Cyanide2817
Cyanide2817
About
- Username
- Cyanide2817
- Joined
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Comments
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@VentureBrosFan said:
https://forum.deadbydaylight.com/en/discussion/344342/did-trapper-get-nerfed
you have 2 traps, you just don't see the number for some reason.
that makes sense, thanks
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@socalfusions said:
Lmao bro is crying about macro clickers when killers are camping/tunneling casual players out of the game and making them decide to drop the game entirely, bet he's still gonna cry about macros next update when killers got 10% better everything and casual solo que players get destroyed even more until none want to play the game anymore.
What about those who are epileptic? They're the ones suffering since they can literally have seizures from it.
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Any rework is better than his current power, but this one actually sounds decent. I'd be on board with it.
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But you can, this is why you destroy pallets and doors around a high activity area or near your gens, and if you loose you can at least try to understand why you lost and improve on it, maybe run more slowdown perks or try diffrent tactics, maybe even try to be in a swf yourself to see how they play. SWFs are not killing this game, it's unbalanced meta perks that can be abused, but this doesn't mean you can't defeat them.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3004192#Comment_3004192
I don't need to get gud cause I'm already good enough... You need to find some premades that I usually found in my matches, then we can talk again about being "skilled"... Until then I finished to talk with you
Lol ok.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3003674#Comment_3003674
Let me guess... 2 of those guys bodyblocked all the time while the 3rd was doing generators with a toolbox? I've enough experience to recognize when people are playing in a SWF and when they aren't... And I'll tell you more... There's no counter for a full sweaty swf with broken items, you can hope to kill one of them if you have enough luck and they won't use a map offering for certain maps... Btw you sounds ridiculous when you said that swf aren't a problem... EVERYONE with some common sense will tell you otherwise (even the devs admit this, and this alone should tell you the truth...)
You couldn't be further from the truth, most SWFs aren't that sweaty. I maim killer and I get happy when I see a SWF because I know it'll be a fun game for once. You just need to chill out and git gud.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3001246#Comment_3001246
LMAO... swf aren't a problem at all... this statement is false, they are THE PROBLEM... i still have to see a chill premade in my matches... and i've over 2500 hours in this game...
How do you know if they're in a SWF? The game doesn't tell you so this is just a unfair statement overall. I still stand my point, SWFs aren't a problem, just learn how to counter play.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3003589#Comment_3003589
The problem with this is a game is over in 5 minutes vs a good swf. That's not a lot of time to do much of anything when chases take 30 seconds+ easily. You propose good ideas but when you only have room to try out like....2 of them it doesn't really matter what you do. Dead hard easily adding 20+ seconds to any chase for anyonne with good map knowledge vs m1 killers, comms to call out pallet useage + deadzones + killer location, etc.
While they can report dead zones and pallet drops, you can still gain control of the chase and push them into dead zones, especially if the dead zone is in your 3 gen.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3001246#Comment_3001246
Care to name some that isn't camp and tunnel?
Theres nothing wrong about camping or tunneling, they're both fair tactics to use. But you can always switch up a playstyle since when chasing a survivor they're bound to report how you play to the rest so when you get into another chase you can switch your playstyle up to keep them on their toes. You can also try to make them 3 gen themselves. They'll play altruistic so you can camp a generator they are attracted to. You could always slug them and use the slugged one as bait for the team. The list goes on on the things you can do, just be creative.
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@Tostapane said:
nah, they have the power to modify things... it's just that they won't do nothing about it cause they consider SWF their 1st customers (skins). why they should modify things and upsetting their (main) customers when they can simply leave things as they are now? despite people are complaining about swf they are still playing...
SWFs aren't a problem at all, not every SWF you face is a comp squad doing all gens in 4 minutes. Most of the time it's friends trying to have a chill game. There's lots of things to counter good swfs too but people don't want to learn.
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@LegionGo said:
The Nurse has no counterplay, this is a legal cheat mode. The only counter-game against the Nurse is to ######### on the hook and hope that the next match will be fair. She deserves to be insanely broken because the players on Nurse spent 2-4 hours studying her!
The nurse has plenty of counterplay of you would take some time to learn them you wouldn't have to give up on hook.
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A good way to counter is to find out first if this nurse predicts when you cut off line of sight or if she follows you by blinking to your Last seen point, if she predicts then cut off line of sight and double back, but if she doesn't hold W and play as unpredictable as you can. If you play on a map with a floor underneath you like The Game then run into her when she charges her blink to send her downstairs.
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@MrPeanutbutter said:
4-man SWF on comms is definitely unfair for the killer, but there are enough killers still playing the game so BHVR has no incentive to make changes.
I dont think it is, they are constantly communicating every play you make which means you can switch up how you play and mind game to keep them on their toes, and since they are telling each other how you play, this means each survivor makes a diffrent report. You can also slug, tunnel and camp to gain an advantage since they'll usually play more brave and altruistic and therefore make more mistakes.
