DwightOP
DwightOP
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@Impermanent said:
https://forum.deadbydaylight.com/en/discussion/comment/1160365#Comment_1160365
See... it’s this kind of player... the arrogance... that kills teams. They play injured, get downed, their teammate crouches by the hook for the BT or DS save... another gets downed... the game gets lost and they blame it on the less aggressive players. They don’t play smart, they play cocky. I’m not saying this style of play can’t work. I am saying that it’s just as much a cause of lost games as bad play with self care and UE...
He is right. The hell are you doing in red ranks with self care. People who need selfcare so bad in red ranks in 2020 belong into green ranks at best.
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I'm a good runner and use meta perks. I run the killer INJURED for 2 minutes easily. But no gens pop. All I see is the HUD changing my teammates from injured to healthy.. They selfcared with sloppy... Just to get double tapped in under 20 seconds. Thank you team mates, I love you all.
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@Yamaoka said:
Personally I think he's boring to play as and against. Probably the most brainless killer amongst the strong ones in the game, too. Snares is literally just spam them all the time with no strategy - free hit. Fake pallets are just as brainless. Just spam them all around the map and hit them during the fake-pallet drop animation. Boring.
The only fun thing you can do with him is faking the teleport to make survivors run into you or teleporting to a near-by gen during a chase to cut them off but other than that there's nothing exciting about playing him.
Also having only 1 attack is generally boring to me.
Nailed it.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1161295#Comment_1161295
Why isn't it? I get that huntress has a wind up but slinger doesn't have rapid fire either so my point still stands. And generally 5 hatchets is enough for a good huntress to down a survivor so getting hatchets inbetween downs isn't unreasonable. not to mention the combo she has which slinger needs an additional perk to mimic.
Him having no windup allows him to use his guns more frequently. But Huntress with windup might charge, then take it back again because the opportunity is lost during windup. U know what I mean know?
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1161295#Comment_1161295
you know that he's a 110% killer (like huntress) who gets slowed for a few seconds while reloading... right? and also that his ability doesnt even down people, and worse yet, can result in him being stunned for 4 seconds if they're able to break free because the survivor is smart enough to throw a pallet early or just be somewhere they cant be pulled from? His counterplay is stupidly easy in a wide number of scenarios vs huntress' "i throw thing at you and you down" gameplay loop.
he needs help more than he needs nerfs. At best he's a less efficient huntress who can capitalize better on worse survivor play. It has less to do with his skill, and more to do with survivor play. If it bothers you that much, I have bad news for you...
U missed my point
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/137576/new-killer-makes-the-game-so-boring-to-play
So your issue is how often he can shoot? At base how often can the huntress throw her hatchets?
I'm sure the huntress can throw all 5 of her hatchets before the slinger can shoot 5 times.
That's not realistic tho. Huntress has a windup time which doesn't allow her to rapid fire throw the hatchets because survivors take the windup time to break LOS. Additionally, Huntress can waste MASSIVE amount of time reloading at lockers. Some maps have lockers far apart from each other
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That's an exploit? You talk about walking backwards while reeling? I think that's just visually looking like it's faster but in reality it's the same speed
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@Aven_Fallen said:
You can thank those WONDERFUL Dedicated Servers.
btw. I am looking forward to the next Archives which will include Grab-Challenges (most likely).
This was already buggy before dedicated servers. This bug came when they introduced spirit if I recall correctly. Since then never fixed.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1157090#Comment_1157090
You get XPs, which result in Rift Fragments.
https://forum.deadbydaylight.com/en/discussion/comment/1157110#Comment_1157110
If you play vs an AFK-Wraith, you will most likely depip, because you cannot get any Points in Evader or Benevolence.
Pipping is meaningless
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/137071/versing-deathslinger-1v1
Going to sound stupid but trust me it works.
1: Many good Deatheslingers will ADS while you do your spin but they wait for you to reset your original location rather than trying to follow your character model. After a "dodge" don't line yourself back into the same spot.
2: This is honestly the most amazing because it shows that BHVR can in fact make good hitboxes....DUCK. After a dodge attempt pop a quick crouch/duck, you would be amazed how many people don't aim down far enough to aim for your center mass and instead have that spear fly over your head.
I'm not saying these two things will work all the time but I have had tremendous success with them. The second tip works great against Deathslingers on console because aiming is already a pain in the neck and most try to "strafe shot" and end up missing when you duck.
My personal feelings, but I don't think we will see many Deathslinger players on console in the next few weeks (like Nurse, Huntress, Oni, etc) but I do think PC players will need to learn different loop path-ing. Overall I find The YeeHaw not all that worrisome.
