Then don't do that.
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@Huge_Bush said:
By the time DvH takes effect, I usually have done 2/3 bones and I instantly curse my teammates for never looking for totems. I turn on my superior bush mode and become one with nature until I can find the totem or until someone else does. If it's Ghostface, I let him mori me since I love their mori and my totem cleansing averse teammates can all die.
......
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@Ghost_Face_Main said:
Ghost Face's rate of stalk is twice as fast compared to The Shape when leaning, and his nimble size and crouching ability allows him to make more efficient expose downs through stealth tactics.
Sir, I think you might be biased.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2122071#Comment_2122071
you oughta know me better, mate.
It means consistently mocking survivors. Slugging and letting people bleed out (even bubba at least hooks people), playing even more sweaty when someone DCs etc. basically stuff you'd expect on LoL or fortnite
Are you saying that if someone DCs I have to play less well? Cause that's literally a Samination joke, dude.
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@Trickstaaaaa said:
I mean to me I don't view gen rushing as thing. I view it as the only mission of survivors. I don't get why survivors would want to purposely prolong the match. Their objective is to escape as quick as possible, so doing gens as quick as possible. Like why would they take their sweet time, just to give the killer more time to hunt them down. It does not make sense to me why some people think gen rushing can truly be a thing. Yeah I had matches were survivors did the gens in less than 5 minutes, but it's their only objective.
I mean to me I don't view tunneling as thing. I view it as the only mission of killers. I don't get why killers would want to purposely prolong the match. Their objective is to kill as quick as possible, so doing tunneling as quick as possible. Like why would they take their sweet time, just to give the survivors more time to escape. It does not make sense to me why some people think tunneling can truly be a thing. Yeah I had matches were killers did the kills in less than 5 minutes, but it's their only objective.
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@Raptoriutz said:
Here is just a small video of an example I have personally. This exists for several months and the general idea is that 3 out of 12-15 matches are always like this: there is a killer dude staying afk since the first second of the match doing practically nothing. Some of them trigger their weapon attacks while other killers just stay still not attacking at all.
https://www.youtube.com/watch?v=nlRzFSir9hk
Not sure if I should report them or not, but this is just as bad as playing against hackers. It's not even funny or entertaining, just a waste of time with little-to-no effort. And I feel like they are using some kind of bot software.
It is NOT the same thing as hacking at all.
If a killer decides "Aw hell, screw this map" how is that any different than a Survivor that suicides on hook?
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I have gotten stunned by every pallet that hit me this week. I am not getting this pallet immunity everyone else is enjoying.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2121014#Comment_2121014
To summarize... Tunneling
Tunneling that could be prevented if I could prevent people from unhooking in your face.
How do you see this hypothetical playing out?
You are on the hook, let's just say for the sake of argument you are David. David is dying on the hook. Meg runs towards you, being the good track star she is. But OOP! Screw you Meg! I don't want YOUR kind of help! The killer is on his way to stop this unhook. You derf Meg in the face so hard she had David's footprint on her forehead. She turns to leave, and now the Killer hits her in the confusion. She takes off a few seconds later, gets downed herself, and gets hooked.
So now you have 2 people on hook instead of 1... but at least you didn't get another hook state personally? Is THAT the net gain here?
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The problem with this map is that it depends heavily on the killer.
My Deathslinger LOVES this map. Those halls are death traps.
My Clown just wheezes up and down the corridors.
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2120964#Comment_2120964
The feature is meant to stop teammates from farming hooked survivors. If they were farmed, they would still die. The addition only prevents unnecessary kills, especially when a teammate is trolling or stupid. Why would someone be punished for the mistakes of another, that’s basic common sense. No one wants to be farmed off hook. Even then, if a survivor uses it to off themselves on hook, it doesn’t matter since they are just going to wait around/not contribute till they either get thrown on the hook again and die or they’re the last one left and still die somehow.
Unfortunately, being punished for the mistakes of others is part of playing on a team. If someone screws up an extra point kick and loses the game, he loses that game for the whole team.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2120960#Comment_2120960
"The killer's job is to kill!"
