Kees_T
Kees_T
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DBD is a PVP game, its not balanced to favor 4 escapes, for me it looks like you're thinking the game should always end with a happy rainbow where 4 Survivors hold hands together and escape. I know escaping feels great, but this is a team game.
Instead of being fixed in the "I need to escape", maybe you should change your mindset while playing to "prioritize maximum contribution to the match". So even if you died in the match but it allowed other people to escape or to complete other generators, it's still a win for you! Maybe not personally, but for the team.
Being chased(and playing Killer) is the only way you can improve your gameplay to be able to extend chases and give your teammates more time. Every second in chase counts! Don't be sad because you were downed within 15 seconds, the more you try, the more you will improve for sure. Equip some good perks and keep trying.
You're also rewarded "Killer Diversion" points in the emblem for the time you're being chased and you teammates are doing generators, and it's very gratificating to check your emblems and see like "46% Killer Diversion", which means 46% of the total 5 generators(2 generators and 1/3 of another one) were done JUST because you managed to run the Killer around for that time. This is not so realistic because good Killers won't chase you for that long and will drop, but against the majority that likes to tunnel, your gameplay will be impactful and you'll feel rewarded.
As Survivor, this is basically the path to learning: dying a lot in chases and playing Killer to know how to properly play against them, so don't just focus playing Survivor otherwise you'll never get better. It's good to take turns between playing both roles, so If you're tired of playing Survivor, play some Killer and vice-versa, and if you're very very tired of both roles, just take a break for the day.
And if you can't handle DBD as it is, you should focus on playing other games for your mental health and fun. Playing Killer is generally better because even if you get toxic Survivors, the match is still under your control and you can't be removed from the match.
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Idk about the blood zone, but one thing I'm 100% sure is that the last seconds of the Demogorgon shred miss sound effect sounds like David grunts.
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Dai amigão, beleza? You were healing in a deadzone, without anything to work with(no window or pallet), you were expected to take a hit, which was punished with an instadown Killer.
Billy is now more in pair with the current strong Killers squad. You got punished for your bad decision, and that's just about it; I don't think the changes on him would change what happened; you were going down no matter what.
There were a lot of mistakes on your part too.
- Ignored chainsaw noise and kept healing anyway; only stopped because you looked at him. If you had stopped healing 1s before, you would have more time to plan your run.
- You should've been downed in the first 3 seconds of the video; you got lucky it didnt hit.
- At 00:14, if you knew the pallet was gone, you could've left the loop, since at 00:08 on the right you can see another point of interest.
- 00:21, if you didn't know the pallet was used, again, you should be downed anyway. You were just delaying the inevitable, which, in the end, was you getting stuck in the hay.
- 00:18, he could've curved here but for some reason didn't, prob he thought you left the loop, but for a surprise, you didnt!
"bla blah Killer x needs 3 hits before he downs you" Each Killer has different powers; some are strong and other weaker. Nemesis can hit you through pallets/windows at a ranged distance but needs to land the infection first, and Legion is the only Killer who can injure 4 Survivors in a short time; but can't down them with their power(5 hit only). They have justified cooldowns for their powers, and so has Billy.
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It isn't a bug, it happens to any Killer shadow.
When you're playing with any Killer, the model for the Killer is not the same that you see when you're playing against him, since you're playing in first person, they use another disfigured model so that the model won't clip in your field of view.
Search some "dbd killer third person" and you will see how the actual model and animations are kinda different from when you face the same Killer as Survivor.
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Self-Care is only worth if you comibe it with Botany Knowledge, it's incredible for SoloQ.
Self-Care alone is ~45 seconds
Self-Care with Botany Knowledge is ~31 seconds (14 seconds of difference)
Healing another Survivor with Botany is only ~11 seconds(from 16 seconds)
Combine it with Dead Hard + Adrenaline, you'll be using the best build for solo queue, it offer: Ability to heal yourself faster for saves and more time looping, heal your teammates faster, Dead Hard for extending chases(it's still the best exhaustion perk in the right hands) and Adrenaline for those clutch moments that you get speed boost during a chase + free health state.
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The only fun thing in the game is interaction with the Killer, and with Hag, 90% of the time the gameplay against her is:
Hag places a Trap -> A Survivor trigger the trap -> She teleports and slaps the Survivor -> She either leave or continue depending if the Survivor is running around her minefield
And you can't do anything about it because thats how her power works, she just teleports and hits you, there's nothing else more to do or to say, with other Killers that chase you, there's a tension building up while the chase goes, and you're thinking like some plays to pull off.
