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Grandpa_Crack_Pipe

Grandpa_Crack_Pipe

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Grandpa_Crack_Pipe
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  • This is why I bring BT and We'll Make It.

    Killer ain't leaving? BT. Killer running off? Heal.

  • Yeah, but it's exclusive to a single situation that's going to stop happening if a perk like this comes out, being "letting the killer hit me out of the exit gates".

    It ain't gonna stop exit gate tbagging.

  • So you came all the way to the forums to announce to everyone that you're unbelievably salty and none of us can stop you from playing like a sweatgoblin with a serious case of assburn against people you know probably don't deserve it?

    Are you expecting a standing ovation?

  • @trendyfartknocker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852469#Comment_1852469

    Take a look at my suggested perk linked above. It's a pretty good way to deal with end-of-game BM, IMO.

    I mean.. unless you're Huntress or Deathslinger, people're still gonna do it. They're just gonna leave before you hit them.

    And I dunno if people're gonna blow a perk slot just to maybe get one of those dudes who tbags at the exit gates.

  • Undying+Ruin is fine.

    Undying+Ruin on Freddy (perhaps with a pop and tinkerer to go on top) is a major sign of insecurity in Killer circles.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852305#Comment_1852305

    Did you really just call one of the strongest killers in the game "mediocre" lmao?

    5/10, needs more blorbs.

  • You aren't going to remove BM.

    Ever.

    I'm sucks, but that's the cold and hard truth of it. Short of just removing mechanics until it's Beige Cube Simulator, there's always going to be a way and it's always going to piss people off until they learn to just not let things get to them.

  • Pyramid head on both counts!

  • @kaijudane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851913#Comment_1851913

    Don't be pedantic. You know exactly what I'm talking about. Hook diving without borrowed time, using keys with 3 or 4 people left, trying to work with the killer or leave an "offering" early to try and get the hatch.

    Yeah, I know exactly what you mean. But big sweeping generalizations sit bad on the tongue.

  • Ehhh.. I dunno, it doesn't feel too egregious to me. More like a case of Scalped Topknot and Akuro's Cane being so much more directly useful compared to his other addons.

  • Have you been DCing more?

  • And the only reason this is an issue is because of how ridiculously goofy gate spawns can be.

    It could be literally opposite sides of the map, or it could be so close there may as well not be two gates. Like, some games I can actually watch them both from the same spot.

    Good luck getting out of that one!

  • @kaijudane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850324#Comment_1850324

    That's the idea. SWF play to only entertain themselves. They're a nuisance for solo survivors too. This game isn't going to die because teenagers and twenty somethings can't make life miserable for other people.

    ..yeah.

    SWFs play to entertain themselves.

    With their video game.

    It's kind of the point.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851891#Comment_1851891

    I absolutely agree.

    Blight is a perfect example for this.

    You can still use his power for mobility,even if you're bad with it in chases.

    But once you master him you'll be a force to be reckoned with

    It's the difference between pinball and wrecking ball.

  • High. Always high.

    I want 'em to be playable at low skill, but still great with a high skill cap.

  • The fact that it has a battlepass is just awful to begin with.

    Makes people play like dumbasses, takes forever to go through, I get a hat for Meg which forces me to expose her face, the rewards just aren't that great.. I don't like it.

    The only positive thing I can say about it is that putting auric cells into it gets you all the cells back if you finish it completely, so TECHNICALLY, no cost sunk.

  • Had a match where none of the DS's got used. Such an overpowered perk, am I right?

  • MmmI don't think the absolute deluge of script kiddies that would flood the game if it went free to play would be worth it.

  • Just fast quicker.

  • The curve kings will rise again, you'll see.

  • 'Cause your camo index goes through the roof with 'em and the caution phase lasts forever.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850980#Comment_1850980

    And here we go again. You keep attacking me on a personal level instead of keeping the conversation on topic.

    I wish you a nice day.

    I wouldn't call "Noticing a pattern so aggressive it's like a crop circle that's still literally smoldering" a personal attack.

    I think you're like, genuinely incapable of internalizing that killers can have busted stuff. Or that survivors can have problems too. Like "Oh, you don't get it very often, missing is still possible, so it's not really a problem". Which.. is an interesting defense of one of the most universally agreed upon busted things in the game.

