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PigsEatBacon

PigsEatBacon

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PigsEatBacon
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  • @TheGentlemen said:

    https://forum.deadbydaylight.com/en/discussion/300089/play-the-game-to-have-fun

    While I agree that people should have more fun with this game, the definition of fun is very subjective to everyone. Some people, myself included at times, do not have fun when they lose consistently. Playing later in the night can be difficult, but it is the only time I am properly able to do it. The match making that the game provides is also a contributor to the frustration players feel. But I do agree to an extent that if the game is bothering you to where it's something you post about daily on the forums, you may need to take a step back and breathe.

    @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/300089/play-the-game-to-have-fun

    The problem with this is that, if your Survivor MMR gets too low, solo queue becomes frustrating because your teammates go down in 10 seconds. And if your Killer MMR gets too high, you get uninteractive matches that aren't really fun to be in.

    You say to simply play the game to have fun, but DBD does not have much else to do in it besides... win. No alternative modes besides changing roles... other than sweat for archives challenges for something to do, that is. And you can't play the game if your MMR is too high or low, depending on role. Which is a big problem.

    The MMR thing I can get by. It's not in our control and that drastically changes the game. DESPERATELY needs a fix but you get where I'm coming from.

  • @PleassBuiltInNoed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2695521#Comment_2695521

    That purely depends on who you verse and what do you except from a win in this game. Try playing vs actually good survivors without using hated tactics. You'll get 3 unfun chases per game until all gens are done in 5 minutes and everyone is out.

    The game/chases are only boring if you make it boring. I personally learn and get better against good survivors and don't let certain chase actions ever upset me.

  • Sucks that a map so well known and amazingly graphically desgined is hated by so many people.

  • I don't get killers who only want to secure kills. I personally don't have fun sitting by a hook all game so I rarely camp because I want a chase. I'd rather have a fun 2K than a repetitive boring 4K but to each their own.

  • He is very weak indoors, and 90% of maps have a decently and easily loopable indoor area. Any endurance effects hard counter his knives, or tightly hugging obstacles to force him to m1.

  • I never find it a problem honestly. You can wait BT out and it's completely useless. In the scenario you mentioned, now both are injured and very vulnerable. I do get how it's annoying in endgame or when you're trying to finish off a survivor, but it's so easily avoidable as is DS imo.

  • I love them and play both killer and survivor equally. As a survivor, it's a good hiding spot plus an extra hit can be taken. As killer, it gives extra perk tokens (any perks relying on basic attack tokens) and it has a slow and obvious animation which honestly gives survivors away more than it hides them in my case.

  • @AnnaEliza365 said:

    You can't double depip? You don't even lose 2 pips when you dc. This is just a fake story then.

    Actually it was more for exaggeration but go off ig?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147408#Comment_2147408

    If the Killer goes for the dead person again, then it doesn't really matter that the rest are injured, does it? The end result is still advantageous compared to what would have normally happened.

    How does that not matter? Unless everyone can heal, (which they can't because of FOP), in the 20 seconds it takes for the survivor to get caught and die again, they are pretty much staying injured and resuming the game where it was. At best, this situation delays the game by like 45 seconds. It still needs to have 3 people to work, so it grants hardly any actual progress.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147389#Comment_2147389

    That's why I said that a SWF teammates swoops in. :P Also, would you rather have everyone injured or someone dead?

    I wasn't blatantly repeating what you said, I was restating you would NEED a SWF for this to work, which most players aren't in. This perk also relies on the chase afterwards, and with everyone one shot, it will only last so long. The dead teammate' thing doesn't apply if the killer just goes for them again. Now the whole team is injured and the teammate died anyway. Too big of a risk for a most likely lose-lose situation.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147354#Comment_2147354

    The way you use it is to stun the Killer and then have a SWF teammate immediately come in with For the People to pick you up off the ground and have everyone book it.

    You would still need be with a SWF, since I doubt a random will know what's going on, and not to mention now basically everyone is injured so if you're not literally 10 meters away from the exit, it's still not going to end well.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147354#Comment_2147354

    Yeah, you’re right it needs some tweaks. Keep the downside as increasing a hook state, but change it from inflicting the dying state to inflicting the Exposed Status until downed and having the negative Aura reveal that Mettle of Man has whenever you’re more than 16 meters away.

    The goal behind the perk is to give Survivors a way to balance out hook states if the Killer is tunneling and/or refusing to chase some people.

    You could also make it where you ''swap'' hook states with the saved survivor. Ex: If the carried survivor has 2 hooks, and you have none, you can add one to yours and take away one from them? The killer loses no progress from this either. Since that's technically a buff, maybe make it like ds, only activatable once? Overall great idea though.