With Hag it's just... teleport -> hit -> teleport -> hit
She's in the club of "fun to play with but not against" with some others specific Killers
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It is indeed worse, but not that bad. I always play solo with my combo of Self-Care+Botany+Dead Hard+Bond or Kindred.
Self-Care + Botany helps a lot if you're a good player, you can heal and have another long chase with the Killer and waste lots of his time if you're a decent looper, also the extra healing speed from botany for healing other Survivors is incredible(8 seconds!!), you can heal someone from the downed state to healthy in 16 seconds.
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Since she is the only Killer that people play differently as Killer, I think Survivors should also play different against her.
For example, the gameplay flow of other Killers are like, you take one hit and get injured, you get one more and go down. This should be changed for Nurse since she is also played differently.
Imagine her attacks dealing 0.5 damage, so you need 2 hits to equal one health state. The first hit don't trigger damage so the Survivor won't get a speedboost. Exposed Survivors will take 1 hit like before since it means double damage. It's a crazy idea and would be a huge nerf to her.
Or maybe her first blink will do normal damage, but her second will only do half damage.
There's a lot of ways to rework her, but I really don't want her special power to blink to be removed, it's a fun mechanic.
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I think he can't be fixed and don't need to, he's the first Killer of the game and he's supposed to be the friendly Killer every new player will play with and against.
You can't think that every Killer should be equal on the balance because they can't, in any game there's always that character that is way worse than another.
What makes the difference here in DBD is that each Killer has their strenght and weakness, but that doesn't mean you can't "win". In this case, for Trapper, you decide what generators you want to keep, trap all the good zones of the area and play there, his strenght is to zone survivor from loops and make them think every window and corner has a trap.
I fear going against a good Trapper other than a Blight, because a experienced Killer know basically all the tiles of the map, good 3-gen strats, good spots for traps, if he notices the Survivors are good, he will place traps in certain spots which Survivor will think it's safe, and against solo queue players, it's way better, since everyone will be on a gen while he traps the map, it will force you to waste time making sure there aren't traps in certain areas, and while in a chase(at least for me), the pressure of not knowing where the traps are makes the option where you can loop limited.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3080636#Comment_3080636
If it's being used in 95% of matches, doesn't that mean that nerfing it severally nerfs survivors. You can expect a perk used in 95% of matches to not be needed by survivors.
BTW, it's actually 75% of matches, from the developers data.
Of course it does, and that's why it was nerfed, a perk shouldn't so impactful.
I was just using a hyperbole to symbolize that dead hard is basically used every match.
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While I agree Nurse should've some changes, Blight in the other hand just need to have alchemist ring changed, speed add-ons are okish and compoud 33 is a ultra rare add-on, its supposed to be strong, and it's not like every Blight player will use it in every match.
Since Blight has such a different power, his counterplay also diverges a lot from other M1 Killers, it doesn't mean Survivor can't play against, but you need to play with a different mindset and counterplay measures when playing against him, because he punishes you so hard for most mistakes you do, this is basically for every other Killer with different power, Oni, Billy, Spirit, etc.
DBD is a 4vs1 game, when you're in chase with the Killer, it's a 1v1 with you and him, but for the Killer, it's still 4v1, it's important that Killers have stronger powers to be able to stand the pressure of survivors.
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I think its still great too, the speed boost helps a lot to reposition yourself.
They were kinda lazy with the animation tho, hope they change it.
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@Alphasoul05 said:
There's 4 survivors, so whenever you make a strong perk that runs the risk of being very strong, you can run into serious balance issues due to that
I agree.
Since it's a 4vs1 game, a survivor perk can be used by 4 people, so if the effect is strong, it will get out of cotrol, it makes sense most perks have downsides to compensate.
Dead hard was such a nice perk before the patch because it's a perk that you can use anytime in a chase to extend it. No other perk is impactful like this one.
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It's still strong, against Killers which have fast attacks like Nurse, Blight, Oni, Billy, Huntress, Trickster, Pig, Pyramid Head, etc.. it's easy to time against them and get a free speed boost to another safe area.
It removed the stupid part where the Killer and Survivor got into a stare match against who will lunge or dead hard first.
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The only thing to laugh about is her decision, if she went straight to the window, she would make it.
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Dead Hard needed a nerf because it was saturared, being used in basically 95% of the matches
Iron Will makes you 100% silently by just being injured, killing the most important thing about the Killer gameplay: tracking by sound
Spine Chill gave you free information without you needing to be aware of your surrounds
Self Care was always bad even before the nerf, it was and is basically a waste of slot if you're not using botany with it.
