EntitySpawn
EntitySpawn
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Yeah it's stupid easy, its because they dont code the path to hooks just the distance between them.
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@Tricksters_Wife said:
As someone who is known for very openly and proudly thirsting for Trickster I'll give my honest answer on this.
Am I truly sexually attracted to him? No. This may be because I'm demisexual irl, meaning I don't feel sexual attraction to people unless I have a deep emotional connection with them. Thus it's impossible for me to have this with a fictional character. (However I got to personally interact and/or flirt with the closest thing to a real life "Trickster" and began to develop those intimate feelings but that's another story outside of this huge wall of text anyhow and I'm talking more about the fictional character itself atm.)
Do I find him attractive? Hell yes. His personal style and demeanor to me is something that is attractive to me. I personally have a type for edgy, flamboyant, somewhat cocky and confident people. Trickster definitely falls in this category.
Am I lonely and weird? Yeah. I've been single for about 4 years now, and I truly don't have many friends or get out a lot irl. This probably contributes to my adoration for a fictional character like Trickster. When I was in a lower mental state shortly after Trickster was released sometimes I went to bed envisioning myself talking to him, venting, and overall getting comfort from him. It's probably not the healthiest way to overcome negative mental states, but it definitely helped me feel not so lonely.
TL/DR: I'm not sexually attracted to Trickster, but I find him attractive. He's personally my comfort character and helped me through hard times when I was lonely. Most sexual things I say about Trickster are meant as jokes and/or are exaggerated feelings. But I do have a special place in my heart and love for him.
Thankyou for sharing!
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@DragonMasterDarren said:
is there a option for "All of the above"?
Of course, it's just not a poll lol
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2915584#Comment_2915584
Well to me it does because there were numerous times where i would play well, have Deliverance but my teammates are trash and terrible and im the one at the end most of the time "with" Deliverance only to die because of end game. My suggestion would fix players wanting to run Deliverance but also dont want to rely on teammates for different reasons. I didnt suggest a nerf but thats indeed a buff! Why do you see it as a nerf? I buffed the range by 8 meters but for balance i increased the cool down, whats wrong with that?
https://forum.deadbydaylight.com/en/discussion/comment/2915616#Comment_2915616
Well i actually went through all the perks and these are the ones i felt needs the most attention. If ypou feel like a perk should be here then why dont you just suggest something.
https://forum.deadbydaylight.com/en/discussion/comment/2915678#Comment_2915678
Thats not a nerf its a buff. A little extra cooldown on a perk thats rarely if ever used wont make that much of a difference. My suggestion is a buff not a nerf.
I'd be here all day buffing perks if I went through them all and itd be a waste of time because the devs wont listen to one person especially when the community have been begging for loads of perks to get buffs for years
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2921371#Comment_2921371
I mean, it's kind of demeaning to compare it to wanting to have sex with a car lol
Some people go over board with it no doubt, but is it really that difficult to understand? Most millennial kids have had some kind of fantasy of an animated character when they were younger. It's all coming of age, some people grow out of it to degrees, others still have that kind of kink. It's really not an abnormal thing, especially considering the images and models are anatomically correct. Is that really the same thing as getting hard over a paper clip, for instance?
TLDR: If you want to ask that question, maybe do it in a way that doesn't demean the people your trying to talk to about it? That's all I'm saying.
It's an actual medical condition, something in the brain triggers people to become sexually attracted to objects or non human things, I only used the car one as an example as its probably the most well known one as the guy was in the news and a bunch of programs.
One again I'm not hating or shaming as I explained in another comment I'm just curious to why or if theres a medical term for it
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2918487#Comment_2918487
If you build around NOED, then I think it's fine. Like No Way Out, NOED, etc,etc.
However, if you are just randomly throwing NOED into your build just because it's better than every other perk in the entire game for giving you kills, then it's a problem.
It lets you far exceed your actual skill level as killer and is holding back killer buffs by boosting kill rates for killer-players that don't deserve those kills.
Well that's the only issue I have with it is twisting stats as its definitely the top perk to twist kills with.
But I dont mind versing if I ignore that factor, I'd just discourage new players using it as they will climb the mmr faster and they would be better of running other perks to help teach them alot of core aspects especially setups, mindgames and which pallets to break etc.
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@Shaped said:
Ok I'll be serious. I don't know about others but I do it as a joke here sometimes.
I don't feel attracted to anyone let alone fictional characters. My libido is like 0.
I can see some are jokes but others really dont come across that way especially the art
@SMitchell8 said:
Yeah I don't get it all myself although its everyones games and they're entitled to be into whatever does it for them. I play for the thrill, horror, tension and to get good at the game. I have no sexual interest in the game at all.
Yeah definitely, I'm not shaming as people can like what they want as long as it dont hurt others or pushed on others but I'm just curious.
Maybe it's likethat thing where people get sexually attached to objects like cars or something.
My mind just likes knowledge so I thought I'd ask as it just baffles me atm
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@Captain_Dope said:
We're pretty much drowning in all kinds of offerings with different ranks, and we can only burn one for each game. We should be able to burn three offerings instead, one of each type.
One offering that increases BP gain
One offering that changes the map, such as hooks, chests, mist.
One offering to have a chance to be sent to a certain map
Or just let me sell them.
I really dont need thousands of brown BP offerings.
