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BaroneMaximus

BaroneMaximus

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BaroneMaximus
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  • @TrialByFire476 said:

    I think the problem is that you're reacting to the killer swing in which case, you won't get the I-frames in time so the killer hits you. Dead Hard should be used to get closer to a pallet/window or to predict killer swings. Reacting will cause you to gain the exhausted status effect but you'll still go down.

    PFFF NO! If you want to use a perk to reach further distances you are talking about sprint burst not dead hard xD Dead hard is meant to be used to make the killer miss the hit, if people is using it to make distance is JUST because its bugged and nothing else.

  • @AChaoticKiller said:

    dead hard is working fine for me, the only issue is myself trying to be greedy and use it at the last second which is usually as im getting hit. also it should not, making a perk that can safely get you to pallets even safer is just dumb and its already a good perk which is used by good survivors to get to vaults and pallets they otherwise would not make it to.

    This is not you being greedy, this is how the perk IS MEANT to be :'D It should reward good players with good reflexes in jukin killers hits INSTEAD it prioritize killers hits and you get hit even if you dead-hard perfectly. This is a lack from devs, not us using it wrong. If you want a perk that helps you make more distance use sprint burst ^^

  • Another thing that came up on my mind was: You aim and to be able to shoot you have to press M1 and it starts charging your shot, the more you charge the further it goes and ofc the survivors would hear a "spring metallic noise" that make them undertand he is charging his shot

  • https://www.youtube.com/watch?v=g9LkaTt50Ic

    these are the games i go for EVERY day. One after another and another and another

  • image.png

    This one. Usually there is a hook directly in front of this rock, i tried all the angles, but you can never hook the person you are carrying

  • I'm just gonna suicide on hook from now on when i play against this trash character. 0 reasons to play against it

  • @Liruliniel said:

    Wont matter if its a VPN or not. Between dedicated servers, how hits register, and ping between both you/killer/dedicated servers I'm shocked we don't get hit from further.

    nice joke bro. I have the opposite problem, my connection to dedicated is SO good i get cancelled from hatchet hits :) The blood spills and they dead-hard anyway ;) and when i play surv i dead-hard from insane distance and with insane anticipation and i get hit in the middle of the dead-hard :P

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457754#Comment_1457754

    Only smart survivors know how to do it though. Most stay at their current tile and wait till the pallet is gone before leaving it.

    Being smart and being good are not the same thing. you can be smart and be 0 skill player and you can be skilled without being smart

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457720#Comment_1457720

    If its that easy then please show me videos of you looping good killers for 5 gens consistently.

    You don't need to loop for 5 gens, you only need to loop as much as needed to get time for the others to rush gens :)

  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457756#Comment_1457756

    Nice that you are so good I played 200 hours survivor and i can still not loop good enough and the majority of survivors can't do it as well, because i get constantly 3-4ks in the most games in red ranks. Facts lead to another conclusion.

    I never said that you never die as survivor, but the things you have to learn are 0% skill and 100% theory + some practice

  • @BaldursGate2 said:

    Looping requires skill, otherwise everyone could extent loops to 3+ minutes and the games would be over even faster.

    Third person loop vs first person where you have to look around to hide your red glow, clearly the same :) Also, as i said, you require half a day to understand how to loop and max 1 week to practice it on every map and thats it.

  • @CashelP14 said:

    You need skill to be a really good survivor. There's a reason why survivors at red ranks are most trash at the game.

    Survivor you need to learn tiles, how to link them, how to pressure gens, how to use your time effectively and how to counter every killers ability. I'm not even including the more complicated stuff like how to time flashlights.

    Killer isn't simply learning every little detail about the add-ons/perks. Most of the time the character was played in the ptb and most people saw streamers play it. Before the killer is released they already know the best add-ons and how to play them.

    Both sides need to be played a lot to become the best. Survivor isn't simply holding M1 and doing gens. The same way kiler isn't using your power, hooking survivors and slugging survivors.

