xnes_galax
xnes_galax
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Me reading the patch notes : cool.. mm thats seem too much but we'll see.
Reach Mettle of Man: "laughs for at least 2 minutes"
Being serious, i mean.. at least they hearead us about it needing a buff.. they just forgot to read any of our suggestion and came up with something else which usally work for them.. not this time tho.
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Survivor only when with friends, so most of the time, even tho i actually prefer and consider myself a killer main.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/711588#Comment_711588
You didn't read or I didn't make myself clear and I'm sorry for that... I've been playing since launch btw... The point is not that NOED should work on special hability, the point is that using that hability to down an injured survivor shouldn't trigger the NOED is active notification for the survivors, as NOED is activated by definition by a normal hit.
Example: If you get trapped by the trapper, chainsawed by Billy, etc. (special habilities) it won't notify you that the killer has NOED, but if you get hit by the Demogorgon's pounce it does notify everyone.
What I'm asking is that the devs take out that if you use your special hability to down someone at the endgame it doesn't notify the survivors about NOED cause you didn't fulfill the concept of the perk that actually activates by landing a regular hit.
Just to clarify, ANY offesive action does notify survivors about NOED or Devour hope.
Chainsaw, red vomit, hatchets etcc. As a general rule, if it takes away 1 token from Play With Your Food, it notify about 1 shot perk.
Devs said multiple times that the really want to make a difference between basic attack and special attack. This is why exposed only works on M1 and not on ability like ambush/punce even if these feel like a basic hit.
A little trivia, if you equip speed limiter add-on on both billy or leatherface, their chainsaw will one shot when NOED or devour or any exposed effect is active.
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Now, i dont want to talk about NOED ans everything related because everyone knows how this topic goes, but what kind of "mind game" is to one shot someone without indications?
And before someone decide to write "just do totems" I am not saying no counterplay, but no indications. Is like if make your choice doesnt notify you of being exposed.
This game is mostly about decision making, and to make a good decision you need informations. More informations = better decision potential (and thats what makes SWF strong, but again. another topic). The problem comes when you doesnt give any information to make decisions about.
Endgame, survivor hooked and the killer is lets say a demogorgon. He down with pounce (also really easy to do, so making this play isnt even an "risk-rewars" thing) and survivors doesnt get notified about NOED.
Well their decision power is really low and poor. I can save him and we both die, or i can let him die and escape but the killer could not have NOED, or maybe the hooked guy cleansed all totems but i dont know about it so i let him die even tought we countered already the perk. This is not a "mind game" anymore. This is a 50%-50%. That's kinda the reason people hate spirit a lot too.
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Maybe you are a great spirit and this leave them little to no chance unless they have iron will, and is not really fun to lose no matter what.
Maybe they just dont like playing against spirit. Killers dodge lobbies for items or other stuff, so does survivors when they absolutely hate going against a specific killer.
Another reason could be that you are a "bad" spirit that basically just fake everytime and its really boring to face because well... the killer just stand still and look at you... i mean is not fun on the long run.
There could be a lot of reasons, keep in mind that spirit is one if not the most hated killer to face for many reasons, but its really unrealistic that 3/4 players leave almost every game.
Also maybe ask them why they dc'd. I do it often and sometimes you discover they were lagging a lot to the point the match was unplayable (and this isnt related to your ping sometimes) or other stuff .
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And that's why the devs are changing their add-ons, or at least the Pins.
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Is not really that i want to. Is more about i get there anyways. Is really easy to climb and getting to rank 1 both roles each season is almost like a challenge. An easy challenge, but still someone i want to do. I have always been rank 1 since my first seasons (when my friends boosted me) and i want to keep it up.
Also red rank for killer mean i will have to face slightly better survivors. Not much better but at least they will try to win.
So i would say i stay at high ranks to have more chanche to find whorty opponents instaed of new players that have no clue and get destroyed. Is not fun to ruin others experience and i would never de rank to gray/green to face and demolish new players.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/675875#Comment_675875
Just like predators will generally deem brightly colored frogs and toxic... Killers do the same with brightly colored survivors.
Good point!
