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Bardon

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  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176705#Comment_3176705

    You are toxic and breaking ToS by doing that though. Play the game the right way and stop ruining gameplay for others.

    Okay, now you're just yelling at clouds. How on earth is "I choose to go after the survivor who hasn't contributed to their team" breaking ToS? PLEASE point to the ToS rule that's breaking.

    And here the entitlement is showing "Play the game the right way..."

    Newsflash: if you're not actively cheating or breaking the clear rules listed by the devs (taking the game hostage etc) then there is no right way or wrong way to play. Nobody has to follow your personal version of the Survivor's Rulebook.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176627#Comment_3176627

    see ^

    and the criteria to "if i want to find a certain survivor" can be completely petty and based on saltiness if you looped the killer well or were hard to catch

    So what's your alternative - the killer is not allowed to choose who they go after? It could also be based on "If I go after X then it'll tunnel them out of the game so I'll go for Y".

    You can't just remove the killer's ability to choose.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177129#Comment_3177129

    https://us.v-cdn.net/6030815/uploads/CV3HXBWWSCVS/capture-png.png

    I have it unlocked at tier 3 on every survivor already dude. There's 0 reason why it should be this expensive to buy again for such a small amount of BPs.

    Right, my mistake there but still, that's the price for Tier 3 - you asked why it cost that much.


    As for the value of BP for 6K shards, that's a call for each individual to make if it's worth it or not.

  • Because when you buy it now in the Shrine you get it at Tier 3 for all survivors you own without having to buy it through the bloodweb like you used to? Clearly you previously owned it at Tier 2.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175376#Comment_3175376

    They did NOT. What did they nerf besides Pop? Thana still works as normal. They only changed the requirements. Stop spreading misinformation. I can pull a whole list of what perks got nerfed on survivor side. Tunneling is what got BT buffed. Survivors didn't go, oh.. please tunnel me at 5 gens, Killer PLEEEEEEEEEEEEEEEEEEEEEASE. BT was earned because of killers. Blame yourselves on that and stop bringing up BT as a counter. Keep camping a little more and they'll buff Reassurance. You know what I love about Hyperfocus and why others' dont like it? Its a direct counter to tunneling. You get someone out of the game quickly to get the upper-hand, Hyperfocus is there to counter that with gen rush. Congrats on it. You guys REALLY earned it after all that tunneling and camping from that super buff everyone got on the killer side.

    What did they nerf besides Pop? Seriously?

    Thana was most definitely nerfed, making it essentially impossible for anyone but Plague or Legion to get any actual value out of it (Why that's ironic is a different topic of conversation.

    Ruin was literally ruined.

    Corrupt was nerfed

    Pain Resonance was nerfed.

    The strangest one to me was BBQ - they claimed that they wanted to reduce camping/tunnelling but took away the incentive in BBQ to hook every survivor at least once ASAP. Baffling.

  • Yeah, I have just over 115 hours and I could see what you did wrong there. Sorry dude but that one was entirely on your positioning as has been pointed out by quite a few people who know more than I.

  • @scawyxd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171733#Comment_3171733

    what do you mean? if killers complain only about swf and solo q complain about horrible balance, and swf complain about nothing, what do you mean it's a troll? you think solo players should shuffle because they dont download a 3rd party program and swf for wins? please explain

    I thought it was obvious, but I mean that the OP is a troll post as I quoted since you claim "quit shafting the people that play the game the right way". This implies that there is a "right way" to play the game and that's completely and utterly wrong.

    There is no such thing as "the right way" to play DBD.

    There are however wrong ways to play DBD such as by using cheat engines to break the game mechanics, by holding the game hostage etc and all of those have been clearly delinated by the devs.

    So your post clearly is a troll as there is no "right way" to play, just your *preferred* way for others to play.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170625#Comment_3170625

    Double standards. Killers are not punished for bad plays.

    1) Camping is rewarded.

    2) Tunneling is rewarded.

    3) Killer plays badly? Survivor "survival" perks deactivated to hold the hand for killer.

    4) Killer plays far inferior to the survivors? Very oppressive endgame perks like NOED, Endgame perks like Terminus, No Way Out is now at the rescue.

    Slow down perks on top of already gens that take forever to complete is automatically winning killer games.

    Survivors are even punished for play well of all things. If they managed to save perks like decisive strike to the endgame, it is deactivated for playing "better than the killer". There are some other perks like this too. Yes, you are right, survivors are very very oppressed and not worth playing.

    Ahh, there's a big part of the problem: You stated that camping and tunnelling are bad plays. They're perfectly legitimate as the devs have been saying for years.