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@Vlarian said:
I'm a nurse main. I went through the struggles of learning her and I've finally gotten to a point I enjoy playing her. After 600~ hours of only playing nurse I thought, why did I stop playing other killers? So I decided to have a match with a different killer.
Loaded up on Eyrie of Cringe with Leigon and I understand now why killer mains are so miserable these days. It doesn't even matter if the survivors are skilled or not, as long as they split up on gens and have BT, DS, DH, etc, it'll be impossible to win because maps these days are designed so that if every survivor just pre-drops pallets, theres nothing you can do. I now understand why killers tunnel, camp, because what's the point of playing fairly if the game isn't fair to you?
I honestly have no idea what BHVR can do to fix the problem because if the game didn't have perks, it would be the same situation but killers would be able to camp and tunnel without punishment. But because there are perks that can make you downright invincible off hook, survivors are only going to bring those, perfect their looping, bully you in the EGC if you do anything that isn't to their liking, and always be favored in the devs eyes because it's the majority of the playerbase.
Honestly basic attack killers would be fine if certain maps and DH didnt exist, the killer themselves arent too bad it's other game issues that hurt them
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@Edilibs said:
I fought 5 Nurses today and i survived two of them. Coincidentally (not) 2 of the Nurse players were bad so i escaped lol. Seriously do people enjoy going against this killer? Like is she fun to go against at all for you?
Personally i absolutely hate going against Nurse and as soon as i hear her as the killer i either 1, smh lol
2, suck my teeth and insert Nurse line or 3 Go oh gosh its Nurse...hopefully this person is a bad Nurse! lol
That intself is bad but im curious what are your Nurse game experiences like?
I get alot of nurses and blights and it's not so much I mind versing much more of the fact it's too often.
I'm more than happy to verse a nurse, just not so often... it's why iv taken a break from the game. Survivor is boring and killer is unfun if you dont play nurse/blight.
Games go fine against them, I always do decent just depends on my team if they want to DC because they're also bored of just seeing them or iv been mismatched and my team dont do gens.
Usually the nurse gets somewhat fast downs but were fast on gens, usually a 2escape 2 kills unless the nurse isnt that good then usually a 0-1k
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@DarrellM74 said:
I have had the same 4 man team 3 games in a row with 3 different killers. They all have over 3000 hours a piece, and I played 2 killers for the first time. Why would I keep getting the same team if they 4 out all 3 times? I dont expect baby teams but #########, seriously?
- Because mmr bracket is now smaller, means people aren't likely to verse a wider pool of players.
- You're playing off peak like me and the player pool is small
- They're a group so they naturally will wait longer in queues/lobbies
- Killers you have never played get a shared mmr and is based off your other killers, so even if it's your first time you arent placed in a low bracket
- Theres just not many killers in general
I often verse the same people multiple times a day, but iv stopped playing because survivors boring constantly and killer I get no fun at all because the game isnt balanced for people playing well
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2920100#Comment_2920100
I always forget that. Us PC players should feel lucky. We get like 3 settings compared to 0.
Yeah it is a shame console gets 0 control over any settings of the game except a small keybind and basic sensitivity change.
Tbf though I'd just go for ultra graphics if my game could handle it, those filters or low graphics arent appealing to me at all visually
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@FatallyIconic said:
Question for killer mains:
In your eyes, what is a strong and useful Survivor build/perks that you don't find to be Overpowered, toxic or tryhard. Must actually be useful and not memey.
Really am curious. This question is for people are fully killer mains or play killer at least 90% of the time.
Anything that isnt DH.
And if I was picky no more than 1 UB, I already try not to slug but damn are you forced to at the higher level and multiple UB just feel fair.
I dont care if people play well just stop the the DH distance constantly...
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@lauraa said:
It's the game, not pcs or consoles
Unless you seriously want to make an argument that dbd is such a beast of a game that it surpasses the likes of RdR 2.
Case in point, the water in the RPD at launch.
This game is so outdated and poorly programmed. But Bhvr has already said they aren't doing dbd2, so the spaghetti code is staying.
Thinking that consoles or toaster pcs is what's holdingthis game back is purely copium
I did say fue to how the games optimised for old gen at the end of the OP. Titles can only be so long ;)
I'm fully aware DBD is done badly in terms of optimisation as I owned the xbox one version lol (I did upgrade though, thank god)
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2920093#Comment_2920093
People do that now with higher graphics, but the options are still there. :P
Only for pc, console players get 0 settings.
I do hate filters and low graphics as it just ruins the look and makes it visually easy to see everything for an advantage.
Itd just like it base, wont ever happen though sadly but we can dream of weather lol
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@Bladeisbest said:
Make it an option.
While I'd love the option I feel alot of people would turn it off for advantages, or they would have even weirder filters on which is a shame.
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@Marc_123 said:
The old gens already can handle the little effects.
Real thunder or rain would mess the sounds but lightning strikes could be cool.
Well you have the rain light and background (quite relaxing sound tbh) and then you just get the odd rumble of thunder.
It's not like the game is a comp game, and its affect both sides the same would just be cool to see
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50/50? I'm not sure what you mean exactly.
I have a set number of pallets I never break because they dont waste any time to mindgame it and usually a survivor will vault it slowing them down abit or locking them in animation for some easy ranged/antiloop hits.
But this is very small amount of pallets, there are so many safe ones out there especially if they have DH. Most pallets you have 1 chance to get them and if not you need to break it unless you're 1 of 4 certain killers
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@Seanzu said:
https://twitter.com/EZE3D/status/1516988173062225921?s=20&t=D3q5vxmwQR-RjISV-UBVCA
LESSSS GOOOOOOOOOOO!!