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I always talk about it but some people just ignore the problem because "the game is balanced around Pc". This makes no sense at all but whatever.
Killers dodge for a lot of reasons one of these being really short lobby times. Thry can afford to dodge 3 lobbies before a survivor find one to play in some cases.
Killers knows that and they want to use it as a "punishment" for playing SWF.
I always ask killers why they dodged and i found out that the biggest reasons are
-SWF. Well this one was pretty obvious. You want an advantage (or just to have fun with some friends)? Ok. More lobby time for you.
-3 or more items. This is weird. I understand that having to face 4 toolbox is bad, but even medkits and flashlights are a problem for some players. Survivors are not allowed to use their stuff, but don't you dare blame the killer for running red hatchets mori (actually don't. Is an in game item that can and will be used)
-"toxic" cosmetics and dbd related profile description. This one is really unexpected but pretty common.
I dont know if people just hat you for buying cosmetics but if you use something silly/super bright you are definetely toxic. Same if you have dbd related stuff in your profile.
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This isnt a nerf... i mean, you see where the downed guy is but you should already have a general idea of where he is.
If you downed someone near the harvester and then you see a survivor near with infectious fright and down him too, you will now see a scream around the harvester. Well, thats obiviously is the downed guy and that can help to prevent him for crawling away. If you see a scream in the opposite side AND one near the harvester then you should understand which one is on the ground and which one you want to go for
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I think you are taking about a glitch. The nurse make no animations (she keep her hand stand still instaed of like rising it and closing hit when full charge) and the sound enter like in a loop.
This does not affect gameplay at all and is just a visual glitch that occur sometimes. I think it happens if you start charging as soon as your fatigue end, but i am not 100% sure
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Level 3 exhaustion perk recovery time : 40s
This means it would take 80s while running if using a perk slot for it. How is this even supposed to be problematic?
If you can't catch someone for more than 80 seconds then there is a major problem.
I think Vigil should be just this.
You recover from exhaustion while running at 30/40/50% speed.
Not OP by any mean and this would require 2 perk slot to work. And exhaustion perk + vigil. Am i wrong or enduring+spirit fury is balanced if not weak because it take 2 slots and still "situational"? Well then the same reasoning should apply here.
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Overcharge, Surveillance, Sloppy and thanatophobia is a solid build. Sloppy + thanatophobia is a good combo since punish both healing and not healing, while overcharge+ surveillance gives more map awarness and prevent gen tapping
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Here's all my mixed outfits.
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The Charity Case DLC gives you 26 unique cosmetics inspired by some dbd's content creators. They aren't all the cosmetics inspired to dbd's content creators (for example it doesnt contain noob3's shirt) but it will gives you all 26 promised cosmetics.
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A survivor affected by blindness cannot see the auras, but every perk still work normally. In the OoO case, the killer can see you but you can't see the killer, however the perk icon will still light up when you are looking toward him.
If blindess is affected by a locker them the killer won't be able to see you either, because lockers make your aura unreadable (remember, you get blindness as soon as you start to enter a locker, but you aura still readable until you are completely inside).
Ghostface vs Myers
This is more about your preferences, but personally i prefer Ghostaface over him. He has way more stealth and can use his stalk way more effectively.
A lot of people say that myers is better because he can oneshot multiple people, but is like saying Bubba is better than Billy because he has multydown potential.
You are never gonna use more than 1 second of your T3 as myers because you 99 it and pop it behind the survivor, then everyone else will split up and play stealth for 1minute making it impossible to down someone else.
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Unhooking in front of the killer with BT still a stupid idea. It still farming.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/659253#Comment_659253
Maybe you should stop using teleport hacks. Your just chillin at a pallet loop, and all of a sudden...a cheating killer teleports to you from 20 meters away. Its super obvious because even your killer doesnt like when you do it and screams out from frusteration.
I know... but what can i do? I am so bad that i can not win without hacks.. even my rank 1 each season is probably fake... i must be punished for it. I'd say a 3 minutes forced struggle on hook should be enough....
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I think two or tree times with nurse.
