Brimp
Brimp
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2939968#Comment_2939968
And the killer can bring 4 busted perks and most killers have at least 2 busted add ons
This goes both ways
Ehhh both ways for blight and nurse. Not really the rest of the killers.
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@HectorBrando said:
I agree, one of the worst aspects of games in general is people never lose because they played bad, its because reasons. Obviusly when they win its never because reasons, its because they played well.
I generally don't always play my best but even when I do just to lose to 4 people insta running at the slightest hint of my terror radius making me spend 20 seconds JUST for 1 hit then spending at least 50 more because DH for distance..... Yeah I don't really think someone played better than me in that situation especially when I'm playing something like clown where he has mediocre speed and decent slowdown that's really only good for antiloop.
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I mean when 4 survivors can bring 4 busted perks that pales in comparison to old ruindying with 2 other slowdown.... yeah ima say something.
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A spider
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@darkcloudlink said:
They just had a huge banwave recently where they banned a whole bunch of cheaters/hackers. They ARE making an effort, you just need to be patient.
Making an effort years after they first showed up. I'm pretty sure we've waited long enough for a company that has the money to at least update their anti-cheat to an uncompromised and up to date version.
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Something something making it "fair" for the survivors while in a 4v1 situation.
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I like how this is the one game where if you bring the strongest stuff you're considered bad by default.
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@friendlyant1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2938357#Comment_2938357
Yeah, I’m aware of that intended lingering, but currently, it is much longer than usual
It's always been pretty long. Just most Nemesis's that use it, use just the first 5-10 frames of it instead of the full half a second to a second. I don't know the exact numbers but there can be a noticeable delay between the object you hit then drag out to hit the survivor.
But I gotta say using the whole drag playstyle over just inherent zoning is pretty fun especially when you're the survivor going against it.
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Yeah weird cause macros used to be against TOS for BHVR but I guess they just dropped that rule all together or just gave up enforcing it.
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Spread out and 99 a mend until you count 11-12 seconds after the last frenzy hit (1-2 seconds accounting for vaulting in frenzy which pauses the timer) and if your teammates don't spread out that's their issue not a legion issue. That's the basic counterplay to legion but I guess they need to be changed because of bad teammates instead of having bad teammates learn.
Also why tf would you use a pallet against a legion in frenzy unless you were his 4th stab meaning the next one would down you. Cause most of the time the legion would just respect giving no chance for the stun.
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So nerf the killer because you don't find them fun to face... ngl I don't remember just having fun holding m1 on gens and pre dropping pallets vs m1 killers.
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Yeah well according to the Ash Vs Evil Dead game its beta looked really promising. VHS still looks promising but they killed off their hype by having the beta go on for months then completely shut off the servers for nearly 2.
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@Azarino said:
Thanks all, I do this myself but the other survivors don't. SOlo q :(
Soloq issue then. Idk how people don't know the basic counter to legion with thanat.
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@dugman said:
FYI Midwich is currently killswitched as of today.
Actually killswitched or just the offering?
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My advice... dont play the game until it's in a better spot
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@Regulus47 said:
Yeah. Totally fair and balanced trust me, killers that can vault pallets and instadown you are actually only C tier dude. Lmao
You are aware you can literally 99 your mend until you count 10 seconds after his last frenzy hit right?
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"We're still looking at that Dead Hard data to truly determine if it needs to be nerfed."
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2935589#Comment_2935589
Most people just use the same window vault over and over. In the Strode house people run through and vault over the fence in the back yard and then vault through the window on the front porch. Just blocking one of those cuts them off. Hardly ever do I get someone jumping out of the second floor window because I can catch up to them instantly unless they're using balanced landing.
The house next to that one is your typical house setup with a basement so that one isn't an issue at all.
The house across the street from that on the end has that window vault inside the front right room that is the most commonly used or they run upstairs and hug the edges of the room with the hole in the floor. and fall off the porch.
The house in the middle on that side is another typical DBD house setup and the one on the end has that vault out the back as well, but its so close to the back door and the only place to go if you try to run around the house is a straight line to the front yard that its very easy to catch up with them.
These are not invincible loops that all killers are at the mercy of.
Ngl sounds like you didn't go against survivors that can't run the house. If you bamboozle the living room vault they're gonna run around to either the front porch vault or the back porch vault. Not to mention the vault upstairs...
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2935370#Comment_2935370
A single example, an argument is not made from.
