SovererignKing
SovererignKing
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It’s buggy and unreliable half the time. Resulting in your death cause the game lagged for a second and said “YOU DIDNT PRESS IT!” and kills you.
Plus, it’s just annoying to have to mash like a mad man. It’s supposed to “up the tension” by making it feel like you’re really struggling for your life, but it get really old, really fast.
PC users, I suggest rebind to mouse wheel down. Takes some getting used to, but works. Console users, RIP. (I play on both platforms)
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@altruistic said:
https://forum.deadbydaylight.com/en/discussion/comment/656867#Comment_656867
You make 2-3 mistakes as Survivor and you can be removed from the game.
It goes both ways. I am playing 100 survivor games solo at R1 and keeping data so I can provide actual numbers.
My games yesterday averaged 15 minutes, no game was under 10 minutes.
Going to tell you a secret. You ready? Here it comes : There are four Survivors! Shocking! I know right!?
You can’t honestly sit there and compare Survivor and Killer mistakes, and think it’s ANYWHERE NEAR fair. This is a 4v1, not a 1v1. You shouldn’t lose a game as Killer because you made a whole whopping 2-3 mistakes. Where as A Survivor who dies, guess what, there are THREE OTHERS who have to screw up too.
Why is it so many Survivors whine and moan and cite “but... but... ME!” Why is it Survivors only want the game to be team oriented when it’s beneficial, but once the team aspect becomes detrimental, they suddenly want the game to be balanced for a 1v1?
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/655433#Comment_655433
I'm confused at your math. 14 seconds to 10 seconds to 40 seconds? I don't see how Camaraderie will be abused by swf as a survivor has to be within 16m for it to trigger which means 1 less survivor doing a gen so that isn't buffing gen rush at all, it's doing the opposite.
I doubt Inner Strength and Second Wind are gonna be meta considering there's too many prerequisites for them to work. Also, Inner Strength will probably only work once or twice, since there's only 5 totems and 4 survivors in a match so I think it's fine. As for Second Wind, I don't want to go over it again. Like what someone said earlier, it looks good on paper but in practice, it's garbage. I think it has a lot of potential to be a good perk but it really needs a huge buff for it to be viable in the current meta.
Well, they aren’t going to wait the full 14 seconds. They’ll give room for error and pull them off at 10 seconds. 10x4 = 40. It’ll be the one person going for the save, they may even be being chased. Even spending 10 seconds to finish a Gen that’s nearly done right next to the guy who’s struggling on the hook.
Just working once is enough to cut healing time in half. Neither needs a buff, they will cut healing time down no matter how you look at it.
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Comraderie won’t be used by solo’s but will be abused to hell and back by SWF who will take turns triggering it for 14 extra seconds. 10 extra seconds of Gen Rushing, 40 total which is half a Gen.
Inner Strength and Second Wind will be meta to enhance healing efficiency.
All the developers did was buff the Gen Rush meta.
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Simply because if you had tried to M2, they would have won by looping you. They're salty you did the smart play and just used M1 which resulted in a loss for him.
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All the people complaining about how it's a 50/50 guess and that's "not fair". You know what's not fair? The large amount of non-mindgameable loops around the maps that Killers can't do jack about except for two Killers. Which two Killers get the most Hate? You guessed it, Spirit and Nurse. All because they can do something about those Loops.
It's completely "fair" to have Loops that most Killers have zero counter play to, but the moment that 100% safe Loop that the Killer just "has to take" becomes a fair 50/50 instead of a 100% lose/lose "OMG OP!"
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/650323#Comment_650323
I've grown to accept that this is true, the DBD community has updates centered around the majority, not the minority of "top players."
Like yeah, I play with the top (aka usually the most toxic and sweaty) but I don't expect them to center their updates around the sweatier side of their game. Like you said, this isn't an E-sports, its just a casual party game.
More or less it goes like this :
Elite Survivors -> Elite Killers -> Casual Survivors -> Casual Killers
Bad Killers -> Bad Survivors -> Newbie Killers -> Newbie Survivors.
Rank 20 - Rank 10 Killers are more dominant, once you hit Rank 10, the tables flip and Survivors dominate that bracket of Ranks 10 to Rank 1.