    This feels personal with you, man. And that's a weird thing to be with a video game.

    Who really died that day, Tsulan? And who came back?

  • @Phasmamain said:

    If a killer 4k’s they’ll be guaranteed a pip whether they camp or not pretty much so i guess it’s fair game

    Tombstone Myers would like to have words with you

  • Just don't die dummy, works on every killer.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849941#Comment_1849941

    Not really, remember it only activates 3 times if you hook the obsession also if you hook the obsession while DMS is activated it will not activate again

    Alright, but Nemesis.

  • Well first off, how D A R E you put my Oni boi out of S tier




    but it looks about right yeah.

  • And thus, people never got to play with their friends again.

    And barring some major shenannigans, 4 gens in 90 seconds sounds like you literally left every single survivor completely uninterrupted on a gen since the beginning of the match. Which.. I mean, bad luck that they spawned spread out, but that one's all you.

  • Without a cooldown, this seems like a really good way to just stonewall the entire game.

  • @ukenicky said:

    I feel like even after the key rework, whatever they may be changing about them, like if they do add an animation time to unlocking and limit one person to escaping through it, or making it spawn differently, none of it will be enough for killers.

    Idk I feel like killers are always going to be unhappy about the possibility of one survivor being able to escape with a key through a closed hatch. Like it's "robbed them of everything"

    Like yeah maybe it robbed you of a 4k but that survivor probably wanted to survive and not be robbed themselves lol this can go both ways sigh

    Bottom line, I'm hoping keys get reworked accordingly so they're more about use as aura reading tools and less about hatch escapes since that just bothers killers so much when even a single survivor gets a clutch escape as the last one alive with it.

    Barring (or even including) total removal from the game, I get the feeling there's still going to be quite the uproar over the inevitable key change.

  • Because some people are just #########.

    There's not really much more to it than that.

  • The green key should have its own model and be the MOST powerful aura reader.

    You know what? Swap aura reading time with the Skeleton Key. 30 seconds for the Green Key, 5 for the Purple, 10 for the Skeleton, so it actually have a solid, definitive use compared to its contemporaries. You wanna play around the hatch? Bring the purple and pink. You wanna sacrifice that for some nifty aura reading? Bring a green.

    And for God's sake, make it spawn with a random addon in chests.

  • It should spawn at 5 gens so there's actually a game to keep playing and the survivor doesn't just end up suiciding themselves or hiding for an hour.

  • Just don't get DS.

    EZ

  • @dspaceman20 said:

    Who stop whinging killers or survivors

    Killers.

    It's amazing how I can generally agree with people on something and R E A L L Y wish I didn't because the complaining is just that loud and pissy. I almost feel obligated to take the opposite position out of spite.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847695#Comment_1847695

    Firstly your skill point you are trying to push seems literally impossible. Please tell me how exactly the survivors is supposed to predict the swing when the killer is literally on your back? Logically speaking the closer you are to the person the less time it takes for the swing to connect. Human reaction time is not fast enough in order for the survivor to predict when the killer is if they are close. Sure it's risk vs reward but thr risk is so impossible that it makes the reward not worth it or possible to achieve, making the perk useless. What your suggesting is like jumping an impossible bridge. The risk is that you could fall and die but the rewards is that if you make it you can get to where your going in time. While completely ignoring that the bridge is too wide to cross.

    Secondly the situation your describing is dead hard for dodging which you said has a counter.

    Thirdly if the person was not in lunge distance of the survivors would have made it to the pallet anyways with or without dead hard. The fact that they used dead hard id irrelevant. Your not getting the fact that there is already skill involved in using and countering dead hard for distance, that skil being that you have to accurately judge the distance of your lunge in order to get a successful hit regardless of if they dead harded for distance. That is skillful.

    And stop saying "am j getting through yet" its rude.

    M m m m m m m m m m m .

    Nope, I tap out. You win DbD, dude.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844867#Comment_1844867

    The problem is, there isn't many top tier killers.

    At high level, survivors enormously outnumber killers.

    There's just not enough red rank killers to go around. But way too many skilled survivors who refuse to leave dead by daylight.

    This is why killers need more buff.

    Why do you put two lines between your sentences?