Proceeds to blame me for the killer doing their job...
It is the killer's job to kill you. But you failing to escape that action is on you. Survivors have unpteen tools to avoid going down.
As for "not letting you live or die", if you wanna die on hook I'm super into it - it is the other survivors you are screwing over.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2120945#Comment_2120945
https://forum.deadbydaylight.com/en/discussion/comment/2120951#Comment_2120951
How tf am I at fault for someone farming me?
50% blame on you for getting caught and hooked
+
50% blame on the idiot for unhooking you within spitting distance of the killer
=
100% blame.
MATH.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2120929#Comment_2120929
Except we aren't. That's just facts. We can't trust each other. When we do, we get farmed and tunneled. Then, according to 90% of the people here, it's our fault somehow.
Correct. The Killer's job is to kill, not try to figure out which one of you has the most hook states to redistribute them evenly while accounting for who has Borrowed Time.
This idea that the Killer is some kind of fair-play referee is silly. If you unhook your ally right in front of the killer and he downs the injured, that is totally on you two.
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/char
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How gamebreaking are we talking?
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@Krunga said:
These are the posts that are keeping this game from any improvement.
Anti-toxicity is bad for the game? That's a new one.
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Are you seriously saying you have never seen a horror movie where the killer disregards a potential victim he has dead to rights to try to get greedy and go after a second?
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2118536#Comment_2118536
that would encourage teabagging. ghostface already has that problem
Why is it okay for Survivors to do it 10 times per second then?
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@Olokun said:
https://forum.deadbydaylight.com/en/discussion/comment/2117162#Comment_2117162
https://forum.deadbydaylight.com/en/kb/articles/279-4-7-0-ptb
When the Hatch is opened by a Key, it remains open for 10 seconds (was 30 seconds) thats a nerf maybe wont be enough just wait :) and see how it is . its a good start
Yeah, that's not a key nerf. It's a hatch nerf. Keys still function exactly the same.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2118838#Comment_2118838
I take it people have never though about what might happen when you take a killer that makes everyone instantly injured and put them on a map with a bunch of pallets?
.... I mean.... no?
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I think he is referring to the fact that Legion would probably just halt for a fraction of a second and then vault the dropped pallet using his/her power and not need the aforementioned perks.
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@SnowMiser said:
https://forum.deadbydaylight.com/en/discussion/comment/2118775#Comment_2118775
Oh, you found the hidden built-in voice chat option? No? Neat, it's still cheating, because you can't do it in the unmodified game.
Cheating is breaking the rules.
Unless you can find where Behavior said this is NOT allowed, then no one is cheating.
I will save you the trouble: they are cool with it.
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What we need is the price of bloodweb items to go down so we can just get on to the next web level FASTER. Then we wouldn't care.
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There are 24 pallets on that map.
I do not know how many of them are God pallets, but it sure feels like ALL of them.
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The last thing this game needs is a means for Survivors to fight back physically.
That happens and we will have LITERAL bully squads.
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Absolutely!
Like I said, best new feature on these forums.
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I would reduce the time it takes for her to enter crouch mode.
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Why should you play Trickster?
To level him so you can unlock Starstruck for better Killers.
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What are we considering a "loss" here? I don't think even BHVR knows exactly what winning or losing is in official terms.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/2118253#Comment_2118253
Dude, you just brought a nearly 3 year old thread back from the dead.
TTVs need their attention.
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Rewarding SWFs with even more bloodpoints is the most TTV thing I've ever heard anyone say.
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No, I feel annoyance.
Horror requires some essence of suspense.
To me there is no horror in holding M1, and then suddenly I am just taking a health level state or getting yanked off a generator. It is incredible how fast some killers can bypass the terror radius, or have it there for a second or two.
Just sitting there opening the chest in front of you, not a care in the world, then suddenly OMGWTFBBQ argle bargle RAAAAWR!
INCOMING ROARING BILLY WITH THE INSTADOWN OUTTA NOWHERE!