Since she is "impossible" to use on console, if i win with her i must be hacking. I also remember one time getting reported for "hitting through walls". This walls was an haddonfield's fence.
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Right after the rework i have started to play Freddy and he replaced Rin as my main. He may not be strong as her, but is a lot more fun for me.
He has everything a killer need without exaggerations in his basekit.
Map pressure, map presence, chase potential, game slowing and some sort of traking.
With add ons he can enanche any of these category.
Extra slow down, extra tracking and extra map presence.
I think that Freddy is in the perfect spot for a killer rn. A lot of people still think billy is the most balanced... i completely disagree. Freddy is by miles more balanced than him.
A nerf? Damn i hope they won't. We know for sure that Freddy will not be touched for a long time. Devs already said they have a lot of priorities, a ton of add-on reworks and dedicated servers to work on. Freddy is probably the last of their problems.
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@KillermainBTWm8 said:
SWF would make it so only their friends could save for points.
Only an idiot would do that. A random come and try to unhook you, the killer is away. Unless the other memebr is already near avoiding the unhook means that you are giving the killer a lot of extra pressure since 3 people are of gens or 4 if he is chasing someone.
If SWF are that super efficent swat team they will never do something that stupid that could lose the game, right? If the memeber in the SWF has deliverance and he is already near, stopping the unhook is also a good thing.
Other reasons to don't implement that feature? I am pretty sure there is a solution for every of them.. every feature can be abused by trollers.
Pallets can be dropped early, survivors can be bodyblocked, distortion can be used to give away the position of teammates as well as the pointing emote, survivors can refuse to unhook others and can wait till the last second of ECG to dont give the hatch. Every feature can be abused, this doesnt mean they should not be added.
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Devs proposed that a lot of time ago, and then decided to not add it. People dont want this feature because they fear someone could use it for trolling. Well, every single thing in this game could be used for tolling and anyways, if someone just refuse you to unhook you multiple times, just leave him die.
Survivors should never go for unsafe unhooks unless is endgame or the guy on hook is dead in a few seconds.
I see a lot of randoms running at the hook with the killer behind, just to take 2 hit and go down for a save, that will just result in a faster progression for the hooked survivor and most commonly the end of the match.
If you fear that someone could stop you from unhooking while chased by the killer, dont take the risk. Running near the hooked survivor is your worst option ever and can kill your whole time.
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I think this perk should just give you a massive bloodpoint boost. You dont run it for an advantage, you run it for a challenge. Everyone knows that and whoever like it would disagree with a buff that will change the nature of this perk.
I feel like a bloodpoint bonus like an extra 100% awarded post trial would encourage more people to use it. Points are hard to get, and taking some risk to win more rewards is always a good thing.
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I would prefer a sucide button in end game collapse. The survivir can decide to instantly get killed by the entity. It happen to often that the killer down you and wait for 4 minutes because of the slowed bar just to see the cool animation.
If you are the sole survivor and you are downed, you should be able to end the game. There is no reason in waiting. Give the killer the same value as for an hooking sacrifice.
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@LordGlint said:
Imagine using insidious on Ghostface. You'd have ppl trying desperately to break you out of stealth, then claim in the endgame chat that a bug occurred.
Omg i need to try this.
About the post, this idea seems really funny. I guess i will try that later. I will try to find some other funny ideas like this
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Today is an important day. I finally menaged to make "Mettle of MoM" work.
I took a protection hit each time the freddy picked up the poor jake (i was following him with bond to throw some pebbles at him)
Charged up MoM, my friend jake get hooked the second time. I run to him injured, take the hit and make the save with BT, the killer then chase him but he fails the DS. I escaped thrught the hatch.
I was really ecxited. I guess the killer was super mad when he figured out that i didnt go down during the unhook. Anyways... it wasn't worth it. All this time could have been better spent on generators instaed of doing this and i could have got the save by just healing with my medkit.
Is was very funny still.
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I amnot sure if this was my unluckiest match ever, but i remember this situation. 1 hooked first phase,1 downed near and 1 at the gate. I go to the gate to force the last one to escape, then i realized that he was already out before i got there (i havent paid attention to the survivor status icons), then the hooked guy unhook himself with the 4% chance. The hatch spawned right next to the hook so both him and the downed guy escaped.