    "how to link them" The game with his rng will link them for you dw :)

  • image.png image.png

    A survivor will NEVER face this. 27k depip and i had 9+ hooks and barely slugged

  • The hardest thing a survivor can say on their defense is flashlight saves that right now are even way more difficult because of latency stuff with servers, but this is a choice you make, not a base mechanic that a game requires you to do.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457687#Comment_1457687

    You're currently jailed for some reason but I just wanna say thank you for existing and making this comment. I really have no idea where this whole "survivor takes no skill" thing came from. Like yes if you're a sweaty SWF squad you can end a game in 5 minutes and you don't have to do almost anything but you can do the same thing as killer by playing Spirit with a mori, NOED and Stridor and bringing the mother-daughter ring and Wakazashi. This requires almost as little effort to win as the 4-man SWF squad does. Basic killer and survivor gameplay both have a decently high skill ceiling and they should both be acknowledged.

    "Spirit with a mori" not like she is a 110% speed killer and she totally relies on her power like huntress right? :)

  • @Todgeweiht said:

    Survivors have to learn how to properly loop around tiles, resource management (when to use pallets), when is a proper time to rescue teammates, when should they stick to gens or do others tasks, and other things depending on which killer they face.

    Saying survivor requires no skill is disingenuous to say the least, obviously it's not going to be as hard as learning how to properly play nurse or trapper, but it has its skill gap.

    Something that you can learn in half a day of videos on you tube? Rest is practice but i bet that even the worst player in this world manage to understand and master this stuff in max one week of time

  • @MyWorldHasCome said:

    https://forum.deadbydaylight.com/en/discussion/173261/when-do-you-plan-to-make-survivors-skill-based-too

    If that's your point about making the survivors difficult, you should take another path to play this game. The survivor's path is already pretty hard. As a main killer (Legion), i can tell you that killers have something pretty unique called "Attacks".

    This is not an studying game, its a survival game.

    Using your same words: A survivor has items, killer has powers. Both can have synergized perks.

    Im sorry but i don't share your idea, in fact, no offense, i feel like you got a very bad game and came here to post this after the match. Again, no offense intended, but i can read like 7-10 per day of those posts and i usually don't reply 'cause nothing of value can be took of the discussion itself.

    If survivors did a good job, be better. Learn from your mistakes. Take your anger off the game, take some fresh air and come relaxed.

    Play for fun, not for the sake of humilliating the survivor.

    We're main killers. We must be better. This game has to leave the toxicity and this is the correct path to do it.

    Best of lucks out there, the fog stills with us.

    Items are tears on an ocean, powers are saving graces. Your comparison makes NO sense :) Survivors can rush gens, do chases, save people, heal people and see where people is hooked/slugged. Ask a killer NOT to use is power ;) Check the results :D

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451293#Comment_1451293

    Poker is competitive game and its like entirely based off the luck of drawing cards. RNG is not what determines competition. The drive to win does. In DBD, winning is really fun, so when people say stuff like "This killer isn't fun", what they're really saying is they lose a lot to that killer but winning and losing is part of the game. I find it ironic when people say, "Rank doesn't matter and it isn't skill based" and yet people post screens of red rank vs purple/green rank. Another irony is that survivors/swf often smurf rank 20 accounts to face rank 20 killers and than blame matchmaking system. It is very see through. Its why it is important that they eventually looking into making killer emblem system in taking account for killer powers so it has accurate calculations. Anyhow, Myers is really weak killer and hopefully he gets reworked at some point to be strong killer but he is likable character in the game.

    I really wish they would rework myers... Like stalking someone else and then punishing you or whoever doesnt know about his incoming tier 3 is so stupid :\ also there are addons that could make him way way more interesting, but they are not as powerful and atm they are just meme or boring

  • @Bovinity said:

    The problem here is - as always - people are using words like "fair" when they really mean "farming" or "throwing" or something similar.

    There's nothing "fair" about the "hook everyone once before you hook anyone twice, and hook everyone twice before you kill anyone!" nonsense. You're just asking one side to handicap themselves for your benefit at that point.

    You might as well ask StarCraft players to not pressure you early, or Street Fighter players not to block your combos. And then calling that "fair".

    what

  • @DeanWinchester said:

    Those are my favourite types of matches. It reminds me of when I first started playing.

    Now in red ranks, survivors always wanna gen rush the killer and get out ASAP. I get that escaping is the goal, but where’s the fun? I want a drawn out, well fought match. I want the chases, the totem hunting and chest searching, and the avoiding when the killer comes near. (Not toxic immersive but stealthy.)

