Brimp
Brimp
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@Tr1nity said:
fortunatly, no one plays twins.
i do
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Cause idk... Literally prevents killers from slugging when they have an opportunity to and would be really bad not to. Against twins or oni.... you don't know where the totem is since they buffed the audio range to where you have to be within like 8-10 meters of the totem now compared to the ptb where it seemed like you could hear it from 15 meters away (I did a test on the saloon with a totem and i could still hear it outside near shack in the ptb for boons). With twins if you hold W you can pick yourself up before charlotte can even get to you and oni risking losing the slug if he keeps going. People are so blind to the fact that in a killer actually trying to play to win they have to either pick or look for the boon.
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@Leatherface1990 said:
Welcome to online gaming and an indy studio mindset. Let this be your first lesson.
At this point it's not an indie studio anymore since they've worked with so many other companies and have licenses to multiple franchises.
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Its more the fact that survivors need to get nerfed instead of killers being buffed in contrast to tunneling being punishable.
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The entirety of the survivor role.
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Tbh I don't see the fun in making the killer take 12 years to catch back up to you since holding w has no counter against most killers.
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Well when the boon is up you're technically getting value out of it. In a snowball situation the killer is forced to pick if he doesnt know where the boon totem is. And if he looks for it thats just letting people get more distance ruining the snowball potential.
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@Thunderfrog said:
What perks do you run? What's your playstyle? Where do you trap?
If you like Trapper, I feel like changing that stuff around is the answer more than just abandoning him.
it doesnt really matter the playstyle with trapper on mmr. You have to go for early chases and trap while in chase but odds are they're in a party so they just get disarmed by the end of the chase.
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You do realize built in anti tunnel would need a killer compensation right? Like a slowdown base kit.
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I would say no killer and actually work on refining the game... But nah it's BHVR they just care about new content and money so I guess an original killer or if not an original, springtrap.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2668801#Comment_2668801
N... No, they do different things. I just outlined what the difference is?
I said essentially the same thing which is true. They both barely do anything if you're somewhat decent at a game but aim dressing ######### you over which is its only purpose.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2668773#Comment_2668773
There actually is a difference. If their description is accurate - which it seems to be based on my experience - the aim dressing doesn't give you any hits you wouldn't have gotten otherwise. What it does is turn the camera once you've gotten a hit to try and make the hit be on the centre of your screen, so that it doesn't look weird.
Auto aim, by contrast, would correct your camera/swing position to give you a hit that would've missed otherwise.
Yet auto aim can just be mitigated by you turning you camera a little bit... And aim dressing is a disaster of a aim system they created. They essentially do the same thing with different names.
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@PlaysByShady said:
There's no auto-aim. There's aim-dressing which does something slightly different (it applies after the hit is 'confirmed'... and then stupidly can also subsequently deny the hit), though unfortunately the end result is the same.
Aim dressing is literally auto aim. There is no other game where there's a thing called "aim dressing" BHVR just called it that to be special.
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Its almost like... LOS is a key thing in looping. And you know not getting seen from across the map anytime anywhere.
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@UnknownKiller said:
Imagine flexing of looping a killer using strech res.When will that be adressed?
It not even stretched. As proven you can see over all the tiles with stretched as well with native. Also flexing looping is not really impressive in general with the generous tile spawns that never seem to happen when you play survivor yourself...
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Is this even a question?
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/296932/#########-devs
they're trying their best. no need to be rude.
Tbh they haven't really dont anything to be nice for. They keep the most bs bugs in the game until a patch but patch out some small thing in 2 seconds. If you still don't believe me.... they banned for infinite mend legion but didnt ban for the breakdown bug because "you could still end the game without hooking".... If you look at that you can see they're just being ridiculous cause you could still end the game with infinite mend.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2665507#Comment_2665507
I don't want to remove all the techs or remove his sliperines. I just don't know what to call these and which ones are fair and which are not because I don't use them so I am not aware of them. I know only hug wall I think.
But I don't think it is fair if there is some tool outside of game or super boosted mouse or something that allows you to 180° entire loops and hit someone 99% of the time. That's just feels bad and unfair.
Well they removed the DPI influence on how far a flick goes a while ago when they patched heli blight. Now dpi only influences how fast you flick ~90 degrees with the extra rush turning.
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@landromat said:
Every blight main will protect his "techs"
They're biased
Every single blight tech should be removed. No flicks, no hugs no moonrushes no nothing. You just bump into a wall and then bump into another and try to get survivor like you're playing on controller. This is not even a discussion
Umm... no? In what world shouldn't blight be able to not flick. If you think it's remotely unfair then you just play in such a predictable playstyle.