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The dailies are meant to do that. Dailies are meant to take you "out of your comfort zone" and have you try new things. If you play mainly Survivor, you'll get Killer dailies, and vise versa. It will also force you to play others you're not comfortable with. IE : A Survivor you don't have all your perks on, or a Killer you've not touched. (only exception is DLC you don't own.)
It's been a year or so, but that answer came directly from a developer on a forums post in the Steam Forums.
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First off, Killer add ons are always consumed no matter what, at least you get to keep yours if you Survive.
Secondly, the whole point of losing add ons and items is for there to be a reason to use your BP. Add ons for Survivors would cut the BP grind in half for Survivors and they already have an over abundance of BP. This is due to the fact that all Survivors are just skins and once you get all perks on Survivor, there is little to nothing to use your BP on. Most Survivor Mains use the BP they gain to level their Killers to have all perks and best add ons and stomp the newbie ranks.
Though I can tell pretty easy the OP is a VERY angry and Bias Survivor Main.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/651163#Comment_651163
So... its basically just Pre-Patch Feral Frenzy with how fast you can swing it?
No, that isn't bannable. Even if they somehow could use that to down a Survivor, its less effective than if I just did it myself without holding a Survivor.
More or less. However it has zero effect on he game cause it only works when you are swatting the air. It used to give the Killer a speed boost when they did it and was exploitive, but they fixed that. Can still swat at the air like you’re smoking crack, which looks goofy as hell, but it doesn’t do anything anymore.
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@MimiDallas said:
Yes seriously how is possible that killer is rank 18, have ebony mori and 4 3-level perks including the ones exclusive for other killers. Totally unfun for new players.
It's called a Survivor Main dumping BP into a Killer, so he can stomp on lower ranks for BP and easy wins when he/she is forced to play Killer for a Daily Ritual. Once you get all the perks you want unlocked and level up one Survivor with everything, Survivor Mains don't have anything else to put BP into other than Killers.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/83235/a-killer-main-in-survivor-town
This is what I'm talking about man, I keep addressing this issue but the only thing I get is GIT GUD. You'll see a increase in playerbase momentarily, then a big dip after a few weeks.
Make it easier on newbies, let the actually good players just ROFLSTOMP because you balance for bad/new players. Seriously, why can't people get this basic concept?
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/647868#Comment_647868
Killer can just give up the chase, as with any good looper at a strong loop the correct play is to drop the chase and protect your gens.
Yeah, cause that's a good idea. Safe spots on the map where a Survivor can 1v1 a Killer. In a 1v4 game, there should be spots where 1 person on the TEAM OF 4 can 1v1. That isn't a "correct play", that's called giving up because broken mechanics/ areas allow to change the balance of the game.
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Every time someone hits struggle phase, one person runs in and pauses the timer. It's an extra 56 seconds total of stalling time for the Survivors. Solo's wont run it as much, but SWF will run it like no tomorrow to get an easy 1 extra minute on Gens.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/648939#Comment_648939
Yea most Killers are afraid of a challenge they use the best perks play nurse use ebonies every game and omega blink. Both sides can do this. And no the majority of SWF is not uber coordinated tryhard sweats. Even at high ranks. All your evidence of the majority of swf being uber tryhards is most likely false.
Everyone is a try hard. Nobody goes into a match wanting to lose. Everyone tries to win, thus everyone is a try hard. Difference is that the game is balanced for Killers going try hard, and for 4 RANDOMS without voice comms going try hard. Now answer this : Which side is trying harder? The Killers who do everything within the game bounds to win, or the Survivors using everything within the games bounds, and also OUTSIDE the games bounds for even more power?
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@TheGorgon said:
Why run it anyway? To de-rank and be an absolute prick to your team, yeah. I'm not directing this to anyone, so please don't get mad at me. I agree though, this sounds really out of place.
Absolute prick? Someone of us enjoy the challenge. I didn't see anyone complaining when I ended up top of the score board 7/10 times doing my No Mither Rank 10 - Rank 1. If you're good enough, No Mither is just that, no issue.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/648939#Comment_648939
Playing with friends = total tryhards
All swf players are exactly the same!
All, no. A vast majority, yes. 70% of all matches have at least a team of two or more in SWF, of that 70%, i'm sure 90% are going all out to win.