    But nope. These days all my teammates wanna do is gen rush the killer and force them to play dirty. They’ll wait until the last possible second before getting chased off a generator.

    I honestly open the exit gate when they rush gens and look to the wall. I mean, if you wanna get out of the trial, be my guest xD I play for your same reasons

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450607#Comment_1450607

    Ebony vs key. Result 2-2. How can you say that a key is superior? Talking about being entitled. LOL

    Like, you understand that with a mori and noed and devour that are actually the most cancerous perks and offering to go against as killer, they actually managed to escape through key right? They trumped any of the chances i had to win the game by simply opening the hatch, also the more i kill the easier is for them, because of how the hatch works. Like rushing gen is not that big of a deal you know xD

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450573#Comment_1450573

    Damn lowest points 8k. Did they do nothing or did u abuse the mori?

    They didn't do anything, i mori at second hook to the third, never at first hook

  • @Unfun_Tunnel said:

    https://forum.deadbydaylight.com/en/discussion/172538/playing-fair-should-be-viable

    No one will change my mind until devs will do something concrete about this: this game is survivor sided. Yes, it is. With genrushing, op meta perks, unfair maps and swf some games are just impossible, unless you tunnel or camp. Killers shouldn't be forced to do this, i think they need more time, because now there's very little.

    Exactly

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451187#Comment_1451187

    if it wasnt competetive why are there ranks? why would the dev team spend time making a new hidden mmr system?

    It makes me laugh to read "it's not a competitive game" XD

  • It may be both, but i pref the first one

  • @mithrios said:

    this thread make me think " wow people really don't know this game "

    sorry but soul guard is at maximum a 3/5 perk

    the unbreakable part is too situational, alone this perk can raise up from dying state 1 game of 50 maybe,

    and the 8 seconds endurance effect? well is useful only in combo with unbreakable( but the killer have to slug you and many times 8 seconds of endurance effect are useless because the killer is far away from you ) or if your team8 use for the people.

    so in conclusion stop claiming for nerfing an already medium( i don't wanna say weak but sure not strong ) perk.

    P.S: if i found as a killer a survivor running soul guard i'm really happy, because this mean he is not running one of the meta perk like DS, dead hard borrowed time and adrenaline...

    He is probably running them anyway :)


  • @Yogerman1997 said:

    yeah..... Both should work only when the Doors Are Powered

    No have sense an offering or a item can give u a free win.

    Key Changes:

    • Hatch only spawn when 1 survivor left, and when the doors are powered.
    • Delete Broken Key spawn chance from chest and Bloodweb.
    • After use a Dull or Skeleton key, instead of disappear, become into a Broken one.

    Moris Changes:

    • Cypress Mori changed to Common (Allow to kill the last survivor, When the doors are powered allow to kill survivors you hooked atleast 2 times.)
    • Ivory Mori changed to Uncommon (Allow to kill the last survivor, When the doors are powered allow to kill survivors you hooked atleast 1 time.)
    • Ebony Mori changed to Rare (Allow to kill the last survivor, When the doors are powered allow to kill any survivor, no hooks needed.)

    Also, agreed with this

  • @MiniPisa said:

    We know. The devs know. If you've been on the forums long enough you'll know we get dozens of key requests on here every week. At this point most people will ignore them unless it's actually a productive (or ridiculous) nerf/change suggestion. Please edit the post and tell us what exactly you think they should do to change them and then it's actually worth our time.

    Quite simple:

    First of all the hatch only spawns when the last survivor is alive to avoid hatch camping both from killer AND survivor OR when all 4 are alive for the achievement. Then, keys are not istant, but they have to be channeled for at least 5 to 10 seconds to open hatch. And last, but not least, you can't bring more then ONE key per game.

    Worth enough? :)

  • @Veen said:

    Kinda like Evolve endgame map recap ? Yeah, looking forward to see blendette crouching around the map anywhere near a generator.