I was crying and laughing at the same time.
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Actually with hag you dont even want to commit to long chases. If a trap trigger, teleport unlesa you know you are gonna catch him in a matter of seconds.
Anyways reasons to drop a chase are if you aren't a great killer to stop chases and the survivor is running to a strong loop (aka infinite.. even if they arent infinite), or if they are in a side of the map where there isn't any generator since if you drop it you will get faster than him on another generator so you will still have a GPR of 1 plus the number of survivor you find on the next generator.
Sometimes is also just worth hitting someone and leave him to patrol if you know that a generator is near to be completed.
A generator is always better than an hook.
Of course you need to know which generator is being worked on before switching target.
Anyways, for same repair speed i meant that you apply the same pressure whoever you hook/slug, but you will take less time to down 'em. Also, you are right. Is not about how long it lasted but about how long it will last, however, if it is going on for so long you should have took the decision before.
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Really good guide man. Simple and effective and i completely agree.
Actually, i think you should move (or ask a mod for move) it into gameplay guide. This is general discussion.
Anyways great work! I would only add a little thing.
"If the chase is going on for to long, or if there isn't any objective in the side of the map you are chasing, just drop it and go pressure someone else. The best survivor in the world has the same repair speed as a rank 20 claudette. Pick your targets
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If someone dc mid loading then all the offer and add-ons/items return to the owner. They just get unequipped.. i am not saying that this is glitch proof, but theorically thats how it work. Tbh i find a bigger problem killers who wait the match to start and then Dc to make you loose all the BP offering. Almost everytime i put a bloody party streamer they quit... i mean this is so stupid, but some people do that just to waste your time and stuff.
Also, on ps4 survivor lobbies are like killer lobbies on pc, so this is an even bigger problem
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This seem a nice idea to me. I am not saying that this is really needed, but it seem a nice idea. It reward for multiple hooking and to chase different people (you dont want to chase someone who has a repair penality).
As i said, not sure if this is needed, but i find this suggestion way better than most stupid ones that i see in the forum.
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Ok so, i am a freddy main since the rework, and i can tell you that pallets are way less scary than snares once you learn how to counter them.
So,
first thing is obiviously try to stay wake as much as possible. This is generally true against freddy, but if you know he has dream pallets, then is even more important.
Freddy is a really dangerous killer if people dont take the time to be safe against him, and you need to play the long game if you want to have a chance.
2- remember the pallets. This is really obvious, but some people still dont do it. I would suggest to pratice this by remember the pallets in every single match. Its gonna reward you anyways even if you arent against freddy.
3- if he dont try to mind game, leave the loop. This is not gonna help much against Good freddy, but most of the time if they dont mind game a pallet its fake. You may have a chance to find another pallet or window.
-4 play your zone. Against pallet freddy is important to remember which pallets are fake and which are true, but you can not know if someone has used some pallets on the other side of the map. Play your zone, know you zone and stay in you zone as long as possible. You have full control over the pallets of one area of the map. Use it at your advantage.
I think i will make a more complete guide about how to play and how to play against Freddy in the future, but i still have much to learn. I hope these few tips can help you .
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I really appreciate this man!
Trying to find a use for these perks is not a simple thing. You really need experience and game knowledge. I try to do the same and i have found some good use for a lot of non meta perks. I would really like to see you doing more of these !
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I can not say if this is worth or not, especially since your killer instinct won't work (is based on YOUR terror radius), but yes. It theorically works.
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Most Killers moves at 4.6 m/s , so 50% is 2.3 m/s. Not 3.15 m/s. Unless you were talking about something else.
I think this could be helpful in some situation, but still not really powerful.
Imo it's worth for some testing at least
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@AGM said:
Okay, hear me out for a sec.
The biggest issue with Mettle was that it made killers with an insta-down stronger while making M1 killers weaker. What if we flipped that around?
Mettle of Man: Upon fulfilling X condition, the next time you go immediately from healthy into the dying state, you are instead put into the Deep Wound state. This effect only activates once per trial.