That ducking sounds interesting, I will try that one out. Thanks for suggesting it.
I'm on pc tho, some people have crazy aim and mouse really allows to do quick flick shots
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@DrownedFish said:
https://forum.deadbydaylight.com/en/discussion/comment/1155383#Comment_1155383
You can memorize hatch spawns and look for it with educated guess. Not completely luck
It's luck based. Knowing where hatch could spawn doesn't guarantee you that it spawns exactly where you looked first. Besides the fact that the hatch can spawn while 3 or less are alive which gives the killer a huge benefit to spot during normal gameplay. All He has to do is standing on top of that while it's going to open so he can close it right away without any chance for the survivor to get it.
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@BabyBubbaMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1154725#Comment_1154725
Ah yes don’t tunnel even though I chased a completely different survivor, downed him, hooked him and then came to pick up the other guy only to get 59 second ds’d.
Darn, shouldn’t have tunneled.
This happens very rarely in niche situations. Changing the whole perk (or removing it) just so these niche situations doesn't happen anymore but for the trade that killers can shameless tunnel again is not worth.
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@DrownedFish said:
https://forum.deadbydaylight.com/en/discussion/comment/1154550#Comment_1154550
No it doesn't. You fail your objective to open exit gates as a team. Now you failed to find hatch before killer.
HOW MANY MORE SECOND CHANCES DOES SURVIVORS NEED?
Finding hatch is luck based, not skill based.
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@jokerdude23_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1154724#Comment_1154724
Idk DS is annoying but it's also very easy to deal with I'd argue the only time its unfair is EGC if the survivors keep trading hooks
https://forum.deadbydaylight.com/en/discussion/comment/1154725#Comment_1154725
sometimes you can get hit with the back end of DS on those last few seconds after find a survivor again, and also the survivors who purposely get themselves cause with the last few seconds of DS, Tunneling is the main reason DS works but their are very niche situations where it happens (not that I think its OP or unfair just saying)
I know that those niche situations exists. But it's not the right thing to delete a whole perk which makes the gameplay for survivors overall more enjoyable and hardcounters tunneling just so that some don't have to deal with those niche situations.
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Probably because it's a very small map but with the same amount of hooks like big maps. Needs some addressing, I saw multiple hooks just 10 meters apart from each other.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1154725#Comment_1154725
Imagine using that excuse when it's been overused and proven to be BS.
Make DS anti tunnel only with added conditions, then you'll have a valid argument. Until then, stop being a parrot. :)
Just dont tunnel and you won't get stabbed. It's not difficult, trust me you can do it :)
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1154710#Comment_1154710
Delete DS. Then you can delete the only counter to it. KEKW
Don't tunnel.
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Who cares? We MMR now, rank is even more meaningless than it already was
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@burntFuse said:
I feel like there should be an exception for key protection add-on's. They're made to be lost in a specific situation, either when opening the hatch or being killed. Losing these after surviving and exiting through the gate seems ridiculous.
Yeah it's very clear that they haven't thought about it enough. Noone even asked for that in the first place.
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@DrownedFish said:
https://forum.deadbydaylight.com/en/discussion/comment/1151997#Comment_1151997
https://forum.deadbydaylight.com/en/discussion/comment/1151997#Comment_1151997
That doesn't mean anything. Your whole team is dead and killer caught you.
If you are that good at looping you can loop the killer forever before he dcs. I don't see any problem here.
It does mean a lot. Sucks to you if you can't see the difference
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Just man up and tell that person that u want to play alone rn. Nothing wrong about saying something like that.
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@DrownedFish said:
If there is only one survivor and killer closed the hatch before survivor finds it, killer earned that kill tbh...
Not necessarily. If that last survivor was looping the killer very good so that the killer had to give up on him and kill his mates... Then I personally would say the killer doesn't deserve the last kill at all, the survivor deserves to survive.
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Visually one of the best maps, I really like the sky stars and sunset.
Gameplay wise... It gets really fast survivor sided on certain spots.. And really fast killer sided on other spots. Very unbalanced for both sides imo. Needs some serious tweakin in terms of loop tiles.
Also is it just me or does this map seem extremely small?
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@det0xxp said:
Add ons are exactly what they are... Add-ons and he's kinda right though you sound like the typical whiny entitled survivor right now. Get over it dude. Your not meant to keep them.
Bye bye haha
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I can tell you why exactly. This is a move from bhvr to generate more money. They will sooner or later introduce licence master challenges in the rift. From a business POV it's just the best way to disable these offerings so everyone has to buy them characters in order to finish challenges.