I feel impressed that a player with so much hours into the game can't see these problems(bait?). Lets not pretend that most of these perks carried so many people, including me, for so much years, and now they're gone, people are struggling to play without them because they relied so much on it then their own gameplay.
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@Phasmamain said:
It’s still just as good as before with botany knowledge which was 28 seconds if I remember correctly. I agree though there was no point in nerfing it when medkits are still overpowered
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3079826#Comment_3079826
Self care + botany is 30.5 seconds.
16 / (.35 x 1.5)
it's just 1.5 seconds short of unnerfed self care by itself.
Throw in mangled, and it's 38 seconds, which is only slightly better than self care with mangled before the update at 38 seconds instead of 40.
Just for clarification, wasn't it 24~ seconds?
Old Self-Care makes you heal 0.5 charges per second.
A healing requires 16 charges.
Old Botany Knowledge would give you 33% extra charges based on the original value
1.33 x 0.5 = 0.665 charges per second.
0.665 x 24 seconds equals 15.96 charges.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3079458#Comment_3079458
if you would have taken just a second to look at the timer, you would see it was already 3 hrs in the stream. That wasnt his 1st match
I though you were only mentioning that specific match. Still, my point stands.
Dead hard and gen times nerf really make most matchs more easy to 4k. As I look, this guys is dedicated to playing DBD so it's not surprising he's destroying everyone.
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He's running full slowdown perks + Wraith is pretty good on Saloon because the map is small and all the loop tiles are horrible in that map. One match is not enough to prove anything.
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It's not working even in solo, I just played a match as Survivor while the incentive as 100%, I earned 27k in that match and didn't earned the 100% incentive from that.
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Crossplay is like "I offer myself to make other people's queues faster", so by disabling it, its like you're being rude only thinking about yourself. Its known for ages that people don't like playing with another side for some reasons.
So I guess it makes sense to reward people with crossplay on since they don't care about who they will play with/against, but just wants to join a match asap.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2515606#Comment_2515606
So same speed as Huntress, etc.? Yikes
Yes :D
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Looks fair.
I think we should have one like:
Hex Hope: When a Survivor is hooked, all Survivors will receive the Haste effect, which increases their speed by 10%.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2489827#Comment_2489827
Bruh, I’m not talking about pallet looping a Nurse like an M1 killer. But you do know that pallets block a Nurse swing and can stun her if she blinks in range of them, right? So you can absolutely use pallets against a Nurse who isn’t a baby.
It’s nothing to do with “fashion and cool”. I enjoy killer more than survivor these days. I just hate seeing stuff removed from the game that isn’t unbalanced or problematic.
And again I’ll ask, who was being bullied by reverse pallet stuns? Can you find me a single example of someone being bullied by this mechanic? Most survivors don’t even try to do it because it’s risky, I’ve probably been reverse stunned just a handful of times, and none of them were when I was a baby killer being dunked on by smurf squads.
Any decent Nurse play pallets smart, you'll almost never pull this most games against them.
I get your point of removed things, it really kills the diversity in the gameplay, but really there isn't the need for it. It could even be a bug that wasn't fixed for years and now they decided to fix, just like most bugs.
Also I never said this "tech" alone is used for bullying, I said that in conjunction with other used gameplay aspects it becomes one of them.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2489543#Comment_2489543
Well yes, because those two killers are two of the strongest killers in the game? And as mentioned by the very topic of this post, it limits the opportunity to pallet save, which affects all killers.
Every time they remove an interesting mechanic (that isn’t OP or griefing) they make the game more boring and stale. They should be adding more strange, risky and therefore balanced mechanics, not removing them.
In what world you play that you want to pallet reverse A NURSE of all Killers? The Baby Nurses you sometimes get in your trials?
You are really complaining about it because you can't stun the Killer in the fashion and cool way, I get it, it's fun doing this, but it shouldn't be a thing.
The only fun in this game for skilled people who have put hours into it is to just have fun in the game, doing gens starts to be boring and the only thing remaining is what DBD is today: Playing around with the Killer and most of the times, making them look dumb and outplayed, this is why this game has such a toxic community and 90% of the content creators do to earn viewers and money.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2489379#Comment_2489379
Who the hell was getting bullied by reverse pallet stuns??? Who even complained about them? Especially considering they’re actually detrimental to the survivor because they give less distance than just stunning from the other side like a normal person, they’re only really a useful tactic against Nurse and Spirit most of the time. Well thank god because we all know those two desperately needed some help with being bullied by survivors.