Victor should have a lego man outfit, just saying..
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@Mat_Sella said:
Thunderstorms would be my cut, imagine playing against Michael on a map during a thunderstorm.
Exactly! It would be so cool to be sitting on a gen then you see a flash of lightning and Michaels mask just lights up staring at you 😂
@[Deleted User] said:
Weather Offerings
Sadly it would still cause issues for old gens, and I'd rather it just be built in and random. Would make feel less repetitive even though they are
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Yes.
But it wont do much, what they changed isnt fixing the issues SBMM is creating.
While there are in game issues like big maps, DH, Cherry blossom, tiles and their setups creating alot of issues and certainly dont help SBMM the system itself is flawed.
I dunno why people thought lowering the cap would help, will just push people down so the tops sweaty with no variation, the bottom is weird and the middle is cramped with all players so it can be hit an miss.
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@C3Tooth said:
Sprint burst let survivors increase ~5.5m distance. Lithe increase much more because it through a vault, especially if its a safe vault.
Remove the distance from DH would make the perk useless:
- Requires injured, that may not come vs instant down killers
- Swing and miss, then what? Survivor is like 3m away ready for another swing. The perk would pretty much equal to someone able to make a success spin.
But I also dont think remove iFrame and increase distance is a way to fix the perk. It would be a Sprint burst that can activated mid chase.
Useless? Nice to know you didnt read the post where I give multiple uses beyond just dodging a basic attack.
And a miss can still result in reaching a pallet/window or for another rotation on a small loop. But if you read the post you would see DH becomes a perk for specific use, countering special attacks.
Like I said in the OP, if you think when the distance goes the perk is useless you arent understanding the perk at a high level and are using the easy and broken part of it
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It's very common especially from survivors.
While there can be hateful messages from either side it tends to be far more common from survivors especially if you play in a non toxic way (if you constantly tbag, click etc. You make get extra messages from killer)
I get survivors send me hate as a survivor, the community is a very angry one if it doesnt go exactly their way.
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@ColonGlock said:
Dead hard is annoying but makes survivor fun for a lot of people. Killers have perks and add-ons to counter all exhaustion perks. If you choose to not prepare for the likely possibility you will be facing multiple exhaustion perks then that is on you. Killers still win plenty of matches even though Survivors run exhaustion perks.
Fun for one side not the other. Plus most killers dont have addons that stop exhaustion perks, there are only a VERY small few and some require you to have already downed them, some killers have even had those addons taken away. and the same goes for perks, very little and requires a bunch of setups.
While I know in low mmr it's easy to beat exhaustion (thanks to them mmr tests i was able to verse those weak players who had no idea how to use the perk and just DH in panic and random walls) that doesnt excuse it being so strong and every other level. The higher level you go the worse it gets, even the devs know it needs to be changed. These are devs who added many god pallets in giddeon and think that was okay.
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@Mr_K said:
Where are you finding these killers? I have a couple challenges that require being near the killer for a set time.
Hate those challenges ngl, does make me use urban/fixated to try get abit up though and they arent perks I'd normally use
@Devilishly_Rowdy said:
So i quit playing killer cuz of how stressful it feels and shifted to playing survivor. Now the issue is these afk killers i've been getting! It's getting way out of hand. I know playing killer is stressful and mmr made it even more stressful, so killers are going afk to reduce their mmr and actually have fun maybe (behavior brought this upon themselves). But instead of going afk why not quit playing killer all together? I wanted to have some fun as survivor and now i'm not even getting that. So i had to quit dbd and play Skyrim.
I mean you're kinda answering it yourself, killer is unfun and feels unfair alot of the time. People want to lower their mmr...
It's a cry for help basically, people want to play that role but physically arent getting the enjoyment from what they're versing
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2919492#Comment_2919492
I record all my matches and never have any other type of lag, my ping is always good, every othert hits register fine. I have ZERO complaints about game performance, but those deadhards are clunky it doesn't happen all the time, it just feelsbadman, but I always just say its dedicated. I see it on streams too so not just me
Hmm that's weird as they did put a fix through to try avoid that feedback happening on your end.
I personally dont have this experience anymore, I get plenty of people using DH to get distance and avoid hits but I haven't had audio feedback that it hit yet they didnt go down since the change.
I cant really say why that's happening to you still, maybe a support ticket would help you? Its definitely a desync issue but you shouldn't be getting it even if a survivor with a high ping ends up in your games as you're getting better connection to the server
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@DrDeepwound said:
I don't care if its nerfed or removed or changed whatever, my problem is too often I swing, get noise for hit, hear the survivor moan in pain complete my swing, THEN the deadhard happens and they rocket forward escaping the hit.
I do not lag, am on fast connection NA West, never have any other types of lag thats for sure, not like that.
Whatever causes that needs to be fixed because it gets old. They clearly pressed E AFTER I already pressed and swung.
That definitely sounds like an issue connecting to a server, while at the start of the DH hit validation it was common I havent had the issues in the longest of time and I believe they made changes to it.
Either you're connecting to a wrong server or something else is going on in your end because that shouldn't be happening anymore. It should be a hit or it isnt and sounds like you are getting big desync issues
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@Basement_Bubba420 said:
Previously, grades were used to determine matchmaking.