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Yeah, most SWF groups are afraid of a challenge. They want to make sure they don't get matches with randoms who are bad, want to use voice comms for an advantage, and want to coordinate the best perks with instant heals, keys, and flashlight saves.
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@xChrisx said:
Because killer is easy to play, and the game is killer side
Want to stop swinging that Survivor Bais baseball bat around so much?
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Allow me to explain : It's a new program the developers are testing and using in preparation for Dedicated Servers.
It works like this : There are "slots" open for matches and for available lobbies for Killers to open. Say there are a total of 2,000 "slots". Each "slot" is a match in progress, or an open lobby. If all these "slots" are filled, the Killer is basically given a "ticket" to wait in que until a "slot" opens up and they may create a lobby to start a match. This is in preparation for Dedicated servers, to prevent Server overload of too many matches and too many open lobbies at once.
It does NOT mean there are more Killer players or too many Killers playing. It simply means there are not any open slots for Killers to make a lobby. They are all full, due either to lobbies open or matches in progress. If there is 2,000 games going on, Killers and Survivors must both wait, however because 2,000 games can be played by 8,000 survivors, the allowance for Survivors is simply larger.
This means that getting a match can vary wildly.
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Idea's are solid expect for a couple in the Upside Down.
- Survivors unable to heal in the Upside down and dying faster are way too powerful. Neither of these should be implemented. Sorry.
- Either Survivors are hindered, or the Demogorgon is faster, but only by 5%. Both at the same time, or 10% is too fast.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/641907#Comment_641907
Ever since the rise of noed tier 1 I've have been busting totems left and right and feeling the salt from the killer as they send me hate mail and dude it's still really boring.
I actually enjoy busting totems. Though the NOED buff was a stupid idea from he developers.
“Let’s buff a badly designed crutch perk to band aid fix the bad mechanics of Gen Rush, to punish Survivors for just doing their objectives. It’s a great counter for Good Killers who get beaten by Gen Rushing, but let’s just ignore that it boost bad Killers who are legitimately bad and can’t win even if they have all the time I the world. Great plan!”
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@Might_Oakk said:
Increasing generator time again aint it. Another objective and then increasing survivor defence options to compensate seems much more appealing.
Then you’re right back at square one with no real change to the balance of the game. Just more interaction for the Survivors. Second objective, yes, more defensive options, no.
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Same old, Same old.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/640783#Comment_640783
They can reduce the efficiency of looping for all I care but at the same time revert all vaulting nerfs, increase number of pallets and remove entity blocker. Looping has never been labeled by the devs as exploit. Running left or right is not an exploit. My only problem with looping is poor ma design with most looping spots being overly safe with no place for mindgames. Also I thinkg genrush meta is far more detrimental to the game itself than looping is. You can't blame survivors for playing smart. Number of pallets as pallets themselves have been nerfed so many times - there had to be a way for survivors to compensate so they have adapted. Too bad killers never can adapt - all I see them is crying over this forum about petty things.
As long as they reduce the efficiency, I don't care if they buff the amount. It would have to be in proportion to be an overall weakening, but it is very frustrating have "Dead zones" with little to no Pallets as Survivor. I don't think a full reversion would work, as we'd simply end up in the exact same position as now, just in a different way.
You are correct though. Gen Rush is the cause, Looping only exacerbates the issue. I don't blame the Survivors, I blame the developers. Who doesn't play optimally (or try to anyway)?
It's less "crying" and more that some things you can't adapt to. The game mechanics prevent you from it. It's base line.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/640776#Comment_640776
fun fact: most people who call others bias'd are even more bias'd
Not really. I call Bias were is see it.Honestly I don't care if you are a Survivor Main or Killer Main. There are Survivor Mains who call BS on Survivor things, and Killers like Myself who call BS on Killer things. I'm a MMO player. "Main" just denotes which you play the most of, I only care if you're bias or not.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/640294#Comment_640294
Looping did not start as an exploit. It started out as actually playing the game as it was intended by using pallets and windows to create distance, instead of the allwinning, everpresent infinites.
