HavelmomDaS1
HavelmomDaS1
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/506475#Comment_506475
And now you have to use a little more skill. Sucks I know bro, you can't just camp windows now. Almost like this change separates the bad survivors from the good ones.
Are u titled your something? THIS was making the difference between a skilled and a noob player. Now the gap between both got closer and makes this game even more casual.
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I'm coming from games where bugs were creating some awesome depth and balance just by accident. For example dark souls. This gave dark souls such a high skill cap. The devs haven't changed it and the community was thankful for that.
And yeah, combos back then wasn't intended. But guess what, it created insane depth into the fighting scene is one of the games with very high skillcap.
Casuals obviously doesn't understand this, I'm not surprised that u don't get it. But if interested I can link you an interesting video about that topic.
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@OMagic_ManO said:
Try jumping over a open window like that, how you could when just up against a wall, doesn't make much sense, I don't mind this.
It's a game ffs... What's wrong with you?
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Just on paper it seems that I can remove the dust of all my basic M1 killers and start having fun playing all killers in rotation.
Devs im really suprised how fast u changed MoM, seriously. U did a pretty good job with that change.
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PTB already out?
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######### is this taxi challenge? Impossible in normal matches.
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No attention to this devs? Just give the key to his other hand pls
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@thrawn3054 said:
Plenty of people have criticized the game without getting banned. The difference is those people offer constructive criticism. They don't just go on a tirade.
Well sometimes feelings are coming up and it's difficult to hold back. I found myself in such a situation aswell, but wasn't proud about that afterwards. We should just hope he was a dedicated player and tried to be a good community member, but today he just wanted to rant.
Let him rant, maybe he reflects about that and gives some constructive criticism after he cooled down.
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Cuz it already comes with downside
1: one shoot
2: leaving blood marks
3: moaning sounds (/"wasting" one slot for iron will)
3.5: stridor
4: thana
And probably some more points I'm missing.
Please just let it how it is, I don't want that self-care becomes meta (/necessary) again, holding M1 at current state is already way to much.
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Survivors were mad about me mori spamming 4 times after they tbagged me. They all DCed and They called it holding game hostage and all 4 reported me. Everything is holding game hostage nowadays lol
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@Trotfoxx said:
https://forum.deadbydaylight.com/en/discussion/66131/hot-take-nurse-is-beatable
If a good nurse blinks at the right spot, you can't do anything, specially with 3 blinks. That's how broken she is in good hands.
If the killer is not that good, of course it's beatable and mind gaming going back works.
"Remember guys, Nurse has no counter and in case u counter a nurse then she is just trash and you got lucky *omegafacepalm*"
A nurse can't blink perfectly every single time, especially not with the 1st blink. In case she does THE SURVIVOR can't juke and doesn't use LOS blocks. Cuz with LOS blocks a nurse has to GUESS which opens mindgames and as long as u aren't predictable and are reading how she adapts to you it's going to be a long chase.
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In hours would be nice cuz timezones
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Preschool. I looped a Billy with bamboozle for 2+ minutes and used 1 single pallet (there where still tons of ultra save pallets left, but I challenge myself to use as less as possible). And I wasn't even using balanced landing cuz u love dead hard to much (I think I didn't even used dead hard). I can show you that match later, the killer was steaming. It's really insane.
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Remember guys, Nurse has no counter and in case u counter a nurse then she is just trash and you got lucky *omegafacepalm*
The only issue is additional blink addons, this is removing a lot of skill to her and makes juking her really difficult, in open field impossible.
Range addons... Idk, I think it's okay as long as those really large maps exists. After reworking large maps to smaller maps MAYBE reducing the range of those addons is needed. But till then, only additional blinks need to be removed asap.
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@[Deleted User] said:
Here are your options:
1. Finish all 5 gens and escape
2. Find the hatch first
3. Open the exit gates while being stealthy (which does work by the way unless the killer has whispers)
Other than the fact that you deserve to sit on a hook for sucking this bad, you still get a fair chance at escaping despite all your mistakes throughout the trial.