I personally don't own Freddy. Will never buy him. I have many splinters and wanted to use them in case Freddy challenges appear. Well I guess bhvr smelled this one and reacted.
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Today I had soooo many potatoe team mates, it's insane. It really pissed me off to lose matches because of stupid teammates, not because of a good killer. So after the 6th round with potatoes I switched to killer. I really couldn't bear it anymore.
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What exactly are you talking about? I don't know what you mean by vulture caw
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@Lazerboy88 said:
Im all for it, its perfect, Items should have less and less impact on the overall game. You don’t have to worry about losing the item itself unless death occurs, and if you really care about the add ons then use ace in the hole. Killers where so used to Ruin and then it got overhauled. Survivors deserve a little change as well. I see this as a absolute win.
Absolute win in what way? To see less addons used in the future? I have to disappoint you, people with enough hrs will keep bringing good addons for a long time because the stockedpiled a lot already.
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@Chatkovski said:
I have no problem with survivors losing their add-ons. But now I have a problem with the fact that they have to pay and can lose their items.
What do you mean by paying?
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@kill_bill said:
some ppl act like its so hard to earn bp (no matter which side).
and of course killers should get more bp, because every killer is different, so u need to spend bp if u want some variety.
survivors are just different cosmetics so u can spend all ur bp on one survivor, without missing something.
Unlocking perks? Dailys? Master challenges? U don't play much survivor right
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1149660#Comment_1149660
You do realize killers get more BP to make it appealing to play killer right? idk how long you want the queue times to get for survivor......
Is BP real life money now? BP has no value therefore this is a nonsense reason
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/136136/so-silly-to-lose-addons-after-escaping-now
*laughs in four years of killer addon consumption*
Let's be realistic here, who runs out of addons as killer? On my main killers have can use green and and purple aaaall the time, I never run out of them. Only reds are sometimes empty. But for that I have 100+ black wards to use if I want to. The amount of bloodpoints I get from one match brings me more addons back than I actually consumed. While as survivor Im scratching the 20k mark barely even after escaping and playing flawlessly the entire match.
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@OBX said:
https://forum.deadbydaylight.com/en/discussion/136136/so-silly-to-lose-addons-after-escaping-now
Should killer get to keep their addons? Did you make a post regarding that prior to you losing them on survivor? I love the hypocrisy
Don't act smart when u aren't lol. It would be hypocrisy if I said "but killer should lose them" but I made no statement in this post.
In fact, in previous discussion I already made the suggestion that killers should keep their addons when they 4k.
But hey keep Barking, seems like you are a very salty killer main lmao
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/135613/please-do-something-to-gideons-meat-plant
Gideon is one of the few maps as killer I’m normally very relieved to spawn on.
Yeah sure, there are TONS of absurdly safe pallets, but against all odds they somehow don’t seem to be too much of a problem for me.
Weird, I know.
The reason is because pallets are harder to spot + it's an indoor map (and very small on top of that) survivors have not much orientation. This is playing very good in the hands of the killer.
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Yes absolutly, in fact only 2 kinds of addons made her broken: range and additional blinks. Now she is super unfun and gets destroyed against decent survivors, especially on certain maps.
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@Rivyn said:
I don't know if they're banning, but man. . . if they were, it would set a clear double standard. We had to deal with the sprint burst exploit for, what, two months? They didn't do anything about that. If I remember correctly, it was asked multiple times why they can't just fix it, and their response was 'we create new builds for each chapter, and fixing something mid chapter would require us to rebuild the entire chapter,' or something along that effect. But then, this is a killer issue, so if they do ban for it, I wouldn't be surprised. Didn't they ban for the old Legion bug?
Here was a post from a mod who stated they ban for using this addon. I think it was @Almo but I'm not sure and can't find it rn
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It's our own fault. We still buy DLCs and cosmetics. If we want a change we need talk with our wallets. I personally stopped buying anything for a long while. In fact, I never bought auric cells. I only will when some major issues are addressed and fixed.
Thankfully I have over 50k shards, if I want a killer or survivor I can get it for free anytime as long as not licenced.
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@NursesBootie said:
They're banning spasmodic users? Ok then, how many sprintburst or infinite DH exploiters got banned? None. GG devs, totally not survivor sided.
It's not really about that, but I see where u come from. Imo they should simply disable addons and perks till fixed.
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@HellDescent said:
It's a survivor perk that allows them to remove any map pressure that killer might have atm
This doesn't make sense. U aren't applying map pressure by camping the hook.
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@Kwikwitted said:
Technically wouldn't DS or Unbreakable be better anti-tunneling perks at this point? DS counter picking you up and unbreakable counters being slugged?