    You mean for the replay? Just an entire match history of your games with details of dmg done on gens or gens completed and stuff like that plus a button that sends you on replay mode, more like League of Legends

  • image.png

    Like even tho i'm playing the most cancerous build with ebony, key is still superior xD seriously, i wonder how many more evidence are needed to understand that keys are broken xD

  • image.png

    Like, survivors are so entitled, that if you play your best addons, perks and offerings and they manage to escape THEY ARE STILL MAD :'D

  • and just to be in theme, had like 10 games against SWF so its TIIIIIIIIIIIME FOR RANDOM PUNISHMENT AND UNFAIR GAMES :D

    image.png


  • Thanks for the tip on how to counter a pallet xD But this is NOT a counter HAHHAHAHAHAH

  • @CyanideBlaze said:

    Honestly? I feel like playing fair WAS viable until recent months.

    Like.... I haven't been playing that long, but I feel like up until like two months ago the bulk of my games were fairly decent. Not a whole lot of camping or tunneling going on. Now it's like the opposite where I'm grateful if even one game doesn't involve me getting camped or just hyper focused all match. It's literally stressful being chased, hooked, unhooked, chased some more, hooked, unhooked, chased and then killed.

    I actually have started like... pining to do gens. Like I just wanna hit skillchecks. Like how messed up is that, I miss the most boring aspect of the game?

    Like jfc lemme do a gen

    Killers are all frustrated cause the game is unfair for them and they started playing lame and abusing stuff like survivors do with keys and SWF and all that stuff so yeah... games are much more unfair

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449927#Comment_1449927

    Yeah, sure. He didnt have any gen regression perks and spent alot of time kicking gens without actually chasing the people who were working on said gens...so they obviously just came right back to undo that. 2:28 is an example of this but it happened alot... He would chase ppl off a gen, apply 0 pressure, kick the gen and then leave.

    He THOUGHT about making use of his dark devotion at one point... it activated at 3:12 but because he spent too much time just kinda wandering around, one of the 2 ppl he hit had enough time to get back up. He also noted that he THINKS a survivor that keeps going on a certain gen mightve had spine chill, but refuses to actually play as if that survivor has spine chill. The smart move if you think this is the case is to approach the gen without looking at it.

    8:55 he spots the SB user and another survivor cranking out a gen together and seperate. He starts moving towards the SB user, then starts talking like its some kind of master mindgame he's playing on the OTHER survivor in which he takes a long scenic route to chase THEM rather than just chase them directly... He didnt get the hit on that survivor til about 30 seconds later, which is an alarming amount of time considering the gen he just chased 2 survivors off of was almost done. If he just chased directly, the survivor wouldve been downed in less than 10 seconds.

    At the 12:20 mark he makes a bad play around a very easy pallet (his movement was super obvious and he wasnt playing with his red light pretty much at all), then blames getting pallet stunned afterwards as if its bad RNG ("A pallet into a pallet, I didnt see this")...but this map is pretty consistent and those pallets are pretty much ALWAYS present.

    I feel like I should also note that at no point did any of the survivors actually make any coordinated plays. There was no attempts at flashlight blinds or ANYTHING and this was something you would fully expect to see from a team of 4 solos. He insists though that this is the kind of games you can expect from a team of coordinated SWFs with his super short chases. Last gen popped at 12:48... This is by FAR not a gen rush and one guy even healed up before popping the last gen against his infinite T3.

    If you have any uploaded video in yt, could you share it? I'm not being toxic or sarcastic, i'm geniunely curious and interested

  • @LordGlint said:

    I watched the video you linked and while he DID get really lucky with his early infinite T3... he played very poorly for the majority of the game and barely applied any pressure while chalking up his losing to "playing fair". I can give you specific examples if you'd like.

    I 100% agree with you, like he was clearly playing chill, but still... what else should have he done? Like camp when he had 2 people hooked or? dunno...

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449843#Comment_1449843

    With crossplay "coming soon" I can think of three things that would make this game fun for "almost everyone"

    1) Expand on KYF... make this mode the "party mode" for those who want to play it as such

    2) Implement an unranked mode... for those players whom want to play casually, and this would be the mode to play in order to "unlock" the new ranked mode

    3) Make the ranked mode have a clear border to entry... Like have 5 killers and 5 survivors past a certain Level "they would have to make a new leveling system for this but it would help those players whom want a more competitive game"... also implement a weekly perk ban "so it's not the same ol' same ol"

    Agreed with all

  • @stargazer9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449781#Comment_1449781

    You tryin to be funny or something? I'm sure you got what I meant but just in case, OP = Original Poster ;)

    No, i'm not trying to be funny, didn't know that in forums op means that :) But in general in videogames OP means OverPerforming :D

  • @stargazer9 said:

    OP is overthinking and creating a problem out of nothing.