I also did the math on hitbox differences when they released collision numbers and its an average speed increase from 100% to 101% - 101,5%. Barely noticeable. The acceleration difference can be counteracted by holding W and turning with the mouse smoothly instead of walking sideways and then turning the corner with forward for example.
And before 1.1 and 1.4 you could loop way, way easier than today, since there were twice as many pallets, more windows and all the vaulting mechanics were a lot faster and not entityblocked.
Devs never called it an exploit. I played since release and survivors already palletlooped at high ranks. It didnt "start" sometime, There was just no reason to palletloop if you wanted to abuse infinites. Not many people wanted to actually play the game back then, it was infinite or lose for most. Then survivors got more skilled with the tiles over time
It didn't start out that way because it wasn't as effective. It wasn't exploitive because there was nothing to exploit. Only after 1.4.0 and the hit box changes did something become exploitive, and that was hit box size differences.
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@RakimSockem said:
ALSO, for people saying looping wasn't a big thing or was non-existent in the original release of the game, do you know what they had instead:
TWICE THE NUMBER OF PALLETS lol
So yeah, maybe looping became a thing because pallets were removed and survivors had to find another way to survive I guess? Idk, maybe I'm talking crazy
The pallet count was reduced BECAUSE Looping became an issue. The number of Pallets on the map was fine before the hit box changes made Looping the amount made it an issue.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/639151#Comment_639151
And back to you:
- Props to you for having fun hiding. I'm sure you and all the useless Blendettes who hide in corners while the rest of the team tries to get things done are happy crouch walking around the map for 6 minutes. Most of us enjoy actually interacting and being chased by the killer instead. To each their own I guess.
- Bloodlust certainly DOES work and it's absolutely ridiculous and false for you to claim it doesn't.
- Latency is only half the issue, but hitboxes are definitely wonky as hell. But I guess we'll have to wait until dedicated servers get released to further prove just how bad the hitboxes actually are.
- You're just talking out your backside here because you're putting words in my mouth. I was talking about how before hooks were changed where you could unhook from any direction, a killer could literally stand in front of the hook and stop anyone from unhooking them. That is not REMOTELY the same as a survivor body blocking a hook because they can be hit and downed. Huge difference.
- I never said the stats were 100% accurate and all telling. I said if the game was as unbalanced as you claim it to be, survivors would have really high escape rates and it would reflect in reality. Which it doesn't.
- A lie I didn't address in your original comment but there are no massive amount of insta heals or keys. Stop making things up. Moris come up in bloodwebs more than both of those things.
From reading your original comment, I can tell you have an extreme prejudice against survivor mains and paint them out to be a bunch of whiny entitled brats looking for easy games, so I'm just going to immediately assume everything you say comes from that viewpoint. But I will quote you on this since you like to call other people ignorant and biased while displaying that yourself:
"Now then, maybe you shouldn't be so ignorant and bias so you can see things for what they really are."
- Just as usual. Call everyone who doesn't Loop all game a "useless Blendette". I loop too as well as Hide, difference is at least I'm aware of how powerful it is and don't try to stubbornly say it's fine and balanced.
- No, Bloodlust does NOT work. By the time you get Bloodlst to help you, you've already lost the chase. you've spent too much time chasing a Survivor. Though i'm sure someone who never plays Killer has no idea about that.
- Sure thing. Always find every excuse in the book as to why you got hit you can. It's never your fault you got smacked.
- You're bias prevents you from seeing it from a mechanical standpoint. If it's an exploit on one side, it's an exploit on the other. It's the same thing. Removing the hook/unhook prompt from play for an advantage. People like you have no objective view, you see it purely form you sides point of view.
- You want to allude to them, but then when proven wrong from a technical stand point "I DIDN'T SAY!" if you're not using the stats, then how do you know? Just going to go on your own bias point of view and say what you believe as fact?
- https://steamcommunity.com/sharedfiles/filedetails/?id=1838552138 This is just one instance. Though go ahead and continue your denial. If I was lying, why did the developers fix it so that Survivors lost their items upon DC? Cause Survivors were abusing it to stockpile items. It was most used in the insta-blind flashlight days to save purple flashlights.
Though keep going, it's fun to watch a bias Survivor Main ignore an objective view to benefit their bias agenda. I have no hate and prejudice, I just call out the bullshit where I see it.