  • They lose so much gen pressure when chasing one survivor for 3 gens, so they camp for that kill sadly. The hook BM and tunneling kind of follows that.

    Also hi fellow Nancy main! :p

  • The second perk idea seems good, it's just seems so situational and so hard to use correctly. The only situation this would be worth using is if you haven't been hooked once and the carried teammate is on death hook. Not only do you need to be extremely close, the killer can slug you and still just go after the other survivor, making it basically only useable once.

  • @danielmaster87 said:

    I don't see Object often but it really does make me want to tunnel them out of the game, even if it means they're the only survivor I kill. If I'm gonna lose no matter what, let's just kill the person who would have caused it either way. Hope that you're playing Spirit or something when that happens, because few other killers are gonna cut it. And then the devs will use them getting tunneled out of the game as "People with Object don't have a high escape rate". Gee, I wonder why?

    Funny enough I have been using spirit the most with the occasional huntress. And honestly I dont feel bad for toxic OoO players being tunneled.

  • @ggezbaby said:

    sometimes they’re good at chase. But most of the time, they’re hoping the killer won’t chase them because “hurr durr survivor is running object they’re clearly good at the game” but nah, you want to t bag while using an aura reading perk, you get tunneled. they’re not good in chase, just toxic & hoping you’ll leave them alone, while continuing to taunt you the whole time.

    Exactly like please take a seat.

  • @Northener1907 said:

    I am using it because i love chases. And killers always chases me because of this reason. "OMG! This guy is using OoO, i have to kill him."

    But no sir, i just loving chase and taking your attention. And i dont think that is toxic. We both can see each other, it is 50/50

    It's not the use of OoO that I find toxic. It's the constant aura t-bagging and pointing in the corner of my screen.

  • I think a lot of them are okay, but some are absolutely bs. I will be fully out the window after FAST vaulting and still get hit occasionally.

  • It is honestly sad that someone who has barely played the game for a month already sees everything wrong with the attitude of players. That's how you know what type of community it is.

  • Not to mention, she is to small to see. Her size needs to be nerfed to, Id say about trapper if not oni height? Her height needs a serious nerf it's beginning to be ridiculous. Nice going ubisoft.

  • Exactly. Then it looks like you're mad and swearing everyone out when you're trying to say "pallet stun." Like fr? It is a word from your own game??

  • Sometimes I feel like leaving only because my teammates have 0 idea what they are doing, but realize it is not their fault for being terrible so I find the strength to stay.

  • @[Deleted User] said:

    Is it solo queue or SWF?

    Solo queue is so frustrating sometimes people are just lashing out in general.

    People dodge SWFs a lot but funny thing is bully squad SWFs are rare, sure they perform better usually but some of the most chill people you will need are from SWF groups. You might have a harder time in the match though xD

    This. The only friends I have made off this game are TTV SWF surprisingly. Most are not toxic at all.

  • NOED needs to be changed to no one escapes the end game chat.

  • Exactly. I get if the killer is hard camping, but they will literally go the opposite direction and the survivor will just stay in their locker. Especially frustrating when there is like a 99d gen and they will ignore it.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2113630#Comment_2113630

    And as for viability, why create them if they have no intent to be used or demonstrated in any way?

    The question above is exactly the one you asked and I went out of my way to explain why all perks are not created to be viable, even by exemplifying a particular niche, a clear timeline of development for this game, and even external material.

    My fault, I'm sorry. How can I expect a dialogue with someone who doesn't read what they type? xoxo

    Lmao it's funny how you assumed everything I meant by 2 perks I would like to see changed. Otherwise you would have realized you made no sense the entire time. Pls have a good night xoxo.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2111394#Comment_2111394

    That's a natural design limitation that games with extended life cycles go through. When DBD was created, perks could have simple and straight forward uses, some aged well (IW), others aged too well and needed to be changed (NOED becoming totem based, Self Care), others aged like milk (Saboteur). Those changes happened mostly bc of the META establishment and Devs tweaking in a preemptive or reactive manner.

    During that time, more and more chapters were introduced and, after a while, there is so many niches a perk can be allocated to. Whenever a new perk is introduced to an existing niche, it will shake that subset of perks and inherently one will be knocked into the worst position. Let's look into a brief history of the exhaustion perks, mostly bc no one uses more than one at a time so there is a clear power distinction in the community. Also, I'm leaving Head On and Adrenaline out and just focusing on the ones that potentially give haste for a more streamlined experience.