Tbf, sometimes ur team mates are so bad that u don't have control about turning it into a win.
It happened to myself several times, my potatoe mates died like chickens, killer found hatch immediately and both exits are so close to each other that the killer has just to stand in the middle without moving.
It's really frustating as solo when u are the MVP, do gens and outplay the killer and loop him for several minutes without getting catched just to die cuz of ######### mates. It feels undeserved to die cuz no matter how perfectly I would play the match, the result would be the same. Really frustating, u know what I'm saying?
Hopefully the exit gate change will fix this issue.
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@[Deleted User] said:
Interesting idea but I'd tweak it a little. At base, Myers can stalk survivors with no limits so he can go back to EW1 as much as he wants, and the downside to that is how much time you'll be wasting stalking and having to walk around with 105% ms. I don't think this'll mess with anything balance wise because Myers can already stalk a near infinite amount in an average game with no add ons. Though with fragrant tuft or tombstone the limit for each survivor should return to avoid being able to get it off one survivor.
Yeah that's why I made the suggestion of 3/4 and 1/4, at the end of the day u wouldn't lose stalk, u r just shifting it from EW2 to EW1 and back to EW2
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@OGlilSPOOK20 said:
https://forum.deadbydaylight.com/en/discussion/comment/505783#Comment_505783
You mean slow moving, no range swinging, easy to run around ew1 Myers?
Who tf would want that? If you want to sneak up on people without them running away just use M&A, Tinkier or even Dead Rabbit or Scratched Mirror.
Imagine u don't need M and A, Tinkerer, dead rabbit or scratched mirror but myers has this in his basekit like pig crouching. Yeah, how stupid of me to think this is a good idea to spice myers up, we should let myers how he is. Totally. So terrible of me.
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I'm not excited about the chapter (ghostface) but about some Bugfixes and QoL things. It really reached the point that I'm more excited about this stuff than actual new killers. This is really sad..
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@NoShinyPony said:
Currently, there are also cases where exit gates spawn with such a big distance to each other that the killer has no chance patroling.
We need a min/max distance for exit gates, so that both killer and survivor have a fair chance.
Well, sometimes the killer has to bait it if you have a feeling where he could be.
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Current meta has to be to either have a key and wait till killer closes the hatch so u can run and search for it cuz the killer is most likely patrolling both gates.
Or, u don't have a key and just chill around one exit gate till killer closes the hatch and immediately start to open it. If lucky, killer checks the other gate first and u have enough time. If unlucky, he finds u immediately or is just simply a high mobility killer.
One thing which everyone is agreeing on is that the gates are spawning to close to each other. That's one needed fix and hopefully this will make EGC much more tactical and fair from a survivors perspective. Be patient, probably we will get it in the midchapter patch after ghostface.
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Delete.
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@holywhitetrash said:
i like map variety, i want big and small maps, cluttered maps and maps with big open danger zones
these things mean you have to play differently for the different environments
"different" ie play nurse all day long so you don't have to deal with unbalanced #########. Yeah no. Variety is one thing, but the balance has to remain. Large maps are absolutely hurting low mobility killers, 110% ms killers even more.
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@CallMeSpidey said:
https://forum.deadbydaylight.com/en/discussion/comment/505488#Comment_505488
Oh, I don't care about the downvotes.
Keys are needed until door spawns are fixed.
I'm a killer main who sees both sides and door spawns need to be fixed. Then keys and moris. Killers want everything to be easy at the expense of the survivor but somethings are actually needed more than others.
Yep, once doors are fixed I would really welcome a change/rework of keys and ebony moris. Both is just messing to much with the balance.
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@PigNRun said:
No sympathy for a Blendette with BT.
I don't like blendettes either, but bt? If bt is a huge problem for you, then u r playing killer really wrong.
Edit: typo and grammar.