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Idk if I agree, I dont mind running against SWF's. It creates a challenge which I like and I also learn from my loss if I lose, this way I can improve rather than farming solo q players. But to be fair to SWF's, they're not always that good or coordinated and often you can use they're altruism against them or even make them report wrong things to their team if you play a certain way.
Don't be afraid to experiment with tactics or playstyles do defeat them.
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I hate when either is being toxic or hateful in endgame chat, there's no need to to behave like that over a video game.
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I'm tired of the current meta even if it is balanced, I'm happy to see a change in perks because hopefully it'll encourage players to run more diverse builds.
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@bluesqueakers said:
Dead hard nerf suggestions are predominantly about taking away features from dead hard to render it weaker. So I suggest, rather then blatantly taking away something, instead add to take away.
Dead hard's intended use is for dodging the Killer's attacks, but in higher level play gets used as a safe way to extend the duration of loops that can't be prevented without the use of a Killer's power. This means that M1 Killers that are already on the weaker end have no means to stop dead hard from extending the use of a pallet.
The suggestion of "bone-tired"
Upon using dead hard you now gain a effect called "bone-tired" this effect will prevent survivors from dropping pallets or using a vault from anywhere between 1 second to 3 seconds after dead hard is used. This would help to prevent survivors from using dead hard for distance in a definite way to drop a pallet or vault a window against a basic M1 Killer, while still being useful for dodging Basic attacks or against strong Killers like Blight or Nurse who aren't as bothered by loops as M1 killers are.
The amount of time "Bone-tired" lasts is very important
If the bone-tired effect is too short then survivors can do the same thing they did before to reach a pallet just earlier. If the bone-tired effect is too long then dead hard wouldn't be good for even its intended propose as you wouldn't be able to follow dead hard up with anything.
The potential pros "Bone-tired"
-Indirectly making M1 Killers stronger
-Nurse would barely, if at all benefit from it
-Making dead hard used for its more intended role as a dodge perk
The potential cons of "Bone-tired"
-Making dead hard rarely if bone-tired's duration is too long
-Dead hard could still used for distance if done earlier albeit at the cost of safety
A additional Tweak to "Bone-tried" without increasing the duration
Adding a 5% hindrance to bone-tired but making it have a shorter duration could help it be better at preventing dead hard for being used to gain distance
Personal Opinion
I don't know how much better this could be then other ideas at making dead hard weaker without making it useless. But I think its a better and more interesting idea then taking away dead hard's distance or invincibly frames. Plus just dead harding earlier in a loop kind of prevents bone-tired to a extent.
out of all suggestions for DH rework I have seen, this is probably the most balanced one out there. I like it.
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It doesn't matter. If you feel like tunneling or camping will win you the game, then just do it. You're not responsible for others fun and there's no rules against it.
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Yeah I've experienced same thing, killer side seems to be laggy for some reason and its been like this since last update but when I play survivor it's ok.
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He might have had lightborn
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I like that for certain strong loops and its an intresting idea. Problem is the devs have to be careful where they place them so survivors don't loose most their loops.
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What I tend to do is stealth the second I load into the game and try to stalk and down a survivor ASAP, once they're hooked I either get away a bit and stealth again then keep checking the area, usually I can find a survivor running to get the save and get them downed or I head to gens and check them and see if I can preassure them there.
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I would agree with most of your points here, some I think aren't necessary or some are maybe even bringing trapper to being too OP such as survivors getting status effects without addons, I love the locker idea since this stops trapper from moving across the map to get a trap and wasting precious time.
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I think some players have gotten used to looping killers conventionally but when they run into a killer that doesn't follow these rules and makes survivors play differently they don't know what to do and get mad.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2934384#Comment_2934384
You’d be surprised how many other people do it. My controller isn’t broken it’s fine it still works. I didn’t break it. I wrote this thread when I was in rage I’m fine now.
Out of my entire friend group, not one smashes their stuff. If you lose you should just move on, it's a game at the end of the day. I agree with others, you should seek help and stop getting excuses to smash stuff from YouTube.
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I've started to see less and less of dead hard users recently and more of other exhaustion perks such as lithe or balanced landing but I personally find it more annoying than overpowered since most of the time you can just bait it out. I definitely think dead hard needs a tweak to make it more fun and viable for survivors since half the time it doesn't even work.
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Its only a challenge with a few places you can't reach, yeah it's bad they can't be reached but just try next game, it's not that big of a deal.
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The difference is, survivors are able to vault windows and pallets, are able to blind the killer and also have a their perks on top of that to help them escape. On top of that survivors also have their team to rely on, the speed killers have make up for all of this.
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Idk, I feel like they're more rewarding to play now and still just as easy to counteract. I would say they're sat in their sweet spot right now because I still have fun facing and playing as legion and I still win and lose playing as and against them.
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If I run across people I can't hook then I just tunnel the others I can hook then try go for the others.
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First, try to check your NAT type, if it's set to strict then try to change that, you can also try to get a wired connection if you're on Wi-Fi. Another method is to check your internet speed to see if there are any faults with your internet at home.