  • @scawyxd said:

    quit shafting the people that play the game the right way and give us the only fun to play with/ interesting perks back (deadhard, ironwill, self care) i dont give a damn about swf or how the killer has 1 out of 20 hard games.

    if ur gonna turn every loop into a 2x2 table with a pallet then give me my perks back

    You gave away that fact that this is just a troll post with the phrase "the people that play the game the right way". :)

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160358#Comment_3160358

    Why is he bad because of that? His hitbox is smaller than that of Demo, yes that's true. But I don't see that as much of a problem. It simply takes more skill to hit a survivor with the ability. And sure, survivors also have more counterplay by dodging his ability, but that's a good thing.

    His hit box and collision box now seem to be in a good state if you ask me.

    "His hit box and collision box now seem to be in a good state if you ask me."

    Seriously?

    Have you not seen the videos of Wesker literally rushing directly through survivors? His collision box isn't too bad but the hit box has serious issues.

  • Yeah, the official wiki says a 5 second window where they can't go out the exit after hit by the Bound.


    Which to be honest I think is a good thing, it's the same a Twins & Pinhead.

  • @Regulus47 said:

    Honestly I'm with OhTofu on this. People are just used to demogorgon style hitboxes where they don't have to aim all that well. Cool that he's getting changed I guess

    Yeah sorry but Tofu was dead wrong. There are multiple video examples of where Wesker literally rushes directly through the middle of the survivor - that's not a small hitbox, that's a massive bug.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167975#Comment_3167975

    Ok how come? Where does it say in his ability or perks that this is a thing?

    There is literally a post higher up in this thread showing the wiki entry. Did you not read the thread before posting?

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163159#Comment_3163159

    A refund? I get that hating BHVR is the trend here, but these issues will be fixed.

    I understand that the hype will be dead by the time he’s made a functioning killer again, but in that case all you need to do is get a friend to hit you really hard on the head.

    Given that it took them 3 years to fix major Nurse bugs, I wouldn't hold my breath.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157796#Comment_3157796

    There is a such thing as an adrenaline rush. Flight or Fight response. Survivors should get that after getting hit hard. I think I would run faster than they do. Same thing after being unhooked, I think that 10% speed boost is very modest. In the devs own words, they using "safe numbers". After all, the killers don't even slow down after swinging so hard. They need to catch their breath, I would think.

    The buff is definitely appreciated and I applaud the devs for giving survivors the flight or fight response after being unhooked. If only decisive strike was completely reverted then camping and tunneling will be mostly OK. Take it back 2 versions at a minimum. Right now, you can see killers being unafraid of DS because it is so weak and that is really bad. That's all I'm complaining about in regards to camping and tunneling. And maybe give Reassurance to the perk user. Everybody knows right now that perk will be useless in solo, the mode that needs it the most.

    So you agree that the survivors have always had the speed burst when about to lose. Thanks for the clarification.

  • @Sluzzy said:

    An excellent point when comparing to other games where effort and practice leads to wins. Killers don't have to practice because the game is laughably in their favor. The game has continuously lowered the bar of what is expected from killers while dramatically putting survivor's objective out of reach. It shouldn't be a state of the game where solo survivors auto-lose against killers of way less experience. It is depressing to see the hours of killers and how the game spoon-feeds the wins because of 1) they parked on a 3 gen and did nothing 2) they had an endgame perk 3) the hatch spawned under their feet and closed it 4) they camped 5) they tunneled

    Killers have so many strategies to win, but survivors have nothing. Their perks even DISABLE during the end. Even a hatch play has been removed. What I mean by this is that killer actually chooses, survivor has no choice. Just watch the entity come and grab them.

    The icing on the cake was all of the killer buffs, including bloodlust being buffed, rewarding bad killer gameplay. Camping being buffed.

    Where is the survivor speed boost when about to lose? I don't see it.

    Where is the survivor speed boost when about to lose?

    Well, survivors have always been given a gift for playing badly - the speed boost they get from the first hit! :)

    And of course, there's the new basekit BT with 10 seconds of both immunity and 10% faster speed, another gift for getting caught.

    What are you complaining about?

    P.S Yes, I know what sort of reply to expect from this poster. :)

  • Certainly it's easiest with Doctor but since it's not limited to one match there's no reason why any killer couldn't get this.

  • @gamin_gabe123 said:

    Today I went against a streamer and I just felt like goofing around 2 hooking everyone and letting them leave. I put on mad grit since it’s pretty funny on demo. When I watched the VOD of my match with the streamer I saw that he reported me after the match was over and blocked me on steam. He said it was because I was too loud. Like I understand if it was too loud but I think a report and a block is a bit far. Should I be more mindful of the survivors next time I do mad grit demo?