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@Chocolate_Cosmos said:
He is very balanced. I like to play him and VS againts him. But what is not okay imo is when Blight players are using macros or techs or whatever else they are using to just hit you no metter what.
Like you can't loop him or avoid it at all. You don't need any turn rate addons for it. You just "by default" slide and turn entire loop or car like it's nothing. He can turn above 90° like no problem. I think this needs to go. It makes the Killer unfair imo. You can't loop him, can't unrun him, nothing. Add Alchemist Ring on top of that with speed addons and you can just say "gg" and surrender.
My good sir... If you're talking about sliding gone and techs gone then you just described ptb blight which was 2000x worse than what we have today since his collision was actually just his regular walking collision instead of a separate detection mechanic. Its more of a collision detector in the middle of his chest that they use now. There used to be another but with Pinheads release (not known or told to Mcleans before it was changed) they just outrite either removed it or made it have little impact on 90% of the tiles it used to work on.
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@Phasmamain said:
It would make looping pretty much impossible. I’d say making maps smaller is an easier option
I wouldnt say impossible. It's more promoting pre dropping and holding w because you would get less loops overall from a killer being faster
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First of all... I can barely read that. Second of all its not a hitbox issue its a BHVR server issue cause its so bad that they somehow de-sync survivors so in reality their hitbox is like lagging behind them by half a second on their end. On killer hits through windows *most of the time* look legit to them.
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They never stacked. It was just a visual bug that showed 2 icons.
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He is but it sucks that they basically removed the most creative part about his power.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2660796#Comment_2660796
Thanks for your help.
I don't have much space either so i have the same problem.
How do you switch the dpi? Do you click the dpi switch once for a change and then click it again to be on 1k dpi or do you hold the dpi switch for the dpi change?
I tried it with a standard toggle switch on my mouse but this is not very fun to use for me. Thats why im asking for.
Is there a way to have a non toggle dpi switch, so while holding down the button -> change dpi?
Uh depends on the type of mouse you have. I have a razer mouse so I programmed one of the side buttons with a Sensitivity/DPI Clutch so it's basically what you describe. It'll change the DPI while you're pressing the button then revert your dpi once you let go of it. If you can try to find that option of a Sensitivity/DPI Clutch for whatever mouse/program you're using.
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I usually use 1000 dpi but for flicks I just crank it to 16k (from a dpi switch) because even though dpi has little influence on how far you flick anymore,I can't be bothered to pick up my mouse then swipe it again mid flick since I don't have that much space.
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@Fuzzels said:
I mean.. "is it really outplaying someone if you use X perk?"
Yes. It is. You can play around it, you didn't, and got out played. If someone wants to gloat about their win, let em. They earned it. Just the same, if you want gloat about your own win, go for it. You earned it.
If you really feel like using a perk is too much and means they didn't actually outplay you, then you in turn should never use any perks at all because if you do, you're not actually outplaying anyone. Right? That's the logic you're using. So in all fairness, either you go perkless or accept that you got outplayed and move on with your life
Damn i 4 man slugged a team right next to the hook because they were altruistic and played badly..... Now as I go to hook the 2nd guy an unbreakable happened. Guess I got outplayed there when i physically couldn't hook them in time.
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I think you miss-typed your title... "Game is unplayable with how strong survivors are"
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I wouldn't say the right decision... The right decision was to leave mmr completely out of a 1 sided game not make it worse for the weaker side. I've seen games die because of MMR and this game is definitely on that path. MMR in DBD would basically mean you would have to remake the entire game because you would have to rebalance maps, survivors, killers, perks, etc. You can't just nerf the top perks and be like "Alright the game is balanced now" that is FAR from balancing this specific game.
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If im not wrong... literally every killer with custom chase music other than oni play their chase music in their POV.
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I have more of a problem with... how ridiculously overpowered survivors are. So if I'm high mmr im being put against 4 mans with full meta that makes them even stronger. With how survivors are right now I don't really think there is much of a skill ceiling. Most maps its literally just loop twice drop, loop twice drop, loop twice drop because most maps have the recourses to afford it. Like mmr wouldn't be a problem if they game wasn't so unbalanced.
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I've read a couple of the comments.... and yeah you don't know much about blight as you think you do. The only influence dpi has on flicks now is that how fast you 90 flick. I've cranked my dpi up to 16k and I can't even get a true 180, it's more like a 100 + the extra bit of rush turning at the end. Like DPI influenced flicks got hard patched out along with heli blight.