    • 1.0.0 SB: First introduced, base kit for anyone who purchases the game, very reliable and easy to activate.
    • 1.1.0 BL: Introduced with Nea, strong stagger reduction passive along with haste effect. Could be used along with SB.
    • 1.5.0 Exhaustion introduced here, now BL and SB can't be used together.
    • 1.5.1 Lithe introduced here. Still not as useful as SB or granted a passive effect like BL. Arguably the worst.
    • 1.6.0 DH introduced here. <= First instance of the activation button being used to trigger an exhaustion perk. Contender for the best among the community.
    • 3.2.0 Dedicated servers introduced, DH suffers a hit for unreliable i-frames. Still ties for best with SB due to the on-demand activation.
    • 3.4.0 BL is buffed to muffle the stagger sound when activated and nerfed to remove the passive effect when exhaustion is active. Clearly deemed worst in the category by the community now.
    • 4.6.0 SH introduced, but people don't use bc of the current pallet stun bug. Needs to be reassessed by the community once the bug is gone.

    There will be always one perk deemed the worst by community and if it is buffed, the second worst will take the crown. The introduction of new perks that fill the same niche require either more gimmicky attached to them (like the activation requirements that have grown increasingly more conditional) or the introduction a new complexity in layer (such as a button to activate DH).

    A possible solution to circumvent the issue of more and more perks that don't render others useless is to introduce new mechanics like totems. Now there are perks that help track totems, and a new niche for Hexes. The issue is that it also adds more steps in the checklist of a game that is has been fairly optimized by the community and can lead to boring matches (Clear Ruin, Clear Undying, Repair 5 Gens, Open the Door, Escape) and/or unfriendly experience to new and casual players.

    This is an issue that borders closely to power creep/feature creep and there are tons of materials discussing it. I'd advise to take a look, it's an amazing topic for discussion. Some sources related to other games but that can be easily related to the current state of DBD are the following:

    MTG: https://magic.wizards.com/en/articles/archive/making-magic/when-cards-go-bad-2002-01-28

    Awesome small video on the topic: https://youtu.be/Bxszx60ZwGw

    xoxo

    Funny how none of it was relevant towards anything I said.


    xoxo

  • @lagosta said:

    Just a reminder:

    Not all perks can be meta, good or even viable.

    Just a reminder: I did not say they needed to be. The post implied to focus on 'perks' that were barely noticed. And as for viability, why create them if they have no intent to be used or demonstrated in any way?

  • @Mrs_Fairfield said:

    Buckle Up: Unlocks potential in your Aura-reading ability.

    You can determine the Recovery progress of dying Survivors by the intensity of their Aura. Allows you to see that your teammates have given up and would rather just bleed out.

    Unlocks potential in ones aura reading ability.

    Allows you to see the exact moment your team throws the match.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2111180#Comment_2111180

    Knowing the direction they are coming from I feel is really good. With spine chill all you know is that they are looking at you so at times you can run into the killer trying to get away.

    Don't get me wrong spine chill is clearly superior and has other applications regarding chases but I just think premonition has its good uses as well. The only thing holding it back is its insanely long cooldown.

    If premonition had no cooldown and the icon just stayed as long as they were there could make the perk pretty decent.


    Wait a minute, Spine Chill + Premonition = New Meta. Goodbye lucky break. >:)

  • Funny enough I run slippery meat often, and its fun, but only with up the ante and vigos jar. Other than that, I could never.

  • @dspaceman20 said:

    I think I'm one of the only people in the world that likes premonition.

    I am genuinely not being sarcastic, but why?

  • @Azshhh said:

    People just can't fathom the game-breaking power of this is not happening

    /s

    Truly game changing. Just when the killer was about to get that 4k, TINH comes in mad clutch every time. BHVR seriously needs to nerf.

  • @[Deleted User] said:

    I mean....they are literally buffing a handful of survivor perks right now; and one of them is controversial.....

    Im aware, but there are far more wasteful perks than ones like BT. It was fine the whole time.

  • @BubbaDredge said:

    Seems like the only solution is to remember who they are and hope for a chance to not unhook them? Maybe even run the killer around the hook until they die?

    It's shocking how many upper ranked survivors are terrible players, but they really are. But that's how it goes in team games, when your team is garbage, you're not going to win. Play killer so you can have a good team.

    And the worst part is that I am probably going to get the same teammates here and there unfortunately.

  • @plzleavemealone said:

    That why DS is still a good perk

    Im seriously thinking about running ds again just for this.

  • @hardtimefun said:

    i've learned to play with my eyes and not ######### up killers stealth with 1 single perk and also have skills, spine chill users are cowards and dead hard users and awful and always do mistakes

    You can literally apply this thinking to any perk. Like why even use perks at all if you're going to be ridiculous about it?

  • The only problem I see with the nerf is that survivors purposely just hiding or not being progressive because they want to keep ds. Other than that it's not too bad especially if you're actually getting tunneled.

  • This seems like a much better change. It gives it more use and gets much less irritating for both the killer and the survivor. Seems like a much more synergized perk as well.