    Hell no, Mad Grit Demo is funny as hell. You did nothing illegal, carry on!

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151996#Comment_3151996

    WIth the original Reassurance, a team could make a survivor on hook immortal and unkillable indefinitely.

    Only if the killer is AFK. But at that point, no one is gonna die anyway. The killer does have to put in at least -some- effort to get a kill.

    Only with an AFK killer? How to you figure that? A team with Reassurance can take turns swooping in on the far side from the Killer & keep the onhook survivor going indefinitely.

  • @Itslat3ncy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148915#Comment_3148915

    If both sides are on equal levels in term of balance then it comes down to the better player. Either the 4 win or the killer wins. Now the hard thing is what counts as a win. A 3k for killer, a 3 man out? That's were the devs would have to come in and say what the actual win condition is.

    No, if they're all equal it comes down to 16 perks vs 4 - your idea of "balanced" is more skewed than the Leaning Tower of Piza.

  • WIth the original Reassurance, a team could make a survivor on hook immortal and unkillable indefinitely. That's just not balanced in any way, shape or form and the nerf brings it into the category of "Effective but not OP."

  • Best suggestion I've heard is update the addon that makes his traps darker to make the traps blend into whatever colour they're on. Imagine choosing dark traps and getting the Aerie?

  • Depends on what you're talking about - if you changed the hues so that Trapper's traps showed up bright pink then hell yeah that's cheating. Some of the other options, not so much.

  • Yeah, there are tiny branches that kill Billy's chainsaw rush too - it's just another example of poor map and "furniture" design.

  • Hell no. That gives away the Killer's position way too much if all 4 survivors have it as a free perk. Talk about one-sided, especially if someone brings Open-Handed!

  • CoH has killed the type of "spreading damage among survivors" pressure that you're referring to here.

  • I'm more interested in BP, especially with the recent grind change.

  • I'm not a very experienced killer but on occasion I've done it.

    There was one match where two of the survivors were clearly very new - one ran up to a window & just stood there, you could tell they were frantically trying to work out how to vault!

    So when that one actually Kobe'd I decided that if he was last man he'd get the hatch - and in the end he was the last one standing so off to hatch he went! (Noted in the endgame screen that he didn't have any perks to help escape hook and in fact was level 6....

  • @Grum said:

    How dare people put in the time to learn the timing and angles for locker saves and then attempt to have fun doing that.

    Because the angles are complete BS for Locker Blinds - there's no way to actually get the beam properly into the killer's face just like if they're directly facing a wall but for lockers it "magically" works.

  • @bm33 said:

    I have fun playing as Doctor but I enjoy making people scream over and over. 😂

    Playing against him used to be absolutely miserable but they've nerfed him plenty to get rid of the worst builds to play against. I way prefer his blast over the old you continually build up madness just being in his terror radius. Now the main issue is if he camps he can prevent you from unhooking, other than that he's not bad to play against.

    I remember when a Tome entry was "Make survivors scream 50 times". I grinned, tooled up Doctor and got it in a single game! 😂

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/341774/2-hooking-every-survivor-is-the-worst-strategy

    I've seen this argument before. Why target a healthy survivor instead of a survivor who's already injured, and recently unhooked?

    Because pressure. If you're tunneling and the rest of the survivors are staying on gens, all your pressure is on one survivor. You're not hindering the rest of the team. They're on gens, and if the unhooked survivor can run you for long enough, you'll lose 3 gens.

    CoH has destroyed the Hit & Run pressure you're talking about.

  • @Cybil said:

    So should windows and coh, but bhvr will never do that.

    Seriously? CoH? The single most broken, OP perk in the game? Not only No, but Hell No.

  • I only managed SkyBilly twice and each time the survivors loved it, flashlights waving & group bowing - it was fantastic fun for them & me and the post-game chat was wholesome AF!

    Sadly, no more.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139454#Comment_3139454

    Just to make it clear, comms are not equal to live auras but offer much more in other aspect.

    Namely live status updates between players not only for position but also

    - gen progress

    - recovery progress

    - circumvention of perks like knockout

    - exchange of hints on the killers perk and addin loadout

    - resource management in Form of important pallet drops/break ("Shack/Main pallet x is down and they broke it just now")

    And more that i can't name from the top of my head.

    But all this is just potential and people that don't use it have no one else to blame but themselves.

    Just like in league of legends were you can go in a match with a premade group and not use third party or even the provided voice comms but the game still puts you up against other premade teamsof similar size and they might use comms. That puts you at a disadvantage but it's purely your own fault.

    In DBD that is not the case, killer can never opt for the comm advantage. And neither can the choose to play in a premade group. The only option they have is to play another killer character of different potential. And the worst of it is that bhvrs matchmaking algorithm isn't taking any of this into account.