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@TheShape78 said:
Sounds interesting . I believe his scratched mirror add on keeps him in tier 1, so there's that. I can see this being a great mechanic on Lery's institute . On larger maps however, with the reduced movement speed and lunge, it would be quite a hinderence. I think what we really need is an add on that removes his red stain in tier 2. That way, by using monitor and abuse, you'll have the default tier 1 terror radius of 8 meters, PLUS the benefits of tier 2's faster speed and lunge, the best of both worlds. It may be too op, however... I'm sure many a survivor main would say. This coming from a Myers main, by the way.
Well it would be an option and u can always decide to use it or not u know
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@CallMeSpidey said:
https://forum.deadbydaylight.com/en/discussion/comment/505388#Comment_505388
Keys are a bit of a necessity when it comes to endgame now.
The downvotes lol. At current state keys are pretty necessary, gates are spawning to close to each other
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Git gud at what? Dodging lobbys till I have decent mates?
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@Mochan said:
This game is really feast or famine sometimes.
Sometimes you just do so well you feel unstoppable. Othertimes the killer stomps you down so hard a dozen game straight you want to claw your eyes out and jump off a cliff.
Anyway now that that dumb daily is done I can start playing for fun again and enjoy myself.
Just switch role. Once I get stomped from one side I switch. If that doesn't help I go full "toxic" (strongest #########) and try again.
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@Jesp said:
Unless you're not in SWF/know the other survivors from previous games, just do yourself a favor and assume they are sharing a grand total of like 60IQ between all of them. This way you'll be positively surprised when they actually do okay!
Even being in a duo helps immensely with this, at least you can know one survivor isn't crouching in a corner because they heard a heartbeat 30 seconds ago.
But what this knowledge going to change about the gameplay? Good team play will not be there, and that's my issue. Yeah I could play Blendette and just escape every time with the hatch, but that's not fun at all for me. That's not why I play survivor.
I remember back then was a time when pipping as survivor was much more difficult and in red ranks u knew your mates are good. I had a lot of fun playing solo back then, the coordination and smart decision with your team mates while NOT communication at all was such a good feeling. We were going hand in hand into a match and out of a match, while we never met before. It was so beautiful, even when we all died. We knew we played good as a TEAM.
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Yes, the atmosphere is completely lost. But why do you notice that now? It's lost since the first engine update.
Really sad, I wish devs would try to bring back the old graphical atmosphere while reducing the blurring effects and make textures sharper.
Sometimes I just want to be back playing DbD 2016 for the graphics, even when the balance was horrible.
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@CallMeSpidey said:
Your down votes astonish me.
I'd feel better knowing they won't get anything if they camp the hook. A major loss for BP.
@CallMeSpidey and how is that fair for endgame, when camping is 99% of the time needed unless u want to get them a free escape? Or swarming survivors?
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@TheGameZpro3 said:
I agree with all that you said except this:
"There is literally no counter play."
So I'll list the counters now:
- The Huntress with good aim. (MoM activates with basic attacks)
- Leatherface's Chainsaw
- The Hillbilly's Chainsaw
- The Plague (If sick the ash to injured, then hit. Do this til 3 hooks. By hitting them exactly 3 times, the MoM isn't active)
- The Legion (Same reasoning with PLAG, use feral frenzy, not basic attack, then hit them exactly 3 times whie already injured. MoM won't activate.)
- Camp em on first hook (not recommended to camp, but it is a counter)
1. One if the Huntress gameplays aspects his to use m2 in close range to follow up a M1 immediately cuz short cooldown.
2. U can force a Leatherface to use M1, unless u r in the open, which is a missplay of the survivor and not a good play of the killer.
3. Same like Leatherface
4. Current meta against Plague is not to heal with the fountain, so ur m2 is doing ######### to counter MoM
5. Yeaaah, no. M2 will always be followed up with M1. And u can't use m2 immediately like previously, now u have to wait till the bar is completely filled. This forces you to use M1 more often than u wish.
6. Yeah, u will win the "no MoM for you nerd" match, but you will lose the whole match with that. + the fun drops immediately to 0, nothing more boring than doing nothing and watching the hooked guy.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/503997#Comment_503997
You should read the patch notes, bud.