Grades were based of the following:
Survivors
- Altruism - heals, unhooks, pick ups, etc...
- Objectives - gens, exit gates
- Boldness - chase duration, totems, interaction with killers power
- Survival - yep, surviving
Killers
- Deviousness - based on how long the killer prevented gens/gates from being done
- Sacrifice - dead survs on hooks, downs
- Brutality - hits, new hook states, losses for heals and escape from being carried
- Hunting - finding survivors, short chases, hits during chase, losses for camping
Now the devs have abandoned all this in favor of a simple escape/kills metric.
Devs/others constantly scream grades dont equal MMR!!! Well yeah that's true, but I think the former metric goes much further in describing in game skill than just kills.
Devs have changed what skill is defined as, with Patrick going as far to say that looping a killer for 5 gens isn't really skilled.
We can no longer degrade but we can still depip. So while this notion that GRADES != MMR is absolutely true, it seems only partially true it comes to skill.
Of course, if we use the dev definition - which based on community response oto mmr - then it's absolutely true.
So now the question is why did we abandon grades? Why aren't grades a metric of skill besides of a simple redefinition (with seemingly no justification other than "we said so!").
Nothing. Sure it wasnt perfect and needed tweaks but it was a better system overall and it only started to massively fail when they reduced to reset as all plays slowly increased to higher grades.
The old grades would of been perfect, all they had to do was remove resets, remove the safety pip and it would of been in a great spot (if need be they could adjust how hard it was to get certain emblems)
A player like me who pips every game would be at the top, while a player who would normally safety pip a few times before a pip would be much lower down as the safety pip is removed. This creates the win/loss system which would make players remain in a set bracket and not slowly increase because they can easily safety pip multiple times in a row before getting a pip
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2919445#Comment_2919445
Ok fair enough. I shouldnt have just used "survivors are bad" as a reason for distance only and i apologise for that. so you you want a fair and just reason as to why distance should remain and iFrames shouldnt from a killer point of view.
Scenario 1 - Distance only.
I'm looping a survivor and catching up. they use dead hard for the distance and make a pallet and/or window.
This is a fair play from the survivor and no killer would find this to over powered. they have managed to gain distance and extend the loop meaning giving the other survivors more time to work on gens.
For the difference between basic attack and "anti loop" killers it comes down to when you gain that distance. E.G against ghost face you can wait a little longer than against someone like Nemisis with his whip.
Scenario 2 - iFrames only
Same thing. I'm looping a survivor and am mind gaming them on the loop. The survivor makes a mistake and now im in melee range.
I swing at the survivor for a well deserved down but the survivor uses dead hard and just ignores my hit.
I do not see this as a fair thing to happen as I worked hard for my down but with one simple click of a button once they see they are screwed they can ignore my attack.
Now these are only 2 scenarios but you can apply the logic of both to multiple scenarios. however from my point of view as a killer main the distance seems much fairer but still powerful rather than the iFrames which is kinda unbalanced as its free.
As ive said no perk should let players tank a free hit without working for it (same aguement that NOED isn't fair as the killer hasn't worked for it)
Why is it fair for a survivor to gain free distance for no reason when you would of got a hit? They should of dropped the pallet if they wasnt able to make another rotation, they messed up and should of got hit not given free distance to be safe.
What about a loop huntress cant throw over and has to waste a bunch of time as 110 mindgaming or catching up just for a survivor to get a free DH for distance?
Youre using double standards and trying to twist it in the favour of antiloop killers. For example huntress can throw over some loops, GF cannot attack over them, distance will hurt him fat more than huntress. What happens of huntress can't throw over and shes forced to mindgame or waste time catching up for the survivor just to DH for free distance making it all a waste of time.
You think its fair for a survivor to get free distance to correct a mistake against the weakest thing in the game (basic attacks) and I dont.
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2918882#Comment_2918882
The distance part would still dodge anti loop killer attacks since they all have a travel time.
That more depends on the angle/direction of the power/DH which is why I didnt include it but yes that's also possible for distance which is just another reason to remove it
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2919427#Comment_2919427
All your doing is saying Distance is ######### iFrames is better and no one can convince you otherwise. All of your posts about the iFrames have basicly said you want a god perk to shut down half the killers in the game. No perk should be able to do what your wanting without some requirement. Now if you put a requirement for you to use dead hard other than simply being injured so you have to work to get your iframes then i can see how that would be good but all your asking is for iframes to say. Also without distance there is no visual que to show if the perk has been used which then opens the game up to hackers getting away with infinite DH because you don't know if its been activated or not.
I don't know why your so anti distance perk when the distance part of the perk is a good way to counter both anti loop and basic attack killers. its the all around balanced part of the perk yet the iframes part is so unbalance and should have never been a feature in the first place.
Heres an idea.... just remove dead hard as a perk. no more crutch perk. go ahead and remove a killer perk aswell to keep it fair lets remove NOED and Dead hard. problem solved.
Contradicting yourself again, you say I want the perk to counter most killers and in the next line you say the distance can counter all.
Also DH would still have an animation, just because the extra distance goes does not mean the player wouldn't still do the animation of ducking forwards.
I would completely be okay with DH and noed getting removed, while I think DH is way worse than noed and has more counters sure whatever. I'm just saying if a change is going to happen it should be the distance to go, I have explained so many reasons why to you and your main comeback is I'm bad and cant verse antiloop killers.