    I feel that the most important aspect of comms in a SWF is task allocation: "I'll save Fred, you keep slamming that gen!" which avoids the situation all too often seen in solo Q when multiple people move in for the save then one has to back off & go back to gen/other activity.

  • @PaintedDeath said:

    I'm not really sure why Wesker has a 40m TR, but if one killer could use a larger radius, it's Trapper. One of the few things he has going for him is his TR.

    You want to nerf TRAPPER???

  • Not only no, but hell no. Seriously? How entitled can you get?

  • Sadly, with the loss of the 12% when you kill the first survivor it's not even a good perk for Legion or Plague. It's not like it was meta before!

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132800#Comment_3132800

    Do you....expect me to be proud of 3 seconds less on a timer that can be extended by iron grasp, or easily be cheesed out of a grasp escape by the amount of hooks in a general area? It's an undeniable fact that there are GENUINELY too many hooks in a match, and it gets worse if a killer brings the offer to decrease the amount of space between hooks. They need more distance or the killer needs to face alot more recoil when bringing a survivor to another hook to make it fair, which would probably mean using Boil Over even that doesn't help. (And Flipflop actually needs to convert to 50% of a wiggle state when the recovery meter is being built up, I run the perk and 9 times out of ten, unless someone body blocks or the killer get's stuck on something for even half a second longer, it's a rare chance i escape grasp at all.)

    The better solution would just be increasing the space between hooks and extend so that the killers actually have to work for their hooks and mind-game better in to where they want to Herd the survivor, and where the survivor wants to loop. It would shift the game play a little more and be a healthier option then increasing the recoil and having that stack with boil over, lord knows how that'll go and before anything else; most killers have the ability to down, outplay or herd survivors into a general area due to their power (Blight, Nurse, Nemesis, Trickster, Pryamid head, deadslinger if aimmed correctly, doctor....Etc...etc). You see what I mean?

    You claim "It's an undeniable fact that there are GENUINELY too many hooks in a match" but that's just your opinion - you have no facts to back this up. I would argue the opposite in fact!

  • Not only No, but did we really need another thread with the same silly question?

  • It's certainly open to abuse - trivial example, someone with it can just stand on the floor above the hook on multi-floor maps & above Basement and the killer won't even be able to detect them.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118554#Comment_3118554

    If many people think it, it is probably true. Why should survivors must constantly learn to play "without" something and killers don't? Survivors didn't get a Dead Hard replacement as killers got a meta replacement with the same boring perks that survivors have to content with. Killers still using slowdown perks.

    Nothing is less fun in the game that having to let go of the gen just because the killer might have a very broken combo. If killers can't wait an extra second to bait out Dead Hard, all survivors shouldn't have to play around a broken meta combo.

    So you're ignoring that Killers had more meta perks nerfed and survivors actually had a meta perk buffed, I see.

    And as for killers having to learn to play without something, I give you Ruin, which they completely Ruined to the point of unusable. And of course, in the past we lost Ruin+Undying but you conveniently forget those things in your one-eyed rants.

  • So you're just making things up to suit your agenda. Figured but it's nice to see you admit it.

  • Can't go past my DemoDog!

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005899#Comment_3005899

    Then Killer powers should also regress, like Myers etc

    Umm - they do. Including Myers. What is your point?

  • As always, Sluzzy posts are the best laugh I get all day.

  • @Grum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114046#Comment_3114046

    Okay yes because that was the main take away here. Not the killer's primary form of attack being bugged for several months to have no consistent way of being read.

    You do know there's a Bug Report forum right? Where you can do this crazy thing called "reporting bugs". And if a bug has already been reported then the Devs are aware and it'll get fixed (okay, probably not for a fair while given BHVR's record on bug fixes).

    Just continuing to complain here accomplishes nothing.

  • Those are amazing! Any chance you have the cosplayer's name/online handles to credit them/allow us to follow their work?

  • Thanks man, as a fellow Demo Main I always appreciate more info!

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110559#Comment_3110559

    Where did anybody say "no one will run dead hard?" Jfc you can't have a conversation on this forums now without killers still bringing up dead hard.

    Dude, he was literally directly answering the question you asked!

    "I've seen your comments and you're pretty killer sided so let me ask you this, imagine if a survivor perk was busted and the survivors said "yea but who's going to run that?" As justification for it staying, you and I both know that people WILL run those things because they're busted"

    He replied that there is no need to imagine, it happened for 5 years straight with Dead Hard. It fits the criteria - DH was clearly busted AF yet survivors were claiming left, right & centre that it was perfectly fine.

  • So a completely bullshit post. Wow, be proud of your wasting people's time.

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