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@jinx3d said:
https://forum.deadbydaylight.com/en/discussion/comment/2655345#Comment_2655345
Also no. What kind of multiplayer game doesnt let you play with your friends?
Idk the type of game that was originally DESIGNED to be 4 randoms vs 1 killer
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@TheArbiter said:
Noed doesnt need a nerf, solo q needs a buff to be on par with the information you get from swf.
Yes lets buff solo q until its to the point where its swf levels... How about no, remove swf and keep the game how it was originally made which was 4 random survivors vs the killer.
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Inb4 people come in and say "Just wait out the dh"
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Both of pyramid heads addons.
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@ChampagnePapi said:
To be honest I don't think that addon is that good because survivors can just stay injured.
Forcing survivors to stay injured so they're easier to track via blood trails, longer lunge, 33% faster vault, better unhook pressure. Pretty good still
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Bro the knife nerf was already a huge hit to him. He was at his best with 60 knives and higher max fire rate.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649754#Comment_2649754
Overwatch, CSGO tournaments ban it, not the general ranked play though. I believe Fortnite aswell
Those are banned for use in tournament or else you get DQ'd. I haven't seen a game where stretching you screen just outright bans you.
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TBH death slinger was completely killed for me once they made the ADS change. It didnt even solve the most complained about problem which is reactibility but instead removed the creative part of his power. Now you have to pre aim and shoot for a survivor that couldn't even run there.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649261#Comment_2649261
Blight is one of the weakest killer, but everyone is putting him on top lol...
- He is hard to master, extremely hard
- He relies on Line of sight, as the nurse, but cannot blink so walls are a huge problem
- He can rush, as Billy, and so has a limited turn rate but he doesn't one shot down
- In strong loops that have collision, he is basically a M1 killer unable to do anything but turning 3 times around the loop
- Collisions are often buggy
- And the best Blight players around are unable to win at high MMR, they need to loose some trials to go down in rank, then win, go up and it is a circle
- And Blight relies on high DPI
https://us.v-cdn.net/6030815/uploads/DRFB0IGWLN1K/image.png
Dunno why everyone puts him S tier lol
clearly you havent played enough with him if you think he's "bad". He legit is better than the average 115 for the simple fact that you can use your power in loops and map traversal. And for the "barely wins" statement.... yeah you know he doesn't tryhard all his games right? Also the fact that killer is still the weaker role in dbd to where nurse is still the true contender since you can still pre drop again blight while in power and force a cool down. Also last I checked and played... DPI has no influence on how much you flick anymore just how fast you can flick 90 degrees + the little extra from rush turning.
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He def needs a rework. A power that depends on survivors is bad design.
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Imagine... if Dead by Daylight was actually BHVR's own idea and not a game they got contracted by Starbreeze to make. Maybe then we would see real balance patches instead of these half assed ones.
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@MedicSpirit7 said:
dead hard itself is working as intended it’s just annoying ass visual bug they hopefully fix
Its not just a visual bug. It affects twins by you basically ending up right behind the dead harding survivor so you get kicked instantly, blight to where he can no longer lunge through it despite being faster than it depending on when he decides to swing, plague where they shouldn't even BE ABLE to dh her vomit, the biggest one is nemesis in t2 where the server doesn't recognized you got validated so if they're at a pallet it doesn't hit them nor does it break the pallet. At this point I wouldn't be surprised if it took part of oni' power if you got validated.
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I would say remove their 8 second fatigue after downing someone (5 second victor fatigue + 3 second charlotte wake up fatigue) to be 3 seconds. So victor would have a 3 second fatigue the charlotte wakes up and instantly starts moving at 4.6 m/s instead of the 0.5 m/s she has when waking up.
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idk how about... clone builds, God toolboxes/medkits, map offerings, really well organized teams 8 games in a row, only 1 weak link in a few games. Man I wonder if I'm high mmr or not...
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@Junylar said:
Try playing soloQ survivor. It will change your world.
Man its like... in soloQ and a common sense situation is like you should either lose or win. Its like expecting to get an A on an assignment at the start of a new semester project but then you get the group that just talks to each other and never does work.
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I mean... Is it fun to lose 3 gens after the first hook? No it isn't.
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Literally there is no incentive to leave that position. If they try to keep on dragging you away just stay still in front of the hook. Force them to either trade of get multiple injures.
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You know I was actually play in a fun and all player included playstyle before and still be able to at least get a 2k.... Now if I do that I'm just asking to lose 3 gens first chase, go for the next survivor, 2 more gens pop by the time I hook them. So now I really don't put myself at a disadvantage for survivors fun.