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@dictep said:
yo can nerf distance or iframes. Both of them would make bt useless and we all change to sb.
Not really, SB can still be hit by antiloop abilities/ranged attacks and it also requires a setup if you wish to 99 it.
Sb will result in alot of players being less efficient trying to 99 it and people will also SB into a deadzone while the current DH corrects mistakes.
SB is a great perk when used right, it has a skill cap but fact is no one is using it because DH is so easy and so strong/versatile.
Removing the distance makes it a perk to dodge ranged attacks, needs timing but adds a skill cap to it similar to SB.
If you struggle with ranged killers use the new DH, you want to do gens in out positioned areas use SB. They will all have set uses
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919410#Comment_2919410
So the ability should focus on countering anti-loop abilities?
I think this would be useful against certain killers as you've stated and it would make it much more niche.
This would bring it more in line with the other exhaustion perks which are also fairly niche (except Overcome which is very strong imo).
I don't think it would be strong enough to take though. Sure, you can iFrame through the Huntresses hatchet, but she has four more waiting for you.
I think it may need a buff or additional effect to be useful.
Pretty much yes, I think it's fair to say killers with antiloop abilities naturally perform better than basic attack killers only so this would actually bring them closer together.
It is situational for sure, but all perks are (lithe requires a vault, BL requires a drop) the DH change I suggested is focused more on avoiding a ranged attack, which will require timing and can be baited out too (so has counters and a skill cap)
I just dont think a perk should counter basic attacks, if a killer mindgames you at a loop then you should go down.
I wouldn't say it needs a buff, yes it's a niche that has a specific use but this is the only perk that can avoid a special attack, no other perk can do that so it will definitely still get used. Just not every game/every situation
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2919378#Comment_2919378
What I find funny is you constantly say that distance screws basic attack killers but you want iFrames to screw all other killers. The distace part of DH extends a chase which is the main thing your trying to do with DH. The iFrames part of dead hard gives you basicly a free 3rd damage state. You say I contradict myself but you said in response to someone else u don't want a 3rd damage state but thats exactly what iFrames do.
I also NEVER said ghostface was an anti loop killer i simply suggest that you would twist it to a way that he was (which you kinda did).
Bottom line is iFrames shouldnt exist with any perk in the game only for a brief period of time after taking damage. iFrames gives the survivor an unfair advantage if its able to be used whenever you want and there is no arguing that fact.
If you have an issue with over half the killers because they are "anti loop" then go play another game because fact of the matter is that every killer plays differently and if your unable to change your playstyle as a survivor to counter each killer then thats a you problem. you shouldnt be allowed to simply press E to outplay every single killer.
On a side note iFrames dicks over every killer both anti loop and basic attack and there really is no "skill" involved in it. because of the server lag that happens in every game as long as on your screen you hit E before the killer swings you get away and the killer gets screwed because of it. So you can drop the whole "iFrames takes skill" bullshit and throw it out the window because your wrong.
If Dead Hard had distance only and no iFrames it would cause the perk to be used in more skillful ways because survivors would have to actually use their brain to figure out when they need to gain that extra distance instead of "oh ######### i ######### up...oh well i have iFrames now so screw you killer"
It does. And yes iframes is the original intended use of the perk way back when it was first made.
A huge difference you are missing is you cant bait the distance but can bait the iframes as an antiloop. It also adds a skill cap, it also once again dont make weaker killers weaker and make stronger ones stronger.
And you legit say you can get any down as any killer providing you know how to play and that's just completely ignoring the DH distance issue it gives.
ONCE AGAIN YOURE ASSUMING I cant play verse antiloop killers which is just a lie. I'm just saying they're stronger than basic attack killers which is 100% a fact. I HAVE NEVEE HAD AN ISSUE WITH ANY KILLER, I have never asked for a nerf against anything from old spirit, iri huntress, slinger, wraith etc.
Your whole argument is " you're just bad against antiloop killers and should get better" which is a petty argument while my argument is "remove distance so it cant correctly mistakes against basic attacks, make it iframes only which has a skill cap and counters while not splitting the gap between the weaker and stronger killer".
I'm done replying to you, you arent even trying to have a conversation you're just calling me bad and ignoring all situations I'm bringing up.
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919386#Comment_2919386
I agree that a 3rd health state is bad but I also think that just iFrames is too much of a nerf. The killer has a 1.5 sec cooldown after a basic attack and whiff, so the survivor can get at most 6m of distance (depending on if the killer lunged, continues walking in the direction of the survivor, where the survivor is headed, etc...).
The 6m of distance gained (at most) is the exact length of a killer lunge. Killer can chase for about 2 additional seconds - again assuming max distance was gained - to reduce the difference to 4.8m which is well within the lunge range and provides exactly 25% clearance (rotations by the survivor can easily be covered by the killer).
So this, imo, would make Dead Hard pretty useless even when it works. This is why I think there should be some sort of speed boost involved.
Killer successful attack cooldown is 3sec.
1 sec of speed boost is 6m
2 sec of normal speed is 8m.
Killer barely moves after landing a hit so it's around 14m of distance.
14-6 (killer lunge attack range) = 8m
8/.6 = 13.333 seconds to make the difference.
Maybe the 13.333 seconds is too long for m1 killers so the speed boost should be reduced, or the killer should recover from the basic hit faster.
One would have to consider the avg distance between tiles and whether its acceptable to cover around 52m as a third health state, but that's why the drawback is there.