Seriously, all of the stupid, ridiculous, unfair ######### that can happen in this game, and people really think REVERSE PALLET STUNS were worthy of being removed? Lord help me.
Why are you complaning then if it just affects Killer A or B. Like you said, there is no advantage in using them, so why they should be kept? To counter 2 Killers?
It's something strange and it should be removed.
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"No clear reason"? huuhh....
It was removed because it makes no sense to allow you to stun the Killer from the same side that he is, apart from looking silly. The devs intentions with these changes is to make stuns more fair and logical.
The same goes for the "locker saves" which the Killer can't do anything about it because they're stuck in the animation from the very start.
The game is all about bullying the Killer and make fun of them, so it makes sense they're changing things to lessen this.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2484183#Comment_2484183
Why shouldn't it be a thing?
Because there's no counterplay. Like someone said above, when picking a Survivor from the ground the Killer can do something to prevent flashlights saves, so there's counterplay, which against lockers, the Killer is locked in animation always in one direction.
Not to mention it's dumb you can't kill someone because he just hoped in a locker in your face...
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MMR is a system that rely on user data, so playing just 4-5 matchs won't be enough to place your MMR where it should be. It's like a stairs, you can't just jump to the end with just few steps, you'ill need a lot of steps to reach.
I guess some 100 Survivor matchs will put you into a almost decent spot for your skill level.
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Yes, the parcial problem is that but the cause is not exactly because of the real-time protocol that is used to send and receive data from server to client and vice-versa, it's how they coded it in the game to manage those data.
For example, implementing a logic that takes SO LONG to finish will cause FPS drops and freezes in your game.
About the zombies part, for example they coded in the backend server to send the position of the zombies half of a second or even less, or they're sending useless information that wasn't needed and could be done in the client side, for example, the server just giving a new path to the zombie with a simple X Y to all clients(Killer and Survivors), and then in the client machine these paths calculation would be done.
This brings a interesting topic about DH on consoles or random freezings, people on console press the button to DH, the DH input is sent to the server and it does some validation, and then sends the response back, during this wait it will freeze the game because it is waiting the data to continue to execute what it was supposed to, but one thing is certain: It is frezing everytime you DH because it is executing some code that takes so much time to finish, because it is not well coded or because it is awaiting something which takes some time.
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I heard a long time ago in one one of the devs streams I think, which he mentions something like:
- Games that have the reconnect option are built with this from the very start, and tools that helps with that, but DBD was made without this in mind so it would be hard to implemen.
- DBD trials are short, for example your PC turns off for some reason, by the time you'll turn it on and open the game, the match would be already over or in midgame to late game(like most Survivor are on death hook or something)
From my dev view: I never developed games, but It looks "easy" to make. DBD Servers stores game states, each lobby being a game, knowing its information like map, map seed, players conections and their data and a lot of information. It shouldn't be hard to just get the last match the player was in, get the map seed, load the map with that seed to generate the same map, spawn the Survivors and Killer NPC, and connect them to the WebSocket implementation which the server uses to send messages in real time.
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@Munqaxus said:
Some Definitions
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Face Camping: When a killer stands within M1 distance of a hooked survivor till they die on hook or are rescued allowing the killer to place the same survivor right back on hook.
Proxy Camping/Tunneling: When a killer hooks a survivor and stays within about 32 meters or less of the survivor, so that the moment that survivor is unhooked, they can go immediately back to that survivor and hook them immediately, ignoring all other teammates.
The Developers Responsibility
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The 1st responsibility of Developers in any game is to make the game playable for all players.
Why the Developers Need to Focus on Face Camping and Proxy Camping/Tunneling
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1. First and foremost, Face Camping and Proxy Camping/Tunneling allows one player to completely prevent another player from playing the game they bought from the developers.
2. Face Camping and Proxy Camping/Tunneling is considered by the majority of players, the most toxic behavior currently in the game. About the only players that don’t consider it toxic are players that face camp or proxy camp/tunnel. Other toxic behaviors have been addressed, such as DCing and racial slurs, this is currently the biggest offender of toxic behavior by far.
3. Extremely Low Skill, Extremely High Reward: Every killer player learns and masters these techniques in brown and yellow ranks. Killer players master this tactic even before they master the killers main power. However, the reward of using this low-skill tactic is rewarded far more than almost every other tactic in the game. It allows you to completely remove a player from the game within a minute or two, sometimes less.