It's definetly more consistent than borrowed atm.
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@[Deleted User] said:
Personally, I think both time and number of games played (successfully) should both be a factor for decay.
First test they did only successful games played (to my knowledge, anyways) affected decay, and this test it only seems to decay with time passed. They should do a combination of both, because people who play more often will get problems more often, but a time decay also means people like me who may only play a few games every few days, won't have a greater penalty looming over our head for the next 40 days.
I agree here. People who play a lot (including me) encounter many Crashes, bugs, hostage situations etc so it should be the same penalty like someone who plays 2 gamey per day and rage quits in both of them
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@MojoTheFabulous said:
I feel like more icons would be useful in bridging the gap. Such as icons for Generators and Totems to replace the regular icon whenever someone is on either thing. Slap on a bit of red so you can still see that they are injured. Have the regular injured icon animated so when being chased it appears to be running. Remove the red when an uninjured person is in a chase.
This is necessary imo. The biggest difference between solo and swf is time efficiency. As Long as this is a huge difference we will not see improvements Balance-wise. So yeah, more HUD icons are very welcomed.
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@Seanzu said:
I have two of everything, I'll send some over.
#########? I can imagine they messed up and gave some 2 while others are missing all.
Sadly still no statement from bhvr.
@Almo @PatBrutal can anyone tell us what to do now?
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1136957#Comment_1136957
DS is already a badly designed perk that rewards mistakes.
Being able to force the killer to eat the stun or waste their time just makes it worse.
What the hell are you talking about?? Dead by Daylight is designed in the way that survivors will make mistakes and get downed. That's the whole concept of this game. Or are you telling me that survivors should be able to 5 gen run rank 1 killers if they don't make mistakes? That's nonsense.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1136953#Comment_1136953
"I want my free head start without the killer countering me"
See? I can make condescending quotes too.
Seriously though. It doesn't matter if you're tunneling or not, (not that it matters since tunneling is a valid strategy), it is ludicrous that you can force the killer either eat the stun or waste an entire minute of their time just to punish a mistake.
If tunneling is a valid strategy so is jumping into the locker with DS is a valid strategy
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Can someone from BHVR help pls
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4 minutes? Well, that's fast, but nothing to crazy/uncommon. U ever had 2.5 minutes matches? That's another calibre
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Who was doing sabotage plays anyway?? I RARELY saw anyone doing this. I versed this only once in the past 2 years or so. And MOST OF THE time sabotage squads are all dying at the end since they aren't on gens. It's a buff for solos... But without a real impact on matches. U need at least 3 people doing this while ONE single survivor pumps 5 gens.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1117688#Comment_1117688
I'll quote this since it sums up all the other points.
Kindred basekit would take all the guesswork out of a match. No reason to leave a gen if I know 100% what the situation is. Throwing in a vacuous hand wavey statement like "pshh a secondary objective will fix this" is dishonest and frankly patronizing.
Totem counter only has one single purpose and that's to let everyone know that NOED can never possibly proc. It's a counter for a single perk. I can't even relay how persistently stupid this idea has been. It has no other purpose.
Chase indicator is yet another nerf to killers. There's already terror radius or changing health states to indicate what is going on. Or hell even just using your eyes to see them. It's redundant when you already have so much feedback. Only serves to nerf stealth killers who already have a bad hand against spine chill.
As for comms and the language barrier, games like Monster Hunter or Killing Floor give you access to simple phrases you can select. If they implemented any kind of communication system for in-game, that is by and far the best choice.
I wouldn't mind at all to take out the guessing work in order to get a balanced game for everyone.
What's the issue about a totem counter? It's not like it's going to cost money to display something in the HUD. Also you know very well how controversial NOED is. It's ONLY hurting solos, (smart) swf groups will never have issues to deal with it. So either close the gap by adding a counter or close the gap by removing noed. I don't mind any of them solutions, but SOMETHING has to be done.
Yes of course it's a killer nerf, what have you thought else? It's necessity! Swf is stronger atm, so obviously solo has to elevate higher. But it shouldn't be an issue if the devs buff killers aswell. All my suggestions are buffing solo survivors in one category: EFFICENCY ON GENS. Which means faster gens. Basically fast gens like versing swf. Once this is on a even ground between solo and swf, devs could do some serious changes in terms of gen speed OVERALL, effecting solo AND swf at the same time with the same impact.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/1117688#Comment_1117688
Those are actually 3 valid ideas, all give solos something that SWF already has. Would be great!
Yes and would allow some serious changes in terms of gen speed to buff all killers. It's a win win for everyone