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/639248#Comment_639248
It's not my fault you aren't as good as you thought and need this forum to change your diapers for you, out of all the maps you want to complain about ironworks and the ONE window in the building, why? So you can get a 4k without thinking ? The strode house is the only thing that needs changed, ironworks complaining is you being a sore loser
Not my fault you need a brain dead piss easy Loop to save your behind cause you’re bad. What’s the matter kid? Can’t make use of T-L walls, the other loops, or anything else on the map? Gotta run to a broken loop over and over cause you’re bad?
Need to abuse something that hasn’t no counter play. Need to have your hand held by game mechanics. *yawn*
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/639043#Comment_639043
It's not unwinnable, exhaustion doesn't recover while sprinting anymore and you have bamboozle to block windows off , spirit to mindgame, and nurse ignores windows , there is valid counterplay but the same people will ignore it and complain because they actually have to use their brain to play and not be a zombie pressing m1 over and over
*insert stock Survivor answer of* "Use THIS perk the developers shoved in the game to band aid fix a bad game mechanic that may or may not help you at all, and/or play THIS specific Killer. Otherwise, LULZ GET REKT!"
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/639049#Comment_639049
Idk if it was you specifically because half the times, I don't read names but maybe it was.
Either way: there's a couple of flat out false or ignorant statements in here.
- It's true that being chased is the most fun part of survivor. There's no lie there so idk why you're making that out to be some big lie.
- Even with looping, the bloodlust mechanic makes it so that killers will eventually catch up to the survivor anyway.
- Hitboxes are STILL broken so the survivor hitboxes apparently aren't small enough
- You said the only game breaking things the killer had was machine gun build. I guess you were cool with double blade Legion infinite mending. Or the moonwalking Legion bs. Or body blocking hooks before the hooks were changed to be omni-directional. Sounds like you got some bias there but okay
- The game is more balanced than you think and if survivors were as "OP" as you claim they were, you'd see higher survival rates and more escapes.
- Fun is subjective. Many Survivors including myself don't find being chased the most fun. Myself personally, I like crouching and hiding in obscure spots and the Killer being close but not finding. Nothing is more exciting to me than holding my breath IRL cause i'm so tense the Killer may find me. I say it was a lie, because most Survivors who did say that, were simply trying to protect the new Looping exploit after they lost true Infinites. Most Survivors DIDN'T say that until that point and had a "OMG WHY ME?! WHY WAS I FOUND FIRST?!" BAck when Stealth was a the meta.
- Bloodlust was a band aid to try to fix Looping, which didn't work. Still doesn't work to this day. By the time you catch up with Bloodlust, you have already lost the chase (and probably the whole game) by letting it drag on that long.
- Hitboxes are not broken against Survivors. That's latency, most Survivors cry foul at hit boxes cause they want something to blame.
- I said "for any decent amount of time." Double Blade Legion was around for a paltry amount of time compared to most of the Survivor exploits. Same with Moonwalking Legion. I also love when Bias Survivors like yourself don't realize that Survivors can body block the hook prompt too. Though "ITZ AN EXPLOIT!!!!1111" when Killers do it, but not an exploit when Survivors do the EXACT SAME thing. The developers should have made the hooks omni-directional for both sides to be fair, but can't fix TOO many Survivor exploits or they review bomb the game and cry and whine.
- Sure, lets that the developers stats to heart. You know, the ones that count Disconnects as Kills. The stats that include Survivors who decide to Suicide at the endgame cause of greed. JUST CAN'T leave that one poor dude that got caught at the end to die. Gotta run back in and turn an easy 3 man escape into 3k or 4k. Really nice job to balance a game based on Survivors doing something TOTALLY optional they DON'T have to do just because they are greedy for points. Want stats that are true? Don't count disconnects as Kills, and show how many are alive/dead after the 5 Gens are done. Not post match. NEVER balance a game based on players doing something optional they don't have to do.
Now then, maybe you shouldn't be so ignorant and bias so you can see things for what they really are. This game is riddled covered up mistakes by the developers and band aid tools to try to fix what is blatantly broken. All in order to appease the majority player base.
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I assume you're talking about me. Yes, technically Looping is an exploit. I have this on a document saved for Copy/Paste to explain.