    Op means "OverPerforming" so i still don't get what you mean :'D

  • @LetsPlayTogether said:

    Yeah some perk thats basically used once in a week is too strong. LOL

    Clearly not a comment coming from a SWF main :) "lets play together" :'D

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1448157#Comment_1448157

    Hex:ruin doesn't work with thrilling tremors. they got rid of that combo pretty early

    what a joke

  • I don't think that killers should be buffed if i'm honest. When i play killer, i don't feel terrible in chase with any killer (Unless i'm playing spirit and since that i'm half deaf i'm literally a bonobo ######### with her) Killers in general are pretty balanced in their moves and stuff, but for ds that i think to be unfair on point blank shots. The balance is missing in generators and RNG like tiles or totem spawn or gen position and stuff like that. It's obvious that if you are premade with someone you are collecting and instantly giving precius informations that otherwise that guy wouldn't have had, but this is why a "team game" works.

    I believe that this game should not be a team-based game, instead it should be a "run for your life" game since you are trying to survive and stuff. This is why i'm not mad when someone leaves me behind and goes out of the trial, we are there for that reason (even tho i always suicide for people and never go out of the trial without trying) but i don't think that bhvr thinks the same.

    I believe that they want this sort of cooperation between survivors and this is why i believe that the game will be always survivor broken somehow (and i also believe they are survivor sided for the most part, see the quote: "dayLIGHT") So i'm just gonna play the game and enjoy it whatsoever

  • @Falkner09 said:

    https://forum.deadbydaylight.com/en/discussion/171924/soulguard-is-too-strong-as-it-is

    I think they designed Cheryl to be a Ruin counter. she's rewarded with unlimited unbreakable if it's up, and when interruptecd on a gen, she can block the generator so Ruin won't regress it for at least 30 seconds.

    I think that ruin will regress it anyway, since the same happens with thrilling tremors. That wonderful perk that became my main perk with decisive and dead-hard is the perfect counter for pop and since nowaday is abused they felt like they had to do something for it and BANG the perfect perk. I really love them

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443864#Comment_1443864

    If you haven't encountered any real problems with the perk and don't have anything against it then why did you make this post? You really shouldn't be asking for nerfs unless it's genuinely something that you feel has bothered you in games to the point of posting about it on here.

    I don't need to face a problem to understand that a certain thing could give me a problem :) I have an open mind and i can guess many things and soulgard is something that could cause problems if not kept controlled and this is why i posted this ^^

    I mean, a forest that burns is a problem both if i'm near it or not :P

  • @JLew said:

    https://forum.deadbydaylight.com/en/discussion/172270/sounds-are-completely-broken

    Ive noticed the exact same thing on PS4, downed survivors making 0 sound

    I don't know why tho... but i've heard a lot of people saying this :\

  • @Peace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443635#Comment_1443635

    Yea, he isnt balanced in his current state. He needs a buff to even be barely playable.

    sure

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443591#Comment_1443591

    Unbreakable is one time use because it has no prerequisites or downsides and the faster recovery time is so significant that you almost never see anyone run soul guard and not Unbreakable.

    Soul guard is unlimited use because it has both a prerequisite (you must become cursed) and an inherent downside (you are not allowed to cleanse the hex or allow another Survivor to cleanse the hex) AND it's secondary effect is more situational.

    Remember that in order to get the perk to run you need a specific 4 perk set up where one of the perks is the Killers perk.

    Specifically you need DS, Soul Guard, Unbreakable and the Hex.

    As i said, i never had problems with it, the reason why i'm suggesting this change is to put some balance on things. For me it's literally w/e lol But i'd pref to be safe then sorry ^^

  • @GreenPufferFish said:

    1.dont slug2.if you do just wait 8seconds

    lol

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