I mean just look at any survivor that knows how to run the windows effectively. The houses are absolutely busted and how people call the map "more balanced" now is really a mystery to me.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2935547#Comment_2935547
I am killer main, why i have not problem on Haddonfield anymore?
We should never listen people like Coconut. If we listen him and balance game, nobody would play survivor anymore. He is just bad at game. He is nothing with other killers, only Huntress.
Prob cause people still don't know how to run the houses effectively. Like coconut isnt the best survivor nor did he go against the best killers but even against good killers they wouldn't be able to do anything but hold W for the houses.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2935370#Comment_2935370
The killer he was looping was terrible tho lol.
I've seen good killers not able to do a thing other than hold w and vault until entity block because the windows (which can take more than 3 since chase can be lost in the houses) are that strong....
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2935370#Comment_2935370
"Look a dumb killer followed a single survivor for 2 minutes straight, change map pls."
@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2935370#Comment_2935370
That sounds like major incompetence on the Killer player's part, not an issue with the map design or even a display of impressive plays on the Survivor player's part.
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2935370#Comment_2935370
So he played against baby killer?
Single house, he did not use any god windows and 2 minutes loop? Yeah clearly baby killer lol.
And Coconut's opinion is nothing to me. He is not that good.
Literally any smart survivor can easily make a 2 minute chase at one of the houses. If the killer was to leave for another person they would most likely run the house for at least a minute. The ignorance of "just leave to go find someone else" is... idk what to describe it as.
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@GentlemanFridge said:
No?
Coconut mains Huntress, I believe. He’s gonna have some hatred for semi-indoor maps from the get-go.
He was playing survivor in the video and he literally looped someone for at least 2 minutes around a single house. A SINGLE HOUSE and he wasnt using the god windows that much.
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@juicedup said:
https://forum.deadbydaylight.com/en/discussion/comment/2934275#Comment_2934275
I never said you could block the stairs.
It's just a very attractive spot for a killer to camp.
So then... I don't see how it's a problematic hook spot. Its an effective camping spot and that's ok cause after that hook is gone its gone forever.
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I don't understand "mid burst" like mid lunge? or mid sprint? If it's during the start of the lunge it completely changes his direction. Also depending on the object and its length allows him to slide along it long enough to get a 90 degree turn.
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@juicedup said:
https://forum.deadbydaylight.com/en/discussion/comment/2934254#Comment_2934254
The stairs are the only way for survivors to get to the second floor.
What else is there to show?
I've described the issues in text.
You've shown... half the stairs. Unless you can get the full image I'm just gonna believe that you cant fully body block the stairs.
Edit: wait that's myers house you cant body block the stairs. Now if you mean body block a doorway upstairs then that would make much more sense.
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That screenshot really doesnt show enough
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Jake or infectious
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@torrigarnet said:
Responses like this is why the game is on life support. There isn't even constructive criticism. 1 killer, 4 survivors means nothing if a killer is running twice as fast as all survivors and goes for insta slugs off rip. Enjoy this game being on life support. Especially after May 13th.
I mean this game has been on life support ever since its release. Just had little bursts of life given to it with each licensed chapter.
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If you hit all the greats on the skillcheck wiggle you get about 1 second worth of wiggle. So overall 16 second wiggle to 15,
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Bubbas
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Nah this perk was long overdue. Ever since the final exhaustion nerf to where it doesn't come back 50% slower while running it has been used. So that's at least 5 years this perk has been allowed to just thrive in the overpowered monstrosity it is.
Overall I'm in the boat of "nerf exhaustion as a whole" cause I doubt they'll be reducing map sizes anytime soon.
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So you just want to baby new players into not learning while making the ones with brains even more powerful? Surely this is bait
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Like I said I want to live in your world where ruin stays up for more than 1 minute. Also my trust in the devs statistics for "lasting until endgame" I really don't believe. Its like saying "the kill rate on cowshed is 42%" like.... anyone who knows that map knows that unless the survivors are new to the game the map itself is just 1 giant loop where you get 1 kill most of the time.
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demo would have a field day if all his browns became base kit.
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@Piruluk said:
Legion is auto loss of your team can't play well.
No other killer is that broken.
Legion just pushing m2 and he injures every survivor and knows their location almost all the time, on small maps he has map wide killer instincts. No counter to his aura read, no counter him injuring you.
You just hold m1 again and again and again and again and again, he is stacked with every slowdown imaginable.
He is way above Freddy and Wraith before nerf, he is the new king of free and easy wins, abuse him as long as you can
Apparently its hard to understand, legion = spread out Even on small maps like coal tower the length of it is still enough to W to run out their power.