4. The 3 and 3 Ratio: The games tipping point, where a Killer player “wins” the game is usually around 3 survivors and 3 unworked gens. This game play mechanic is a problem for Survivor players because Face Camping and Proxy Camping/Tunneling allows a Killer player to “win” the game by using an extremely low-skill tactic to immediately eliminate a player. But the 3 and 3 ratio also causing a massive problem for Killers, because the developers have to make gen speeds extremely fast, so survivors can get below 3 gens before face camping or proxy camping/tunneling removes a survivor player from the game. If face camping or proxy camping/tunneling was addressed by the developers then gen speeds could also be addressed by the developers. It’s a catch-22.
What have the Developers tried to do to fix this
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1. Perks: Borrowed Time and Decisive Strike. Using perks to fix this problem has not worked and will not work. First, solo survivors are very limited on what perks they can choose, so requiring an anti-tunnel/camping perk for solo survivors handicaps them. Second, a determined killer won’t be phased by either one of these perks. Third, perks like these are easily abused by survivors if they are strong enough to prevent tunneling/camping yet are worthless to survivors if they are two weak. Which is currently what is happening
2. Pausing the struggle timer: This was a step in the right direction, because it didn’t handicap solo survivors and also addressed camping/tunneling as a whole for every player. However it was abused by survivor players because the rules were for pausing the hook timer were so generalized that it didn’t account for survivors running the killer around the hooked survivor.
3. Unfortunately, the developers didn’t attempt to refine the rules for pausing the struggle timer to account for exploits and seemed to give up on trying to address this problem. Nor did the developers attempt another fix.
This is a 1vs4 game, games like LoL and Dota which have the same number of players on both sides is already hard to balance, now a 1 v 4 game that has different gameplay for each side is completely another story.
Sometimes you need to rush a kill early game otherwise you will lose, so tunneling which is just another term for killing the easy target is a valid tactic. 90% of the match as Killer you can win by just playing normally, but the 10% you need to rush some kills.
There is multiple ways of stopping Killers from camping, a change that is focused in a certain playstyle will also affect the overall playstyle for Killers, which means making any changes to stop the Killer for tunneling the same person every time, will cause another problems to some people that never tunnel in their games, making it unfair.
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Do you know why the developers and most people agree that your idea shouldn't be a thing? I'm not gonna tell you, but you can discover for yourself.
Just follow these steps:
- Be sure to be in the top% rank to get good Survivor on your matches or at least decent ones
- Now play only Killer during 2 whole weeks
After finishing these steps, you will know why camping is necessary and is a validad strategy.
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I see nothing wrong.
Saying "sweaty" is totally wrong and just make you look ridiculous, people play games to win, not to lose, if a Killer or Survivor uses the best Killer and perks in the game, they're not doing anything wrong.
Survivors do the same with the same meta perks like Dead Hard, Adrenaline, Decisive and always rushing gens, because that's how the devs apparently intended the game to be.
Just accept that you lose to a good Nurse player and go to the next match.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/273012/final-survivor-first-hook
Well then tell us your ideia, even if you kobe, what then? The Killer will just go after you again and down you, which will take like 3 seconds because he won't leave the hook until you reached the 2 phase, this was how it was before this change. Then the Killer would need to wait 60 seconds because of DS, so you get it, it was dumb.
There's a lot of unfair things, and this one is just ridiculous to complain about...
I'm not being rude, I'm being honest and direct. It's your fault for complaining about something WHICH you don't know anything about, and instead of going out to search WHY it's like that to have some value in your post, you go to the Internet that a lot of people will read just to make a post about something you have no knowledge.
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Yes this also happens to me, I'm on PC.
My game freezes for like 3-4 seconds, yersterday I even opened it and cleaned all my gpu and memory contacts, cleaned with isopropili alcohol and all that #########, still went in a game and my first match it freezed again.
This is horrible when playing as Killer, but gives advantage when playing as Survivor, because when your screen freezes, the server will keep running the same input to the other players, so If you were running when it freezes, for other players, your character will just keep running straight to a rock or some wall and then suddenly teleports back when you un-freeze.
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The Killer barely have time to defend gens and chase, imagine going out to break Survivor totems. I hope there is some compensation for it or something else to make it fair.
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@CornHub said:
But they're all in alphabetical order tho
That's not a reason to not have one. Imagina being on Facebook without having a search bar, and you would have to go for every person name in alphabetical order to search who you want.