What that condition should be, though, I am not sure, as the protection hits mechanic sucks. Perhaps getting chased by the killer for 2-3 minutes?
The problem with it would be that perk perks wouldn't help with no instadown killer (and right now we only have 4 of them) at all.
Yes, it would also counter instadown perks... but i am not sure how effective it would be. Still a good idea tho.
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You can do whatever you want, no one will stop you from camping. The only thing that you must remember everytime is that there is a person to the other side that want to have fun as well, but is stuck standing still for 2 minutes
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To be clear, I am not saying that this is ok, especially for 3rd vault block (which has happened to me quite a lot of time now), but the problem with bamboozle only occurs if you get window juked.. well.. i mean you shouldn't fall for that simple juke.
Hug the wall and turn your camera as fast as possible after the vault and this will never happen.
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@G0lden_Ra1den said:
I think a more simpler thing they can do is to fix the protective hit effect, because currently you only get points for that if you, a healthy or injured survivor, get hit for a different injured survivor. And change it so that if you get hit rather than the other person (who would be healthy in this case), it would count as a stack for MoM. And also, change it so that instead of receiving 3 protective hits, make it to 2. Because even if they were to fix protective hits, 3 is quite a lot, making the perk still useless. And come to think of it, maybe remove the Obsession status effect you get when using the perk, because it also made it somewhat ineffective, because then the killer would never go after you.
I think it would still not really worth. At the moment, protection hits that count toward mettle are hit taken
1- while the killer is carrying someone
2- just after an unhook
3- while near a downed player
4- while healing a player
All of these are pretty consinstent atm. The one you are reffering to is a different type of protection hits that provide only 100 bp instaed of 200 bp. I have no idea why both scoring events have the same name.
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2 seconds mean that if you jump in the locker and the killer swing and hit the locker, you would barely charge it in time. I am not 100% sure but i know that 3 seconds is just to much even if the killer miss.
I am not sure if this would be a good or a bad thing
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Wait, you want to play a game where the sound is the most important thing, without any sound at all? Or do you mean remove music in game like chase music and injured music?
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Is important to know that when you break it completely, the totem does a kind of explosion. It doesn't give any audio-visual pop up notification, but is possible to see an effect around the totem that expand and the sound is decentely loud if the killer is near enough. You should be able to see this as a survivor if you pay attention... i know, probably is hard to understand what i am describing, but you should be able to notice it by yourself
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/649729#Comment_649729
I don't disagree but it's like... killers can't do anything without it. That's the issue.
Well.. i mean, its hard and you have to put a lot of effort into putting pressure (and even more into learning how to do it) but you can. I never use it and i know plenty of others really good killer main that dont need it at all.
I know how hard is to stop using it. It is really hard, but the benefit is gonna be huge.
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@Acromio said:
Yes, we can agree that it's fine as it is now ;)
Mmm.. i think that i can't. Useless perks are not healty for the game, unless you like to use and see always the same perks used over and over again ;)
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Well, i think ruin makes the game more boring for survivors and less challenging for killers, as well as teching bad habits to who use it (not putting pressure because a perk do it for you).
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@Karltastisk said:
Im sorry OP but i fail to see how the killer can counter this idea. Even tho the aura is before if it counters all damage even oneshots then how is it countered? and the fact it can be used multiplie times is also a bad idea. It should maybe work like this instead. For every 3 health states inflicted by the killer you gain the ability to ignore the next attack. Stacks reset when hooked. This way if you manage to survive 3 attacks you get a free health state, but the counter for the killer is to hook you.
That's a really good idea! It rewards being able to win a chase, and with the new perk "fixated" i hope this is gonna be a more explored strategy.
Anyways, the "counters" i am referring to are the following
1- you see him, so you get a lot if information out of that. You know if is worth going to defend a generator or tochase someone, you can know if they are coming for the unhook and you can make generally better decision.
2 you can get a first hit and then leave the chase. The biggest problem of old Mettle was that it activate during a chase and a survivor was able to control it by healing to 99%
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I can kinda confirm.
I play on ps4 from a lot of time now.