  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847615#Comment_1847615

    There is a problem here. Your first part is with the assumption that the killer swing, the survivors use dead hard and the killer misses an attack. What you have described is using dead hard to dodge which you have already said is countered by baiting. Adding anymore counters would destroy this aspect of the perk making it useless. Furthermore you also have to take bloodlust into account since if the killer has gained bloodlust (which they can get quickly) they can destroy that 10 second time the survivor gained and down you quickly.

    For your second part you say "continue the loop" however that is easier said then done since different maps have different loops length and different jungle gym length meaning that it you won't be able to continue the loop, making dead hard useless.

    For your 3rd part you say dead harding for distance has no counter because you can't lunge it. However from my long time of playing it and observing it from other players( from both killers and survivors side) lunge can most definitely counter the distance. There has been many time in which I and other players have dead harded to a pallet or a window but still have been hit and downed because the killer was able to time his lunge perfectly in order to negate the "overpowering" dead hard for distance. You can lunge it if you time it correctly, which experience killers can.

    Yes. I assume that when you use dead hard, you do it to dodge the attack. Whether or not it hits is where the skill component of the perk comes in. The killer CAN predict it just like a survivor CAN predict that and wait for the swing. It not always working having a counter that plays on the prediction and skill of both killer and survivor isn't a problem, it makes it fun and fair. It's a risk the survivor takes for a potentially great reward. This seems to be the part you're not getting.

    And yes, in some situations it's harder to continue the loop than others. But with the sheer time a dead hard dodge buys you, unless there's literally no pallet or window and you're just looping around a couple trees you're gonna have a hard time finding me loops that you actually can't make it to the pallet/window of, even with bloodlust. Even if it's only another 10 seconds, it's STILL another 10 seconds. Which makes it worth it.

    And.. no, you're not getting it. If they close enough to hit someone dead harding for distance, they just plain did it way too late. Like, right on top of them way too late. If someone does it properly, IE when they're far too far away to lunge at, you can't counter it. You couldn't lunge it before the dash, you sure can't after. If they didn't dead hard for the distance, you would have gotten them when they tried to vault the window. That's free uncounterable chase time because E.

    Am I getting through yet?

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847588#Comment_1847588

    Making It so that you cannot throw down pallets or vault anything after using dead hard would make it useless. Imagine your at a loop and you dead hard but can't throw down the pallet, what time will that by you and your team? What impact would it have on the killer? You might as well have not used the perk at all since it would have done nothing.

    Dead Hard is also already countered by lunging so it would be more useless in a chase if this change was made. There are other better alternatives other than that terrible suggestion.

    You know what you do when you dead hard and dodge an attack?

    You make distance.

    Say this action lock lasts 3 or so seconds. You can't just make a quick dash right into a window/pallet right as they're about to get you and be safe because you pressed E and they can't do anything about it. But a missed attack's cooldown is 1.5 seconds, running survivor speed is 4 meters per second, and the dash already covers a good distance, which means a dodged attack is going to buy somewhere around 10 seconds as a base, assuming everyone's just walking in a straight line.

    As you might be aware, 10 is more than 3.

    You dead hard dodge in a loop? You continue the loop. You can easily run the action lock timer out in a loop with the distance you make dodging. Even better, you could make it to another loop. Risk, reward.

    Dead hard to DODGE is countered by baiting it. Dead hard for DISTANCE is countered by nothing. You can't just lunge it.

    Is this making sense yet?

  • I can't believe this is still going on.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847407#Comment_1847407

    https://forum.deadbydaylight.com/en/discussion/comment/1847411#Comment_1847411

    This change is bad and would kill the perk. It would have the same effect as dead harding in the open with no pallet or vault it wouldn't have any impact to the killer at all. You might as well as not have dead harded.

    I think dead hard is fine as is and experienced players wouldn't have a problem with dead hard but if you really want to change it you should rework the exhaustion status effect all together or leave it and make dead hard a limited number of uses like on a token system.

    How would it kill the perk? Having someone dodge your attack with dead hard can devastating. The servers make it hard to use like that but I see it work all the time, and it can be a gamechanger when it does. All removing Dead Hard for distance does is make sure you actually have to use your brain when you press E.

    If removing the part of the perk with no counterplay is going to kill it, then it needs a serious overhaul anyway.