5 Years of DBD and yet a basic search perk isn't present, just show how much where the efforts for DBD are going...
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@Daisymoon87 said:
I find it incredibly unfair that if you've never been hooked and then get caught after all other survivors die that you a) lose your chance to get off the hook and b) get zero struggle points.
Why? How is that fair to the player that never got caught til all other survivors die?
Well then tell us your ideia, even if you kobe, what then? The Killer will just go after you again and down you, which will take like 3 seconds because he won't leave the hook until you reached the 2 phase, this was how it was before this change. Then the Killer would need to wait 60 seconds because of DS, so you get it, it was dumb.
There's a lot of unfair things, and this one is just ridiculous to complain about...
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Didn't read it all but the final image is kinda funny, you got my like.
All I'm going to say is that he won't be touched in a VERY LONG TIME, like 3-4 years, so yeah, better use your thoughts on something else.
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@Artemisha said:
I use it for reaching pallets or structures mainly. But it doesn´t mean sometimes you need try evade a hit. Annnnd.....it´s not a reliable perk. If u play dead hard u should know.
Sometimes u use it long before the killer attack, and still get the hit. Sometimes u get hit even on the animation. Sometimes it appear the icon on the hud but the animation doesn´t start.
Dead hard is very good, but probably the most unreliable perk.
https://forum.deadbydaylight.com/en/discussion/comment/2429025#Comment_2429025
It doesn't matter. It don't lose its value because of this. It's a perk that is overused in 95% of global games, and it should be nerfed, and I'm pretty sure it will someday, to allow other perks to shiny and more diversity in builds.
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Yeah, holding M1 on a generator for 80 seconds sure is boring.
Survivor could've more interactions with it, for example, repairing a generator requires you to grab generator piece and it allow you to repair only 40 charges (1/2 of a gen), so you must run around and gather these pieces(there will be a lot by the map). It allows the Killer to have more time to apply pressure, there's more interaction by the Survivor, and it will require teamwork to complete gens and escape.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2418159#Comment_2418159
It's not everyone. Like I said not everyone on PS4 is having the issue. Oh and by the way I did read the thread.
If something is broken then you do what you can to fix it. Blaming none responsible parties won't get it fixed.
Dude, you do know that 90% of the console community is complaining about FPS issues on PS4 right? It's not just 10 or 20 people, it's an entire community.
There's a lot of reasons why it runs bad, and none of them are because the console owner should troubleshoot some random ######### to make the game work properly.
There's different versions of PS4, FAT, SLIM, PRO, new and old models, the fact that the game is running poorly is because they coded something which isn't optimized to console, bad loops, useless checks, memory leaks, texture rendering issues, unoptimized netcode, and many other reasons, and all of them are the dev's fault, not the customer.
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B O I N K
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@ich_häng_mal_rum said:
I‘m not interested in a free escape and btw I play both.
I just ask for your real opinion about ds and bt, do you think it prevents a survivor to get hard tunneled out of the match during the first two minutes?
Of course not, that shouldn't be a thing at first. Read my post again, what I meant was: Survivors are not meant to always escape, in a balanced scenario, 2 will die and 2 will escape, doesn't matter how they die.
Perks like DS, BT, UNB, and other ones are designed to DELAY your death in a trial, not 100% nullify the outcome. If a Killer wants to force a kill early, Survivor can use these perks to help to delay that. It's the Killer job to kill Survivors, why should he be punished for killing them? Makes no sense...
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This post makes me think that you want Survivor to always escape and they shouldn't be killed by the Killer.
In a balanced match, there's always one or two that will always die, it's what devs said they wanted to focus, 2 escapes and 2 kills to make it fair.
You get better at the game to not be one of these two that will end up dying to the Killer, using most perks to avoid this situation.
Also, you're in a situation of who is going to die.
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@Laurie268 said:
Overcharge and dragon’s grip are made to counter gen tapping, you could run those.
Yes of course, I will sacrifice 2 precious slot perks to use 2 horrible perks to counter a ridiculous mechanic that should not be in the game.
@WexlerWendigo said:
There are a dozen gen defence perks you could use.
The question is not about regress, it's about undoing the Killer's work by just tapping a gen in seconds, even tho the Killer time is double precious compared to the Survivors time.
Keep the gen tapping but increases the kicking regress to 8% at least.
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This call for an emergence plan!
Playing Wraith during one whole week with Spirit Fury + Enduring.
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Dude just stood there the whole game.
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You're not crazy, everytime a Killer hooks a Survivor on a hook, that hook will keep playing the entity sound thing forever during the trial.
100% it's a bug.