On the other hand maybe the penalties should be increased, but it still requires precise timing and can be baited out.
You're focusing just on basic attack hits you dodge not the numerous antiloop abilities.
Yes avoiding a basic attack wont give you huge distance but on smaller loops it will still help and in the end the perk shouldn't counter everything
I get people always go to dodging basic attacks (which all killers can do) and say you wont get much distance but just keeping the iframes turns DH into a perk used to avoid special attacks of antiloop killers.
So it still has a very strong and good use, it's just situational and a specific use. So good against the already strong antiloop, weaker against basic attacks (but still possible if the killer misses on a small loop)
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2919380#Comment_2919380
I have 5000 hours and I play with killers with 100 hours or less, all with noed, of course
Oh iv never had that, I just mean the noed users are what most people would call the average player but because I'm what people would call a sweaty tryhard they shouldn't be versing me.
Like I'm not saying they're baby killers but they certainly arent on par with the other killers I verse and I feel noed has boosted them up.
Quite often i will run a killer for 3 gens and they will get mad at me for doing so but they will have noed at the end. Once again i dont mind noed but clearly its lifted them to a spot they cant handle
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@Pannat1 said:
Do you avoid getting stun on open loop? ( Where survivor can clearly see you where mindgame can happen) or do you just care on getting pallet out asap
Do you go back and forth on open loop?
It's more about making a read on the player you're versing, theres no set answer.
A great example is the car loops with small pile to one side, obviously you know of they drop the pallet you can go round and get a hit however the survivor also knows that and if you go round and he reads that he can run round the whole car again.
So you have to make a read on if hes actually gonna drop it or hes baiting it out. You can try bait you're going round and then dont and this might be enough to fall them.
In the end it dont matter as the survivor has DH and will likely just greed everything as they have the ability to get free distance.
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@Basement_Bubba420 said:
Bottom line is that this perk should have never been released in its current state.
It is the epitome of garbage game design (a perk that offers distance, iFrames, activatable on command, no collision) and it shows 0 thought for the game as whole.
People will come in here and claim SB is better, yet that only offers 4.2m of distance in a chase versus the 3.8m that Dead Hard gives. Also, no iFrames, requires exhaustion management, has collision, and you can't activate it at will.
In a game where most killers rely on capitalizing on survivor mistakes the devs create a perk that gives the survivor a get out of jail free card. Any outplay is invalidated and survivors have a free form of insurance.
Fix dead hard by removing the distance and keeping movement at 4.0 speed.
Make the animation more noticeable and add a sound notification.
Keep collision. Remove iFrames.
Now survivors who are hit during dead hard duration (lets try 1 second) are inflicted with broken for 60 seconds and deep wounds. They can gain progress towards exhaustion recovery but don't fully recover from exhaustion until they are healed to a healthy state. They get a 1 second speed boost as if they were injured normally.
Now what does this do? Dead Hard is still a second chance perk. You got hit because you made a mistake or got outplayed. Instead of completing negating the hit, you are crippled with broken and deep wounds. You have exhaustion for at least 60+ seconds because you can't become unexhausted until you are healed. But you can now take three hits during a single chase, and you may even survive because of the speed boost. Perks that activate on hit still activate. Great.
Killers can counter this by not swinging as usual. No more distance, no more next tile, no more dead hard for flash light save, no more dead hard thru killer.
Will this kill dead hard usage? probably. but the perk is sitting at 50% usage according to night light, it should be expected to drop in usage.
Yeah I dont want survivors to have a 3rd health state just for running a perk, that's like the old MOM.
Being broken or even put in mending means nothing, the issue with DH is it corrects mistakes (like you said) but then you have gone and said they can get another health state...
Itd be better to just have the distance gone and keep the iframes so a player has to time their dodge to get the value, it gives DH a skill cap.
Iframes can be baited out with antiloop killers you just hold your ability but the distance cant be baited out as they arent doing it to avoid a hit its purely just for free distance.
If you get outplayed at a loop by a basic attack killer the survivor should go down. No perk should correct a mistake or give another free health state.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2918487#Comment_2918487
It's the devs' jobs to see if all those wins are gained through NOED or not. It's not our responsibility to not use a perk because it supposedly skews the results. That's just guilt tripping the players instead of the devs' bad game design and sense of measuring in-game results.
Yeah but they wouldn't look into it like that, remember their fix to giddeon being killer sided was add XX safe/god pallets in.
Using NOED will also definitely hurt players learning and getting better without it, afterall if they get extra kills due to it and go up in mmr they shall verse harder opponents and likely have less of a fun time as they're relying on it to help them.
I have no issues with the perk itself but I dont have faith in the devs to balance killers through things that can twist result and I also see alot of killers that struggle through a match have noed at the end. Once again I dont care but it just feels like they're misplaced and shouldn't be versing me but noed has lifted their mmr
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2918586#Comment_2918586
Your uses just ignore that the attack cooldown is far too low to get eny value besides some very niche situations.
Well clearly not, I dont get how dodging a range and antiloop attack which would normal down you niche, seems like youre only focusing on basic attacks which even if you dodge at certain tiles you can still make it to the pallet/vault you just actually have to dodge it.
@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2918882#Comment_2918882
So basicly your saying that the iFrames should stay because killers are to stong. Bottom line is clearly you are not playing effeciently against specific killers and thats why your fighting to keep iFrames not the distance.