  • I think everyone's been asking for "anything but just gens" for years now.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847307#Comment_1847307

    Why is it that if a game is asymmetrical that it shouldn't be balanced so both sides win 50% of the time when both sides are equal?

    I keep linking that video because it explains my position perfectly, logically, and with evidence.

    Why do you keep ignoring the position i post and actually tell me why it is wrong rather than just throwing out ridiculous ideas that because the game is asymmetrical one side should just always have an advantage?

    Can you explain to me YOUR position? Why should one side win say, 75% of the time, assuming all players are of equal skill. Why should anyone bother playing such a game?

    I don't believe balancing an asymmetrical game like this to be equal at the highest level is impossible.

    But I DO believe it's going to be pretty damn close to do it in a good and satisfying way.

    I see it like this. In a symmetrical game like DOTA, you can't make a change to "one side", because a change to one hero affects every player equally. There aren't any Radiant or Dire mains. Everyone has the exact same access to tools. But in an asymmetrical game like DbD, this isn't true-- each side is playing a drastically different game. And where the problem begins for me is the floor and the ceiling.

    Run with my metaphor for a minute here. 0 is the absolute babiest you can be, just started the game. 100 is the apex of skill, utilizing your tools to its utmost power. In terms of Survivor and Killer gameplay, I would say the Survivor range goes from 0 to 100. Whilst Killer's range goes from, being very general, 20 to 80. I hope we can agree that at the equally lower levels, killers tend to dominate. The impetus to move the game forward and use the tools around you falls squarely on the survivors. If they don't run down the game's clock, it's open pasture for the killer.

    Now as the skill level continues forward, the matches start to equalize. Everyone's got a good shot at winning. As it climbs to the peak, the survivors begin to outpace, but the killer still has a good chance if they're quick on their feet and their reads. But at the tippy top, the killer's reached his effective 'cap' whilst the survivors have climbed past it.

    So, because of the game's asymmetrical nature, one side manages to have both lower lows and higher highs. This is where the major problem of balancing it at the highest level comes in. How could you even do it? Some perks need to be nerfed, or reworked, such as DS, OoO, Sprint Burst, Dead Hard, ect. But the main problem that's claimed to be had is game knowledge, that there simply isn't enough time. The objective of the survivor is too easy. Barring major, difficult and heavily contested overhauls of the entire objective of survivors, and likely a large part of the game, impacting this to bring that 80 to a 100 to match the Survivors is, unavoidably, going to bump that 20 to a 40.

    Which will have the unfortunate side effect of making the learning parts of Survivor even more hell. What with solo queues, lower, medium and even high skill survivors suffer enough. It'd turn a lopsided, but hopeful match into a slaughter.

    And I doubt Dweet and all his friends are gonna stick around for the couple hundred hours of massacres needed to start bridging the gap.

    I'm not against the idea of balance at the highest level, but the game being asymmetrical means they're going to have a hell of a time doing it without overhauling most of the game or sacrificing everyone below the halfway point, and I don't envy the job of the Devs. But I can understand why you'd want it.

  • You posting your error log?

  • There isn't one. At least, not a satisfying one.

    Don't look at chat. Barring that, don't care about what they say. Barring that, get your willies in with a GG, or better yet, an EZ.

    People WANT you to read that and they want you to react, 'cause they want to come out on top of you in at least one way. Let me guarantee you that hitting them with something short, sweet and nonchalant/smug and immediately taking your leave will soil their diapers even more.

  • There is, as a matter of fact, one entire exposed dohoonkabhankoloo in this videogame. So nudity's in there.

    Clown cuts off a finger for his mori, so that's dismemberment.

    There's.. moris in general, plus Deathslinger's weird imageboard tag of a mori, so there's that.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847419#Comment_1847419

    Because I only focused on the part where it just makes you invincible but didn’t focus on how you can just dash then vault that would be a good change to make it so if you dead hard you can’t vault or drop pallets for 1.5 seconds

    Oh #########, I misread your first response as "I don't think that's a good change"

    My brain's animorphing into a koala brain, sorry about that.

  • Just make it so you can't vault/pallet for a few seconds after a dead hard and it's perfect.

    Dead Hard to dodge can be baited and is rewarding to pull off.

    Dead Hard for distance is brainless.

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