History lesson for you : Back before patch 1.4.0 Looping was nowhere near as powerful as it is today. In Patch 1.4.0 the developers re-sized the Survivors hit boxes to be smaller, in order to help Survivors not get hit out in the open so easy, and to help compensate for latency issues. This had an unintentional effect, as Survivors found out they could now hug objects much tighter than before. This, in turn, meant they could run around objects in tighter, and therefore, faster circles than Killers could. Before this, you could get MAYBE one Loop out of a Pallet. Instead of the usual 2-3 now, before having to drop it. Thus, Looping as it is known today was born.This, by all accounts, makes Looping an Exploit as it fits the definition of video game exploits.
See Link here -> https://en.wikipedia.org/wiki/Video_game_exploit
Survivors, still reeling from the loss of true Infinites, took to this like fish to water. The developers planned to fix it at first, but quickly decided to leave it in the game and try to balance around it due to pressure from their Survivor player base. The majority player base of Survivor Mains just couldn't win without having something that was blatantly game breaking to abuse. Most Survivors then told the biggest lie in the games history : "We want to be chased all game! That's whats fun!" In order to protect this new exploit. The developers caved, and have been struggling to re-balance the game for its inclusion ever since.
Killers were simply ill-equipped to deal with Looping and Stealth. This is why Killers now have a PLETHORA of aura reading perks, add ons, powers, and abilities. The developers gave the Survivors what they wanted, to be chased all game and let them have their loops. They are simply trying to give both sides what they want. Killers the power to be able to stand up to Looping, Survivors the game play they wanted. Though truth is, neither side is very happy.
In short : Killers are getting the balance they wanted (I say getting cause they still aren't there yet). However, not the game play they want.
Survivors are got the game play they wanted, but not the balance they want (as in being OP as hell).
Throughout the History of DBD the balance of the game has been nothing but the Survivors bunny hoping from one broken thing to abuse to the next. Infinites, Looping, Instant-Blind Flashlights, Pre-nerf Brand New Parts (The first nerf wasn't enough, and the second wasn't either. Only after the third and most recent nerf is BNP balanced), and finally Gen Rushing with Looping. Killers had only one truly game breaking exploit they abused the crap out of that lasted for any decent amount of time, and that was Machine Gun Build.
Even now, survivors are STILL abusing a plethora of things that break the game's balance. Most noteworthy being SWF on voice comms. Mostly paired with three things that have yet to be addressed from the OG that are broken as well when SWF teams have them at their disposal : Large amounts of Keys for early hatch, large amounts of Instant heal med kits, and rushing the crap out of the gens. This was exacerbated by the very LONG period of time where Survivors could D/C and not lose their items. Something they abused the CRAP out of to stock pile MASSIVE amounts of these items.
Killers have been pigeon holed into playing a very strict meta of Ruin and Aura Reading perks to deal with Looping and Gen Rushing, which even then still doesn't work very well.
Many games have taken exploits found by players and lets them stay, or balanced the game around the ability to do these exploits and it made the game more fun. The DBD Devs are simply trying to do the same, however they are failing pretty hard at it. The way the game is played out with certain mechanics with the Gens and hook system, Looping is still far too powerful.
I'm sure the developers will someday get the balance right, but I digress. Don't get so hung up on the definition and get upset. Looping is technically an exploit, however it's allowed. Just because it's allowed, doesn't change that it is what it is, an exploit.
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@Nonfunctional said:
https://forum.deadbydaylight.com/en/discussion/comment/637826#Comment_637826
Of course it's a valid counterplay. There are 4 survivors on the map. Leave your ego at the door and use your brain when it comes to choose who to chase.
And when they ALL run to that building the moment they are found over and over and over? How about you use your brain? EVERY Survivor will B-line for those windows as soon as they are found, they aren't stupid and know it's broken and will abuse it.
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https://www.youtube.com/watch?v=UZuZ7Yoj4jY@Faceless said:
Yeah because camping/facecamping makes me sick
Baby Killers They do it all the time and you can't do anything because it's impossible to save someone without going off hook.
I'm tired every match has one that does that.
People don't deserve to die because a killer doesn't let them play, that's praising mediocrity.
Put the borrowed time to work between the two survivors, what goes off-hook and what goes out.