Given that top teir players (most not all) will run loops effeciently by predropping pallets and leaving the loop as soon as they can for more distance basicly renderes killers like Artist, trapper, hag and any other anti loop killer pointless.
If you keep the distance of dead hard then it balances the perk in line with the other exhaustion perks, Makes the perk fairer as there doesnt need to be any of the bull validation that happens in the game (whenever i get DH validated as a killer its always in survivors favor).
Bottom line is you have made it clear you just want a god perk that is so powerful that it counters most killers in the game which NO perk should do. No one perk should be able to be used to give you a free hit effectively with no work on the survivors side. You want a free hit go run Metal of Man and work for your free hit instead of relying on a crutch perk like DH to do it for free and multiple times a game.
You constantly go on about anti loop killers but guess what. nearly every killer can end loops very quickly as long as u know what your doing.
Your assumption that I either main a anti loop killer or a survivor who just wants distance is way off.
Yes i play some anti loop killers but for a long time I mained both Ghostface and Legion (im sure you will find a way to make those Anti Loop)
As for survivor on the rare occasion I do play it i don't run any exhaustion perks because i'm not a fan of using them however if i had a choice of either having iframes for a few game ticks or a big amount of distance from the killer then yes im going for distance because its more powerful. If a killer swings and gets hit by DH iFrames all they do is recover, catch up very quickly and down you
Maybe you shoud learn to look at the game as a whole not just from your play style because your playstyle seems to be "I need something that makes me immortal" and clearly your not great at the game if you can't loop without DH iFrames.
And completely wrong again, considering DH is used for distance MOST games you would drastically see a usage decrease not to mention you have to time the DH to avoid an antiloop and unlike the distance part it can actually be baited out or waited out.
All your comment does is contradict yourself, you say how all killers are antiloop killers yet you say everyone just predrops pallets like its comp. Both are simply not true, if you think GF can be antiloop you clearly lack the understanding of a basic attack killer and antiloop.
You haven't even addressed the fact that keeping the distance hurts all basic attack killers but it's fine because you just dont want DH to counter antiloop abilities.
I find it funny how I must be a bad player because I dont want an easy distance gain and would rather a perk that requires timing and more skill. Not every exhaustion has to be the same, headon is a great example.
All your idea does is make basic attack killers even weaker than antiloop ones, even more than they currently are. Then again you somehow think all killers can be antiloop so I think that says enough about your understanding of all killers against even half decent survivors.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2918758#Comment_2918758
Im kinda new to the forums so havent seen to many but yeah so many people talk about dead hard because its stupidly unbalanced. The issue is you get survivor mains like the OP that wants it to remain a god perk that gives you a 3rd damage state instead of using it as a distance perk that literally all other exhastion perks (except head on) does.
https://forum.deadbydaylight.com/en/discussion/comment/2918832#Comment_2918832
This goes to far the oposite way from OP and would kill the perk. simply removing the iframes but increasing the distance you go would be the best way to balance the perk. it would mean survivors would use it during the chase not at the end of the chase because they ######### up.
I feel that anyone who complains about anti loop killers and that they need DH with iFrames because they can be immortal are just not willing to learn how to counter those killers.....Hint hold W.
I already explained to you why keeping the distance is the issue and how it just encourages all killers to be antiloop as a DH just ruins all basic attack killers.
You just want all the weaker killers to be left in the dust likely because you main a antiloop killer or a survivor who just wants the easy distance part.
Either way you're making the gap between antiloop and basic attack even wider, when my change shrinks that gap and keeps the perk situational but usable.
But you somehow think increasing the distance is a good choice... yeah I dont think so. I'm going for overall game health for all killers.
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@Jay_K said:
As a killer main the distance isn't what i have an issue with when it comes to players using DH. A well timed dead hard is a wonderful thing and i do applaud players who use it well.
The thing that sucks is when as a killer you get a real and fair hit on a survivor but because they hit E they are able to tank a hit (something that all other perks u need to work to get such as metal of man). The iframes that come with dead hard are basicly a way for suvivors to be immortal for a single hit. So unless you really suck with the perk you take 3 damage states to be downed each chase. As you stated in your post there are countless ways you can basicly abuse the perks iFrames to get an advantage.
Now imagine if dead hard was just distance not iFrames. Dead hard would be used then to extend loops and make windows/pallets that you wouldnt normally make. This removes the entire "Press E to outplay" stigma that dead hard has achieved and instead of it being used as a perk that literally fixes major mistakes survivors make whilst robbing a killer of a hit/down it is used at specific situations to extend loops and even escape chases.
This would make the perk fairer and i believe still widely used by many survivors but it would also bring it down to the level of other perks that could be run instead (causing not every match to have 2, 3 or 4 dead hards in it)
Theres nothing well timed about using it for distance, that would be an argument for the iframes.
And yes the perk should be used to dodge a hit, antiloop killers are the stronger killers so why would you want DH not be good against them and really strong against already weak basic attack killers... you're widening the gap between all basic attack killers and antiloop ones and we dont want all killers to be antiloop.
Distance being removed is just the smarter choice, balances all killers closer together and gives it a specific purpose to dodge a hit, which as an antiloop isnt as game changing
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@Shroompy said:
350 x 4 = 1400
man those Survivors you versed were so hardcore they had Dead Hard multiple times
And Im not talking about each Survivor having DH, Im talking the same Survivor having more than 1 DH
I think that's meant to be a 2.054 as an average not 2,054 in total times used.