Patchnotes aren't telling ######### about who gets handholded, "bud".
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Yeah it gets sometimes destroyed to quick. But giving killers a 5th perk slot for free isn't the solution. Instead, ruin should kinda work like one of the plagues with the gens blocking them. Ruin should be blocked from the Entity for X minutes till it can get cleansed.
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@drunky26 said:
Just don't taunt the killer (teabag, flashlight click etc) and you're good.
Taunting is actually a tactic. It makes killers commit on you and eventually makes them really tilted if they don't catch you fast. And a player who is tilted usually makes more mistakes than normally.
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Watch a streamer like tru3ta1ent, ohtofu or similar who plays nearly every killer every day on a high level. With just watching you will improve and learn more stuff like mindgames. After that it's just a matter of practice
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Play nurse, the counter for everything lol
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@rch614 said:
https://forum.deadbydaylight.com/en/discussion/comment/502633#Comment_502633
DBD has a pretty nice content cycle tbch. We get DLC roughly every 3 months, so they're constantly developing new stuff for us to play around with. This costs money.
Is $10 too much for one skin? Well that's subjective but many skins are pretty well done or high quality (IMO).
Bottom line, though. You only ever need to spend $20 to play this game. Everything else after that is completely optional and at the customer's discretion. It is not scummy.
"high quality" yet we still have clipping and hair bugs.
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All the casuals are going to defend this system. Noone is a real gamer like back then when trash like that wasn't a thing.
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@Jed said:
Wish they would offer some kind of support for ultrawide. I havent been able to play this game at all since I got my ultrawide monitor. It's to nauseating for me to play the way it is now...all stretched and zoomed in.
U need to do some changes in GameUserSettings.ini to avoid the stretch. That's how I played on my 21:9, it shows more from the game world left and side instead.
I can send you my values if interested.
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@ForsakenM said:
https://forum.deadbydaylight.com/en/discussion/comment/502591#Comment_502591
Right but...if they get nothing from the kill if they camp, then why camp?
I get trying to win, but if you get nothing from it, why try so hard?
Is it a ranked thing? Because if it is, that still brings up the need for Ranked to be a separate mode.
Well sometimes toxic killers trying to bait salty comments, sometimes needed (endgame), sometimes revenge (tbagging survivors), sometimes swarming survivors (ultra altruistic).
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@PeepingPeacock said:
People want it nerfed because its not an anti tunneling perk, its 60 seconds of immunity after being unhooked.
You can do the exact opposite of tunneling and still get hit by DS. Its stupid and SWF abuse the hell out of that fact.
60 seconds immunity AFTER unhooked... Uhm, THATS anti tunneling actually.
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Yeah I'm agreeing with you, I don't get the crying about it. It's in his best spot and actually has counterplay and punishes "bad behaviour" of a killer. Absoluty fine now.
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Even if you would punish camping killers with losing ALL points, they still would do it cuz they don't care about points. They care more about that kill.
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@xmenfanatic said:
I use "Screen fit" in my monitor setting and it shows more of the game. 16/9 tends to cut out part of the display. Sometimes I do so for closer graphics and to increase difficultly, but it's built for a different ratio for sure
What ratio are u using?
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Inb4 someone will excuse this a thing "to smooth the animation"
Yeah bs, remove it. Idc about smooth animations, it's harming the gameplay to much. Probably the reasons why Billy still has the ghost chainsaw bug
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It's always like thus cuz devs are forcing themselves to create 3 perks. This will usually bring us 1 really good perk and 2 trash to mediocre perks making the grind just unnecessary heavier.
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It only happens when adrenaline activates right after you got downed because the "downing" animation has to play completely till the end before u can move. The issue is, during that time u can get downed again while u can't move. It's not really bug, it's more like something for QoL.
@Peanits could you bring this up to the devs so they can do some QoL changes to that? Either the animation should be skipped when adrenaline activates or u should have i-frames during the downing animation.
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I think u are mixing it up, bit I hope you are right lol. Please no battlepass