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@t0007319 said:
we need an option to avoid a specific killer even if it’s just one, because when they do buffs like this that haven’t been properly tested the whole game goes to crap, either that or at least allow us to rotate killers per game, game is extremely boring now.
Game has been boring since its release. Just most recently its gotten a little more interactive when there isnt pallets at every filler tile or double vault/pallet jungle gyms.
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Ah yes the "legion is annoying" because they're played more. Same thing happened with wraith's speed buff. Any wraith back then wouldnt dare play him without a windstorm addon but now that he didnt effectively always need one people then complained how "he was too fast" or "silent bell all seeing".
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Idk why people are giving it up, its still 4 seconds off a regular heal and 8 off the selfcare. Literally getting 2 self cares off from one boon gives it value. But I guess it's welcome by me so I can actually try and play twins now.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/2932038#Comment_2932038
The wood stumps are consistent too. If a certain wood stump sticks out too low, then Blight will consistently slide off it, assuming Blight rushes into it at the same place and same angle. Some objects only have broken collision at certain angles, at the places where a part sticks out too low or too high, without some other object sticking out at mid level. This is why some shacks have butter collision where the short rock wall is, but certain parts of those rock walls might have real collision, if something like a wooden board sticks out above it at mid level. Some of the broken collision objects are difficult to notice if people aren't paying attention. For example, some basement stairs walls had a very small horizontal board near the floor, which broke the collisions for those walls. And there were V-shaped trees, where the trees themselves had collision, but if you rushed directly where the two trees meet at the V-shape, then you could slide off because where the two trees meet was too low for Blight to bump off of it.
Blight's bump hitbox should just be extended to his entire character, so that it easily fixes all these problems.
If it was truly consistent then the whole "look down if you wanna bump on short objects" would work better. It's sad mclean left before he could really finish that mechanic. Also you can bump into those stumps even when it seems like the part you're running into seems more caved in.
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@Coffeecrashing said:
Collision is very consistent. Blight's bump hitbox is from around his waist to his shoulders, so if objects stick out too low or too high, then Blight slides on it.
Ehh..... swamp and shelter wood stumps would like to disagree. Even some huge rocks would make you slide. Even his most consistent collision which would have been the collision used before midget blight got patched wasn't the best gameplay wise. And that's the collision that would allow you just flick your camera into a wall to force yourself to bump.
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Dh isnt the only reason killers like clown and trapper are weak. Its map sizes with ridiculous gen spreads that makes it nearly impossible to pressure multiple survivors at once.
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@_AdamFrancis_ said:
Nobody is crying. It is just stupid to get punished for your teammates mistakes.
Isn't that the point of being on a team? If one or more of you ######### up it should affect all of you?
It's basically like being a group with people that are not that smart and have an assignment and instead of trying to teach your group how to do it you go to ask the teacher to make the questions easier.
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it would still result in hook trades as they can just sit outside the radius and as soon as someone goes for the save they wait until the unhook animation is finished then chainsaw sweep.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2930746#Comment_2930746
Survivors were hoping for Ruin to be nerfed to the ground but the Change made it just an equally powerful version of Ruin (or much better version for Mobility Killers).
So Yea my point is Dead Hard is here to stay.
Idk in what world you live in that ruin stays up for more than a minute but I want to live there.
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Ruin is still the same thing against good players. Literally doesn't affect them if they hold m1 on a gen and if you keep splitting pressure you are just gonna lose by either them stalling long enough for someone to get the ruin totem or getting the gen done anyway. Exaustion overall is just not very healthy for the current state of the game and I doubt they would make maps smaller just so exhaustion seems less powerful.
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@Araphex said:
They need to make it an option to toggle along with a cross hair option since I heard they were okay with that as well.
There is an option for aim assist in the engine ini file but turning it false seems to have done nothing for the past years ive had it false.
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Yeah because "skill based matchmaking" doesnt work well in a game of RNG for pallets and window. Thats why you constantly see nurse and blights cause they ignore how strong certain tiles can be.
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/2930073#Comment_2930073
You can't see it. ¯\_(ツ)_/¯
No but just knowing it's there and with data mining you can.
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@Stroggz said:
Bhvr Please stop trying to make dbd a competitive game, this is just embarrassing. There's TOO MANY unbalances in this game to be a tournament scene.
I think they do the opposite. The got rid of ranks, its grades, they won't show it. There is no competitive thing or metrics. So...
mmr makes it competitive.