Yeah, cause I totally camped the Jake hardcore and this Claudette I found ACROSS THE MAP totally deserved that free unhook and free extra hit. So no, it does not. Getting camped sucks, but Thems the breaks kid. This is a 4v1, not a 1v1. If someone gets hard core camped, do gens and escape.
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@Kikki said:
https://forum.deadbydaylight.com/en/discussion/comment/634116#Comment_634116
I play solo too and it is just painful to watch how brain dead some people play's.I don't want to talk about 2 Killer's or Hook farmer.There are reason's why people play SWF.So playing with a SWF even we only talk about other things than DBD and we still playing dirty only because we play toghether?lol
Its called game balance. The game wasn't balanced for people talking on voice comms. SWF was intended, however the developers already admitted it was rushed and put in the game before it was ready and the game wasn't balanced for it.
The game was balanced for 4 solo randoms without voice comms. so when you play with friends you're getting an unfair advantage the game wasn't designed or balanced for. Voice comms is yet ANOTHER unfair advantage the game wasn't balance or designed for.
So yes, you are "playing dirty". Not toxic, but you are gaining advantages you shouldn't have for free. Also, don't act like you're not sharing information and "talking about other things". I highly doubt any SWF on voice comms has nobdy saying who the killer is, one person saying he's being chased, ect.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/634061#Comment_634061
He said he didn't t-bag
Again, didn't say the tea bagging was justified and that he was toxic. Just saying playing SWF was dirty too.
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@Kikki said:
https://forum.deadbydaylight.com/en/discussion/comment/634061#Comment_634061
#########?! So playing with my friends is Toxic? Because I want to talk with them? That is the most stupid thing I has heard. Let me quess ... you are a Killer Main right? People who playing Survivor too wouldn't say that.
I didn't say it was toxic, it's unfair toward the Killer though and is playing dirty. Also, no, I play both. Solo only as Survivor.
Former Ps4 player ~ About 900 Hours on DBD ~ PSN name SoveriegnKing (Name Changed to CainsLegacy) Built new PC and starting again! Specs : CPU : AMD Ryzen 5 2600X Six-Core Processor 3.60 GHz RAM : G.SKILL Trident Z 8GB x2 (16GB) GPU : NVIDIA GeForce GTX 1060 SSD : Samsung 970 EVO HHD : Seagate Barracuda 1TB MBD : Gigabyte GA-B450 AORUS MLevel 12 • 40 Games • 2 PlatinumHere is both my accounts. On both PS4 and PC.
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@Kikki said:
Thanks guys for not beeing like Survivor vs Killer^^ I play Killer too so I know how it is to go against a SWF Team.Expecially vs Toxic people but still I don't play that dirty.
https://forum.deadbydaylight.com/en/discussion/comment/633969#Comment_633969
Oh and because I was on a 3 man SWF justified that? Wow... I only wanted to play with my friends and not brain dead randoms but okay.
You're playing dirty yourself. "Cause I don't want to play with brain dead randoms". You're using SWF to boost your ability to survive by not risking playing with randoms and using voice comms.
Not saying acting like a jerk off like that guy did was justified, but don't act like like you did nothing. Playing that way is fine, the tea bagging was stupid and childish though.
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@thedevalex said:
I'm honestly glad that there's 5 variations of the same map. When you learn a map completely it gets pretty repetitive and boring to play on. Variation adds excitement, and uncertainty is a good thing.
I'm happy for it too. Except for Variation IV. That version has way too many safe loops.
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They changed it. Now you only have to down someone who is suffering from Deep wounds. I almost have it myself, 6 more to go \o/
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Something pointless that won’t really change the dynamics of the game and result in nothing to change the Loop / Rush Gens meta with second chance perks out the arse.
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Plague is the personification of what is wrong with this game IMO. Even with Survivors being one-shot the whole match, she is still not able to take on a team of good loopers. Speaks volumes when Survivors can still win reliably when they are all No Mither.