Either hes lying or hes lucky to get a 2.0 average lol. Also COH is so low!
Either way DH needs to be addressed, we know this and it should be the distance removed. I have a full post on this for anyone interested, if you think the perk has no use with the distance gone you're missing out on so much of the perk and are using the part that makes weak killers weaker
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@D3spair said:
Let's be honest here, if BHVR is balancing for the Majority of Players which is casual. They would be aware how punishing it is for a Killer to miss your Special Attack ie. Shred, Hatchets, Bear Traps. I'm just so sick of DH dodging my Bear Traps and Lethal Rushes and Blinks. For example, you as a Blight Bounced 5 times in a jungle gym but a Survivor presses E dodges your Last Lethal Rush and makes it to a Window. it's frustrating af.
Actually I'd say the distance is the real issue. Powers you're describing are antiloop powers and are already strong so removing the iframes will just make those stronger while keeping every basic attack killer in the dust...
Distance should go, iframes should stay. Make DH a dodge attack perk, instead of a mistake correcting perk against already weak killers.
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@Tiufal said:
DH distance wont go. Its the only point in playing the perk.
I gave you 12 uses for the iframes...
Distance is not the only use, it's the only one bad survivors crutch on against already weak basic attack killers.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2918498#Comment_2918498
Chill out with the passive aggressiveness, we have a difference of opinion and nothing more. Notice how everyone here is able to convey theirs without being condescending.
‘Even if you are right, the main problem with that is the perk would become very unpopular and it would barely be used. Like I said before, we have too many perks that are not good & not worth using a slot for. Let’s not throw another one on the pile.
I just said wrong, because it is... the iframes alone can counter 12odd killer abilities and yet I get people telling me its pointless.
And it's not about how often the perks used it's about balance, just because something isnt picked much doesnt mean it's bad.
DH iframes have many uses, mainly against the stronger anti-loop ones it just requires some effort from the survivors.
Like I said if you dont know what the iframes do check my post, it's my most recent one. My change balances DH against all killers (strong against antiloop, not as strong against basic attacks) if people dont use it that's their choice. Doesnt make it bad, just makes it more situational and skillful.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2918474#Comment_2918474
It has to be the other way around- remove the iFrames but keep the distance. If you remove the distance, the perk becomes useless and no one will use it. We have too many useless perks as is (on both sides). Remember the DH bug that would leave survivors “exhausted on the floor?” No iFrames would work the same and stop survivors from greeding a whiff AND making it to a window/pallet. Also, survivors won’t be able to use it after unhooking someone while injured (in front of your face), and they won’t be able to bait a swing from you while you carry their teammate to a hook. No iFrames, so they’ll foolishly get downed if they try.
If it’s being used tsolely to dodge a hit with iFrames, killers would just bait it out or even if they do whiff, they’ll catch up in no time because distance is gone. A lot of ppl use DH today ‘incorrectly” as is, only to go down 3 seconds later. Stopping those at mid-high MMR from greeding with DH will make life a little better for killers.
Wrong. Iframes have so many uses, my recent post actually lists it all.
All the distance does is punish the weak basic attack killers and corrects mistakes on loops, it's also the easy part of the perk.
You want DH to require some skill, the distance part lacks still and is unfair. If you think DH is only good for the distance you're using the easy and broken part of it.
The fact you dont think basic attack killers should be able to counter a perk says enough.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2918458#Comment_2918458
Alright, keep your secrets then.
What secrets? My recent post explains DH iframe uses, was posted before you first reply to me. Check it if you want, I just dont bother with people who exaggerate/twist what people say and try take the p out of others
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There is nothing wrong with noed.
The only thing that is bad about noed is it's way it boosts kill rates, same as rancor can.
I do feel alot of the hate towards NOED is the entitlement of Escaping, I'd be okay with a change as it wouldn't impact me.
If it stays how it is that's perfectly okay but I will say if you are a noed user YOU ARE HOLDING BACK KILLER BUFFS BY BOOSTING KILL RATES. But that the killer side of me talking and I avoid playing killer now
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@GoshJosh said:
What are your thoughts if there were daily and/or weekly challenges associated with using specific perks? Maybe either equipping the perk for a certain number of trials, or utilizing the perk effectively (i.e. With A Nurse’s Calling equipped, begin chase with a survivor within 10 seconds of their aura being revealed while healing).
The idea is twofold: promoting perk variety as well as granting additional BP to fight the infamous grind. I know we already have similar challenges in the Rift, but this would be something that could compliment that - and for the times the Rift is closed. Maybe there could be daily challenges for just one perk, and weekly challenges for using three different perks (or even higher tiers if you can do five and seven perk challenges). I think most of us would enjoy seeing and equipping a greater deal of perks in our trials, and this is one way that incentives all players equally - while not requiring it.
I'd rather just use X perk challenges, this stops the people trying to farm for the challenge and just encourages people to use a different perk in their build.
I'd like it! Just wish we got 1 killer & 1 survivor challenge each day
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Remove the distance and it's still fair.
Iframes have alot of uses, it just gives DH a set role/ability instead of multiple uses such as the broken free distance to correct mistakes.
Your idea actually makes DH less useable than just removing the distance as you can use the iframes to dodge/bait an attack then drop a pallet. Or if you mean you just have X seconds to use it then it's still busted as before, the distance has to go.