The killer DC problem was terrible back in the days. Now its a bit better, but still a big problem. I play red ranks and here most of the killer accept the lost and are really kind, but there are some that just complain and blame you because "you were in a SWF" or "toxic" or even worst insult sometimes. They are rare, but exist.
My biggest problem right now is killers dodging the lobbies. They dodge for every single reason. I asked some of them why they did it, so even if it seems crazy, that's why.
-too many prestige outfits
-SWF
-too many items
-"toxic" outfits
-profile with dbd stuff in the description/image
I played some Pc and see a lot of stream, and i am pretty sure that i got the reasons why we have that many killers who dc/dodge while on pc there are so many survivors like that.
Queue time.
On pc queue time for survivor is basically nothing. Search for a lobby-> match found. Survivors dont care about dcing since they will jump into another match almost instantly.
On the other hand, ps4 has super long queue time for survivor and really short queue for killers.
Most Killers will just DC/dodge until they find an easy match. Also, they have another reason to do that. They know how long survivors lobbies are, and use it at their advantage.
Not everyone do that, of course, but some people are really like that.
You will hardly ever find a lobby full of p3,items and other stuff because survivors fear the killer to dodge.
In more than an year of playing, i have heard things... i will give you some quick esamples just to make you understand what is the currentely situation..
In a SWF, before looking for a killer
"Hey wait, you cant have that flashlight! He already has a toolbox and i have a medkit."
"Guys, we have too many prestige!" "Let me put this on then" "are you crazy??? This is too toxic"
SWF in lobby
"Found one! Quick press ready! Press ready before he dodge!" "Wait a sec i am putting an offer-" "I DON'T CARE PRESS READY BEFORE HE LEAVES".
And no, i am not kidding. This is true. Completely true.
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@RIP_Legion said:
No, just no. It already did activate after 3 basic hits, that's why everyone who didn't abuse it (and even some who did) wanted it nerfed, it was guaranteed to activate unless you tunneled the guy to death after first hook and it was for all intents and purposes a free hit to tank. Being able to be seen from a certain distance away doesn't mean anything when the game is over and the gates are open, it would take so long to kill a good survivor running this with dead hard and decisive that it was a lost cause trying to kill someone with that loadout unless you just mori'd the trashcan, problem is everyone ran it meaning it wasn't just one guy it was usually all 4. Making it to where you could see if someone has it ready doesn't mean anything because if they want you to hit them they can bodyblock with ease and make sure you waste time on them. The perk was destroyed for a reason and honestly it earned it for how disgustingly overpowered it was but I agree having a totally useless perk isn't a good thing. Here's my idea for a rework, 3 or 4 combined protection hits and safe unhooks and the perk will activate how it is now, just make it actually possible to activate without throwing your life away (so 2 safe unhooks and 2 protection hits makes it activate).
I already agreed with the fact that it was broken. Never said the opposite.
Being able to knos in advance if a survivor has it give more conterplay for these reasons
1 you always see him but he dont see you, is not like object of obsession. Having a constant aura reading is really powerfull, espacially for a stealth killer.
2 most killer that had problems with the old MoM are killer good to take a first hit, but that have an hars time to close a chase. With this change, they will be the best at countering MoM since it goes away with the first it.
Letting it activate with safe unhooks like it did in the PTB is a good idea in my opinion and i would be fine with that.
Most killers complained when it came out, and i want to find a solution so everyone (or at least who has a brain) like and enjoy the new version.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/648921#Comment_648921
I'm sorry but knowing about the possibility of 2 iframe I cannot agree.
What do you mean with iframe? Sorry for my ignorance.
Anyways, as i said, this post is not for discuss about how strong/weak MoM is/was, but to find a way to make it fair and enjoyable for both sides
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/648900#Comment_648900
You're right. You'd have to come off the hook healed, with maybe a 5% speed boost.
And instead of exposed status for 45 seconds, it could be the killer seeing all the survivors auras for 7 seconds.
This look already better. Mori still a big thing to deal with, but you get a lot of advantages out of it. I have no idea how it would actually be balanced, but its a cool concept!