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@Ark_the_Bonsai said:
https://forum.deadbydaylight.com/en/discussion/comment/631796#Comment_631796
I think the difference between those and the legion ones were publicity. I had no idea Sloppy was bugged for pretty much that entire duration so when I used it, it wasn't an intentional exploit. (I'm assuming you mean the wraith one, unless there was yet another I didn't know about)
I also didn't find out about the t2 tinkerer bug until recently when someone mentioned it(who tf uses t2 tinkerer?). Legion bug though, that was impossible to miss. After your first game doing it you'd know how it was bugged and know better than to do it again. If you kept it up, you deserved your ban.
The problem with all the exhaustion bugs (IMO) is that they all require you to go out of your way to trigger. I can't explain them because that'll be treated as publicizing it, but I've seen all of them in action and you're not going to abuse one on accident.
As such, those particular ones should be punished in equal measure to the Legion one.
On the other hand, I have no idea how people figured out the Wake Up bug so I'd assume it's much like the tinkerer and sloppy situation and you can't really just assume people knew. As such, they probably shouldn't be punished for something out of their control.(I can't be certain, I never used it outside of end game builds, still do)
Which is why Killers are annoyed. Most Killer bugs except for Legion infinite mending bug, you didn't have to "go out of your way", as in doing specific actions or button combos in order to preform the bug. Sloppy Butcher and Tinkerer 2 were just there. Yet here we are, the second exhaustion perk bug that requires specifics to do, yet no bans.
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When I was doing No Mither challenge Rank 10 to Rank 1 I was given Hatch 6 times. Those Killers all said "Hardly saw you all game but you did work I can tell". They let me go out of respect for playing Survivor on "Hard Mode" cause I ran No Mither / We'll Make It / Iron Will / Dead Hard
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Only thing I want to see with DS is the timer dropped to 40 seconds. It’s too abusable with a 60 second timer.
How is is “anti-tunnel” when I down and hook someone, go across the map, chase and down someone else, hook them all in 30 seconds. Then find that dude that got fully healed and is working on a Gen, down him again in 20 seconds, then get smacked with DS?
It’s also somehow my fault when I hook someone, I go across the map, find someone else chase them down and hook them. Then the guy who I hooked the first time LITERALLY FOLLOWED ME AFTER BEING UNHOOKED, does a BT save on the new guy I just hooked right in front of my face, so I down him for doing that... LOLOL DS!
Not to mention how absurdly abusable it is with SWF. I can’t count how many times I’ve been chasing some else after hooking someone, about to down them... dude who just got unhooked literally runs in front of my swing to “tank the hit” for his buddy. Guy gets away or to another loop spot thanks to coordinated voice comms SWF. Can’t pick DS guy up either. Hell, I’ve had that before where it was literally 2 guys just running in front of me body blocking and tanking hits with DS.
40 seconds is already half a Gen. 60 seconds is 3/4 of a gen. Soon enough it'll be meta to rush Gens straight off hook with DS. Right now a 60 second timer just being abused.
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Frosty Eyes always have NOED. P3 Claudette’s with a flashlight will always BM and tea bag.
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@[Deleted User] said:
Teabagging is just for fun why are Killers so serious LUL. Playing Nurse/Spirit, Camping/tunneling is not fun for me Devs should nerf/punish them.
Translation : I enjoy pissing people off cause i'm an #########.
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Yes, I do. Anyone who pretends it's not BM unless we are obviously farming is delusional. It's obvious you mean to insult and belittle me, so of course i'm going to get offended and annoyed.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/621631#Comment_621631
The number was not accurate. There was an error when retrieving those stats. It took your rank after the game, not before. At rank 1, depipping means deranking, so anyone who died would have almost definitely deranked (unless they did insanely well), making their death count as a rank 2 death. That leaves only the people who lived or did very, very well in the rank 1 section of the stats.
It was actually 43%.
Not even the fact it counts D/C's, these stats mean nothing really. Only stats that should be used to balance the game are non-D/C games. and how many are Alive/Dead when the last Gen is completed. Not after the match as a whole.
How many times has the Kill rate been inflated due to Greedy altruistic Survivors? Who JUST CAN'T leave that ONE POOR DUDE who got caught at the end to die? Who all end up getting killed for no other reason than Greed for points? Turning an easy 3 escape, into a 3k or 4k for no other reason than points. Balancing a game based on that is foolhardy.
Why would you balance a game based on Survivors doing something totally optional, that they don't have to do at all?
